Gaming Machines
By introducing variable performance execution mechanisms and mode selection mechanisms into the game console, players are allowed to select multiple modes during normal fluctuations and provide customized modes, which solves the problem that existing game consoles are difficult to improve the gaming experience in performance mode utilization, and achieves a significant effect of improving the fun and experience of the game.
Patent Information
- Application Number
- JP2021087864
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-25
- Publication Date
- 2025-04-16
- Estimated Expiration
- 2041-05-25
AI Technical Summary
It is difficult for existing gaming consoles to improve the gaming experience in performance mode utilization.
A gaming console is designed that includes variable performance execution mechanisms and mode selection mechanisms, allowing players to select multiple modes during normal fluctuations, and provides customized modes that cannot be achieved by selecting basic modes.
By utilizing performance modes, the game console can significantly improve the fun and experience of the game.
Smart Images

Figure 0007663223000001 
Figure 0007663223000002 
Figure 0007663223000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Gaming machines that are equipped with a plurality of presentation modes with different occurrence probabilities of a predetermined presentation (for example, premium presentation) are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-147067 A 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 that can improve the entertainment value of a game by utilizing a presentation mode. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises an during-variation performance execution means for executing a during-variation performance from the start of the decorative pattern's variation until the decorative pattern stops in a manner corresponding to the result of a win / lose lottery, and a mode selection means for making it possible to select one of a plurality of selectable modes during normal variation when the during-variation performance is being executed and a predetermined prohibited condition is not met, and is characterized in that the selectable modes selectable during the normal variation can include, in addition to basic modes, customized modes customized by the player which provide gameplay that cannot be achieved by selecting the basic modes. Effect of the Invention
[0006] According to the present invention, it is possible to improve the entertainment value of a game by utilizing a presentation mode. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front 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] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] A figure to explain the control of the remaining number of times in the second special game state (short continuation game state). [Diagram 5] 13 is a diagram for explaining the control of the remaining number of times in a condition activation gaming state (long continuation gaming state). FIG. [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 1 is a diagram (part 1) for explaining specific example 1-2. [Figure 8] FIG. 2 is a second diagram for explaining specific example 1-2. [Figure 9] FIG. 1 is a diagram (part 1) for explaining specific example 1-3. [Figure 10] FIG. 2 is a second diagram for explaining specific example 1-3. [Figure 11] (a) is a diagram showing an icon for changing the presentation mode during normal variation, and (b) is a diagram showing a list of selectable modes in each of the reset state (b-1) and the customized usage state (b-2). [Figure 12] FIG. 13 shows a customization screen displayed in a standby state. [Figure 13] This figure explains that in the customization usage state, even if a change is made from the customization mode to another mode during normal fluctuation, the customization mode remains as a selectable mode. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 16]A diagram to explain the basic configuration of the win / lose branching presentation. [Figure 17] FIG. 13 is a diagram for explaining a selection presentation. [Figure 18] A diagram to explain various aspects of the win / lose branching presentation depending on the selection situation in the selection presentation. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-6. [Diagram 23] FIG. 13 is a diagram for explaining specific example 3-9. [Figure 24] A diagram for explaining suggestive effects and tactile effects. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 27] 13A is a diagram for explaining the reserved display location, and FIG. 13B is a diagram for explaining the reserved pattern appearance (type). [Figure 28] A diagram to explain the specific hold change presentation. [Figure 29] This is a diagram (continuation of Figure 28) to explain the specific hold change presentation. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-1. [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 33] FIG. 13 is a diagram for explaining specific example 5-4. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[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 908a) 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).
[0014] In this embodiment, as the reserved pattern 10, a reserved pattern 11 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the 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 12 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information before the 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 11 during the change is displayed larger than the reserved pattern 12 before the change, but the basic form of both is the same. The basic form of the reserved pattern 11 during the change and the reserved pattern 12 before the change may be completely different. In addition, the pending pattern 11 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 12 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 limited. 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 10 corresponding to either the special chart 1 or the special chart 2, one reserved pattern 11 during change and up to four reserved patterns 12 before change may be displayed (see FIG. 2). In each figure, the reserved patterns 10 are displayed without distinguishing between the reserved patterns 10 of the special chart 1 and the reserved patterns 2 of the special chart 1, but the reserved patterns 10 of the special chart 1 and the reserved patterns 2 of the special chart 2 may be displayed with distinction. The pre-change reserved pattern 12 is set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 12. Regardless of the game state, the pre-change reserved pattern 12 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the storage means may be displayed (maximum eight pre-change reserved patterns 12 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 lottery result is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given a "privilege" called a jackpot game). The jackpot game itself is well known, so a detailed explanation is omitted. The number of rounds (round allocation), etc. can be set appropriately.
[0019] 2) Game status 2-1) Basic game state 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 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.
[0021] 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) in this embodiment is 150 times.
[0022] 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.
[0023] Note that the above-mentioned "V-type" "ST machine" is merely one example. It may not be a "V-type", but may be configured so that the probability of the first winning / losing lottery and the second winning / losing lottery are the same. Also, instead of being an "ST" machine, it may be a so-called "probability loop machine". It may also be a gaming machine with so-called "two-type" functions (such as a "type one two-type mixed machine"). Unless otherwise specified in the following explanation, the gameplay characteristics such as the distribution of jackpots can be changed as appropriate.
[0024] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state, condition activation game state described later) of the winning / losing lottery is about 1 / 319, and the probability of winning in a high probability state (first special game state) is about 1 / 100. Note that the specific value of the winning probability can be changed as appropriate.
[0025] 2-2) Condition activation game state (ceiling) The gaming machine 1 according to this embodiment is equipped with a so-called "ceiling". Specifically, when a predetermined transition condition is satisfied, even if the player does not win the winning / losing lottery (even if the player does not play the jackpot game), the game state transitions from the normal game state (strictly speaking, the unactivated normal game state described in detail later) to a condition activation game state (currently often referred to as "play time" or the like) which is more advantageous to the player than the normal game state (see FIG. 3(a)). The condition activation game state is a low probability state in which the probability of winning a jackpot is low (the same as the normal game state and lower than the first special game state), which is the same as the second special game state, and is a high base state (low probability, with time reduction) in which the game ball is likely to enter the starting area 904 (the condition activation game state can also be considered as a type of the second special game state). However, the condition activation game state has a greater number of continuations than the above-mentioned second special game state. In this embodiment, the game state transitions to the normal game state (the already-activated normal game state described later) when the winning / losing lottery results are a loss 900 times in a row after the transition to the condition activation game state (the winning / losing lottery results being a loss 900 times in a row is the end condition for the condition activation game state when the winning / losing lottery is not won). Therefore, when the game state transitions to the condition activation game state, the probability of winning a jackpot during that time (before the transition to the normal game state) is higher than in the second special game state (which continues until 100 consecutive losses).
[0026] The transition condition is that a specified number of times (hereinafter, sometimes referred to as the ceiling number of times) of consecutive misses occur in the low probability state. In this embodiment, the ceiling number of times is set to 900 times. This low probability state also includes the period in the second special game state. In the case where the game transitions to the second special game state after the end of the jackpot game, and the game transitions to the normal game state after the jackpot game has ended without winning a jackpot in the second special game state, the transition condition is established when the game transitions to the normal game state (unactivated normal game state, the details of which will be described later) after the second special game state (100 times). On the other hand, in the case where the game transitions to the first special game state (ST state), and the game transitions to the normal game state (unactivated normal game state, the details of which will be described later) after the jackpot game has ended without winning a jackpot in the first special game state, the transition condition is established when the game transitions to the normal game state after 900 consecutive misses (the 150 times in the first special game state are not included in the ceiling number of times).
[0027] In addition, the number of times of drawing in the second special gaming state may not be included in the ceiling number of times. In other words, the transition condition may be established when the number of times of drawing in the normal gaming state reaches the ceiling number of times.
[0028] As described above, basically, successive misses in the normal game state lead to the establishment of the transition condition, but the transition condition is not established in the normal game state transitioned through the condition activation game state (the normal game state that has not passed through the condition activation game state after the previous big win is called the unactivated normal game state, and the normal game state that has passed through the condition activation game state is called the activated normal game state). In other words, even if there are 900 consecutive misses in the activated normal game state, the game state will not transition to the condition activation game state again (there is no "re-entry of the ceiling"). In other words, once the game state transitions to the condition activation game state, the game state will not transition to the condition activation game state again unless the game machine 1 is reset (unless the game machine 1 is reset). If the game machine 1 is reset, the game state will be the unactivated normal game state. Note that "resetting" the game machine 1 does not simply mean turning the power OFF to ON. The game machine 1 will not be reset unless a specified reset operation is performed. The reset operation cannot be performed by the player (cannot be performed unless the inside of the gaming machine 1 is opened).
[0029] 2-3) Display of remaining number of times As described above, in this embodiment, the first special game state (high probability, time-saving), the second special game state (low probability, time-saving), and the condition activation game state (low probability, time-saving) are set as game states more advantageous than the normal game state. In these game states, a value that decreases every time the winning / losing lottery result is a loss is displayed. The value indicates the remaining number of losses until each game state ends (each game state ends and transitions to the normal game state), that is, the so-called "remaining number of times". Below, an image indicating the remaining number of times (remaining number of times image 20) will be described. Note that the remaining number of times image 20 may indicate the remaining number of times including the currently executed variable performance, or may indicate the remaining number of times excluding the currently executed variable performance. In other words, the setting may be such that the variation of the state in which the remaining number of times is "0" becomes the final variation, or the setting may be such that the variation of the state in which the remaining number of times is "1" becomes the final variation (the end value of the "remaining number of times" is "0" or "1"). Furthermore, if the number of times to continue is 100, the first change when the game state is changed to the target state may be "99" or "100" (the starting value of the remaining number of times is the "number of times to continue itself" or "number of times to continue - 1"). Also, the remaining number of times "1" may be expressed as "001", etc.
[0030] The control of the remaining number image 20 in the second special game state and the condition activation game state will be described. Both game states are "low probability, time-saving" states that are more advantageous than the normal game state. As described above, the number of times that the second special game state continues is 100 times, and the number of times that the condition activation game state continues is 900 times. In other words, although the two game states differ in terms of the number of times that they continue, they are common in that they are "low probability, time-saving" states (the profit per fluctuation (meaning a direct profit related to "balls") is the same). In terms of the number of times that they continue, the second special game state can be said to be a "short continuation game state" with a relatively small number of times that they continue, and the condition activation game state can be said to be a "long continuation game state" with a relatively large number of times that they continue. If the number of times that the short continuation game state continues is X (times), and the number of times that the long continuation game state continues is Y (times), then the relationship Y>X holds.
[0031] In the short continuation game state (second special game state), the remaining number image 20 is displayed from the start of the game state. That is, the remaining number image 20 is displayed from the first change after the transition to the short continuation game state, and the number representing the remaining number decreases by 1 each time a change ends (a countdown occurs each time a change ends) (see FIG. 4). In this embodiment, the number of continuations X of the second special game state is 100 times, and "100" is displayed in the first change (see FIG. 4(a)(b)), and the state in which "1" is displayed (see FIG. 4(d)) is the final change.
[0032] In the long continuation game state (condition activation game state), the remaining number of times is not displayed from the start of the game state until the switching time is reached. In this embodiment, the time when the winning / losing lottery result is a loss D times in a row from the start of the long continuation game state (D times of fluctuation have been executed without winning the jackpot since the start of the long continuation game state) is set as the switching time. D=YX. In this embodiment, X=100 and Y=900, so D=900-100=800. In other words, the remaining number of times image 20 is not displayed until the switching time is reached when the winning / losing lottery result is a loss 800 times in a row from the start of the long continuation game state (see FIG. 5(a)(b)). After the switching time is reached, the remaining number of times image 20 is displayed. In this embodiment, Y=100, so a countdown from "100" to "1" occurs (see FIG. 5(c)(d)). As described above, the countdown of the remaining number of times is the same as the countdown in the short continuation game state. In other words, in this embodiment, the remaining number of times is not displayed in the long continuation game state until the switching point when the remaining number of times (= the number of continuations) becomes the same as the starting point of the short continuation game state, and the remaining number of times is displayed after the switching point is reached.
[0033] The appearance of the remaining number image 20 displayed after the switching time is reached in the long continuation game state is the same as the appearance of the remaining number image 20 displayed in the short continuation game state (the difference in the "value" indicated by the remaining number image 20 is not related to the difference in appearance. The font of the numbers and other parts of the remaining number image 20 are the same). Also, the location where the remaining number image 20 is displayed in the display area 911 is the same after the switching time is reached in the long continuation game state and in the short continuation game state (see Figures 4, 5(c)(d)). In other words, the control of the remaining number after the switching time is reached in the long continuation game state is the same as the control of the remaining number in the short continuation game state. From the player's point of view, it appears that the same remaining number image 20 is displayed after the switching time is reached in the long continuation game state and in the short continuation game state.
[0034] The advantages of doing so are as follows. If the remaining number of times is displayed from the start even in the long continuation game state, it is necessary to prepare a dedicated image (remaining number of times image 20) to indicate the remaining number of times in the long continuation game state. In accordance with this embodiment, the numbers from "900" to "101" are numbers that are not displayed in the short continuation game state, so they are unnecessary if there is no long continuation game state. In this embodiment, the remaining number of times is not displayed unless the remaining number of times in the long continuation game state reaches a number that can be displayed in the short continuation game state, so there is no need to prepare such a dedicated image. In addition, there is also the advantage that control is easier because there is no need to control the remaining number of times to be counted down every time until the switching time is reached.
[0035] In particular, the long-continuation game state in this embodiment is a condition-activating game state (so-called ceiling time-saving), and the probability of transitioning to the condition-activating game state (reaching the ceiling) is not very high. It is not efficient to provide a dedicated image (perform dedicated control) for such a game state that does not transition often, so it is reasonable to do as in this embodiment.
[0036] In addition, until the switching time is reached, there are still plenty of remaining plays, and the player is not particularly concerned about the end of the long-continuation game state. Therefore, it can be said that there is little inconvenience in not showing the remaining plays until the switching time is reached.
[0037] As described above, in this embodiment, the long continuation game state and the short continuation game state are common in that they are both "low probability / time-saving" states (profit per fluctuation is the same). Therefore, in both the long continuation game state and the short continuation game state, an image indicating that they are in the "same state" (hereinafter referred to as the time-saving image 21) is displayed. In this embodiment, "XX chance" is used as the name of the "low probability / time-saving" state (so-called time-saving), and during both the fluctuation performance in the long continuation game state and the fluctuation performance in the short continuation game state, an image including the characters "XX chance" is displayed in the display area 911 as the time-saving image 21.
[0038] In this embodiment, the background image (not shown) displayed as the background of the decorative pattern 80, the appearance of the various decorative patterns 80, and the appearance of the reserved pattern 10 (including both the basic appearance and the chance-up appearance) do not change between the long-continuation play state and the short-continuation play state.
[0039] Therefore, the long continuation game state and the short continuation game state before the switching time are different only in whether or not the remaining number of times image 20 is displayed, and the other images are the same. In addition, the images displayed in the long continuation game state and the short continuation game state after the switching time are the same (note that the difference in images here does not include changes (such as changes in the number of reserved games, changes in the decorative pattern 80, etc.) according to the game situation (the situation related to the winning / losing lottery). In other words, when the game state is transitioned to the long continuation game state, the control is different from that in the short continuation game state only in that the remaining number of times image 20 is not displayed until the switching time is reached, and after the switching time is reached, the control is exactly the same as that in the short continuation game state, so that the increase in the control burden caused by the control dedicated to the long continuation game state is suppressed.
[0040] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned matters related to the display of the remaining number of times. 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.
[0041] 〇Specific example 1-1 In the above embodiment, it has been described that D (the number of fluctuations until the switching point in the long continuation game state is reached) = Y (the number of times the long continuation game state continues) - X (the number of times the short continuation game state continues), but it may be set to D > YX. For example, as in the above embodiment, in a setting of X = 100 and Y = 900, D may be set to 850. In this case, the remaining number image 20 is not displayed until 850 consecutive misses occur from the start of the long continuation game state (the 850th spin is the switching point) (see Fig. 6 (a) (b)), and the remaining number image 20 is displayed thereafter (see Fig. 6 (c) (d)). Since the short continuation game state displays a countdown from "100" to "1", if the remaining number image 20 starts to be displayed in the long continuation game state with a number less than "100", it is not necessary to prepare a dedicated remaining number image 20 for the long continuation game state. In other words, it is sufficient to set D ≧ YX.
[0042] 〇Specific example 1-2 In the long continuation game state, the stop image 22 is displayed until the switching time is reached. Specifically, the stop image 22 is displayed at the position where the remaining number image 20 is displayed after the switching time is reached, so that the decrease (countdown) of the remaining number of times appears to be stopped (see Fig. 7 (a) (b)). For example, it is possible to display an image including a "temporary stop" mark as the stop image 22. In the above embodiment, the remaining number image 20 is a square "frame" in which a numerical value indicating the remaining number of times is displayed, while the stop image 22 is a "frame" that has the same shape and is displayed at the same position as the remaining number image 20, and has a "temporary stop" mark located inside the "frame". In other words, the stop image 22 includes a common element that has a common aspect with the remaining number image 20, and includes an element that makes the decrease of the remaining number appear to be stopped. In this way, it is possible to clearly show the player that the display of the remaining number of times is stopped until the switching time of the long continuation game state is reached.
[0043] When the switching time is reached, the still image 22 may be displayed superimposed on the remaining number image 20 that is displayed immediately after the switching time is reached. If, as in the above embodiment, the countdown starts from "100" after the switching time is reached, the still image 22 is displayed superimposed on the number "100" (see FIG. 8). In other words, the still image 22 is displayed superimposed on the number at which the counting of the remaining number of times starts. By doing this, the player can sense that the counting will start after the remaining number of times reaches "100".
[0044] The still image 22 may have a form other than the "temporary stop" mark. For example, instead of the "temporary stop" mark, the still image 22 may have an "x" mark.
[0045] 〇Specific example 1-3 At the start of the short continuation game state (immediately before the start or immediately after the start (beginning of the first variation)), a start image 23 including a continuation count display 231 indicating that the short continuation game state has continued for X times is displayed (see FIG. 9). If the second special game state is a short continuation game state as in the above embodiment, the start image 23 is displayed at the end of a normal jackpot game or immediately after the end of a normal jackpot game. As explained in the above embodiment, if the second special game state, which is a short continuation game state, is called "XX chance", it is preferable that the start image 23 includes the continuation count display 231 together with the name of the second special game state (see FIG. 9(a)).
[0046] On the other hand, in the long continuation game state, when the switching time is reached (immediately before the remaining number of times image 20 is displayed), a pseudo start image 23g containing the same number of continuation times display 231 as the start image 23 (i.e., X times) is displayed (see FIG. 10(c)). In other words, since the remaining number of times in the long continuation game state is the same as that in the short continuation game state when the switching time is reached, an image of the same type as the start image 23 is displayed when the switching time is reached. The reason it is called a "pseudo start image" is that the long continuation game state has already started before the switching time is reached, and therefore, strictly speaking, what is displayed when the switching time is reached is a "pseudo" start image (fake non-start image). Furthermore, strictly speaking, the pseudo start image 23g is displayed during the 801st change since the start of the long continuation game state. Therefore, when the pseudo start image 23g is displayed, a decorative pattern 80 that changes slightly near the outer edge of the display area 911 (decorative pattern 80 indicating the win / lose lottery result corresponding to the 801st change) may be displayed (see Figure 10(c)).
[0047] The above-mentioned start image 23 (see FIG. 9(a)) and pseudo start image 23g (see FIG. 10(c)) can be exactly the same, including the continuation count display 231. In this case, after the switching time is reached in the long continuation game state, exactly the same control as in the short continuation game state can be performed. In other words, after the switching time is reached in the long continuation game state, control can be performed assuming that the short continuation game state is started. Note that, as in the above embodiment, if the names of the second special game state and the condition activation game state ("XX Chance") are the same, the name can be included in the start image 23 and the pseudo start image 23g. On the other hand, if the names of the second special game state and the condition activation game state are different, and the start image 23 and the pseudo start image 23g are the same, these images cannot include the names of the game states. Furthermore, in this case, it is preferable that in the long continuation game state before the switching point is reached, the image indicating the game state (time-saving image 21 (image of "XX Chance") described in the above embodiment) is not displayed (see Figures 10(a) and (b)). In other words, since it is intended to give the appearance of a transition to "XX Chance" after the switching point is reached, the image is not displayed until then. After the switching point is reached, the image is displayed (see Figure 10(d)).
[0048] However, although the start image 23 and the pseudo start image 23g are common in that they include the continuation count display 231, this does not deny that at least some other aspects may be different. In order to clearly distinguish between the start of the second special game state and the midway point of the condition activation game state, it is preferable that the start image 23 and the pseudo start image 23g have different aspects.
[0049] 〇Specific example 1-4 In the above embodiment, it has been described that the second special gaming state is a short continuation gaming state and the condition activation gaming state is a long continuation gaming state, but if the gaming state is more advantageous than the normal gaming state and the termination condition is a predetermined number of consecutive misses, the gaming state may be configured as a short continuation gaming state or a condition activation gaming state. For example, the first special gaming state (high probability, with time reduction) described in the above embodiment is a so-called number-cutting probability change (ST) state, and the first special gaming state may be configured as a short continuation gaming state (number of continuations X = 150 times) and the condition activation gaming state may be configured as a long continuation gaming state (number of continuations Y = 900 times). Also, the second special gaming state may be configured as a short continuation gaming state (number of continuations X = 100 times) and the first special gaming state may be configured as a long continuation gaming state (number of continuations Y = 150 times).
[0050] However, as in the above embodiment, it is preferable that the short continuation game state and the long continuation game state have a relationship in which the profit per one change is the same (the probability of winning or losing is the same) with only the number of continuations being different. For example, in the above embodiment, the condition activation game state and the second special game state are common to the "low probability / time-saving" state, and only the number of continuations is different, so that before the switching time is reached, the only difference is whether or not the remaining number of times image 20 is displayed, and after the switching time is reached, the same control can be performed. If one of the short continuation gaming state and the long continuation gaming state is a "high probability" gaming state (first special gaming state) and the other is a "low probability" gaming state (second special gaming state or condition activation gaming state), and the gaming characteristics are such that it is clear to the player whether it is a "high probability" or a "low probability" (the gaming characteristics are such that the player can understand whether it is currently a "high probability" or a "low probability"), then control must be performed to indicate whether it is a "high probability" or a "low probability" even after the switching point is reached, and therefore the control of the long continuation gaming state after the switching point is reached cannot be exactly the same as that of the short continuation gaming state.
[0051] 〇Specific example 1-5 As explained in the above embodiment, in the long continuation game state, it is normal that the remaining number image 20 is not displayed until the switching point is reached. By utilizing this, for example, the following effects are generated.
[0052] Example 1-5-1 Even before the switching time is reached, an effect (remaining number of times display effect) in which the remaining number of times image 20 is displayed may occur. When a remaining number of times display effect occurs during a certain variation effect, the probability ((jackpot) reliability) that the win / lose lottery result corresponding to that variation effect will be a jackpot is increased (compared to when it does not occur). In this way, a game feature is realized in which the display of the remaining number of times, which is not displayed under normal circumstances, increases the chances of a jackpot. Note that a setting may be made such that a jackpot is confirmed when a remaining number of times display effect occurs during a certain variation effect. In this case, the exact value of the remaining number of times does not need to be displayed (because a jackpot is reached during that variation effect and the long-continuation game state ends).
[0053] Example 1-5-2 The remaining number of times is displayed even before the switching time is reached. For example, the remaining number of times image 20 is displayed when the remaining number of times reaches a round number such as "800", "700", "600", ... "200", and is not displayed in other states. In other words, the remaining number of times image 20 is displayed every certain number of times, and is not displayed in other states. Even in this way, since there is no need to change the remaining number of times every time before the switching time is reached, it can be said that this contributes to reducing the control burden.
[0054] 3) Presentation mode In this embodiment, the player can arbitrarily select (change) the presentation mode of the variable performance. The set presentation mode affects the content of the variable performance to be executed, but does not affect the winning / losing lottery result (the presentation mode does not affect the player's direct profit (profit that affects the ball output)).
[0055] In this embodiment, the presentation mode during the normal game state can be selected from two or more selectable modes (note that this does not deny the possibility of a similar configuration for the presentation mode during the special game state). Strictly speaking, one of the selectable modes can be selected while the during-change presentation in the normal game state is being executed and a predetermined prohibition condition is not established (hereinafter referred to as during normal change). The prohibition condition can be set from various perspectives. In this embodiment, the establishment of a reach is set as the prohibition condition. In other words, if a reach is not established, the presentation mode can be changed even if the during-change presentation is being executed. In addition, it is also conceivable to set the occurrence of one or more predetermined presentations that may occur as part of the during-change presentation as the prohibition condition.
[0056] Any method of selecting (changing) the presentation mode may be used. In this embodiment, the presentation mode can be selected by operating the operation means 70. Specifically, as shown in FIG. 11(a), at least when the prohibited condition is not satisfied, the icon 30 used to select the presentation mode is displayed in the display area 911, and the player selects the presentation mode of his choice while looking at the icon 30 (note that the icon 30 is omitted in drawings that are not related to the selection of the presentation mode). In this embodiment, the type of presentation mode displayed on the icon 30 is switched by operating the cross key 72 (the left and right of the cross key 72 in this embodiment), which is one of the operation means 70, and the presentation mode displayed by operating the push button 71, which is one of the operation means 70, is set as the current mode. Note that, if a change operation of the presentation mode is performed during a certain change presentation, the change is reflected from the next change presentation (next change).
[0057] As described above, the type of rendering mode displayed on the icon 30 (display area 911) is changed by operating the cross key 72, but the rendering modes displayed are only those that are selectable at that time (selectable modes). As will be described in detail later, in this embodiment, the combination (list) of selectable modes is not fixed.
[0058] The multiple presentation modes that can be selected by the player are divided into a basic mode and a customization mode. The basic mode is always selectable during normal fluctuation. In this embodiment, three types of basic modes are provided: a "normal mode" (displayed as "normal"), a "premium up mode" (displayed as "premium"), and a "simple mode" (displayed as "simple"). The "normal mode" is a default mode and a standard presentation mode. The "premium up mode" is a presentation mode in which the occurrence probability of one or more types of premium presentations (presentations in which, when a certain presentation during fluctuation occurs, the result of the lottery corresponding to the presentation during fluctuation is determined to be a jackpot) is higher than that of the normal mode. The "simple mode" is a presentation mode in which one or more types of target presentations that can occur as presentations that can constitute a presentation during fluctuation are less likely to occur than in the normal mode. On the other hand, the reliability of a jackpot when a target presentation occurs is higher in the simple mode than in the normal mode. In simple mode, target effects are less likely to occur than in normal mode, so it can be said that this mode makes the effects during fluctuations simpler (the effects are less lively and quieter).
[0059] The "customization mode" (displayed as "custom") is a mode customized by the player. In this embodiment, the player can arbitrarily select the high or low probability of occurrence for a plurality of types of performance elements. Specifically, in this embodiment, the player can arbitrarily select the high or low probability of occurrence for the "premium performance", "target performance" (liveliness of the performance), and "look-ahead performance". For the "premium performance", either "occurrence probability: normal / occurrence probability: high (increased appearance rate)" can be selected, for the "target performance", either "occurrence probability: normal / occurrence probability: low", and for the "look-ahead performance", either "occurrence probability: low (decreased appearance rate) / occurrence probability: normal / occurrence probability: high (increased appearance rate)" can be selected. For example, the player can finely customize the occurrence probability of each performance, that is, make detailed settings for the game, by selecting "occurrence probability: normal" for the premium performance, "occurrence probability: low" for the target performance, and "occurrence probability: high" for the look-ahead performance (see FIG. 12). Note that the "look-ahead performance" itself is a well-known performance, so a description thereof will be omitted. Furthermore, the customization function may include elements other than the probability of an effect occurring.
[0060] In this way, the targets of customization are "premium effects," "target effects," and "look-ahead effects," making it possible to create gameplay that is different from any of the basic modes (normal mode, premium up mode, simple mode) (that cannot be achieved by selecting a basic mode). In particular, the probability of occurrence of a "look-ahead effect" will be the normal probability regardless of which basic mode is selected (none of the basic modes target "look-ahead effects." In other words, targets of customization include those that are not targeted by the basic modes), so the only way to change the probability of occurrence of the "look-ahead effect" is to use the customization function.
[0061] In this embodiment, the above-mentioned customization function can be used in the standby state (a state in which the during-variation performance is not being executed). In other words, when the during-variation performance is being executed, the occurrence probability of each performance cannot be customized in detail. Any method of customization is acceptable. In this embodiment, by operating the push button 71 and the cross key 72, the user can set the desired probability while watching the image displayed in the display area 911 (see FIG. 12).
[0062] As described above, in this embodiment, it is possible to change (select) the current presentation mode even during normal fluctuation (while the in-flux presentation is being executed). Here, the types of selectable modes that can be selected during normal fluctuation (the list of modes selectable by the icon 30) differ depending on whether or not the reset state is in effect. The reset state is a state in which the customization function has not yet been used after a specified reset condition is met. In this embodiment, the reset condition is that the power is turned ON. In other words, the reset state is a state in which the customization function has never been used after the power is turned ON. Note that the configuration may also be such that the player himself can perform the reset operation by operating the operating means 70, etc.
[0063] In the reset state, the basic mode is the selectable mode. In other words, in this embodiment, the normal mode, the premium up mode, and the simple mode are the three selectable modes that can be selected during normal fluctuation (see FIG. 11(b-1)). In other words, after the reset, in a state in which the customization function is not used at all (no detailed settings are made), the selectable modes during normal fluctuation do not include the customization mode.
[0064] When the customization function is used, the reset state ends and the state becomes a customization use state. Here, when the customization function is used, when the occurrence probability of at least one of the "premium performance", "target performance", and "pre-read performance" is set to be different from "normal" in the standby state (when "occurrence probability: low" or "occurrence probability: high" is selected), the customization function is used (detailed setting is performed) and the state transitions to the customization use state. The contents (detailed setting) set using the customization function are stored in a predetermined storage means (not shown). In the customization use state, in addition to the basic mode, a customization mode is added as a selectable mode. That is, in this embodiment, during normal fluctuation, four types of normal mode, premium up mode, simple mode, and customization mode are selectable (see FIG. 11 (b-2)). The customization mode is the latest content set using the customization function. That is, after the customization function is used to perform detailed setting (previous detailed setting), if the customization content is changed using the customization function again (subsequent detailed setting), the content of the subsequent detailed setting is stored in the storage means, and when the customization mode is selected, the fluctuation performance is executed with the content.
[0065] If the customization function is used in the standby state (if customization is performed using the customization screen in FIG. 12), the state automatically transitions to a state in which the customization mode is set (a state in which the latest customization content is set). In other words, the state is one in which the customization mode has been set since the first change when the standby state in which the customization function was used was resolved.
[0066] During normal fluctuation, it is also possible to change the presentation mode from the customized mode to one of the basic modes. In this embodiment, even after changing from the customized mode to one of the basic modes in the customized usage state (changing from FIG. 13(a) to (b)), it is possible to select the customized mode (changing from FIG. 13(b) to (c)) unless a reset operation is performed. In other words, even if a change is made from the customized mode to another presentation mode, the customized mode remains as a presentation mode that can be selected during normal fluctuation. Therefore, for example, it is possible to change from the customized mode to the premium up mode to the customized mode (see FIG. 13).
[0067] In this way, the contents of the customization mode selectable during normal variation are automatically changed by using the customization function again in the standby state (detailed setting) (the contents stored in the storage means are overwritten with the latest contents). In other words, the latest detailed setting contents become selectable as the customization mode during normal variation.
[0068] In this way, the gaming machine 1 of this embodiment is capable of changing the presentation mode during normal fluctuation, and the selectable modes can include customized modes customized by the player (see Figure 11 (b-2)), thereby expanding the range of play and improving the entertainment value of the play.
[0069] In addition, in this embodiment, in order to accommodate changes in preferred gameplay (change of mind) or changes in players, when a new player performs customization (detailed settings), the customization mode is overwritten (replaced with the latest version) to reflect those settings.
[0070] In addition, in this embodiment, even if a change from the customization mode to any of the basic modes is executed, the customization mode remains as a selectable mode (see FIG. 13). Therefore, when the player wants to set the same customization mode again after quitting the customization mode (setting any of the basic modes), there is no need to set the details again in the standby state, which contributes to the convenience of the player.
[0071] In addition, in this embodiment, in the reset state (a state in which the customization function is not used after the reset condition is established), the customization mode is not included as a selectable mode that can be selected during normal fluctuation (see FIG. 11(b-1)). Not using the customization function (not making detailed settings) means that the player has no desire to do so, so the customization mode is not included as a selectable mode.
[0072] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned rendering modes. 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.
[0073] 〇Specific example 2-1 In the above embodiment, it has been explained that customization (detailed settings) can be performed in a standby state, but it may also be configured so that it can be performed while the in-flight performance is being executed.
[0074] 〇Specific example 2-2 Even if customization (detailed setting) is performed, the customization mode may not be set as a selectable mode selectable during normal variation. Specifically, if the gameplay as a result of customization is the same as any of the basic modes, the customization mode will not be selectable. For example, if "Occurrence probability: high" is selected for "premium performance", "Occurrence probability: normal" is selected for "target performance", and "Occurrence probability: normal" is selected for "preview performance" (see FIG. 14(a)), this is exactly the same setting as the "premium up mode", so there is no need to make the customization mode a selectable mode, and the customization mode is not included in the selectable modes (a state in which only the basic mode is selectable) (see FIG. 14(b)). Note that if the above customization is performed in standby mode, the "premium up mode" is automatically set.
[0075] In this example, since there is a possibility that the player will not realize that the customized mode is the same as one of the basic modes, a display indicating this may be generated. For example, if the result of customization in the standby state is exactly the same as the "premium up mode," a display indicating that the "premium up mode" has been set is displayed.
[0076] Unlike the above example, if the gameplay as a result of customization is the same as any of the basic modes, the customized mode may be selectable, but the basic mode exactly the same as the customization may not be displayed as a selectable mode. For example, if the result of customization in the standby state is exactly the same as the "premium up mode" (see FIG. 14(a)), the "customized mode" is included as a selectable mode, but the "premium up mode" is not included (see FIG. 14(c)). In other words, the basic mode exactly the same as the mode customized by the player is removed from the options. In this way, it is not necessary to show the player that the customized mode is the same as any of the basic modes. Note that if customization is performed again and it is not the same as the "premium up mode" (not the same as any of the basic modes), the "premium up mode" is again included in the selectable modes.
[0077] 〇Specific example 2-3 It is assumed that two or more customization modes can be selected (a storage means for storing two or more customization modes is provided). For example, it is assumed that in the standby state, two types of customization modes, "customization mode 1" (custom 1) and "customization mode 2" (custom 2), can be set ("customization mode 1" and "customization mode 2" are different settings) (see FIG. 15(a)). Then, when the player performs detailed settings for each (when detailed settings corresponding to each of customization modes 1 and 2 are stored), "customization mode 1" and "customization mode 2" are displayed as selectable modes in addition to the basic mode during normal fluctuation (see FIG. 15(b)). In this way, it is possible to perform two or more different customizations and then switch between the customizations during normal fluctuation.
[0078] 4) Various effects that make up the changing effects The gaming machine 1 according to the present embodiment can execute the following effects as effects that constitute the effect during the change (effects that can occur during the change effect). Note that the configuration may be such that only a part of the effects shown below can be executed.
[0079] 4-1) Win / lose operation In this embodiment, it is possible to execute an operation effect that prompts the player to operate the operation means 70 as an effect constituting the effect during the change. As the effect, a win / lose branch operation effect (see FIG. 16) may occur. The win / lose branch operation effect is an effect in which the operation of the operation means 70 is triggered to reveal the result of the lottery. In other words, except for the case where a premium effect of a guaranteed big win occurs, the win / lose branch operation effect is an effect in which the result of the lottery, which was not known (not known to the player) before the operation of the operation means 70 in the win / lose branch operation effect, becomes known (is notified) as a result of the operation of the operation means 70. The win / lose branch operation effect can be considered as at least a part of the so-called reach effect. Note that, when multiple types of effects occur as such a win / lose branch operation effect, all of the win / lose branch operation effects do not have to be configured as shown below. At least one type of win / lose branch operation effect is configured as shown below.
[0080] In the winning / losing branching operation performance, an operation effective period during which the operation of the operation means 70 is effective (reflected in the performance) is set (see FIG. 16(a)). In this embodiment, the operation of the push button 71, which is one type of the operation means 70, is prompted. When a single operation (one operation) of the operation means 70 is detected during the operation effective period, the game moves to the conclusion of the winning / losing branching operation performance. If the winning / losing lottery result is a big win, the game reaches a successful conclusion (see FIG. 16(b-1)), and if it is a loss, the game reaches a failed conclusion (see FIG. 16(b-2)). Since the specific form of each conclusion may be any, detailed explanations are omitted. Also, the successful conclusion includes a so-called reversal pattern in which it appears as if a failed conclusion has been reached but is then reversed. If the operation means 70 is not operated during the operation effective period, the game reaches the conclusion when the operation effective period ends.
[0081] The gaming machine 1 according to this embodiment is capable of executing a selection performance (see FIG. 17). The selection performance may occur as a performance constituting a during-variation performance. However, it is not the kind of performance that occurs consecutively with a win / lose branch operation performance. A selection performance may occur even in a during-variation performance in which a win / lose branch operation performance does not occur. In this embodiment, a selection performance may occur during normal variation. Note that the selection performance may be one that is executed when a during-variation performance is not being executed. For example, it may be one that occurs during a standby state, or one that is executed during a jackpot game.
[0082] In the selection performance, the player selects a preferred option from among a plurality of options. In this embodiment, three types of characters A to C are presented as options (see FIG. 17(b)). Any selection method may be used in the selection performance, so detailed description will be omitted. For example, the player may select a preferred option by operating the operation means 70 such as the cross key 72 or the push button 71. In this embodiment, a selection time is set, and if no operation for confirming the selection is performed by the end of the selection time, the selection of the character selected at the end of the selection time is confirmed. The character selected in the last selection performance is stored as the selected character in a storage means (not shown) (see FIG. 17(c)). After that, when a selection performance occurs again and a character other than the character selected in the previous selection performance is selected, the selected character is replaced. In other words, the character selected in the last selection performance is stored as the selected character.
[0083] In this embodiment, four modes (see FIG. 18) are provided as modes of the win / lose branching operation presentation. When it is decided to execute a win / lose branching operation presentation in a certain variation presentation, one of the four modes will occur. In other words, the trigger for the occurrence of the four modes is the same, and two or more of the four modes will not occur in one variation presentation. Which of the four modes is executed is determined according to the judgment criteria (conditions) shown below.
[0084] In this embodiment, four modes are provided: a standard mode (see FIG. 18(a)), an A mode (see FIG. 18(b)), a B mode (see FIG. 18(c)), and a C mode (see FIG. 18(d)). After the reset state (the reset state has already been described), if it is determined that a selection performance has not yet occurred, the win / loss branching operation performance becomes the standard mode (default mode). In the win / loss branching operation performance of the standard mode, an image (operation image 35) representing the operation means 70 (push button 71) is displayed during the operation valid period. The operation image 35 may be deformed or the like within a range in which the player can recognize that it represents the operation means 70 that is being requested to be operated. In addition, a meter image 36 indicating the remaining operation valid period and an instruction image 37 including a character such as "press" to encourage a single operation are also displayed. In addition, in the win / loss branching operation performance of the standard mode, none of the characters A to C are displayed throughout the performance.
[0085] After the reset state, if a selection effect has already occurred and it is decided to execute a win / lose branching operation effect, a win / lose branching operation effect of a type corresponding to the selected character (the character selected in the last selection effect) will occur. In other words, if the selected character is character A, type A will occur, if it is character B, type B will occur, and if it is character C, type C will occur.
[0086] In the winning / losing branching operation presentation of the modes A to C, the corresponding character (selected character) is displayed during the presentation (see Fig. 18(b) to (d)). Specifically, in addition to the operation image 35 and meter image 36 similar to those of the winning / losing branching operation presentation of the standard mode, an image of the selected character urging the operation of the operation means 70 is displayed as an operation request image. That is, a presentation is executed in which the selected character performs an operation request action (including not only the character's movement itself but also the words (lines) uttered by the character) that prompts the operation of the operation means 70. The operation request action corresponds to the characteristics of each of the characters A to C. For example, if the gaming machine 1 is based on a certain cartoon and the characters A to C are characters that appear in the cartoon, an operation request action appropriate for the characters is set. In this embodiment, at least the lines uttered to prompt the player to perform an operation are different for each character. In addition, in all of the modes A to C, the operation request action is a mode in which the selected character touches the operation image 35 (the selected character acts on the operation image 35) (see Fig. 18(b) to (d)). In this way, it is possible to easily understand that the selected character is urging the player to perform an operation.
[0087] In this way, the winning / losing branching operation presentation in this embodiment is interesting in that an operation request is made by the selected character selected in the selection presentation. Since the selected character is likely to be the player's favorite character, the presentation gives the player the impression that the favorite character is cheering him on at the most important moment, just before the winning / losing lottery result is revealed.
[0088] In this embodiment, the selection presentation (see FIG. 18(b)) does not indicate that the selected character will appear in the win / lose branching operation presentation. Therefore, the player does not select a character in the selection presentation with the character's appearance in the win / lose branching operation presentation in mind. However, this does not deny the possibility of a configuration in which the selection presentation indicates that the selected character will appear in the win / lose branching operation presentation.
[0089] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned winning / losing branching operation performance. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0090] 〇Specific example 3-1 In the above embodiment, it has been explained that the selection effect encourages the player to select a favorite character, but the options (effect elements) presented in the selection effect are not limited to characters. For example, a selection effect may be set to encourage the player to select a favorite color, and a win / lose branching operation effect may be executed in a manner based on the color (selected color) selected in the selection effect (last executed selection effect). In other words, the color of a certain image (e.g., operation image 35) displayed in the win / lose branching effect may be configured as the selected color.
[0091] 〇Specific example 3-2 In the above embodiment, it has been described that the selected character performs an operation request action in the winning / losing branching operation presentation, but such an operation request action does not have to be performed. For example, the winning / losing branching operation presentation may display an operation image 35 including the selected character (an operation image 35 that looks as if the selected character is displayed). In other words, various methods are conceivable for using the selected character, which is a character that the player likes, in the winning / losing branching operation presentation.
[0092] However, given that the object to be selected in the selection presentation is a "character" and that it is common for the presentation to result in some kind of action, it is preferable for the selected character to perform an "operation request action" as in the above embodiment (this configuration can be said to have a high degree of compatibility between the selection presentation for selecting a character and the operation presentation for requesting an operation).
[0093] 〇Specific example 3-3 As described in the above embodiment, in the winning / losing branching operation presentation, the selected character performs an operation request action. As the operation request action, a plurality of types of modes are set for each character, and one of the plurality of types of modes occurs. For example, for character A, an action mode A1 (see FIG. 19(a)) and a different action mode A2 (see FIG. 19(b)) are set. Then, in the winning / losing branching operation presentation that occurs in a situation where the selected character is character A, the probability of a successful ending is higher when the action mode A2 occurs than when the action mode A1 of character A occurs, that is, the jackpot reliability is set to be higher (see FIG. 19). Similarly, for characters B and C, the jackpot reliability is suggested depending on which of the plurality of types of action modes occurs. In this way, it is possible to make a presentation form that draws the player's attention to the specific mode of the operation request action of the selected character in the winning / losing branching operation presentation.
[0094] As another example, some of the characters may be configured to have multiple types of motion patterns, while other characters may have only one type of motion pattern. For example, motion patterns A1 and A2 may be set for character A, and motion patterns B1 and B2 may be set for character B, while the motion pattern for character C is one type of motion pattern C (the operation request motion is determined) (see FIG. 19(c)). In this case, if the selected character is character A or character B, the reliability is suggested by the motion patterns of the characters in the win / lose branching operation presentation, but if the selected character is character C, the reliability is not suggested in the win / lose branching operation presentation. In other words, a gameplay in which whether or not the reliability is suggested by the characters in the win / lose branching operation presentation is determined according to the selected character is realized.
[0095] As yet another example, a configuration may be adopted in which the number of operation modes set for one character is different from the number of operation modes set for another character. For example, assume that for character A, two operation modes, A1 and A2, are set, while for character B, three operation modes, B1, B2, and B3, are set. Also assume that the jackpot reliability when each operation mode is executed is different from one another. That is, in the winning / losing branch operation effect that occurs when the selected character is character A, the jackpot reliability is higher when operation mode B2 is executed than when operation mode A1 is executed (reliability: A1 < A2), and in the winning / losing branch operation effect that occurs when the selected character is character B, the jackpot reliability is higher when operation mode B2 is executed than when operation mode B1 is executed, and is also higher when operation mode B3 is executed than when operation mode B2 is executed (reliability: B1 < B2 < B3). By doing so, a gaming property is realized in which the fineness of reliability suggestion (the number of levels of reliability suggestion) differs according to the selected character. That is, in the above example, reliability suggestion is made "more finely" when the selected character is character B than when the selected character is character A.
[0096] 〇Specific Example 3-4 In the above-described embodiment, it has been explained that regardless of which of the options (characters A to C) presented in the selection effect is selected, the mode of the winning / losing branch operation effect becomes one corresponding to the selection (modes A to C). However, a configuration may be adopted in which the winning / losing branch operation effect becomes one corresponding to the selection only when some of the options are selected. For example, assume that the winning / losing branch operation effect that occurs when the selected character is character A or B becomes the reference mode (see Fig. 20(a)), while the winning / losing operation effect that occurs when the selected character is character C becomes mode C (see Fig. 20(b)).
[0097] In this way, it is possible to create a worldview in which some of the characters selectable in the selection performance are more special than the other characters. For example, in a setting in which character C is the main character and characters A and B are supporting characters among characters A to C (settings in the original work of the anime or the like that is the motif of the gaming machine 1), a gameplay in which a character appears in the winning / losing branching operation performance is realized only when the main character C becomes the selected character.
[0098] 〇Specific example 3-5 The win / lose branching operation presentation is normally (default) a standard mode (no characters are displayed), and one of modes A to C occurs as a so-called chance increase (the mode corresponds to the selected character). For example, when the win / lose branching operation presentation occurs when the selected character is B, the probability of a successful conclusion is higher (higher reliability of winning) if mode B occurs (character B is displayed) (see FIG. 21(b)) than if the standard mode is selected (see FIG. 21(a)) (note that in this case, mode A and mode C will never occur).
[0099] By following this example, easy-to-understand gameplay is achieved in which the appearance of a character selected by the player in the winning / losing operation presentation increases the chances of winning (if that character does not appear, the default is used).
[0100] 〇Specific example 3-6 A selected character is set only when the player performs a selection action in the selection performance. As in the above embodiment, when a selection time is set in the selection performance, if an operation to confirm the selection of one of the characters A to C is performed by the end of the selection time (an operation of the operating means 70 that confirms the selection. Hereinafter, this operation is referred to as a confirmation operation. For example, if the operation of the push button 71 within the selection time is set as the confirmation operation, the presence or absence of the confirmation operation is determined based on whether the push button 71 is operated within the selection time) the selected character is set as the selected character, and if a winning / losing branching operation performance occurs thereafter, the character will appear (see Fig. 22(a) and (b-1)). On the other hand, if a confirmation operation is not performed by the end of the selection time (i.e., if the time is up), the selected character is not set, and the winning / losing branching operation performance that occurs in that state is set as the standard mode (see Fig. 22(a) and (b-2)). In addition, in the selection performance when the time is up, the character that is in a selected state (if the selection is made by the cursor, the cursor is placed on it) at the time of the time up is selected.
[0101] When the time runs out in the selection presentation, there is a possibility that the player has not been able to select the character he or she likes, so in such a situation, the character is not made to appear in the winning / losing branching operation presentation (this is the standard mode).
[0102] 〇Specific example 3-7 In the above embodiment, the selection presentation does not change the options (characters A to C), but the options (combinations of options) may change. For example, five types of characters A to D may be provided as characters that can be displayed as options, and three of them may be presented in the selection presentation. However, in the above embodiment, the presented options are the same every time (easy for the player to choose), so there is an advantage that the player's preferences are easily reflected. In other words, there is an advantage that the probability that the character that the player likes will be selected as the selected character increases, and the winning / losing branching operation presentation is more likely to be to the player's preference.
[0103] 〇Specific example 3-8 In the above embodiment, it has been described that the character selected in the last selection performance (latest selection) is set as the selected character, but after a reset, all selection performances that have occurred up to now are combined and the character that has been selected the most times is set as the selected character (appears in the win / lose branching operation performance). For example, if a total of four selection performances have occurred after a reset and the selection situation is character A: 1 time, character B: 1 time, and character C: 2 times, and a win / lose branching operation performance occurs in this case, the win / lose branching operation performance will be mode C in which character C appears. In this way, the character that has been selected the most times in total in the selection performances that have occurred up to now is likely to be the character that the player really likes, and this character is set to appear in the win / lose branching operation performance.
[0104] When there are two or more characters that are selected the most often (for example, in a situation where character A is selected once, character B is selected three times, and character C is selected three times, character B and character C are selected the most often), various control methods are possible. For example, of the two or more characters that are selected the most often, the character selected in the most recent selection presentation is made to appear in the winning / losing branching operation presentation. For example, in a situation where character A is selected once, character B is selected three times, and character C is selected three times, and character B was selected in the most recent selection presentation and character C was selected in the selection presentation immediately before that, if a winning / losing branching operation presentation occurs, the winning / losing branching operation presentation will be mode B (character B appears).
[0105] 〇Specific example 3-9 In the above embodiment, it has been described that in the winning / losing branching operation presentation, an image corresponding to the selection in the selection presentation is displayed, but the displayed image (meaning an image for the winning / losing branching presentation, excluding images that may change according to the game situation, such as the decorative pattern 80 (reach pattern) and the reserved pattern 10 (if the reserved pattern 10 is displayed in the winning / losing branching presentation)) may be the same (see FIG. 23). For example, it is possible to make the "sound" output during the operation valid period different depending on the selection. If a character is selected in the selection presentation as in the above embodiment, the "push" sound output from the speaker 95 during the operation valid period is configured to be the sound (voice) of the selected character. That is, if the selected character is A, "push" is output by the voice of character A (see FIG. 23(b)), if the selected character is B, "push" is output by the voice of character B (see FIG. 23(c)), and if the selected character is C, "push" is output by the voice of character C (see FIG. 23(d)). The reference mode is that a "push" sound (reference sound) different from any of the voices of characters A to C is output (see FIG. 23(a)), or that the "push" sound is not output.
[0106] Generally, players pay the most attention to the image displayed in the display area 911, so if the image displayed is the same as in this example, few players will notice that the presentation changes depending on the selection. In other words, by doing as in this example, a hidden presentation effect is created in which only a relatively small number of players notice the relationship between the selection presentation and the winning / losing branch presentation. Also, as in this example, by having the operation request made by the "voice" of the character, the player will have the impression that he or she is being cheered on by the character that he or she selected.
[0107] 4-2) Tactile and suggestive effects A tactile effect may occur as an effect constituting the effect during the change. The tactile effect is an effect that can be recognized as occurring by the player's sense of touch. In this embodiment, the tactile effect occurs when compressed air is ejected from a predetermined portion (ejection port 908b) toward the player for a predetermined period of time. That is, the player can feel the air pressure by his or her sense of touch. In this embodiment, the ejection port 908b is provided on the handle (launching handle 908a) of the launching device 908 for launching the game ball (see FIG. 1). Therefore, if a tactile effect occurs while the launching handle 908a is being operated, the player can feel the pressure of the air ejected from the ejection port 908b on the hand operating the launching handle 908a. Note that the structure itself for ejecting air from the launching handle 908a is well known, so a description thereof will be omitted.
[0108] In this embodiment, the tactile effect is a performance that confirms a jackpot (premium performance). In other words, if a tactile effect occurs during a certain variation performance, the result of the lottery that corresponds to the variation performance is confirmed to be a jackpot. In other words, the tactile effect occurs only during a variation performance that results in a jackpot (jackpot variation). Note that a tactile effect does not always occur during a jackpot variation.
[0109] On the premise that such a tactile effect can occur, in this embodiment, a suggestive effect can occur as an effect constituting the during-variation effect. A suggestive effect can occur before a tactile effect occurs. In this embodiment, if a suggestive effect occurs in a certain during-variation effect, it is determined that a tactile effect will occur in that during-variation effect. As described above, since a tactile effect only occurs with a jackpot fluctuation, a suggestive effect also only occurs with a jackpot fluctuation. Note that a tactile effect can occur even if a suggestive effect does not occur (if a tactile effect occurs in a certain during-variation effect, it does not necessarily mean that a suggestive effect will occur in that certain during-variation effect).
[0110] A suggestive effect is an effect in which a suggestive image 40 is displayed in the display area 911, suggesting the occurrence of a tactile effect (see FIG. 24(b)). In other words, the occurrence of a suggestive effect is recognized by the player's vision. It can be said that the senses by which suggestive effects and tactile effects are recognized are different between vision and touch. The suggestive image 40 is in a form that hints at the occurrence of a tactile effect. In this embodiment, a suggestive image 40 is displayed in which a character is uttering a line suggesting a spurt of air. For example, a suggestive image 40 is displayed in which a character is uttering the line "Fu~" (expressing a spurt of air as "Fu~").
[0111] The suggestive image 40 is in a form that hints (suggests) the occurrence of a tactile effect, but may be in a form that directly indicates the occurrence of a tactile effect. For example, the suggestive effect may be generated by displaying a suggestive image 40 including a character such as "Air from the handle!" in the display area 911.
[0112] After such a suggestive image 40 is displayed, a tactile effect occurs after a certain time has elapsed (see FIG. 24(c)). In other words, air starts to be ejected a certain time after the suggestive effect starts. In this embodiment, the suggestive image 40 has been erased (the suggestive effect has ended) when the tactile effect starts. In other words, the period during which the suggestive effect is being executed and the period during which the tactile effect is being executed do not overlap.
[0113] The occurrence of a tactile effect is grasped by the player's sense of touch, and depending on the player's physical condition (posture, posture), there is a possibility that the occurrence may not be felt. In the case of a tactile effect in which air is ejected from the nozzle 908b of the launch handle 908a as in this embodiment, if the player releases his / her hand from the launch handle 908a when the tactile effect occurs, the player cannot feel the occurrence of the effect. In this embodiment, a suggestive effect that suggests the occurrence of the tactile effect occurs before the tactile effect occurs, so that the player who sees it thinks that the tactile effect will occur and is able to interact with the tactile effect. In other words, according to this embodiment, it is less likely that a situation will occur in which the player does not notice the occurrence of a tactile effect.
[0114] In particular, the occurrence of the suggestive effect in this embodiment is recognized by a sense (sight) different from the sense (touch) that recognizes the occurrence of a tactile effect, and it can be said that the image displayed in the display area 911 attracts a high degree of attention from the player (the decorative pattern 80 indicating the win / lose lottery result is displayed in the display area 911, and therefore attracts a high degree of attention from the player), so there is little risk of overlooking the occurrence of the suggestive effect itself.
[0115] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned haptic effects and suggestive effects. In addition, 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.
[0116] 〇Specific example 4-1 Although the tactile effect in the above embodiment is described as an effect of air being ejected, it is sufficient that it can be recognized by the player's sense of touch and that it may not be recognized depending on the position of the player's body. For example, a movable part that can be displaced (protruded) forward may be provided on the launch handle 908a, and an effect in which the movable part touches the player's hand may be generated as a tactile effect. If the player does not touch the launch handle 908a, there is a risk that the occurrence of the tactile effect will not be noticed.
[0117] In addition, the location where the tactile effect occurs may be a location other than the launch handle 908a. For example, the tactile effect may be that air is ejected from a predetermined location on the cabinet of the gaming machine 1 toward the face of the player. Even in the case of such a tactile effect, depending on the player's posture, the player may not be able to sense that the effect is occurring, so it is meaningful to generate a suggestive effect in advance.
[0118] 〇Specific example 4-2 In the above embodiment, the suggestive effect is described as an effect in which the suggestive image 40 is displayed in the display area 911, but the suggestive effect is configured to be generated by outputting a predetermined effect sound (suggestive sound) from the speaker 95. For example, the suggestive effect is generated by outputting a "suggestive sound 'Fu~'" from the speaker 95, in which a predetermined character utters a line suggesting the eruption of air (see FIG. 25(a)). In this example, too, a suggestive effect that can be recognized by hearing, which is a different sense from the tactile effect (touch), occurs (see FIG. 25(a)) before the tactile effect occurs (see FIG. 25(b)), so that a situation in which the player does not notice the occurrence of the tactile effect is unlikely to occur. In particular, an effect that can be recognized by hearing has the advantage that the player can notice the occurrence regardless of the situation (even if the player takes his / her eyes off the display area 911).
[0119] For example, a suggestive sound including a phrase such as "Air coming from the steering wheel!" may be output from the speaker 95.
[0120] 〇Specific example 4-3 In the above embodiment, when a suggestive performance occurs during a certain variation performance, a tactile performance always occurs during the variation performance afterwards. However, even if a suggestive performance occurs, a tactile performance may not necessarily occur. Specifically, when a suggestive performance occurs during a certain variation performance, the probability of a tactile performance occurring during the variation performance is higher than when a suggestive performance does not occur. In other words, the occurrence of a suggestive performance is set to merely indicate that the probability of a tactile performance occurring has increased. Even in this way, the player will expect a tactile performance to occur when a suggestive performance occurs, so the risk of not noticing the occurrence of a tactile performance is reduced.
[0121] As in this example, when the occurrence of a suggestive effect does not necessarily lead to the occurrence of a tactile effect, multiple types of suggestive effects with different aspects (at least one of which does not necessarily result in the occurrence of a tactile effect even if it occurs) can be made to occur, and the probability of the tactile effect occurring can be made different depending on the type of suggestive effect. For example, a first suggestive effect in which a first suggestive image 41 is displayed and a second suggestive effect in which a second suggestive image 42 (different in aspect from the first suggestive image 41) is displayed can be made to occur, and the probability of the tactile effect occurring in a certain variation effect is higher when the second suggestive effect occurs (see FIG. 26(b)) than when the first suggestive effect occurs in the variation effect (see FIG. 26(a)). Note that the specific aspects of the first suggestive image 41 and the second suggestive image 42 may be any as long as the player can grasp that both suggest a tactile effect. In addition, when a second suggestive effect (an effect with a high probability of occurrence of a tactile effect) occurs, the setting may be made to confirm the occurrence of a tactile effect (the first suggestive effect with a low probability of occurrence of a tactile effect does not confirm the occurrence of a tactile effect). In this way, when a suggestive effect occurs, the player can pay attention to the form (type) of the effect and hope for a tactile effect to occur.
[0122] 〇Specific example 4-4 In the above embodiment, it has been described that the period during which the suggestive performance is being performed and the period during which the tactile performance is being performed do not overlap, but the two periods may overlap. That is, the suggestive performance is started before the tactile performance is started, and the suggestive performance continues for a predetermined period after the tactile performance is started (the suggestive image 40 is displayed). This has the advantage that even if the occurrence of the suggestive performance is noticed late, the tactile performance can be experienced.
[0123] However, if the suggestive performance period and the tactile performance period are set to overlap as in this example, there is a possibility that the suggestive performance itself will be taken as a performance that confirms a big win. In other words, if the suggestive performance is intended to merely announce the occurrence of a tactile performance, it is better to make the two periods not overlap as in the above embodiment (the suggestive performance ends before the tactile performance starts).
[0124] 4-3) Specific hold change performance During the execution of the variation performance, a reserved change performance may occur in which the state of the reserved pattern 10 changes. In this embodiment, it is possible to execute a specific reserved change performance as a type of the reserved change performance. The specific reserved change performance will be described in detail below. The specific reserved change performance in this embodiment can occur during a normal game state. Therefore, the reserved pattern 10 that is the target of the specific reserved change performance is the "special pattern 1 reserved". In addition, a condition under which the specific reserved change performance can occur may be set. For example, a configuration may be configured in which the specific reserved change performance can occur only when staying in a specific mode (stage).
[0125] The place (position) where the reserved pattern 10 is displayed in the display area 911 is called the reserved display area 10p (see FIG. 27). In this embodiment, four reserved display areas 10p (pre-change reserved display areas 12p) where the pre-change reserved pattern 12 is displayed, and one reserved display area 10p (changing reserved display area 11p) where the changing reserved pattern 11 is displayed are defined. Note that the pre-change reserved display area 12p has a shorter consumption order (the order in which the corresponding winning / losing lottery result notification is completed) as it is closer to the changing reserved display area 11p. Each reserved pattern 10 is displayed in the reserved display area 10p according to the "consumption order". Note that an image (mark) associated with each reserved display area 10p in the normal state may be displayed. Such an image may be set only to one of the changing reserved display area 11p and the pre-change reserved display area 12p. For example, it is conceivable that a "pedestal" that supports the reserved pattern 10 is displayed as the image (however, in this embodiment, such an image is not displayed).
[0126] The reserved pattern 10 that is the target of the specific reserved change performance is the target reserved pattern 10T. When the target reserved pattern 10T is displayed, that is, when the winning / losing lottery information (hereinafter, also referred to as the target winning / losing lottery information) corresponding to the target reserved pattern 10T is acquired (the game ball enters the starting area 904), the performance image 50 is displayed (see FIG. 28(a)(b)). In other words, the target reserved image and the performance image 50 are displayed almost simultaneously (they appear to be displayed simultaneously to the player). Note that, in this embodiment, what is displayed as the pre-change reserved pattern 12 when the target winning / losing lottery information is acquired (when the target reserved is acquired) can be the target reserved pattern 10T, but what is displayed as the changing reserved pattern 11 when the target winning / losing lottery information is acquired (when the target reserved is acquired) cannot be the target reserved pattern 10T. In other words, while win / lose lottery information obtained while a certain variable performance is being executed can be target win / lose lottery information, win / lose lottery information obtained when a variable performance is not being executed cannot be target win / lose lottery information.
[0127] The performance image 50 is displayed in association with the target hold display area 10pT, which is one of the hold display areas 10p (see FIG. 28(b)). In this case, "associated" refers to a state in which the distance between the performance image 50 and the target hold display area 10pT is shorter than the distance between the performance image 50 and the other hold display areas 10p. In other words, the hold display area 10p closest to the performance image 50 is the target hold display area 10pT. In this embodiment, the changing hold display area 11p is the target hold display area 10pT. In other words, the performance image 50 is displayed in association with the changing hold display area 11p. The specific form of the performance image 50 may be any, but since the performance image 50 is an image used for a specific hold change performance as described later, it is in an appropriate form. In this embodiment, the performance image 50 is the "face" of a specified character.
[0128] In this embodiment, the reserved pattern 10 is divided into a normal mode 10n, a special mode 10s, and a notice mode 10y (see FIG. 27(b)). The normal mode 10n is the normal state of the reserved pattern 10. The reserved pattern 10 has the highest probability of becoming the normal mode 10n. In this embodiment, there is only one type of normal mode 10n, but multiple types of normal modes 10n may be set. The special mode 10s is a mode that indicates a higher probability (jackpot reliability) that the corresponding winning / losing lottery result will be a jackpot than the normal mode 10n. In this embodiment, three special modes 10s are set: a first special mode 101s that presents blue, a second special mode 102s that presents green, and a third special mode 103s that presents red (the colors are indicated by letters in the drawings). The first special mode 101s, the second special mode 102s, and the third special mode 103s have the highest jackpot reliability in this order (the third mode is the highest). It may be possible to set a mode in which a big win is confirmed when the icon is displayed.
[0129] The notice mode 10y is a mode that suggests that a specific reserved change performance will occur, and is a mode different from both the normal mode 10n and the special mode 10s. In this embodiment, the notice mode 10y is a mode that represents food (bread) (see FIG. 27(b)). When the target reserved pattern 10T is displayed, the target reserved pattern 10T is in the notice mode 10y. In other words, the target reserved pattern 10T in the special mode 10s is displayed together with the performance image 50 (see FIG. 28(b)).
[0130] After the target reserved pattern 10T and the performance image 50 are displayed, the consumption order of the target reserved pattern 10T moves up each time the winning / losing lottery result is displayed (see Figures 28(c) to 29(b)). That is, the reservation display area 10p of the target reserved pattern 10T changes. Then, when the target reserved pattern 10T is displayed in the target reserved display area 10pT (see Figure 29(c)), that is, in this embodiment, when the target reserved pattern 10T becomes the changing reserved pattern 11 (during the execution of the changing performance (hereinafter sometimes referred to as the target change) corresponding to the target reserved pattern 10T), a specific reserved change performance using the performance image 50 is executed. In this embodiment, the specific reserved change performance starts at the same time as the start of the target change.
[0131] In the specific reserved change performance, first, a performance is executed in which the character of the performance image 50 eats the "bread" represented by the target reserved pattern 10T of the notice mode 10y (see FIG. 29(c)(d)). After that, the reserved pattern 10 after the change pops out from the character of the performance image 50 (see FIG. 29(e)). That is, the reserved pattern 10 obtained by changing the reserved pattern 10 of the notice mode 10y is displayed. In this embodiment, it changes to any of the reserved patterns 10 (changing reserved pattern 11) of the first special mode 101s to the third special mode 103s. From the player's perspective, it is a performance mode in which the player expects the reserved pattern 10 to change to a pattern with a higher jackpot reliability. In this embodiment, since the reserved pattern 10 after the change does not become the normal mode 10n, the occurrence of the specific reserved change performance (display of the performance image 50) itself is a chance-up performance. However, there may be a case where the reserved pattern 10 of the normal mode 10n is displayed as a result. In this case, the gameplay is realized in which the player first hopes that the reserved pattern 10 after the change will become a special pattern 10s, and if it does become a special pattern 10s, he or she hopes that it will be a special pattern 10s with a higher reliability.
[0132] After that, the performance image 50 is erased (see Figure 29 (f)), the target change progresses, and finally the win / lose lottery result corresponding to the target change (the win / lose lottery result corresponding to the reserved pattern 10 that has become the special mode 10s) is displayed.
[0133] In this way, the specific reserved change performance in this embodiment is a performance that shows that the state of the reserved pattern 10 changes using the performance image 50, and the performance image 50 is displayed in association with the target reserved display area 10pT where the change in the target reserved pattern 10T occurs. This allows the player to feel that the state of the target reserved pattern 10T may change when it becomes a state displayed in the target reserved display area 10pT.
[0134] In addition, in this embodiment, when a specific reserve change performance occurs (when the performance image 50 is displayed), the target reserved pattern 10T is set to a notice pattern 10y which is different from the normal pattern 10n, so that it is easy to see which reserved pattern 10 is the target of the specific reserve change performance.
[0135] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned haptic effects and suggestive effects. In addition, 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.
[0136] Specific example 5-1 In the above embodiment, the specific reserved change performance is described as the pending-change display area 11p being the target reserved display area 10pT, but one of the pre-change reserved display areas 12p may be set as the target reserved display area 10pT (see FIG. 30). In other words, a configuration may be adopted in which a performance image 50 may be displayed in one of the pre-change reserved display areas 12p (see FIG. 30(b)). In this case, the specific reserved change performance occurs when the target reserved pattern 10T is displayed in the pre-change reserved display area 12p accompanied by the performance image 50 (see FIG. 30(c) to (e)).
[0137] However, the target reserved display portion 10pT is set to a reserved display portion 10p that is earlier in the order of consumption than the pre-change reserved display portion 12p in which the target reserved pattern 10T is displayed when the target winning / losing lottery information is acquired. In other words, after the target reserved pattern 10T is displayed, and at least one of the changing performances ends, the target reserved pattern 10T moves to the target reserved display portion 10pT.
[0138] The reserved display area 10p, which is the target reserved display area 10pT, may be configured to change every time. In other words, the reserved display area 10p where the specific reserved change performance occurs may change every time, regardless of whether it is the changing reserved display area 11p or the pre-change reserved display area 12p. By doing so, it is possible to make the performance form in which the timing at which the specific reserved change performance occurs can change every time.
[0139] Specific example 5-2 A configuration is assumed in which a plurality of types of modes are set as the mode of the performance image 50 that can be displayed. Based on this premise, the result of the specific reserved change performance is suggested by the mode of the displayed performance image 50. For example, the first performance image 51 and the second performance image 52 different from the first performance image 51 can be displayed as the performance image 50, and the result of the specific reserved change performance is more likely to be advantageous to the player when the second performance image 52 is displayed (see FIG. 31(b-2)) than when the first performance image 51 is displayed (see FIG. 31(b-1)). In other words, the mode (type of special mode 10s) after the change of the target reserved pattern 10T is more likely to be reliable. Specifically, for example, the probability that the target reserved pattern 10T will change to the most reliable third special mode 103s is higher when the second performance image 52 is displayed than when the first performance image 51 is displayed.
[0140] In addition, if the specific reservation change performance is configured so that the target reserved pattern 10T may result in one of the special modes 10s (chance up reservation) or may result in the normal mode 10n (normal reservation), the setting may be such that the probability of the special mode 10s is higher when the second performance image 52 is displayed than when the first performance image 51 is displayed. In other words, the probability that the target reserved pattern 10T will become a chance up reservation after the specific reservation change performance is suggested by the mode of the displayed performance image 50.
[0141] By doing as in this example, the player will also pay attention to the mode (type) of the effect image 50 being displayed.
[0142] Specific example 5-3 A plurality of types of patterns are set as the notice pattern 10y of the target reserved pattern 10T, and the result of the specific reserved change performance is suggested by the type of the notice pattern 10y. For example, the target reserved pattern 10T is set to either the first notice pattern 10y1 (bread) or the different second notice pattern 10y2 (rice), and the setting is made such that the pattern (type of special pattern 10s) after the change of the target reserved pattern 10T is more likely to be reliable when the second notice pattern 10y2 (see FIG. 32(b-2)) is set than when the first notice pattern 10y1 is set (see FIG. 32(b-1)). Specifically, for example, the probability that the target reserved pattern 10T changes to the most reliable third special pattern 103s is higher when the second notice pattern 10y2 is set than when the first notice pattern 10y1 is set.
[0143] In addition, if the specific reservation change performance is configured so that the target reserved pattern 10T may result in one of the special modes 10s (becoming a chance up reservation) or may result in the normal mode 10n (becoming a normal reservation), the setting may be such that the probability of the target reserved pattern 10T becoming the special mode 10s is higher when the second notice mode 10y2 is selected than when the first notice mode 10y1 is selected. In other words, the probability of the target reserved pattern 10T becoming a chance up reservation after the specific reservation change performance is suggested by the type of notice mode 10y of the target reserved pattern 10T.
[0144] By doing as in this example, the player will also pay attention to what the preview pattern 10y of the target reserved pattern 10T will be.
[0145] 〇Specific example 5-4 As described in the above embodiment, the target winning / losing lottery information is acquired as a trigger, and the target reserved pattern 10T, which is set as the notice mode 10y, is displayed along with the performance image 50. However, the pre-change reserved pattern 12 other than the target reserved pattern 10T may also be configured to be set as the notice mode 10y similar to the target reserved pattern 10T. For example, when the newly displayed target reserved pattern 10T is displayed in the third pre-change reserved display part 12p in the order of consumption, the pre-change reserved pattern 12 displayed in the second and first pre-change reserved display parts 12p in the order of consumption also becomes the notice mode 10y (see FIG. 33(b)). In other words, including the target reserved pattern 10T, all the pre-change reserved patterns 12 that are earlier in the order of consumption become the notice mode 10y. Then, every time each pre-change reserved pattern 12 that has become the notice mode 10y becomes the changing reserved pattern 11 (moves to the changing reserved display part 11p), an action using the performance image 50 occurs (see FIG. 33(c)(d)). In accordance with the above embodiment, an effect occurs in which the character as the effect image 50 eats "bread" which is the notice mode 10y. In other words, an effect (pseudo notice mode) that is a "prelude" to the specific reserved change effect occurs. While repeating this, eventually, the target reserved pattern 10T is displayed in the changing reserved display area 11p, and a specific reserved change effect occurs for the target reserved pattern 10T (see FIG. 33(e)).
[0146] By doing this, a pseudo-notice performance similar to the specific hold change performance will occur one or more times before the specific hold change performance actually occurs for the target hold pattern 10T, so it is possible to grasp in advance what type of performance the specific hold change performance will be (that it is a performance in which the character in performance image 50 eats "bread").
[0147] In addition, the target reserved pattern 10T and the pre-changing reserved pattern 12 which is consumed earlier than it may be configured to be in the preview mode 10y, and the changing reserved pattern 11 at the time when the target reserved pattern 10T is displayed may also be configured to be in the preview mode 10y.
[0148] 5) 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.
[0149] 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.
[0150] The presentation indicating the probability (reliability of the jackpot) of the winning / losing lottery result described in the above embodiment being a "jackpot" can also be used to indicate the probability of a so-called "small win."
[0151] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0152] ·Means 1-1 A gaming machine in which a short continuation gaming state, which continues until the result of a win / lose lottery is a miss for X consecutive times, and a long continuation gaming state, which continues until the result of a win / lose lottery is a miss for Y consecutive times, are set as gaming states more advantageous than a normal gaming state, wherein in the short continuation gaming state, a remaining number of times image is displayed which decreases each time the result of a win / lose lottery is a miss from the start of the short continuation gaming state, and in the long continuation gaming state, after a switching point is reached at which the result of a win / lose lottery is a miss for D consecutive times from the start of the long continuation gaming state, a remaining number of times image is displayed which decreases each time the result of a win / lose lottery is a miss. Here, Y>X and D≧YX. According to the gaming machine described above, since it is not necessary to display the remaining number of times in the long continuation gaming state until the switching time is reached, it is possible to easily control the remaining number of times.
[0153] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that in the long continuation game state, a still image is displayed that makes it appear as if the remaining number of times has stopped decreasing until the switching point is reached. By doing so, it is possible to reduce the possibility that the player will feel uncomfortable due to the remaining number of plays not being displayed.
[0154] ·Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that a low probability state in which the probability of winning or losing is low and a high probability state in which the probability is higher than the low probability state are set, and both the short continuation gaming state and the long continuation gaming state are the low probability states. In this way, by designating one of two game states which have in common the fact that they are low probability states but differ in the number of continuations as a short continuation game state and the other as a long continuation game state, the control after the switching point in the long continuation game state is reached can be made the same as the control in the short continuation game state.
[0155] ·Means 1-4 A gaming machine as described in any one of means 1-1 to 1-3, characterized in that at the start of the short continuation gaming state, a start image including a continuation count display indicating that the short continuation gaming state will continue until a miss occurs X times in a row, and when the switching arrival point is reached in the long continuation gaming state, a pseudo start image including the same continuation count display as the start image is displayed. However, let D = YX. In this way, after the switching time point is reached in the long continuation gaming state, the start image (pseudo start image) can be controlled in the same way as in the short continuation gaming state.
[0156] ·Means 2-1 A gaming machine comprising: a during-variation performance execution means for executing a during-variation performance from the start of the decorative pattern variation until the decorative pattern stops in a manner corresponding to the result of a win / lose lottery; and a mode selection means for selecting, as the performance mode of the during-variation performance, one of a plurality of selectable modes during normal variation when the during-variation performance is being executed and a predetermined prohibited condition is not satisfied, wherein, in addition to a basic mode, the selectable modes selectable during the normal variation can include a customized mode customized by the player. According to the gaming machine described above, the selectable modes can include customized modes customized by the player, thereby expanding the range of play and improving the entertainment value of the game.
[0157] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that it is possible to make detailed settings regarding the game in a standby state in which the during-variation performance is not being executed, and the contents set by the detailed settings can be selected as the customization mode during the normal variation. In this way, the detailed settings made during the standby state can be selected as a customization mode.
[0158] ·Means 2-3 The gaming machine described in means 2-2 is characterized in that when the contents of the detailed settings are changed in the standby state, the contents of the customization modes that can be selected during the normal fluctuation automatically change. In this way, the latest detailed setting contents can be selected as the customization mode.
[0159] ·Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that even if a change is made from the customized mode to the basic mode, the customized mode remains as a selectable mode that can be selected during the normal fluctuation. By doing so, after quitting the customization mode, it is easy to set the same customization mode again, which contributes to convenience for the player.
[0160] ·Means 2-5 A gaming machine described in any one of means 2-1 to 2-4, characterized in that if the detailed settings are not made in the standby state after a predetermined reset condition is met, the customized mode is not included as a selectable mode that can be selected during the normal fluctuation. If the player does not use the customization function (does not configure detailed settings), this means that the player has no desire to do so, so it is advisable not to include the customization mode as a selectable mode.
[0161] ·Means 3-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player; an operation presentation execution means for prompting the player to operate the operation means and executing a win / lose branching operation presentation in which the result of a win / lose lottery is revealed as a result of the operation of the operation means, as a presentation constituting a presentation during the change from when the decorative pattern displayed in the display area starts to change until the decorative pattern stops in a manner according to the result of a win / lose lottery; and a selection presentation execution means for prompting the player to select a presentation element of his / her choice from a plurality of presentation elements, wherein the manner of the win / lose branching operation presentation differs depending on the type of presentation element selected by the selection presentation. According to the gaming machine, a win / lose branching operation presentation is generated that reflects the desired presentation element selected by the selection presentation, so that it is possible to improve the entertainment value of the game.
[0162] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the selection presentation involves selecting a preferred character from a plurality of types of characters, and the character selected by the selection presentation is displayed in the winning / losing branching operation presentation. In this way, a winning / losing branching operation presentation is achieved in which the player's preferred character is displayed.
[0163] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the character selected in the selection presentation performs an operation request action in the win / lose branching operation presentation to encourage the player to operate the operation means. In this way, a winning / losing branching operation presentation is created in which the player is prompted to operate based on the character of his / her preference.
[0164] ·Means 3-4 The gaming machine described in means 3-3 is characterized in that a plurality of patterns are set for the operation request action that a certain type of character may perform in the win / lose branching operation presentation, and the probability that the win / lose lottery result revealed through the win / lose branching operation presentation will be a win varies depending on the pattern of the operation request action. By doing so, the character's specific operation request action can be focused on.
[0165] ·Means 4-1 A gaming machine comprising a display means having a display area, and a during-variation performance execution means for executing a during-variation performance from the start of the variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the result of a win / lose lottery, wherein the performances constituting the during-variation performance include a tactile performance that can be recognized by the player's sense of touch, and a suggestive performance that occurs before the occurrence of the tactile performance and thus suggests the occurrence of the tactile performance. According to the gaming machine described above, it becomes less likely that a player will not notice the occurrence of a tactile effect.
[0166] ·Means 4-2 The gaming machine described in means 4-1, wherein the suggestive effect is an effect in which a suggestive image is displayed in the display area. ·Means 4-3 The gaming machine described in means 4-2 is characterized in that the tactile effect is an effect in which air is sprayed from a specified part, and the suggestive effect is an effect in which the suggestive image in which a character utters a line suggesting the spray of air is displayed in the display area. Since the player will likely be paying attention to the image displayed in the display area (the performance executed in the display area), it is a good idea to display a suggestive image in the display area.
[0167] ·Means 4-4 The gaming machine described in means 4-1 is characterized in that the suggestive effect is an effect in which a suggestive sound is output from a speaker. ·Means 4-5 The gaming machine described in means 4-4 is characterized in that the tactile effect is an effect in which air is sprayed from a specified part, and the suggestive effect is an effect in which the suggestive sound, in which a character utters a line suggesting the spray of air, is output from the speaker. In this way, by using a suggestive effect that appeals to the player's sense of hearing, it is possible to further reduce the risk of the player not noticing the occurrence of a tactile effect.
[0168] ·Means 4-6 A gaming machine described in any one of means 4-1 to 4-5, characterized in that when the suggestive effect occurs during a certain variation effect, the tactile effect always occurs during that variation effect. In this way, the occurrence of a suggestive effect may be set to always lead to the occurrence of a tactile effect.
[0169] ·Means 4-7 A gaming machine described in any one of means 4-1 to 4-5, characterized in that even if the suggestive effect occurs during a certain variation effect, it does not necessarily mean that the tactile effect will occur during that certain variation effect, and when the suggestive effect occurs during that certain variation effect, there is a higher probability that the tactile effect will occur during that certain variation effect than when the suggestive effect does not occur. In this way, the occurrence of a suggestive effect may be set to merely indicate an increased likelihood of a tactile effect occurring.
[0170] ·Means 4-8 The gaming machine described in means 4-7 is characterized in that the probability of the tactile effect occurring is higher when a second suggestive effect different from the first suggestive effect occurs than when a first suggestive effect occurs as the suggestive effect. In this way, gameplay is realized in which the player will likely pay attention to the manner in which the suggestive presentation is given.
[0171] ·Means 5-1 A gaming machine comprising: a display means for displaying as a reserved pattern the existence of win / lose lottery information used in a win / lose lottery for which the corresponding win / lose lottery results have not been notified; and an effect execution means for executing a specific reserve change effect that changes the state of the reserved pattern, wherein the reserved patterns are displayed in reserve display locations according to the consumption order, which is the order in which the corresponding win / lose lottery results are not notified; and when a target reserve is obtained in which a target reserve pattern, which is the reserved pattern that is the subject of the specific reserve change effect, is displayed, an effect image is displayed in association with a target reserve display location, which is one of the reserve display locations, and when the target reserve pattern is displayed in the target reserve display location, the specific reserve change effect is executed using the effect image. According to the above gaming machine, when the target reserved ball is acquired, a performance image is displayed in association with the target reserved ball display area, so the player can sense that the target reserved ball will change its appearance when the target reserved ball is displayed in the target reserved ball display area. In other words, an easy-to-understand gameplay is realized in which the timing of the specific reserved ball change performance is suggested in advance.
[0172] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that the reserved patterns are divided into a changing reserved pattern, which indicates that the decorative pattern indicating the corresponding win / lose lottery result has started to change but the announcement of the win / lose lottery result has not been completed, and a pre-change reserved pattern, which indicates that the decorative pattern indicating the corresponding win / lose lottery result has not started to change, the target reserved pattern is displayed as the pre-change reserved pattern when the target reserved pattern is obtained, and the specific reserved display location is the location where the changing reserved pattern is displayed. By doing this, it is possible to sense that some kind of change may occur when the target reserved pattern becomes a changing reserved pattern.
[0173] ·Means 5-3 A gaming machine as described in means 5-1 or 5-2, characterized in that the result of the specific hold change presentation is more likely to be advantageous to the player when a second presentation image is displayed as the first presentation image than when a first presentation image is displayed as the first presentation image. By doing this, the presentation image can function not only as an indication of the target hold display location, but also as an indication of the outcome of a specific hold change presentation.
[0174] ·Means 5-4 A gaming machine described in any one of means 5-1 to 5-3, characterized in that the target reserved pattern is a preview pattern different from a normal pattern, and changes to a special pattern different from the preview pattern after passing through the specific reserved change performance. By doing this, it becomes easier to know which reserved pattern is the target reserved pattern. [Explanation of symbols]
[0175] 1. Gaming machines 10 Reserved Design 11. Change pending pattern (change pending information) 12 Pre-change reserved pattern (pre-change reserved information) 10T Target reserved pattern 10p Reserved display area 11p Change pending display area 12p Pre-change pending display area 10pT Target hold display location 10n Normal mode 10s special mode 101s First special aspect 102s Second special aspect 103s Third special aspect 10y Notice Mode 10y1 First notice mode 10y2 Second notice mode 20 remaining number of times image 21 Time-saving images 22 Still Images 23 Starting Image 231 Continuation count display 23g Pseudo starting image 30 Icons 35 Operation Images 36 Meter Images 37 Instruction Image 40 Suggested Images 41 First suggested image 42 Second suggested image 50 Production images 51 First performance image 52 Second performance image 70 Operating means 71 Push Button 72 Cross key 80 Decorative Designs 904 Starting Area 904a First Starting Area 904b Second Starting Zone 906 Big Winners Area 908 Launcher 908a Launch Handle 908b spout 91 Display device 911 Display area 95 Speaker
Claims
1. A winning / losing lottery means for performing a winning / losing lottery when a predetermined condition is satisfied; A display means having a display area in which a decorative pattern for notifying a winning / losing lottery result by the winning / losing lottery means is displayed; A performance execution means for executing a performance during the change from the start of the change of the decorative pattern displayed in the display area to the stop of the decorative pattern in a manner according to the winning / losing lottery result; Equipped with As a performance constituting the aforementioned variable performance, A tactile effect that can be recognized as occurring by a player's sense of touch; a suggestion effect that is recognizable by a player's vision, that is started before the tactile effect occurs and suggests the occurrence of the tactile effect, and that continues until the end of a predetermined period after the tactile effect starts; A gaming machine characterized in that the following may occur.
2. The tactile sensation is a sensation of air being blown out from a predetermined portion, The suggestive effect is an effect in which an image showing a spurt of air is displayed.
2. The gaming machine according to claim 1 .
3. As the suggestive performance, a first suggestive performance and a second suggestive performance having a different visual aspect from the first suggestive performance may occur, When the second suggestion effect occurs, the probability of the tactile effect occurring thereafter is higher than when the first suggestion effect occurs.
3. The gaming machine according to claim 1 or 2.
Citation Information
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