Gaming Machines

The gaming machine addresses the space constraint issue by incorporating a guiding member with an inclined surface within the gaming machine, reducing the required arrangement space for the game ball guiding structure.

JP7679062B2Active Publication Date: 2025-05-19SANSEI R&D KK
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Patent Information

Application Number
JP2021066889
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-04-12
Publication Date
2025-05-19
Estimated Expiration
2041-04-12

AI Technical Summary

Technical Problem

Existing gaming machines require a significant arrangement space for the game ball guiding structure, which can be a constraint in compact designs.

Method used

A gaming machine with a vertical wall surface and an inlet structure body, featuring a guiding member with an inclined upper surface to direct game balls towards the inlet, reducing the overall space required for the guiding structure.

Benefits of technology

The proposed design effectively reduces the arrangement space needed for the game ball guiding structure, enhancing the compactness and efficiency of the gaming machine.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine having a guide structure of the game machine capable of reducing an arrangement space.SOLUTION: A game machine includes an admission port structure 60 arranged in a game area 902 enterable by a game ball, having a vertical wall surface 61 along a vertical direction, and having an admission port 62 formed on the vertical wall surface 61, and enterable by a game ball; and a guide member 71 which is a member for guiding a game ball toward the admission port 62, and having an upper surface showing an inclined shape toward the admission port 62.SELECTED DRAWING: Figure 24
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Description

Technical Field

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

Background Art

[0002] Structures for guiding game balls to various winning areas have been variously proposed (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine provided with a game ball guiding structure capable of reducing the arrangement space.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems is arranged within a game area into which game balls can enter, has a vertical wall surface along the vertical direction, and an inlet structure body in which an inlet through which game balls can enter is formed in the vertical wall surface, and a member for guiding the game balls toward the inlet, and is characterized by including a guiding member having an upper surface inclined toward the inlet.

Effects of the Invention

[0006] According to the gaming machine of the present invention, the arrangement space of the game ball guiding structure can be reduced.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images.

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

[0010] In the game area 902, a display device 91, a start area 904, a big winning area 906, an out port, etc. are provided. The display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game ball when the flowing-down game ball collides with them. The game balls flowing down in the game area 902 change in various manners according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, by operating the launching device 908, a game ball is launched toward the game area 902. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing game balls, etc., will be omitted. For these, those having the same structure as known gaming machines can be applied.

[0013] The jackpot lottery is executed when a winning of a game ball in the start area 904 (special drawing start area in the special drawing) provided in a control board (not shown) is triggered. In the present embodiment, as the start area 904, a first start area 904a (start area of so-called "special drawing 1") and a second start area 904b (start area of so-called "special drawing 2") are provided. When a winning of a game ball in the start area 904 is triggered, a numerical value (winning / losing lottery information) is acquired from a random number source. If the numerical value is the same as a preset jackpot numerical value, it is a jackpot; if it is different, it is a miss. In the present embodiment, the notification of the winning / losing lottery result starts in the order in which the numerical value is acquired (so-called the variation starts). However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly acquired winning / losing lottery information is stored as hold information (strictly speaking, hold information before variation described later) in a storage means provided in a control board (not shown).

[0014] In this embodiment, as the pending symbol 10, a changing performance that notifies the winning or losing lottery result (a performance from the start of the change of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning or losing lottery result, that is, a performance during one change, hereinafter sometimes simply referred to as "change") has started, but the notification of the winning or losing lottery result is not completed. A pending symbol 11 during change (a symbol indicating the existence of so-called "the pending change during this change") corresponding to the pending lottery information during change (hereinafter sometimes referred to as the "pending information during change"), and a pending symbol 12 before change corresponding to the pending lottery information for which the changing performance that notifies the winning or losing lottery result has not started (hereinafter sometimes referred to as the "pending information before change") are displayed (see FIG. 2). In this embodiment, the pending symbol 11 during change is displayed larger than the pending symbol 12 before change, but their basic forms are the same. The basic forms of the pending symbol 11 during change and the pending symbol 12 before change may be completely different. Also, a configuration in which the pending symbol 11 during change is not displayed may be adopted. Note that the order in which the notification of the winning or losing lottery result corresponding to the pending symbol 12 before change is completed (so-called "the digestion order of the pendency") is earlier for those located on the right.

[0015] The maximum number of pieces of pre-variation retained information that can be stored is limited. In this embodiment, the maximum number of pieces of first pre-variation retained information (Special Figure 1 Retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (Special Figure 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 10 corresponding to one of Special Figure 1 and Special Figure 2, one in-play retained symbol 11 and up to four pre-variation retained symbols 12 may be displayed (see Figure 2). The pre-variation retained symbol 12 is such that if it is a state where a game ball should be launched aiming at the first start area 904a (a normal game state described later), the first pre-variation retained information (Special Figure 1 Retained) is displayed as the pre-variation retained symbol 12, and if it is a state where a game ball should be launched aiming at the second start area 904b (a special game state described later), the second pre-variation retained information (Special Figure 2 Retained) is displayed as the pre-variation retained symbol 12. Regardless of the game state, a pre-variation retained symbol 12 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means may be displayed (up to eight pre-variation retained symbols 12 are displayed).

[0016] In this embodiment, similar to a known gaming machine, the result of a winning or losing lottery is notified to the player by the combination of the decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. When winning a big win, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g is a predetermined combination (for example, three of the same decorative symbol 80). When losing, it is a combination other than that (other than the combination for a big win). The decorative symbol 80 may be a combination of numbers and characters, etc.

[0017] Note that images (so-called "small symbols", etc.) indicating various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of such images is omitted in each figure). The player can enjoy the game without being conscious of this type of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80.

[0018] In the present embodiment, as game states, a normal game state and a special game state are set (see FIG. 3). The special game state is a game state advantageous to the player as compared with the normal game state. The normal game state is a low-probability game state with a low probability of winning a big hit (for example, the big hit probability is set to about 1 / 320), and is a low-base state (low probability, no time shortening) in which it is difficult for a game ball to win in the start area 904. The special game state is a high-probability game state with a high probability of winning a big hit (for example, the big hit probability is set to about 1 / 80), and is a high-base state (high probability, time shortening available) in which it is easy for a game ball to win in the start area 904. In the normal game state, the player fires a game ball aiming at the first start area 904a. In the present embodiment, so-called "left hitting" is performed. In the special game state, the player fires a game ball aiming at the second start area 904b. In the present embodiment, so-called "right hitting" is performed. Since the special game state is a state in which it is easy to win the opening lottery of the second start area 904b triggered by the entry of a game ball into the normal start area 905, a game ball easily wins in the second start area 904b.

[0019] In this embodiment, after all jackpot games end, a special game state is entered. The special game state ends when the win / loss lottery results consecutively fail a predetermined number of times (for example, 100 times) (see Figure 3). When the special game state ends, the normal game state is entered. If a jackpot is won before the results consecutively fail for a predetermined number of times after entering the special game state, the special game state is entered again (the count of the predetermined number of times is reset). That is, the gaming machine 1 according to this embodiment is a so-called ST machine in which winning a jackpot before the results consecutively fail for a predetermined number of times after entering the special game state is the condition for a consecutive win. Note that, unless otherwise specifically stated in the following description, this gaming property (specification) is merely an example. For example, it may be a so-called probability-variable loop machine. Also, it may be a V probability-variable machine. Further, it may be a gaming machine (a type of mixed machine of type 1 and type 2) equipped with a so-called small win, and a jackpot can be obtained when a game ball enters a predetermined area when the small win is won. Also, a game state different from the above normal game state and special game state, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, time-saving available) in which a game ball easily wins in the start area 904 may be set as the configuration.

[0020] 2) Next, various effects and the like that can be executed by the gaming machine 1 according to this embodiment will be described. Note that a configuration in which only some of the effects and the like described below can be executed may also be used. Also, a configuration in which the effects and the like described below can occur only when a predetermined mode (which may be a mode that can be selected by the player himself / herself or a mode that is automatically set (without the player selecting)) is set may also be used.

[0021] 2-1) Specific effects The gaming machine 1 according to this embodiment includes a push button 21 and a cross key 22 as operation means 20 that can be operated by a player (see FIG. 1). The specific effect is an effect using the push button 21, which is a type of the operation means 20. The state where the push button 21 in the original position is pushed and it is detected that the button has reached a predetermined position is called the operation state, and the state where the operation state is not present may be called the non-operation state. Note that using the push button 21 as the operation means 20 used for the effect is merely an example. For example, it may be operated in the front-rear direction instead of the up-down direction.

[0022] The push button 21 is capable of changing its mode from a normal mode (normal state) to a special mode. The change in the mode of the push button 21 can be recognized by the player's senses (five senses). In this embodiment, a vibration device (not shown) for vibrating the push button 21 (the main body part of the button) is provided. The state where the vibration device is not driven (non-vibration state) is set as the normal mode, and the state where the vibration device is driven (vibration state) is set as the special mode. That is, when the player touches the push button 21 when the push button 21 is in the special mode, the player can recognize by the sense (tactile sense) that the push button 21 is vibrating. Since the mechanism (the specific structure of the vibration device) for vibrating the operation means 20 such as the push button 21 itself is well-known, the description thereof is omitted. As other mode changes, an example can be given where a light-emitting part is provided on the push button 21 and the mode of the light-emitting part (the mode includes a state where it is not emitting light) changes from one mode (normal mode) to another mode (special mode). That is, the player can recognize the change in the mode of the push button 21 by the player's vision.

[0023] A specific performance (see Fig. 4) is a performance that can occur on the condition that a specific event occurs. In this embodiment, the occurrence of the corresponding win / loss lottery result being a big win (reserved information) (see Fig. 4(b)) is set as the specific event. Hereinafter, the acquisition of the win / loss lottery information for a big win may also be referred to as the acquisition of "big win reservation". In addition, the state where the win / loss lottery information stored in the storage means is 0 (the state where the variable performance is not being executed), and the acquisition of the win / loss lottery information for a big win (the win / loss lottery information corresponding to which the variable performance will start immediately) shall also be included in the specific event. Since the win / loss lottery information is acquired when the game ball enters the start area 904, it can be said that a part of the event when the game ball enters the start area 904 is the "occurrence of the specific event". In the following description, the time point when the specific event occurs (that is, the time point when the entry of the game ball into the start area 904 where the big win reservation is acquired is detected) may also be referred to as the specific time point. The timing when the game ball enters the start area 904 cannot be accurately predicted by the player. Although the player is shooting the game ball aiming at the start area 904, the game ball flows down in the game area 902 irregularly (in a manner that the player cannot predict), so it is practically impossible for the player to accurately predict (know) the timing. Since the above specific event is an event that cannot occur unless the game ball enters the start area 904, it means that it is practically impossible for the player to accurately predict the specific time point.

[0024] A specific performance does not occur if the push button 21 is in a non-operated state at a specific time (see Fig. 4(c-2)), but occurs if the push button 21 is in an operated state at a specific time (see Fig. 4(c-1)). That is to say, "operation of the operation means 20 (push button 21)" is set as a generation condition of the specific performance. However, the specific performance does not occur on the premise that the player is required to operate the push button 21. Although it is possible that the time when the specific performance occurs coincides by chance with the time when a general operation performance in which the player is required to operate the push button 21 occurs, the specific performance is basically not a performance in which an operation instruction is given to the player (see Fig. 4). If the operation means 20 is the push button 21 as in the present embodiment and the acquisition of a hit hold is a specific event, the specific performance does not occur if the push button 21 is not pressed at the time when the hit hold is acquired, and the specific performance occurs if the push button 21 is pressed at that time (see Figs. 4(b), (c-1), and (c-2)). As described above, since the player cannot accurately predict the time when the game ball enters the start area 904, that is, the time when a specific event can occur, in order to cause the specific performance to occur, in fact, the game ball must be launched while continuously maintaining the push button 21 in an operated state (while continuously pressing the push button 21).

[0025] The specific effect in this embodiment is that the push button 21 changes from the normal mode (normal state) to the special mode. That is, it changes from the non-vibrating state to the vibrating state (see Fig. 4(c-1)). Since the specific effect can occur when the push button 21 is in the operating state, the player is operating the push button 21 and can feel the vibration generated in the push button 21. That is, with the configuration as in this embodiment, when the vibration of the push button 21 occurs as a specific effect, the player is always operating the push button 21 (in the operating state). Therefore, a situation where the player does not notice the vibration of the push button 21 does not occur. Note that the time during which the push button 21 vibrates (i.e., the length of the specific effect) is determined in advance (this time is constant). In this embodiment, it is "1 second". That is, the vibrating time is quite short. After the elapse of the time, the push button 21 automatically returns to the normal mode (non-vibrating state). On the other hand, even if a hit hold is acquired, if the push button 21 is not in the operating state at that point (specific point in time), the push button 21 remains in the normal mode (normal state) (see Fig. 4(c-2)). Thus, even in a situation where the same event of "specific event" occurs, the reaction of the push button 21 (whether vibration occurs or not) differs depending on whether the push button 21 is being operated or not.

[0026] In this embodiment, at the specific point in time when a hit hold is acquired, if the push button 21 is in the operating state, it is set such that a specific effect always occurs (with a 100% probability). By doing so, if the player plays while keeping the push button 21 in the operating state, the so-called "complete notification" gameplay is realized. Conversely, when the player plays while keeping the push button 21 in the operating state, it means that a big win does not occur unless a specific effect occurs.

[0027] Note that the hold symbol 10 corresponding to the hit hold may remain in the normal mode (normal state) (see Fig. 4(c-1), (c-2)). That is, even when so-called hold change does not occur (so-called chance-up hold does not occur), the specific effect occurs.

[0028] In addition, the gaming machine 1 according to the present embodiment is provided with an "auto button function" that reflects a virtual operation as if the operation means 20 (push button 21) has been actually operated in an operation effect that requires the player to operate the operation means 20 (push button 21) (since the auto button function itself is well-known, a detailed description thereof is omitted). Even when the auto button function is ON (a state in which a virtual operation occurs), no specific effect is generated unless the operation means 20 (push button 21) is actually operated when a hit hold is acquired. In other words, the "operation of the operation means 20", which is a condition for generating a specific effect, does not reflect the auto button function. As described above, since the specific effect is such that the vibration of the operation means 20 (push button 21) is transmitted to the player who is actually operating, no specific effect is generated if it is not actually operated even when the auto button function is ON. Note that the auto button function is not an essential configuration, and a configuration without the auto button function may also be adopted.

[0029] As described above, according to the gaming machine 1 according to the present embodiment, it is possible to execute an interesting effect (specific effect) that does not occur if the operation means 20 (push button 21) is in a non-operated state but occurs if it is in an operated state at a specific time when a specific event that the player cannot predict occurs.

[0030] Hereinafter, specific examples in which the matters related to the above specific effects are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be adopted.

[0031] 〇Specific Example 1-1 In the above embodiment, it was explained that if the push button 21 is in an operating state when a specific event occurs (at a specific time point), a specific effect (vibration of the push button 21) will occur with a 100% probability. However, it may be set that the specific effect does not necessarily occur even if the push button 21 is in an operating state when the specific event occurs. That is, if the push button 21 is not in an operating state (in a non-operating state) at the specific time point, the specific effect will not occur. However, even if the push button 21 is in an operating state, the specific effect may or may not occur (a setting where the probability of the specific effect occurring when in an operating state at the specific time point is less than 100%). For example, when the push button 21 is in an operating state (see Fig. 5(a)) when a jackpot hold is obtained, a predetermined lottery (hereinafter referred to as a vibration lottery. The probability of winning this lottery is less than 100%) is executed. If the vibration lottery is won, the push button 21 vibrates (see Fig. 5(b-1)), but if the vibration lottery is missed, the push button 21 does not vibrate (see Fig. 5(b-2)).

[0032] With the setting as in the above embodiment, when playing the game with the push button 21 in an operating state, it means that there will be no jackpot unless a specific effect occurs. On the other hand, by doing so as in this example, even when playing the game with the push button 21 in an operating state and the specific effect does not occur, there is a possibility of winning the jackpot (the vibration of the push button 21 only counts as a "chance up"), and the game playability is realized. Note that there is no difference from the above embodiment regarding the fact that the occurrence of the specific effect determines the jackpot.

[0033] 〇Specific Example 1-2 In the above-described embodiment, it has been explained that the acquisition of winning / losing lottery information that results in a big win in a state where the variable performance is not being executed is also included in the specific events. However, it is assumed that the acquisition of winning / losing lottery information that results in a big win in a state where the variable performance is being executed is included in the specific events, and the acquisition of such winning / losing lottery information in a state where the variable performance is not being executed is not included in the specific events. In other words, immediately after the winning / losing lottery information is acquired, only the acquisition of the win hold displayed as the "pre-variation hold symbol 12" is set as the specific event. When winning / losing lottery information that results in a big win is acquired in a state where the variable performance is not being executed, it means that the variable performance (win variation) corresponding to the winning / losing lottery information starts immediately. If it is considered that there is no need to deliberately generate a specific performance, it may be done as in this example.

[0034] By doing so, the specific performance will occur before the start of the variable performance for the corresponding winning / losing lottery result (big win) (it will occur during the execution of a variable performance that ends earlier than the variable performance for the corresponding winning / losing lottery result). Therefore, the specific performance will function as a so-called advance reading performance.

[0035] 〇Specific Examples 1-3 In the above-described embodiment, it has been explained that the acquisition of winning / losing lottery information (win hold) that results in a big win is set as the specific event. However, other events whose occurrence time cannot be accurately predicted by the player may be set as the specific events. For example, it is conceivable to set as the specific event the point in time when a predetermined performance that is a part of the variable performance and whose occurrence timing is random (unpredictable) starts. For example, the start of a performance (cut-in performance) in which a predetermined performance image 201 is displayed (see Fig. 6(a)) is set as the specific event (not the performance that prompts the operation of the push button 21). When the push button 21 is in an operable state at the time when the performance image 201 is displayed, the push button 21 vibrates (a specific performance occurs) (see Fig. 6(b-1)), but if it is not in an operable state, the push button 21 does not vibrate (the specific performance does not occur) (see Fig. 6(b-2)).

[0036] However, by assuming that a specific event occurs at the timing when the target pass / fail lottery information is acquired as in the above-described embodiment, there is an advantage that it is easy to understand which is the pass / fail lottery result of the target suggested by the specific effect (which is the hold of the target).

[0037] 〇Specific Examples 1-4 In the above-described embodiment, the specific effect has been described as the push button 21 changing from the non-vibrating state to the vibrating state. However, it is also possible to set other effects as the specific effect. For example, it is conceivable that a special image that is not displayed when the push button 21 is in the non-operated state at a specific time but is displayed in the display area 911 when the push button 21 is in the operated state at a specific time.

[0038] However, since the occurrence of the specific effect is determined by whether or not the push button 21 is in the operated state, it can be said that it is preferably an effect related to the push button 21. For example, it is conceivable to set the change in the light emission mode of the light emitting part provided on the push button 21 as the specific effect. More preferably, since it is certain that the player is operating the push button 21 when the specific effect occurs, it is preferable to cause a change that the player performing the operation can notice. For example, it is conceivable to set as the specific effect an effect in which air is ejected from the push button 21 or its vicinity so that the player operating the push button 21 can feel it. Also, it is conceivable to set as the specific effect an effect in which a movable object is provided on the push button 21 or its vicinity and the movable object is displaced to touch the player operating the push button 21.

[0039] 〇Specific Examples 1-5 The operation means 20 (push button 21) used for the specific effect in the above embodiment is a physical structure that can be operated by the player. However, the specific effect described in the above embodiment may be caused when an operation such as that on a touch panel is regarded as the "operation of the operation means 20" (operation state). Further, a sensor capable of detecting the player's hand or the like may be provided, and the specific effect described in the above embodiment may be caused when being detected by the sensor is regarded as the "operation of the operation means 20" (operation state).

[0040] 〇Specific Examples 1 - 6 It is assumed that the occurrence of the specific effect is limited to a specific gaming state. For example, in a low base state where the frequency of the game ball entering the start area 904 (first start area 904a) is relatively low (the frequency at which the win / loss lottery information is acquired) and the time required for one variation is relatively long, the specific effect does not occur. It is conceivable to set such that the specific effect can occur in a high base state (time - shortening state) where the frequency of the game ball entering the start area 904 (second start area 904b) is relatively high (the frequency at which the win / loss lottery information is acquired) and the time required for one variation is relatively long. Since the win / loss lottery information is acquired frequently and the win / loss determination result is notified frequently (the hold is resolved) in the high base state, it can be said that it is suitable for a game in which it is expected that the specific effect will occur while maintaining the operation state of the push button 21.

[0041] It may be set such that a specific effect can occur only during the special game state (so-called ST state) of the gaming machine 1 according to the above embodiment (see Fig. 3). For an ST machine that will shift to the special game state after all jackpot games end as in the above embodiment, the key to "continuous winning (continuous chain)" is to win the jackpot before it fails a predetermined number of times in a row. Since winning the jackpot is pleasing to the player, the player should be informed of winning the jackpot by a specific effect. In the case of a so-called probability-variable loop machine, winning a non-probability-variable jackpot (normal jackpot) that shifts to a high-probability state (probability-variable state) after the jackpot game ends is an event that is not pleasing to the player. Therefore, it is necessary to set it so that no specific effect is generated for winning the normal jackpot, which makes the control complicated.

[0042] 〇Specific Examples 1-7 It is assumed that an operation effect (see Fig. 7) that prompts the player to operate the push button 21 can occur. Specifically, the operation effect is set with an operation valid period during which the operation of the push button 21 becomes valid (reflected in the effect). If a specific event occurs while the push button 21 is being operated during the operation valid period (while in the operation state) (see Fig. 7(b)), no specific effect will occur (see Fig. 7(c)). Since the operation of the push button 21 during the operation valid period is highly likely to be performed by the player in response to the operation effect, if a specific effect is generated at that time, the player may mistakenly think that a specific effect (vibration of the push button 21) has occurred as a result of the operation effect. To prevent such a situation from occurring, no specific effect will occur even if a specific event occurs during the operation of the push button 21 during the operation valid period.

[0043] As operation performances, there are single-operation performances that encourage operating the operation means 20 only once, continuous-operation performances that encourage continuous operation (if the operation means 20 is the push button 21, it is a performance that encourages "rapid-fire"), maintenance-operation performances that maintain the operated state (if the operation means 20 is the push button 21, it is a performance that encourages "long press"), etc. For the maintenance-operation performance in particular (see Fig. 7), since there is a high probability that a specific event will occur when the operation means 20 (push button 21) is in the operating state, it can be said that the significance of controlling as in this example is great. Also, a function (automatic rapid-fire function) that reflects a virtual continuous operation when the operation means 20 is maintained in the continuous-operation performance is known. If such a function is installed, since there is a high probability that a specific event will occur when the operation means 20 is in the operating state even in the continuous-operation performance, it can be said that the significance of controlling as in this example is great.

[0044] 〇Specific Examples 1-8 When multiple types of jackpots are set as jackpots, if a hold for a certain type of jackpot is obtained and the operation means 20 is in the operating state, a specific performance will occur. However, if a hold for a jackpot of another type is obtained, no specific performance will occur even if the operation means 20 is in the operating state. For example, when three types of jackpots are set as jackpots: a 10-round jackpot, a 5-round jackpot, and a 3-round jackpot (the concept of "round" is well-known, so the explanation is omitted), if a hold for a 10-round jackpot is obtained, a specific performance may occur (it will occur if the operation means 20 is in the operating state). However, if a hold for a 5-round jackpot or a 3-round jackpot is obtained, no specific performance will occur (it will not occur regardless of the state of the operation means 20). That is, a setting is made such that a specific performance can occur only when a hold for a jackpot with a round number of a predetermined number or more is obtained.

[0045] In addition, in a configuration where a variable probability jackpot (a jackpot that transitions to a high probability state (a probability variation with a higher probability of winning the winning or losing lottery than normal) after the jackpot game ends) and a normal jackpot (a jackpot that transitions to a low probability state (a state with a lower probability of winning the winning or losing lottery than the high probability state) after the jackpot game ends) are set, although a specific effect may occur when a jackpot hold that results in a variable probability jackpot is obtained, it is conceivable to set it such that no specific effect occurs when a jackpot hold that results in a normal jackpot is obtained.

[0046] In this way, in a configuration where multiple types of jackpots with different expected values of benefits enjoyed by the player are set, a specific effect may occur if the expected value of the benefit is above a certain standard, while no specific effect may occur if it is below the standard. Depending on the type of jackpot, winning may not be so pleasing to the player, so it is ensured that the player's expectation (joy) when a specific effect occurs is not betrayed by having the specific effect occur only when a jackpot that can yield a certain amount of benefit or more is obtained (when a jackpot hold is obtained).

[0047] 〇Specific Examples 1 - 9 A configuration is adopted in which a period (hereinafter referred to as the prohibited period) during which no specific effect occurs even if the operating means 20 is in an operating state when a jackpot hold is obtained is set. That is, during a period other than the prohibited period (hereinafter referred to as the target period), if the operating means 20 is in an operating state when a jackpot hold is obtained, a specific effect will occur. For example, it is conceivable to adopt a configuration where the period from the transition to a certain game state until a predetermined number of variable effect performances are executed (until the predetermined number of variations ends) is the prohibited period, and after that is the target period. That is, a configuration is adopted in which it is determined whether it is the prohibited period or the target period based on a variation count standard (rotation count standard).

[0048] Also, for example, it is possible to configure the period during which one or more special presentation modes (also called stages, etc. The concept of such modes (stages) is well known and therefore will not be described here) are prohibited, and the rest of the period is the target period. In other words, the configuration is such that the specific presentation will not occur when the presentation state is inappropriate for generating the specific presentation.

[0049] 2-2) Specific Operation Presentation The gaming machine 1 according to this embodiment is capable of executing a specific operation presentation (see FIG. 8) as a type of operation presentation that encourages the player to operate the push button 21, which is one of the operation means 20. The specific operation presentation can occur as a presentation that constitutes part of the presentation during variation. Note that the specific operation presentation in this embodiment is a single-shot operation presentation, but this does not deny the configuration described below for continuous operation presentations and sustained operation presentations.

[0050] The specific operation presentation suggests a post-event presentation that occurs after the specific operation presentation. In the specific operation presentation, as in the general operation presentation, in order to show the player that the push button 21 should be operated, an operation image 25 representing the push button 21 to be operated is displayed in the display area 911 (see FIG. 8(a)). The operation image 25 may be deformed within a range that allows the player to recognize that it represents the push button 21 (operation means 20) to be operated. In this embodiment, a meter image 26 indicating the remaining (elapsed) operation valid period is displayed together with the operation image 25 (see FIG. 8(a)). In other words, the operation image 25 is displayed at least during the operation valid period. Since the specific operation presentation in this embodiment is a single-shot operation presentation, the operation valid period ends when the push button 21 is operated during the operation valid period. In addition, if the push button 21 is not operated throughout the valid operation period, the end of the valid operation period is regarded as the end of the valid operation period, and the push button 21 is regarded as having been operated (the end of the valid operation period is the trigger for control in the same manner as when the push button 21 is operated).

[0051] In a specific operation performance, together with the above operation image 25, a post-performance image 28 suggesting a post-performance is displayed (see Fig. 8(a)). That is, the post-performance image 28 is displayed during the operation valid period. The post-performance image 28 preferably includes elements that allow the player to recognize that it suggests the post-performance to be suggested. For example, if the post-performance is named " performance", the post-performance image 28 is assumed to include the characters "". Also, although not shown, it is also conceivable that an image displayed as a post-performance is displayed as the post-performance image 28.

[0052] The specific form of the post-performance may be anything. In this embodiment, it is set as a post-performance that a predetermined image is displayed (see Fig. 8(c)). When a post-performance occurs during a certain variable performance, the probability (big win reliability) that the target win / loss lottery result corresponding to the variable performance becomes a big win is higher than when it does not occur. That is, the post-performance is a kind of so-called chance-up performance. The post-performance is not conditional on the occurrence of a specific operation performance. That is, the post-performance can also occur in a variable performance in which a specific operation performance does not occur.

[0053] In this embodiment, when a specific operation effect occurs and an operation (single-shot operation) of the push button 21 is performed during the operation valid period (see Fig. 8(b)), a post-operation effect is always caused to occur (occur immediately after the operation) (see Fig. 8(c)). When the operation of the push button 21 is not performed during the operation valid period, the operation of the push button 21 is regarded as having been performed at the end of the operation valid period. Therefore, also in that case, a post-operation effect occurs immediately after the end of the operation valid period. That is, the occurrence of the specific operation effect is always linked to the occurrence of the post-operation effect (the specific operation effect and the post-operation effect occur with the same variation). However, since it is not shown to the player that a post-operation effect always occurs when a specific operation effect occurs through the game, when the specific operation effect occurs and the post-operation effect image 28 is displayed, the player will operate the push button 21 while expecting the post-operation effect to occur. Note that the post-operation effect is not an effect of determining a big win (although it is a chance-up effect). Therefore, the occurrence of the specific operation effect linked to the occurrence of the post-operation effect is not an effect of determining a big win. The specific operation effect and the post-operation effect can occur even during a variation in which the win / loss lottery result is a loss.

[0054] As described above, the gaming machine 1 according to this embodiment can execute an interesting operation effect (specific operation effect) in which an effect (post-operation effect) that occurs thereafter is suggested from the stage where the player is prompted to operate the push button 21.

[0055] Hereinafter, specific examples in which matters related to the above specific operation effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in plural may also be used.

[0056] 〇Specific Example 2-1 In the above embodiment, it has been explained that if the push button 21 is not operated during the operation valid period in the specific operation performance (single operation performance), the post-performance occurs upon the end of the operation valid period. However, if the push button 21 is operated (see FIG. 9(b-1)) during the operation valid period of the specific operation performance (see FIG. 9(a)), the post-performance occurs (see FIG. 9(c-1)). However, if the push button 21 is not operated during the operation valid period (see FIG. 9(b-2)), the post-performance does not occur (see FIG. 9(c-2)). By doing so, the operation of the push button 21 (single operation) is a condition for the post-performance to be executed, which contributes to promoting the operation in the operation performance (specific operation performance). Whether or not the push button 21 is operated in the specific operation performance does not affect the jackpot reliability of the target winning / losing lottery result.

[0057] Note that if the push button 21 is operated to cause a post-event performance, after the post-event performance ends, the same performance (see FIG. 9(d)) as that in the case where the push button 21 was not operated and the post-event performance did not occur will be executed. In other words, during the specified period after the end of the specific operation performance, the post-event performance may or may not be executed depending on whether or not there is an operation (either the case of FIG. 9(c-1) or the case of FIG. 9(c-2)), but thereafter the varying performance will proceed in the same manner.

[0058] If the specific operation performance is a continuous operation performance or a sustained operation performance, the setting is such that whether or not a post-event performance occurs is determined depending on whether or not the continuous operation or sustained operation during the effective operation period satisfies a specified condition. That is, if an operation that satisfies a predetermined condition is performed before the operation valid period ends, a post-event performance will occur, but if an operation that satisfies the predetermined condition is not performed, the post-event performance will not occur. The predetermined condition may be a condition that is determined in advance (does not change), or may be a condition that can change each time a specific operation performance occurs. Also, a lottery may be held to determine whether or not the condition is satisfied.

[0059] 〇Specific Example 2-2 In the above-described embodiment, it has been explained that when a specific operation effect occurs, it is certain that a post-event effect (display of a predetermined image) occurs upon an operation of the push button 21 during the operation valid period or the end of the operation valid period. However, even when a specific operation effect occurs, the probability of a post-event effect occurring may only be high, and the post-event effect does not necessarily occur (the occurrence probability of the post-event effect is less than 100%). Such a configuration may be adopted.

[0060] In this way, in the case of adopting a configuration in which a post-event effect does not necessarily occur even when a specific operation effect occurs, an operation effect different from the specific operation effect, specifically, the operation image 25 is displayed (the player is prompted to operate the push button 21), but a normal operation effect in which the post-event effect image 28 is not displayed may occur. The post-event effect may occur upon an operation of the push button 21 during the operation valid period or the end of the operation valid period in the normal operation effect. On this premise, it is assumed that the probability of a post-event effect occurring is higher after a specific operation effect than after a normal operation effect. That is, the occurrence of a specific operation effect in which the post-event effect image 28 is displayed in the operation effect may be configured to only suggest that the probability of a post-event effect occurring is higher than that of a normal operation effect in which the post-event effect image 28 is not displayed.

[0061] By doing so, it is possible to achieve an easy-to-understand game property in which the probability (high or low) of a post-event effect occurring is suggested by the presence or absence of the display of the post-event effect image 28 in the operation effect.

[0062] 〇Specific Example 2-3 Assume that there are multiple types of post-performance images 28 that can be displayed in a specific operation performance. For example, there may be a case where it is a specific operation performance (first specific operation performance) in which the first post-performance image 281 is displayed as the post-performance image 28, and there may also be a configuration where it is a specific operation performance (second specific operation performance) in which the second post-performance image 282 (with a different mode from the first post-performance image 281) is displayed. In this case, the probability of a post-performance occurring after the specific operation performance is set to be higher when the second post-performance image 282 is displayed (when the second specific operation performance occurs) (see Fig. 10(b)) than when the first post-performance image 281 is displayed in the specific operation performance (when the first specific operation performance occurs) (see Fig. 10(a)). When the second specific operation performance occurs, it may be set such that a post-performance is certain to occur, or it may be set such that a post-performance does not necessarily occur (the occurrence probability is less than 100%) even when the second specific operation performance occurs. Note that the occurrence probability of the post-performance when the first specific operation performance occurs must be less than 100% (because it is lower than the occurrence probability of the post-performance when the second specific operation performance occurs).

[0063] By doing so, the type (mode) of the post-performance image 28 when the specific operation performance occurs also becomes an operation mode that the player pays attention to. That is, as described above, since the post-performance is a chance-up performance, the player hopes for a situation where a specific operation performance occurs and there is an expectation of the occurrence of the post-performance. If the specific operation performance occurs, the gaming property is realized in which the player wishes for it to be the second specific performance (the second post-performance image 282 is displayed).

[0064] 〇Specific Example 2-4 It is configured such that the player can arbitrarily select whether or not to have a game property in which a specific operation performance occurs. For example, a normal mode and a specific mode are set. When the specific mode is set, a specific operation performance can occur (an operation performance in which the post-performance image 28 is displayed can occur), but when the normal mode is set, no specific operation performance occurs (the post-performance image 28 is not displayed). The method of selecting the mode may be any method. It is assumed that the player can select a preferred mode by operating the push button 21, the cross key 22, etc. in the standby state (a state in which the variable performance is not being executed). By doing so, when an operation performance occurs, the player can arbitrarily select whether or not to have a game property in which the occurrence of the post-performance is announced (a player who does not want the occurrence of the post-performance to be announced may select the normal mode).

[0065] When the specific mode is set, the operation performance accompanied by the occurrence of the post-performance may be set to always be a specific operation performance (the post-performance image 28 is always displayed). That is, it may be configured such that the specific mode is the "complete notification mode" of the post-performance, in which the post-performance occurs for a specific operation performance and does not occur for an operation performance other than the specific operation performance.

[0066] 2-3) Selection performance The gaming machine 1 according to the present embodiment can execute a selection performance (however, it does not occur in all variations) as a performance constituting the variable performance. Note that the selection performance as described below may be executed in a state where the variable performance is not being executed, for example, in a jackpot gaming state.

[0067] The selection presentation (see Fig. 11) basically prompts the player to select a preferred option from among a plurality of options shown in the display area 911 by operating the operation means 20 (push button 21, cross keys 22). In the display area 911, an option image 30 indicating the options is displayed. The option image 30 may be in any form as long as the player can select and understand each content and the like. The selection presentation may display the same options each time, or the options may change each time. Also, among the plurality of types of options, a configuration may be adopted in which two or more of the same type of options can be displayed. Since the content of the options can be anything, the description thereof is omitted. The selection presentation in this embodiment constitutes a variable presentation, but the player's selection does not affect the winning or losing lottery result. Only the subsequent development (the mode of the variable presentation) changes according to the selection. In the following description, it is assumed that a selection presentation occurs in which four types of characters A to D are displayed as options and the player is prompted to select a preferred character. After the selection presentation, an effect corresponding to the selected character (for example, an effect in which the selected character utters some lines) occurs.

[0068] The selection presentation is divided into a first period (the first half) (see Fig. 11(a)) and a subsequent second period (the second half) (see Fig. 11(b)).

[0069] In the first period (see Fig. 11(a)), an image (hereinafter referred to as an instruction image 32) indicating the content of the selection presentation (the content required of the player) is displayed in the display area 911 together with the option image 30 corresponding to each option. In this embodiment, an instruction image 32 including the words "Select your favorite character" is displayed. Thereby, the player can grasp that he / she only needs to select a preferred character from among the characters shown as options.

[0070] Also, one of the plurality of options (option image 30) is in an emphasized state that is more emphasized than the other options. As will be described later, the option in the emphasized state indicates the one to be selected by a determination operation. In the present embodiment, the cursor C is placed on one of the plurality of option images 30. The option (option image 30) on which the cursor C is placed is in the emphasized state. At the start point of the selection effect (the start point of the first period), the option image 30 of character A is in the emphasized state (the initial position of the cursor C is character A) (see Fig. 11(a)). Note that various methods can be considered to create the emphasized state. For example, a method of displaying a certain option image 30 larger than the other option images 30, or a method of making the color of a certain option image 30 different from the colors of the other option images 30 can be considered. Also, in the selection effect in the present embodiment, ultimately one option is selected, but two or more options may be selected. In this case, two or more option images 30 are in the emphasized state.

[0071] After the end of the first period, the process proceeds to the second period. In the second period (see Fig. 11(b)), an operation instruction image 34 regarding the operation of the operation means 20 is displayed in the display area 911. The operation instruction image 34 is an image that shows how to operate the operation means 20 when the player selects a preferred option. In the present embodiment, the cursor C is moved by the cross keys 22 (the left and right keys of the cross keys 22), that is, the option image 30 in the emphasized state is changed (hereinafter, this operation is referred to as a selection operation), and the selection of the option in the emphasized state is determined (the selection is confirmed) by operating the push button 21 (hereinafter, this operation is referred to as a determination operation). Here, an image explaining the operations of the cross keys 22 and the push button 21 is displayed as the operation instruction image 34. At least, the operation instruction image 34 includes an image representing the operation means 20 necessary for the selection operation and the determination operation (it may be an image representing the appearance of the operation means 20, or it may be characters representing the name of the operation means 20, etc.). A player who sees such an operation instruction image 34 can easily understand how to perform the selection operation and the determination operation.

[0072] Here, in the selection effect in this embodiment, a selection operation for changing the option to be in the emphasized state is effective from a stage before the operation instruction image 34 is displayed, that is, from the first period. That is, the operation instruction image 34 indicates that it is possible to change the option to be in the emphasized state by operating the cross key 22 which is one of the operation means 20. However, during the first period, it is possible to change the option to be in the emphasized state, that is, to perform a selection operation (in this embodiment, move the cursor C) even when the operation instruction image 34 is not displayed (see FIG. 12). However, during the first period, a determination operation cannot be performed. That is, even if the push button 21 is operated during the first period, a determination operation is not performed (the determination operation is not made effective).

[0073] After the operation instruction image 34 is displayed, that is, after shifting to the second period, following the first period, a selection operation by operating the cross key 22 is possible (see FIGS. 13(b)(c)). Further, after shifting to the second period, a determination operation by operating the push button 21 is possible (see FIGS. 13(d)(e)). That is, the operation represented by the operation instruction image 34 becomes effective. To summarize, during the first period, "the selection operation is effective", and during the second period, "the selection operation and the determination operation are effective". When a predetermined time (determination operation effective time) has elapsed after shifting to the second period, a determination operation is automatically performed even if the push button 21 is not operated. Specifically, the selection of the option that is in the emphasized state at the end point of the determination operation effective time is automatically determined.

[0074] In the above selection presentation, the option images 30 are displayed during the first period before the operation instruction image 34 is displayed, and any one of the option images 30 is highlighted. Therefore, it is considered that many players can understand that they are being encouraged to select their preferred option. In particular, when the instruction image 32 is displayed during the first period as in this embodiment, it is expected that more players will understand as described above. Also, since the operation means 20 is provided at a position visible to the player who is playing the game, it is assumed that many players are aware of its existence. When the option images 30 are displayed, even if the operation instruction image 34 is not displayed, it is considered that the player may try to operate the operation means 20 to change the option image 30 that is in the highlighted state (move the cursor C). In particular, if the cross keys 22 are provided as in this embodiment, it is assumed that many players may think that a selection operation can be performed by operating the cross keys 22 even if the operation instruction image 34 is not displayed.

[0075] In view of such points, in this embodiment, a configuration is adopted in which a selection operation can be performed (the selection operation by the cross keys 22 becomes effective) from the stage before the operation instruction image 34 is displayed (see FIG. 12). That is, for a player who grasps that it is a presentation for selecting a preferred option from the stage before the operation instruction image 34 is displayed and tries to operate the operation means 20 (operation of the cross keys 22), the operation is made effective so that the operation is not wasted (to suppress the player from getting frustrated because the operation is not effective). Furthermore, by doing so, it is possible to set the state in which the preferred option is selected (the state in which the preferred option image 30 is highlighted) before shifting to the second period in which the determination operation becomes effective. Therefore, there is also an advantage that the time until the option is determined in the selection presentation is shortened.

[0076] On the one hand, during the first period, since the operation instruction image 34 is not displayed, there is a possibility that the player may think that the selection will not be finalized. That is, if the determination operation (operation of the push button 21) is made valid during the first period, there is a risk of a situation where a selection of an option that the player does not like is determined. Therefore, regarding the determination of the option (finalization of the selection), it is made valid only when the operation instruction image 34 is displayed (when it is shown to the player that the selection is determined by the operation of the push button 21).

[0077] Hereinafter, specific examples in which the matters related to the above selection effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0078] 〇Specific Example 3-1 During the second period, a time image 36 indicating the time until the end of the selection effect, specifically, the time (determination operation valid time) during which the determination operation is valid, shall be displayed. Various methods (aspects of the time image 36) for indicating the time can be considered. For example, a meter that changes with the passage of time may be displayed as the time image 36 (not shown), or a numerical value indicating the remaining time (a numerical value that is counted down) may be displayed as the time image 36 (see Fig. 14(b)). The time image 36 is not displayed during the first period, that is, in the state before the operation instruction image 34 is displayed (see Fig. 14(a)). Also, the time image 36 may be displayed simultaneously with the start of the display of the operation instruction image 34 (start of the second period), or may be displayed after a predetermined time has elapsed from the start of the display of the operation instruction image 34 (start of the second period).

[0079] By doing so as in this example, the selection presentation will shift from a state where the time image 36 is not displayed (see Fig. 14(a)) to a state where the time image 36 is displayed (see Fig. 14(b)). Since the state where the time image 36 is displayed is a state where a decision operation is possible, it becomes clearly shown that the transition from the "state where a decision cannot be made" to the "state where a decision can be made" has occurred due to the new display of the time image 36. Also, since the time image 36 indicates the "remaining time" (indicating that the time is gradually decreasing) for performing the decision operation, the player will sensuously recognize that the decision operation is being urged.

[0080] 〇Specific Example 3-2 In the above embodiment, it was explained that the decision of the selected option is finalized by performing a decision operation (during the second period) with the preferred option in an emphasized state. However, a configuration that is not premised on the "operation" of such an operation means 20 (push button 21) may be used. For example, assume that the option in the emphasized state is decided (the selection is finalized) when the specified time has elapsed (the time-up point) after the transition to the second period. That is, the configuration is such that the player makes the preferred option in the emphasized state by the time-up point and then waits for the passage of time to finalize the selection of the option. An image indicating the remaining time of the specified time (specified time image) may be displayed.

[0081] When doing so as in this example, since the "decision operation" becomes unnecessary, the operation means 20 that the player should operate in the selection presentation only performs a "selection operation". If the configuration is such that the selection operation is performed by the cross key 22 as in the above embodiment, the player may operate the cross key 22 to make the preferred option in the emphasized state by the time-up point. Similar to the above embodiment, the selection operation is also effective during the first period. That is, the selection operation (movement of the cursor C) can be performed from the state before the display of the above specified time.

[0082] 〇Specific Example 3-3 In the above-described embodiment, it was explained that before the operation explanation image 34 is displayed, although a selection operation is possible, a determination operation cannot be performed. However, a configuration is adopted in which a determination operation is possible (the determination operation becomes valid) even before the operation explanation image 34 is displayed. In accordance with the above-described embodiment, when the push button 21 is operated in a state where the operation explanation image 34 is not displayed, the selection of the option that is highlighted at that time is determined. When a determination operation is performed (the selection is finalized) in a state before the operation explanation image 34 is displayed, the operation explanation image 34 is not displayed through the selection effect. This is because the operation explanation image 34 is for explaining the selection operation and the determination operation, and thus there is no need to display it when a determination operation is performed. In other words, the selection effect in this example is that the operation explanation image 34 is displayed when a determination operation is not performed in a state before the operation explanation image 34 is displayed.

[0083] As also explained in the above-described embodiment, since the option image 30 is displayed and one of the option images 30 is highlighted from a state before the operation explanation image 34 is displayed, it is considered that many players can understand that they are encouraged to select their preferred option. It is considered that players who have grasped the content of the selection effect up to this point may try to perform not only the selection operation but also the determination operation in a state before the operation explanation image 34 is displayed. Therefore, a configuration is adopted in which the determination operation is also made valid. In other words, it can be said that the operation explanation image 34 is displayed for players who cannot grasp the content of the selection effect.

[0084] However, there is a possibility that a player may think that a selection is not finalized in a state where the operation explanation image 34 is not displayed, and a situation may occur where a selection of an option that the player does not like is determined as in this example. To avoid such a situation, the setting as in the above-described embodiment (a setting in which a selection is not finalized in a state where the operation explanation image 34 is not displayed) may be adopted.

[0085] 2-4) Game Explanation Effect and Lucky Chance Effect The gaming machine 1 according to this embodiment is capable of executing a game explanation performance and a lucky machine performance (however, these performances do not occur in all variations) as performances constituting the in-variation performance (see FIG. 15). As will be described in detail later, the lucky machine performance is provided on the premise of the existence of the game explanation performance.

[0086] The game explanation performance is a performance in which the game explanation image 51 is displayed in the display area 911 (see FIG. 15(a)). The game explanation image 51 (see FIG. 15(b)) is an image representing an explanation about the game of the gaming machine 1. The game explanation image 51 in this embodiment has an explanation about the game described inside a rectangular frame (outer shape). Various explanations about the game can be considered. Explanations of performances that can occur as those constituting the in-variation performance, those related to the jackpot game, those related to the special game state, those related to the original comic etc. that is the motif of the gaming machine 1, etc., various images for assisting (enhancing the taste) the player's game when playing the gaming machine 1 can be considered. Note that the game explanation performance in this embodiment does not suggest the jackpot reliability. That is, the in-variation performance including the game explanation performance is not such that the jackpot reliability is higher than that without it. The lottery on whether to execute the game explanation performance and the lottery on which type of game explanation performance to execute are executed regardless of the winning / losing lottery result (the lottery table is the same for the "jackpot" case and the "losing" case).

[0087] In the game explanation image 51 in this embodiment, a "number" is attached (the "number" is represented inside the rectangular frame). Different types of game explanation images 51 (images explaining different contents) are attached with different numbers. That is, a unique number (digit) is attached to each game explanation image 51. In this embodiment, the number is indicated in the form of "No. ○" (○ is the "number") (see FIG. 15(b)). In other words, the game explanation image 51 includes a common element (hereinafter referred to as the specific element 50c) of "No." regardless of its type. A player who has played the game continuously to a certain extent will come to regard the performance in which the image with the "No." attached is displayed as the game explanation performance.

[0088] The lucky symbol display is a display in which a lucky symbol image 52 is displayed in the display area 911 (see Fig. 15(a)). The lucky symbol image 52 (see Fig. 15(c)) is a so-called chance-up display that suggests an increase in the jackpot reliability of the target win / loss lottery result corresponding to the currently executed variable display. That is, the lucky symbol image 52 (lucky symbol display) suggests the jackpot reliability, unlike the above-described game explanation image 51 (game explanation display). A configuration may be adopted in which a lucky symbol image 52 (lucky symbol display) for a confirmed jackpot is set.

[0089] The lucky symbol image 52 includes a display that suggests the jackpot reliability inside a square frame (outer shape). The specific form of suggesting the jackpot reliability may be anything. It may be a form in which words suggesting reliability such as "lucky symbol", "chance", and "intense heat" are directly expressed, or a form that implies that the currently executed variable display is a chance, such as "Pay attention to the subsequent development". Also, the frame (outer shape) of the lucky symbol image 52 and the frame (outer shape) of the game explanation image 51 have the same shape (the color, thickness, etc. of the frame are also the same). Although the lucky symbol image 52 and the game explanation image 51 are not displayed together, if both are overlapped, the frames (outer shapes) are supposed to match exactly.

[0090] Similar to the game explanation image 51, the lucky symbol image 52 is also attached with "No. ○" (○ is a number). As described above, "No." is a common element (specific element 50c) that is attached regardless of the type of the game explanation image 51. This means that the specific element 50c is also attached to the lucky symbol image 52 (see Fig. 15(c)). That is, although the game explanation image 51 and the lucky symbol image 52 have different natures, they include a common element of "No.". In the present embodiment, the position where "No." is attached is the same for the game explanation image 51 and the lucky symbol image 52. Although the lucky symbol image 52 and the game explanation image 51 are not displayed together, if both are overlapped so that the outer shapes (frames) match, the characters of "No." will overlap.

[0091] In this embodiment, the range in which the game explanation image 51 is displayed in the display area 911 during the game explanation presentation is the same as the range in which the lucky machine image 52 is displayed in the display area 911 during the lucky machine presentation. As described above, the outer shapes of the game explanation image 51 and the lucky machine image 52 are the same. However, the lucky machine image 52 and the game explanation image 51 are displayed in a predetermined range (a range having the same shape as the outer shapes of the game explanation image 51 and the lucky machine image 52) in the display area 911 (regardless of whether the game explanation presentation or the lucky machine presentation occurs, the game explanation image 51 or the lucky machine image 52 is displayed in the range shown in FIG. 15(a)). Since the game explanation presentation and the lucky machine presentation do not occur simultaneously, the game explanation image 51 is displayed in the predetermined range when the game explanation presentation occurs, and the lucky machine image 52 is displayed in the predetermined range when the lucky machine presentation occurs. In this embodiment, the image layers constituting the game explanation image 51 and the lucky machine image 52 are set to be in the front. Therefore, the game explanation image 51 and the lucky machine image 52 will not be made difficult to see by other images.

[0092] The numbers (numerals) after "No." attached to the game explanation image 51 do not overlap with the numbers (numerals) after "No." attached to the lucky machine image 52. In this embodiment, a total of 45 types of game explanation images 51 and a total of 5 types of lucky machine images 52 are prepared. That is, there are a total of 50 types of game explanation images 51 and lucky machine images 52 combined. Different numbers are assigned to each of the 50 types. In this embodiment, each of the total of 5 types of lucky machine images 52 is assigned a unique number of No. 7, No. 15, No. 28, No. 32, and No. 46 (see FIG. 15(c)). The other numbers are assigned to the total of 45 types of game explanation images 51. That is, unique numbers are also assigned to each type of game explanation image 51. In summary, it can be said that the game explanation images 51 and the lucky machine images 52 are assigned numbers that appear to be "serial numbers".

[0093] In this embodiment, during a certain variable display, both a game explanation display and a lucky hit display do not occur. That is, when it is determined that either a game explanation display or a lucky hit display occurs, the other is not allowed to occur. In this embodiment, based on the result of the target success / failure lottery, it is determined by lottery whether to generate a lucky hit display, which is a so-called chance-up display, in the variable display for the target success / failure lottery result. When it is determined by this lottery that a lucky hit display occurs, the lottery for whether to execute a game explanation display in the variable display is not executed (the game explanation display is not executed). As described above, the variable display including the game explanation display does not necessarily have a higher jackpot reliability than those without it. Therefore, the lottery for whether to execute the game explanation display executed when a lucky hit display does not occur, and the lottery for which type of game explanation display to execute when it is determined to execute the game explanation display are not related to the success / failure lottery result (the lottery table does not change between the "jackpot" case and the "miss" case).

[0094] Also, in a certain variable display, the probability of a game explanation display occurring (the occurrence probability per variation) is higher than the probability of a lucky hit display occurring. That is, when playing the game continuously to a certain extent, the chance of encountering a game explanation display is more frequent than that of a lucky hit display.

[0095] The effects of game explanation presentations and jackpot presentations are as follows. A player who comes into contact with a game explanation presentation in which a game explanation image 51 is displayed will play the game while receiving an explanation from the game explanation image 51. Since the game explanation image 51 is marked with a common element (specific element 50c), namely "No.", the player will get the impression that the one marked with "No." is the game explanation image 51 (assuming that there are as many types of game explanation presentations as the number of "No."). On the premise that a game explanation presentation with such a configuration occurs, in this embodiment, a jackpot presentation in which a jackpot image 52 is displayed occurs. Since the jackpot image 52 is marked with the same "No." (specific element 50c) as the game explanation image 51, the player may mistake the jackpot image 52 for the game explanation image 51. That is, there is a possibility that the occurrence of the jackpot presentation may be regarded as the occurrence of the game explanation presentation. However, since the jackpot image 52 contains words that suggest the jackpot reliability, etc., if the player looks closely, they can grasp that the jackpot image 52 is suggesting the reliability. Thus, in this embodiment, by making the mode of the jackpot presentation such that it may be mistaken for the game explanation presentation, only the player who notices that the jackpot presentation is occurring (that is, that a jackpot image 52 different from the game explanation image 51 is being displayed) can enjoy the reliability suggestion effect (chance-up suggestion effect) by the jackpot presentation, which is an interesting aspect. Note that whether or not the player notices that the jackpot presentation is occurring does not cause a difference in the essential benefit (payout).

[0096] In particular, in this embodiment, since the game explanation image 51 and the jackpot image 52 are marked with numbers that appear to be "serial numbers", the probability that the player will regard the jackpot image 52 as the game explanation image 51 (regard both images as images of the same type) becomes higher.

[0097] Furthermore, in this embodiment, since the range in the display area 911 where the game explanation image 51 is displayed in the game explanation presentation is the same as the range in the display area 911 where the jackpot image 52 is displayed in the jackpot presentation, the probability that the player will regard the jackpot image 52 as the game explanation image 51 becomes higher.

[0098] Furthermore, in this embodiment, during the same variation performance, neither the game explanation performance nor the lucky machine performance occurs (neither the game explanation image 51 nor the lucky machine image 52 is displayed). If it is during the same variation, it becomes easier to compare one of the previously occurring game explanation performance and lucky machine performance with the other that occurs later, and it becomes easier for the player to notice that different performances are occurring. Therefore, in order to avoid this, during one variation performance, both the game explanation performance and the lucky machine performance do not occur.

[0099] Hereinafter, specific examples in which the matters related to the above game explanation performance and lucky machine performance are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0100] 〇Specific Example 4-1 In the above embodiment, it was explained that the numbers (numerals) attached to the game explanation image 51 and the numbers (numerals) attached to the lucky machine image 52 do not overlap, but they may overlap. That is, the numbers attached to a part of one or more types of lucky machine images 52 match the numbers attached to a certain type of game explanation image 51 (see FIG. 16).

[0101] By doing so, a player who has been in contact with the game explanation performance in which the game explanation image 51 with a certain number attached is displayed will feel a sense of discomfort when an image (lucky machine image 52) with a different content is displayed despite having the same number attached, and the probability of noticing that the lucky machine performance is occurring increases. That is, a configuration is set in which the overlap of "numbers" is used as one of the triggers for noticing that the lucky machine performance is occurring.

[0102] 〇Specific Example 4-2 It is assumed that a "rule" is provided for the numbers assigned to the jackpot images 52. For example, in the case of a configuration where a total of five types of jackpot images 52 are provided as in the above-described embodiment, each of the jackpot images 52 is assumed to be assigned numbers No. 7, No. 17, No. 27, No. 37, and No. 47 (see FIG. 17). That is, the jackpot image 52 is the one in which the digit in the units place (the rightmost digit) is "7", and the others are the game explanation images 51. That is, in this example, the numbers attached to make the jackpot image 52 appear as if it were a type of the game explanation image 51 are used as elements for distinguishing between the jackpot image 52 and the game explanation image 51, which is a novel approach. Viewed another way, the various jackpot images 52 include a common element, namely the digit "7" (an element not included in the game explanation image 51). By doing so, it becomes a trigger for the player to notice the occurrence of the jackpot effect. Also, for those who discover the said rule, it becomes easier to distinguish between the jackpot image 52 and the game explanation image 51.

[0103] When configured as in this example, it may be configured such that the level of reliability at the time of occurrence is suggested by elements other than the common element (the digit "7") included in the various jackpot images 52 (elements that differ for each type of jackpot image 52). For example, it is assumed that the higher the digit in the tens place (a digit other than "7"), the higher the reliability when displayed. In the example shown in FIG. 17, the reliability is high in the order of No. 7, No. 17, No. 27, No. 37, and No. 47 (the highest) (in the case of "No. 7", the digit in the tens place is regarded as "0").

[0104] 〇Specific Example 4-3 By varying the aspects of the elements common to both the game explanation image 51 and the lucky machine image 52, it becomes easier to notice the occurrence of the lucky machine effect. For example, it is conceivable to vary the aspect of the frame of the game explanation image 51 and the frame of the lucky machine image 52. However, if the overall size of the frame (the outer shape of both images) is made different, the difference between the two images will become prominent, and the game explanation effect and the lucky machine effect will become completely different effects. Therefore, it is assumed that the overall size of the frame (the outer shape of both images) remains the same. As an example of varying the aspect of the frame, it is conceivable to vary the thickness of the frame of one image and the frame of the other image (e.g., the frame of the lucky machine image 52 is thicker than the frame of the game explanation image 51) (see Fig. 18). Also, although not shown, it is conceivable to vary the color of the frame of one image and the frame of the other image (e.g., the game explanation image 51 is "black" and the lucky machine image 52 is "red").

[0105] Also, in the above-described embodiment, it was explained that the range in which the game explanation image 51 is displayed in the display area 911 and the range in which the lucky machine image 52 is displayed match, but the range in which the game explanation image 51 is displayed and the range in which the lucky machine image 52 is displayed may be made different. That is, the difference in the range (position) where the image is displayed may make it easier to notice that the lucky machine effect is occurring.

[0106] 〇Specific Example 4-4 In the above-described embodiment, it was explained that the common element (specific element 50c) included in both the game explanation image 51 and the lucky machine image 52 is "No.", but what is set as the specific element 50c is not limited to this. For example, not only the game explanation image 51 (see Fig. 19(a)) but also the lucky machine image 52 includes words such as "explanation", "point", "lecture", "advice" (see Fig. 19(b)). Although the lucky machine image 52 is an image that suggests reliability and is not an image that explains the game, in view of that point, it can be said that it is not appropriate for the lucky machine image 52 to include words such as "explanation". However, in order to enhance the effect of making the lucky machine image 52 look like the game explanation image 51, words that indicate that it is the game explanation image 51 are also included in the lucky machine image 52 as the specific element 50c.

[0107] By doing so, a gaming property is realized in which it is difficult to notice that a favorable opportunity effect is occurring (i.e., the number of players who notice the occurrence of the favorable opportunity effect decreases).

[0108] 2-5) Image Presentation The gaming machine 1 according to the present embodiment can execute an image presentation (however, it does not occur in all variations) as a presentation constituting the in-variation presentation. As will be described below, the image presentation (see Fig. 20) includes aspects of the first stage to the third stage.

[0109] The first stage (see Fig. 20(a)) is the stage in which a plurality of types of candidate images 60 are variably displayed. Each of the plurality of types of candidate images 60 includes an element suggesting a win / loss lottery result (target win / loss lottery result) corresponding to the in-variation presentation in which the image presentation occurs. Note that the candidate image 60 is not a symbol (such as the decorative symbol 80 in the present embodiment) for notifying the win / loss lottery result. It suggests the jackpot reliability of the target win / loss lottery result (strictly speaking, it only starts to "suggest" when it becomes the determination image 64 described later). Note that the "suggestion" shall include suggestions of presentations that occur after the end of the image presentation (suggestions of future developments).

[0110] Examples of the candidate image 60 may be as follows. "NEXT" indicating the occurrence of a so-called pseudo-continuous production (explanation is omitted as the pseudo-continuous production itself is well-known), "Development" indicating the transition to a predetermined reach production, "Chance" suggesting an increase in the jackpot reliability, "Intense Heat" suggesting a higher jackpot reliability than "Chance", "Confirmed" indicating that the result of the target win / loss lottery is determined to be a jackpot, "×" indicating that the result of the target win / loss lottery is determined to be a miss, etc. can be exemplified. When arranged in order from the one with the lowest jackpot reliability when it becomes the determination image 64 described later, it is in the order of "×" (reliability 0%), "Development", "Chance", "NEXT", "Intense Heat", "Confirmed" (reliability 100%). It may also be configured such that other candidate images 60 are set, or it may be configured such that some of the candidate images 60 exemplified above are not set.

[0111] In the first stage of the image production in the present embodiment, a total of four candidate images 60 are variably displayed in the display area 911. The combination (pattern) of the four candidate images 60 can change each time the image production is performed. The determination image 64 described later is only selected from the four candidate images 60 shown in the first stage. That is, a candidate image 60 not shown in the first stage will not become the determination image 64. In the present embodiment, two or more of the four candidate images 60 may be of the same type. In this case, the probability that the two or more candidate images 60 are selected as the determination image 64 (the probability of being selected is higher than when only one of the candidate images 60 is shown) is high.

[0112] The outer shapes (sizes) of the candidate images 60 variably displayed in the first stage are the same. In the first stage, each candidate image 60 is variably displayed so that it can be grasped what types of candidate images 60 are being displayed.

[0113] In the second stage after the first stage (see Fig. 20(b)), a covering image 62 that covers a plurality of (four in this embodiment) candidate symbols that are variably displayed is displayed in the display area 911. In this embodiment, an image like a "door" that advances from the left and right toward the center is displayed as the covering image 62 and covers the candidate image 60. In order to indicate that the candidate image 60 is covered by the covering image 62, an image (hereinafter referred to as a shadow image 61) that represents the "shadow" of the candidate image 60 is displayed. The shadow image 61 is the same size as the candidate image 60. The candidate image 60 is displayed as if the variation continues even after being covered by the covering image 62. That is, the same number of shadow images 61 as the candidate image 60 shown in the first stage are variably displayed. Since it is displayed as the shadow image 61 (shadow) in this way, it is impossible to grasp what kind of candidate image 60 each image suggests. That is, if one has not seen the first stage, it is impossible to grasp what kind of candidate image 60 it is.

[0114] As described above, since the "outer shape" of the candidate image 60 is the same regardless of its type, the mode of the shadow image 61 does not change depending on the type of the candidate image 60 (the "shadow" covered by the covering image 62 is the same for any type of candidate image 60). In this embodiment, the combination of the candidate images 60 variably displayed in the first stage changes, but the number (four) is the same. Therefore, the variation mode of the shadow image 61 in the second stage can be made the same every time. That is, there is an advantage that image control in the second stage according to the combination of the types of the candidate images 60 shown in the first stage becomes unnecessary. That is, regardless of the type of the candidate image 60 shown in the first stage, in the second stage, the same image (referring to the images displayed for image effects such as the shadow image 61 and the covering image 62, excluding the reserved symbol 10 and the decorative symbol 80) may be displayed in the display area 911.

[0115] In the third stage after the second stage (see Fig. 20(c)), one of the plurality (four in this embodiment) shown in the first stage is displayed as the determination image 64 in the display area 911. Specifically, by erasing the covering image 62 shown in the second stage, one of the plurality of candidate images 60 is displayed as the determination image 64 (the other candidate images 60 are not displayed in the third stage). In this embodiment, a change occurs as if the "door" which is the covering image 62 moves outward in the width direction, and then the "door" is not displayed in the display area 911.

[0116] The determination image 64 (one of the candidate images 60) shown in the third stage suggests the target pass / fail lottery result. For example, when "NEXT" is displayed as the determination image 64, a pseudo-continuous effect occurs thereafter. In other words, it can be said that the determination image 64 shown in the third stage indicates the "result" of the image effect.

[0117] In this way, the image effect in this embodiment is easy to understand in that the fluctuating candidate images 60 (candidates for suggesting reliability) are displayed, then they are once hidden, and when they appear, only one image (the determination image 64) is displayed (the reliability (future development) is suggested by the determination image 64).

[0118] Also, in the image effect, since the shadow images 61 corresponding to the number of candidate images 60 are displayed in the second stage, the situation where the candidate images 60 are covered becomes clear.

[0119] Hereinafter, specific examples in which the matters related to the above image effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0120] 〇Specific Example 5-1 According to the aspect of the shadow image 61 shown in the second stage, the configuration is such that the probability that the result of the image effect, that is, the determination image 64 shown in the third stage, is advantageous to the player (has a high jackpot reliability) is suggested. For example, as the shadow image 61, there may be a case where the first shadow image 611 is displayed and a case where the second shadow image 612 having a different aspect from the first shadow image 611 is displayed. The configuration is such that the probability that the determination image 64 shown in the third stage has a higher jackpot reliability is higher when the second shadow image 612 is displayed than when the first shadow image 611 is displayed in the second stage. For example, the first shadow image 611 has a "black" shadow (see Fig. 21(a)), and the second shadow image 612 has a "red" shadow (see Fig. 21(b)).

[0121] Since the shadow image 61 shows the "shadow" of the candidate image 60 covered by the covering image 62, it is not necessary to adopt an aspect corresponding to the type (suggested content) of the candidate image 60. That is, it is only necessary to adopt a shape that matches the outer shape of the candidate image 60, and the basic aspect is simple. If such a basic aspect is simple, it is easy to design each of a plurality of aspects (the first shadow image 611, the second shadow image 612) for result suggestion. That is, in this example, the fact that the shadow image 61 is a "shadow" indicating that the candidate image 60 is covered by the covering image 62 is utilized to facilitate the creation of an image for result suggestion.

[0122] 〇Specific Example 5-2 According to the aspect of the covering image 62 shown in the second stage, the configuration is such that the result of the image effect, that is, the probability that the determination image 64 shown in the third stage becomes advantageous to the player (with a high jackpot reliability) is suggested. For example, as the covering image 62, there may be a case where the first covering image 621 is displayed and a case where the second covering image 622 having a different aspect from the first covering image 621 is displayed. The configuration is such that the probability that the determination image 64 shown in the third stage has a high jackpot reliability is higher when the second covering image 622 is displayed than when the first covering image 621 is displayed in the second stage. For example, the first covering image 621 represents a "white" door (see Fig. 22(a)), and the second covering image 622 represents a "red" door (see Fig. 22(b)).

[0123] Since the covering image 62 is displayed to temporarily hide the candidate image 60, it is not necessary to have an aspect corresponding to the type (suggested content) of the candidate image 60 shown in the first stage. That is, regardless of the type of the candidate image 60 shown in the first stage, it is only necessary to prepare an image for the second stage in which the first covering image 621 is displayed and an image for the second stage in which the second covering image 622 is displayed, so there is an advantage that the control becomes easy.

[0124] 〇Specific Example 5-3 It is assumed that the transition from the second stage (see Fig. 23(a)) to the third stage (see Fig. 23(b-1)) does not occur, that is, a case where the determination image 64 is not displayed (see Fig. 23(b-2)) may also occur. For example, the "door" which is the covering image 62 is not opened (the covering image 62 remains without being erased), and a case where the image effect ends without the determination image 64 being displayed may also occur. Although not shown, in the second stage, a "teasing effect" may occur such that the door which is the covering image 62 seems to open. The result of the image effect that ends without the determination image 64 being displayed may be an unfavorable result for the player. That is, it may be a result that determines that the target win / loss lottery result is a miss.

[0125] By doing so, the image effect is such that the player hopes that first, the covering image 62 is erased (the "door" opens) and the determined image 64 is displayed, and if the determined image 64 is displayed, the player hopes that an image with a high degree of reliability is displayed.

[0126] 3) Structure for guiding the game ball to the entrance As a structure for guiding the game ball to the area (target area) where the game ball provided in the game area 902 can enter, the following structure can be adopted. In the present embodiment, the large winning area 906 is used as the target area and this structure (see FIGS. 1 and 24) is adopted. The large winning area 906 is an area where the game ball launched by so-called "right hitting" can enter (it is provided on the right side of the game area 902).

[0127] The entrance to the target area (large winning area 906) is the entrance 62. That is, the game ball entering the target area passes through the entrance 62. The structure in which the entrance 62 is formed is the entrance structure body 60. The entrance structure body 60 is arranged in the game area 902 where the game ball can enter. The entrance structure body 60 has a vertical wall surface 61 (a surface substantially orthogonal to the left-right direction) along the vertical direction. The entrance 62 (a hole opened toward the left side) is formed in the vertical wall surface 61. That is, the entrance 62 is a hole formed along a plane parallel to the opening edge in the vertical direction (see FIG. 24).

[0128] A guiding member 71 and an opening / closing member 72 are provided at a position close to the entrance 62. The guiding member 71 is a plate-shaped member that slides in the front-rear direction. Specifically, it can reciprocate between an original position (the position in the normal state) (see Fig. 24(b-1)) and an advanced position further forward than that (see Fig. 24(b-2)). In the original position, it is located behind the front surface of the game board (the surface on which game pins etc. are erected), and the flowing-down game balls do not contact the guiding member 71. In the advanced position, it protrudes forward from the front surface of the game board. The upper surface of the guiding member 71 has a shape inclined downward toward the entrance 62. In this embodiment, it is inclined downward toward the right (see Fig. 24(a)). The gap between the edge of the guiding member 71 on the entrance 62 side located in the advanced position and the vertical wall surface 61 (entrance 62) is sized such that game balls cannot pass through. Therefore, when the guiding member 71 is in the advanced position, the game balls flowing down toward the guiding member 71 are received by the upper surface of the guiding member 71 and are guided directly toward the entrance 62.

[0129] The opening / closing member 72 can reciprocate between a closed position (the position in the normal state) (see Fig. 24(b-1)) where it closes the entrance 62 and an open position (see Fig. 24(b-2)) where it opens the entrance 62. When the opening / closing member 72 is in the closed position, at least a part of the opening / closing member 72 is located in front of the entrance 62 (on the side of the guiding member 71), and the entrance 62 is in a state where game balls cannot pass through. That is, since the size of the area not covered by the opening / closing member 72 at the entrance 62 is smaller than the size of the game balls, it is impossible for the game balls to pass through the entrance 62. On the other hand, when the opening / closing member 72 is in the open position, since the opening / closing member 72 does not cover the entrance 62, game balls can pass through the entrance 62.

[0130] When the guiding member 71 is in the original position, the opening / closing member 72 is in the closed position, and when the guiding member 71 is in the advanced position, the opening / closing member 72 is controlled to be in the open position. In the present embodiment, separate electric drive sources for driving the guiding member 71 and the opening / closing member 72 are provided. Examples of the electric drive source include a solenoid and a motor.

[0131] When the guiding member 71 is in the advanced position, since the opening / closing member 72 is in the open position (the state shown in FIG. 24(b-2)), the game balls that have reached the guiding member 71 (the upper surface thereof) directly pass through the entrance 62. On the other hand, when the guiding member 71 is in the original position, there is no member for guiding the game balls toward the entrance 62. However, since there is a possibility that the game balls that bounce irregularly or the like may pass through the entrance 62, the opening / closing member 72 is positioned in the open position (in the state shown in FIG. 24(b-1)) so that the game balls do not pass through the entrance 62 even if such an event occurs.

[0132] In the present embodiment, an upstream guiding portion 65 is provided above (upstream side) the guiding member 71. The upstream guiding portion 65 is constituted by the entrance structure 60. Specifically, the left side surface of the entrance structure 60 is the vertical wall surface 61 described above, and the upper side surface is the upstream guiding portion 65 (see FIG. 24). The upstream guiding portion 65 (the upper side surface of the entrance structure 60) has a shape inclined downward toward the left side (see FIG. 24(a)). Therefore, the game balls that have reached the upstream guiding portion 65 are guided toward the left side. When the guiding member 71 is in the advanced position, the game balls that have come out from the end (left side end) of the upstream guiding portion 65 fall downward and reach the guiding member 71 (the upper surface thereof) (see FIG. 24(a)). In the present embodiment, the game balls hit on the "right" side will all reach the upstream guiding portion 65 (the upper surface thereof) except for those that have entered various winning areas or the like (see FIG. 1).

[0133] Thus, according to the present embodiment, since the entrance 62 through which the game balls entering the target area pass is formed along the vertical wall surface 61 of the structure (entrance structure 60) disposed in the game area 902, the arrangement space for the structure for guiding the game balls into the target area can be reduced.

[0134] Also, the movement of the game balls guided from the upstream guiding portion 65 to the entrance 62 is as follows: from right to left (flow on the upstream guiding portion 65) → from left to right (flow on the guiding member 71) (the flow of the game balls forms a "C" shape) (see Fig. 24(a)). That is, instead of guiding the game balls moving from right to left on the upstream guiding portion 65 directly into the entrance 62 (target area) in the same flow, the direction of movement of the game balls is changed (changed from left to right) and then guided into the entrance 62 (target area). By adopting such a guiding structure, the structure (game ball guiding line) for guiding the game balls to the entrance 62 (target area) can be made compact.

[0135] Particularly in the present embodiment, the upstream guiding portion 65 and the entrance 62 are formed by the same structure (entrance structure 60). It is novel that the game balls rolling on the upper surface of the entrance structure 60 are guided to the entrance 62 formed on the left side surface (vertical wall surface 61) of the entrance structure 60 (normally, it is not assumed that the game balls rolling on the upper surface of a certain structure are guided to the hole formed on the side surface (the surface along the vertical direction) of the structure).

[0136] In the present embodiment, the big winning area 906 is set as the target area (the entrance 62 is the entrance of the big winning area 906), but it is also possible to set the starting area 904, the normal starting area 905, etc. as the target area. Also, it is possible to set the "V area" in a so-called V-probability variable machine and the "two-kind winning area" in a one-kind two-kind mixed machine as the target area. Further, in the present embodiment, the entrance 62 (target area) is disposed in a so-called "right hitting" area, but it may be disposed in a "left hitting" area.

[0137] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the guiding structure of the game balls to the above-mentioned entrance 62 will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.

[0138] 〇Specific Example 6-1 In the above embodiment, it has been described that the guiding member 71 for guiding the game balls to the entrance 62 and the opening / closing member 72 for opening and closing the entrance 62 are provided, but a configuration in which the opening / closing member 72 is not provided may also be used. As described above, since the entrance 62 is formed on the vertical wall surface 61 along the vertical direction, it is assumed that the game balls do not pass through the entrance 62 unless there is an extraordinary situation when the guiding member 71 is in the original position, and a configuration is adopted in which the opening / closing member 72 is not provided and the entrance 62 is always open.

[0139] 〇Specific Example 6-2 Both the guiding member 71 and the opening / closing member 72 are to be displaced by a single electric drive source. For example, a solenoid is used as the single electric drive source, and the guiding member 71 is configured to move forward (advance from the original position to the advanced position) and backward (retreat from the advanced position to the original position) as the forward and backward movements of the plunger of the solenoid are directly transmitted thereto. On the other hand, the opening / closing member 72 is configured to be displaced from the closed position to the open position when the guiding member 71 moves from the original position toward the advanced position, and to be displaced from the open position to the closed position when the guiding member 71 moves from the advanced position toward the original position. That is, engaging portions that engage with each other are provided on the guiding member 71 and the opening / closing member 72, and a configuration is adopted in which the power transmitted to the guiding member 71 is also transmitted to the opening / closing member 72 by the engagement of the engaging portions. Also, in addition to the electric drive source, a configuration using a biasing member such as a spring that biases the guiding member 71 and the opening / closing member 72 toward one position may be used.

[0140] When the guiding member 71 is in the advanced position, the opening / closing member 72 should be in the open position, and when the guiding member 71 is in the original position, the opening / closing member 72 should be in the closed position. However, when electric drive sources are provided for each of the guiding member 71 and the opening / closing member 72, the two electric drive sources must be controlled so as to ensure the above position relationship. By using one electric drive source as in this example and making the position of one member inevitably determine the position of the other member according to the position of one member, there is an advantage that the control becomes easy.

[0141] 〇Specific Example 6-3 In the above embodiment, it has been explained that the movement of the game balls guided from the upstream guiding part 65 to the inlet 62 is from right to left (flow on the upstream guiding part 65) → from left to right (flow on the guiding member 71) (the flow of the game balls forms a "C" shape). However, a configuration in which the left-right relationship is reversed may also be used. That is, the upstream guiding part 65 is inclined so as to descend toward the right, and the guiding member 71 is inclined so as to descend toward the left. Thus, the movement of the game balls guided from the upstream guiding part 65 to the inlet 62 may be from left to right (flow on the upstream guiding part 65) → from right to left (flow on the guiding member 71) (the flow of the game balls forms a "U" shape). The game balls guided to the guiding part pass through the inlet 62 formed on the right side surface (vertical wall surface 61) of the inlet structure 60.

[0142] 4) As described above in detail regarding the embodiments of the present invention, the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.

[0143] The matters described in the above embodiment can also be applied to other gaming machines such as rotary gaming machines, except for the point of using the configuration peculiar to pachinko gaming machines.

[0144] Regarding the effect suggesting the probability (big win reliability) that the win / loss lottery result described in the above embodiment becomes a "big win", it can also be used as suggesting the probability of a so-called "small win".

[0145] The specific means (gaming machine) obtained from the above-described embodiment are listed below.

[0146] · Means 1-1 A gaming machine comprising: operation means operable by a player; and effect execution means for executing a specific effect that does not occur unless the operation means is in an operated state at a specific time when a specific event whose occurrence time cannot be accurately predicted occurs, but occurs if the operation means is in an operated state at the specific time. The specific effect executable by the above-described gaming machine is interesting in that it does not occur unless the operation means is operated at a specific time, and occurs if it is operated.

[0147] · Means 1-2 The operation means can automatically change from a normal mode to a special mode that can be recognized by the player's sense as being different from the normal mode, and the specific effect is such that if the operation means is in an operated state at the specific time, the operation means changes from the normal mode to the special mode. The gaming machine according to Means 1-2, characterized in that. Since the occurrence condition of the specific effect is that the operation means is operated at a specific time, it is preferable that the specific effect is a change in the mode of the operation means.

[0148] · Means 1-3 The gaming machine according to Means 1-2, characterized in that the non-vibrating state of the operation means is set as the normal mode, and the vibrating state is set as the special mode. Since the occurrence of the specific effect means that the operation means is operated at a specific time, if the vibration of the operation means is set as the specific effect, the player will notice the occurrence of the specific effect.

[0149] · Means 1-4 A game machine comprising a win / loss lottery means for performing a win / loss lottery based on win / loss lottery information acquired when a game ball enters a predetermined area, wherein the specific event is the acquisition of the win / loss lottery information for which the win / loss lottery result is a winning, according to any one of Means 1-1 to Means 1-3. By doing so, a gameplay property is realized in which, by continuously operating the operation means during the game, the player can quickly notice winning.

[0150] ·Means 2-1 A game machine comprising: a display means; an operation means operable by a player; and an effect execution means for executing a specific operation effect in which, on the display means, an operation image representing the operation means and a post-effect image suggesting a post-effect that may occur after the effect are displayed, the effect being an effect that prompts the player to operate the operation means. The above game machine can execute an interesting operation effect (specific operation effect) in which, from the stage where the player is prompted to operate the operation means, a subsequent effect (post-effect) is suggested.

[0151] ·Means 2-2 In the game machine according to Means 2-1, when the operation of the operation means in the specific operation effect satisfies a predetermined condition, the post-effect occurs after the specific operation effect, but when the operation does not satisfy the predetermined condition, the post-effect does not occur after the specific operation effect. By doing so, since the operation means must be operated to generate the post-effect, it contributes to improving the player's operation desire.

[0152] ·Means 2-3 In the game machine according to Means 2-1, a normal operation effect in which the operation image is displayed but the post-effect image is not displayed can be executed, the post-effect can also occur after the normal operation effect, and the probability of the post-effect occurring is higher when the specific operation effect occurs than when the normal operation effect occurs. By doing so, it is possible to achieve an easy-to-understand game property that suggests the probability of the post-performance occurring based on the presence or absence of the display of the post-performance image in the operation effect.

[0153] ·Means 2-4 As the post-performance image, a first post-performance image and a second post-performance image having a different mode from the first post-performance image are set as images that can be displayed in the specific operation effect. The probability of the post-performance occurring after the specific operation effect is higher when the second post-performance image is displayed than when the first post-performance image is displayed in the specific operation effect. The gaming machine according to Means 2-1, characterized in that. By doing so, a game property is realized in which the player pays attention to the mode of the post-performance image when the specific operation effect occurs.

[0154] ·Means 3-1 A display means, an operation means operable by a player, and an effect execution means for executing a selection effect that prompts the player to select a preferred option from among the plurality of options shown on the display means by operating the operation means. When a selection of a certain option is determined in the selection effect, it is necessary to make the certain option in a highlighted state that is emphasized more than other options. A gaming machine characterized in that a selection operation for changing the option to be in the highlighted state is possible before an operation explanation image regarding the operation of the operation means is displayed on the display means in the selection effect. According to the above gaming machine, it is possible to achieve a selection effect in which the player's operation is less likely to be wasted and the game proceeds smoothly.

[0155] ·Means 3-2 In the operation of the player's operation means in the selection presentation, the operation is divided into the selection operation and a determination operation for determining the selection of the highlighted option. The selection presentation includes a first period in which the selection operation is possible but the determination operation is not possible, and a period after the elapse of the first period in which both the selection operation and the determination operation are possible after the operation explanation image is displayed. The gaming machine according to means 3-1, characterized in that it includes such a period. In the state before the operation explanation image is displayed (the first period), since there is a possibility that the player may think that the option is not determined, it is preferable that the selection operation can be performed but the determination operation cannot be performed.

[0156] · Means 3-3 The selection presentation is such that a time image indicating the time until the end of the selection presentation is displayed. The time image is not displayed before the display of the operation explanation image, and the time image is displayed simultaneously with or after the display of the operation explanation image. The gaming machine according to means 3-1 or means 3-2, characterized in that it includes such a display. By doing so, the selection presentation changes from a state where the time image is not displayed to a state where it is displayed, so that it appears as if the display of the time image promotes the determination of the option.

[0157] · Means 4-1 A display means having a display area, a game explanation performance execution means for executing a game explanation performance of displaying a game explanation image in the display area to explain the game as constituting a performance during variation from when the decorative symbol starts to vary until it stops in a manner indicating the winning or losing lottery result, and a good opportunity performance execution means for executing a good opportunity performance of suggesting that the probability of the winning or losing lottery result being a win has increased by displaying a good opportunity image in the display area as constituting the performance during variation. The game explanation image includes a specific element common regardless of its type, and the good opportunity image includes the specific element. The gaming machine is characterized in that it includes such elements. According to the above-described gaming machine, there is realized an interesting gameplay in which a so-called chance-up is suggested by a lucky machine image that appears to be a game explanation image at a glance (only a player who notices that the lucky machine image is different from the game explanation image can enjoy the suggestive effect of the lucky machine image).

[0158] ·Means 4-2 The gaming machine according to means 4-1, wherein each of the game explanation images is assigned a unique number, and each of the lucky machine images is assigned a number that does not overlap with the number assigned to the game explanation image. By doing so, it becomes easy to give an impression that the game explanation image and the lucky machine image are images of the same system (it becomes easy to look as if the lucky machine image is the game explanation image).

[0159] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, wherein a range in which the game explanation image is displayed in the display area in the game explanation effect and a range in which the lucky machine image is displayed in the display area in the lucky machine effect are the same. By doing so, it becomes easy to look as if the lucky machine image is the game explanation image.

[0160] ·Means 4-4 The gaming machine according to any one of means 4-1 to 4-3, wherein in one of the variable effects, it is set such that neither the game explanation effect nor the lucky machine effect occurs. By doing so, it becomes difficult to notice that the game explanation effect (game explanation image) and the lucky machine effect (lucky machine image) are different effects.

[0161] ·Means 5-1 As an effect constituting the in-play effect from when the decorative pattern starts to vary until it stops in a manner showing the winning or losing lottery result, a first stage of variably displaying a plurality of candidate images each including an element suggesting the probability that the winning or losing lottery result will be a winning one, a second stage of displaying a covering image covering the plurality of candidate patterns after the first stage, and a third stage of displaying one of the plurality of candidate patterns as a determination image and suggesting the probability that the winning or losing lottery result will be a winning one by the determination image, and executing an image effect including these stages. A gaming machine characterized by this. The above-described image effect is easy to understand in that, after a varying candidate image is displayed, it is once hidden and when it appears, a determination image suggesting reliability is displayed.

[0162] ·Means 5-2 The gaming machine according to means 5-1, characterized in that a shadow image indicating that a plurality of the candidate images covered by the covering image are being variably displayed is displayed in the second stage. By making such a shadow image be displayed, it is possible to clearly show the situation where the candidate image is hidden.

[0163] ·Means 5-3 The gaming machine according to means 5-2, characterized in that when a second shadow image in a mode different from the first shadow image is displayed in the second stage rather than when the first shadow image is displayed as the shadow image, the probability that the determination image displayed in the third stage will be advantageous to the player is higher. In this way, the result of the effect (determination image) can be suggested using the shadow image.

[0164] ·Means 5-4 The gaming machine according to any one of means 5-1 to 5-3, characterized in that when a second covering image in a mode different from the first covering image is displayed as the covering image in the second stage rather than when the first covering image is displayed, the probability that the determination image displayed in the third stage will be advantageous to the player is higher. In this way, the result of the effect (determination image) can be suggested using the covering image.

[0165] · Means 6-1 It is arranged within a game area into which game balls can enter, has a vertical wall surface along the vertical direction, and an entrance structure body in which an entrance through which the game balls can enter is formed on the vertical wall surface, and a member that guides the game balls toward the entrance in a state of being located at an advanced position that is in front of the original position, and a guiding member having an upper surface that is inclined toward the entrance. A gaming machine characterized by comprising the same. According to the above gaming machine, the space for arranging the structure for guiding the game balls to the entrance can be reduced.

[0166] · Means 6-2 It is provided with an upstream guiding part located on the upstream side of the guiding member in the game area, and provided so that when the guiding member is located at the advanced position, the game balls coming out from the end reach the guiding member. The upper surface of the guiding member has a shape inclined so as to descend toward one side in the left-right direction, and the upper surface of the upstream guiding part has a shape inclined so as to descend toward the other side in the left-right direction. The gaming machine according to Means 6-1, characterized by the above. By doing so, the structure for guiding the game balls to the entrance is compactly integrated.

[0167] · Means 6-3 It is provided with an opening / closing member that is in a closed position where the entrance is in a state where game balls cannot pass through when the guiding member is located at the original position, and is in an open position where the entrance is in a state where game balls can pass through when the guiding member is located at the advanced position. The gaming machine according to Means 6-1 or Means 6-2, characterized by the above. By doing so, it is possible to prevent the game balls from passing through the entrance when the guiding member is located at the original position (when the game balls should not be guided to the entrance).

Explanation of Signs

[0168] 1 Gaming machine 10 Reserved symbols 20 Operating means (21 Push button 22 Cross keys) 201 Performance Image 25 Operation Image 26 Meter Image 28 Post-Performance Image (281 First Post-Performance Image, 282 Second Post-Performance Image) 30 Option Image 32 Instruction Image 34 Operation Explanation Image 36 Time Image C Cursor 51 Game Explanation Image 52 Lucky Chance Image 50c Specific Element 60 Candidate Image 61 Shadow Image (611 First Shadow Image, 612 Second Shadow Image) 62 Cover Image (621 First Cover Image, 622 Second Cover Image) 64 Decision Image 60 Entrance Structure 61 Vertical Wall Surface 62 Entrance 65 Upstream Induction Part 71 Induction Member 72 Opening and Closing Member 902 Game Area 91 Display Device 911 Display Area

Claims

1. An entrance structure is disposed within a game area into which the game ball can enter, the entrance structure having a vertical wall surface along the up-down direction, and an entrance through which the game ball can enter is formed on the vertical wall surface; A guide member capable of guiding a game ball toward the entrance, the guide member having an upper surface that is inclined toward the entrance; An upstream guide section that is provided upstream of the guide member and guides the game ball toward the guide member; Equipped with The gaming machine is characterized in that the gaming ball is guided downward in a left direction by the upstream guide portion, and the gaming ball is guided downward in a right direction by the guide member.

2. 2. The gaming machine according to claim 1, further comprising an opening / closing member that can be positioned in an open position that allows the gaming ball to pass through the entrance, and in a closed position that prevents the gaming ball from passing through the entrance.

3. The guide member is capable of being positioned at an advance position in which the game ball can be guided toward the entrance, and at an original position in which the game ball cannot be guided toward the entrance, The gaming machine described in claim 2, characterized in that the opening / closing member is controlled to be located in the closed position when the guide member is located in the original position, and to be located in the open position when the guide member is located in the advanced position.

Citation Information

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