Gaming machine

The gaming machine addresses the lack of engaging effects in existing gaming machines by implementing a numerical change effect where the effect value changes over time to suggest the probability of a player receiving a privilege, providing a unique and engaging experience.

JP7692602B2Active Publication Date: 2025-06-16SANSEI R&D KK
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Patent Information

Application Number
JP2021125120
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-30
Publication Date
2025-06-16
Estimated Expiration
2041-07-30

AI Technical Summary

Technical Problem

Existing gaming machines lack an engaging effect that utilizes an effect value in a dynamic and time-dependent manner to suggest the probability of a player receiving a privilege.

Method used

A gaming machine that executes a numerical change effect where an effect value changes over time and stops at a final value, which indicates the probability of a player receiving a privilege, with the final value being consistent if the time taken for the effect value to change is the same.

Benefits of technology

The gaming machine provides an engaging and interesting effect by dynamically changing the effect value based on time, allowing players to experience a unique and unpredictable outcome that suggests the probability of a privilege being awarded.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting composite performance using performance numerical values.SOLUTION: In a game machine for executing a numerical value change performance in which a performance numerical value that increases with actual passage of time is displayed on a display device, the final value that is a value when the change in the performance numerical value stops in the numerical value change performance suggests the probability in which a privilege is to be given to a player. In the numerical value change performance, if the actual time required from the start of the change of the performance numerical value to the end of the change is the same, the final values are set to be the same.SELECTED DRAWING: Figure 12
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 below describes a gaming machine capable of executing an effect that numerically indicates reliability.

Prior Art Document

Patent Document

[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 executing an interesting effect using an effect value.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine that executes a numerical change effect in which an effect value that changes with the passage of actual time is displayed on a display device, and the final value, which is the value when the change of the effect value stops in the numerical change effect, suggests the probability that a privilege is given to the player, and the numerical change effect is set such that the final value is the same if the actual time required from the start of the change of the effect value to the stop of the change is the same.

Effects of the Invention

[0006] The gaming machine according to the present invention can execute an interesting effect using an effect value.

Brief Description of the Drawings

[0007]

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Embodiments 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) into a game area 902 is provided in a substantially arc shape.

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

[0011] In such a gaming machine 1, by operating the launching device 908, game balls are launched toward the gaming area 902. When the game balls flowing through the gaming 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 the payout device.

[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, etc., is 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) when a game ball wins 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 obtained 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. When it is a jackpot, a jackpot game in which the big winning area 906 is opened is executed (a "privilege" is given to the player). Since the jackpot game itself is well-known, the description is omitted.

[0014] In this embodiment, the notification of the winning or losing lottery result starts (so-called variation starts) in the order in which the numerical values are acquired. However, if there is winning or losing lottery information for which the notification of the winning or losing lottery result has not been completed yet, the newly acquired winning or losing lottery information is stored in the storage means provided on the control board that is not shown as hold information (strictly speaking, hold information before variation described later).

[0015] In this embodiment, as the hold symbol 10, the effect during variation for notifying the winning or losing lottery result (the effect from the start of the variation of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in the combination indicating the winning or losing lottery result, that is, the effect during one variation. Hereinafter, it may be simply referred to as "variation") has started, but the winning or losing lottery information for which the notification of the winning or losing lottery result has not been completed yet (hereinafter, may also be referred to as hold information during variation) corresponds to the hold symbol 11 during variation (a symbol indicating the existence of so-called "the hold during the variation") and the hold symbol 12 before variation corresponding to the winning or losing lottery information for which the effect during variation for notifying the winning or losing lottery result has not started yet (hereinafter, may also be referred to as hold information before variation) are displayed (see FIG. 2). In this embodiment, the hold symbol 11 during variation is displayed larger than the hold symbol 12 before variation, but their basic forms are the same. The basic forms of the hold symbol 11 during variation and the hold symbol 12 before variation may be completely different. Also, a configuration in which the hold symbol 11 during variation is not displayed may be adopted. Note that the order in which the notification of the winning or losing lottery result corresponding to the hold symbol 12 before variation is completed (so-called hold "digestion order") is earlier for those located on the right.

[0016] 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 Drawing 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 Drawing 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 10 corresponding to one of Special Drawing 1 and Special Drawing 2, one in-variation retained symbol 11 and up to four pre-variation retained symbols 12 may be displayed (see FIG. 2). The pre-variation retained symbol 12 is such that 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), the first pre-variation retained information (Special Drawing 1 Retained) is displayed as the pre-variation retained symbol 12, and 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), the second pre-variation retained information (Special Drawing 2 Retained) is displayed as the pre-variation retained symbol 12. 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).

[0017] In this embodiment, similar to a known gaming machine, the winning or losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. When winning a big win, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined combination (for example, three of the same decorative symbol 80). When losing, it becomes a combination other than that (other than the combination for a big win). The decorative symbol 80 may be a combination of numbers and characters, etc.

[0018] In addition, an image (so-called "small symbol", 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 image 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.

[0019] In this embodiment, as game states, a normal game state and a special game state are set (see FIG. 3). The special game state is a game state that is advantageous to the player as compared with the normal game state. The normal game state is a low-probability game state with a low probability of winning a big hit (for example, the big hit probability is about 1 / 320), and is a low-base state (low probability and no time reduction) in which it is difficult for a game ball to win in the start area 904. The special game state is a high-probability game state with a high probability of winning a big hit (for example, the big hit probability is about 1 / 80), and is a high-base state (high probability and time reduction available) in which it is easy for a game ball to win in the start area 904. In the normal game state, the player fires the game ball aiming at the first start area 904a. In this embodiment, so-called "left shooting" is performed. In the special game state, the game ball is fired aiming at the second start area 904b. In this embodiment, so-called "right shooting" is performed. Since the special game state is a state in which it is easy to win the opening lottery of the second start area 904b triggered by the game ball entering the normal start area 905, the game ball easily wins in the second start area 904b.

[0020] In this embodiment, after all jackpot games end, a special game state is entered. The special game state ends when the win / loss lottery results fail for a predetermined number of consecutive times (for example, 100 times). When the special game state ends, the normal game state is entered. If a jackpot is won before the results fail for a predetermined number of consecutive times after entering the special game state, the special game state is entered again (the count of the predetermined number of times is reset). That is, the gaming machine 1 according to this embodiment is a so-called ST machine in which winning a jackpot before the results fail for a predetermined number of consecutive times after entering the special game state is the condition for a continuous win. Note that, unless otherwise specified in the following description, this gaming property (specification) is merely an example. For example, it may be a so-called probability-variable loop machine. It may also be a V probability-variable machine. Further, it may be a gaming machine (a type of mixed machine of one kind and two kinds) equipped with a so-called small win, and a jackpot can be obtained when a game ball enters a predetermined area when the small win is won. Further, a game state different from the normal game state and the special game state may be set, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, short time available) in which a game ball easily wins in the start area 904.

[0021] 2) Next, various effects and the like that can be executed by the gaming machine 1 according to this embodiment will be described. Note that a configuration in which only some of the effects and the like described below can be executed may be adopted. Further, a configuration in which the effects and the like described below can occur only when a predetermined mode (which may be a mode that can be selected by the player himself / herself or a mode that is automatically set (without the player selecting)) is set may be adopted. Further, the various effects described below can occur as components of the variable effect, but may also occur while the variable effect is not being executed, such as during a jackpot game. For example, it may occur as something that suggests the probability that the game state after the jackpot game ends will shift to a special game state that is more advantageous to the player than the normal game state (regarding the shift to the special game state as a "privilege").

[0022] 2-1) Composite effect The gaming machine 1 according to this embodiment is capable of executing a composite effect (see FIG. 4) as an effect constituting an effect during variation. In this embodiment, from the start to the end of the composite effect, it is completed in one effect during variation. The composite effect includes a plurality of unit effects. The composite effect in this embodiment includes three unit effects. A unit effect is one in which any one of a plurality of types of candidate events occurs.

[0023] A candidate event is an event that suggests that the occurrence is a favorable situation for the player. Specifically, it is an event that suggests to the player that the probability of the win / loss lottery result (target win / loss lottery result) corresponding to the effect during variation becoming a big win (hereinafter, sometimes referred to as the (big win) reliability) has increased. The number of types of candidate events is equal to or more than the number of unit effects included in the composite effect. In this embodiment, in one unit effect, any one of three candidate events (first candidate event to third candidate event) occurs. The example shown in FIG. 4 is an example in which the first candidate event occurs in the first unit effect, the second candidate event occurs in the second unit effect, and the third candidate event occurs in the third unit effect.

[0024] The first candidate event is a hold change (hold change effect) in which the mode of the hold symbol 10 changes in a direction where the jackpot reliability increases. In the present embodiment, the mode of the hold symbol 10 corresponding to the target win / loss lottery result, that is, the mode of the fluctuating hold symbol 11 changes (see FIGS. 4(b) and (c)). As the mode of the hold symbol 10 (see FIG. 5(a)), a normal mode 10n and a plurality of special modes 10s are set. The normal mode 10n is the basic mode (normal state) of the hold symbol 10. That is, the hold symbol 10 is most likely to be in the normal mode 10n. The special mode 10s is a mode in which the jackpot reliability of the corresponding win / loss lottery result is higher than that of the normal mode 10n. That is, it is so-called "chance-up hold". In the present embodiment, four types, the first special mode 101s to the fourth special mode 104s, are set as the special mode 10s. Specifically, four types are set: the first special mode 101s that exhibits blue, the second special mode 102s that exhibits green, the third special mode 103s that exhibits red, and the fourth special mode 104s that exhibits rainbow (in the drawings, "color" is represented by characters). The jackpot reliability increases in this order (the fourth special mode 104s is the highest). Further, the fourth special mode 104s is a mode in which it is determined that the win / loss lottery result corresponding to the hold symbol 10 becomes a jackpot.

[0025] The second candidate event is one in which a so-called "chance combination" is constructed by the three decorative symbols 80 displayed in the display area 911 (chance combination effect) (see FIGS. 4(d) and 4(e)). The chance combination is one in which the combination formed by the three decorative symbols 80 satisfies a predetermined rule (excluding the combination that announces a big win (three identical decorative symbols 80)). The first chance combination is one in which all three decorative symbols 80 are even numbers. The second chance combination is one in which all three decorative symbols 80 are either "1" or "5". The third chance combination is one in which all three decorative symbols 80 are either "3" or "7". The big win reliability increases in the order of the first chance combination, the second chance combination, and the third chance combination (the third chance combination is the highest) (see FIG. 5(b)). In this embodiment, since the chance combination is constructed during the middle of the variable effect, the variation of the three decorative symbols 80 (the decorative symbol group 80g) has not completely stopped and is in a pseudo-stopped state (a state that appears to the player to have stopped, for example, a state where it is slightly swaying).

[0026] The third candidate event is one in which the suggestion image 20 is displayed in the display area 911 (suggestion image effect) (see FIGS. 4(f) and 4(g)). In this embodiment, any one of the three first suggestion image 21 to third suggestion image 23 is displayed. The first suggestion image 21 is an image including the character "good opportunity", the second suggestion image 22 is an image including the character "intense heat", and the third suggestion image 23 is an image including the character "confirmed". The big win reliability increases in the order of the first suggestion image 21, the second suggestion image 22, and the third suggestion image 23 (see FIG. 5(c)). When the third suggestion image 23 is displayed, it is confirmed that the target win / loss lottery result is a big win.

[0027] Note that these holdover change effects, chance point effects, and suggestive image effects can occur not only as unit effects (candidate events) that make up a composite effect, but also otherwise (when the composite effect is not being executed). That is, the holdover symbol 10 may become the special mode 10s even without the occurrence of a unit effect, the chance point may be constructed even without the occurrence of a unit effect, and the suggestive image 20 may be displayed even without the occurrence of a unit effect.

[0028] The composite effect occurs with three unit effects occurring in sequence. In each of the unit effects, one of the above first through third candidate events occurs (see Fig. 4). Based on the target pass / fail lottery result, it is determined which candidate event will occur in each unit effect. The occurrence pattern of candidate events in the composite effect is as shown in Fig. 6.

[0029] The occurrence patterns are roughly classified into three types. Pattern A in which different types of candidate events occur in all unit performances (three times), Pattern B in which the same type of candidate event occurs twice and a different type of candidate event from the two occurrences occurs once among the three unit performances, and Pattern C in which the same type of candidate event occurs in all unit performances. Since the number of types of candidate events is equal to or more than the number of unit performances included in the composite performance (in this embodiment, "the number of types of candidate events = the number of unit performances"), Pattern A in which different candidate events occur in all unit performances can occur. Pattern B is divided into Pattern B-1 in which the first candidate event occurs twice, Pattern B-2 in which the second candidate event occurs twice, and Pattern B-3 in which the third candidate event occurs twice. Pattern B-1 is divided into Pattern B-1-2 in which the first candidate event occurs twice and the second candidate event occurs once, and Pattern B-1-3 in which the first candidate event occurs twice and the third candidate event occurs once. Pattern B-2 is divided into Pattern B-2-1 in which the second candidate event occurs twice and the first candidate event occurs once, and Pattern B-2-3 in which the second candidate event occurs twice and the third candidate event occurs once. Pattern B-3 is divided into Pattern B-3-1 in which the third candidate event occurs twice and the first candidate event occurs once, and Pattern B-3-2 in which the third candidate event occurs twice and the second candidate event occurs once. Pattern C is divided into Pattern C-1 in which the first candidate event occurs three times, Pattern C-2 in which the second candidate event occurs three times, and Pattern C-3 in which the third candidate event occurs three times. After the pattern that occurs is determined based on the target pass / fail lottery result, the order in which the candidate events occur is randomly determined. That is, in this embodiment, the order in which the candidate events occur does not affect the reliability.

[0030] As can be seen from FIG. 6, the total jackpot reliability of each pattern increases in the order of pattern A, pattern B (all patterns included in pattern B), and pattern C (all patterns included in pattern C). That is, the reliability is higher when the same type of candidate event occurs in two of the three unit performances (pattern B) than when all different candidate events occur in three unit performances (pattern A). Also, the reliability is higher when the same type of candidate event occurs in all three unit performances (pattern C) than when the same type of candidate event occurs in two of the three unit performances (pattern B). In summary, the more times the same type of candidate event occurs in three unit performances, the higher the reliability.

[0031] In this embodiment, when the same type of candidate event occurs two or more times in one composite performance, there will always be a "step-up" in reliability.

[0032] When the first candidate event occurs two or more times in one composite performance, the jackpot reliability of the state of the hold symbol 10 (the fluctuating hold symbol 11) as shown as a result of the occurrence of the previous first candidate event is lower than that of the state of the hold symbol 10 as a result of the occurrence of the subsequent first candidate event. That is, when the first candidate event occurs two or more times, it is assumed that "hold changes" occur in two or more stages. In addition, when it is determined that the hold symbol 10 of the fourth special state 104s (jackpot determined) will finally be displayed in a certain composite performance, the hold symbol 10 reaches the fourth special state 104s in the last-occurring first candidate event (the last hold change).

[0033] When a second candidate event occurs two or more times in a single combined presentation, the chance number shown as a result of the later second candidate event occurring has a higher jackpot reliability than the chance number shown as a result of the earlier second candidate event occurring. In the present embodiment, the first second candidate event occurring in a certain combined presentation is assumed to display the first chance number. Therefore, when the second candidate event occurs twice in a single combined presentation (in the case of pattern B-2), the second chance number is finally displayed (at the second second candidate event). When the second candidate event occurs three times in a single combined presentation (in the case of pattern C-2), the third chance number is finally displayed (at the third second candidate event).

[0034] When a third candidate event occurs two or more times in a single combined presentation, the suggestive image 20 shown as a result of the later third candidate event occurring has a higher jackpot reliability than the suggestive image 20 shown as a result of the earlier third candidate event occurring. In the present embodiment, the first third candidate event occurring in a certain combined presentation is assumed to display the first suggestive image 21. Therefore, when the third candidate event occurs twice in a single combined presentation (in the case of pattern B-3), the second suggestive image 22 is finally displayed (at the second third candidate event). When the third candidate event occurs three times in a single combined presentation (in the case of pattern C-3), the third suggestive image 23 is finally displayed (at the third third candidate event). Since the third suggestive image 23 is an image of jackpot determination as described above, it can be said that pattern C-3 is a pattern of jackpot determination (reliability 100%) (a pattern that occurs only when the target win / loss lottery result is a jackpot) (see Fig. 6).

[0035] Thus, the combined presentation in the present embodiment is an interesting presentation form in which the player hopes that the same type of event occurs in each unit presentation.

[0036] Hereinafter, specific examples of improving, specifying, modifying, etc. the matters related to the above composite presentation 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.

[0037] 〇Specific Example 1-1 The specific aspects of the unit presentation are as follows. The unit presentation (any of the first to third times) includes a first half part and a subsequent second half part (see Fig. 7). In the first half part, one of a plurality of types of candidate events (in accordance with the above embodiment, the first candidate event to the third candidate event) is shown by the first half image 31. For example, if the first half part shows the first candidate event, an image (first first half image 311) including the characters "Pending Change" (see Fig. 7(a-1)) is displayed in the display area 911. If it shows the second candidate event, an image (second first half image 312) including the characters "Chance Point" (see Fig. 7(a-2)) is displayed in the display area 911. If it shows the third candidate event, an image (third first half image 313) including the characters "Reliability" (see Fig. 7(a-3)) is displayed in the display area 911. By adopting such an aspect of the first half part, the player will feel that the event indicated by the above image (characters) may occur in the future.

[0038] In the second half part, it is shown that the type of candidate event shown in the first half part actually occurs. Regardless of the type of candidate event shown in the first half part, an image (second half image 32) including the characters "Occurrence" is displayed in the display area 911 in the second half part (see Fig. 7(b)). After the end of the second half part, the candidate event (any of the events shown in the first half part (Pending Change presentation, Chance Point presentation, Suggestive Image presentation)) actually occurs. Here, in the second half part, there is no form that shows that the candidate event shown in the first half part does not occur. That is, it is a form of unit presentation in which it is clearly shown that the candidate event shown in the first half part actually occurs in the second half part.

[0039] A player who comes into contact with the first half expects that the event indicated by the first half image 31 will occur in the future. However, in the first half, there is no display that clearly indicates that the event will definitely occur, so the player cannot be certain that the event will occur. In this example, since there is no second half that negates the occurrence of the event shown in the first half, it is possible to adopt a form of presentation that does not betray the player's expectations.

[0040] 〇Specific Example 1-2 (An example that further specifies Specific Example 1-1) The first half is presented in a form that gives the impression that it is a "question" and the second half is a "reply" to it. It may also be presented in a form where a first character that poses the "question" and a second character that gives the "reply" appear. The first first-half image 311 is something like "Is it a pending change?" (see Fig. 8(a-1)), the second first-half image 312 is something like "Is it a chance roll?" (see Fig. 8(a-2)), and the third first-half image 313 is something like "Is it an expectancy display?" (see Fig. 8(a-3)) to indicate that it is a "question".

[0041] Since the second half indicates that the candidate event shown in the first half occurs, the second half image 32 is presented in a form that indicates an affirmative "reply". For example, by presenting it in a form like "Yes" or "YES" (see Fig. 8(b)), it is shown that the event shown in the first half actually occurs.

[0042] It is normal to consider that the "reply" to the "question" can be not only affirmative but also negative. Therefore, a player who comes into contact with the first half cannot be certain that the event shown in the first half will occur. In this example, by ensuring that the "reply" is always affirmative, it is presented in a form that gives the impression that the candidate event shown in the first half will definitely occur.

[0043] 〇Specific Example 1-3 (An example that further specifies Specific Examples 1-1 and 1-2) It is assumed that a candidate event is shown in the first half, and its occurrence is shown in the second half (it will not be a mode indicating that the candidate event shown in the first half does not occur), and this is suggested to the player at the time of the first half. For example, in the case of a production form where the first half is "question" and the second half is "answer" as in Specific Example 1-2, an image (pre-image 35) such as "answer all with 'yes'" is displayed in the display area 911 from the stage of the first half (see Fig. 9(a)). That is, it is suggested from the stage of the first half that the "answer" in the second half will always be affirmative. Note that the pre-image 35 is displayed from a stage where it is not known which candidate event is shown in the first half (a stage before the pre-image 31 is displayed (see Fig. 9(b))) (see Fig. 9(a)).

[0044] By doing so, the player can grasp that the event shown in the first half will occur in the future before reaching the second half, so it becomes a production form in which the player pays attention to what event (any of a plurality of candidate events) is shown in the first half. Even in the case of a configuration consisting of "question" and "answer" as in Specific Example 1-2, it becomes a novel production form in which the player pays attention to the "question" rather than the "answer" (ordinarily the "answer" is more important, but the "question" before that is more important).

[0045] Note that the content described in Specific Examples 1-1 to 1-3 is also applicable to productions in a mode different from composite productions (multiple unit productions as sub-productions). It may be configured such that a series of productions in which an event is shown in the first half, the occurrence of the event is shown in the second half, and then the event actually occurs occurs once (a mode in which a production corresponding to a unit production occurs only once).

[0046] 〇Specific Example 1-4 Although it has been described that the composite effect in the above embodiment includes three unit effects, the number thereof can be appropriately changed as long as it is two or more. In addition, if a pattern in which different types of candidate events occur in all unit effects is to be possible, the number of types of candidate events should be equal to or more than the number of unit effects included in the composite effect.

[0047] Also, the number of unit effects included in the composite effect may be variable each time the composite effect occurs (for example, it may be any of X times to Y times (2 ≤ X < Y)). In addition, if a pattern in which different types of candidate events occur in all unit effects is to be possible, the number of types of candidate events should be Y or more as described above.

[0048] 〇Specific Examples 1-5 Although it has been described that the composite effect in the above embodiment is an effect form in which the jackpot reliability increases as the number of occurrences of the same type of candidate event increases, it may also be an effect form in which whether the same candidate event occurs in all unit effects is the key point. For example, if the same candidate event occurs in all unit effects, the target win / loss lottery result is determined to be a jackpot, and otherwise the target win / loss lottery result is a miss (even if the same candidate event occurs twice out of the three unit effects, it is a miss).

[0049] 〇Specific Examples 1-6 The combined effect in the above-described embodiment has been described as being executed in a single in-play effect (the period from the start to the end of the combined effect is within a single variation). However, it may also be executed across a plurality of in-play effects. For example, in three consecutive in-play effects, assume that the first unit effect is executed in the first in-play effect, the second unit effect is executed in the second in-play effect, and the third unit effect is executed in the third in-play effect. That is, assume that the combined effect is executed across the number of variations corresponding to the number of unit effects included in the combined effect. Note that the target (target variation) of the reliability suggestion by the combined effect is the win / loss lottery result corresponding to the third in-play effect (the variation in which the last unit effect occurs). When setting the above-described hold change effect as one of the candidate events, the state of the hold symbol 10 that is the target of the reliability suggestion is changed.

[0050] By doing so, the combined effect will also function as a so-called preview effect. That is, since the unit effects other than the last unit effect occur in a variation prior to the target variation, the unit effects other than the last unit effect exhibit the "preview" function. Note that the last unit effect is the effect that constitutes the variation that is the target of the "preview".

[0051] 2-2) Numerical increase effect The gaming machine 1 according to this embodiment is capable of executing a numerical value increase effect as an effect constituting a variable effect. The numerical value increase effect in this embodiment is a type of reach effect (an effect that may occur when a reach is established) (including the post-effect described later). The numerical value increase effect (see FIG. 10) is an effect in which the effect numerical value N is displayed in the display area 911. The effect numerical value N includes numbers (natural numbers) that increase (rise) as the actual time elapses. In this embodiment, the increase of the effect numerical value N starts from "0" (the initial value = 0) (see FIGS. 10(a) and 10(b)), and the increase of the effect numerical value N stops when a predetermined stop condition is satisfied (see FIG. 10(c)). The value when the increase stops is taken as the final value. The final value suggests the jackpot reliability (the probability of being given a privilege) of the target win / loss lottery result (the win / loss lottery result corresponding to the variable effect including the numerical value increase effect). In this embodiment, the final value represents the probability of hitting the jackpot itself. For example, when the final value becomes "70", the probability of hitting the jackpot is 70%. The final value is determined in advance by a lottery based on the target win / loss lottery result. The lottery is configured such that the final value represents the probability itself (however, values less than the minimum unit of the effect numerical value N are rounded off (in this embodiment, since the effect numerical value N changes in increments of "1", the minimum unit is "1", and values after the decimal point are rounded off). For example, if the exact probability is "70.3%", it is considered to be "70%"). For example, in the case where the final value is "70", assuming that it occurs 100 times, it is set as a lottery mode in which it hits the jackpot 70 times and misses 30 times. The maximum value of the final value is "100". In such a case, the jackpot of the target win / loss lottery result is determined.

[0052] In this embodiment, all numerical values of 30 or more can occur as the final value. That is, the number of patterns that can occur as the final value is 71 types from "30" to "100". However, the patterns that can occur as the final value may be set at predetermined intervals, such as "30", "40", "50",... "100". Also, a part of the final value may not indicate the jackpot probability itself. For example, it may be set such that a jackpot is determined when the final value becomes "77". That is, although the final value basically indicates the jackpot probability itself, it may be configured such that special values are set as a so-called "premium" effect.

[0053] The numerical increase effect has a constant acceleration rate of the effect numerical value N from the start to the end of the increase of the effect numerical value N. In this embodiment, the effect numerical value N increases by "1" every 0.1 seconds. That is, the acceleration rate of the effect numerical value N is 10 / second. Therefore, if the time from the start point of the increase where the increase of the effect numerical value N starts to the end point of the increase where the increase stops is the same, the above final value will be the same. For example, when the final value becomes "70" (in the case of the example in FIG. 10), the time from the start point of the increase to the end point of the increase is 7 seconds, and no other patterns occur. As described above, since the maximum value of the final value is "100", the maximum time from the start point of the increase to the end point of the increase is 10 seconds. Therefore, the numerical increase effect is an effect form that the player wishes for the effect numerical value N to continue as long as possible without the increase being stopped.

[0054] After such a numerical increase effect, a post-effect (see FIG. 11) is executed. The post-effect is an effect that constitutes the same in-play effect as the numerical increase effect (one in-play effect includes the numerical increase effect and the post-effect), and is an effect that determines whether the target win / loss lottery result is a big win. After a branch point in the middle of the post-effect, if the target win / loss lottery result is a big win, it reaches a favorable ending (see FIG. 11(b-1)), and if it is a miss, it reaches an unfavorable ending (see FIG. 11(b-2)) (the favorable ending includes a so-called reversal pattern where it appears to reach an unfavorable ending once and then is overridden). That is, the probability indicated by the above final value is the probability that the post-effect reaches a favorable ending. In this embodiment, during the operation valid period, an operation (single-shot operation) of the operation means 70 (such as a push button; see FIG. 1) is prompted (see FIG. 11(a)), and based on this, it reaches a favorable ending (see FIG. 11(b-1)) or an unfavorable ending (see FIG. 11(b-2)). The operation valid period starts simultaneously with the start of the post-effect. If the operation means 70 is not operated during the operation valid period, it reaches a favorable ending or an unfavorable ending when the operation valid period ends. The player will operate the operation means 70 while looking at the "probability" (reaching a favorable ending) indicated by the final value and wishing to reach a favorable ending.

[0055] The time required from the increase start point at which the increase of the effect value N starts in the numerical increase effect until the post-effect starts is constant regardless of the final value (see FIG. 12). In this embodiment, since the post-effect start point is also the start point of the operation valid period, it means that the time from the increase start point to the start point of the operation valid period is constant. Since the post-effect reaches an ending at the latest by the end of the operation valid period, it can be said that the maximum time from the increase start point until the ending is determined is also constant.

[0056] As described above, since the acceleration rate of the production value N in the numerical value increase effect is constant, the time from the start of the increase to the end of the increase becomes longer as the final value becomes larger, and the maximum of this time is 10 seconds. As described above, in this embodiment, since the final value is either "30" or "100", the time from the start of the increase to the end of the increase varies (is indefinite) between 3 and 10 seconds (see Fig. 12).

[0057] On the other hand, in this embodiment, regardless of the final value, the time from the start of the increase to the start of the post-production effect is set to 11 seconds. The period from the end of the increase to the start of the post-production effect is set as a scale absorption period whose length changes according to the final value (see Fig. 12). For example, when the final value is "100", since it takes 10 seconds from the start of the increase to the end of the increase, the length of the scale absorption period is 1 second. Also, for example, when the final value is "50", since it takes 5 seconds from the start of the increase to the end of the increase, the length of the scale absorption period is 6 seconds. Thus, as the final value becomes larger, the time from the start of the increase to the end of the increase becomes longer, so the scale absorption period becomes shorter, so that regardless of what value the final value is, the length from the start of the increase to the start of the post-production effect is made constant.

[0058] Thus, in the numerical value increase effect in this embodiment, regardless of what the final value is, the acceleration rate of the production value N is constant, that is, it is set so that if the actual time required from the start to the stop of the increase of the production value N is the same, the final values will be the same. Therefore, the magnitude of the final value cannot be predicted from the acceleration rate. In general, for an effect where such a numerical value increases, it is set so that the acceleration rate becomes larger (is more likely to become larger) as the final value becomes larger. In such a case, the final value can be predicted to some extent from the acceleration rate (the result can be predicted from the mode of change of the numerical value). However, in this embodiment, since the acceleration rate is constant regardless of the final value, it becomes an interesting effect form in which the final value cannot be predicted at all while the production value N is increasing.

[0059] Also, in the present embodiment, regardless of the final value, the length from the start point of increase to the start point of post-production is made constant. In other words, no matter what value the final value is, the time to be secured for executing the numerical increase production among the time required for one fluctuation production (so-called fluctuation time) does not change (it does not change in 11 seconds in the present embodiment). Therefore, there is an advantage that the control (lottery) for determining the specific mode (so-called fluctuation pattern) of the production during fluctuation including the numerical increase production becomes easy.

[0060] Hereinafter, specific examples in which matters related to the above numerical increase production are improved, specified, 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.

[0061] 〇Specific Example 2-1 Regarding the numerical increase production in the above embodiment, it has been explained that the acceleration of increase of the production numerical value N from the start point of increase to the stop point of increase is constant, but the production numerical value N may change halfway. For example, a configuration in which the acceleration of increase increases as the value of the lower digit of the production numerical value N increases, that is, the acceleration of increase gradually increases from "0" to "9", the acceleration of increase decreases again at "10", and gradually increases from "10" to "19" ···, etc., a change in the acceleration of increase over time may occur (see Fig. 13). In other words, even if the acceleration of increase changes over time, the acceleration of increase at a certain point in time (instant) may be determined by the production numerical value N at that point in time (the acceleration of increase at the instant when the production numerical value N is "a certain value" is the same every time).

[0062] Even in such a case, if the actual time from the start of the increase of the production numerical value N to the stop of the increase is the same, the final value will be the same, so the final value cannot be predicted depending on the increase mode of the production numerical value N, resulting in a production form.

[0063] 〇Specific Example 2-2 In the numerical increase effect in the above embodiment, it has been explained that the final value shown represents the probability itself that the target win / loss lottery result is a big win. However, it may also be configured not to represent the probability itself. However, (when setting a value such as "77" that determines a big win, except for the case where such a value is obtained), it is assumed that the relationship that the higher the final value, the higher the probability that the target win / loss lottery result is a big win, compared to a smaller value, is maintained. For example, the big win probability when the final value is "70" is not 70%, and the big win probability when the final value is "60" is not 60%. However, the relationship should be such that the big win probability when the final value is "70" is higher than the big win probability when the final value is "60".

[0064] 〇Specific Example 2-3 In the numerical increase effect in the above embodiment, it has been explained that the effect numerical value N increases by "1" each time (the minimum unit is "1"). However, the increase unit can be changed as appropriate. It may be configured to increase by "10" each time, or it may be configured to increase by "0.1" each time.

[0065] 〇Specific Example 2-4 An effect form in which the effect numerical value N decreases may also be used. That is, an initial value of the effect numerical value N (for example, "100") is set, and the numerical value decreases over the actual passage of time from the initial value. If the actual time required from the start of the decrease (decrease from the initial value) of the effect numerical value N until the decrease stops is the same, it is configured such that the final value is the same. For example, the decrease rate of the effect numerical value N is constant from the start to the stop of the decrease of the effect numerical value N.

[0066] Similar to the above-described embodiment, if the setting is such that the higher the final value, the higher the probability that the target win / loss lottery result is a big win, it becomes a production form that the player wishes for the decrease of the production value N to stop quickly (opposite to the above-described embodiment where the player wishes for the "stop" timing to be delayed). Also, contrary to the above-described embodiment, if the setting is such that the smaller the final value, the higher the probability that the target win / loss lottery result is a big win, it becomes a production form that the player wishes for the decrease of the production value N to continue as long as possible (the same as the above-described embodiment where the player wishes for the "stop" timing to be delayed).

[0067] 〇Specific Example 2-5 It has been explained that the post-production executed after the numerical value increase production in the above-described embodiment is such that the outcome is determined upon the operation of the operation means 70 (the target win / loss lottery result is determined by reaching a favorable outcome or an unfavorable outcome), but it does not have to be configured such that the outcome is determined due to the player's actions in this way. That is, it may be configured such that the outcome is automatically determined (reaches the outcome determination point) after a certain period of time has elapsed since the start of the post-production. As described above, regardless of the final value, the length from the start point of the increase to the start point of the post-production is constant. Therefore, in the case of this example, the length from the start point of the increase to the point where the outcome transitions to the outcome in the post-production (the branch point where the outcome transitions to the outcome according to the target win / loss lottery result) is constant. That is, regardless of the final value, it becomes a production form where the length from the start point of the numerical value increase to the outcome determination point is constant. For example, similar to the above-described embodiment, if the time from the start point of the numerical value increase to the start point of the post-production is constant at 11 seconds, and the time from the start point of the post-production to the outcome determination point is constant at 5 seconds, then the length from the start point of the numerical value increase to the outcome determination point is constant at 16 seconds (see FIG. 14).

[0068] 〇Specific Example 2-6 In a numerical increase effect, while the effect numerical value N is increasing, an effect image 40, which is an image different from the effect numerical value N, is to be displayed in the display area 911 (see Fig. 15). The effect image 40 is displaced over time while the effect numerical value N is increasing (see Fig. 15(b)). When the effect image 40 is displayed at a predetermined position (stops at the predetermined position), the increase of the effect numerical value N stops and the final value is shown (see Fig. 15(c)). That is, since the effect numerical value N continues to increase until the effect image 40 stops at the predetermined position, it becomes an effect form in which the player hopes that the effect image 40 is not at the predetermined position.

[0069] Such an effect image 40 can be made to match the motif of the effect. For example, let the numerical increase effect be an effect showing a situation where an enemy character is displayed and aiming to attack the enemy character (see Fig. 15). In such a situation, something representing a "scope" is to be displayed as the effect image 40. The effect form is such that when the "scope" is located at a predetermined position (for example, a position surrounding the face of the enemy character) (see Fig. 15(c)), it appears to be in a state of "aiming correctly". That is, it becomes an effect form in which the effect numerical value N continues to increase until it is in a state of "aiming correctly".

[0070] If such a numerical increase effect is adopted, it is preferable that the post-effect is also in a corresponding manner. For example, let there be a post-effect that occurs to determine whether the enemy character that appeared in the numerical increase effect can be defeated (win) (see Fig. 16). That is, being able to defeat the enemy character (win) is set as a favorable ending (see Fig. 16(b-1)), and not being able to defeat it is set as an unfavorable ending (see Fig. 16(b-2)). By doing so, the numerical increase effect and the post-effect can be smoothly shown as a series of effects.

[0071] Note that the example where the increase in the effect value N stops when the effect image 40 is located at a predetermined position is just one example, and other examples are also conceivable. That is, not only the "position", but also the increase in the effect value N may stop when elements constituting the effect image 40, such as the shape and color of the effect image 40, satisfy predetermined conditions.

[0072] 〇Specific Example 2-7 (An example obtained by further specifying Specific Example 2-6) In a state where the effect position is not located at the predetermined position (that is, a state where the increase in the effect value N has not stopped), a mark M indicating the predetermined position (see FIG. 17(a). Illustrated by a dotted line in the drawing) may be displayed (the "target" of the effect image 40 is displayed). In a state where the effect image 40 and the mark M do not match, the effect value N continues to increase, and when the effect image 40 and the mark M match (the relative positional relationship between the effect image 40 and the mark M becomes a predetermined relationship), the increase in the effect value N stops. By doing so, the player can feel that the increase in the effect value N may stop when the effect image 40 and the mark M match, starting from when the effect value N is increasing.

[0073] 2-3) Specific Effect The gaming machine 1 according to this embodiment can execute a specific effect (see FIGS. 18 to 21) as an effect constituting a variable effect. In the specific effect, the basic effect occurs multiple times (see FIG. 18). In the specific effect, the number of occurrences of the basic effect (hereinafter referred to as N (times)) is suggested before the first basic effect is executed (before the result of the first basic effect is known). In this embodiment, by displaying the number image 50 in the display area 911, the number of occurrences is suggested in advance (see FIG. 19(a)). Therefore, the player can grasp that the Nth basic effect after the start of the specific effect is the last basic effect. Note that the number of occurrences N suggested here is the maximum number of occurrences of the basic effect in the specific effect (the number of basic effects that occur in the case of a failure ending or a normal success pattern described later). In the case of a special success pattern described later, the number of occurrences of the basic effect is less than the number of occurrences N indicated by the number image 50. Also, in this embodiment, the value of the number of occurrences N indicated by the number image 50 can change each time (each time the specific effect occurs). However, it may be set that the value of N is constant.

[0074] The result of the basic effect leads to a "specific result" (see FIGS. 19(b-1)(c-1)) or a "non-specific result" (see FIGS. 19(b-2)(c-2)). Reaching a specific result is considered an advantageous result for the player, and not reaching a specific result and reaching a non-specific result is considered a disadvantageous result for the player. While the specific effect is being executed, a remaining number image 51 indicating the number of remaining basic effects that can be executed is displayed (see FIGS. 19(b-1)(b-2)(c-1)(c-2)). Although not shown, in the state before the result of the first specific effect appears, the remaining number represented by the remaining number image 51 = N. That is, the value indicated by the above number image 50 becomes the initial value of the value indicated by the remaining number image 51. Thereafter, each time the result of the specific effect appears, the value indicated by the remaining number image 51 decreases. As will be described later, it can be said that the basic effect is an opportunity for a "chance" to obtain a specific result, and the change in the remaining number of times of this "chance" opportunity is indicated by the remaining number image 51.

[0075] If the win / loss lottery result corresponding to the variable performance including the specific performance is taken as the target win / loss determination result, the specific performance suggests the probability that the target win / loss lottery result will be a big win depending on the number of times the basic performance has a specific result. In the present embodiment, the specific performance is set such that when the number of times the basic performance becomes a specific result reaches the target number of times, it is a successful ending advantageous to the player, and when it does not reach the target number of times, it is a failed ending disadvantageous to the player (see FIG. 18). In the present embodiment, the target number of times T is set to 3 times. That is, for the specific performance, if the basic performance reaches the specific result 3 times, it is a successful ending, and otherwise it is a failed ending. In the present embodiment, the target number of times is constant. However, it may be possible for the target number of times to change each time. Also, in the specific performance in the present embodiment, before the first basic performance is executed (before the result of the first basic performance is known), a target image 52 indicating the target number of times is displayed (see FIG. 19(a)). Thereby, at the beginning of the specific performance, the player can grasp the target number of times.

[0076] Also, during the execution of the specific performance, the remaining number of specific results required to achieve the target (or the number of specific results that have already occurred) is displayed as an intermediate progress image 53. Thereby, the player can grasp even during the specific performance how many more times it is necessary to obtain a specific result to achieve the target (see FIGS. 19(b-1)(b-2)(c-1)(c-2)).

[0077] Thus, since it is set that the basic performance reaching the specific result 3 times is the "target", the number of times of the basic performance occurring in one specific performance is naturally 3 times (the target number of times) or more (because otherwise it will never reach a successful ending). In the present embodiment, the maximum number of times N of the basic performance occurring in one specific performance is "the target number of times T + 1 time" or more, that is, 4 times or more. Therefore, even if a basic performance leading to a non-specific result occurs once, there is a possibility of reaching a successful ending. From the perspective of the player, the specific performance is an performance form in which the opportunity of "chance" is given N times, and whether or not T of them can be achieved (become a specific result) becomes the branch of success or failure.

[0078] Specific aspects of the specific effect (basic effect) in this embodiment are as follows. In the specific effect, a friendly character, which is a character on the player's side, and an enemy character confronting it are displayed. In the basic effect, the friendly character attacks the enemy character. The result of the attack hitting is a specific result (see FIGS. 19(b-1) and (c-1)), and the result of the attack not hitting is a non-specific result (see FIGS. 19(b-2) and (c-2)). Note that a specific result (reversal pattern) may occur such that it appears as if the attack did not hit at first (appears to lead to a non-specific result) and then is overridden (the attack hits). When the number of times the attack hits reaches the target number of times (3 times), the enemy character goes down. Reaching the state where the enemy character goes down is a successful ending (see FIGS. 20(b-1) and 21(b-1)), and not reaching the state where it goes down is a failed ending (see FIG. 20(b-2)). Although not shown, it is preferable to make a display such that the enemy character weakens each time a specific result occurs. That is, it is preferable to make it possible to grasp, through the change of the enemy character, that approaching a successful ending by the occurrence of a specific result.

[0079] In this embodiment, it is set such that when the specific effect results in a successful ending, the probability ((big win) reliability) that the target win / loss lottery result is a big win is higher than when it results in a failed ending. In this embodiment, when the specific effect reaches a failed ending (see FIG. 20(b-2)), it is certain that the target win / loss lottery result will be a miss (reliability = 0%). On the other hand, when the specific effect reaches a successful ending (see FIGS. 20(b-1) and 21(b-1)), there is a possibility that the target win / loss lottery result will be a big win (reliability ≠ 0%). That is, a successful ending is an ending that is more advantageous to the player than a failed ending in that there remains a possibility that the target win / loss lottery result will be a big win. Note that even when a failed ending is reached, it may be set such that there is a possibility that the target win / loss lottery result will be a big win (reliability ≠ 0%). However, the relationship of "reliability when reaching a successful ending > reliability when reaching a failed ending" should hold.

[0080] Specific effects leading to a successful ending are broadly classified into a normal success pattern (normal successful ending) and a special success pattern (special successful ending) (see Fig. 18). The normal success pattern is a pattern in which, after a specific effect is started, the Nth basic effect results in a specific outcome, leading to a successful ending. That is, it is a pattern in which the last basic effect results in a specific outcome, leading to a successful ending. In terms of the present embodiment, if a specific outcome has occurred twice before the Nth basic effect, and the Nth basic effect results in a specific outcome (see Fig. 20(a-1)), it will lead to a successful ending (see Fig. 20(b-1)), and if it results in a non-specific outcome (see Fig. 20(a-2)), it will lead to a failed ending (see Fig. 20(b-1)). In this situation, the case where the Nth basic effect results in a specific outcome is the normal success pattern. That is, it is a pattern in which, after going through a situation where the Nth basic effect (the last basic effect) becomes a "branch" of success or failure, a successful ending is achieved. For example, if it is a specific effect shown by the number image 50 that the number of occurrences of the basic effect is 5 times, then among the 1st to 4th basic effects, 2 are specific outcomes and 2 are non-specific outcomes, and the 5th basic effect results in a specific outcome (see Fig. 20(a-1)) is the normal success pattern (see Fig. 20(b-1)).

[0081] The special success pattern is a pattern that reaches a successful ending before the Nth basic performance is executed after the start of a specific performance. That is, it is a pattern in which, after the start of a specific performance, three specific results occur and a successful ending is reached in a state where less than N-1 specific performances have been executed (a pattern in which a successful ending is reached without the basic performance being executed N times). From the perspective of the player, it can be said that it is a pattern in which a successful ending is reached while leaving the given "chance" opportunity, while grasping that the number of occurrences of the basic performance shown in the number image 50, that is, the number of opportunities of the given "chance", is N times. For example, if it is a specific performance in which the number image 50 shows that the number of occurrences of the basic performance is 5 times, a special success pattern in which any of the first to third basic performances results in a specific result (a pattern in which two "chance" opportunities are left), or a special success pattern in which two of the first to third basic performances result in specific results and then the fourth basic performance results in a specific result (a pattern in which one "chance" opportunity is left) may occur. FIG. 21 shows an example in which, in a specific performance in which the number image 50 shows that the number of occurrences of the basic performance is 5 times, the fourth unit performance results in a specific result (see FIG. 21(a-1)), leading to a special success pattern (see FIG. 21(b-1)).

[0082] In addition, when a successful ending occurs, the probability of it being a special success pattern is lower than the probability of it being a normal success pattern. That is, it can be said that the special success pattern is a "rare" successful ending.

[0083] Thus, since the special success pattern is a pattern that reaches a successful ending while leaving the given "chance" opportunity, players may feel that it is "a waste." To reduce such "wastefulness," in this embodiment, even when a specific effect reaches a successful ending, the probability of a big win in the target success / failure lottery result is set to be higher when it is a special success pattern than when it is a normal success pattern. That is, if the probability is higher when leaving the "chance" opportunity than when not leaving it, the possibility that players feel the "wastefulness" of leaving the "chance" opportunity will be reduced, and it becomes an interesting effect form where players hope to reach a successful ending as soon as possible (the number of basic effects executed until reaching a successful ending is as small as possible).

[0084] When a special success pattern occurs, a probability increase effect (see Fig. 21(c-1)) that suggests an increase in the probability of the target success / failure lottery result occurs. The probability increase effect is an effect that does not occur when it becomes a normal success pattern. Since the special success pattern reaches a successful ending by "skipping" the basic effects that would originally have been executed (whether it is a normal success pattern or a failed ending), instead of the "skipped" basic effects, a probability increase effect is generated. The specific form of the probability increase effect may be anything as long as players can recognize that the probability is increasing. In this embodiment, an attack is further launched on the defeated enemy character, and an image including the characters "Probability UP" (characters indicating an increase in probability) is displayed as the probability increase effect.

[0085] Since the reliability improvement effect occurs in place of the "extra" basic effects, it occurs a number of times corresponding to the number of such "extra" basic effects (the number of basic effects that did not need to be executed to reach a successful outcome). After it has been preliminarily suggested in the number-of-times image 50 that N basic effects can occur, when a special success pattern is reached where the M-th (where N > M) basic effect after the start of a specific effect results in a specific outcome and leads to a successful outcome, N - M reliability improvement effects occur (see the "※" in FIGS. 18 and 21(c-1)). The larger the value of N - M (the greater the number of occurrences of the reliability improvement effect), the higher the jackpot reliability of the target win / loss lottery result is set. If specific effects with the same value of N are compared (or if the setting is such that the value of N is constant), the fewer the number of basic effects executed from the start of the specific effect until a successful outcome is reached, the higher the jackpot reliability of the target win / loss lottery result.

[0086] Also, in the present embodiment, the larger the value of N, the higher the probability of reaching a successful outcome is set, and the larger the value of N, the higher the probability of it being a special success pattern rather than a normal success pattern when a successful outcome is reached. Furthermore, the larger the value of N, the more likely the number of "extra" basic effects is to be large when a special success pattern is reached. That is, the larger the value of N, the more likely the number of occurrences of the reliability improvement effect that occurs when a special success pattern is reached.

[0087] When a specific effect results in a successful outcome, after the specific effect, a post-success effect (see FIG. 22) in which the target win / loss lottery result is determined is executed. As the end of the post-success effect, a winning end (see FIG. 22(b-1)) in which an image indicating a favorable situation for the player is displayed and a losing end (see FIG. 22(b-2)) in which an image indicating an unfavorable situation for the player is displayed are set. That is, when the target win / loss lottery result is a jackpot, it reaches a winning end (the winning end includes a so-called reversal pattern in which it appears to reach a losing end once and then is covered), and when it is a loss, it reaches a losing end.

[0088] In this embodiment, the post-success performance executed after the specific performance becomes the normal success pattern and the mode of the post-success performance executed after the specific performance becomes the special success pattern (the performance mode before the outcome is revealed) are made different. For example, it is conceivable that the post-success performance after the special success pattern (see Fig. 22(a-2)) is such that an enemy character in a "weaker state" is displayed compared to the post-success performance after the normal success pattern (see Fig. 22(a-1)). By doing so, it is emphasized whether the specific performance has become the normal success pattern or the special success pattern, and it is also emphasized that the special success pattern has a higher chance (compared to the normal success pattern). Also, although not shown, for the post-success performance executed after the special success pattern, different modes of post-success performance may be executed according to the number of executed reliability-increasing performances (the value of N-M). For example, it may be such that the more the number of executed reliability-increasing performances, the more an enemy character in a "weaker state" is displayed.

[0089] However, it does not mean that it is not allowed to have a configuration where the mode of the post-success performance executed is the same (undistinguishable to the player) regardless of whether it is the normal success pattern or the special success pattern.

[0090] In summary, the probability that the post-success performance leads to a winning ending (that is, the reliability of the target hit-or-miss lottery result) is higher when it is the special success pattern than when it is the normal success pattern. Also, even when it is the special success pattern, the higher the number of "remaining" basic performances (that is, the higher the number of generated reliability-increasing performances). If specific performances with the same value of N are compared, the higher the probability is, the fewer the number of basic performances executed until a successful ending (until the specific result occurs three times).

[0091] Hereinafter, specific examples in which the matters related to the above specific performance are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0092] 〇Specific Example 3-1 It is assumed that the value of N is suggested by the number of established "reaches" (the number of reach lines). Since "reach" itself is well-known, the explanation is omitted. It is assumed that the specific effect is a type of reach effect that may occur when a reach is established. Specifically, when a single reach (one reach line) in which two decorative symbols 80 (for example, the left decorative symbol 80L and the right decorative symbol 80R) selected from two of the three decorative symbol groups 80g become the same decorative symbol 80 is established (see Fig. 23(a)), the specific effect may start. Then, before the first basic effect starts in the specific effect (before the result of the first basic effect is known), a reach line increase effect (see Fig. 23(b)(c)) occurs. That is, the types of symbols that are the left decorative symbol 80L and the right decorative symbol 80R increase, and accordingly, the number of established reaches, that is, the number of reach lines, increases.

[0093] Finally, the number of established reaches becomes the value of N in the specific effect (see Fig. 23(d)). That is, the number of established reaches becomes the maximum number of times the basic effect that can occur in the specific effect (the number of basic effects that occur when it results in a failure ending or a normal success pattern). As described above, the value of N indicates the number of times of the "chance", and the more the number of established reaches, the more the chance. Generally, the number of established reaches (the number of reach lines) is known to be more likely to result in a big win as it increases. By doing so as in this example, it is possible to create an easy-to-understand effect form in which the number of established reaches is linked to the "chance" (the number of times the maximum basic effect occurs) in the specific effect.

[0094] If it is configured as in this example, "the maximum number of established reaches = the maximum value of the N value = the number of types of decorative symbols". For example, if seven types from "1" to "7" are set as the decorative symbol 80, the maximum value of the N value is seven types. From the perspective of the player, the maximum number of "chance" opportunities that can result in a specific outcome will match the number of types of the decorative symbol 80, presenting an easy-to-understand form of performance. When reaches are established for all types of the decorative symbol 80, it may be set that the target hit or miss lottery result is determined as a big win.

[0095] 〇Specific Example 3-2 (An example that further specifies Specific Example 3-1) As described above, assume that a specific performance is executed after multiple reaches are established. Each basic performance is associated with any one of the multiple types of decorative symbols 80 that constitute the reach. For example, when a reach by the decorative symbols 80 from "2" to "5" is established (when the number of established reaches = 4) (see Fig. 24(a)), the first basic performance occurs corresponding to the reach of "2" (see Fig. 24(b)), the second basic performance occurs corresponding to the reach of "3" (see Fig. 24(c)), and so on. The basic performance is executed corresponding to each type of decorative symbol 80 that constitutes the reach. In addition, in order to show the corresponding relationship, while a certain basic performance is being executed, the type of decorative symbol 80 (the symbol that constitutes the reach) corresponding to the certain basic performance is displayed larger (standing out the most) than the other types of decorative symbols 80.

[0096] With such a configuration, assume that the result of the basic performance is suggested by the type of the decorative symbol 80. For example, it can be considered to set that the basic performance corresponding to the reach of the "odd" decorative symbol 80 is more likely to result in a specific outcome (an outcome favorable to the player) than the basic performance corresponding to the reach of the "even" decorative symbol 80. Also, it may be configured such that a decorative symbol 80 with a specific outcome determination is set, for example, the basic performance corresponding to the reach of the decorative symbol 80 of "7" is certain to result in a specific outcome (see Fig. 24(d)).

[0097] By doing so, it becomes an effect form in which not only the number of established reaches but also the types of the decorative patterns 80 that make up each reach will attract the player's attention.

[0098] 〇Specific Example 3-3 During a specific effect (referring to the period before the specific effect reaches its conclusion after at least one result of the basic effect is shown), it is assumed that an effect in which the value of N increases (hereinafter referred to as the increase effect) occurs. That is, it is assumed that the value of N shown at the beginning of the specific effect (the value shown in the number-of-times image 50) may increase during the process. As described above, since the value of N indicates the number of times of the "chance" opportunity, it can be said that the occurrence of the increase effect is a pleasing event for the player.

[0099] It is preferable that the increase effect specifically shows the increased value of N. For example, during the execution of the specific effect, when the remaining-number image 51 showing the remaining number of basic effects that may occur is displayed, an effect showing that the value of the remaining-number image 51 increases is assumed to occur as the increase effect. Specifically, if the value of N increases by 1, it is an effect in which the value added to the remaining-number image 51 is clearly shown, such as "+1", and if it increases by 2, it is "+2". By doing so, the player can grasp that the opportunity of the "chance" has increased.

[0100] 〇Specific Example 3-4 In the above-described embodiment, it was explained that when a special success pattern is formed, an effect of increasing the reliability for N - M times occurs, that is, an effect of increasing the reliability for the number of times of the "extra" basic effects occurs. However, regardless of the value of "N - M", it may be assumed that an effect of increasing the reliability occurs once.

[0101] In this case, it may be set that the magnitude of the value of "N-M" does not affect the reliability. That is, regardless of the value of "N-M", when a special success pattern occurs, it is assumed that a reliability increase effect of the same mode occurs. Different from this, it may be set that the magnitude of the value of "N-M" affects the reliability. For example, when "N-M = 1", a first reliability increase effect occurs, when "N-M = 2", a second reliability increase effect occurs, when "N-M = 3", a third reliability increase effect occurs... (the modes of each reliability increase effect are different from each other). In this way, a reliability increase effect of a mode corresponding to the value of "N-M" may occur, and the degree of reliability increase may be suggested to the player to be different.

[0102] 〇Specific Example 3-5 (Special Specific Result) As one aspect of the specific result of the basic effect, a configuration is set in which a normal specific result (the same as the specific result described in the above embodiment) and a special specific result (see FIG. 25) are set. The special specific result is assumed to be the same as when the normal specific result has occurred C times (C is 2 or more). For example, if C = 2, the special specific result is assumed to be the same treatment as two normal specific results. In the case where the target number of times = 3 times as in the above embodiment, if only the normal specific result occurs, the occurrence of the normal specific result 3 times becomes a condition for reaching a successful end. If the special specific result occurs, a successful end is reached by the occurrence of one normal specific result and one special specific result.

[0103] When the special specific result is reached, it is preferable to make a display such that the player can grasp that the special specific result is equivalent to C normal specific results. For example, it is assumed that the normal specific result is displayed as "HIT" indicating that an attack on the enemy has hit (see FIGS. 19(b-1)(b-2)), and the special specific result is displayed as "HIT×2" indicating that the "HIT" has occurred twice (see FIG. 25(b)). It may be set that a special specific result with C = T (target number of times) is set. That is, it may be possible that a case where the target is reached at once in one basic effect occurs.

[0104] By causing a special specific result to occur as in this example, there is a possibility that the target can be approached or reached all at once with a single basic performance, resulting in a situation that is unexpected and captivating until the end. Also, when a successful ending is reached through the occurrence of a special specific result, there is a tendency for the number of "extra" basic performances to increase, leading to a form of performance where the reliability is likely to increase (a reliability-increasing performance is likely to occur).

[0105] 〇Specific Example 3-6 (Special Non-Specific Result) The basic performance leads to a specific result that is advantageous to the player or a non-specific result when the specific result is not reached. As the non-specific result, a normal non-specific result (see Fig. 26(a)) and a special non-specific result (see Fig. 26(b)) are set. When a certain basic performance becomes a non-specific result, the probability that it becomes a normal non-specific result is higher than the probability that it becomes a special non-specific result. That is, the normal non-specific result is the "normal" (basic) non-specific result, and the special non-specific result is a "rare" non-specific result.

[0106] When a certain basic performance (hereinafter sometimes referred to as the previous basic performance) becomes a non-specific result, the probability that at least one of the one or more basic performances that occur thereafter, which is the target basic performance, becomes a specific result is set to be higher when it is a special non-specific result than when it is a normal non-specific result. That is, the special non-specific result suggests that the probability that the basic performance that occurs thereafter becomes a specific result has increased. Since it is advantageous for the player that the basic performance becomes a specific result, even when the previous basic performance reaches a non-specific result, it is more advantageous for the player when it is a special non-specific result than when it is a normal non-specific result.

[0107] The presentation modes of specific results, normal non-specific results, and special non-specific results may be anything as long as the player can grasp the differences between the modes. If, as in the above-described embodiment, an ally character attacks an enemy character as a basic presentation, then a clean hit of the attack may be defined as a specific result, a complete miss of the attack may be defined as a normal non-specific result (see Fig. 26(a)), and a slight hit of the attack (a mode indicating that the damage inflicted on the enemy character is less than that of the specific result) may be defined as a special non-specific result (see Fig. 26(b)).

[0108] Note that since the special non-specific result suggests that the target basic presentation that occurs thereafter becomes a specific result, it is preferable that the last basic presentation constituting a certain specific presentation does not become a special non-specific result. That is, if the last basic presentation becomes a non-specific result, it is preferably set to be a normal non-specific result.

[0109] By doing so as in this example, even when a certain basic presentation (the previous basic presentation) does not result in an advantageous outcome (when it is a non-specific result), an interesting presentation form is obtained in which the target basic presentation that occurs thereafter results in an advantageous outcome (a special non-specific result).

[0110] In particular, assuming that the specific performance aims for a specific result to occur T times (3 times in the above embodiment), if a failure outcome occurs, the basic performance occurs N times (more than T times) in one specific performance. That is, since the goal is to obtain the specific result T times within N "chances", the player gets the impression that at least one basic performance "remains unused". In other words, from the stage before the outcome of the specific performance is known, the player feels that one of the basic performances will result in a disappointing outcome (a non-specific result), and there is a risk of disappointment when a non-specific result actually occurs (certainly, even when a successful outcome occurs, if it is a normal successful pattern (not a "rare" special successful pattern that rarely occurs), it is a fact that a non-specific result will occur at least once). By doing so as in this example, meaning can be given to the disappointing result (non-specific result) that the player thinks will occur anyway (even when it is a non-specific result, it becomes an entertainment form in which the player hopes that it will be a special non-specific result), so that the decrease in the entertainment value due to the occurrence of the non-specific result is suppressed.

[0111] It is also possible to modify, embody, etc. the configuration in which such a special non-specific result is set as follows. As much as possible, a configuration in which the examples described below are combined and applied may also be used.

[0112] (A) When a certain basic performance (the previous basic performance) becomes a special non-specific result, set that any of the basic performances that occur thereafter (the target basic performance) becomes a specific result. That is, set the probability that the target basic performance becomes a specific result to 100% (see Fig. 27(a)). With such a configuration, when a special non-specific result occurs, any of the subsequent basic performances will definitely become a specific result.

[0113] (b) Set the target basic performance to be the next basic performance after a certain basic performance (the previous basic performance) (see Fig. 27(b)). That is, when a certain basic performance (the previous basic performance) results in a special non-specific result, the probability that the next basic performance (the target basic performance) will result in a specific result is set to be higher than when it results in a normal non-specific result. By doing so, the basic performance to be suggested by the special non-specific result will occur immediately (next), so there is an advantage that the suggestion by the special non-specific result is easy to understand. After the target basic performance ends, it proceeds as normal (the effect of having resulted in a special non-specific result disappears). In this case, if the setting is as in (a) above, when a certain basic performance (the previous basic performance) results in a special non-specific result, the configuration is such that it is determined that the next basic performance will result in a specific result.

[0114] (c) When a certain basic performance (the previous basic performance) results in a special non-specific result, set the probability that all of the basic performances that occur thereafter (the basic performances from the next time on) will result in a specific result to be higher than when it results in a normal non-specific result. That is, set all of the basic performances that occur after a certain basic performance (the previous basic performance) to be the target basic performance (see Fig. 27(c)). By doing so, the effect of having resulted in a special non-specific result will continue until the specific performance ends (until the outcome of the specific performance becomes clear).

[0115] (d) When a special non-specific result occurs (see Fig. 28(a)), an image (effect image 58) that suggests that the probability of a specific result is increased is displayed (see Fig. 28(b)) until at least the result of the target basic performance becomes clear (until the result of the last target basic performance becomes clear when there are two or more target basic performances). By doing so, the player can grasp that the special non-specific result is a so-called chance-up where the probability of a specific result is increased, and the player can easily determine whether the situation is one in which there is an expectation of a specific result (whether the situation has ended). Although not shown, by setting the enemy character to be attacked in a special mode different from the normal mode (for example, a mode indicating the presence of an enemy character in a situation where an attack is likely to hit), it may be configured to indicate a state where the probability of a specific result is increased (the enemy character in the "special mode" corresponds to the "effect image" described above). By doing so, it is possible to clearly show that the probability of a specific result is high.

[0116] (E) A configuration like that in this example can also be applied to a specific effect different from the above-described embodiment. It can be applied to a case where a plurality of basic effects are executed and the jackpot reliability of the target hit-or-miss lottery result is suggested based on the number of times the basic effect has resulted in a specific result. For example, it may be a specific effect where the higher the number of times the basic effect has resulted in a specific result, the higher the jackpot reliability of the target hit-or-miss lottery result (the concept of "target number of times" described in the above embodiment is not set).

[0117] 3) 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.

[0118] The matters described in the above embodiment can be applied to other gaming machines such as a rotating gaming machine except for using a configuration peculiar to a pachinko gaming machine.

[0119] The matters regarding the "jackpot" described in the above embodiment can also be applied by replacing them with so-called "small wins".

[0120] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0121] · Means 1-1 A gaming machine that executes a composite performance including a plurality of unit performances in which any one of a plurality of types of candidate events occurs, and when the same type of candidate event occurs in all the unit performances included in the composite performance, the probability that a privilege is given to the player is higher than when different types of candidate events occur between a certain unit performance and another unit performance different from it. The gaming machine is characterized by a high reliability. The gaming machine can execute an interesting composite performance in which the player hopes that the same type of candidate event occurs in all unit performances.

[0122] ·Means 1-2 The gaming machine according to Means 1-1, wherein the reliability is higher when the same type of candidate event occurs in two or more unit performances included in the composite performance than when different types of candidate events occur in all unit performances. By doing so, the composite performance becomes an interesting performance form in which the player hopes that the same type of candidate event occurs.

[0123] ·Means 1-3 Judgment lottery information used in a judgment lottery for determining whether or not a privilege is given to a player, and a display means for displaying the existence of information whose corresponding judgment lottery result notification has not been completed as a holding symbol, and as an aspect of the holding symbol, a plurality of aspects suggesting different reliabilities are set, and one type of the candidate event is that the aspect of the holding symbol changes in a direction in which the reliability increases. The gaming machine according to Means 1-1 or Means 1-2. Since the aspect change of the holding symbol can clearly indicate that the reliability is increasing, it is preferable that the aspect change of the holding symbol occurs as one of the candidate events.

[0124] ·Means 1-4 The unit performance includes a first half indicating one of a plurality of types of the candidate events, and a second half indicating that the candidate event of the type indicated in the first half occurs. The second half is characterized in that it does not become a mode indicating that the candidate event of the type indicated in the first half does not occur. The gaming machine according to any one of Means 1-1 to 1-3. In this way, by preventing the second half from negating the occurrence of the candidate event indicated in the first half, it becomes a performance form that does not betray the player's expectations.

[0125] ·Means 2-1 A gaming machine that executes a numerical value increase performance in which a performance numerical value that increases with the passage of actual time is displayed on a display device. The final value, which is the value when the increase of the performance numerical value stops in the numerical value increase performance, suggests the probability that a privilege is given to the player. The numerical value increase performance is set such that if the actual time required from the start of the increase of the performance numerical value to the stop of the increase is the same, the final value is the same. The gaming machine characterized by this. The above gaming machine can execute an interesting numerical value increase performance in which the final value is difficult to predict.

[0126] ·Means 2-2 The numerical value increase performance is characterized in that the increase rate of the performance numerical value is constant. The gaming machine according to Means 2-1. By doing so, it becomes a performance form in which the final value cannot be predicted from the increase mode of the performance numerical value.

[0127] ·Means 2-3 After the numerical value increase performance, a post-performance that determines whether or not a privilege is given to the player is executed. The actual time required from the start of the increase of the performance numerical value to the start of the post-performance is constant regardless of the final value. The gaming machine according to Means 2-1 or Means 2-2. By doing so, the control of the performance including the numerical value increase performance becomes easy.

[0128] ·Means 2-4 In the numerical value increase effect, while the effect numerical value is increasing, an effect image that changes over time is displayed on the display device separately from the effect numerical value, and when the effect image reaches a mode that satisfies a predetermined condition, the increase of the effect numerical value stops. The gaming machine according to any one of Means 2-1 to 2-3, characterized in that. By doing so, the player desires an effect form in which the effect image does not reach a mode that satisfies the predetermined condition (the time until it reaches the mode that satisfies the predetermined condition becomes longer).

[0129] ·Means 2-5 The gaming machine according to Means 2-4, characterized in that in the numerical value increase effect, when the effect image is displayed at a predetermined position, the increase of the effect numerical value stops. By doing so, the player desires an effect form in which the effect image is not located at the predetermined position (the time until it is located at the predetermined position becomes longer).

[0130] ·Means 2-6 The gaming machine according to Means 2-5, characterized in that in the numerical value increase effect, a mark indicating the predetermined position is displayed from a stage before the increase of the effect numerical value stops. By doing so, the player can feel that the increase of the effect numerical value will stop when the effect image is located at the predetermined position.

[0131] ·Means 3-1 A gaming machine capable of executing a specific effect in which it is suggested in advance that N basic effects can occur, and the number of times the basic effect results in a specific result reaches the target number of times as a successful ending. When the specific effect reaches a successful ending, when it becomes a special successful pattern that reaches the successful ending earlier than when it becomes a normal successful pattern that reaches the successful ending when the Nth basic effect becomes the specific result after the start of the specific effect, the probability of giving a privilege to the player is high. The gaming machine is characterized by high reliability. By doing so, if it results in a successful ending, it becomes an interesting form of performance where the fewer the number of basic performances executed, the more advantageous it is (it is possible to prevent the impression that some basic performances are "wasted" in the case of a special success pattern).

[0132] ·Means 3-2 The gaming machine according to means 3-1, wherein when the special success pattern is achieved, a reliability increase performance that suggests the increase in reliability and is a performance that does not occur when the normal success pattern is achieved occurs. By doing so, it is possible to clearly show that the occurrence of the special success pattern is advantageous to the player.

[0133] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, wherein when the special success pattern is achieved, the higher the reliability, the fewer the number of basic performances executed until the successful ending is reached. By doing so, it becomes a form of performance that the player desires, where all basic performances result in a specific result from the start of the specific performance (such a pattern is considered to have the highest reliability).

[0134] ·Means 3-4 The gaming machine according to means 3-3, which quotes means 3-2, wherein when the special success pattern is achieved and the successful ending is reached by the Mth basic performance resulting in the specific result after the start of the specific performance, N-M reliability increase performances occur. By doing so, it becomes a form of performance where reliability increase performances occur instead of the remaining "basic performances" (which were not necessary to execute to reach the successful ending).

[0135] ·Means 3-5 The gaming machine according to any one of means 3-1 to 3-4, wherein N reaches are formed by decorative symbols indicating the result of the win / loss lottery before the first basic performance occurs in the specific performance. By doing so, it becomes an easy-to-understand performance form in which the number of occurrences of the basic performance with the maximum number of reach occurrences is used.

[0136] ·Means 4-1 A gaming machine capable of executing a plurality of basic performances and executing a specific performance that suggests the probability of awarding a privilege to a player based on the number of times the basic performance has resulted in a specific result. As a non-specific result that is the result of the basic performance that is not the specific result, a normal non-specific result and a special non-specific result in which the probability that a target basic performance, which is any of the basic performances that occur after the normal non-specific result occurs, becomes the specific result is higher are set. The gaming machine is characterized by this. According to the above gaming machine, even when the unit performance does not reach the specific result but reaches the non-specific result, the player can execute an interesting specific performance that focuses on the content (whether it is a special non-specific result).

[0137] ·Means 4-2 The gaming machine according to Means 4-1, characterized in that when a certain basic performance in the specific performance becomes the special non-specific result, the target basic performance becomes the specific result. By doing so, when it becomes a special non-specific result, it becomes a performance form in which at least one specific result occurs thereafter.

[0138] ·Means 4-3 The gaming machine according to Means 4-1 or Means 4-2, characterized in that the basic performance next to the basic performance that has become the special non-specific result is the target basic performance. By doing so, it is configured such that the basic performance that is the target of the suggestion by the special non-specific result occurs immediately (next), so there is an advantage that the suggestion by the special non-specific result is easy to understand.

[0139] ·Means 4-4 The specific performance is such that the maximum number of occurrences of the basic performance resulting in the specific result is T times. The specific performance is characterized in that when the specific result does not occur T times, the basic performance occurs more than T times, for the gaming machine according to any one of means 4-1 to means 4-3. With the above configuration, it becomes a performance form in which the chance (basic performance) for obtaining the specific result T times is more than T times. Therefore, the player predicts that the non-specific result will occur at least once (even if the non-specific result occurs, there is a possibility of obtaining the specific result T times). If the player predicts in this way, it can be said that the occurrence of the non-specific result is not usually something that the player pays much attention to. However, as the non-specific result, a special non-specific result that can be expected for the basic performance from the next time onwards may occur, and even when it becomes a non-specific result, the player's interest should not fade.

Explanation of symbols

[0140] 1 Gaming machine 10 Reserved symbol 11 Reserved symbol during variation 12 Reserved symbol before variation 10n Normal mode 10s Special mode (101s First special mode, 102s Second special mode, 103s Third special mode, 104s Fourth special mode) 20 Suggestion image (21 First suggestion image, 22 Second suggestion image, 23 Third suggestion image) 31 Front half image (311 First front half image, 312 Second front half image, 313 Third front half image) 32 Rear half image 35 Pre-image N Performance value 40 Performance image M Mark 50 Count image 51 Remaining count image 52 Target image 53 Intermediate progress image 58 Effect image 70 Operating means 80 Decorative symbol 91 Display device 911 indicating area

Claims

1. A gaming machine capable of executing a specific performance in which N basic performances occur, The basic performance is a performance that leads to a specific result advantageous to the player or a non-specific result that is a result when the specific result is not achieved, As the non-specific result, a first non-specific result and a second non-specific result having a different mode from the first non-specific result are provided, In the specific performance, when a certain basic performance (hereinafter referred to as the previous basic performance) becomes the first non-specific result, the probability that a target basic performance, which is at least one of the basic performances occurring after the previous basic performance, becomes the specific result is set to be higher when the second non-specific result is obtained. A gaming machine characterized by this.

2. The gaming machine according to claim 1, characterized in that when the previous basic performance becomes the non-specific result, the probability that it becomes the first non-specific result is higher than the probability that it becomes the second non-specific result.

3. The gaming machine according to claim 1 or claim 2, characterized in that the last basic performance constituting the specific performance does not become the second non-specific result.

4. The gaming machine according to any one of claims 1 to 3, characterized in that the basic performance next to the previous basic performance is the target basic performance.

Citation Information

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