Pachinko machine
The gaming machine addresses the lack of attractive game mechanisms by incorporating a dynamic winning or losing branch operation effect, allowing players to influence the game through an operation means and selection effects, thereby enhancing the gaming experience.
Patent Information
- Application Number
- JP2021087863
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-25
- Publication Date
- 2025-06-16
- Estimated Expiration
- 2041-05-25
AI Technical Summary
Existing gaming machines lack an effective mechanism to enhance game attractiveness through a winning or losing branch operation effect.
A gaming machine that includes an operation means for players, a decorative symbol display area, an operation effect execution means for prompting players to operate the operation means and execute a winning or losing branch operation effect, and a selection effect execution means allowing players to select preferred effect elements, which vary the mode of the operation effect based on the selected effect elements.
The solution enhances game attractiveness by providing a dynamic and player-influenced winning or losing branch operation effect, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing an operation effect that prompts a player to operate an operation means such as a push button. For example, as described in Patent Document 1 below, there is also known an operation effect (winning or losing branch operation effect) that occurs immediately before it is determined whether it is a win or a loss.
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 capable of improving the attractiveness of a game by using a winning or losing branch operation effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes an operation means operable by a player, and an effect that constitutes a variation effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to a winning or losing lottery result. An operation effect execution means for prompting the player to operate the operation means and executing a winning or losing branch operation effect in which the winning or losing lottery result is determined upon operation of the operation means, and a selection effect execution means for prompting the player to select a preferred effect element from among a plurality of types of effect elements. The mode of the winning or losing branch operation effect during the operation valid period in which the operation of the operation means is valid differs according to the type of the effect element selected by the selection effect.
Effects of the Invention
[0006] According to the present invention, it is possible to improve the taste of the game by using the up-and-down branching operation effect.
Brief Description of the Drawings
[0007]
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Modes 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 908a) into the 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 game ball collides with them. The game balls flowing down in the game area 902 change in various ways according to the conditions when they collide with the game pins.
[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. 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 dish and upper dish 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 by the winning / losing lottery means provided on a control board (not shown) triggered by the winning of a game ball in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "Special Figure 1") and a second start area 904b (the start area of the so-called "Special Figure 2") are provided. When a game ball wins in the start area 904, a numerical value (winning / losing lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined 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 (the performance during variation described later is started) is started in the order in which the numerical value is acquired. 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 reserved information (strictly speaking, reserved information before variation described later) in a storage means provided on a control board (not shown).
[0014] In the present embodiment, as the reserved symbol 10, a performance during variation (from the start of the variation of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning / losing lottery result, that is, the performance during one variation. Hereinafter, it may be simply referred to as "variation" or "rotation") for notifying the winning / losing lottery result has started, but a variation-reserved symbol 11 (a symbol indicating the existence of the so-called "such variation reservation") corresponding to the winning / losing lottery information (hereinafter, may also be referred to as variation-reserved information during variation) for which the notification of the winning / losing lottery result has not been completed, and a pre-variation reserved symbol 12 corresponding to the winning / losing lottery information (hereinafter, may also be referred to as pre-variation reserved information) for which the performance during variation for notifying the winning / losing lottery result has not started are displayed (see Fig. 2). In the present embodiment, the variation-reserved symbol 11 is displayed larger than the pre-variation reserved symbol 12, but their basic forms are the same. The basic forms of the variation-reserved symbol 11 and the pre-variation reserved symbol 12 may be completely different. Also, a configuration in which the variation-reserved symbol 11 is not displayed may be adopted. Note that the order (so-called reservation "digestion order") in which the notification of the winning / losing lottery result corresponding to the pre-variation reserved symbol 12 is completed 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). In each figure, the retained symbol 10 is displayed without distinguishing between Special Figure 1 Retained and Special Figure 2 Retained, but it may also be displayed while distinguishing between Special Figure 1 Retained and Special Figure 2 Retained. The pre-variation retained symbol 12 is set such that the first pre-variation retained information (Special Figure 1 Retained) is displayed as the pre-variation retained symbol 12 if it is a state where the game ball should be launched aiming at the first start area 904a (a normal game state described later), and the second pre-variation retained information (Special Figure 2 Retained) is displayed as the pre-variation retained symbol 12 if it is a state where the game ball should be launched aiming at the second start area 904b (a special game state described later). Regardless of the game state, it may be configured such that the 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 is displayed (up to eight pre-variation retained symbols 12 are displayed).
[0016] In this embodiment, similar to a known gaming machine, the winning / losing lottery result 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 hit, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined combination (for example, three of the same decorative symbol 80). When losing, it becomes a combination other than that (a combination other than the combination for a big hit). The decorative symbol 80 may be a combination of numbers and characters, etc.
[0017] In addition, 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 the images is omitted in each figure). The player can enjoy the game without being conscious of this kind of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80.
[0018] When the winning or losing lottery result is a big win, a big win game in which the big winning area 906 is opened is executed (a "privilege" called a big win game is given to the player). Since the big win game itself is well-known, a detailed description thereof is omitted. The number of rounds (round allocation), etc. can be set as appropriate.
[0019] 2) Game state 2-1) Basic game state The game state in which the player plays aiming for a big win is roughly classified into a normal game state and a special game state (see Fig. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability state in which the probability of winning a big win is low, and a low base state (low probability · no time shortening) in which it is difficult for the game ball to enter the start area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variation state) in which the probability of winning a big win is high, and a high base state (high probability · time shortening available) in which it is easy for the game ball to enter the start area 904. The second special game state is a low probability state in which the probability of winning a big win is low, and a high base state (low probability · time shortening available) in which it is easy for the game ball to enter the start area 904.
[0020] In the normal gaming state, the player fires a game ball aiming at the first starting area 904a (the so-called starting area in the specific figure 1). In this embodiment, so-called "left shooting" is performed. Since the first win / loss lottery information is obtained when the game ball enters the first starting area 904a, the normal gaming state is a gaming state in which the player plays aiming to win the jackpot by means of a win / loss lottery (the so-called specific figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery) based on the first win / loss lottery information. On the other hand, in the special gaming state, the player fires a game ball aiming at the second starting area 904b (the so-called starting area in the specific figure 2). In this embodiment, so-called "right shooting" is performed. Since the second win / loss lottery information is obtained when the game ball enters the second starting area 904b, the special gaming state is a gaming state in which the player plays aiming to win the jackpot by means of a win / loss lottery (the so-called specific figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery) based on the second win / loss lottery information. Since the special gaming state is a state in which it is easy to win the opening lottery of the second starting area 904b triggered by the game ball entering the normal starting area 905, the game ball relatively easily enters the second starting area 904b. Note that the description of the settings regarding the transition of the gaming state may be of any kind, so the description is omitted. Also, the setting of the gaming state as described above is merely an example.
[0021] The gaming machine 1 in this embodiment is a so-called "V probability variable type" "ST machine". As jackpots, a normal jackpot and a special jackpot are set. After winning the normal jackpot, after the end of the jackpot game, the machine transitions to the second special gaming state (low probability, time shortening available). The second special gaming state continues until the win / loss lottery result fails for a predetermined number of consecutive times (in the following description, the number of consecutive failures from the start of a certain gaming state until the end of the gaming state without winning the jackpot may also be referred to as the "continuous number of times"). The continuous number of times (so-called time shortening number of times) of the second special gaming state in this embodiment is 100 times. After winning the special jackpot, after the end of the jackpot game, the machine transitions to the first special gaming state (high probability, time shortening available). The continuous number of times (so-called ST number of times) of the first special gaming state in this embodiment is 150 times.
[0022] Among the jackpot wins (jackpot distribution) selected in the first win / loss lottery (Special Figure 1 lottery), 50% are normal jackpots and 50% are special jackpots (so-called probability of hitting a jackpot is 50%). Among the jackpot wins (jackpot distribution) selected in the second win / loss lottery (Special Figure 2), 100% are special jackpots (so-called probability of hitting a jackpot is 100%) (see Fig. 3(b)). When winning a special jackpot, a so-called V area (not shown) is opened during the jackpot game (opened for a time when shooting a game ball aiming at the V area, and the game ball will almost surely enter), and the game state after the jackpot game becomes a special game state on the condition that the game ball enters the V area. On the other hand, when winning a normal jackpot, the V area is not opened, or is opened to such an extent that it is substantially impossible for the game ball to enter, so the game ball does not enter the V area, and the game state after the jackpot game becomes a normal game state.
[0023] Note that the above "ST machine" of the "V probability variation type" is only an example. It may be configured such that the probability of hitting a jackpot in the first win / loss lottery and the second win / loss lottery is the same without being of the "V probability variation type". Also, instead of the "ST" machine, it may be a so-called "probability variation loop machine". Further, it may be a gaming machine having so-called "two types" of functions (such as a "mixed type of one type and two types" machine). Unless otherwise specifically stated in the following description, the gaming properties such as jackpot distribution can be changed as appropriate.
[0024] In this embodiment, the probability of hitting a jackpot in the low-probability state (normal game state, second special game state, conditional activation game state described later) of the win / loss lottery probability is about 1 / 319, and the probability of hitting a jackpot in the high-probability state (first special game state) is about 1 / 100. Note that the specific values of the probability of hitting a jackpot can be changed as appropriate.
[0025] 2-2) Conditional activation game state (ceiling) The gaming machine 1 according to this embodiment is equipped with a so-called "ceiling". Specifically, when a predetermined transition condition is satisfied, even if the player does not win the win / loss lottery (even without experiencing a big win game), the game shifts from the normal game state (strictly speaking, the unactivated normal game state, the details of which will be described later) to a condition-activated game state that is more advantageous to the player than the normal game state (currently often referred to as "game time", etc.) (see Fig. 3(a)). The condition-activated game state is the same as the second special game state, a low-probability state with a low probability of winning the big win (the same as the normal game state and lower than the first special game state), and a high-base state where it is easy for the game ball to enter the start area 904 (low probability and short time available) (the condition-activated game state can also be regarded as a kind of the second special game state). However, the condition-activated game state has a larger number of continuous plays than the second special game state described above. In this embodiment, when the game shifts to the condition-activated game state, it shifts to the normal game state (the activated normal game state described later) triggered by the win / loss lottery result being a miss for 900 consecutive times after the shift (the fact that the win / loss lottery result is a miss for 900 consecutive times is the end condition of the condition-activated game state when the player does not win the win / loss lottery). Therefore, when the game shifts to the condition-activated game state, the probability of winning the big win during that period (before shifting to the normal game state) is higher than that of the second special game state (which continues until it is a miss for 100 consecutive times).
[0026] The transition condition is that it fails continuously for a specified number of times (hereinafter sometimes referred to as the ceiling number of times) in a low-probability state. In this embodiment, the ceiling number of times is set to 900 times. Note that this low-probability state also includes the period of the second special game state. After the jackpot game ends, if it transitions to the second special game state and then transitions to the normal game state without winning the jackpot in the second special game state, the transition condition is satisfied when it fails continuously 800 times in the normal game state (the unactivated normal game state, the details of which will be described later) after the second special game state (100 times). On the other hand, after the jackpot game ends, if it transitions to the first special game state (ST state) and then transitions to the normal game state (the unactivated normal game state, the details of which will be described later) without winning the jackpot in the first special game state, the transition condition is satisfied when it fails continuously 900 times in the normal game state (the 150 times of the first special game state are not included in the ceiling number of times).
[0027] Note that the number of lottery times in the second special game state may not be included in the ceiling number of times. That is, the transition condition may be satisfied when the number of lottery times in the normal game state reaches the ceiling number of times.
[0028] As described above, basically, consecutive losses in the normal game state lead to the fulfillment of the transition conditions. However, in the normal game state that has transitioned through the conditional activation game state (the normal game state that has not gone through the conditional activation game state after the previous jackpot win is called the unactivated normal game state, and the normal game state that has gone through the conditional activation game state is called the activated normal game state), the transition conditions are not fulfilled. That is, even if there are 900 consecutive losses in the activated normal game state, it will not transition back to the conditional activation game state again (there is no "re-entry into the ceiling"). In other words, once it has transitioned to the conditional activation game state, (unless the gaming machine 1 is reset), it will not transition back to the conditional activation game state again unless it wins the jackpot. If the gaming machine 1 is reset, it will enter the unactivated normal game state. Note that the "reset" of the gaming machine 1 does not simply mean turning the power off and then on. The gaming machine 1 will not be reset unless a predetermined reset operation is performed. The player cannot perform this reset operation (it can only be performed by opening the interior of the gaming machine 1).
[0029] 2-3) Display of remaining number of times As described above, in the present embodiment, as game states more advantageous than the normal game state, a first special game state (high probability, short time available), a second special game state (low probability, short time available), and a condition-activated game state (low probability, short time available) are set. In these game states, a numerical value that decreases each time the win / loss lottery result is a loss is displayed. The said numerical value indicates the remaining number of losses, so-called "remaining number of times", until each game state ends (each game state ends and shifts to the normal game state). Hereinafter, an image (remaining number of times image 20) indicating the said remaining number of times will be described. Note that the remaining number of times image 20 may indicate the remaining number of times including the currently executed variable effect, or may indicate the remaining number of times excluding the currently executed variable effect. That is, it may be set such that the variation in the state where the remaining number of times is "0" is the final variation, or it may be set such that the variation in the state where the remaining number of times is "1" is the final variation (the end value of the "remaining number of times" is "0" or "1"). Further, if the number of continuous times is 100, it may be set such that "99" is displayed in the first variation when shifting to the target game state, or "100" may be displayed (the start value of the remaining number of times is "the number of continuous times itself" or "the number of continuous times - 1"). Also, the remaining number of times "1" may be expressed as "001" or the like.
[0030] The control of the remaining number of times image 20 in the second special game state and the condition-activated game state will be described. Both game states are in a state of "low probability, short time available" which is more advantageous than the normal game state. As described above, the number of continuous times in the second special game state is 100, and the number of continuous times in the condition-activated game state is 900. That is, although the two game states differ in terms of the number of continuous times, they are common in that they are in a state of "low probability, short time available" (the profit per variation (referring to the direct profit related to "payouts") is the same). Looking at the aspect of the number of continuous times, it can be said that the second special game state is a "short continuous game state" with a relatively small number of continuous times, and the condition-activated game state is a "long continuous game state" with a relatively large number of continuous times. If the number of continuous times in the short continuous game state is X (times) and the number of continuous times in the long continuous game state is Y (times), it means that the relationship Y>X holds.
[0031] In the short-duration game state (second special game state), the remaining number of times image 20 is displayed from the start of the game state. That is, the remaining number of times image 20 is displayed from the first variation after transitioning to the short-duration game state, and the numerical value representing the remaining number of times decreases by 1 each time the variation ends (a countdown occurs each time a variation ends) (see Fig. 4). In this embodiment, the number of continuations X of the second special game state is 100 times. At the first variation, "100" is displayed (see Figs. 4(a) and 4(b)), and the state where "1" is displayed (see Fig. 4(d)) is regarded as the final variation.
[0032] In the long-duration game state (conditional activation game state), the remaining number of times is not displayed from the start of the game state until the switching point is reached. In this embodiment, the point in time when the win / loss lottery result has been a miss for D consecutive times since the start of the long-duration game state (when D variations have been executed without winning a big hit since the start of the long-duration game state) is set as the switching point. D = Y - X. In this embodiment, X = 100 and Y = 900, so D = 900 - 100 = 800. That is, the remaining number of times image 20 is not displayed until the switching point is reached where the win / loss lottery result has been a miss for 800 consecutive times since the start of the long-duration game state (see Figs. 5(a) and 5(b)). After the switching point is reached, the remaining number of times image 20 is displayed. In this embodiment, since Y = 100, a countdown from "100" to "1" occurs (see Figs. 5(c) and 5(d)). As described above, the countdown of the remaining number of times is the same as the countdown in the short-duration game state. That is, in this embodiment, the remaining number of times is not displayed in the long-duration game state until the switching point at which the remaining number of times at the start of the short-duration game state (which is the number of continuations) becomes the same, and the remaining number of times is displayed after the switching point is reached.
[0033] The mode of the remaining number of times image 20 displayed after reaching the switching point in the long continuous gaming state is the same as the mode of the remaining number of times image 20 displayed in the short continuous gaming state (it is assumed that the difference in the "value" indicated by the remaining number of times image 20 has nothing to do with the similarity or difference in mode. This means that the font of the numbers and other aspects of the remaining number of times image 20 are the same). Also, the location where the remaining number of times image 20 is displayed in the display area 911 does not change between after reaching the switching point in the long continuous gaming state and the short continuous gaming state (see FIGS. 4, 5(c)(d)). That is, the control of the remaining number of times after reaching the switching point in the long continuous gaming state is the same as the control of the remaining number of times in the short continuous gaming state. From the perspective of the player, it seems that the same remaining number of times image 20 is being displayed both after reaching the switching point in the long continuous gaming state and in the short continuous gaming state.
[0034] The advantages of doing this are as follows. If the remaining number of times is to be displayed from the start even in the long continuous gaming state, it is necessary to prepare a dedicated image (remaining number of times image 20) for indicating the remaining number of times in the long continuous gaming state. In accordance with this embodiment, the numerical values from "900" to "101" are numerical values that are not displayed in the short continuous gaming state, so they are unnecessary without the long continuous gaming state. In this embodiment, since the remaining number of times is not displayed until the remaining number of times in the long continuous gaming state reaches a numerical value that can be displayed in the short continuous gaming state, there is no need to prepare such a dedicated image. Also, since it is not necessary to perform control to count down the value of the remaining number of times every time until the switching point is reached, there is also the advantage that the control becomes easier.
[0035] In particular, the long continuous gaming state in this embodiment is a condition-triggered gaming state (so-called short at the ceiling), and the probability of transitioning to (reaching the ceiling) this condition-triggered gaming state is not very high. It can be said that it is not efficient to provide a dedicated image (perform dedicated control) for such a gaming state that does not transition very often, so it can be said that doing it as in this embodiment makes sense.
[0036] In addition, until the switching time is reached, there are still plenty of remaining plays, and the player is not particularly concerned about the end of the long-continuation game state. Therefore, it can be said that there is little inconvenience in not showing the remaining plays until the switching time is reached.
[0037] As described above, in this embodiment, the long continuation game state and the short continuation game state are common in that they are both "low probability / time-saving" states (profit per fluctuation is the same). Therefore, in both the long continuation game state and the short continuation game state, an image indicating that they are in the "same state" (hereinafter referred to as the time-saving image 21) is displayed. In this embodiment, "XX chance" is used as the name of the "low probability / time-saving" state (so-called time-saving), and during both the fluctuation performance in the long continuation game state and the fluctuation performance in the short continuation game state, an image including the characters "XX chance" is displayed in the display area 911 as the time-saving image 21.
[0038] In this embodiment, the background image (not shown) displayed as the background of the decorative pattern 80, the appearance of the various decorative patterns 80, and the appearance of the reserved pattern 10 (including both the basic appearance and the chance-up appearance) do not change between the long-continuation play state and the short-continuation play state.
[0039] Therefore, the long continuation game state and the short continuation game state before the switching time are different only in whether or not the remaining number of times image 20 is displayed, and the other images are the same. In addition, the images displayed in the long continuation game state and the short continuation game state after the switching time are the same (note that the difference in images here does not include changes (such as changes in the number of reserved games, changes in the decorative pattern 80, etc.) according to the game situation (the situation related to the winning / losing lottery). In other words, when the game state is transitioned to the long continuation game state, the control is different from that in the short continuation game state only in that the remaining number of times image 20 is not displayed until the switching time is reached, and after the switching time is reached, the control is exactly the same as that in the short continuation game state, so that the increase in the control burden caused by the control dedicated to the long continuation game state is suppressed.
[0040] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the display of the remaining number of times 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.
[0041] 〇Specific Example 1-1 In the above embodiment, it was explained that D (the number of fluctuations until the switching time point in the long continuous game state) = Y (the number of continuous times of the long continuous game state) - X (the number of continuous times of the short continuous game state), but a setting where D > Y - X may also be used. For example, in the setting where X = 100 and Y = 900 as in the above embodiment, a setting where D = 850 may also be used. In this case, the remaining number of times image 20 is not displayed until 850 consecutive misses (the 850th turn) after the long continuous game state is started (the arrival at the 850th turn is the switching time point) (see FIGS. 6(a) and 6(b)), and thereafter the remaining number of times image 20 is displayed (see FIGS. 6(c) and 6(d)). Since the short continuous game state displays a countdown from "100" to "1", if the display of the remaining number of times image 20 starts in the long continuous game state with a number of "100" or less, it means that it may not be necessary to prepare a dedicated remaining number of times image 20 for the long continuous game state. That is, a setting that satisfies D ≧ Y - X is sufficient.
[0042] 〇Specific Example 1-2 In the long continuous game state, it is assumed that the stop image 22 is displayed until the switching point is reached. Specifically, at the position where the remaining number image 20 is displayed after the switching point is reached, a stop image 22 that makes it appear as if the decrease (countdown) of the remaining number has stopped is displayed (see FIGS. 7(a) and 7(b)). For example, it is conceivable that something including the mark of "primary stop" is displayed as the stop image 22. The remaining number image 20 in the above embodiment is such that a numerical value indicating the remaining number is displayed inside a square "frame", and the stop image 22 is displayed with the mark of "primary stop" positioned inside the "frame" having the same shape and the same position as the remaining number image 20. That is, the stop image 22 includes a common element having a common aspect with the remaining number image 20 and an element that makes it appear as if the decrease of the remaining number has stopped. By doing so, it is possible to clearly show the player that the display of the remaining number has stopped in the state until the switching point of the long continuous game state is reached.
[0043] When the switching point is reached for the stop image 22, it may be displayed superimposed on the remaining number image 20 displayed immediately thereafter. If, as in the above embodiment, the countdown starts from "100" after the switching point is reached, the stop image 22 is displayed superimposed on the numerical value of "100" (see FIG. 8). That is, the stop image 22 is displayed superimposed on the numerical value at which the count of the remaining number starts. By doing so, the player can sense that the count starts after the remaining number reaches "100".
[0044] As the aspect of the stop image 22, things other than the above-mentioned mark of "primary stop" are also conceivable. For example, instead of the above-mentioned mark of "primary stop", it is conceivable to use a stop image 22 in an aspect with an "×" attached.
[0045] 〇Specific Examples 1 - 3 At the start of the short-duration game state (immediately before or immediately after the start (the beginning of the first variation)), a start image 23 including a continuation count display 231 indicating that the number of continuations of the short-duration game state is X times is displayed (see Fig. 9). If the second special game state is a short-duration game state as in the above embodiment, the start image 23 is displayed at the end of the normal big win game or immediately after the end of the normal big win game. As described in the above embodiment, if the second special game state, which is a short-duration game state, is called "XX Chance", it is preferable that the start image 23 includes the continuation count display 231 together with the name of the second special game state (see Fig. 9(a)).
[0046] On the other hand, in the long-duration game state, when the switching point is reached (immediately before the remaining count image 20 is displayed), a pseudo start image 23g including the same continuation count display 231 as the start image 23 (i.e., a display of X times) is displayed (see Fig. 10(c)). That is, since the long-duration game state has the same remaining count as the number of continuations of the short-duration game state when the switching point is reached, an image of the same type as the start image 23 is displayed when the switching point is reached. The reason for naming it a "pseudo start image" is that since the long-duration game state has already started from a stage before the switching point is reached, what is displayed when the switching point is reached can be strictly said to be a "pseudo" start image (a false start image). Also, since the pseudo start image 23g is displayed strictly during the 801st variation after the long-duration game state has started, when the pseudo start image 23g is being displayed, a decorative symbol 80 that fluctuates slightly near the outer edge of the display area 911 (the decorative symbol 80 indicating the win / loss lottery result corresponding to the 801st variation) may be displayed (see Fig. 10(c)).
[0047] The above start image 23 (see Fig. 9(a)) and the pseudo start image 23g (see Fig. 10(c)) can be in exactly the same form including the continuous play count display 231. In this case, after reaching the switching point in the long continuous gaming state, the same control as in the short continuous gaming state can be performed. In other words, after reaching the switching point in the long continuous gaming state, it suffices to perform control assuming that the short continuous gaming state is started. Incidentally, as in the above embodiment, if the names of the second special gaming state and the condition-triggered gaming state (the name of "○○ Chance") are the same, the name can be included in the start image 23 and the pseudo start image 23g. Conversely, if the names of the second special gaming state and the condition-triggered gaming state are different, and if the forms of the start image 23 and the pseudo start image 23g are to be made the same, these images cannot include the names of the respective gaming states. Further, in this case, in the state before reaching the switching point in the long continuous gaming state, it is preferable that an image indicating the gaming state (the short-time image 21 ("○○ Chance" image) described in the above embodiment) is not displayed (see Figs. 10(a) and 10(b)). That is, since it is to appear as if it has shifted to "○○ Chance" after reaching the switching point, the image is not to be displayed until then. The image is displayed after reaching the switching point (see Fig. 10(d)).
[0048] However, although the start image 23 and the pseudo start image 23g are common in that they include the continuous play count display 231, it is not to deny a configuration in which at least some other aspects are different. If it is to clarify the difference between the start of the second special gaming state and the midpoint of the condition-triggered gaming state, the forms of the start image 23 and the pseudo start image 23g are preferably different.
[0049] 〇Specific Examples 1-4 In the above-described embodiment, it has been explained that the second special game state is a short-duration game state and the condition-activation game state is a long-duration game state. However, as long as it is a game state that is more advantageous than the normal game state and is a game state in which it is set as an end condition that it will be lost continuously for a predetermined number of times, the said game state may be configured to be set as a short-duration game state or a condition-activation game state. For example, the first special game state (high probability and short time available) described in the above embodiment is a so-called number-of-times-up certain-variable (ST) state. In such a case, a configuration may be adopted in which the first special game state is set as a short-duration game state (continuous number of times X = 150 times) and the condition-activation game state is set as a long-duration game state (continuous number of times Y = 900 times). Also, a configuration may be adopted in which the second special game state is set as a short-duration game state (continuous number of times X = 100 times) and the first special game state is set as a long-duration game state (continuous number of times Y = 150 times).
[0050] However, as in the above embodiment, it can be said that it is preferable to adopt a configuration in which the short-duration game state and the long-duration game state differ only in the continuous number of times and the profit per variation is the same (the win / loss lottery probability is the same). For example, in the above embodiment, the condition-activation game state and the second special game state are common in the "low probability and short time available" state and differ only in the continuous number of times. Therefore, it can be said that different controls are executed only in terms of the presence or absence of the display of the remaining number image 20 before the switching point is reached, and the same control can be performed after the switching point is reached. If one of the short-duration game state and the long-duration game state is a "high probability" game state (the first special game state) and the other is a "low probability" game state (the second special game state or the condition-activation game state), and the game property is such that it clearly shows to the player whether it is "high probability" or "low probability" (currently, the game property is such that the player can grasp whether it is "high probability" or "low probability"), then since it is necessary to perform control to show whether it is "high probability" or "low probability" even after the switching point is reached, the control of the long-duration game state after the switching point cannot be made exactly the same as that of the short-duration game state.
[0051] 〇Specific Examples 1-5 As described in the above embodiment, in the long continuous gaming state, it is normal that the remaining number of times image 20 is not displayed until the switching point is reached. By using this, for example, the following effects or the like are generated.
[0052] ·Specific Example 1-5-1 It is assumed that an effect (remaining number of times display effect) in which the remaining number of times image 20 is displayed may occur even before the switching point is reached. When the remaining number of times display effect occurs during a certain variable effect, the probability ((big win) reliability) that the win / loss lottery result corresponding to the variable effect becomes a big win is increased compared to the case where it does not occur. By doing so, a gaming property is realized in which the display of the remaining number of times that is not normally displayed is regarded as a so-called chance up. In addition, when the remaining number of times display effect occurs during a certain variable effect, it may be set that a big win is determined. In this case, (since a big win occurs during the variable effect and the long continuous gaming state ends), it is not necessary to display an accurate value as the remaining number of times.
[0053] ·Specific Example 1-5-2 It is assumed that the remaining number of times is displayed even before the switching point is reached. For example, when the remaining number of times becomes a neat value such as "800", "700", "600", ··· "200", the remaining number of times image 20 is displayed, and it is not displayed in other states. That is, the remaining number of times image 20 is displayed every certain number of times, and it is not displayed in other states. Even in this case, since it is not necessary to change the remaining number of times per variation before the switching point is reached, it can be said that it contributes to reducing the control burden.
[0054] 3) Effect Mode In this embodiment, the player can arbitrarily select (change) the effect mode of the variable effect. Note that the set effect mode affects the content of the variable effect to be executed, but does not affect the win / loss lottery result (the effect mode does not affect the player's direct profit (profit that affects the number of balls)).
[0055] In this embodiment, the effect mode during the normal game state can be selected from among two or more selectable modes (note that it is not meant to deny that the same configuration can be applied to the effect mode during the special game state). Strictly speaking, while the variable effect during the normal game state is being executed and a predetermined prohibition condition is not satisfied (hereinafter referred to as "during normal variation"), one of the selectable modes can be selected. The prohibition condition can be set from various viewpoints. In this embodiment, the establishment of a reach is set as the prohibition condition. That is, as long as a reach has not been established, even if the variable effect is being executed, the effect mode can be changed. Additionally, it is also conceivable to set as the prohibition condition that one or more predetermined effects that can occur as components of the variable effect have occurred.
[0056] The method for selecting (changing) the effect mode can be anything. In this embodiment, the effect mode can be selected by operating the operation means 70. Specifically, at least when the prohibition condition is not satisfied, as shown in Fig. 11(a), an icon 30 used for selecting the effect mode is displayed in the display area 911, and the player selects the desired effect mode while looking at the icon 30 (note that the illustration of the icon 30 is omitted in drawings that have nothing to do with the selection of the effect mode). In this embodiment, the type of effect mode displayed on the icon 30 is switched by operating the cross key 72 (the left and right of the cross key 72 in this embodiment), which is one of the operation means 70, and the displayed effect mode is set as the current mode by operating the push button 71, which is one of the operation means 70. Note that when a change operation of the effect mode is performed during a certain variable effect, the change is reflected starting from the next variable effect (next variation).
[0057] As described above, the type of the effect mode displayed in the icon 30 (display area 911) will be switched by operating the cross key 72. However, the displayed effect mode is only the effect mode (selectable mode) that can be selected at that time. Although details will be described later, in this embodiment, the combination (list) of selectable modes is not constant.
[0058] A plurality of effect modes that can be selected by the player are classified into a basic mode and a customization mode. The basic mode is always selectable during normal variation. In this embodiment, as the basic mode, three types are provided: "Normal Mode" (displayed as "Normal"), "Premier Up Mode" (displayed as "Premier"), and "Simple Mode" (displayed as "Simple"). The "Normal Mode" is the default mode and is the reference effect mode. The "Premier Up Mode" is an effect mode in which the occurrence probability of one or more types of premier effects (effects in which when a certain winning or losing lottery result corresponding to a certain variation effect occurs during a certain variation, it is determined that the result is a big win) is higher than that in the normal mode. The "Simple Mode" is an effect mode in which one or more types of target effects that can occur as effects constituting the variation effect are less likely to occur than in the normal mode. Conversely, the big win reliability when the target effect occurs is higher in the simple mode than in the normal mode. Since the simple mode is less likely to generate the target effect compared to the normal mode, it can be said that the variation effect becomes simpler (the liveliness of the effect decreases and it becomes quieter).
[0059] The "Customization Mode" (displayed as "Custom") is a mode customized by the player. In the present embodiment, the player can arbitrarily select the high or low occurrence probability for a plurality of types of production elements. Specifically, in the present embodiment, the player can arbitrarily select the high or low occurrence probability of "Premier Production", "Target Production" (liveliness of the production), and "Anticipatory Production". For the "Premier Production", either "Occurrence Probability: Normal / Occurrence Probability: High (Appearance Rate UP)" can be selected. For the "Target Production", either "Occurrence Probability: Normal / Occurrence Probability: Low" can be selected. For the "Anticipatory Production", any one of "Occurrence Probability: Low (Appearance Rate DOWN) / Occurrence Probability: Normal / Occurrence Probability: High (Appearance Rate UP)" can be selected. For example, the player can finely customize the occurrence probability of each production, that is, make detailed settings regarding the game, such as selecting "Occurrence Probability: Normal" for the Premier Production, "Occurrence Probability: Low" for the Target Production, and "Occurrence Probability: High" for the Anticipatory Production (see Fig. 12). Note that the "Anticipatory Production" itself is a well-known production, so the description thereof is omitted. Further, elements other than the occurrence probability of the production may be included as the target of the customization function.
[0060] Thus, since the targets of customization are "Premier Production", "Target Production", and "Anticipatory Production", it is possible to create a gameplay different from any of the basic modes (Normal Mode, Premier Up Mode, Simple Mode) (which cannot be achieved by selecting the basic mode). In particular, the occurrence probability regarding the "Anticipatory Production" is the normal probability regardless of which basic mode is selected (none of the basic modes targets the "Anticipatory Production". That is, the targets of customization include those not targeted by the basic mode). Therefore, in order to change the occurrence probability of the "Anticipatory Production", the customization function must be used.
[0061] In this embodiment, the above customization function can be used in the standby state (a state where a fluctuating effect is not being executed). That is, in a state where a fluctuating effect is being executed, the occurrence probability of each effect cannot be finely customized. The customization method can be of any kind. In this embodiment, by operating the push button 71 and the cross keys 72, while looking at the image displayed in the display area 911 (see FIG. 12), a preferred probability can be set.
[0062] As described above, in this embodiment, it is possible to change (select) the current effect mode even during normal fluctuation (while a fluctuating effect is being executed). Here, the types of selectable modes (the list of modes selectable by the icon 30) that can be selected during normal fluctuation differ depending on whether it is in the reset state or not. The reset state is a state where the customization function has not yet been used after a predetermined reset condition is satisfied. In this embodiment, the power-on is set as the reset condition. That is, after the power-on, a state where the customization function has not been used even once is the reset state. Note that it may also be configured such that the player himself / herself can perform a reset operation by operating the operation means 70 or the like.
[0063] In the reset state, the basic mode is set as the selectable mode. That is, in this embodiment, the three modes of the normal mode, the premium up mode, and the simple mode are set as the selectable modes that can be selected during normal fluctuation (see FIG. 11(b-1)). That is, after the reset, in a state where the customization function has not been used at all (detailed settings have not been made), the customization mode is not included in the selectable modes during normal fluctuation.
[0064] When the customization function is used, the reset state ends and the customization usage state is entered. Here, when the customization function is used means that when at least one of the occurrence probabilities of "premium performance", "target performance", and "preview performance" is made different from "normal" in the standby state (when "occurrence probability: low" or "occurrence probability: high" is selected), it is considered that the customization function has been used (detailed settings have been made), and the system transitions to the customization usage state. The content (detailed settings) set using the customization function is stored in a predetermined storage means (not shown). In the customization usage state, as a selectable mode, in addition to the basic mode, a customization mode is added. That is, in this embodiment, during normal variation, four modes, namely the normal mode, the premium up mode, the simple mode, and the customization mode, can be selected (see Fig. 11(b-2)). The customization mode is based on the latest content set using the customization function. That is, after making detailed settings (previous detailed settings) using the customization function and then changing the customization content (making later detailed settings) again using the customization function, the content of the later detailed settings is stored in the storage means, and when the customization mode is selected, the variation performance is executed according to this content.
[0065] When the customization function is used in the standby state (when customization is performed using the customization screen in Fig. 12), the system automatically transitions to the state where the customization mode is set (the state where the latest customization content is set). That is, from the first variation when the standby state using the customization function is eliminated, the system is in the state where the customization mode is set.
[0066] During normal fluctuations, it is also possible to change the presentation mode from the customization mode to either the basic mode. In this embodiment, even after changing from the customization mode to either the basic mode (the change shown in FIGS. 13(a)→(b)) in the state of using customization, as long as a reset operation is not performed, it is possible to select the customization mode (perform the change shown in FIGS. 13(b)→(c)). That is, even if the presentation mode is changed from the customization mode to another presentation mode, the customization mode remains as a selectable presentation mode during normal fluctuations. Therefore, for example, it is also possible to change in the order of customization mode→premium up mode→customization mode (see FIG. 13).
[0067] In this way, the content of the customization mode that can be selected during normal fluctuations is automatically changed (the content stored in the storage means is rewritten with the latest content) by using the customization function (detailed settings) again in the standby state. That is, the content of the latest detailed settings becomes selectable as the customization mode during normal fluctuations.
[0068] As described above, the gaming machine 1 according to this embodiment can change the presentation mode during normal fluctuations, and the selectable modes may include the customization mode customized by the player (see FIG. 11(b-2)). Therefore, the range of the game expands and the ingenuity of the game is improved.
[0069] Also, in this embodiment, in order to respond to changes in the preferred gaming properties (a change of heart) and changes by the player, when the player newly performs customization (detailed settings), the content of the customization mode is rewritten (replaced with the latest one).
[0070] Also, in this embodiment, even if a change from the customization mode to either the basic mode is executed, the customization mode remains as a selectable mode (see Fig. 13). Therefore, when the player wants to set the customization mode with the same content again after stopping the customization mode (setting either the basic mode), it is not necessary to perform the detailed setting in the standby state again, which contributes to the convenience of the player.
[0071] Also, in this embodiment, in the reset state (the state where the customization function is not used after the reset condition is satisfied), the customization mode is not included as a selectable mode that can be selected during normal variation (see Fig. 11(b-1)). Since the fact that the customization function is not used (detailed setting is not performed) means that the player does not have such a desire, the customization mode is not included as a selectable mode.
[0072] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above-described effect mode 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.
[0073] 〇Specific Example 2-1 In the above embodiment, it has been explained that the customization (detailed setting) can be executed in the standby state, but it may be configured to be executable during the execution of the variation effect.
[0074] 〇Specific Example 2-2 Even if customization (detailed settings) is performed, the customization mode may not be set as a selectable mode that can be selected during normal fluctuations. Specifically, if the gameplay characteristics are the same as any of the basic modes as a result of customization, the customization mode will not be selectable. For example, when "High probability" is selected for "Premier performance", "Normal probability" is selected for "Target performance", and "Normal probability" is selected for "Anticipatory performance" (see Fig. 14(a)), since this is exactly the same setting as the "Premier up mode", there is no need to specifically make the customization mode a selectable mode, so the customization mode is not included in the selectable modes (only the basic modes are selectable) (see Fig. 14(b)). Note that if the above customization is performed in the standby state, the "Premier up mode" will be automatically set.
[0075] If it is configured as in this example, there is a possibility that the player may not notice that the customized settings are the same as any of the basic modes. Therefore, an effect indicating this may be generated. For example, if the result of customization in the standby state is exactly the same as the "Premier up mode", a display indicating that the "Premier up mode" has been set shall be made.
[0076] Unlike the above example, when the gameplay becomes the same as any of the basic modes as a result of customization, although the customization mode can be selected, the basic mode exactly the same as the customization may not be shown as a selectable mode. For example, if, as a result of customization in the standby state, it is exactly the same as the "Premier Up Mode" (see Fig. 14(a)), then, as a selectable mode, the "Customization Mode" is included, but the "Premier Up Mode" is not included (see Fig. 14(c)). That is, the basic mode exactly the same as the mode customized by the player is removed from the options. In this way, there is no need to deliberately show the player that the customized mode is the same as any of the basic modes. If customization is performed again and it is not the same as the "Premier Up Mode" (not the same as any of the basic modes), then the "Premier Up Mode" will be included in the selectable modes again.
[0077] 〇Specific Example 2-3 Set it so that two or more customization modes can be selected (equipped with storage means for storing two or more customization modes). For example, in the standby state, it is possible to set two types of customization modes, namely, "Customization Mode 1" (Custom 1) and "Customization Mode 2" (Custom 2) (assuming that "Customization Mode 1" and "Customization Mode 2" are different settings) (see Fig. 15(a)). When the player makes detailed settings for each (when storing the detailed settings corresponding to each of Customization Modes 1 and 2), during normal variation, in addition to the basic mode, "Customization Mode 1" and "Customization Mode 2" will be shown as selectable modes (see Fig. 15(b)). By doing this, after performing two or more different customizations, it becomes possible to switch between the customizations during normal variation.
[0078] 4) Various effects that make up the effects during variation The gaming machine 1 according to the present embodiment can execute the following effects as effects (effects that can occur during the variable effect) that constitute the variable effect. Note that it may be configured such that only some of the effects shown below can be executed.
[0079] 4-1) Winning or losing branch operation effect In the present embodiment, as an effect that constitutes the variable effect, it is possible to execute an operation effect that prompts the player to operate the operation means 70. As the operation effect, a winning or losing branch operation effect (see FIG. 16) may occur. The winning or losing branch operation effect is an effect in which the winning or losing lottery result is determined upon operation of the operation means 70. That is, except when a premium effect of a big win is determined, the winning or losing lottery result that was not known (not known to the player) before the operation of the operation means 70 in the winning or losing branch operation effect is determined (reported) upon operation of the operation means 70. The winning or losing branch operation effect can also be regarded as at least a part of a so-called reach effect. Note that when a plurality of types of such winning or losing branch operation effects occur, not all of the winning or losing branch operation effects need to have the configuration shown below. At least one type of winning or losing branch operation effect has the configuration shown below.
[0080] In the winning or losing branch operation effect, an operation valid period during which the operation of the operation means 70 becomes valid (reflected in the effect) is set (see FIG. 16(a)). In the present embodiment, operation of the push button 71, which is one type of the operation means 70, is prompted. When a single operation (one operation) of the operation means 70 is detected during the operation valid period, the process proceeds to the end of the winning or losing branch operation effect. When the winning or losing lottery result is a big win, a successful end (see FIG. 16(b-1)) is reached, and when it is a loss, a failed end (see FIG. 16(b-2)) is reached. Note that the specific aspects of each end may be any, so detailed description is omitted. Also, the successful end includes a so-called reversal pattern in which it appears as if a failed end has been reached once and then is covered. When the operation means 70 is not operated during the operation valid period, the end is reached upon the end of the operation valid period.
[0081] The gaming machine 1 according to this embodiment is capable of executing a selection effect (see FIG. 17). The said selection effect can occur as an effect constituting the effect during variation. However, it does not occur continuously with the winning / losing branch operation effect. The selection effect can occur even in the effect during variation where the winning / losing branch operation effect does not occur. In this embodiment, the selection effect can occur during normal variation. Note that the selection effect may be executed when the effect during variation is not being executed. For example, it may occur during the standby state, or it may be executed during the big win game.
[0082] The selection effect is for the player to select a preferred option from among a plurality of types of options. In this embodiment, three types, characters A to C, are presented as options (see FIG. 17(b)). The selection method in the selection effect may be any, so a detailed description is omitted. For example, it may be such that the player can select a preferred option by operating an operation means 70 such as the cross keys 72 or the push buttons 71. Note that in this embodiment, a selection time is set, and if the operation for finalizing the selection is not performed by the end of the said selection time, the selection of the character selected at the end of the said selection time is finalized. The character selected in the last occurring selection effect is stored in a storage means (not shown) as the selected character (see FIG. 17(c)). Thereafter, the selection effect occurs again, and if a character different from the character selected in the previous selection effect is selected, the selected character is replaced. That is, the character selected in the last occurring selection effect is in the state of being stored as the selected character.
[0083] As modes of the winning / losing branch operation presentation, four modes (see FIG. 18) are provided in the present embodiment. When it is determined to execute the winning / losing branch operation presentation in a certain in-play presentation, one of the four modes will occur. In other words, the trigger for the occurrence of the four modes is the same, and it does not happen that two or more of the four modes occur in one in-play presentation. It means that which of the four modes is to be executed is determined according to the following judgment criteria (conditions).
[0084] In the present embodiment, four are provided: a reference mode (see FIG. 18(a)), an A mode (see FIG. 18(b)), a B mode (see FIG. 18(c)), and a C mode (see FIG. 18(d)). After the reset state (the reset state has been described above), when the execution of the winning / losing branch operation presentation is determined in a situation where no selection presentation has occurred yet, the winning / losing branch operation presentation becomes the reference mode (the default mode). In the winning / losing branch operation presentation of the reference mode, an image (operation image 35) representing the operation means 70 (push button 71) is displayed during the operation valid period. The operation image 35 may be deformed (deformed) within a range where it can be recognized that it represents the operation means 70 for which the player is requested to perform an operation. Also, a meter image 36 indicating the remaining time of the operation valid period and an instruction image 37 including characters such as "Push" prompting a single-shot operation are displayed together. Note that in the winning / losing branch operation presentation of the reference mode, none of the characters A to C are displayed through the presentation.
[0085] After the reset state, when the execution of the winning / losing branch operation presentation is determined in a situation where a selection presentation has already occurred, the winning / losing branch operation presentation of the mode corresponding to the selected character (the character selected in the last occurring selection presentation) occurs. That is, when the selected character is character A, the winning / losing branch operation presentation of mode A occurs; when the selected character is character B, the winning / losing branch operation presentation of mode B occurs; and when the selected character is character C, the winning / losing branch operation presentation of mode C occurs.
[0086] The winning / losing branch operation effects of Modes A to C are such that the corresponding character (selected character) is displayed during the effect (see FIGS. 18(b) to (d)). Specifically, in addition to the operation image 35 and the meter image 36 similar to the winning / losing branch operation effect of the reference mode, an image in which the selected character prompts the operation of the operation means 70 is displayed as an operation request image. That is, an effect is executed in which an operation request action (including not only the movement of the character itself but also the lines (dialogue) spoken by the character, etc.) in which the selected character prompts the operation of the operation means 70 is performed. The operation request action is adapted according to the characteristics of each of the characters A to C. For example, if the gaming machine 1 is based on a certain comic and the characters A to C are the characters appearing in the comic, an operation request action suitable for the character is set. In the present embodiment, at least the lines spoken to prompt the player to operate are made different for each character. Also, in any of Modes A to C, the operation request action is in a mode in which the selected character touches (acts on) the operation image 35 (see FIGS. 18(b) to (d)). By doing so, it is possible to easily grasp that the selected character is prompting the operation.
[0087] Thus, the winning / losing branch operation effect in the present embodiment is interesting in that an operation request is made by the selected character selected in the selection effect. Since it is highly probable that the selected character is a character preferred by the player, it becomes an effect in which the player receives the impression of being supported by the preferred character in the most important scene just before the winning / losing lottery result is revealed.
[0088] Note that in the present embodiment, in the selection effect (see FIG. 18(b)), it is not shown that the selected character appears in the winning / losing branch operation effect. Therefore, the player does not select a character in the selection effect with the idea of the character appearing in the winning / losing branch operation effect. However, it is not to deny the configuration in which it is shown that the selected character appears in the winning / losing branch operation effect in the selection effect.
[0089] Hereinafter, specific examples of improving, concretizing, transforming, etc. the matters related to the above winning / losing branch operation performance 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.
[0090] 〇Specific Example 3-1 In the above embodiment, it has been explained that the selection performance encourages the selection of a favorite character. However, the options (performance elements) presented in the selection performance are not limited to characters. For example, a selection performance that encourages the player to select a favorite color is used, and a winning / losing branch operation performance in a mode based on the color (selected color) selected in the selection performance (the last executed selection performance) is executed. That is, the color of a certain image (for example, the operation image 35) displayed in the winning / losing branch performance is set to the selected color.
[0091] 〇Specific Example 3-2 In the above embodiment, it has been explained that the selected character performs an operation request action in the winning / losing branch operation performance. However, it is not necessary to perform such an operation request action. For example, in the winning / losing branch operation performance, an operation image 35 including the selected character (the operation image 35 that appears to show the selected character) may be displayed. That is, various methods of using the selected character, which is the player's favorite character, in the winning / losing branch operation performance can be considered.
[0092] However, in light of the fact that the object selected in the selection performance is a "character" and it is common for the character to perform some kind of action in terms of performance, it is preferable that the selected character performs an "operation request action" as in the above embodiment (it can be said that the configuration has a high affinity between the selection performance for selecting a character and the operation performance for requesting an operation).
[0093] 〇Specific Example 3-3 As described in the above embodiment, in the winning / losing branching operation presentation, the selected character performs an operation request action. As the operation request action, a plurality of types of modes are set for each character, and it is assumed that any one of the plurality of types of modes occurs. For example, for character A, it is assumed that an operation mode A1 (see Fig. 19(a)) and an operation mode A2 different from it (see Fig. 19(b)) are set. Then, in the winning / losing branching operation presentation that occurs when the selected character is character A, the probability of a successful ending is higher when operation mode A2 occurs than when operation mode A1 of character A occurs, that is, it is set to have a high jackpot reliability (see Fig. 19). Note that similarly for characters B and C, the jackpot reliability is suggested according to which of the plurality of types of operation modes occurs. By doing so, the player can also focus on the specific mode of the operation request action of the selected character in the winning / losing branching operation presentation as an entertaining form.
[0094] As another example, although a plurality of types of operation modes are set for some of the characters, the configuration may be such that there is only one type of operation mode for other characters. For example, although operation modes A1 and A2 are set for character A and operation modes B1 and B2 are set for character B, it is assumed that the operation mode of character C is only one type of mode C (the operation request action is determined) (see Fig. 19(c)). In this case, when the selected character is character A or character B, the reliability is suggested by the operation mode of the character in the winning / losing branching operation presentation. However, when the selected character is character C, no such reliability suggestion is made in the winning / losing branching operation presentation. That is, the gaming property is realized in which it is determined whether the reliability is suggested by the character in the winning / losing branching operation presentation according to the selected character.
[0095] As yet another example, the configuration may be such that the number of operation modes set for one character is different from the number of operation modes set for another character. For example, assume that for character A, two operation modes, A1 and A2, are set, while for character B, three operation modes, B1, B2, and B3, are set. Also assume that the jackpot reliability when each operation mode is executed is different from one another. That is, in the winning / losing branch operation effect that occurs when the selected character is character A, the jackpot reliability is higher when operation mode B2 is executed than when operation mode A1 is executed (reliability: A1 < A2), and in the winning / losing branch operation effect that occurs when the selected character is character B, the jackpot reliability is higher when operation mode B2 is executed than when operation mode B1 is executed, and the jackpot reliability is higher when operation mode B3 is executed than when operation mode B2 is executed (reliability: B1 < B2 < B3). By doing so, a gameplay property is realized in which the fineness of the reliability suggestion (the number of levels of the reliability suggestion) differs according to the selected character. That is, in the above example, the reliability suggestion is made "more finely" when the selected character is character B than when the selected character is character A.
[0096] 〇Specific Example 3-4 In the above embodiment, it was explained that regardless of which of the options (characters A to C) presented in the selection effect is selected, the mode of the winning / losing branch operation effect becomes one corresponding to the selection (modes A to C), but the configuration may be such that the winning / losing branch operation effect becomes one corresponding to the selection only when some of the options are selected. For example, the winning / losing branch operation effect that occurs when the selected character is character A or B becomes the reference mode (see Fig. 20(a)), but the winning / losing branch effect that occurs when the selected character is character C becomes mode C (see Fig. 20(b)).
[0097] By doing so, it is possible to create a worldview in which some of the characters selectable in the selection presentation are special compared to other characters. For example, among characters A to C, when the setting is that character C is the main character and characters A and B are supporting characters (the setting of the original work such as the anime that was the motif of the gaming machine 1), the gaming property that the character appears in the winning / losing branch operation presentation is realized only when the main character C becomes the selected character.
[0098] 〇Specific Example 3-5 The winning / losing branch operation presentation is usually (by default) in the reference mode (in which no character is displayed), and it is assumed that one of modes A to C occurs as a so-called chance-up (a mode corresponding to the selected character). For example, when the winning / losing branch operation presentation occurs in a state where the selected character is B, the probability of reaching a successful ending is higher (the jackpot reliability is higher) when mode B occurs (when character B is displayed) (see Fig. 21(b)) than when in the reference mode (see Fig. 21(a)) (in this case, modes A and C do not occur).
[0099] By doing so as in this example, an easy-to-understand gaming property is realized in which it is a chance-up for the favorite character selected by the player to appear in the winning / losing branch operation presentation (it is the default if the character does not appear).
[0100] 〇Specific Example 3-6 In the configuration, a selected character is set only when the player takes a selection action during the selection presentation. When a selection time is set during the selection presentation as in the above embodiment, an operation to confirm the selection of any one of characters A to C before the end of the selection time (the operation of the operation means 70 for which the selection is confirmed. Hereinafter referred to as the confirmation operation. For example, when the operation of pressing the button 71 is set as the confirmation operation within the selection time, the presence or absence of the confirmation operation is determined based on whether the button 71 has been operated within the selection time) is performed, the selected character is set as the selected character, and when the win / loss branch operation presentation occurs thereafter, the character will appear (see FIGS. 22(a) and (b-1)). On the other hand, when the confirmation operation is not performed before the end of the selection time (that is, when the time runs out), the selected character is not set, and the win / loss branch operation presentation that occurs in that state is defined as the reference mode (see FIGS. 22(a) and (b-2)). Note that for the selection presentation when the time runs out, the character that is in the selected state (if it is a selection by a cursor, the cursor is placed on it) at the time when the time runs out is assumed to be selected.
[0101] When the selection presentation times out, there is a possibility that the player has not been able to select a favorite character. Therefore, in such a situation, the character is not made to appear in the win / loss branch operation presentation (set as the reference mode).
[0102] 〇Specific Example 3-7 In the selection presentation in the above embodiment, the options do not change (characters A to C), but the options (combinations of options) may change. For example, five types of characters A to D may be provided as characters that can be shown as options, and three of them may be presented in the selection presentation. However, in the case of the above embodiment, since the presented options are the same every time (easy for the player to select), there is an advantage that the player's preference is likely to be reflected. That is, there is an advantage that the probability that the player's favorite character is set as the selected character is increased, and the win / loss branch operation presentation is likely to be the one preferred by the player.
[0103] 〇Specific Example 3-8 In the above embodiment, it has been described that the character selected in the last generated selection effect (the latest selection) is set as the selected character. However, after reset, all the selection effects that have occurred so far are combined, and the character with the most number of selections may be set as the selected character (appearing in the win / loss branching operation effect). For example, when four selection effects have occurred after reset, and the selection situation is character A: 1 time, character B: 1 time, character C: 2 times, and the win / loss branching operation effect occurs, the win / loss branching operation effect will be in mode C where character C appears. In this way, considering that the character with the most number of selections through all the selection effects that have occurred so far is highly likely to be the character that the player really likes, the setting is such that the character appears in the win / loss branching operation effect.
[0104] In addition, when there are two or more characters with the most number of selections (for example, in the situation of character A: 1 time, character B: 3 times, character C: 3 times, then character B and character C are the characters with the most number of selections), various control methods can be considered. For example, among the two or more characters with the most number of selections, the character selected in the more recent selection effect is made to appear in the win / loss branching operation effect. For example, in the state of character A: 1 time, character B: 3 times, character C: 3 times, if the win / loss branching operation effect occurs in a situation where character B was selected in the most recent selection effect and character C was selected in the previous selection effect, the win / loss branching operation effect will be in mode B (character B appears).
[0105] 〇Specific Example 3-9 In the above-described embodiment, it has been explained that in the winning / losing branch operation effect, an image corresponding to the selection in the selection effect is displayed. However, the displayed image (referring to the image for the winning / losing branch effect, excluding images that can change according to the gaming situation, such as the decorative design 80 (reach symbol) and the hold symbol 10 (if the hold symbol 10 is to be displayed in the winning / losing branch effect)) may have the same configuration (see Fig. 23). For example, it is conceivable that the "sound" output during the operation valid period is different according to the selection. As in the above-described embodiment, if a character is selected in the selection effect, the "Push" sound output from the speaker 95 during the operation valid period is set to be the sound (voice) of the selected character. That is, if the selected character is A, "Push" by the voice of character A (see Fig. 23(b)) is output, if the selected character is B, "Push" by the voice of character B (see Fig. 23(c)) is output, and if the selected character is C, "Push" by the voice of character C (see Fig. 23(d)) is output. As the reference mode, a "Push" sound (reference sound) different from any of the voices of characters A to C is output (see Fig. 23(a)), or no "Push" sound is output.
[0106] Generally, since players pay the most attention to the image displayed in the display area 911, when the displayed image is the same as in this example, fewer players will notice that the effect mode changes according to the selection. That is, by doing so as in this example, a hidden effect is manifested in which only a relatively small number of players notice the relationship between the selection effect and the winning / losing branch effect. Also, as in this example, by making an operation request by the "voice" of the character, the player will receive the impression of being supported by the character they selected.
[0107] 4-2) Tactile effect and suggestive effect As an effect constituting a variable effect, a tactile effect may occur. The tactile effect is an effect that can be recognized as having been generated by the tactile sensation of the player. In the present embodiment, as the tactile effect, compressed air is ejected from a predetermined portion (ejection port 908b) toward the player for a predetermined time. That is, the player can feel the air pressure by his or her own sense of touch. In the present embodiment, an ejection port 908b is provided in the handle (launch handle 908a) of the launching device 908 for launching the game ball (see FIG. 1). Therefore, if the tactile effect occurs while the launch handle 908a is being operated, the player can feel the pressure of the air ejected from the ejection port 908b in the hand operating the launch handle 908a. Note that the structure itself in which air is ejected from the launch handle 908a is known, and thus the description thereof is omitted.
[0108] In the present embodiment, the tactile effect is set as an effect of determining a big win (premium effect). That is, if the tactile effect occurs in a certain variable effect, it is determined that the win / loss lottery result corresponding to the variable effect is a big win. In other words, the tactile effect occurs only in a variable effect that results in a big win (big win variation). Note that in the big win variation, the tactile effect does not necessarily occur.
[0109] On the premise that such a tactile effect can occur, in the present embodiment, a suggestive effect may occur as an effect constituting a variable effect. The suggestive effect can occur before the tactile effect occurs. In the present embodiment, if the suggestive effect occurs in a certain variable effect, it is determined that the tactile effect occurs in the variable effect. As described above, since the tactile effect occurs only in the big win variation, the suggestive effect also occurs only in the big win variation. Note that the tactile effect can occur even when the suggestive effect does not occur (if the tactile effect occurs in a certain variable effect, it does not necessarily mean that the suggestive effect occurs in the certain variable effect).
[0110] The suggestive effect is an effect in which a suggestive image 40 that suggests the occurrence of a tactile effect is displayed in the display area 911 (see Fig. 24(b)). That is, the occurrence of the suggestive effect is recognized by the player's vision. It can be said that the suggestive effect and the tactile effect differ in the senses by which their occurrences are recognized, namely vision and touch. The suggestive image 40 is presented in a manner that hints at the occurrence of the tactile effect. In this embodiment, a suggestive image 40 in which a character utters a line suggesting the ejection of air is displayed. For example, a suggestive image 40 in which a character utters the line "Fuu~" (expressing the ejection of air as "Fuu~") is displayed.
[0111] Note that although the suggestive image 40 is presented in a manner that hints at (suggests) the occurrence of the tactile effect, it may also be presented in a manner that directly indicates the occurrence of the tactile effect. For example, it may be arranged such that a suggestive image 40 containing characters such as "Air is coming from the handle!" is displayed in the display area 911 as the suggestive effect occurs.
[0112] After such a suggestive image 40 is displayed, a tactile effect occurs after a certain period of time has elapsed (see Fig. 24(c)). That is, the ejection of air starts after a certain period of time has elapsed since the suggestive effect was started. In this embodiment, the suggestive image 40 is erased (the suggestive effect has ended) when the tactile effect starts. That is, the period during which the suggestive effect is being executed and the period during which the tactile effect is being executed do not overlap.
[0113] The tactile effect is something that is grasped based on the player's sense of touch. However, depending on the player's body condition (body posture, position), there is a possibility that the player may not be able to sense its occurrence. In the case of a tactile effect where air is ejected from the ejection port 908b of the launch handle 908a as in this embodiment, if the player's hand is separated from the launch handle 908a when the tactile effect occurs, the player cannot sense the occurrence of the effect. In this embodiment, since a suggestive effect that suggests the occurrence of the tactile effect occurs before the tactile effect occurs, the player who sees it thinks that the tactile effect may occur and can come into contact with the tactile effect. That is, according to this embodiment, the situation where the player does not notice the occurrence of the tactile effect is less likely to occur.
[0114] In particular, the suggestive effect in this embodiment is one in which the occurrence is recognized by a sense (vision) different from the sense (tactile sense) for recognizing the occurrence of the tactile effect. It can be said that the image displayed in the display area 911 attracts a high degree of attention from the player (since the decoration pattern 80 indicating the winning or losing lottery result is displayed in the display area 911, the degree of attention from the player is high). Therefore, the possibility of overlooking the occurrence of the suggestive effect itself is low.
[0115] Hereinafter, specific examples in which the matters related to the above tactile effect and suggestive 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.
[0116] 〇Specific Example 4-1 Although the tactile effect in the above embodiment has been described as an effect in which air is ejected, it may be any effect that can be recognized by the player's sense of touch and may result in a situation where it cannot be recognized depending on the player's body position. For example, a movable part that can be displaced (projected) forward may be provided on the launch handle 908a, and an effect in which the movable part touches the player's hand may be generated as the tactile effect. Also, with this tactile effect, if the player is not touching the launch handle 908a, there is a possibility that the player may not notice its occurrence.
[0117] Also, the location where the tactile effect occurs may be a location other than the firing handle 908a. For example, it may be a tactile effect in which air is ejected from a predetermined part of the housing of the gaming machine 1 toward the face of the player or the like. Even in such a case of the tactile effect, there is a significance in generating a suggestive effect in advance because there may be a situation where the player cannot feel that the effect is occurring depending on the player's posture.
[0118] 〇Specific Example 4-2 In the above-described embodiment, the suggestive effect has been described as an effect in which the suggestive image 40 is displayed in the display area 911. However, a configuration is adopted in which a predetermined effect sound (suggestive sound) is output from the speaker 95 as the suggestive effect. For example, as the suggestive effect, the'suggestive sound "fu~"', in which a predetermined character utters a line suggesting the ejection of air, is output from the speaker 95 (see Fig. 25(a)). Also in this example, before the tactile effect occurs (see Fig. 25(b)), a suggestive effect that can be recognized by hearing, which is a different sense from the tactile effect (tactile sensation), occurs (see Fig. 25(a)). Therefore, the situation where the player does not notice the occurrence of the tactile effect is less likely to occur. In particular, the effect recognized by hearing has an advantage that the player can notice the occurrence regardless of the situation (even when the player has turned away from the display area 911).
[0119] It may also be an aspect of the suggestive effect that directly indicates the occurrence of the tactile effect. For example, a configuration may be adopted in which a suggestive sound including a phrase such as "Air is coming from the handle!" is output from the speaker 95.
[0120] 〇Specific Example 4-3 In the above-described embodiment, when a suggestion effect occurs during a certain variable effect, it was explained that a tactile effect would always occur thereafter during the certain variable effect. However, it may be set such that a tactile effect does not necessarily occur even if a suggestion effect occurs. Specifically, when a suggestion effect occurs during a certain variable effect, the probability of a tactile effect occurring during the certain variable effect is set to be higher than when the suggestion effect does not occur. That is, the occurrence of the suggestion effect is only set to indicate that the probability of the tactile effect occurring has increased. Even in this case, since the player will expect a tactile effect to occur when the suggestion effect occurs, the possibility of a situation where the player does not notice the occurrence of the tactile effect is reduced.
[0121] As in this example, when the occurrence of the suggestion effect does not necessarily lead to the occurrence of the tactile effect, it is possible to allow a plurality of types of suggestion effects with different modes to occur (at least one of which is not necessarily such that a tactile effect always occurs when it occurs), and the probability of the tactile effect occurring can be made different according to the type of the suggestion effect. For example, it is possible to allow a first suggestion effect in which the first suggestion image 41 is displayed and a second suggestion effect in which the second suggestion image 42 (different in mode from the first suggestion image 41) is displayed to occur, and the probability of the tactile effect occurring during the certain variable effect is higher when the second suggestion effect occurs (see Fig. 26(b)) than when the first suggestion effect occurs during the certain variable effect (see Fig. 26(a)). Note that the first suggestion image 41 and the second suggestion image 42 may have any specific mode as long as the player can recognize that both suggest a tactile effect. Also, when the second suggestion effect (an effect with a high probability of the tactile effect occurring) occurs, it may be set that the occurrence of the tactile effect is determined (the first suggestion effect with a low probability of the tactile effect occurring does not determine the occurrence of the tactile effect). By doing so, when the suggestion effect occurs, the playability of expecting the occurrence of the tactile effect while paying attention to its mode (type) is realized.
[0122] 〇Specific Example 4-4 In the above-described embodiment, it has been explained that the period during which the suggestive effect is executed and the period during which the tactile effect is executed do not overlap, but a configuration in which both periods overlap may be adopted. That is, the suggestive effect is started before the tactile effect is started, and the suggestive effect continues for a predetermined period even after the tactile effect is started (the suggestive image 40 is displayed). By doing so, even if one notices the occurrence of the suggestive effect late, there is an advantage that one can come into contact with the tactile effect.
[0123] However, if the setting is such that the execution period of the suggestive effect and the execution period of the tactile effect overlap as in this example, there is a possibility that the suggestive effect itself may be regarded as a big hit determination effect. That is, if the suggestive effect is merely to announce the occurrence of the tactile effect, it is preferable that the two periods do not overlap as in the above-described embodiment (the suggestive effect ends before the start of the tactile effect).
[0124] 4-3) Specific Hold Change Effect During the execution of the changing effect, a hold change effect in which the state of the hold symbol 10 changes may occur. In this embodiment, as a type of the hold change effect, it is possible to execute a specific hold change effect. Hereinafter, the specific hold change effect will be described in detail. Note that the specific hold change effect in this embodiment can occur during the normal gaming state. Therefore, the hold symbol 10 that is the target of the specific hold change effect is the "Special Symbol 1 Hold". Also, it may be set that conditions under which the specific hold change effect can occur are set. For example, a configuration may be adopted in which the specific hold change effect can occur only when staying in a specific mode (stage).
[0125] The location (position) where the hold symbol 10 in the display area 911 is displayed is referred to as the hold display location 10p (see Fig. 27). In the present embodiment, four hold display locations 10p (pre-variation hold display locations 12p) where the pre-variation hold symbol 12 is displayed and one hold display location 10p (in-variation hold display location 11p) where the in-variation hold symbol 11 is displayed are defined. Note that among the pre-variation hold display locations 12p, the closer ones to the in-variation hold display location 11p have an earlier digestion order (the order in which the notification of the corresponding win / loss lottery result is completed). Each hold symbol 10 is displayed at the hold display location 10p corresponding to the said "digestion order". Note that an image (mark) associated with each hold display location 10p may be displayed in the normal state. Such an image may be set only for one of the in-variation hold display location 11p and the pre-variation hold display locations 12p. For example, it is conceivable that a "pedestal" supporting the hold symbol 10 is displayed as the said image (however, such an image is not displayed in the present embodiment).
[0126] The hold symbol 10 that is the target of the specific hold change effect is defined as the target hold symbol 10T. When the target hold symbol 10T is displayed, that is, when the win / loss lottery information corresponding to the target hold symbol 10T (hereinafter sometimes referred to as the target win / loss lottery information) is acquired (the entry of the game ball into the start area 904), the effect image 50 is displayed (see Figs. 28(a) and (b)). That is, the target hold image and the effect image 50 are displayed almost simultaneously (appearing to be displayed simultaneously to the player). Note that in the present embodiment, although what is displayed as the pre-variation hold symbol 12 at the time of acquisition of the target win / loss lottery information (at the time of acquisition of the target hold) can be the target hold symbol 10T, what is displayed as the in-variation hold symbol 11 at the time of acquisition of the target win / loss lottery information (at the time of acquisition of the target hold) cannot be the target hold symbol 10T. That is, although the win / loss lottery information acquired during the execution of a certain in-variation effect can be the target win / loss lottery information, the win / loss lottery information acquired when the in-variation effect is not being executed cannot be the target win / loss lottery information.
[0127] The performance image 50 is displayed in association with the target hold display area 10pT, which is one of the hold display areas 10p (see Fig. 28(b)). The term "in association with" here means that the distance between the performance image 50 and the target hold display area 10pT is shorter than the distance between the performance image 50 and the other hold display areas 10p. That is, it is assumed that the hold display area 10p closest to the performance image 50 is the target hold display area 10pT. In this embodiment, the fluctuating hold display area 11p is the target hold display area 10pT. That is, the performance image 50 is displayed in association with the fluctuating hold display area 11p. The specific form of the performance image 50 may be anything, but as will be described later, since the performance image 50 is an image used for the specific hold change performance, it is in a form corresponding thereto. The performance image 50 in this embodiment is the "face" of a predetermined character.
[0128] The form of the hold symbol 10 in this embodiment is classified into a normal form 10n, a special form 10s, and a preview form 10y (see Fig. 27(b)). The normal form 10n is the normal state of the hold symbol 10. The hold symbol 10 has the highest probability of being in the normal form 10n. In this embodiment, there is only one type of normal form 10n, but a configuration in which a plurality of types of normal forms 10n are set may also be used. The special form 10s is a form indicating that the probability (big win reliability) of the corresponding win / loss lottery result being a big win is higher than that of the normal form 10n. In this embodiment, as the special form 10s, three types are set: a first special form 101s presenting blue, a second special form 102s presenting green, and a third special form 103s presenting red (in the drawing, the colors are indicated by letters). The big win reliability is high in the order of the first special form 101s, the second special form 102s, and the third special form 103s (the third form is the highest). A form in which a big win is determined when it is displayed may also be set.
[0129] The preview mode 10y is a mode that suggests the occurrence of a specific hold change effect, and is a mode different from both the normal mode 10n and the special mode 10s. The preview mode 10y in this embodiment is a mode representing food (bread) (see Fig. 27(b)). When the target hold symbol 10T is displayed, the target hold symbol 10T is in the preview mode 10y. That is, together with the effect image 50, the target hold symbol 10T in the special mode 10s is displayed (see Fig. 28(b)).
[0130] After the target hold symbol 10T and the effect image 50 are displayed, each time the win / loss lottery result is displayed, the digestion order of the target hold symbol 10T moves up (see Figs. 28(c) to 29(b)). That is, the hold display position 10p of the target hold symbol 10T changes. And when the target hold symbol 10T is in the state of being displayed at the target hold display position 10pT (see Fig. 29(c)), that is, in this embodiment, when the target hold symbol 10T becomes the variable hold symbol 11 (during the execution of the variable effect corresponding to the target hold symbol 10T (hereinafter sometimes referred to as the target variation)), a specific hold change effect using the effect image 50 is executed. In this embodiment, the specific hold change effect is started simultaneously with the start of the target variation.
[0131] In the specific reserved change presentation, first, a presentation is executed in which the character in the presentation image 50 eats the "bread" represented by the target reserved symbol 10T of the preview mode 10y (see FIGS. 29(c) and (d)). After that, the changed reserved symbol 10 jumps out from the character in the presentation image 50 (see FIG. 29(e)). That is, the reserved symbol 10 formed by the change of the reserved symbol 10 of the preview mode 10y is displayed. In the present embodiment, it changes to any one of the reserved symbols 10 (fluctuating reserved symbol 11) of the first special mode 101s to the third special mode 103s. From the perspective of the player, it becomes a presentation mode in which it is expected to change to a reserved symbol 10 with a higher jackpot reliability. In the present embodiment, since the changed reserved symbol 10 does not become the normal mode 10n, the occurrence of the specific reserved change presentation (display of the presentation image 50) itself is a chance-up presentation. However, it may also happen that the result leads to the display of the reserved symbol 10 of the normal mode 10n. In such a case, the playability is realized in which the player first hopes that the changed reserved symbol 10 becomes the special mode 10s, and when it becomes the special mode 10s, expects it to become a special mode 10s with a higher reliability.
[0132] After that, after the presentation image 50 is erased (see FIG. 29(f)), the target variation progresses, and finally, the win / loss lottery result corresponding to the target variation (the win / loss lottery result corresponding to the reserved symbol 10 that has become the special mode 10s) is announced.
[0133] As described above, the specific reserved change presentation in the present embodiment is a presentation showing that the form of the reserved symbol 10 changes using the presentation image 50, and the presentation image 50 is displayed along with the target reserved display location 10pT where the change of the target reserved symbol 10T occurs. Thereby, the player can feel that there is a possibility that the form will change when the target reserved symbol 10T is displayed at the target reserved display location 10pT.
[0134] In addition, in the present embodiment, when a specific hold change effect occurs (when the effect image 50 is displayed), the target hold symbol 10T is set to a preview mode 10y different from the normal mode 10n, so it is easy to understand which hold symbol 10 is the target of the specific hold change effect.
[0135] Hereinafter, specific examples in which the matters related to the haptic effect and the suggestive 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 be used.
[0136] 〇Specific Example 5-1 In the specific hold change effect in the above embodiment, it has been described that the changing hold display location 11p is set as the target hold display location 10pT, but it may be set such that one of the pre-changing hold display locations 12p is the target hold display location 10pT (see FIG. 30). That is, a configuration may be adopted in which the effect image 50 can be displayed attached to one of the pre-changing hold display locations 12p (see FIG. 30(b)). In this case, a specific hold change effect occurs when the target hold symbol 10T is displayed at the pre-changing hold display location 12p to which the effect image 50 is attached (see FIGS. 30(c) to (e)).
[0137] However, the target hold display location 10pT is set as the hold display location 10p whose digestion order is earlier than that of the pre-changing hold display location 12p where the target hold symbol 10T is displayed when the target acceptance lottery information is acquired. That is, after the target hold symbol 10T is displayed and after at least one changing effect ends, the target hold symbol 10T moves to the target hold display location 10pT.
[0138] The hold display location 10p set as the target hold display location 10pT may be configured to change each time. That is, regardless of whether it is the changing hold display location 11p or the pre-changing hold display location 12p, the hold display location 10p where the specific hold change effect occurs can change each time. By doing so, it is possible to obtain an effect form in which the timing at which the specific hold change effect occurs can change each time.
[0139] 〇Specific Example 5-2 The configuration is such that a plurality of modes are set as the modes of the effect image 50 that can be displayed. On this premise, it is assumed that the result of the specific hold change effect is suggested by the mode of the displayed effect image 50. For example, as the effect image 50, a first effect image 51 and a second effect image 52 different from the first effect image 51 can be displayed. When the second effect image 52 is displayed (see Fig. 31(b-2)) rather than when the first effect image 51 is displayed (see Fig. 31(b-1)), the result of the specific hold change effect is more likely to be advantageous to the player. That is, the changed state (type of special state 10s) of the target hold symbol 10T is set to be more likely to be highly reliable. Specifically, for example, when the second effect image 52 is displayed rather than when the first effect image 51 is displayed, the probability that the target hold symbol 10T changes to the third special state 103s with the highest reliability is high.
[0140] In addition, if the specific hold change effect is configured such that the target hold symbol 10T may result in any of the special states 10s (a chance-up hold) or may result in the normal state 10n (a normal hold), it may be set that the probability of the special state 10s is higher when the second effect image 52 is displayed than when the first effect image 51 is displayed. That is, the probability that the target hold symbol 10T becomes a chance-up hold after the specific hold change effect is suggested by the mode of the displayed effect image 50.
[0141] By doing so as in this example, the player will also pay attention to the mode (type) of the displayed effect image 50.
[0142] 〇Specific Example 5-3 As a preview mode 10y of the target hold symbol 10T, a plurality of types of modes are set, and the result of the specific hold change effect is suggested according to the type of the preview mode 10y. For example, the target hold symbol 10T is assumed to be either the first preview mode 10y1 (bread) or the second preview mode 10y2 (rice) different from it. When it becomes the second preview mode 10y2 (see Fig. 32(b-2)) rather than when it becomes the first preview mode 10y1 (see Fig. 32(b-1)), the mode after the change of the target hold symbol 10T (the type of the special mode 10s) is set to be more likely to be highly reliable. Specifically, for example, when it becomes the second preview mode 10y2 rather than when it becomes the first preview mode 10y1, the probability that the target hold symbol 10T changes to the third special mode 103s with the highest reliability is set to be high.
[0143] In addition, if the specific hold change effect may lead to a result that the target hold symbol 10T becomes any of the special modes 10s (a chance-up hold) or may lead to a result that it becomes the normal mode 10n (a normal hold), it may be set that the probability of becoming the special mode 10s is higher when it is the second preview mode 10y2 than when it is the first preview mode 10y1. That is, the probability that the target hold symbol 10T becomes a chance-up hold after the specific hold change effect is suggested according to the type of the preview mode 10y of the target hold symbol 10T.
[0144] By doing so as in this example, the player will pay attention to what the preview mode 10y of the target hold symbol 10T will be.
[0145] 〇Specific Example 5-4 As described in the above embodiment, it has been explained that when the target acceptance lottery information is acquired, the production image 50 is displayed and the target hold symbol 10T in the preview mode 10y is displayed. However, the pre-change hold symbol 12 other than the target hold symbol 10T may also be configured to have the same preview mode 10y as the target hold symbol 10T. For example, when the newly displayed target hold symbol 10T is displayed at the third pre-change hold display position 12p in the digestion order, the pre-change hold symbols 12 displayed at the second and first pre-change hold display positions 12p in the digestion order also become the preview mode 10y (see Fig. 33(b)). That is, including the target hold symbol 10T, all pre-change hold symbols 12 with an earlier digestion order than it become the preview mode 10y. And each time the pre-change hold symbol 12 that has become the preview mode 10y becomes the in-change hold symbol 11 (moves to the in-change hold display position 11p), an action using the production image 50 occurs (see Fig. 33(c)(d)). In terms of the above embodiment, an action occurs in which a character as the production image 50 eats "bread" in the preview mode 10y. In other words, an action (pseudo-preview action) in a mode similar to the specific hold change action occurs as a "foreshadowing" of the specific hold change action. While repeating this, finally, when the target hold symbol 10T is displayed at the in-change hold display position 11p, a specific hold change action occurs for the target hold symbol 10T (see Fig. 33(e)).
[0146] By doing so, before the specific hold change action actually occurs for the target hold symbol 10T, a pseudo-preview action in a mode similar to the specific hold change action occurs one or more times. Therefore, it is possible to grasp in advance what kind of action the specific hold change action is (such as the action of the character of the production image 50 eating "bread").
[0147] Note that the target hold symbol 10T and the pre-change hold symbol 12 with an earlier digestion order than it may be configured to be in the preview mode 10y, and the in-change hold symbol 11 at the time when the target hold symbol 10T is displayed may also be in the preview mode 10y.
[0148] 5) 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.
[0149] The matters described in the above embodiments can be applied to other gaming machines such as rotary gaming machines, etc., except for the point of using the configuration peculiar to pachinko gaming machines.
[0150] Regarding the effect suggesting the probability (big win reliability) that the win / loss lottery result in the above embodiment becomes a "big win", it can also be used as suggesting the probability of a so-called "small win".
[0151] The specific means (gaming machine) obtained from the above embodiments are listed below.
[0152] · Means 1-1 A gaming machine in which a short continuous gaming state that continues until the win / loss lottery result fails for X consecutive times and a long continuous gaming state that continues until the win / loss lottery result fails for Y consecutive times are set as gaming states more advantageous than the normal gaming state. In the short continuous gaming state, a remaining number image that decreases each time the win / loss lottery result fails from the start of the short continuous gaming state is displayed. In the long continuous gaming state, after reaching the switching point where the win / loss lottery result fails continuously for D times from the start of the long continuous gaming state, a remaining number image that decreases each time the win / loss lottery result fails is displayed. The gaming machine is characterized by this. However, it is assumed that Y>X and D≧Y-X. According to the above gaming machine, since it is not necessary to display the remaining number until the switching point is reached in the long continuous gaming state, it is possible to facilitate the control regarding the remaining number.
[0153] · Means 1-2 The gaming machine according to Means 1-1, characterized in that in the long continuous gaming state, a stop image that appears to stop the decrease in the remaining number is displayed until the switching point is reached. By doing so, it is possible to reduce the risk that the remaining number of times will not be displayed and the player will feel uncomfortable.
[0154] ·Means 1-3 A low-probability state where the win / loss lottery probability is a low probability and a high-probability state higher than the low-probability state are set, and the short-duration game state and the long-duration game state are both in the low-probability state. The gaming machine according to means 1-1 or means 1-2. In this way, if one of the two game states that are common in that they are in the low-probability state and have different numbers of continuations is set as the short-duration game state and the other is set as the long-duration game state, the control after the switching time point in the long-duration game state can be made the same as the control in the short-duration game state.
[0155] ·Means 1-4 At the start of the short-duration game state, a start image including a continuation count display indicating that the short-duration game state will continue until it fails X times in a row is displayed. When the switching arrival time point is reached in the long-duration game state, a pseudo-start image including the same continuation count display as the start image is displayed. The gaming machine according to any one of means 1-1 to means 1-3. However, assume that D = Y - X. In this way, after the switching time point is reached in the long-duration game state, it is possible to control in the same manner as the short-duration game state, including the start image (pseudo-start image).
[0156] ·Means 2-1 A variable performance execution means for executing a variable performance during the variation of the decorative symbol from the start of the variation until the decorative symbol stops in a manner according to the win / loss lottery result, and a mode selection means for making the performance mode of the variable performance selectable from among a plurality of selectable modes during normal variation when the variable performance is being executed and a predetermined prohibition condition is not satisfied. As the selectable mode selectable during the normal variation, in addition to the basic mode, a customized mode customized by the player may be included. The gaming machine characterized by this. According to the above-described gaming machine, since the customizable mode customized by the player may be included in the selectable modes, the range of the game is widened and the taste of the game is improved.
[0157] ·Means 2-2 The gaming machine according to Means 2-1, wherein it is possible to perform detailed settings regarding the game in a standby state in which the variable performance is not being executed, and the content set by the detailed settings can be selected during the normal variation as the customizable mode. By doing so, the detailed settings made during the standby state can be selected as the customizable mode.
[0158] ·Means 2-3 The gaming machine according to Means 2-2, wherein when the content of the detailed settings is changed in the standby state, the content of the customizable mode that can be selected during the normal variation automatically changes. By doing so, the content of the latest detailed settings can be selected as the customizable mode.
[0159] ·Means 2-4 The gaming machine according to any one of Means 2-1 to Means 2-3, wherein even if the change from the customizable mode to the basic mode is executed, the customizable mode remains as the selectable mode that can be selected during the normal variation. By doing so, after stopping the customizable mode, it is possible to easily set the customizable mode with the same content again, which contributes to the convenience of the player.
[0160] ·Means 2-5 The gaming machine according to any one of Means 2-1 to Means 2-4, wherein when the detailed settings are not performed in the standby state after a predetermined reset condition is satisfied, the customizable mode is not included in the selectable mode that can be selected during the normal variation. Since the fact that the customization function is not used (detailed settings are not made) means that the player has no such desire, it is preferable not to include the customization mode as a selectable mode.
[0161] ·Means 3-1 A display means having a display area, an operation means operable by a player, and an effect that constitutes a variation effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to a win / loss lottery result. An operation effect execution means that prompts the player to operate the operation means and executes a win / loss branch operation effect in which the win / loss lottery result is determined upon the operation of the operation means, and a selection effect execution means that prompts the player to select a preferred effect element from among a plurality of types of effect elements. A gaming machine characterized in that the mode of the win / loss branch operation effect varies according to the type of the effect element selected by the selection effect. According to the above gaming machine, since a win / loss branch operation effect in which a preferred effect element selected by the selection effect is reflected occurs, it is possible to improve the interest of the game.
[0162] ·Means 3-2 The selection effect is one that selects a preferred character from among a plurality of types of characters, and the gaming machine according to Means 3-1, characterized in that the character selected by the selection effect is displayed in the win / loss branch operation effect. By doing so, it becomes a win / loss branch operation effect in which the player's preferred character is displayed.
[0163] ·Means 3-3 The gaming machine according to Means 3-2, characterized in that the character selected by the selection effect performs an operation request action that prompts the player to operate the operation means in the win / loss branch operation effect. By doing so, it becomes a win / loss branch operation effect in which the operation is prompted by the player's preferred character.
[0164] ·Means 3-4 A plurality of modes are set as the operation request actions that certain characters may perform in the win / loss branch operation effect, and the probability that the win / loss lottery result determined through the win / loss branch operation effect according to the mode of the operation request action is a winning result is different. The gaming machine according to means 3-3 is characterized by this. By doing this, an effect worthy of attention should also be paid to the specific mode of the operation request action of the character.
[0165] ·Means 4-1 A gaming machine comprising: display means having a display area; and in-play effect execution means for executing an in-play effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a mode according to a win / loss lottery result. As an effect constituting the in-play effect, a tactile effect recognizable by a player's sense of touch, and a suggestive effect that occurs before the tactile effect occurs and suggests the occurrence of the tactile effect may occur. According to the above gaming machine, a situation where the player does not notice the occurrence of the tactile effect is less likely to occur.
[0166] ·Means 4-2 The gaming machine according to means 4-1, wherein the suggestive effect is an effect in which a suggestive image is displayed in the display area. ·Means 4-3 The gaming machine according to means 4-2, wherein the tactile effect is an effect in which air is ejected from a predetermined part, and the suggestive effect is an effect in which the suggestive image in which a character utters a line suggesting the ejection of air is displayed in the display area. Since the player will be paying attention to the image displayed in the display area (the effect executed in the display area), it is preferable to display a suggestive image in the display area.
[0167] ·Means 4-4 The gaming machine according to means 4-1, wherein the suggestive effect is an effect in which a suggestive sound is output from a speaker. ·Means 4-5 The tactile effect is an effect in which air is ejected from a predetermined part, and the suggestive effect is an effect in which the suggestive sound in which a character utters a line suggesting the ejection of air is output from the speaker, according to the gaming machine described in means 4-4. In this way, by making it a suggestive effect that appeals to the player's sense of hearing, it is possible to further reduce the possibility that the player will not notice the occurrence of the tactile effect.
[0168] ·Means 4-6 In the case where the suggestive effect occurs in a certain variable effect, the tactile effect always occurs in the certain variable effect, according to the gaming machine described in any one of means 4-1 to means 4-5. In this way, it may be set so that the occurrence of the suggestive effect surely leads to the occurrence of the tactile effect.
[0169] ·Means 4-7 Even if the suggestive effect occurs in a certain variable effect, the tactile effect does not always occur in the certain variable effect. When the suggestive effect occurs in the certain variable effect, the probability that the tactile effect occurs in the certain variable effect is higher than when the suggestive effect does not occur, according to the gaming machine described in any one of means 4-1 to means 4-5. In this way, it may be set so that the occurrence of the suggestive effect remains as a suggestion that the probability of the occurrence of the tactile effect has increased.
[0170] ·Means 4-8 When a second suggestive effect different from the first suggestive effect occurs, the probability that the tactile effect occurs is higher than when the first suggestive effect occurs, according to the gaming machine described in means 4-7. By doing so, a gaming property that the player will also pay attention to in the aspect of the suggestive effect is realized.
[0171] ·Means 5-1 Judgment lottery information used in a win / loss lottery, comprising display means for displaying, as a hold symbol, the existence of information for which notification of the corresponding win / loss lottery result has not been completed, and effect execution means for executing a specific hold change effect for changing the mode of the hold symbol. The hold symbol is displayed at a hold display position corresponding to the digestion order, which is the order in which notification of the corresponding win / loss lottery result is completed. When a target hold symbol, which is the hold symbol targeted by the specific hold change effect, is obtained, an effect image is displayed in association with a target hold display position, which is one of the hold display positions. When the target hold symbol is displayed at the target hold display position, the specific hold change effect is executed using the effect image. A gaming machine characterized by this. According to the gaming machine described above, since an effect image is displayed in association with the target hold display position when the target hold is obtained, the player can sense that the mode of the target hold symbol may change when the target hold symbol is displayed at the target hold display position. That is, an easy-to-understand gaming property is realized in which the timing at which the specific hold change effect occurs is suggested in advance.
[0172] ·Means 5-2 The hold symbol is classified into a hold symbol during variation, which indicates a symbol for which the variation of the decorative symbol indicating the corresponding win / loss lottery result has started but the notification of the win / loss lottery result has not been completed, and a hold symbol before variation, which indicates a symbol for which the variation of the decorative symbol indicating the corresponding win / loss lottery result has not started. The target hold symbol is displayed as the hold symbol before variation at the time of obtaining the target hold. The gaming machine according to means 5-1, characterized in that the specific hold display position is a position where the hold symbol during variation is displayed. By doing so, it is possible to sense that some change may occur when the target hold symbol becomes a hold symbol during variation.
[0173] ·Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that the result of the specific hold change effect is more likely to be advantageous to the player when the second effect image is displayed as the effect image than when the first effect image is displayed as the effect image. By doing so, the effect image can function not only as an indication of the target hold display position but also as an indication of the result of the specific hold change effect.
[0174] · Means 5-4 The gaming machine according to any one of means 5-1 to 5-3, characterized in that the target hold symbol is in a warning mode different from the normal mode and changes to a special mode different from the warning mode through the specific hold change effect. By doing so, it becomes easy to understand which hold symbol is the target hold symbol.
Explanation of Signs
[0175] 1 Gaming machine 10 Hold symbol 11 Symbol in the middle of variation (information on hold during variation) 12 Symbol before variation (information on hold before variation) 10T Target hold symbol 10p Hold display position 11p Display position of symbol in the middle of variation 12p Display position of symbol before variation 10pT Target hold display position 10n Normal mode 10s Special mode 101s First special mode 102s Second special mode 103s Third special mode 10y Warning mode 10y1 First warning mode 10y2 Second warning mode 20 Remaining number of times image 21 Image during time shortening 22 Stop image 23 Start image 231 Display of continuous number of times 23g Pseudo start image 30 icons 35 operation images 36 meter images 37 indication images 40 suggestion images 41 first suggestion images 42 second suggestion images 50 performance images 51 first performance images 52 second performance images 70 operation means 71 push buttons 72 cross keys 80 decorative symbols 904 start areas 904a first start areas 904b second start areas 906 large winning areas 908 launch devices 908a launch handles 908b nozzles 91 display devices 911 display areas 95 speakers
Claims
1. display means having a display area; operation means operable by a player; As an effect constituting a variable effect during the period from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to the winning or losing lottery result, an operation effect execution means that prompts the player to operate the operation means and executes a winning or losing branch operation effect in which the winning or losing lottery result is determined upon operation of the operation means; selection effect execution means for executing a selection effect in which the player can select a preferred effect element from among a plurality of types of effect elements; comprising: In a specific winning or losing branch operation effect which is the winning or losing branch operation effect occurring after any one of the plurality of types of effect elements is selected by the player in the selection effect, the selection element which is the effect element selected by the player in the selection effect can be displayed. A gaming machine characterized by this.
2. In a non-specific winning or losing branch operation effect which is the winning or losing branch operation effect occurring in a state where the selection effect has not occurred, none of the plurality of types of effect elements is displayed. The gaming machine according to Claim 1, characterized by this.
3. In the specific winning or losing branch operation effect, the probability that the winning or losing lottery result is a win is higher when the selection element selected by the player in the selection effect is displayed than when the selection element is not displayed. The gaming machine according to Claim 1 or Claim 2, characterized by this.
Citation Information
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