Gaming Machines
The gaming machine addresses the challenge of enhancing player experience by incorporating interactive elements and variable game specifications through its operation means, bonus grant mechanism, and specification change function, effectively improving the gaming experience during the period before the game ball enters a specific area.
Patent Information
- Application Number
- JP2020199859
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-12-01
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2040-12-01
AI Technical Summary
Existing gaming machines do not effectively enhance player experience by utilizing the period before a game ball enters a specific area, which can lead to a dull gaming experience.
A gaming machine equipped with operation means for player interaction, a bonus grant mechanism based on a lottery system, and a specification change function that alters game specifications during a bonus game when specific operating conditions are met, all within a period before the game ball enters a specific area.
The solution enhances the player experience by creating a more engaging and dynamic gaming environment, improving the overall taste of the game by incorporating interactive elements and variable game specifications.
Smart Images

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Figure 0007671951000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Gaming machines in which a big win game is initiated when a gaming ball passes through a predetermined area (specific area) are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-171419 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to provide a gaming machine that can improve entertainment value by utilizing a specific period, which is the period until a gaming ball enters a specific area. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized by comprising an operation means that can be operated by a player, a bonus granting means for actually granting the bonus on the condition that a gaming ball enters a specific area when it has been decided by lottery that a bonus will be granted to the player, and a specification change means for changing the game specifications during the bonus play granted as the bonus when an operation of the operation means that satisfies a predetermined operation condition is performed during a specific period after the player has been notified that a bonus will be granted and that ends when the gaming ball enters the specific area. Effect of the Invention
[0006] According to the gaming machine of the present invention, it is possible to improve entertainment value by utilizing a specific period. [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] FIG. 1 is a diagram for explaining game specifications (a) and an operation unit (b). [Figure 4] FIG. 13 is a diagram for explaining a specification image. [Diagram 5] 13 is a diagram for explaining an operation guide image. FIG. [Figure 6] FIG. 13 is a diagram for explaining cyclic switching. [Figure 7] FIG. 13 is a diagram for explaining non-circular switching. [Figure 8] FIG. 2 is a diagram for explaining a normal state (a) and a specific state (b). [Figure 9] FIG. 11 is a diagram for explaining a change in the specification image when the operation unit is operated in a normal state (a) and a change in the specification image when the operation unit is operated in a specific state (b). [Figure 10] FIG. 1 is a diagram for explaining specific examples 1-1 and 1-2. [Figure 11] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 12] 11A and 11B are diagrams for explaining an OFF mode, a partial automatic mode, and a full automatic mode. [Figure 13] A diagram to explain the first operation request presentation (a) and the second operation request presentation (b). [Figure 14] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 17] FIG. 13 is a diagram for explaining the hidden game specification change function. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 21] FIG. 1A is a diagram showing a special effect, FIG. 1B is a diagram explaining normal mode and special mode, and FIG. 1C is a diagram explaining a mode determination lottery. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 23] FIG. 11 is a diagram for explaining specific examples 4-2 and 4-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-6. [Figure 26] A diagram showing an example of a specific pre-reading performance. [Figure 27] This is a diagram showing an example of a specific pre-reading performance (continuation of Figure 26). [Figure 28] FIG. 28 is a diagram showing a time series of changes in the music that is output in relation to the specific look-ahead performance shown in FIG. 26 and FIG. 27. [Figure 29] FIG. 13 is a diagram for explaining specific example 5-1. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-5. [Diagram 33] FIG. 13 is a diagram for explaining an image displacement effect. [Diagram 34] FIG. 6 is a diagram for explaining specific example 6-1. [Diagram 35] FIG. 34 is a diagram for explaining specific example 6-1 (continuation of FIG. 34). [Diagram 36] FIG. 6 is a diagram for explaining specific example 6-2. [Figure 37] FIG. 6 is a diagram for explaining specific example 6-3. [Figure 38] FIG. 6 is a diagram for explaining specific example 6-4. [Figure 39] FIG. 6 is a diagram for explaining specific example 6-5. [Diagram 40] FIG. 1A is a diagram for explaining an associated image, and FIG. 1B is a diagram for explaining the appearance of a reserved pattern. [Diagram 41] This is a diagram to explain the reserved change performance (an example in which the target reserved pattern is a changing reserved pattern). [Diagram 42] This is a diagram (continuation of Figure 41) to explain the reserved change performance (an example in which the target reserved pattern is a changing reserved pattern). [Diagram 43] A diagram to explain the hold change performance (an example in which the target hold pattern is the hold pattern before the change). [Diagram 44] FIG. 13 is a diagram for explaining specific example 7-1. [Diagram 45] FIG. 13 is a diagram for explaining specific example 7-2. [Figure 46] FIG. 13 is a diagram for explaining specific example 7-3. [Figure 47] FIG. 13 is a diagram for explaining specific example 7-4. [Figure 48] FIG. 13 is a diagram for explaining specific example 7-5. [Figure 49] FIG. 13 is a diagram for explaining specific example 7-6. [Figure 50] FIG. 13 is a diagram for explaining specific example 7-7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, 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) 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] The frame of the gaming machine 1 and the lower and upper trays for storing gaming balls can have the same structure as known gaming machines, so a description thereof will be omitted.
[0013] 2) Lotteries, etc. The lottery for the big win is executed by a winning / losing lottery means, which is a circuit constructed on a control board (main control board) not shown, when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is obtained from a random number source, and if the numerical value is the same as a predetermined big win numerical value, it is a big win, and if it is different, it is a loss. Note that the configuration may be such that a "small win" is set in addition to a "big win" as a type of "win".
[0014] 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. In the following explanation, the presentation from when the decorative pattern 80 (decorative pattern group 80g) starts to change until it stops at a combination that indicates the win / lose lottery result will be referred to as the "changing presentation" (or sometimes simply referred to as "changing").
[0015] In this embodiment, the winning / losing lottery information is acquired in the order in which the corresponding winning / losing lottery results are subjected to a change during the performance (the change begins), but if there is winning / losing lottery information for which the notification of the winning / losing lottery results has not yet been completed, the newly acquired winning / losing lottery information is stored in a storage means provided on a control board (not shown). In the following explanation, among the winning / losing lottery information, information for which the corresponding changing performance has started but the notification of the winning / losing lottery results has not yet been completed (information for which the changing performance has not yet ended) is referred to as changing pending information (the changing pending information corresponds to the so-called "changing pending"), and information for which the corresponding changing performance has not yet started is referred to as pre-changing pending information.
[0016] The number of pre-change reserved information (reservation limit number) that can be stored in the storage means can be set appropriately. In this embodiment, the number is a maximum of four for each of the first pre-change reserved information acquired as a trigger of a game ball entering the first starting area 904a and the second pre-change reserved information acquired as a trigger of a game ball entering the second starting area 904b. Also, in this embodiment, when the notification of the winning / losing lottery result for a certain pending information during change is completed (when the so-called "reserved change" is consumed), if both the first pre-change reserved information and the second pre-change reserved information are stored in the storage means, the performance during change (notification of the winning / losing lottery result) corresponding to the second pre-change reserved information is preferentially executed. In other words, it is the so-called "special chart 2 priority consumption".
[0017] The fact that reserved information is stored in the storage means is displayed as a reserved pattern 10. In other words, the reserved pattern 10 indicates the presence of winning / losing lottery information for which the corresponding winning / losing lottery result has not been notified. In this embodiment, as the reserved patterns 10, a changing reserved pattern 11 indicating the presence of changing reserved information and a pre-change reserved pattern 12 indicating the presence of pre-change reserved information are displayed in the display area 911. Only one changing reserved pattern 11 is displayed, and a maximum of four pre-change reserved patterns 12 are displayed (note that the "consumption order" of the pre-change reserved patterns 12 is faster the closer they are to the changing reserved pattern 11). 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).
[0018] In this embodiment, a normal game state and a special game state are set as game states related to the winning / losing lottery. The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. A first special game state and a second special game state are set as special game states. The first special game state is a high-probability game 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 game 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. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the game ball is launched aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. 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 being set as described above (specifications) is merely an example.
[0019] 3) Specification change function 3-1) Game specifications The gaming machine according to this embodiment is equipped with a specification change function that allows the player to change the game specifications. There are multiple types of changeable game specifications. In this embodiment, it is possible to change the game specifications (see FIG. 3(a)) related to "volume," "light intensity," "music," "premium (effect)," and "auto button." Other game specifications may be changeable, or some game specifications may not be changeable.
[0020] "Volume" is a specification related to the volume of the sound (performance sound, etc.) output from the speaker 79. In this embodiment, the volume of the output can be adjusted in 10 steps (adjustable in the range of volume 1 (minimum) to volume 10 (maximum)).
[0021] "Light intensity" is a specification related to the magnitude of the output of the light-emitting body (such as LED) installed in the gaming machine. In this embodiment, the magnitude of the output can be adjusted in five stages (adjustable within the range of light intensity 1 (minimum) to light intensity 5 (maximum)).
[0022] "Music" is a specification regarding the type of music to be output as normal background music (BGM). Note that normal background music is output in a normal state, and is not output when special conditions are met (details will be described later). In this embodiment, a user can set a desired piece of music from five types of music A to E as the normal background music.
[0023] The "auto button" is a specification related to the automatic operation function. Details will be described later, but the automatic operation function is a function that reflects in the operation request presentation that prompts the player to operate the presentation button 25 (a type of operation means different from the operation unit 20 described later) a virtual operation even if no actual operation is performed. In this embodiment, three types of modes are set for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (full automatic operation mode). Details of each mode will be described later.
[0024] "Premium" is a specification regarding the likelihood (probability) of a premier effect (a performance that guarantees a jackpot) occurring during a variation performance. A premier effect can occur as part of a variation performance (jackpot variation) that ultimately results in a jackpot being announced, and the probability of a premier effect occurring during the jackpot variation can be changed. In this embodiment, two types of modes related to "premium" are set: a "normal mode" in which the probability of a premier effect occurring is normal (default), and a "premium up mode" in which the probability is higher than that of the normal mode.
[0025] 3-2) Operation unit An operation unit 20 (see Fig. 1 and Fig. 3(b)), which is a type of operation means that can be operated by a player, is provided at the front of the cabinet of the gaming machine (on the top surface of the "upper tray"). In addition to the operation unit 20, the gaming machine of this embodiment is provided with an effect button 25 (a so-called chance button) as an operation means for prompting the player to operate when an operation request effect occurs. Something other than the effect button 25 may be provided as this type of operation means for effect. Also, the operation unit 20 may be used as the operation means for effect.
[0026] When changing the game specifications, the player operates the operation unit 20. The operation unit 20 has a selection operation section 21 and a change operation section 22 (see FIG. 3(b)). The operation unit 20 in this embodiment is a so-called cross key, and the upper part (hereinafter sometimes simply referred to as "upper") and lower part (hereinafter sometimes simply referred to as "lower") of the cross key correspond to the selection operation section 21, and the right part (hereinafter sometimes simply referred to as "right") and left part (hereinafter sometimes simply referred to as "left") correspond to the change operation section 22. Hereinafter, the upper part of the cross key may be referred to as the first selection operation section 211, the lower part as the second selection operation section 212, the right part as the first change operation section 221, and the left part as the second change operation section 222. Note that, in the operation unit 20 in this embodiment, the first selection operation section 211, the second selection operation section 212, the first change operation section 221, and the second change operation section 222 are integrally configured, but each of them may be provided separately.
[0027] When the operation unit 20 is viewed from the front, it can be said that the selection operation unit 21 is provided along the vertical direction, and the change operation unit 22 is provided along the left-right direction intersecting the vertical direction (see FIG. 3(b)). The positional relationship between the selection operation unit 21 and the change operation unit 22 may be reversed. In other words, it is sufficient that one of the selection operation unit 21 and the change operation unit 22 is provided along a predetermined direction, and the other is provided along a direction intersecting the predetermined direction, and no part that serves as both the selection operation unit 21 and the change operation unit 22 (a part that can perform both a selection operation and a change operation) is provided.
[0028] The selection operation unit 21 is a portion for performing a selection operation. The selection operation is an operation for selecting a game specification (hereinafter, also referred to as a target game specification) whose state is to be changed by operating the change operation unit 22 (details will be described later). In this embodiment, the above-mentioned multiple types of game specifications are provided as changeable game specifications, and one of the multiple types of game specifications is set as a target game specification, and the others are set as non-target game specifications.
[0029] The change operation unit 22 is a part for performing a change operation to change the target game specification to a desired state. The state of the target game specification changes as a result of the change operation, and the state of the non-target game specifications does not change. If one wishes to change a game specification that is in a non-target game specification at a certain point in time, the change operation is performed after making the relevant game specification the target game specification. In other words, the target game specification whose state changes as a result of the current operation of the change operation unit 22 is an "active item," and the non-target game specification whose state does not change as a result of the current operation of the change operation unit 22 is a "non-active item."
[0030] 3-3) Changeable state A state in which it is possible to change the game specifications (target game specifications) is referred to as a changeable state. In this embodiment, the state is changeable even while the variable performance is being executed. There are known configurations in which changes are not allowed depending on the performance being executed (for example, changes are not allowed while a specified reach performance is being executed), but in this embodiment, it is possible to change the game specifications (target game specifications) regardless of the performance being executed in the variable performance. In other words, it is possible to change the game specifications (target game specifications) in any state as long as the variable performance is being executed.
[0031] However, it may be possible to make it impossible to change the game specifications while a variable performance is being executed and a predetermined prohibition condition is satisfied. For example, while an operation request performance that requests the operation of the performance button 25 is being executed, the game specifications may be set to be impossible to change, since there is a possibility that the player may operate the operation unit 20 by mistake.
[0032] In this embodiment, the game specifications (target game specifications) can be changed not only when the variable performance is being executed, but also when the variable performance is not being executed (when there is no winning / losing lottery information at all). Also, the game specifications (target game specifications) can be changed during a big win game.
[0033] In addition, the unchangeable state (not changeable state) in which the game specifications (target game specifications) cannot be changed may be set appropriately. In this embodiment, after the end of a big win game, the corporate mark and a display that warns the user not to forget to take the IC card (these displays are well known and therefore will not be described here) are displayed, and the unchangeable state is set while these displays are displayed.
[0034] 3-4) Specification images (operation assistance images) When in the changeable state, a specification image 30 (see FIG. 4) is displayed in the display area 911. The specification image 30 includes an indication regarding game specifications. The form of the specification image 30 is divided into a basic form and an emphasis form that is more noticeable than the basic form. In the following description, the specification image 30 in the basic form may be referred to as a basic image 31 (see FIG. 4(a)), and the specification image 30 in the emphasis form may be referred to as an operation guide image 32 (see FIG. 4(b)). Specific forms of the basic image 31 and the operation guide image 32 in this embodiment are as follows (the operation guide image 32 will be explained first).
[0035] 3-4-1) Operation assistance images (special images of emphasis mode) The operation guide image 32 (see FIG. 4(b)) is an image (image serving as a manual) that helps the player to perform a selection operation or a change operation. The operation guide image 32 includes at least a target display section 30a, a state display section 30b, a changed display section 30c, and a next item display section 30d.
[0036] The target display section 30a is a section that shows the current target game specification. In other words, it shows one of a plurality of game specifications. For example, if "volume" is set as the target game specification, the target display section 30a includes the word "volume" (it is permissible to replace it with another word (expression), such as volume, that the player can understand corresponds to "volume". The same applies to other game specifications). In other words, the target display section 30a can be said to show the currently active item.
[0037] The status display section 30b is a section that shows the current status of the target game specification (active item). If the target game specification is "volume", a number indicating the current output level (level) is displayed as the status display section 30b. If the target game specification is "light intensity", a number indicating the output level (level) is also displayed as the status display section 30b. If the target game specification is "music", the name of the currently set music is displayed as the status display section 30b. If the target game specification is "auto button", the name of the currently set mode (e.g., characters indicating either "OFF mode", "partial auto mode", or "full auto mode") is displayed as the status display section 30b. If the target game specification is "premium", the name of the currently set mode (e.g., characters indicating either "normal mode" or "premium up mode") is displayed as the status display section 30b.
[0038] The changed display section 30c is a section showing what state the target game specification will be when the change operation section 22 is assumed to be operated. In this embodiment, a first changed display section 301c and a second changed display section 302c are provided as the changed display section 30c. A predetermined order (ascending order (Xm direction shown in FIG. 3(a)) and descending order (Xh direction shown in FIG. 3(a))) is set for the state of each game specification. When the first change operation section 221 is operated (operation in the Xm direction), the state changes in ascending order (changes to the next state). When the second change operation section 222 is operated (operation in the Xh direction), the state changes in descending order (changes to the previous state). The first changed display section 301c shows the state when the first change operation section 221 is operated. The second changed display section 302c shows the state when the second change operation section 222 is operated.
[0039] When the target game specification is "volume" and the state display unit 30b is "4", for example, the first changed display unit 301c shows "5" and the second changed display unit 302c shows "3" (see FIG. 4(b)). That is, the first changed display unit 301c shows the next "stage" and the second changed display unit 302c shows the previous "stage". The same applies to "light intensity" (not shown). If the state is to be represented by such "stages" (numbers), the first changed display unit 301c may show the character "+ (plus)" and the second changed display unit 302c may show the character "- (minus)" (in this embodiment, "+" and "-" are displayed in the reference image 60, the details of which will be described later). That is, the changed display unit 30c may show how the current state will change when the change operation unit 22 is operated.
[0040] When the target game specification is "music" and, for example, the state display unit 30b is "music B" (B), "music C" (C) is displayed as the first changed display unit 301c, and "music A" (A) is displayed as the second changed display unit 302c (see FIG. 5(a)). The predetermined order determined for "music" is the order (ascending order) of music A, B, C, D, and E (see FIG. 3(a)). When the target game specification is "auto button" and, for example, the state display unit 30b is "partial auto mode", "full auto mode" is displayed as the first changed display unit 301c, and "OFF mode" is displayed as the second changed display unit 302c (see FIG. 5(b)). The predetermined order determined for "auto button" is the order (ascending order) of "OFF mode", "partial auto mode", and "full auto mode" (see FIG. 3(a)).
[0041] When the target game specification is "Premium" and the status display unit 30b is in "Normal mode", for example, "Premium up mode" is displayed as the first changed display unit 301c (see FIG. 5(c-1)), and when the status display unit 30b is in "Premium up mode", "Normal mode" is displayed as the second changed display unit 302c (see FIG. 5(c-2)). The predetermined order (ascending order) determined for "Premium" is "Normal mode" and "Premium up mode" (see FIG. 3(a)). Since there are only two types of specifications that can be set for the "Premium" game specification, there is no next order state in "Ascending order" or "Descending order". Therefore, only one of the first changed display unit 301c and the second changed display unit 302c is displayed, and the other is not displayed.
[0042] Note that the target display section 30a and the status display section 30b may not be provided separately, but may be provided integrally (as one). In other words, one display section serves as both the target display section 30a and the status display section 30b. For example, when the target game specification is "premium" and "premium up mode" is set, if "premium up mode" indicating the current state is displayed, it can be understood that the target game specification is "premium (probability of occurrence of effects)", so the display of "premium up mode" may serve as both the target display section 30a and the status display section 30b (see FIG. 5(c-2)).
[0043] As described above, the state displayed in the state display section 30b is changed by operating the change operation section 22, but when the first change operation section 221 or the second change operation section 222 is operated while the first or last state in the "predetermined order" (the leftmost state and the rightmost state in the Xm-Xh direction shown in FIG. 3(a)) is displayed, the setting may be such that "cyclic switching" is performed based on the "predetermined order", or that "cyclic switching" is not performed ("non-cyclic switching"). In this embodiment, "music" and "auto button" are set to "cyclic switching", and "volume" and "light intensity" are set to "non-cyclic switching".
[0044] For example, when the target game specification is "music" and the status display section 30b is "music A" (A), the first changed display section 301c shows "music B" (B) and the second changed display section 302c shows "music E" (E) (see FIG. 6(a)). In other words, since the song A is the first one in the "predetermined order", there is no song in the previous order, but when the second change operation section 222 is operated, it is set to switch to "music E" which is the last one in the order (the status display section 30b becomes "music E") (see FIG. 6(b)). Although not shown, in a similar manner, when the status display section 30b is "music E" (E), the first changed display section 301c shows "music A" (A) and the second changed display section 302c shows "music D" (D), and when the first change operation section 221 is operated in this state, it is set to switch to "music A". In this way, even if there is no equivalent to the "next order" or "previous order," the state of the target game specification is set to "circulate" and switch. Accordingly, the first changed display section 301c and the second changed display section 302c are displayed. The same applies to the "auto button."
[0045] In contrast, for example, when "volume" is the target game specification and the status display unit 30b is "volume 1" (minimum output), "volume 2" is displayed as the first changed display unit 301c, but nothing is displayed as the second changed display unit 302c (the second changed display unit 302c may not exist) (see FIG. 7(a)). Even if the second change operation unit 222 is operated in this state, the volume does not change (the operation assistance image 32 does not change) (see FIG. 7(b)). Although not shown, when the status display unit 30b is "volume 10" (maximum output), "volume 9" is displayed as the second changed display unit 302c, but nothing is displayed as the first changed display unit 301c. Even if the second change operation unit 222 is operated in this state, the volume does not change (the operation assistance image 32 does not change). The light amount is also controlled in the same way when "light amount 1" (minimum output) or "light amount 5" (maximum output) is displayed as the status display unit 30b. It is not desirable for the volume or light output to suddenly change from the minimum output or maximum output to the other, since a large change in output may startle a player. Therefore, the volume or light output is designated as "non-cyclic switching."
[0046] The next item display section 30d is a section that indicates the type of game specification that will be the next target game specification when the selection operation section 21 is assumed to be operated. In this embodiment, a first item display section 301d and a second item display section 302d are provided as the next item display section 30d. A predetermined order (ascending order (Yu direction shown in FIG. 3(a)) and descending order (Ys direction shown in FIG. 3(a)) is set for multiple types of game specifications that are candidates (five types in this embodiment: "volume", "light amount", "music", "premium", and "auto button"). When the first selection operation section 211 is operated (operation in the Yu direction), the game specification that is the target game specification changes in ascending order (the game specification one after the current target game specification is set as the target game specification). When the second selection operation section 212 is operated (operation in the Ys direction), the game specification that is the target game specification changes in descending order (the game specification one before the current target game specification is set as the target game specification). That is, the first item display section 301d shows the game specifications that will be the target game specifications when it is assumed that the first selection operation section 211 is operated. The secondary item display section 302d shows the game specifications that will be the target game specifications when it is assumed that the second selection operation section 212 is operated.
[0047] When the selection operation unit 21 is operated, the type of game specification that is the target game specification is switched by the above-mentioned "circular switching." For example, when the first selection operation unit 211 is operated continuously from a state in which the target game specification is "volume," the game specification that is the target game specification changes in the following order: "Premium" → "Auto button" → "Music" → "Light intensity" → "Volume" → "Premium" . . .
[0048] The display mode of each display section may be changed, shortened, omitted, replaced with an image, etc., within the scope of a player's understanding (the same applies to basic image 31, which will be described in detail below). For example, displays representing "partial auto mode" and "full auto mode" may be shortened to "partial auto" and "full auto" (see FIG. 5(b)). Also, a display representing "OFF mode" may be more clearly displayed as "auto OFF" (see FIG. 5(b)). Although not shown, a display representing "music" may be replaced with an image of musical notes, for example.
[0049] 3-4-2) Basic image (basic specification image) The basic image 31 (see FIG. 4(a)) is an image that is less noticeable than the operation guide image 32. Specifically, it is an image that is smaller than the operation guide image 32 (the size of the area that the basic image 31 occupies in the entire display area 911 is smaller than that of the operation guide image 32 (see FIG. 4)). The basic image 31 includes at least the target display portion 30a. In other words, it includes characters that represent the target game specifications. For example, if the target game specification is "volume", the basic image 31 including the characters "volume" is displayed.
[0050] The basic image 31 may include a portion other than the target display portion 30a. However, the basic image 31 does not include at least any of the state display portion 30b, the changed display portion 30c, and the next item display portion 30d included in the operation guide image 32. That is, the operation guide image 32 includes four types of display portions including the target display portion 30a, while the basic image 31 includes less than four types of display portions including the target display portion 30a. In this way, the basic image 31 includes fewer display portions than the operation guide image 32, and therefore it can be said that the basic image 31 can be made smaller than the operation guide image 32.
[0051] The basic image 31 in this embodiment does not include the status display section 30b. The status display section 30b indicates the current state of the target game specifications, and unless the player desires to change the game specifications, it is not very necessary to display the current state (the player is almost always satisfied with the current state), so the status display section 30b is not displayed. Since the difference between the operation guide image 32 and the basic image 31 is at least whether the status display section 30b is included or not, the basic image 31 can be made smaller than the operation guide image 32.
[0052] The basic image 31 in this embodiment includes the changed display section 30c (the first changed display section 301c and the second changed display section 302c) in addition to the target display section 30a (see FIG. 4(a)). Therefore, a player who sees the basic image 31 can at least understand that the state of the target game specification represented by the target display section 30a can be changed by operating the change operation section 22 (the first change operation section 221 and the second change operation section 222). In other words, it can be said that the basic image 31 in this embodiment includes the display section (the target display section 30a and the changed display section 30c) related to the target game specification, but does not include the display section (the next item display section 30d) related to other game specifications (non-target game specifications). However, the basic image 31 in this embodiment includes a portion (a substantially triangular portion representing an up-down "arrow") indicating that some change will occur by operating the "up" and "down" of the operation unit 20. This allows the player to sense that some change will occur by operating the selection operation unit 21 (up and down on the cross key) even when the basic image 31 is being displayed.
[0053] In this embodiment, the changed display section 30c of the basic image 31 is "+" (first changed display section 301c) or "-" (second changed display section 302c) when the target game specification is "volume" and "light intensity" (see FIG. 4(a)), and is "→" (first changed display section 301c) or "←" (second changed display section 302c) when the target game specification is other than the above (see FIG. 9(a-1)). That is, a "symbol" indicating that the state of the target game specification will change by operating the change operation section 22 is displayed as the change display section. Since the size of the basic image 31 is smaller than that of the operation assistance image 32, the display indicating that the state of the target game specification will change by the change operation is replaced with a "symbol". Based on the same idea, the basic image 31 may include, for example, a primary item display section 301d of "↑" and a secondary item display section 302d of "↓".
[0054] 3-4-3) Control of specification images (basic images, auxiliary operation images) As mentioned above, it is possible to change the game specifications even while the variable performance is being executed (during the change). The specification image 30 is usually displayed even while the variable performance is being executed (see FIG. 8(a)) to show the player that the game specifications can be changed even while the variable performance is being executed. Specifically, it is as follows.
[0055] Regarding the control of the display / non-display of the specification image 30, the performance during the change is divided into a normal state and a special state. Note that the "state" of the normal state and the special state here does not refer to the state related to the probability of winning or losing. It is merely a "state" that is divided for the purpose of controlling the specification image 30 (a state with a different concept from the normal game state and the special game state described above).
[0056] In this embodiment, a specific performance may occur as a performance constituting a part of the performance during the change (a performance during the change without the specific performance may also occur). In the performance during the change, a state in which a specific performance is not being performed is defined as a normal state, and a state in which a specific performance is being performed is defined as a specific state. The specific performance is a "reach performance". The reach performance is a performance that occurs when two of the three decorative patterns 80 constituting the combination indicating the result of the winning or losing lottery become the same type (a reach is established), and the end of the performance leads to a mode according to the result of the winning or losing lottery (a successful end if the result of the winning or losing lottery is a winning lottery, and a failed end if the result is a losing lottery). It can also be said that the end of the performance indicates the result of the winning or losing lottery. For example, it is conceivable to set a so-called "battle performance" as a specific performance, in which an ally (player's side) character and an enemy character fight, and the victory of the ally character is set as a successful end, and the defeat of the ally character is set as a failed end. The successful end of the reach performance includes a mode (a so-called reversal (resurrection) mode) in which it appears as if the result of the failure (losing) had been reached at first, but in fact it shows that it was a winning lottery. Since the probability ((jackpot) reliability) of the result of the lottery being a jackpot is higher when a specific effect occurs during the variable effect than when it does not occur, the occurrence of a specific effect can be said to be a welcome event for players.
[0057] The specification image 30 is displayed in the normal state (when a specific effect is not being executed) (see FIG. 8(a)), but is not displayed in the specific state (when a specific effect is being executed) unless the display conditions described below are met. In other words, in the specific state, the specification image 30 is not basically displayed (see FIG. 8(b)). The specific effect is an effect that draws the player's attention and whose occurrence gives hope of a big win, so by displaying the specification image 30 while the specific effect is being executed, the video displayed as the specific effect is prevented from being obstructed (overwhelmed) by the specification image 30.
[0058] In this embodiment, the specific effect is not executed from the beginning of the during-change performance (the specific effect does not start at the same time as the start of the during-change performance). Therefore, even in a change in which a specific effect occurs, the beginning of the during-change performance is in the normal state, with the specification image 30 displayed. In other words, there is no during-change performance in which the specification image 30 is not displayed at all (a during-change performance that is in a specific state from start to finish). Therefore, the player can know from the specification image 30 displayed in the display area 911 that it is possible to change the game specifications for each change.
[0059] In the normal state, the specification image 30 is basically in the basic mode (see FIG. 9(a-1)). That is, the basic image 31 is displayed as the specification image 30. When the operation unit 20 is operated while the basic image 31 is displayed (the operation may be performed by any of the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, and the second change operation unit 222), the basic image 31 is changed to the operation assistance image 32 (see FIG. 9(a-2)). That is, the operation of the operation unit 20 is the trigger for the specification image 30 to change from the basic mode to the emphasized mode. Even in the normal state, it is desirable to suppress the obstruction (oppression) of the displayed video for the performance by the specification image 30. Therefore, in the normal state, the specification image 30 (basic image 31) in the basic mode, which is a smaller (less noticeable) mode, is displayed. On the other hand, when the operation unit 20 is operated, it is assumed that the player wishes to change the game specifications (selection of the target game specifications or change of the state of the target game specifications), and a highlighted specification image 30 (operation assistance image 32) is displayed, and the player's change operation is supported by the operation assistance image 32.
[0060] Even in a specific state, the specification image 30 is displayed when the display condition is satisfied. In other words, unless the display condition is satisfied, the specification image 30 is not displayed in a specific state. In this embodiment, the operation of the operation unit 20 is set as the establishment of the display condition. In other words, even in a specific state in which the specification image 30 is not displayed (see FIG. 9(b-1)), when the operation unit 20 is operated, the specification image 30 is displayed assuming that the player desires to change the game specifications (selection of the target game specifications or change of the state of the target game specifications) (until such a change of the game specifications is desired, there is no request to prevent the specification image 30 from interfering with the image of the specific performance) (see FIG. 9(b-2)). In this embodiment, the display condition is established regardless of whether the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, or the second change operation unit 222 is operated. However, the display condition may be satisfied when one of the selection operation unit 21 and the change operation unit 22 is operated, and not satisfied when the other is operated. For example, it may be assumed that there is no demand to change the type of game specifications to be the target game specifications even while a specific performance is being executed, and the display condition may be satisfied when the change operation unit 22 is operated, but not satisfied when the selection operation unit 21 is operated.
[0061] In this embodiment, when the display condition is satisfied in a specific state, the specification image 30 in an emphasized state, that is, the operation guide image 32 is displayed (see FIG. 9(b-2)). The specification image 30 being displayed in a specific state means that the player wishes to change the game specifications (selection of the target game specifications or change of the state of the target game specifications), so the operation guide image 32 is displayed to support this.
[0062] As described above, in this embodiment, when an operation of the operation unit 20 is detected in the normal state, the specification image 30 changes from the basic mode (basic image 31) to the highlighted mode (operation assistance image 32). When an operation of the operation unit 20 is detected in the specific state (when the display condition is met), the specification image 30 in the highlighted mode (operation assistance image 32) is displayed. That is, when a player operates the operation unit 20 in order to change the game specifications (selection of the target game specifications or change of the state of the target game specifications), the specification image 30 in the highlighted mode (operation assistance image 32) is displayed regardless of whether the state is normal or specific.
[0063] However, unlike this embodiment, when the display condition is satisfied in a specific state, the specification image 30 of the basic mode, i.e., the basic image 31, may be displayed. In a specific state, since an image of a specific performance is displayed in the display area 911, a smaller basic image 31 may be displayed instead of the operation guide image 32 in order to suppress the obstruction of the image. In this case, the target game specification may be set not to be changeable. The basic image 31 in this embodiment includes a display section (target display section 30a, changed display section 30c) related to the target game specification, but does not include a display section (next item display section 30d) related to other game specifications (non-target game specifications), so the target game specification may be set not to be changeable (the operation of the change operation section 22 is not accepted).
[0064] The operation of the operation unit 20 as a trigger for changing the specification image 30 from the basic mode (basic image 31) to the highlighted mode (operation assistance image 32) in the normal state, and the operation of the operation unit 20 as a trigger for displaying the specification image 30 in the highlighted mode (operation assistance image 32) in the specific state, do not cause a change in the game specification to be the target game specification (selection operation) or a change in the state of the target game specification (change operation). That is, in this embodiment, the operation of the operation unit 20 (including both the operation of the selection operation unit 21 and the operation of the change operation unit 22) at the stage before the operation assistance image 32 is displayed is treated as a trigger for displaying the operation assistance image 32, and is not reflected as the change as described above. In other words, the operation of the operation unit 20 in a state in which the operation assistance image 32 is displayed is reflected as a change.
[0065] 3-5) Changes to game specifications The method of changing game specifications (selecting a target game specification or changing the state of the target game specification) will be explained below, although it will overlap with the above explanation. As described above, regardless of whether the game specification is in a normal state or a specific state, when an operation of the operation unit 20 is detected, the operation guide image 32 is displayed as a trigger. The player performs the change operation while looking at the operation guide image 32.
[0066] When changing the type of game specifications that are the target game specifications (performing a selection operation), the selection operation unit 21 is operated. When the first selection operation unit 211 is operated, the type of game specifications that are the target game specifications is changed in "ascending order" (Yu direction shown in FIG. 3(a)), and when the second selection operation unit 212 is operated, the type of game specifications that are the target game specifications is changed in "descending order" (Ys direction shown in FIG. 3(a)). The selection operation ends when the game specification whose state is to be changed is displayed in the target display unit 30a of the operation assistance image 32.
[0067] When the game specification whose state is to be changed is set as the target game specification, and the state of the target game specification is to be changed (a change operation is performed), the change operation unit 22 is operated. When the first change operation unit 221 is operated, the state of the target game specification is changed in "ascending order" (Xm direction shown in FIG. 3(a)), and when the second change operation unit 222 is operated, the state of the target game specification is changed in "descending order" (Xh direction shown in FIG. 3(a)). When the target game specification has reached the desired state, the change operation is completed.
[0068] In addition, after the above-mentioned selection operation or change operation is performed, the selection operation or change operation may be set to be valid when a predetermined decision button is operated. The performance button 25 may also function as the decision button.
[0069] In a changeable state in which game specifications can be changed (selection of a target game specification or change of the state of the target game specification), a change operation cannot be performed by operating the selection operation unit 21, and a selection operation cannot be performed by operating the change operation unit 22. In other words, the selection operation unit 21 is used only for a "selection operation," and the change operation unit 22 is used only for a "change operation."
[0070] Gaming machines capable of changing game specifications using a "cross key" such as the operation unit 20 of this embodiment are well known. For example, it is often set that the "volume" changes when the cross key is operated left and right, and the "light intensity" changes when the cross key is operated up and down. In such a case, a situation may occur in which the volume changes despite the desire to adjust the light intensity, or the light intensity changes despite the desire to adjust the volume (for example, a situation in which the "volume" is satisfied, but the "light intensity" is changed as a result of trying to change it), which may irritate the player. This is because both the "left and right cross key" operation and the "up and down cross key" operation have the effect of changing the state.
[0071] In this embodiment, the actual change in the state of the game specifications (target game specifications) is limited to the operation of the change operation unit 22. In other words, the operation of the selection operation unit 21 does not change the state of the game specifications (only changes the target game specifications). Therefore, even if the selection operation unit 21 is operated by mistake in an attempt to change the state of the target game specifications, the state of the target game specifications will not change (a situation in which the state of a game specification that was in a satisfactory state changes will not occur). Therefore, it is possible to reduce the risk of a player who is trying to change the game specifications becoming irritated compared to the conventional case.
[0072] In addition, this embodiment has the advantage that the operation is easier to understand than the conventional one, since the operation contents (selection operation or change operation) and the operation target (selection operation unit 21 or change operation unit 22) are in a 1:1 relationship. In particular, this embodiment allows the game specifications to be changed (selection of the target game specifications or change of the state of the target game specifications) while the changing performance is being executed, and it is considered that the player changes the game specifications while paying attention to the changing performance. Therefore, it can be said that it is very significant to be able to change the game specifications intuitively, assuming that the operation contents and the operation target correspond to each other as described above.
[0073] When the operation guide image 32 (specification image 30 in highlighted mode) is displayed and no operation of the operation unit 20 is detected for a predetermined period of time, the state in which the operation guide image 32 is displayed ends. If the time when the operation of the operation unit 20 is not detected for a predetermined period of time is the normal state, the basic image 31 (specification image 30 in basic mode) is displayed. If the time when the operation of the operation unit 20 is not detected for a predetermined period of time is the specific state, the specification image 30 is not displayed. In other words, it is determined whether the time when the operation of the operation unit 20 is not detected for a predetermined period of time is the normal state or the specific state, and the specification image 30 is controlled according to the state.
[0074] The game specification that was the target game specification at the time when the operation of the operation unit 20 was not detected for a predetermined time is stored as the target game specification in a storage means (not shown). For example, if the target game specification was "light amount" at that time, the state in which "light amount" is the target game specification is maintained as it is. Therefore, if the time is a normal state, the basic image 31 with the target display section 30a set to "light amount" is displayed. Also, if the time is a specific state, the state transitions to a state in which the specification image 30 is not displayed, but if the display condition is met again thereafter, the operation assistance image 32 with the target display section 30a set to "light amount" is displayed. Also, when the specific state transitions to the normal state, the basic image 31 with the target display section 30a set to "light amount" is displayed. In this way, the target game specification selected by the player is basically not changed unless the player performs a selection operation.
[0075] However, in this embodiment, when a predetermined reset condition is met, a standard gaming specification, which is one of a plurality of gaming specifications, is automatically set as the target gaming specification. In this embodiment, "volume" is set as the standard gaming specification. In other words, even if the target gaming specification stored in the storage means is "light intensity," when the above reset condition is met, the target gaming specification is set as "volume." In other words, the standard gaming specification is the "default" gaming specification.
[0076] As the reset condition (establishment), it is possible to set the power OFF / ON, transition to a standby state (a state to which a game is transitioned when a variable performance is not executed for a certain period of time), etc. In other words, if the power OFF / ON is set as the reset condition, the standard game specifications can be set as the target game specifications when the game arcade opens (the so-called early morning state). If the transition to the standby state is set as the reset condition, the standard game specifications can be set as the target game specifications when the game is stopped for a certain period of time or when the player changes them.
[0077] 3-6) Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specification change function. Note that, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.
[0078] 〇Specific example 1-1 At least some of the multiple game specifications cannot be changed depending on the game state. For example, in the normal game state (low probability, no time reduction), all game specifications of "volume", "light intensity", "music", "premium", and "auto button" can be changed (the state is changed by operating the change operation unit 22 after setting them to the target game specifications), whereas in the first special game state (high probability, time reduction), "music" and "premium" cannot be changed (the other three types can be changed), and in the second special game state (low probability, time reduction), "music" cannot be changed (the other four types can be changed) (see FIG. 10(a)). In other words, in the first special game state, "music" and "premium" cannot be set as the target game specifications, and in the second special game state, "music" cannot be set as the target game specifications.
[0079] As described above, the reason why "music" and "premium" cannot be the target game specifications in the first special game state and "music" cannot be the target game specification in the second special game state may be any reason. For example, the reason why "music" cannot be changed in the first special game state and the second special game state is that "dedicated background music" is output in each game state to emphasize that the state is advantageous to the player. Also, the reason why "premium" cannot be changed in the first special game state is that the first special game state is a state in which it is easier to win a jackpot and a premium effect is more likely to occur than in the normal game state without increasing the probability of the premium effect occurring.
[0080] Assuming that such a configuration is used, for example, assume that "premium" is set as the target game specification in the normal game state, and a transition to the first special game state occurs while maintaining the target game specification. In this case, one of "volume", "light intensity", and "auto button" is automatically set as the target game specification (see FIG. 10(b)). In other words, what can be changed even in the first special game state is automatically set as the target game specification. Also, for example, assume that "music" is set as the target game specification in the normal game state, and a transition to the second special game state occurs while maintaining the target game specification. In this case, one of "volume", "light intensity", "premium", and "auto button" is automatically set as the target game specification (see FIG. 10(c)). In other words, what can be changed even in the second special game state is automatically set as the target game specification. Also, although not shown, assume that "premium" is set as the target game specification in the second game state, and a transition to the first special game state occurs while maintaining the target game specification. In this case, one of "volume", "light intensity", and "auto button" is automatically set as the target game specification.
[0081] In this example, when a transition occurs from a game state in which a certain game specification is set as the target game specification (previous game state) to a game state in which the certain game specification cannot be changed (later game state), a game specification different from the certain game specification that can be changed in the later game state is automatically set as the target game specification (the target game specification is automatically changed). This prevents a transition to a certain game state from occurring while a game specification that cannot be changed in the certain game state remains as the target game specification.
[0082] Specific example 1-2 (an example that further embodies Specific example 1-1) As explained in the first specific example 1-1 above, when a game state is shifted from a previous game state to a later game state, the target game specification may be automatically switched to another game specification that can be changed even in the later game state (hereinafter, the specification that is automatically set as the target game specification is referred to as the automatically set specification). Based on such a configuration, it is preferable that the game specification that is the automatically set specification is a "state-independent specification" that can be changed regardless of the game state.
[0083] Assuming the settings described in the above specific example 1-1, among the five game specifications of "volume", "light intensity", "music", "premium", and "auto button", "volume", "light intensity", and "auto button" can be said to be "state-independent specifications" that can be set as target game specifications regardless of the game state, whereas "music" and "premium" can be said to be "state-dependent specifications" that cannot be set as target game specifications depending on the game specifications. Therefore, it is preferable that any of the state-independent specifications of "volume", "light intensity", and "auto button" is set as an automatic setting specification. In the examples shown in Figs. 10(b) and (c), "volume", which is one of the "state-independent specifications", is set as an automatic setting specification.
[0084] In this way, when a transition in game state occurs as described in Specific Example 1-1, one of the state-independent specifications can be set as the new target game specification without taking into account the destination game state (the subsequent game state), thereby simplifying control.
[0085] Specific Example 1-3 (a variation of Specific Examples 1-1 and 1-2) When a transition of the game state occurs, the game specification (any of the state-independent specifications) that is the above-mentioned "automatic setting specification" is set without fail. For example, if "volume" is set as the "automatic setting specification", when a transition of the game state occurs (when a new game state is started), "volume" is always set as the target game specification. In other words, if the target game specification at the end of the previous game state is "volume", it is maintained in the subsequent game state (see FIG. 11(a)), and if the target game specification at the end of the previous game state is other than "volume", the target game specification is automatically changed to "volume" when the game state transitions to the subsequent game state. For example, if the target game specification at the end of the normal game state (the previous game state) is the "Auto Button" and then there is a transition to a first special game state (the later game state), the target game specification is automatically changed to "Volume" upon transition to the first special game state (although as shown in Figure 10(a) the "Auto Button" can also be the target game specification in the first special game state), see Figure 11(b)).
[0086] When a transition of the game state occurs, there is a risk that the current target game specification may not be changeable in the transition destination game state, so regardless of whether the current target game specification can be set as the target game specification in the transition destination game state, when a transition of the game state occurs, one of the state-independent specifications is always set as the target game specification. This makes the control simpler.
[0087] 〇Specific example 1-4 In the above embodiment, the specification image 30 in the highlighted mode is set larger than the specification image 30 in the basic mode, so that the latter is more "noticeable" than the former, but the method of making it more noticeable is not limited to the above embodiment. For example, it is possible that the specification image 30 in the basic mode is displayed in monochrome, and the specification image 30 in the highlighted mode is displayed in color.
[0088] 〇Specific example 1-5 In this embodiment, it has been described that the operation of the operation unit 20 is set as the establishment of the display condition, but other conditions may be set as the display condition. For example, it may be possible to configure the display condition to be established by the operation of the performance button 25, which is an operation means different from the operation unit 20.
[0089] The display condition is preferably a condition for displaying the specification image 30 (operation assistance image 32) in a specific state, and is a condition that is established when the player's intention to change the game specifications is recognized. When changing the game specifications, it is possible that the player may mistakenly operate a performance button 25 different from the operation unit 20, so that when the performance button 25 is operated in a specific state, the specification image 30 (operation assistance image 32) is displayed as a trigger. However, this does not include operations during an operation request performance that requires the operation of the performance button 25 (during an operation valid period in which the operation of the performance button 25 is reflected in the performance).
[0090] 〇Specific example 1-6 The operation unit 20 described in the above embodiment is a physical structure (keys), but may be configured so that game specifications can be changed by operating a touch panel or the like.
[0091] 〇Specific example 1-7 A part of the game specifications that can be changed in the normal state is configured to be unchangeable in the specific state. For example, in the normal state, it is possible to change the state of each of "volume", "light intensity", "music", "premium", and "auto button", but in the specific state, the state of "volume" and "light intensity" can be changed, but the others cannot be changed.
[0092] "Volume" and "light intensity" refer to the magnitude of the presentation output (the output of elements recognized visually and aurally), and are not related to the content of the presentation. Therefore, it is assumed that the state of "volume" and "light intensity" can be changed through the varying presentation (regardless of whether it is in a specific state or not). Other game specifications are related to the content of the presentation, so they can be changed in the normal state, but cannot be changed in the specific state.
[0093] In addition, the game specifications other than "volume" and "light intensity" may be configured to be changeable through the performance during variation. For example, since whether or not the premium performance is generated is determined at the time when the performance during variation starts, the "premium" may be configured to be changeable regardless of whether or not the specific state is in place. In other words, in the normal state, the state of each of "volume", "light intensity", "music", "premium", and "auto button" can be changed, but in the specific state, the state of "volume", "light intensity", and "premium" can be changed, and the rest cannot be changed.
[0094] 4) Automatic operation function 4-1) Automatic operation mode The above-mentioned automatic operation function (game specifications of "auto button") will be described below. The gaming machine according to this embodiment is capable of executing an operation request performance (constituting a part of the performance during fluctuation) that prompts the player to operate the performance button 25, which is one type of operation means. Note that the configuration may be such that an operation means other than the performance button 25 for which an operation request is made is provided (a configuration in which two or more types of operation means for performance are provided). In the operation request performance, an operation valid period is set, and the operation during the operation valid period is reflected in the performance. The operation modes that the player is prompted to operate include a "single operation" (instruction such as "press" or "PUSH" is issued) that prompts the player to operate the performance button 25 only once, a "continuous operation" (instruction such as "continuous hit" is issued) that operates continuously, and a "maintenance operation" (instruction such as "long press" is issued) that maintains the operated state (pressed state if it is a "button"), etc.
[0095] The automatic operation function (auto button function) is a function that allows the operation request performance (operation valid period) to be reflected in the performance even if the performance button 25 is not actually operated. In other words, it is a function that reflects in the performance that a "virtual operation" has been performed. Since the automatic operation function itself is well known, a detailed explanation is omitted. As described above, in this embodiment, three types of modes are set for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (full automatic operation mode) (see FIG. 12).
[0096] "OFF mode" is a mode in which all operation request effects are not subject to automatic operation (see FIG. 12). In other words, "virtual operations" do not occur during the operation valid period, and unless the effect button 25 is actually operated, there is no reflection in the effects. With regard to the game specifications of "automatic operation," the "OFF mode" can be said to be the default mode.
[0097] "Partial auto mode" is a mode in which some operation request performances are subject to automatic operation, but some are not. Hereinafter, an operation request performance that is subject to automatic operation when "partial auto mode" is set may be referred to as a first operation request performance, and an operation request performance that is not subject to automatic operation may be referred to as a second operation request performance (see FIG. 12). When the first operation request performance occurs when "partial auto mode" is set, a "virtual operation" occurs, but when the second operation request performance occurs when "partial auto mode" is set, a "virtual operation" does not occur.
[0098] In the "full auto mode," all operation request effects are subject to automatic operation (see FIG. 12). In other words, regardless of whether the operation request effect is the first operation request effect or the second operation request effect, when the "full auto mode" is set, a "virtual operation" occurs.
[0099] In addition, when an operation request performance that is the target of an automatic operation occurs in a state where the "partial auto mode" or "full auto mode" is set, the timing at which the "virtual operation" is executed can be set appropriately. For example, in a performance that requires a single operation, a virtual operation can be configured to occur at the midpoint of the operation valid period. In addition, in a performance that requires a single operation, when an actual operation is performed before the timing at which the virtual operation occurs, the actual operation may be set to be valid, or may not be set to be valid. In other words, even if an operation request performance that is the target of an automatic operation occurs, the actual operation may be configured to be reflected, or may not be configured to be reflected. In the former case, if an actual operation is performed before the timing at which the virtual operation occurs in a performance that requires a single operation, the virtual operation will not occur. In the latter case, the setting is such that the virtual operation always occurs.
[0100] 4-2) Second operation request production As described above, whether or not automatic operation is executed when the "partial auto mode" is set depends on whether it is the first operation request performance or the second operation request performance. The second operation request performance (see FIG. 13(b)) is triggered by the operation of the performance button 25 during the operation valid period, and leads to a winning / losing lottery conclusion according to the winning / losing lottery result (the winning / losing lottery result corresponding to the variable performance including the operation request performance. Hereinafter, it may be referred to as the corresponding winning / losing lottery result). In other words, the second operation request performance is executed as a part of the (super) reach performance whose outcome indicates whether it is a winning / losing lottery. Specifically, the operation of the performance button 25 is requested just before the outcome of the reach performance (see FIG. 13(b-1)), and as a result of the operation, an outcome according to the corresponding winning / losing lottery result is reached. In other words, the operation in the second operation request performance is set as a "branch" just before the winning / losing is determined.
[0101] The reach effect (second operation request effect) is triggered by the operation of the effect button 25 during the operation valid period, and leads to a winning ending (see FIG. 13(b-2)) if the corresponding hit / miss lottery result is a jackpot, or leads to a losing ending (see FIG. 13(b-3)) if the corresponding hit / miss lottery result is a miss. With this configuration, the specific form of the reach effect may be any (the so-called "battle effect" mentioned above can be an example). Note that when the corresponding hit / miss lottery result is a jackpot, a form in which it appears as if a losing ending has been reached, and then a reversal (revival) occurs indicating that it was actually a jackpot (when such a reversal occurs, it may also transition to a losing ending), is also included in the ending that corresponds to the corresponding hit / miss lottery result.
[0102] Because of this configuration, when the "partial auto mode" is set, the result of the lottery is revealed when the effect button 25 is actually operated for the second operation request effect that occurs as a "branch" immediately before the result of the lottery is revealed. In other words, for the "important operation" for the player (the operation that the player considers important as the trigger for the determination of the result of the lottery), an actual operation is required even when the "partial auto mode" is set, and for the other first operation request effects (effects that are less important than the second operation request effects), an actual operation of the effect button 25 is not required (a virtual operation occurs) if the "partial auto mode" is set. In other words, in the "partial auto mode," the automatic operation function is expressed for operation request effects with low "importance," but the automatic operation function is not expressed for operation request effects with high "importance," and actual operation is required. As in the second operation request presentation of this embodiment, if the result of the lottery as to whether the corresponding operation was successful or not is made clear as a result of the actual operation being performed, it is possible to give the player the impression that he or she has won a jackpot (by operating presentation button 25) even when the "partial auto mode" is set.
[0103] However, some players know that whether or not they operate the effect button 25 in an operation request effect has no relation to the actual amount of profit (balls paid out), and may consider it troublesome to operate it regardless of the importance of the operation request effect. In light of this, in this embodiment, a "full auto mode" is provided in which the automatic operation function is activated regardless of whether it is the first operation request effect or the second operation request effect. However, this does not deny the possibility of a configuration in which there is no mode equivalent to the "full auto mode."
[0104] In addition, the first operation request performance can be said to be a performance with a lower "importance" than the second operation request performance, and an example of the second operation request performance is a "dialogue performance" (see Figure 13(a)), in which the lines of a character in the performance are displayed (or output as sound) in response to the operation of performance button 25.
[0105] 4-3) The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned automatic operation functions. Note that, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.
[0106] 〇Specific example 2-1 In the above embodiment, the second operation request performance is described as a performance that transitions to a conclusion where the target winning / losing lottery is revealed by an operation during the operation valid period, but operation request performances other than this may also be set to be included in the second operation request performance. In other words, not only performances that require an operation as a "branch" before the winning / losing lottery is revealed, but also other performances may be included in the second operation request performance as performances with high "importance".
[0107] 〇Specific example 2-2 In the above embodiment, the second operation request performance is a performance that transitions to a conclusion where the target winning or losing lottery is revealed by the operation during the operation valid period, but the first operation request performance and the second operation request performance do not have to be distinguished from this viewpoint. In other words, the first operation request performance and the second operation request performance do not have to be distinguished according to "importance".
[0108] Also, for example, the second operation request performance may be determined by lottery. When "partial auto mode" is set, a lottery is executed when it is determined that an operation request performance will occur in the varying performance, and if the lottery is won, the automatic operation function is expressed in the operation request performance (the operation request performance is treated as the second operation request performance). In this way, the operation request performance in which the automatic operation function is expressed is configured to change randomly.
[0109] 〇Specific example 2-3 It is assumed that two or more modes are set as the "partial auto mode". For example, it is assumed that the "partial auto mode A" and the "partial auto mode B" are set. It is assumed that the "partial auto mode A" and the "partial auto mode B" are different in that the number of operation request performances that are the second operation request performances is different. For example, as shown in FIG. 14, it is assumed that there are ten types of operation request performances, 1 to 10. When the "partial auto mode A" is set, six types of operation request performances 1 to 6 are treated as the first operation request performances, and four types of operation request performances 7 to 10 are treated as the second operation request performances. On the other hand, when the "partial auto mode B" is set, eight types of operation request performances 1 to 8 are treated as the first operation request performances, and two types of operation request performances 9 and 10 are treated as the second operation request performances. It is assumed that the "partial auto mode A" has a larger number of types of operation request performances that are the second operation request performances than the "partial auto mode B". Since the probability of various operation request effects occurring does not change whether "partial auto mode A" or "partial auto mode B" is set, it can also be said that the automatic operation function is more frequently manifested when "partial auto mode B" is set than when "partial auto mode A" is set.
[0110] The difference between "partial auto mode A" and "partial auto mode B" shall be explained to the player. For example, the operation assistance image 32 shall display a message indicating that the probability of automatic operation occurring is relatively low for "partial auto mode A," and a message indicating that the probability of automatic operation occurring is relatively high for "partial auto mode B."
[0111] Although automatic operation reduces the operational burden on the player, the degree to which the operational burden is desired to be reduced varies from player to player. In light of this, it is advisable to set two or more "partial auto modes" with different frequencies at which the automatic operation function is activated, as in this example.
[0112] The "type" of operation request effects is determined by whether they are perceived as the same by the player. Even if the elements for suggesting the reliability of a big win (so-called chance up) are different, if the player recognizes them as the same type of effect, they are considered to be the same type of operation request effect.
[0113] In the above-mentioned settings, the two types of operation request effects 9 and 10, which are the second operation request effects, should be set to be effects in which the corresponding winning / losing lottery result is revealed by operation during the operation valid period, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set. In other words, the automatic operation function is not activated for the operation request effects that occur as a branch just before the winning / losing result is revealed, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set. And the two types of operation request effects 7 and 8, which do not activate the automatic operation function when "Partial Auto Mode A" is set, but activate the automatic operation function when "Partial Auto Mode B" is set, are not operation request effects that occur as a branch just before the winning / losing result is revealed, but are less "important" than them.
[0114] 〇Specific example 2-4 In a situation where "partial auto mode" is set, the player can distinguish between an operation request effect (first operation request effect) that is not the target of automatic operation (automatic operation function is not activated) and an operation request effect (second operation request effect) that is the target of automatic operation (automatic operation function is activated) from the image displayed during the operation request effect (during the operation valid period). For example, in the operation request effect, an operation image 28 (which can also be said to be an image in which an operation request effect is occurring) is displayed to prompt the player to operate the operating means, and the appearance of the operation image 28 differs depending on whether it is an operation request effect that is the target of automatic operation or not.
[0115] For example, the operation image 28 is basically displayed including an image showing the effect button 25, which is an operation means for prompting an operation (hereinafter, also referred to as an operation target display 281), and an image showing the operation mode of the effect button 25 (hereinafter, also referred to as an operation mode display 282) (see Fig. 15 (a-1) (b-1)). Note that, for example, the operation mode display 282 may include a character such as "press" for a single operation, a character such as "repeated hit" for a continuous operation, and a character such as "long press" for a sustained operation.
[0116] Based on this premise, in an operation request performance (second operation request performance) that is not the target of automatic operation, an operation image 28 including both an operation target display 281 and an operation mode display 282 is displayed (see FIG. 15(a-1)). On the other hand, in an operation request performance (first operation request performance) that is the target of automatic operation, an operation image 28 including one of the operation target display 281 and the operation mode display 282 but not the other is displayed (see FIG. 15(a-2)). Since the first operation request performance does not require the actual operation of the performance button 25, an operation image 28 in which the operation request is not emphasized compared to the second operation request performance is displayed. Note that if the operation image 28 is not displayed at all in the first operation request performance (neither the operation target display 281 nor the operation mode display 282 is displayed), there is a risk that it will be difficult to know that an operation request performance is occurring, so it is preferable to set it so that one is displayed but the other is not displayed as in this example.
[0117] More preferably, in the first operation request presentation, the operation target display 281 is displayed as the operation image 28, but the operation mode display 282 is not displayed (see FIG. 15(a-2)). Since the operation mode display 282 (display of characters such as "press") is the operation instruction itself to the player, it is preferable to make it easy to understand that no actual operation is required by not displaying the operation mode display 282.
[0118] As another example, the operation image 28 may include a display such as a meter indicating the operation valid period (period display 283), and the operation image 28 may be set to include or not include the period display 283 depending on whether the operation request performance is the target of automatic operation. For example, in an operation request performance that is not the target of automatic operation (second operation request performance), the operation image 28 including the period display 283 is displayed (see FIG. 15(b-1)), whereas in an operation request performance that is the target of automatic operation (first operation request performance), the operation image 28 not including the period display 283 is displayed (see FIG. 15(b-2)). Since the first operation request performance does not require actual operation of the performance button 25, it is unnecessary to indicate the operation valid period, and the period display 283 is not displayed.
[0119] Furthermore, as another example (not shown), it is possible to make the operation image 28 displayed in the operation request performance that is the target of the automatic operation smaller than the operation image 28 displayed in the operation request performance that is not the target of the automatic operation. In other words, in the former case, since there is no need to actually operate the performance button 25, the operation image 28 is made to be less noticeable (does not emphasize the operation request) than the operation image 28 displayed in the latter case. Based on the same idea, the operation image 28 displayed in the operation request performance that is the target of the automatic operation may be monochrome, and the operation image 28 displayed in the operation request performance that is not the target of the automatic operation may be colored. Also, the operation image 28 displayed in the operation request performance that is the target of the automatic operation may be semi-transparent (a mode in which the background image is visible through the operation image), and the operation image 28 displayed in the operation request performance that is not the target of the automatic operation may be opaque (a mode in which the background image is not visible through the operation image).
[0120] The above control may also be performed when "full auto mode" is set. When "full auto mode" is set, all operation request performances are subject to automatic operation, so that operation images 28 as shown in Fig. 15(a-2) or (b-2) are displayed without fail when an operation request performance occurs. However, it can be said that there is great significance in controlling the manner of operation images 28 as described above in "partial auto mode" where a mixture of things that are subject to automatic operation and things that are not are generated.
[0121] 〇Specific example 2-5 In the state where the "partial auto mode" is set, a certain type of operation request presentation (hereinafter, in the explanation of this example, referred to as a specific operation request presentation) may or may not be the subject of automatic operation. The reliability of the corresponding winning / losing lottery result is different between the case where the specific operation request presentation is the subject of automatic operation and the case where it is not the subject of automatic operation. In addition, in the specific operation request presentation that is the subject of automatic operation, the timing at which a virtual operation occurs is preferably determined in advance. For example, when a specific operation request presentation that requires a single operation is the subject of automatic operation, the timing at which the virtual operation occurs is set to be the midpoint of the operation valid period. In this way, if the player waits until that timing, he or she can determine whether the operation request presentation is the subject of automatic operation.
[0122] If the reliability of a jackpot is higher when the player is the target of automatic operation than when the player is not the target (see FIG. 16), a gameplay in which the player watches while hoping that an automatic operation will be performed during the operation valid period in the specific operation request presentation (hoping that the automatic operation will result in a jackpot being notified) is realized. On the other hand, if the reliability of a jackpot is higher when the player is not the target of automatic operation than when the player is the target (the opposite setting to FIG. 16), a gameplay in which the player can expect a jackpot more when a situation arises in which the player has to actually perform the operation himself is realized.
[0123] 5) Hidden game specification change function 5-1) Hidden Game Specification The gaming machine according to this embodiment has a hidden game specification change function. The "hidden game specification" is not a game specification that is disclosed to the player as being changeable (the above-mentioned specifications such as "volume", "light intensity", "music", "premium", and "auto button" are disclosed to the player as being changeable by the display of the specification image 30), but a game specification that is "known only to those in the know". In other words, the method of changing the hidden game specification is not disclosed (however, there is a possibility that it may become known in magazines or on the Internet), and the ability to change the hidden game specification is installed as a so-called "trick"-like element (so-called hidden button effect). Hereinafter, the hidden game specification may also be referred to as a specific game specification.
[0124] There are various possible specifications to be set as the specific game specifications (the effect of changing the specific game specifications can be set appropriately). However, in light of the fact that the specific game specifications are specifications that can be changed when a jackpot is won (before the start of the jackpot game), it is preferable to have a configuration in which something related to a jackpot is set as the specific game specifications.
[0125] In this embodiment, the music to be output during a jackpot game (music during a jackpot) can be selected from a plurality of selectable music, and the opening of the selectable music is set as a change to the specific game specifications. Specifically, it is as follows. Ten types of music (candidate music) are prepared in advance as music that can be output during a jackpot. However, at the so-called first win (at the time of a jackpot won in a normal game state), only a part (for example, two types) of the ten types of music are set as selectable music (the rest are not selectable). After that, each time a consecutive win (a jackpot is won in a special game state) occurs, the candidate music that was not selectable at the time of the previous jackpot is added as a selectable music. In other words, basically, selectable music is added (opened) by repeating consecutive wins. On the premise of such a configuration, in this embodiment, the addition (opening) of all (ten) candidate music as selectable music is set as a change to the specific game specifications. In other words, even if there are no consecutive wins, when the "operation conditions are met during a specific period" (described in detail below), an event will occur in which all candidate songs become selectable songs (all songs unlocked) in the subsequent jackpot game.
[0126] 5-2) Specific period and operating conditions To change the specific game specifications, it is necessary to operate the effect button 25, which is a type of operation means, during a specific period. Specifically, it is necessary to operate the effect button 25 so as to satisfy a predetermined operation condition during the specific period. The specific period is as follows.
[0127] When the winning / losing lottery result is a jackpot, a "privilege" called a jackpot game is awarded. In the jackpot game, a unit game (round) in which the big prize area 906 is opened is repeated one or more times until a predetermined closing condition is established, and detailed description is omitted since it is the same as that of a known gaming machine. In this embodiment, after the variable performance in which it is announced that the winning / losing lottery result is a jackpot, the jackpot game actually starts when a game ball enters a specific area (the normal start area 905 in this embodiment). In other words, the entry of a game ball into the specific area is the condition for granting the privilege of a jackpot (privilege granting condition). In this embodiment, the normal start area 905 doubles as the specific area, but a configuration in which a "dedicated specific area" is provided may also be used.
[0128] The specific period is the period from when the player is notified that he has won a jackpot (when the variable performance notifying him of a jackpot has ended) (see FIG. 17(a)) until the game ball enters the specific area (see FIG. 17(c)) and the jackpot game begins (see FIG. 17(d)). Note that the specific period may begin a predetermined time after the player is notified that he has won a jackpot. In this way, the specific period is a state that ends when the game ball enters the specific area, and it is determined that the jackpot game will be played (a bonus will be awarded), but the jackpot game has not yet begun (a bonus has not actually been awarded).
[0129] During the specific period, an image (hereinafter sometimes referred to as instruction image 40) encouraging the player to launch the game ball toward the specific area is displayed in the display area 911 (see FIG. 17(b)). In this embodiment, since the specific area (normal start area 905) is provided on the right side of the game area, an instruction image 40 is displayed indicating that the player should aim at the specific area and perform a so-called right hit. If the game ball is launched toward the specific area, it will enter the specific area relatively easily. Therefore, if the game ball is launched toward the specific area, there is a high probability that the specific period will end immediately. In order to establish the operation conditions described in detail below, it is necessary to operate the performance button 25 before aiming the game ball toward the specific area and launching it.
[0130] The operation condition can be set as appropriate, but simple "single operation" is excluded. For example, it is conceivable that the operation condition can be set to be satisfied when the number of operations of the effect button 25 reaches N times (N is 2 or more) during a specific period (hereinafter, this operation condition may be referred to as the number of times condition). In other words, the operation condition is not satisfied with operations less than N times. Since N is 2 or more, the operation condition is not satisfied with a single operation, i.e., a single operation.
[0131] As another example, a configuration may be considered in which the operation condition is set to be satisfied when the duration of the sustained operation (long press) of the effect button 25 reaches a specified time T (hereinafter, this operation condition may be referred to as a time condition). In other words, if the duration of the sustained operation does not reach the specified time T, the operation condition is not satisfied. Note that with respect to an operating means such as a button, whether or not a single operation has been performed is usually determined based on ON / OFF detection (detection of an "edge"), and the length of the sustained operation (the duration of the ON state) is usually not used to detect a single operation (making a determination based on whether or not the duration of the sustained operation exceeds the specified time T does not mean that a determination is made based on the presence or absence of a single operation).
[0132] By setting the number of times condition or time condition as described above, it is possible to prevent the operation condition from being satisfied by a single operation of the effect button 25 during the specific period. Since it is conceivable that a player may unintentionally operate the effect button 25 during the specific period without knowing the existence of the specific game specifications, it is preferable to prevent the operation condition from being satisfied by a simple single operation. Note that an operation condition that combines the number of times condition and time condition as described above (a condition requiring both N operations and a sustained operation for more than T time) may be set.
[0133] During the specific period, an image that clearly indicates that the specific game specification will be changed by operating the effect button 25 (for example, an image encouraging the operation of the effect button 25) is not displayed in the display area 911 (see FIG. 17(b)). Because this is a "hidden" game specification, an image indicating the existence of the specific game specification is not displayed during the specific period.
[0134] However, during periods other than the specific period, a performance suggesting the existence of a hidden game feature (operation condition) may occur. For example, while the variable performance is being performed, a display may be displayed that suggests the existence of a hidden game feature, such as "If you operate the button x times before passing through the jackpot start gate..." (the "jackpot start gate" refers to a specific area). Rather than merely "hinting," the performance may be one that clearly indicates the existence of a hidden game feature.
[0135] In this way, the gaming machine of this embodiment realizes novel and interesting gameplay in that the "hidden game specifications" can be changed by taking advantage of a specific period before the bonus of a jackpot game is actually awarded.
[0136] 5-3) Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the hidden game specification change function. In addition, to the extent possible, the configuration may be made by combining multiple technologies explained using the following specific examples.
[0137] 〇Specific example 3-1 When an operation condition is satisfied during a specific period (a change to a specific game specification is executed), an event (change completion event) occurs that would not occur if the operation condition was not satisfied. During the specific period, an image prompting the operation of the effect button 25 is not displayed, and the operation condition is not satisfied by a simple one-off operation, so the change completion event indicates that the operation condition has been satisfied.
[0138] The change completion event is preferably the output of a predetermined sound effect. Since the hidden game specification change function is a so-called "hidden button" effect (a feature known only to those in the know), it is preferable to make it so that it only "indicates" that a change to a specific game specification has been executed. In other words, the sound effect is not a sound that indicates the completion of the change to a specific game specification (for example, one that includes the words "all songs unlocked"), but is merely a simple electronic sound.
[0139] However, this does not mean that it is denied that the change completion event may be a mode that clearly indicates that the change of the specific game specifications has been completed (that the operation condition has been established). For example, a change completion image that clearly indicates the effect brought about by the change of the specific game specifications (in this embodiment, an image that clearly indicates that "all songs have been unlocked") may be displayed in the display area 911 (however, such a configuration has the disadvantage that it can easily spread despite being a "hidden button" effect).
[0140] 〇Specific example 3-2 As described in the above embodiment, during the specific period, the instruction image 40 indicating that the game ball should be launched aiming at the specific area is displayed in the display area 911. The instruction image 40 is set not to be displayed from the start of the specific period (see FIG. 18). Specifically, the instruction image 40 is not displayed from the start of the specific period until a predetermined time has elapsed (first half) (see FIG. 18(b)), and the instruction image 40 is displayed in the second half after the first half ends (see FIG. 18(c)). Note that since the first half is still a part of the specific period, even if the game ball enters the specific area in the first half, the big win game will start (the instruction image 40 will not be displayed).
[0141] If the instruction image 40 is displayed at the same time as or immediately after the start of the specific period, the probability that the player will launch the game ball in response to it increases. If the game ball is launched, the game ball will enter the specific area and the specific period will end in most cases, so that the player will not be able to operate the performance button 25 to satisfy the operation conditions during the specific period. Even if a player knows the existence of the specific game specification (back button) and intends to execute a change of the specific game specification when winning a jackpot, it is considered that the player will often launch the game ball unintentionally when the instruction image 40 is displayed. In light of this, it is preferable to prevent the instruction image 40 from being displayed from the beginning of the specific period, as in this example, so that the situation of the specific period ending unexpectedly is less likely to occur.
[0142] Conversely, if the instruction image 40 is displayed from the start of the specific period, the existence of the specific game specification (hidden button) will be less likely to be known. In other words, the probability that the game ball will be launched in accordance with the instruction image 40 and the specific period will end soon will increase, so it can be said that there is an advantage in that the specific game specification (hidden button) will be less likely to become known.
[0143] 〇Specific example 3-3 In the above embodiment, the specific game specification is described as a "hidden" game specification, but the specific game specification may be changed by operating the performance button 25 (operation means) that satisfies the operation condition during the specific period. For example, during the specific period, an image (condition notification image 42) such as "Operate the button ○ times to unlock all songs!" is displayed in the display area 911 (see FIG. 18(b)(c)).
[0144] In this example, the condition notification image 42 may be displayed before the instruction image 40 is displayed (see FIG. 18(b)(c)). Since this example is configured to inform the player that the game specifications can be changed by displaying the condition notification image 42, it is necessary to prevent the specific period from ending by displaying the instruction image 40 first. In other words, it is preferable to inform the player that the game specifications can be changed by the condition notification image 42, and then inform the player that the game ball should be launched aiming at a specific area (the big win game will start when the game ball enters the specific area). It is preferable to continue displaying the condition notification image 42 even after the stage at which the instruction image 40 is displayed, so that the player can understand how to change the game specifications (see FIG. 18(c)).
[0145] 〇Specific example 3-4 The configuration may be such that the occurrence of an advantageous event for the player is suggested or notified by the satisfaction of the operation condition during the specific period. For example, if the game state after the end of the big win game is the first special game state (high probability, time-saving), the notification sound is outputted by the satisfaction of the operation condition during the specific period, whereas if the game state is not the first special game state, the notification sound is not outputted even if the operation condition is satisfied. In other words, the "hidden button" effect is such that the player can know in advance whether or not an advantageous event will occur by operating the effect button 25 that satisfies the operation condition during the specific period.
[0146] Examples of events that are advantageous to the player include those related to the transition to the first special game state, the jackpot being confirmed after the jackpot game ends (the occurrence of a so-called reserved consecutive win), and the number of unit plays (number of rounds) in the jackpot game being the maximum.
[0147] 〇Specific example 3-5 A configuration is assumed in which a plurality of operation conditions are set. For example, it is assumed that a first operation condition is that the effect button 25 is operated Na times (Na is 2 or more) during a specific period, and a second operation condition is that the effect button 25 is operated Nb times (Nb>Na) during a specific period. It is assumed that the content of the change in the game specifications is different when the first operation condition is established and when the second operation condition is established.
[0148] For example, when the first operation condition is met, only eight of the ten songs (candidate songs) are released (a jackpot game with eight selectable songs is played), but when the second operation condition is met, all of the ten songs (candidate songs) are released (a jackpot game with ten selectable songs is played). In other words, the more difficult a condition among the multiple operation conditions is to be met, the greater the degree of change in game specifications (the greater the profit for the player).
[0149] 〇Specific example 3-6 The condition for the occurrence of a change in the specific game specification is a configuration in which a condition (condition related to the performance button 25 (operation means)) different from the operation condition is set. For example, the above-mentioned instruction image 40 is assumed to be displayed during the specific period, and the timing for the instruction image 40 to be displayed is assumed to be after a predetermined time has elapsed since the start of the specific period. In other words, the instruction image 40 is assumed to be configured not to be displayed from the start of the specific period until the predetermined time has elapsed (between T1 and T2). On this premise, when a game ball enters a specific area from the start of the specific period until the predetermined time has elapsed (between T1 and T2), a change in the specific game specification occurs (see FIG. 20). In other words, the condition for the occurrence of a change in the specific game specification is assumed to be that a game ball enters a specific area (a big win game starts) when the instruction image 40 is not displayed.
[0150] Since a player normally shoots a game ball toward a specific area after the instruction image 40 is displayed, when the game ball is shot in a contrary manner, an interesting game property is realized in which a change in game specifications occurs.
[0151] 6) Special Mode 6-1) Special performance A special effect may occur as one of the effects that make up the during-variation effects (see FIG. 21(a)). When a special effect occurs, the probability (reliability) that the result of the win / lose lottery corresponding to the during-variation effect will be a jackpot is higher than when a special effect occurs during a certain during-variation effect. In other words, the special effect is a so-called "chance-up effect." The specific form of the special effect may be any. The special effect in this embodiment is a so-called "cut-in effect" in which a predetermined effect image 45 is displayed (see FIG. 21(a-2)). It should be noted that a configuration in which multiple types of such special effects are set may also be used.
[0152] 6-2) Mode types In this embodiment, multiple modes related to the special effects are set. The multiple modes are roughly divided into "normal mode" and "special mode" (major categories) (see FIG. 21(b)). When the "special mode" is set, the probability of a special effect occurring in the variable effect is higher than when the "normal mode" (default mode) is set. The fact that the probability of a special effect occurring in the variable effect is different means that the reliability of a big win when a special effect occurs is different between when the "normal mode" is set and when the "special mode" is set. Since the probability of a special effect occurring is higher in the "special mode" than in the "normal mode", the reliability of a big win when a special effect occurs is lower in the "special mode" than in the "normal mode".
[0153] In addition, multiple types of modes are provided as modes included in the "special mode" (subdivisions). In this embodiment, two types are provided: a "first special mode" and a "second special mode" (see FIG. 21(b)). When the "second special mode" is set, the probability of a special effect occurring during the variable effect is higher than when the "first special mode" is set. As with the relationship between the "normal mode" and the "special mode," the probability of a special effect occurring is higher in the "second special mode" than in the "first special mode," which means that the reliability of a jackpot when a special effect occurs is lower in the "second special mode" than in the "first special mode."
[0154] 6-3) Setting the mode As described above, in the normal state (default), the "normal mode" is set. When the "special mode" is set, the effect button 25 (operation means) is maintained (long pressed) for a predetermined time during the standby state (a state to which the mode is shifted when no effect is executed during a certain period of time) (see FIG. 21(c-1)). In other words, the operation of the effect button 25 sets a condition for changing to the special mode (hereinafter, sometimes simply referred to as a change condition). In this embodiment, the change condition is not displayed in the display area 911 during the standby state. In the standby state, a so-called demo image is displayed, but the demo image does not include an image indicating the change condition (indicating the above-mentioned operation mode) (see FIG. 21(c-1)). In other words, the setting of the "special mode" is installed as a "hidden (back button) function". Note that the above change condition is merely an example. It is sufficient if it is established due to the action of the player. However, it is preferable that a simple "single operation" is not set as the change condition. This is because there is a high possibility that the change to the special mode will occur unintentionally.
[0155] When the above change conditions are met and a change to the special mode is executed, a predetermined sound effect (hereinafter sometimes referred to as a change completion sound) is output from the speaker 79. The change completion sound is merely an electronic sound, and does not clearly indicate a change to the special mode. However, the above change conditions are not realized by a simple operation (single operation) of the effect button 25, and it is considered that the fact that the change conditions are met means that a player who knows the existence of the special mode has operated the effect button 25 at his / her wish, so the change completion sound informs the player that the transition to the special mode has been completed (an operation that satisfies the change conditions has been performed).
[0156] As described above, in this embodiment, the "first special mode" and the "second special mode" are set as the special modes. Even if the change condition is satisfied and the setting (transition) of the special mode is executed, the player cannot arbitrarily decide whether to set the "first special mode" or the "second special mode". Specifically, the mode determination lottery is executed when the change condition is satisfied (see FIG. 21(c-2)), and one of the multiple special modes is set based on the mode determination lottery (see FIG. 21(c-3-1) and (c-3-2)). The specific aspect (probability) of the mode determination lottery may be any. The setting may be such that the probability of each of the multiple special modes being set is equal (even distribution), or the setting may be such that the probability of a certain type of special mode being set is higher than the probability of another type of special mode being set (unequal distribution). In this embodiment, the probability of the "first special mode" being set and the probability of the "second special mode" being set are both 50% and the same (even distribution).
[0157] The player is not informed of which of the multiple special modes (first special mode, second special mode) has been set (the result of the mode determination lottery). The change completion sound mentioned above informs that the change from the normal mode to the special mode has been realized, but does not inform of which of the first special mode or the second special mode has been set (the manner of the change completion sound output is the same regardless of whether the first special mode or the second special mode has been set). As mentioned above, the probability of the special performance occurring differs depending on the type of the special mode that has been set, so the player can predict the type of the special mode that has been set by continuously playing the game, but cannot clearly know the type of the special mode that has been set. At least, at the time when the change condition is established (the time when the mode determination lottery is executed), the type of the special mode that has been set cannot be determined, let alone predicted.
[0158] In this way, in the gaming machine according to this embodiment, a special mode can be set in which the probability of a special effect occurring is higher than in the normal mode, but multiple types of special modes are prepared, and the player cannot arbitrarily decide the type of special mode to be set, and the player cannot know which type of special mode has been set. Therefore, when a special mode is set, a game feature is realized in which the player can enjoy predicting which type of special mode has been set (the probability of a special effect occurring).
[0159] The condition (reset condition) for returning from a state in which a special mode (first special mode, second special mode) is set to a state in which the normal mode is set can be set as appropriate. There may be only one reset condition, or multiple reset conditions may be set. In this embodiment, turning the power of the gaming machine 1 off / on is set as one of the reset conditions.
[0160] It is also preferable that at least one of the reset conditions is set to a condition that can be executed at the player's discretion. If such a condition is not set, the player will not be able to return from the special mode to the normal mode at his / her will. For example, it is possible to configure the reset condition to be set to a sustained operation (long press) of the performance button 25 for a predetermined period of time during standby when the special mode is set. In other words, the condition for executing the transition from the normal mode to the special mode is the same as the condition for realizing the transition from the special mode to the normal mode.
[0161] 6-4) Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the matters related to the special mode. Note that, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.
[0162] 〇Specific example 4-1 In the above embodiment, it has been described that the setting of the special mode is implemented as a "hidden (back button) function", but the setting method of the special mode may be disclosed. That is, a method of setting the special mode that increases the probability of occurrence of the special effect is displayed in the display area 911, etc., and the special mode is set by operating various operating means (effect button 25 and operation unit 20) in accordance with the method.
[0163] For example, the above-mentioned "premium up mode" increases the probability of occurrence of the premium effect, and the premium up mode is regarded as a "special mode" and the premium effect is regarded as a "special effect". Assuming that a "first premium up mode" and a "second premium up mode" in which the premium effect occurs more frequently are set as the premium up mode. When a player operates the operation unit 20 according to the above-mentioned procedure and a change from the "normal mode" to the "premium up mode" is requested (see FIG. 22(a)), a mode determination lottery (see FIG. 22(b)) is performed as a trigger to set either the "first premium up mode" or the "second premium up mode" (see FIGS. 22(c-1) and (c-2)). The player is not informed of which of the "first premium up mode" and the "second premium up mode" has been set. Considering that the premium effect is more likely to occur due to winning fluctuation when the "second premium up mode" is set than when the "first premium up mode" is set, the player will enjoy predicting which mode has been set.
[0164] Also, the fact that there are multiple types of special modes with different probabilities of special effects occurring may be shown to the player. For example, a message such as "The probability of XX effects occurring changes each time" (XX effects represent special effects) may be displayed on the screen for setting the special mode. However, when a special mode is set, the player is not informed of which of the multiple special modes has been set.
[0165] Even if, as in this example, the method for setting the special mode is configured to be clearly indicated to the player, so long as the player does not know which of multiple special modes with different probabilities of special effects occurring has been set, the same effect as described in the above embodiment will be achieved.
[0166] 〇Specific example 4-2 One of the multiple types of special modes is a mode in which a special effect always occurs during a variation (a winning variation) in which the result of the winning / losing lottery is a big win. For example, in a configuration in which two types of special modes (a first special mode and a second special mode) are set as in the above embodiment, the second special mode is a mode in which a special effect always occurs during a winning variation. In the first special mode, a special effect does not necessarily occur even in a winning variation (a special effect may or may not occur during a winning variation. However, the probability of a special effect occurring is higher than in the normal mode) (see FIG. 23(a)).
[0167] The player cannot distinguish the type of the special mode that has been set. In this way, in a situation where a special effect does not occur during the variation performance where a big win is expected, a gameplay that expects the first special mode to be set is realized. In other words, in a situation where a special effect does not occur during the variation performance, there is a possibility that no special effect will occur thereafter, and if the second special mode is set, a big win will not occur unless a special effect occurs during the variation performance. Therefore, a player who knows the existence of the first special mode and the second special mode (obtained information from a magazine or the Internet) expects that the first special mode, which has the possibility of becoming a big win even if a special effect does not occur, has been set. In other words, the player can enjoy the variation performance while predicting the type of the current special mode with his / her hope (and also expecting that a special effect will occur after this).
[0168] In addition, when using a configuration like this example, as explained in Specific Example 4-1 above, it is preferable to make the existence of multiple special modes itself known to the player (not to make it a "hidden (back button) function"). Specifically, it is preferable to make it known to the player that one of the multiple special modes is a mode (first special mode) in which a special effect always occurs in a winning variation, and the other special modes are modes (second special modes) in which a special effect does not necessarily occur in a winning variation. In this way, the player can enjoy the above-mentioned way even if he or she does not obtain information about the special modes from a magazine or the Internet.
[0169] Specific example 4-3 (an example that further embodies Specific example 4-2) The timing at which a special effect can occur during a variation performance (hereinafter sometimes referred to as the specified timing) is fixed, and it will not occur at any other time. For example, after a reach is achieved (see FIG. 23(b-1)), the timing before the transition to a so-called super reach performance (a performance in which the outcome of a lottery is shown) (see FIG. 23(b-3)) is set as the specified timing at which a special effect (see FIG. 23(b-2)) can occur. Note that this specified timing does not occur in all variation performances. In the above example, if a reach is not achieved, the specified timing will not occur (there is no possibility of a special effect occurring).
[0170] By doing this, if the specified timing has passed during the variation performance, the special performance will not occur thereafter (for example, after the transition to the super reach performance, the special performance will not occur). In other words, if the special performance does not occur when the specified timing has passed, it is confirmed that the variation performance will not generate a special performance. Therefore, in a situation where the special mode is set, if the special performance does not occur when the specified timing has passed, there is no possibility of a big win if the second special mode (in which a special performance will always occur in a winning variation) is set (see FIG. 23(a)), so the player will expect that the first special mode (in which a big win may occur even if a special performance does not occur) is set. In other words, by doing as in this example, whether or not a special performance will occur is determined when the specified timing has passed, so the gameplay of enjoying the type of special mode while expecting it is clear.
[0171] 〇Specific example 4-4 A configuration is also provided in which a transition between a plurality of special modes can occur. That is, not only a transition between the normal mode and a special mode (first special mode or second special mode), but also a transition from one of the first special mode and the second special mode to the other occurs when a predetermined transition condition is met. It is preferable that the player is not aware that a transition between special modes has occurred. Since the player is not aware of which of the plurality of special modes has been set when the special mode is set, the player is also not aware that a transition between special modes has occurred.
[0172] The transition condition can be set from various viewpoints. As an example, it is possible to set the condition as a condition that can be established when the player plays the game continuously to a certain extent after the special mode is set. For example, it is possible to set the transition condition as a result of the winning / losing lottery being a losing result X times in a row. In this way, the specifications of the variable performance (probability of the special performance occurring) are configured to change every time the winning / losing lottery is held X times.
[0173] As another example, the establishment of the transition condition may be determined based on the passage of time. The transition condition may be the passage of a predetermined time, or the time (actual time) obtained by the RTC (real-time clock) may be set to a specified time.
[0174] 〇Specific example 4-5 In the above embodiment, it has been described that the manner of the change completion sound output from the speaker 79 is the same regardless of which of the multiple special modes (first special mode and second special mode) is set, but the manner of the change completion sound may differ for each special mode that is set. If a first special mode and a second special mode are provided as in the above embodiment, a first change completion sound is output when the first special mode is set, and a second change completion sound (different in manner from the first change completion sound) is output when the second special mode is set (see FIG. 24).
[0175] Since the change completion sound is merely an electronic sound, it can be said that few players can tell from the appearance of the change completion sound whether the first special mode or the second special mode has been set. By doing as in this example, a game feature is realized in which only players who find the relationship between the appearance of the change completion sound (the difference between the first change completion sound and the second change completion sound) and the type of special mode that has been set can tell the type of special mode that has actually been set (it can be said that such players are notified of whether the first special mode or the second special mode has been set by the appearance of the change completion sound).
[0176] However, if this example is done, there is a risk that if the relationship between the nature of the change completion sound and the type of special mode that has been set becomes widely known through magazines, the Internet, etc., the configuration will essentially be one in which the type of special mode is announced.
[0177] 〇Specific example 4-6 It is assumed that multiple types of special effects are set as the special effects. The difference between the various special modes is the difference in the probability that some of the multiple types of special effects occur, and there is no difference in the probability that the other parts occur. For example, as shown in FIG. 25, a first special effect and a second special effect are set, and there is no difference in the probability that the first special effect occurs regardless of whether the first special mode or the second special mode is set. On the other hand, it is assumed that the second special effect occurs more likely when the second special mode is set than when the first special mode is set. Note that, for both the first special effect and the second special effect, the probability is higher when one of the special modes is set than when the normal mode is set. In this way, it becomes difficult to predict whether the first special mode or the second special mode is set.
[0178] 〇Specific example 4-7 Although the various special modes (first special mode, second special mode) in the above embodiment have been described as modes in which the probability of a special effect occurring is higher than in the normal mode, they may be modes in which the probability of a special effect occurring is lower than in the normal mode. In other words, the degree to which the probability of a special effect occurring is reduced based on the normal mode is configured to be different between the first special mode and the second special mode.
[0179] In addition, some of the multiple special modes (first special modes) may be modes in which the probability of a special effect occurring is lower than in the normal mode, while the other (second special modes) may be modes in which the probability of a special effect occurring is higher than in the normal mode. In this way, the "difference in the probability of a special effect occurring" according to the type of special mode becomes large, realizing a gameplay in which it is easy to predict which special mode is set.
[0180] 7) Specific pre-reading performance 7-1) Background music In the gaming machine according to the present embodiment, a plurality of kinds of music are provided as background music (BGM) that can be output from the speaker 79 while the variation performance is being performed. The "background music" is music that is continuously output when the variation performance is being performed, and is different from the performance sound effects (winning sound, character's lines, etc.) that are temporarily output. The background music does not indicate the reliability of a big win, except when it is used in a specific pre-reading performance, the details of which will be described later. In this embodiment, when a performance sound effect is output, it is output overlapping with the background music. In other words, even when a performance sound effect is output, the background music is output without interruption. It is to be noted that not only those that are different as copyrighted works, but also those that are recognized as different by the player when listening to them, such as a certain music and an arrangement of it, are considered to be different types of music.
[0181] It is assumed that one or more kinds of normal background music and one or more kinds of specific background music are set as background music. In the variation performance in the state where the specific look-ahead performance is not occurring, the normal background music is continuously output. As described above, in this embodiment, the player can select the normal background music from five kinds of music A to music E. That is, music A to music E correspond to the normal background music. The normal background music in this embodiment is music that is output in the state before the reach is established. In other words, it is not background music for the reach performance. Note that, with regard to the execution of the specific look-ahead performance described in detail below, the normal background music does not have to be configured to be selectable by the player. It may be configured to output one kind of normal background music, or it may be configured to output one of a plurality of normal background music, and the normal background music is automatically switched (not selected by the player).
[0182] 7-2) Specific Prediction Performance The gaming machine according to the present embodiment is capable of executing a specific look-ahead performance, which is a type of look-ahead performance. The look-ahead performance itself is publicly known, so a detailed description will be omitted. The specific look-ahead performance is a performance that is started when newly acquired reserved information is acquired as a target reserved information (note that the reserved information that becomes the target reserved information is "pre-change reserved information"). The specific look-ahead performance is a type of "chance (up) performance" that suggests that the probability that the winning / losing lottery result (hereinafter, also referred to as the target winning / losing lottery result) corresponding to the target reserved information is a jackpot has increased, so the target reserved information is a so-called "chance reserved". In the drawings explaining the specific look-ahead performance, the reserved pattern 10 corresponding to the target reserved information is indicated with "S" added.
[0183] As described above, the specific pre-reading performance is started by the acquisition of the target reserved information (see FIG. 26(a)(b) and FIG. 28). To the player, it appears to start at the same time as the acquisition of the target reserved information (a time lag that the player cannot notice is allowed). In the specific pre-reading performance, a specific background music is output from the speaker 79 instead of a normal background music (any of music A to music E in this embodiment) as a background music. In other words, the time when the normal background music changes to the specific background music is the start time of the specific pre-reading performance. The timing when the target reserved information is acquired (the timing when the game ball enters the start area 904) is something that the player cannot predict (it is an event that occurs suddenly), so from the player's point of view, the output of a background music (specific background music) that is different from the normal music starts suddenly.
[0184] Since the target reserved information is pre-change reserved information, at the time when the target reserved information is acquired, the change-in-progress performance corresponding to the winning / losing lottery information acquired before the target reserved information (hereinafter, the change-in-progress performance may be referred to as the "pre-reading start change-in-progress performance (pre-reading start change)") is being executed. If the change-in-progress performance corresponding to the target reserved information is the "target change-in-progress performance (target change)", then the "pre-reading start change-in-progress performance" is a change-in-progress performance executed before the "target change-in-progress performance". The change from the normal background music to the specific background music occurs in the pre-reading start change-in-progress performance. The specific background music is output continuously without interruption at least until the target change-in-progress performance starts (see FIG. 26(c) and FIG. 28).
[0185] In this embodiment, when a specific pre-reading effect occurs, it is determined that a prescribed effect occurs in the target variation effect. The prescribed effect may be only one type or may be multiple types. The prescribed effect in this embodiment is a reach effect (a battle effect is shown as an example in FIG. 27) whose ending indicates the result of the winning / losing lottery. That is, the prescribed effect leads to an ending (successful ending) that is advantageous to the player when the winning / losing lottery result is a jackpot, and leads to an ending (unfavorable ending) that is unfavorable to the player when the winning / losing lottery result is a miss (see FIG. 27(b)(c-1)(c-2)). When a specific pre-reading effect occurs, the prescribed effect occurs in the target variation effect, so that if the target winning / losing lottery result is a jackpot, the prescribed effect of the successful ending is executed, and if the target winning / losing lottery result is a miss, the prescribed effect of the unfavorable ending is executed as a part of the target variation effect. Compared to when the prescribed effect does not occur in the variation effect, the reliability of the jackpot is higher when the prescribed effect occurs. That is, the prescribed effect can be said to be a type of so-called chance-up effect. In addition, the specified effect in this embodiment can occur even if a specific pre-reading effect does not occur.
[0186] In this embodiment, the specific background music is output continuously without interruption from the time when the target pending information is acquired (see FIG. 26(b)) to the time when the specified performance starts (see FIG. 27(b)) (see FIG. 28). In other words, the specific look-ahead performance is a performance that starts when the target pending information is acquired and ends when the specified performance starts. The start time is when the "look-ahead start changing performance" is being executed, and the end time is when the "target changing performance" is being executed, so the output of the specific background music spans (straddles) two or more changes. If one or more "another changing performance" (another change) is executed between the "look-ahead start changing performance" and the "target changing performance", the output of the specific background music will span three or more changes. If the number of "another changing performance" executed between the "look-ahead start changing performance" and the "target changing performance" is α, the output of the specific background music is output continuously over "2+α" changes. 26 and 27 are examples where α=2, so the output of the specific background music varies over four variations (see FIG. 28). Note that in this embodiment, when the specified performance starts, output of the background music for the specified performance starts instead of the specific background music.
[0187] In this way, with the gaming machine of this embodiment, it is possible to execute an interesting look-ahead performance (specific look-ahead performance) in which the output of specific background music suddenly begins when target pending information is acquired.
[0188] Since the specific background music is output continuously at least until the time when the target change performance starts, it is easy to understand that the output of the specific background music indicates that the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to the target change performance has increased.
[0189] In particular, in this embodiment, the occurrence of a specific look-ahead performance determines that a prescribed performance will occur in the performance during the target change, and since the specific background music is output continuously until the point at which the prescribed performance begins, it can be clearly shown that the output of the specific background music (the occurrence of a specific look-ahead performance) leads to the occurrence of a prescribed performance (the connection between the specific look-ahead performance and the prescribed performance can be clearly shown).
[0190] 7-3) Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to matters related to specific look-ahead performance. In addition, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.
[0191] Specific example 5-1 The mobile unit 50 is provided, which operates when the target pending information is acquired. By providing such a mobile unit 50, not only does the output of a specific background music begin when the target pending information is acquired, but the mobile unit 50 also operates, so that it becomes easier to understand (emphasizes) that a specific look-ahead performance has occurred. The following are possible operating modes of the mobile unit 50.
[0192] The movable body 50 is capable of reciprocating between an original position (a position in a normal state) and a presentation position which is a different position. The movable body 50 may be invisible to the player in the original position. It is sufficient that the movable body 50 is visible to the player at least in the presentation position. The structure (power transmission mechanism) for operating the movable body 50 may be of any type, and therefore a description thereof will be omitted. The movable body 50 may be provided in the cabinet (frame) of a gaming machine and may operate outside the play area. The movable body 50 may have a different shape when located in the original position and when located in the presentation position (it may change shape as it is displaced).
[0193] Based on this premise, the output of the specific background music starts when the target reserved information is acquired, and the movable body 50 (see FIG. 29(a)) located at the original position starts to move toward the performance position. As long as the output of the specific background music continues, the movable body 50 continues to be located at the performance position (see FIG. 29(b)). When the output of the specific background music ends (in the above embodiment, when the specified performance starts in the target moving performance), the movable body 50 located at the performance position starts to move toward the original position, that is, returns to the original position (see FIG. 29(c)). In other words, the movable body 50 being located at the performance position and the output of the specific background music are linked. In this way, it is understood that the specific look-ahead performance is being executed not only from the presence or absence of the output of the specific background music, but also from the fact that the movable body 50 is located at the performance position. In addition, it is understood that the specific look-ahead performance has ended when the movable body 50 is displaced from the performance position to the original position.
[0194] Other examples of the movable body 50 (operation) are as follows. For example, the movable body 50 is not one that changes its position significantly, but is capable of vibrating in place. Such a movable body 50 is assumed to continue vibrating while the specific background music is being output. In other words, the vibration is initiated when the specific look-ahead performance is started (target pending information is acquired), and is terminated when the specific look-ahead performance is terminated. In this way, the occurrence and end of the specific look-ahead performance can be grasped not only by the presence or absence of output of the specific background music, but also by the presence or absence of vibration of the movable body 50.
[0195] The movable body 50 may be configured to temporarily operate in response to the acquisition of the target pending information. In other words, the operation of the movable body 50 may end before the output of the specific background music ends. For example, the movable body 50 may temporarily vibrate in response to the acquisition of the target pending information, and the vibration ends before the specific background music ends. Even in this case, the start of the specific look-ahead performance is grasped by the occurrence of the movement of the movable body 50 (however, the end of the specific look-ahead performance is not grasped by the movement of the movable body 50).
[0196] 〇Specific example 5-2 A plurality of specific background music pieces are provided, and the reliability of the big win of the target winning / losing lottery result is set to be different depending on the type. For example, specific background music pieces X and a different specific background music piece Y are provided as specific background music pieces, and the reliability of the big win is set to be higher when the output of specific background music piece Y is started (see FIG. 30(b-2)) than when the output of specific background music piece X is started (see FIG. 30(b-1)) in response to the acquisition of the target reserved information. In this way, when the specific background music piece is output, the player will also pay attention to its type.
[0197] Specific example 5-3 There are cases where the output of the specific background music continues until a predetermined time (continuation mode) and cases where it does not (non-continuation mode). In the former case, the jackpot reliability of the target winning / losing lottery result increases, but in the latter case, the jackpot reliability of the target winning / losing lottery result does not increase (the latter case is more advantageous to the player than the former case). In other words, whether the output of the specific background music continues is set as a branching point for whether the chance-up effect by the specific pre-reading performance occurs or not. For example, it is considered that the output of the specific background music continues until the start of the target changing performance or later as a continuation mode (see FIG. 31(a)), and that it ends before the start of the target changing performance as a non-continuation mode (see FIG. 31(b)). In the non-continuation mode, the output of the specific background music does not continue until the start of the target changing performance, so the player understands that the chance-up effect does not occur. Note that in the case of the non-continuation mode, it may be set to determine that the target winning / losing lottery result is a loss (jackpot reliability = 0%).
[0198] In this example, the setting may be such that the probability of the continuation mode is suggested according to the type of specific background music. For example, the setting may be such that the probability of the continuation mode is higher when the output of a different type of specific background music N is started than when the output of a specific background music M is started in response to the acquisition of the target pending information. In this way, when a specific background music is output, the player will also pay attention to its type.
[0199] 〇Specific example 5-4 When the specific background music is being output, no other sound effects (excluding sounds unrelated to the progress of the game, such as electronic sounds output when the game specifications are changed, etc.) are output other than the background music. In other words, only the specific background music is output continuously from the speaker 79. This emphasizes that the specific background music is being output, and more clearly indicates that a specific look-ahead performance is occurring.
[0200] 〇Specific example 5-5 The background music output during the prescribed performance is a specific background music (the specific background music is output at least from the start of the prescribed performance until a predetermined time has elapsed). In other words, the background music of the prescribed performance that is confirmed to occur in the performance during the target change due to the occurrence of the specific look-ahead performance is the same as the background music indicating the occurrence of the specific look-ahead performance. By doing so, it becomes easier to understand that the occurrence of the specific look-ahead performance indicates the occurrence of the prescribed performance.
[0201] In addition, in the case of the present example, the specific background music output as the specific look-ahead performance can be made to continue to be output even after the prescribed performance starts (see FIG. 32). That is, since the background music of the specific look-ahead performance and the background music of the prescribed performance are the same, the output of the specific background music is started in response to the acquisition of the target reserved information, and the specific background music can be made to continue to be output even after the prescribed performance starts.
[0202] 〇Specific example 5-6 In the above embodiment, the change from the normal background music to the specific background music is triggered by the acquisition of the target hold information, but the normal background music may not be output. In other words, on the premise that the background music is not output in the normal state, the setting may be such that the output of the specific background music is started when the hold information (target hold information) that is a chance is acquired.
[0203] 8) Image displacement effects 8-1) Image displacement production The gaming machine according to the present embodiment can execute an image displacement effect as one type of effect constituting the during-change effect. When an image displacement effect occurs during a certain during-change effect, the jackpot reliability of the winning / losing lottery result corresponding to the during-change effect is higher than when the image displacement effect does not occur. In other words, the image displacement effect is a so-called chance-up effect.
[0204] The image displacement presentation is also generally referred to as a "shake presentation." The basic aspect of the image displacement presentation is that the display changes from a reference state (see FIG. 33(a)) in which the reference image 60 is displayed in the display area 911 of the display device 91 to a displaced state (see FIG. 33(b)) in which the reference image 60 is displayed as if displaced relative to the display area 911. The reference image 60 is an image displayed in the display area 911 in the reference state. In this embodiment, the image displayed in the entire display area 911 in the reference state is set as the reference image 60. However, a configuration in which only a part of the image displayed in the display area 911 in the reference state is displaced as the reference image 60 may be used. The reference image 60 may be either a still image or a moving image, but the content of the image represented by the reference image 60 is maintained in a state that can be recognized as the same by the player from the reference state to the displaced state. In this way, the player gets the impression that the image displayed in the reference state has been displaced relative to the display area 911.
[0205] Various displacement modes of the reference image 60 relative to the display area 911 are possible. In this embodiment, the reference image 60 is displayed as if it has been displaced so as to be inclined relative to the planar direction (meaning the direction along the display area 911 of the display device 91; the same applies below) (displayed as if it has been displaced three-dimensionally). More specifically, in this embodiment, the reference image 60 is displayed as if it has been rotated so that the left edge of the reference image 60 faces the back side and the right edge of the reference image 60 faces the front side. However, such a displacement mode is merely an example. The reference image 60 may be displayed as if it has been displaced along the planar direction (in either the up, down, left, or right direction) (displayed as if it has been displaced two-dimensionally), or the reference image 60 may be displayed as if it has been displaced to the back (rear). In addition, the amount of displacement of the reference image 60 may change over time (for example, the reference image 60 shakes). In addition, the outline shape of the reference image 60 may change (for example, the outline of the reference image 60 is distorted). Also, the reference image 60 may be displaced so that a part of it is positioned outside the display area 911 (a part of it is cut off). Also, the reference image 60 may be divided into a plurality of parts, and each part may be displayed as if it has been displaced with respect to the display area 911.
[0206] Also, in the displaced state of the image displacement effect, a frame image 60K is displayed along the outer edge of the reference image 60 (see FIG. 33(b)). This frame image 60K indicates that it is a part that corresponds to the outer edge of the display area 911 in the reference state. In this embodiment, the frame image 60K is not displayed in the reference state. In other words, since the image displacement effect is an effect in which the reference image 60 is displayed as if it has shifted relative to the display area 911, the frame image 60K is displayed in the displaced state to express this shift. It can also be said that the frame image 60K is a part that represents the outer shape of the reference image 60 in the displaced state. The player gets the impression that the outer edge of the display area 911 in the reference state has shifted to the point that is displayed as the frame image 60K in the displaced state. Since the display area 911 is roughly rectangular in shape, in the case of an image displacement presentation in which the reference image 60 is displaced three-dimensionally as in this embodiment, the frame image 60K in the displaced state is in a three-dimensional representation that appears to be rectangular (approximately parallelogram in plan view). In this embodiment, the frame image 60K changes in shape from the reference state to the displaced state so as to gradually move away from the outer edge of the display area 911, and finally reaches the state shown in the figure. Note that the frame image 60K may be configured not to be displayed at all.
[0207] In this embodiment, the reference image 60 includes a decorative pattern 80 (see FIG. 33(b)). Specifically, the reference image 60 includes at least the decorative pattern 80 and a background image 85 displayed as its background (note that the background image 85 is omitted from illustrations other than those for explaining the image displacement performance). If the image layer displaying the decorative pattern 80 and the image layer displaying the background image 85 are separate layers and the former layer is set in front of the latter layer, it is possible to create an aspect in which the background image 85 is displayed as the background of the decorative pattern 80.
[0208] In this embodiment, in order to realistically express the displacement of the reference image 60 with respect to the display area 911, the continuity of the change of the decorative pattern 80 (decorative pattern group 80g) is maintained (the change continues) even in the displaced state. In other words, the image of the effect (decorative pattern 80) during the change, which was executed in the entire display area 911 in the reference state, is displayed on the reference image 60 (inside the frame image 60K) by the displacement state.
[0209] Furthermore, in this embodiment, the reference image 60 includes the reserved pattern 10 (see FIG. 33(b)). In other words, as the reference state changes to the displaced state, the reserved pattern 10 also changes shape and displaces. By including the reserved pattern 10 in this manner, the impression that the reference image 60 appears shifted relative to the display area 911 can be further enhanced. When new correct / incorrect determination information (pre-change reserved information) is acquired in the displaced state, the new reserved pattern 10 will be displayed in the reference image 60.
[0210] It should be noted that the reference image 60 in this embodiment does not include the specification image 30. The specification image 30 is an image for indicating that game specifications such as the volume can be changed even while the variable performance is being executed, so that the appearance of the specification image 30 is maintained even when an image displacement performance occurs (when a change to the displacement state occurs) so that this can be understood. However, this does not deny the possibility of the reference image 60 including the specification image 30. Doing so has the advantage of enhancing the effect of making the reference image 60 look as if it has "shifted."
[0211] 8-2) Background music When the state changes from the reference state to the displacement state, the background music (BGM) output from the speaker 79 changes from normal background music (see FIG. 33(a)) to specific background music (see FIG. 33(b)). The normal background music and the specific background music are as explained in "7)7-1)". However, the specific background music may be configured so that a specific background music specific to the image displacement performance is set (a configuration different from the specific background music explained in "7)7-1)" above and the specific background music used in the image displacement performance).
[0212] The image displacement effect is one in which the image changes from a reference state to a displaced state and then returns to the reference state (ending when the image returns to the reference state). Returning from the displaced state to the reference state is the trigger for ending the output of the specific background music (see FIG. 33(c)). In other words, when in the displaced state, the specific background music is output continuously. After returning to the reference state, background music appropriate to the scene is output. For example, the state returns to one in which normal background music is output.
[0213] In this manner, in this embodiment, the background music is switched from the normal background music to the specific background music when the state changes from the reference state to the displaced state. This makes it possible to clearly indicate that the reference image 60 has been displaced. In addition, in this embodiment, the output of the specific background music is stopped when the state returns from the displaced state to the reference state, making it easy to understand that the image displacement performance has ended.
[0214] 8-3) Below, we will explain specific examples of improvements, specific embodiments, and modifications of the image displacement performance. Note that, to the extent possible, the configuration may be one in which multiple technologies described using the following specific examples are combined and applied.
[0215] 〇Specific example 6-1 The image displacement effect is configured to function as a so-called pre-reading effect (the pre-reading effect itself is well known, so a detailed explanation will be omitted) (see Figs. 34 and 35). In other words, as an indication that the jackpot reliability of a certain winning / losing lottery result (target winning / losing lottery result) has increased, the image displacement effect can be started from one or more during-changing effects (previous during-changing effects) prior to the during-changing effect (target during-changing effect) for the target winning / losing lottery result. In other words, a change from the standard state to a displaced state occurs in the previous during-changing effect (see Fig. 34(a)). In Fig. 34, the reserved pattern 10 (reserved for the pre-reading target) corresponding to the target winning / losing lottery result is indicated with a "T".
[0216] The displacement state is maintained even while one or more future during-changing performances are being executed (see Figures 34(a)-(c), Figures 35(a) and (b)). The displacement state is also maintained even when the target during-changing performance starts (see Figure 35(c)). In other words, the displacement state is maintained across one or more future during-changing performances and the target during-changing performance. In other words, the displacement state is maintained across two or more future during-changing performances, namely at least one future during-changing performance and a target during-changing performance (straddling the end point of at least one future during-changing performance and the start point of the target during-changing performance).
[0217] The combination of decorative patterns 80 indicating the winning / losing lottery result (loss) corresponding to the previous during-changing performance will be displayed so as to be included in the reference image 60 (which is shifted from the display area 911) at the end of the previous during-changing performance (see Fig. 34(c) and Fig. 35(b)). Also, when the notification of the winning / losing lottery result (loss) corresponding to the previous during-changing performance is completed, a change occurs in the reserved patterns 10 included in the reference image 60 (indicating the so-called "consumption of reserved". Specifically, the during-changing reserved patterns 11 are erased, and the display positions (orders) of the reserved patterns 10 are moved up (see the change from Fig. 34(c) to Fig. 35(a) and the change from Fig. 35(b) to Fig. 35(c)).
[0218] In this way, since the displacement state is maintained over two or more during-changing performances, the output of the specific background music that is continuously output during the displacement state is also maintained over two or more during-changing performances. In this way, since the specific background music is maintained across the end point of the during-changing performance, it becomes clear that the image displacement performance is executed across two or more during-changing performances (the "chance" state does not end with the end of the displacement, but continues).
[0219] In addition, the state may be returned from the displacement state to the reference state at the same time that the target change performance starts, i.e., the output of the specific background music may end. Even in this way, the function of the pre-reading performance, which suggests that the reliability of the target winning / losing lottery result is increasing, is realized. However, by maintaining the displacement state (output of the specific background music) even when the target change performance starts as described above, the function of the pre-reading performance becomes clearer.
[0220] Specific Example 6-2 (An example that further embodies Specific Example 6-1) In the case where the image displacement effect is configured to function as a look-ahead effect, the image displacement effect may be generated as a type of the specific look-ahead effect described above. In other words, the acquisition of target hold information (chance hold) triggers the reference image 60 to change from the reference state to the displaced state, and the output of the specific background music starts (the change from FIG. 36(a) to (b) occurs). In this way, the image displacement effect functions as a look-ahead effect that occurs suddenly, and the output of the specific background music starts in accordance with the change from the reference state to the displaced state, making it easy to understand the occurrence of the image displacement effect (specific look-ahead effect).
[0221] 〇Specific example 6-3 It is assumed that multiple types of image displacement performances can occur. For example, it is assumed that two types of performances can occur: a first image displacement performance (a performance in which a change such as that shown in FIG. 37(a)→(b-1) occurs) and a second image displacement performance (a performance in which a change such as that shown in FIG. 37(a)→(b-2) occurs). The first image displacement performance and the second image displacement performance are different in the form of the outer shape (frame image 60K) of the reference image 60 relative to the display area 911 in the displacement state. Here, a performance in which at least one of the shape, size, and position (relative position to the display area 911) of the outer shape of the reference image 60 in the displacement state is different corresponds to "the outer shape of the reference image 60 relative to the display area 911 is different". More specifically, it is assumed that the first image displacement performance and the second image displacement performance are different in at least one of the shape, size, and position of the outer shape (frame image 60K) relative to the display area 911, regardless of the content of the reference image 60 (the part inside the frame image 60K). The displaced state is a state in which reference image 60 is displayed as if it were displaced relative to display area 911, and it can be said that the first image displacement performance and the second image displacement performance have different modes of "displacement."
[0222] If the displacement state of the first image displacement effect is the first displacement state (see FIG. 37(b-1)), and the displacement state of the second image displacement effect is the second displacement state (see FIG. 37(b-2)), for example, the second displacement state is set to have a larger amount of "deviation" of the reference image 60 from the reference state than the first displacement state (the first image displacement effect is "small shake", and the second image displacement effect is "large shake"). And, the reliability of the big win of the winning / losing lottery result, which is the subject of the suggestion by the image displacement effect, is set to be higher when the second image displacement effect occurs than when the first image displacement effect occurs. In other words, the larger the "deviation" of the reference image 60, the more advantageous the effect is for the player (note that the reliability may be reversed. In other words, the smaller the "deviation", the higher the reliability). By doing so, when the image displacement effect occurs, the player will also pay attention to the size of the "deviation".
[0223] Assuming such a configuration, when the image is in a displaced state in the first image displacement performance, a first specific background music piece is output (see FIG. 37(b-1)), and when the image is in a displaced state in the second image displacement performance, a second specific background music piece (a different type of music piece from the first specific background music piece) is output (see FIG. 37(b-2)). In other words, the manner in which the background music piece is output differs depending on the magnitude of the "shift" of the reference image 60 in the displaced state.
[0224] Since the difference in the "shift" of the reference image 60 in the image displacement effect is a difference in appearance, some players may not be able to distinguish between the first image displacement effect and the second image displacement effect. By doing as in this example, the specific background music output when the first image displacement effect occurs is different from that when the second image displacement effect occurs, so it becomes easier to distinguish between the first image displacement effect and the second image displacement effect.
[0225] 〇Specific example 6-4 As in the above specific example 6-3, different kinds of music are set as the specific background music. That is, a first image displacement effect (an effect in which a change such as that shown in FIG. 38(a)→(b-1) occurs) in which a first specific background music is output when in a displacement state, and a second image displacement effect (an effect in which a change such as that shown in FIG. 38(a)→(b-2) occurs) in which a second specific background music is output. However, the state of the outer shape (frame image 60K) of the reference image 60 relative to the display area 911 in the displacement state, that is, the state of the "shift" of the reference image 60, is not different when the first specific background music is output (see FIG. 38(b-1)) and when the second specific background music is output (see FIG. 37(b-2)). In other words, the state of the "shift" of the reference image 60 is the same, but the specific background music output may be different. It is preferable that the reliability of the big win of the winning / losing lottery result, which is the subject of the suggestion by the image displacement effect, is different when the first specific background music is output and when the second specific background music is output. In other words, the probability of an event (jackpot) advantageous to the player occurring differs between when a first specific background music piece is output (first image displacement presentation) and when a second specific background music piece is output (second image displacement presentation).
[0226] In this way, multiple types of image displacement effects can be generated in which the "shift" (appearance) of the reference image 60 in the displacement state is the same but the background music is different, so that the player will also pay attention to the background music. Also, for example, it can be said that a player who has experienced an image displacement effect in which one of the first and second specific background music is output will feel something strange when he or she encounters an image displacement effect in which the other specific background music is output for the first time (a performance form in which the appearance is the same but something feels different).
[0227] 〇Specific example 6-5 The first image displacement performance and the second image displacement performance differ in the appearance of the image (hereinafter referred to as non-reference image 65) displayed in the area (part of the display area 911, hereinafter referred to as the non-reference area 911a) where the reference image 60 is displayed in the displaced state.
[0228] The non-reference area 911a is an area that occurs when the reference image 60 changes from the reference state to the displaced state. That is, in the reference state, the reference image 60 is displayed in the entire display area 911 (see FIG. 39(a)), but a change occurs as if the reference image 60 has been displaced relative to the display area 911, and accordingly, in the displaced state, an area other than the area where the reference image 60 is displayed (non-reference area 911a) occurs (see FIG. 39(b-1)(b-2)). The form of the non-reference image 65 displayed in the non-reference area 911a differs between the first image displacement presentation and the second image displacement presentation. For example, in the first image displacement presentation, a first non-reference image 651 (shown by parallel hatching in FIG. 39(b-1)) that is blue as a whole is displayed, while in the second image displacement presentation, a second non-reference image 652 (shown by cross hatching in FIG. 39(b-2)) that is red as a whole is displayed. If the second image displacement presentation is considered to have a higher reliability of a jackpot than the first image displacement presentation, then it can be said that displaying the second non-standard image 652 is more advantageous for the player than displaying the first non-standard image 651.
[0229] Based on this premise, when the first image displacement effect is in a displaced state, i.e., when the first non-reference image 651 is displayed, a first specific background music is output (see FIG. 39(b-1)), whereas when the second image displacement effect is in a displaced state, i.e., when the second non-reference image 652 is displayed, a second specific background music is output (see FIG. 39(b-2)). Since the non-reference image 65 looks like the background of the reference image 60 in a displaced state, there is a risk that the player will not notice that the reference image 60 is suggesting reliability (is subject to change). In order to reduce such a risk, the manner of the background music output is made different when the first non-reference image 651 is displayed and when the second non-reference image 652 is displayed.
[0230] 9) Hold performance 9-1) Reserved patterns and accompanying images As described above, the display area 911 displays the reserved symbol 10 (the reserved symbol 12 before changing, the reserved symbol 11 during changing) indicating the presence of winning / losing determination information (reserved information). In this embodiment, a plurality of modes are set as the presentation mode (stage) during the normal game state, and during one of these, a specific mode, an accompanying image 70 of the type described below is displayed together with the reserved symbol 10 in the display area 911. Note that the accompanying image 70 described below may be displayed at all times (a reserved presentation, the details of which will be described later, may occur at all times) not only during the specific mode.
[0231] As shown in FIG. 40(a), the accompanying images 70 are displayed at positions associated with the locations (display locations) where each reserved pattern 10 is displayed. In this embodiment, each accompanying image 70 is displayed below each display location. When a reserved pattern 10 is displayed, the reserved pattern 10 and the accompanying image 70 are displayed side by side vertically. These accompanying images 70 are displayed even when the corresponding reserved pattern 10 is not displayed.
[0232] The accompanying image 70 is divided into a during-changing accompanying image 71 and a pre-changing accompanying image 72. The during-changing accompanying image 71 is displayed at a position associated with the display location of the during-changing reserved pattern 11. The pre-changing accompanying image 72 is displayed at a position associated with the display location of the pre-changing reserved pattern 12. The during-changing reserved pattern 11 corresponds to the currently executed during-changing performance, and only one is displayed, so one during-changing accompanying image 71 is also displayed. Also, in this embodiment, a maximum of four pre-changing reserved patterns 12 are displayed, so four pre-changing accompanying images 72 are displayed.
[0233] In this embodiment, the changing accompanying image 71 is displayed near the lower edge of the horizontal center of the display area 911, and the four pre-changing accompanying images 72 are displayed so as to surround it. In addition, the aspects of the changing accompanying image 71 and the pre-changing accompanying image 72 are different. By doing so, it is easy to distinguish between the changing reserved pattern 11 (displayed accompanying the changing accompanying image 71) and the pre-changing reserved pattern 12 (displayed accompanying the pre-changing accompanying image 72). In this embodiment, the changing accompanying image 71 and the pre-changing accompanying image 72 have similar shapes, but the changing accompanying image 71 is larger than the pre-changing accompanying image 72. In this embodiment, the changing reserved pattern 11 is larger than the pre-changing accompanying image 72 in accordance with the size relationship of the accompanying image 70. The basic aspects of the changing reserved pattern 11 and the pre-changing reserved pattern 12 may be significantly different to make them clearly distinguishable from each other.
[0234] 9-2) Hold performance Each performance using the reserved pattern 10 is called a reserved performance. In this embodiment, it is possible to execute a reserved change performance in which the state of the reserved pattern 10 may change as one type of the reserved performance. A plurality of types of modes are set as the reserved pattern 10 (see FIG. 40(b)). The state of the reserved pattern 10 indicates the jackpot reliability of the corresponding winning / losing lottery result. The reserved change performance is a performance indicating that the state of the reserved pattern 10 may change in a direction that increases the jackpot reliability. In the following description, an ending in which the state of the reserved pattern 10 changes is called a change ending, and an ending in which there is no change is called a non-change ending. When a reserved change performance occurs, it may be configured to always lead to a change ending. Since the change in the state of the reserved pattern 10 is a change in a direction that increases the jackpot reliability, it can be said that a change ending is a more advantageous ending for the player than a non-change ending. In this embodiment, the reserved pattern 10 is set to have the basic (normal) normal state, the first special state (presenting blue), the second special state (presenting green), and the third special state (presenting red) (the reliability of the big win increases in this order (the third special state is the highest)). In each figure, the state (color) of the reserved pattern 10 is represented by letters (the normal state has no letters).
[0235] The reserved pattern 10 that is the target of the reserved change performance (reserved performance) is the target reserved pattern 10T. When the reserved change performance occurs, the target reserved pattern 10T and the associated image 70 (target associated image 70T) associated with the target reserved pattern 10T are enlarged and displayed (see FIG. 41(b). Note that in the examples shown in FIG. 41 and FIG. 42, the changing reserved pattern 11 is the target reserved pattern 10T, and the changing associated image 71 is the target associated image 70T). That is, the target reserved pattern 10T and the target associated image 70T are larger when the reserved change performance occurs than in the normal state (the size when the reserved change performance does not occur) (see FIG. 41(a)). In this embodiment, the enlargement ratio of the target reserved pattern 10T and the target associated image 70T is the same. For example, if the target reserved pattern 10T is enlarged and displayed twice as large as the normal state, the target associated image 70T is also enlarged and displayed twice as large as the normal state.
[0236] In this embodiment, even if the target reserved pattern 10T and the target associated image 70T are enlarged, the size of the other reserved patterns 10 and associated images 70 is maintained (remains normal) (see FIG. 41(b)). In other words, the target reserved pattern 10T and the target associated image 70T change, but the other reserved patterns 10 and associated images 70 do not change. Therefore, when a reserved change effect occurs, the target reserved pattern 10T is emphasized, and the player can sense that something is going to happen to the target reserved pattern 10T. In other words, it is easy to understand that a reserved change effect has occurred. In particular, in this embodiment, not only the target reserved pattern 10T but also the target associated image 70T are enlarged, so that the target reserved pattern 10T is more emphasized.
[0237] As shown in the examples of Figures 41 and 42, when the target reserved pattern 10T is the changing reserved pattern 11, the target accompanying image 70T becomes the changing accompanying image 71. Since the changing reserved pattern 11 and the changing accompanying image 71, which are displayed larger than the pre-changing reserved pattern 12 and the pre-changing accompanying image 72 even in the normal state (when no reservation change occurs), become even larger, the difference in size between the two becomes even larger when a reservation change performance occurs.
[0238] In the reserved change performance in this embodiment, after the target reserved pattern 10T and the target accompanying image 70T are enlarged and displayed, an image that acts on the target reserved pattern 10T (action image 75) is displayed to inform the player that the state of the target reserved pattern 10T may change (a so-called "teasing performance" is executed) (see FIG. 41(c)), which leads to a change ending (see FIG. 42(a-1)) or a non-change ending (see FIG. 42(b-1)). After reaching the ending, the target reserved pattern 10T and the target accompanying image 70T return to their original size (see FIG. 42(a-2), (b-2)), and the reserved change performance ends.
[0239] FIG. 43 shows an example in which the target reserved pattern 10T of the reserved change performance is the pre-change reserved pattern 12. In this case, the target accompanying image 70T becomes the pre-change accompanying image 72. In the normal state (when no reserved change occurs), the pre-change reserved pattern 12 and the pre-change accompanying image 72 are smaller than the changing reserved pattern 11 and the changing accompanying image 71, respectively (see FIG. 43(a)). However, when the reserved change performance occurs, the pre-change reserved pattern 12, which is the target reserved pattern 10T, and the pre-change accompanying image 72, which is the target accompanying image 70T, are enlarged and displayed until they are larger than the changing reserved pattern 11 and the changing accompanying image 71, respectively (see FIG. 43(b)). In other words, the size relationship (the size of the range occupied in the display area 911) is reversed between when the reserved change performance does not occur and when the reserved change occurs. By doing this, under normal circumstances the pre-change reserved pattern 12 and pre-change accompanying image 72 are made smaller than the changing reserved pattern 11 and the changing accompanying image 71, respectively, making the distinction between the two clear, while when a reserve change performance occurs the target reserved pattern 10T (the pre-change reserved pattern 12, which is the target reserved pattern 10T) and the target accompanying image 70T (the pre-change accompanying image 72 accompanying the target reserved pattern 10T) become larger than the changing reserved pattern 11 and the changing accompanying image 71, making it easier to see that it is the reserved pattern 10 that is the target of the reserve change performance.
[0240] 9-3) Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to matters related to hold performance. In addition, to the extent possible, the configuration may be made by combining multiple technologies described using the following specific examples.
[0241] Specific example 7-1 In the above embodiment, when the reserved change performance (reserved performance) occurs, the target reserved pattern 10T and the target associated image 70T are enlarged, but the size of the other reserved patterns 10 and the associated images 70 is maintained. However, the other reserved patterns 10 and the associated images 70 may also be enlarged. In other words, when the reserved change performance occurs, all reserved patterns 10 and the associated images 70 are enlarged (displayed larger than the normal state (see FIG. 44(a))) (see FIG. 44(b)(c)). Note that the pre-change associated image 72 that does not have a corresponding pre-change reserved pattern 12 is also enlarged.
[0242] Even in this example, when a reserved change performance (reserved performance) occurs, not only the reserved pattern 10 but also the associated image 70 are enlarged and displayed, so the change is emphasized (compared to a configuration in which only the reserved pattern 10 is enlarged and displayed (the associated image 70 is not enlarged)). Also, since all reserved patterns 10 and associated images 70 are enlarged and displayed, the effect is achieved that it is not clear which reserved pattern 10 is the target reserved pattern 10T until a change in appearance or the like actually occurs.
[0243] 〇Specific example 7-2 As in the above specific example 7-1, when the reserved change performance (reserved performance) occurs, all reserved patterns 10 and associated images 70 are enlarged and displayed. However, the target reserved pattern 10T and the target associated image 70T and the other reserved patterns 10 and associated images 70 have different enlargement ratios (how many times larger than the normal size). Specifically, the enlargement ratios of the target reserved pattern 10T and the target associated image 70T are made larger than the enlargement ratios of the other reserved patterns 10 and associated images 70 (see FIG. 45). In this way, the suggestion that something may occur due to the enlargement of all reserved patterns 10 and associated images 70 is emphasized, and the target reserved pattern 10T and the target associated image 70T are more noticeable (emphasized) than the other reserved patterns 10 and associated images 70, as in the above embodiment.
[0244] Specific example 7-3 The enlargement ratio of the target reserved pattern 10T and the target associated image 70T when the reserved change performance (reserved performance) occurs is different. For example, the target reserved pattern 10T is enlarged twice as large as normal, but the target associated image 70T is enlarged only 1.5 times as large as normal (see FIG. 46). While maintaining the emphasis effect of the target reserved pattern 10T by enlarging and displaying not only the target reserved pattern 10T but also the target associated image 70T, the target reserved pattern 10T, which is the subject of the performance (the player pays attention to), is enlarged at a higher enlargement ratio than the target associated image 70T, making it more noticeable.
[0245] The setting may be the opposite of the example shown in FIG. 46. In other words, the target auxiliary image 70T may be set to be enlarged at a higher magnification than the target reserved pattern 10T. In this way, the target reserved image 10T can be suppressed from becoming too large, while the target auxiliary image 70T enlarged at a higher magnification can emphasize the target reserved image 10T. This is effective in cases where the target reserved image 10T is large in the normal state, and if the magnification is too high, there is no range to display the target reserved image 10T (the display range of other images is eroded).
[0246] Specific example 7-4 The enlargement ratio of the target reserved pattern 10T and the target associated image 70T can change every time a reserved change performance (reserved performance) occurs. For example, a first reserved change performance (performance proceeding from FIG. 47(a)→(b-1)→(c-1)) in which the enlargement ratio of the target reserved pattern 10T and the target associated image 70T to the normal size is 1.5 times, and a second reserved change performance (performance proceeding from FIG. 47(a)→(b-2)→(c-2)) in which the enlargement ratio is 2 times can occur. In other words, the size of the target reserved pattern 10T and the target associated image 70T when enlarged is larger in the second reserved change performance than in the first reserved change performance.
[0247] On the premise of such a configuration, the second reserved change performance is set to have a higher probability of reaching a change ending (expected degree of change ending) than the first reserved change performance. In other words, the setting is made such that the probability of the player reaching an advantageous ending is higher when the reserved pattern 10 that is the target of the performance is displayed larger. By doing so, the performance form is such that the player also pays attention to the degree of enlargement of the target reserved pattern 10T and the target accompanying image 70T.
[0248] 〇Specific example 7-5 As described above, the reserved change performance is a performance that indicates that the state of the target reserved pattern 10T may change. When the target reserved pattern 10T and the target accompanying image 70T are enlarged and displayed, the state in which the target reserved pattern 10T may change (the state of the "candidate") is shown. Specifically, it is as follows.
[0249] The reserved change performance is divided into a preliminary stage indicating that the target reserved pattern 10T may change, and a conclusion stage indicating that a change ending or a non-change ending has been reached. In the preliminary stage, the current state of the target reserved pattern 10T enlarged and displayed together with the target accompanying image 70T (state before the reserved change performance occurs; first state 101) and a candidate state that may change (state that may become after the reserved change performance; second state 102) are displayed (see FIG. 48(b)). After that, when the conclusion stage is reached and a change ending occurs, the target reserved pattern 10T that has changed to the second state 102 is displayed (see FIG. 48(c-1)), and when a non-change ending occurs, the target reserved pattern 10T that remains in the first state 101 is displayed (see FIG. 48(c-2)). After the conclusion stage, the target reserved pattern 10T and the target accompanying image 70T, which have changed to the second aspect 102 or remain in the first aspect 101, return to their normal state (original size) (see Figures 48 (d-1) and (d-2)).
[0250] The preliminary stage is a stage showing whether the target reserved pattern 10T will remain as the first pattern 101 or change to the second pattern 102, and various performance modes are conceivable in the preliminary stage. For example, a display is made in which the pattern of the first pattern 101 and the pattern of the second pattern 102 collide (see FIG. 48(b)), and if the pattern of the first pattern 101 remains (see FIG. 48(c-2)), a non-change ending occurs, and if the pattern of the second pattern 102 remains (see FIG. 48(c-1)), a change ending occurs. Although not shown, as a different example, the pattern of the first pattern 101 and the pattern of the second pattern 102 may be "characters" (the reserved pattern 10 may be "characters"), and the characters represented by both patterns may perform some action, and as a result, it may be shown whether the result will be a non-change ending or a change ending. For example, a configuration is conceivable in which the characters represented by both patterns fight, and the winning character remains as it is.
[0251] In this way, by taking advantage of the fact that the target reserved pattern 10T and the target accompanying image 70T are displayed in an enlarged manner, it is possible to make the reserved change presentation easier to understand by displaying both the current state of the target reserved pattern 10T (first state 101) and the state that may change (second state 102).
[0252] 〇Specific example 7-6 It is assumed that a pattern suggestion effect (see FIG. 49(b)) can be executed as the reserved effect. In the pattern suggestion effect, the target reserved pattern 10T is also enlarged and displayed. In this example, the currently changing reserved pattern 11 is the target reserved pattern 10T. The target reserved pattern 10T includes a suggestion element 10Ta, at least when enlarged and displayed. The suggestion element 10Ta suggests (is associated with) one of a plurality of decorative patterns 80.
[0253] The decorative pattern 80 has a main element portion indicating its type and a sub-element portion associated with the main element portion (see FIG. 49(a)). The main element portion is a portion including "numbers" (letters), and the sub-element portion is a portion including "characters" (note that in drawings other than the drawing explaining this example, the decorative pattern 80 is represented only by "numbers"). If the main element portion (numbers) is different, the type of the decorative pattern 80 is different, and if the main element portion (numbers) is the same, the type of the decorative pattern 80 is the same. The characters represented as the sub-elements may change in appearance within the range in which they are regarded as the same by the player (recognized as the same character). In this embodiment, different characters are associated with different main element portions, such as "character A" being associated with the main element portion of "1", "character B" being associated with the main element portion of "2", and "character G" being associated with the main element portion of "7".
[0254] In the pattern suggestion performance, the target reserved pattern 10T, which is enlarged and displayed larger than the normal state (see FIG. 49(b-1)), includes one of the characters A to G as the above-mentioned suggestion element 10Ta (see FIG. 49(b-2)). Note that in this example, the target reserved pattern 10T (changing reserved pattern 11) does not include a character in the normal state (see FIG. 49(b-1)). It can include a character as a special mode exclusively for the pattern suggestion performance (when enlarged). However, this does not deny the mode including a character in the normal state.
[0255] The symbol suggestion effect occurs when all the decorative symbol groups 80g are fluctuating (see FIG. 49(b-2)). That is, when all the decorative symbol groups 80g are fluctuating, the target reserved symbol 10T including the suggestive element 10Ta is enlarged and displayed. The type of the first stop symbol (the decorative symbol 80 that is the target of the effect. Hereinafter, it may be referred to as the target decorative symbol 80T) that is the decorative symbol selected from the decorative symbol group 80g that first stops fluctuating or pseudo-stops (meaning a state in which it appears to be stopped to the player but is moving slightly) among the three decorative symbol groups 80g corresponds to the suggestive element 10Ta included in the target reserved symbol 10T. For example, when the target reserved symbol 10T including the suggestive element 10Ta of the character F is enlarged and displayed, the decorative symbol 80 whose main element part is "6" and whose sub-element part is "character F" is displayed as the first stop symbol (see FIG. 49(b-3)).
[0256] The timing at which the target reserved pattern 10T returns to the original state (the timing at which the suggestion element 10Ta is erased) may be any timing. As shown in FIG. 49(b-3), the suggestion element 10Ta may continue to be displayed until the corresponding decorative pattern 80 is displayed as the first stop pattern, or, although not shown, the suggestion element 10Ta may be erased and then the corresponding first stop pattern may be displayed.
[0257] In this way, the type of the target decorative pattern 80T that will stop or pseudo-stop at a predetermined position can be suggested by the enlarged target reserved pattern 10T (changing reserved pattern 11 corresponding to the winning / losing lottery result notified by the currently changing decorative pattern 80). A typical reserved pattern is small, and it was difficult to suggest the type of decorative pattern 80 that will stop or pseudo-stop using the reserved pattern, but this example uses the enlarged target reserved pattern 10T, so there is an advantage that the suggestion of the type of the target decorative pattern 80T is easy to understand.
[0258] In the above example, the target decorative pattern 80T is the first stop pattern, but the decorative pattern 80 (second stop pattern) whose change stops or pseudo-stops second, or the decorative pattern 80 (third stop pattern) whose change stops or pseudo-stops third may be the target decorative pattern 80T. Also, the decorative pattern 80 displayed in any display position (left, center, or right) may be the target decorative pattern 80T, not in the order of stopping. For example, the pending changing pattern 11 is the target pending pattern 10T, and in light of the pending changing pattern 11 being displayed in the horizontal center of the display area 911, it is considered that the middle decorative pattern 80 selected from the middle decorative pattern group 80gL is the target decorative pattern 80T. That is, among the left decorative pattern 80, the middle decorative pattern 80, and the right decorative pattern 80, the middle decorative pattern 80 is displayed at the position closest to the position where the target reserved pattern 10T is displayed, so the target suggested by the target reserved pattern 10T is the middle decorative pattern 80. By doing so, the relationship between the target reserved pattern 10T and the decorative pattern 80 (target decorative pattern 80T) that is the subject of the suggestion becomes clearer.
[0259] Specific Example 7-7 (variation of Specific Example 7-6) The above-mentioned pattern suggestion performance has different endings depending on whether the target reserved pattern 10T including the suggestion element 10Ta reaches a predetermined size (whether it grows to a predetermined size). When the target reserved pattern 10T reaches a predetermined size (see FIG. 50(b-1)), the ending (display ending) (see FIG. 50(c-1)) is reached in which the decorative pattern 80 (target decorative pattern 80T) of the type corresponding to the suggestion element 10Ta stops or pseudo-stops (is selected from the target decorative pattern group 80g). On the other hand, when the target reserved pattern 10T does not reach a predetermined size (see FIG. 50(b-2)), the ending (non-display ending) (see FIG. 50(c-2)) is reached in which the decorative pattern 80 of the type corresponding to the suggestion element 10Ta does not stop or pseudo-stop (is not selected from the target decorative pattern group 80g). In other words, the configuration is such that whether the target reserved pattern 10T reaches a predetermined size is set as the "branch" of the performance. It is preferable to set the reliability of the big win higher when the display ending is reached than when the non-display ending is reached. In other words, it is preferable to set the display of the decorative pattern 80 of the type suggested by the target reserved pattern 10T as an event advantageous to the player. It is also possible to set the lottery result to be a loss when the non-display ending is reached.
[0260] In addition, in the case of this example, when the display ending is reached, it is preferable to execute a performance indicating that the ending has been reached (a performance that is not executed when the non-display ending is not reached). If the target reserved pattern 10T including a character is displayed as the suggestive element 10Ta, when the target reserved pattern 10T reaches a predetermined size, a performance in which the character utters a "line" is executed. For example, when the target reserved pattern 10T including "character B" reaches a predetermined size, a performance in which the "character B" utters a "line" is executed, and then the decorative pattern 80 of "2" (decorative pattern 80 including "character B") stops or pseudo-stops at a predetermined position (see FIG. 50(b-1)). On the other hand, when the predetermined size is not reached, such a performance in which the "line" is uttered is not executed (see FIG. 50(b-2)). Since there is a possibility that the player cannot clearly determine whether the target reserved pattern 10T has reached a predetermined size, it is preferable to make the determination easier by making a special performance that is executed when the target size is reached. In addition, since the target character utters a "line" and then the decorative pattern 80 including the character is selected, there is also an advantage that the flow of the performance is easy to understand.
[0261] 10) 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.
[0262] For example, the gaming machine may have only a part of the configurations described in 3) to 9) above. In addition, although the gaming machine 1 described in the above embodiment is a pachinko gaming machine, it can be applied to other gaming machines such as reel-type gaming machines, except for matters that are premised on the configurations specific to pachinko gaming machines.
[0263] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0264] ·Means 1-1 A gaming machine in which multiple game specifications can be changed by operating an operation unit that can be operated by a player, the operation unit having a selection operation section for performing a selection operation to select a target game specification, which is the game specification to be changed, and a change operation section for performing a change operation to change the target game specification to a desired state, characterized in that, in a changeable state in which the game specifications can be changed, the change operation cannot be performed by operating the selection operation section, and the selection operation cannot be performed by operating the change operation section. According to the gaming machine described above, it is possible to make it difficult for erroneous operations to occur when trying to change game specifications.
[0265] ·Means 1-2 The gaming machine described in means 1-1, characterized in that the changeable state is during the execution of a during-changing performance from the start of the change of the decorative pattern indicating the result of the win / lose lottery to the time the decorative pattern stops in a manner corresponding to the result of the win / lose lottery. While the variable effect is being executed, the player will likely try to change the game specifications while paying attention to the content of the effect, so it is very important to make it difficult for erroneous operations to occur.
[0266] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2, wherein the operation unit is characterized in that the selection operation section is arranged along a predetermined direction and the change operation section is arranged along a direction intersecting the predetermined direction. This makes it clearer the difference between the object to be operated when performing a selection operation (selection operation section) and the object to be operated when performing a change operation (change operation section), making it more difficult for an erroneous operation to occur.
[0267] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that when the operation unit is operated, an operation assistance image is displayed on the display device, the operation assistance image includes a target display section representing the target game specification among the multiple types of game specifications, and the type of game specification represented by the target display section changes depending on the operation of the selection operation section. In this way, it is possible to clearly show that the target game specifications change depending on the operation of the selection operation unit.
[0268] ·Means 1-5 The gaming machine described in means 1-4 is characterized in that the operation assistance image includes a next item display section that indicates the type of game specification that will be the next target game specification assuming that the selection operation section is operated. In this way, it is possible to clearly show how the target game specifications change depending on the operation of the selection operation unit.
[0269] ·Means 1-6 The gaming machine described in Means 1-4 or 1-5, wherein the operation guide image includes a status display section that shows the current status of the target game specifications. This makes it easy to understand the current state of the target game specifications.
[0270] ·Means 1-7 A gaming machine described in any one of means 1-4 to 1-6, characterized in that the operation assistance image includes a post-change display section that shows what the state of the target game specifications will be if the change operation section is operated. In this way, it is possible to clearly show how the state of the target game specification changes when the change operation unit is operated.
[0271] ·Means 1-8 A gaming machine described in any one of means 1-1 to 1-7, characterized in that at least some of the multiple game specifications are unchangeable depending on the game state, and when a transition occurs from a previous game state in which a certain game specification is set as the target game specification to a subsequent game state in which the certain game specification is unchangeable, a game specification other than the certain game specification and which is changeable in the subsequent game state is automatically set as the target game specification. In this manner, it is possible to prevent a certain game specification from remaining as the target game specification and transitioning to a game state in which the certain game specification cannot be changed.
[0272] ·Means 1-9 The gaming machine described in means 1-8 is characterized in that the different gaming specification is one of a plurality of gaming specifications and can be changed regardless of the gaming state. In this way, when transitioning to any game state, it is only necessary to set "another game specification" as the target game specification, which makes control easy.
[0273] ·Means 2-1 A gaming machine comprising: a game specification change means capable of changing the game specifications by operating an operating means; a display means for displaying a specification image relating to the game specifications; and a during-variation performance execution means for executing a during-variation performance using the display means from the start of variation of a decorative pattern indicating the result of a win / lose lottery until the decorative pattern stops in a manner corresponding to the result of the win / lose lottery, wherein the gaming machine is capable of executing a specific performance as a performance constituting the during-variation performance, and wherein when the during-variation performance is in a normal state in which the specific performance is not being executed, the specification image is displayed, while when the during-variation performance is in a specific state in which the specific performance is being executed, the specification image is not displayed unless a predetermined display condition is met. According to the gaming machine, the specification image is prevented from obstructing (suppressing) the specific effect (image for effect).
[0274] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the operation of the operating means is set as the display condition, and the specification image is displayed by operating the operating means even when the specific state is being reached. If the player's intention is recognized, the specification image may be displayed even when the specific state is being reached.
[0275] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that the specification image is set to have a basic state and an emphasis state which is more noticeable than the basic state, and when the operating means is operated while the game machine is in the normal state, the specification image changes from the basic state to the emphasis state. It is preferable that the image displayed in the display area is not easily obstructed (suppressed) by the specification image even when the specific effect is not being executed (normal state). Therefore, in the normal state, the specification image is set as the basic mode, and when the player's intention is recognized, the basic mode may be changed to a more prominent emphasized mode.
[0276] ·Means 2-4 A gaming machine described in Means 2-3, which cites Means 2-2, is characterized in that the specification image is displayed in the highlighted state by operating the operating means when the specific state is in place. If the player's intention is recognized, the specification image may be displayed in an emphasized mode from the beginning.
[0277] ·Means 2-5 The gaming machine described in Means 2-3 or 2-4, characterized in that the specification image of the basic mode includes a target display section that indicates one of the multiple game specifications as a target game specification, and the specification image of the highlighted mode includes a status display section that indicates the current status of the target game specification, which is a part not included in the specification image of the basic mode. By setting the basic mode and the highlight mode as described above, it is possible to make the basic mode smaller (less noticeable) than the highlight mode since it does not include a status display section. Also, although the basic mode does not include a status display section, it includes a target display section that shows the target game specification, so that even when the basic mode is displayed, the player can at least sense that it is possible to change the state of the target game specification.
[0278] ·Means 3-1 A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an operation request effect that prompts the player to operate the operation means during a valid operation period; and an automatic operation execution means for executing an automatic operation that is reflected in the effect for a target operation request effect even if the operation means is not actually operated during the valid operation period, wherein a partial automatic operation mode is set in which a first operation request effect among the operation request effects is subject to the automatic operation, while a second operation request effect among the operation request effects is not subject to the automatic operation, as an automatic operation mode in which the automatic operation may be executed. According to the gaming machine, by setting a partial automatic operation mode, it is possible to reduce the operational burden while still allowing the player to enjoy playing the game by occasionally operating the game himself.
[0279] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the second operation request presentation includes a presentation that leads to a winning / losing notification conclusion according to the result of a winning / losing lottery, triggered by the operation of the operating means during the valid operation period. By doing this, even when a partial automatic operation mode is set, the player himself / herself is required to perform operations that are important to the player and that will determine the results of the lottery (no automatic operations are performed), thereby realizing a gameplay experience in which the player is required to perform operations that will determine the results of the lottery (no automatic operations are performed).
[0280] ·Means 3-3 The gaming machine described in claim 1 or means 3-2, characterized in that two or more modes are set as the partially automatic operation mode, each of which has a different number of the second operation request effects among the operation request effects. Since players have different preferences for the degree to which they wish to reduce the operational burden caused by automatic operation, it is advisable to configure the device so that two or more partial automatic operation modes are set, which differ in the frequency with which automatic operation occurs.
[0281] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that the automatic operation mode is set to a fully automatic operation mode in which all of the operation request presentations are subject to the automatic operation. Since there may be players who find all of the operations troublesome, it is advisable to configure the device so that not only a partially automatic operation mode but also a fully automatic operation mode is set.
[0282] ·Means 3-5 A gaming machine described in any one of means 3-1 to 3-4, characterized in that the state of the operation image indicating that the operation request presentation is occurring is different between the operation request presentation that is not the target of the automatic operation and the operation request presentation that is the target of the automatic operation. In this manner, even when a partial automatic operation mode is set, it is possible to determine whether or not the currently occurring operation request presentation is the target of automatic operation.
[0283] ·Means 3-6 The gaming machine described in means 3-5 is characterized in that in the operation request presentation that is not the subject of the automatic operation, an image including an operation target display representing the operation means and an operation mode display representing the operation mode of the operation means is displayed as the operation image, while in the operation request presentation that is the subject of the automatic operation, an image including one of the operation target display and the operation mode display but not the other is displayed as the operation image. Since the operation request presentation that is the subject of automatic operation does not require the player to actually operate it, an operation image that does not include either the operation target display or the operation mode display is displayed so that the operation instruction is not emphasized (compared to when both the operation target display and the operation mode display are displayed).
[0284] ·Means 4-1 A gaming machine comprising: an operating means operable by a player; a bonus granting means for actually granting the bonus on the condition that a gaming ball enters a specific area when it has been decided by lottery that a bonus will be granted to the player; and a specification change means for changing game specifications when the operating means is operated in a manner that satisfies a predetermined operation condition during a specific period after the player has been notified that a bonus will be granted and that ends when the gaming ball enters the specific area. According to the gaming machine, it is possible to improve the entertainment value of the game by utilizing a specific period.
[0285] ·Means 4-2 The gaming machine described in means 4-1, characterized in that during the specified period, no image indicating that the game specifications will be changed by operating the operating means is displayed on the display device. In this way, the change in game specifications caused by the operation of the operating means during a specific period functions as a so-called "hidden effect" (secret button effect).
[0286] ·Means 4-3 The gaming machine described in Means 4-2 is characterized in that the operation condition is met when the number of times the operation means is operated during the specific period reaches N times, and the operation condition is not met if the number of times the operation means is operated during the specific period does not reach N times. However, N is 2 or more. ·Means 4-4 The gaming machine described in Means 4-2 is characterized in that the operation condition is met when the time of a maintenance operation, in which the operation of the operating means is maintained during the specific period, reaches a specified time, and the operation condition is not met if the time of the maintenance operation during the specific period does not reach the specified time. Since it is conceivable that the player may inadvertently operate the operating means (single operation) during the specific period, it is preferable that the operation condition is not one that can be satisfied unintentionally by the player.
[0287] ·Means 4-5 A gaming machine according to any one of means 4-2 to 4-4, characterized in that a predetermined sound effect is output when the operation condition is satisfied. In this way, a player who knows the existence of an operational condition can determine whether the operational condition has been met based on the presence or absence of a sound effect.
[0288] ·Means 4-6 A gaming machine described in any one of means 4-1 to 4-5, characterized in that after a player is notified that a bonus will be awarded, an instruction image is displayed on a display device encouraging the player to aim the gaming ball at the specific area, and the instruction image is displayed a predetermined time after the specific period has started. Even if a player is thinking of changing the game specifications, it is conceivable that the player will launch the game ball in accordance with the instruction image and cause the specific period to end before the operation condition is satisfied. Therefore, it is preferable to make the instruction image appear after a predetermined time has elapsed since the start of the specific period (to make it difficult for a situation to occur in which the game ball is launched immediately after the start of the specific period).
[0289] ·Means 5-1 A gaming machine comprising: a variation-in-progress performance execution means for executing a variation-in-progress performance from the start of the variation of a decorative pattern indicating the result of a win / loss lottery until the decorative pattern stops in a manner corresponding to the result of the win / loss lottery; and a mode setting means for setting a special mode having a different probability of occurrence from a normal mode, which may occur as a part of the variation-in-progress performance; wherein a plurality of types of modes having different probabilities of occurrence of the special effect are provided as the special mode, and the type of special mode to be set cannot be arbitrarily determined by a player, but is determined by a mode determination lottery. According to the gaming machine, a plurality of special modes are provided with different probabilities of occurrence of special effects, which can improve the entertainment value of the game.
[0290] ·Means 5-2 The gaming machine described in means 5-1, characterized in that the type of the special mode set through the mode determination lottery is not announced. In this way, a novel gaming experience is realized in which the player can enjoy predicting which of a plurality of special modes has been set.
[0291] ·Means 5-3 The gaming machine described in means 5-2 is characterized in that, as one of the special modes, a mode is set in which the special effect always occurs during the variable effect in which the result of the win / lose lottery is a win. In this way, when a special effect is not occurring, the player can hope that a mode in which a special effect is always generated is not set.
[0292] ·Means 5-4 The gaming machine described in means 5-3 is characterized in that the special effect can occur at a specified timing during the variable effect and will not occur at any other timing. In this way, if a mode in which a special effect is always generated is set when no special effect has been generated at the time when the specified timing is reached, there is no possibility of winning, and therefore a gameplay in which one hopes that the mode is not set is realized.
[0293] ·Means 6-1 A gaming machine comprising: an in-flight performance execution means for executing an in-flight performance from the start of the change of a decorative pattern indicating a win / lose lottery result until the decorative pattern stops in a manner according to the win / lose lottery result; a storage means for storing, as pending information, the win / lose lottery information used in the win / lose lottery for which the corresponding in-flight performance has not started; and a specific pre-reading performance execution means for executing a specific pre-reading performance that is started in response to the acquisition of the target pending information when the newly acquired pending information is target pending information, and which continuously outputs a predetermined specific background music until the target in-flight performance, which is the in-flight performance for at least the win / lose lottery result corresponding to the target pending information, starts. The gaming machine is capable of executing an interesting look-ahead performance in which, upon acquisition of target pending information, specific background music is continuously output until the target changing performance occurs.
[0294] ·Means 6-2 The gaming machine described in means 6-1 is characterized in that a normal background music different from the specific background music is set as the background music output during the variable performance, and when the target pending information is acquired while the normal background music is being output, this triggers the output of the specific background music instead of the normal background music. In this way, by regarding the change from the normal background music to the specific background music as the start of the specific look-ahead performance, it becomes easy to understand that the specific look-ahead performance has occurred.
[0295] ·Means 6-3 The gaming machine described in means 6-1 or 6-2 is characterized in that when the specific pre-reading effect occurs, it is determined that one or more of the specified effects will occur in the effect during the target change, and the specific background music is output continuously until the specified effect in the effect during the target change begins. In this way, it is possible to clearly show that the occurrence of a specific look-ahead effect (output of a specific background music) leads to the occurrence of a prescribed effect.
[0296] ·Means 6-4 A gaming machine described in any one of means 6-1 to 6-3, characterized in that it has a movable body that operates in response to the acquisition of the target pending information. By doing this, it becomes easier to understand that a specific pre-reading effect has begun.
[0297] ·Means 6-5 The gaming machine described in means 6-4 is characterized in that the movable body is capable of being displaced between an original position and a performance position, and when the target pending information is acquired, the movable body located at the original position is displaced toward the performance position, and when the output of the specific background music is completed, the movable body located at the performance position is displaced toward the original position. ·Means 6-6 The gaming machine described in means 6-5, characterized in that the specific background music is output continuously while the movable body is located at the performance position. By doing this, the output of the specific background music and the movement of the movable body are linked, making it easier to understand that a specific look-ahead performance is being executed.
[0298] ·Means 7-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing an image displacement effect in which a reference state in which a reference image is displayed in the display area is changed to a displaced state in which the reference image is displayed as if displaced relative to the display area; and a background music control means for changing an output background music from normal background music to a specific background music when the change from the reference state to the displaced state occurs. According to the gaming machine, it is possible to clearly indicate the occurrence of an image displacement effect.
[0299] ·Means 7-2 The gaming machine described in means 7-1 is characterized in that the image displacement presentation returns from the displaced state to the reference state again, and the output of the specific background music is stopped upon returning to the reference state. This makes it easier to tell when the image displacement effect has ended.
[0300] ·Means 7-3 The gaming machine described in Means 7-1 or 7-2 is characterized in that the reference image includes an image of a during-change performance from when the decorative pattern indicating the win / lose lottery result starts to change to when the decorative pattern stops in a manner corresponding to the win / lose lottery result, and the image displacement performance is such that the displacement state is maintained over two or more consecutive during-change performances while the specific background music is continuously output. In this way, it is possible to generate an image shift effect as a so-called look-ahead effect. In this case, in order to clearly indicate that the image shift effect spans two changes (that it will continue even after the shift effect ends), it is advisable to make the specific background music be output continuously.
[0301] ·Means 7-4 A gaming machine as described in any one of means 7-1 to 7-3, characterized in that as the image displacement performance, a first image displacement performance and a second image displacement performance can be executed in which the external form of the reference image relative to the display area in the displacement state is different, and when the first image displacement performance is in the displacement state, a first specific background music is output as the specific background music, while when the second image displacement performance is in the displacement state, a second specific background music different from the first specific background music is output as the specific background music. This makes it easier to distinguish between similar and different image displacement effects.
[0302] ·Means 7-5 A gaming machine described in any one of means 7-1 to 7-3, characterized in that a plurality of types of music are set as the specific background music, and even if the external form of the reference image relative to the display area in the displacement state is the same, the probability that an event advantageous to the player will occur thereafter differs depending on the type of the specific background music. By doing this, even if the image displacement presentation has the same external form (same appearance) of the reference image, it is possible to set a difference in the probability that an advantageous event will occur.
[0303] ·Means 8-1 A gaming machine comprising: a display means for displaying a reserved pattern indicating the presence of a winning / losing lottery result that has not yet been notified among the winning / losing lottery information used in the winning / losing lottery; and an effect execution means for executing a reserved effect using the reserved pattern, wherein the display means displays an accompanying image that accompanies the location where the reserved pattern is displayed, and when the reserved effect occurs, a target reserved pattern, which is the reserved pattern that is the subject of the effect, and a target accompanying image, which is the accompanying image accompanying the target reserved pattern, are enlarged and displayed. According to the gaming machine, when a reserved effect occurs, not only the target reserved symbol but also the target accompanying image is enlarged and displayed, so that it is easy to know that the effect has occurred.
[0304] ·Means 8-2 The gaming machine described in means 8-1 is characterized in that when the reserved performance occurs while multiple reserved patterns are displayed, the reserved patterns other than the target reserved pattern and the associated images other than the target associated image maintain their size. In this way, by setting a difference in appearance (difference in change) between the target reserved pattern (target accompanying image) and the other reserved patterns (other accompanying images), the target reserved pattern is emphasized, making it easier to understand that it is the subject of the reserved performance.
[0305] ·Means 8-3 The gaming machine described in means 8-1 is characterized in that when the reserved performance occurs while multiple reserved patterns are displayed, the reserved patterns other than the target reserved pattern and the accompanying images other than the target accompanying image are also enlarged and displayed. By doing this, it is possible to create a presentation form that suggests that a presentation related to the reserved symbols will occur, while making it difficult to understand (obscure) which reserved symbols will be the subject of the presentation.
[0306] ·Means 8-4 The reserved performance includes a preliminary stage suggesting the possibility that the target reserved pattern will change from a first state to a second state, and a conclusion stage indicating whether or not the change conclusion of changing to the second state has been reached, and the target reserved pattern including a portion showing both the first state and the second state in the preliminary stage is enlarged and displayed together with the target accompanying image, according to any one of means 8-1 to 8-3. In this way, it is emphasized that the appearance of the target reserved symbol may change.
[0307] ·Means 8-5 A gaming machine described in any one of means 8-1 to 8-3, characterized in that after a plurality of types of decorative patterns are displayed in a variegated manner on the display means, the result of the winning / losing lottery is announced by stopping or pseudo-stopping the decorative patterns in a manner corresponding to the result of the winning / losing lottery, and the type of the decorative pattern that may stop or pseudo-stop at a specified position is suggested by the target reserved pattern that is enlarged and displayed in the reserved performance. ·Means 8-6 The gaming machine described in means 8-5 is characterized in that when the target reserved pattern enlarged and displayed in the reserved performance reaches a predetermined size, the decorative pattern of the type suggested by the target reserved pattern stops or pseudo-stops, while when the target reserved pattern does not reach the predetermined size, the decorative pattern of the type suggested by the target reserved pattern does not stop or pseudo-stop. By doing this, it is possible to create an easy-to-understand presentation in which the reserved pattern and the decorative pattern are linked. [Explanation of symbols]
[0308] 1. Gaming machines 10 Reserved symbols (11 Reserved symbols during change 12 Reserved symbols before change) 10T Target reserved pattern 10Ta Suggested elements 101 First aspect 102 Second Aspect 20 Operation Unit 21 selection operation unit (211 first selection operation unit 212 second selection operation unit) 22 change operation section (221 first change operation section, 222 second change operation section) 25 Production button 28 Operation Images 281 Operation target display 282 Operation mode display 283 Period display 30 Specification images 31 Basic image (basic specification image) 32 Operational aid image (special image of emphasis mode) 30a Target display section 30b Status display section 30c post-change display section (301c first post-change display section 302c second post-change display section) 30d Next item display area (301d Primary item display area 302d Secondary item display area) 40 Instruction Images 42 Condition notification image 45 Production images 50 Movable body 60 Reference Images 60K frame image 65 Nonstandard image (651 First nonstandard image 652 Second nonstandard image) 70 Accompanying image (71 Accompanying image during change 72 Accompanying image before change) 70T Target image 75 Action images 79 Speaker 80 Decorative Designs 80T Target Decoration Design 85 Background Images 904 starting area (904a first starting area 904b second starting area) 905 Normal starting area (specific area) 906 Big Winners Area 91 Display device 911 Display area 911a Non-standard area
Claims
[Claim 1] A gaming machine capable of changing a plurality of game specifications by operating an operation unit that can be operated by a player during a performance in which a plurality of decorative patterns displayed in a display area of a display means start to change and stop in a manner according to a winning or losing lottery result, The operation unit has a selection operation section for performing a selection operation to select a game specification to be changed to a desired state from among the plurality of game specifications as a target game specification during the variable performance, and a change operation section for performing a change operation to change the target game specification to a desired state, During the variation performance, an operation assistance image for assisting the operation of the operation unit is displayed in the display area together with the plurality of varying decorative patterns, the operation guide image includes a selection operation image portion showing a mode of the selection operation and a change operation image portion showing a mode of the change operation, A prescribed order is set for the multiple states that each of the multiple game specifications can be in, Among the multiple types of game specifications, when a cyclic type specification is set as the target game specification, a cyclic switch is possible in which the current state of the target game specification is directly switched from one of the first order state and the last order state in the specified order to the other, When the non-circulating type is set as the target game specification among the plurality of game specifications, the circulation switching is disabled, When the cyclical specification is the target game specification and the current state of the target game specification is one of the first state and the last state in the specified order, the operation guide image has a portion that represents the other of the first state and the last state in the specified order, When the non-circulating specification is the target game specification and the current state of the target game specification is one of the first order state and the last order state in the specified order, the operation guide image does not have a portion that represents the other of the first order state and the last order state in the specified order. A gaming machine characterized by:
Citation Information
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