Pachinko machine

The gaming machine addresses the challenge of executing an easy-to-understand pending change effect by using display and effect execution means to indicate unnotified winning/losing lottery information and enhance player experience.

JP7693197B2Active Publication Date: 2025-06-17SANSEI R&D KK
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2021087867
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-25
Publication Date
2025-06-17
Estimated Expiration
2041-05-25

AI Technical Summary

Technical Problem

Existing gaming machines struggle to execute an easy-to-understand pending change effect for winning/losing lottery information, where the notification of the corresponding winning/losing lottery result has not been completed.

Method used

A gaming machine is designed with display means to show a pending symbol indicating the existence of unnotified winning/losing lottery information, and effect execution means to execute a specific pending change effect that changes the form of the pending symbol to indicate an increased probability of winning, displayed at a pending display position corresponding to the digestion order of the notification.

Benefits of technology

The solution enables an easy-to-understand hold change effect, enhancing player experience by clearly indicating the status and potential outcomes of unnotified lottery results.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007693197000001
    Figure 0007693197000001
  • Figure 0007693197000002
    Figure 0007693197000002
  • Figure 0007693197000003
    Figure 0007693197000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an easy-to-understand reservation change performance.SOLUTION: Winning / losing lottery information is used in a winning / losing lottery. A game machine includes display means for displaying the presence for which notification of the corresponding winning / losing lottery result has not been completed as a reservation symbol and performance execution means for executing a specific reservation change performance for changing the mode of the reservation symbol to the mode indicating that the probability in which the corresponding winning / losing lottery result is a winning is increased. The reservation symbol is displayed in a reservation display location according to a consumption order which is the order in which the notification of the corresponding winning / losing lottery result is completed. At the time of target reservation acquisition in which a target reservation symbol being the reservation symbol that is the target of the specific reservation change performance is displayed, a performance image is displayed accompanying a target reservation display location that is one of the reservation display locations. When the target reservation symbol is displayed at the target reservation display location, the specific reservation change performance is executed using the performance image.SELECTED DRAWING: Figure 29
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] A gaming machine capable of executing a so-called pending change effect is known (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an easy-to-understand pending change effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes display means for displaying, as a pending symbol, the existence of winning / losing lottery information used in a winning / losing lottery, for which notification of the corresponding winning / losing lottery result has not been completed, and effect execution means for executing a specific pending change effect that changes the form of the pending symbol to a form indicating that the probability of the corresponding winning / losing lottery result being a win has increased. The pending symbol is displayed at a pending display position corresponding to the digestion order, which is the order in which notification of the corresponding winning / losing lottery result is completed. When a target pending symbol, which is the pending symbol targeted by the specific pending change effect, is displayed at the time of acquiring the target pending, an effect image is displayed along with a target pending display position, which is one of the pending display positions. When the target pending symbol is displayed at the target pending display position, the specific pending change effect is executed using the effect image.

Effects of the Invention

[0006] According to the present invention, it is possible to execute an easy-to-understand hold change effect.

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

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 908a) to a game area 902 is provided in a substantially arc shape.

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

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

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

[0013] The jackpot lottery is executed by the winning / losing lottery means provided on a control board (not shown) triggered by the winning of a game ball in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "Special Figure 1") and a second start area 904b (the start area of the so-called "Special Figure 2") are provided. When a game ball wins in the start area 904, a numerical value (winning / losing lottery information) is 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. In the present embodiment, the notification of the winning / losing lottery result (the production during variation described later is started) is started in the order in which the numerical value is obtained. However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly obtained winning / losing lottery information is stored as hold information (strictly speaking, hold information before variation described later) in a storage means provided on a control board (not shown).

[0014] In the present embodiment, as the hold symbol 10, a production during variation (from the start of variation of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning / losing lottery result, that is, the production during one variation. Hereinafter, it may be simply referred to as "variation" or "rotation") for notifying the winning / losing lottery result has started, but a variation hold symbol 11 (a symbol indicating the existence of the so-called "such variation hold") corresponding to the winning / losing lottery information (hereinafter, may also be referred to as variation hold information during variation) for which the notification of the winning / losing lottery result has not been completed, and a pre-variation hold symbol 12 corresponding to the winning / losing lottery information (hereinafter, may also be referred to as pre-variation hold information) for which the production during variation for notifying the winning / losing lottery result has not started are displayed (see FIG. 2). In the present embodiment, the variation hold symbol 11 is displayed larger than the pre-variation hold symbol 12, but their basic forms are the same. The basic forms of the variation hold symbol 11 and the pre-variation hold symbol 12 may be completely different. Also, a configuration in which the variation hold symbol 11 is not displayed may be adopted. Note that the order in which the notification of the winning / losing lottery result corresponding to the pre-variation hold symbol 12 is completed (the so-called hold "digestion order") is such that the one located on the right is earlier.

[0015] The maximum number of pieces of pre-variation retained information that can be stored is limited. In the present embodiment, the maximum number of pieces of first pre-variation retained information (Special Figure 1 Retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (Special Figure 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 10 corresponding to one of Special Figure 1 and Special Figure 2, one in-play retained symbol 11 and up to four pre-variation retained symbols 12 may be displayed (see FIG. 2). In each figure, the retained symbol 10 is displayed without distinguishing between Special Figure 1 Retained and Special Figure 2 Retained, but it may also be displayed while distinguishing between Special Figure 1 Retained and Special Figure 2 Retained. The pre-variation retained symbol 12 is 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 Figure 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 Figure 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).

[0016] In the present embodiment, similar to a known gaming machine, the result of the winning / losing lottery 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.

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

[0018] When the winning or losing lottery result is a big win, a big win game in which the big winning area 906 is opened is executed (a "privilege" called a big win game is given to the player). Since the big win game itself is well-known, a detailed explanation thereof is omitted. The number of rounds (round distribution), etc. can be set as appropriate.

[0019] 2) Game state 2-1) Basic game state The game state in which the player plays aiming for a big win is roughly classified into a normal game state and a special game state (see Fig. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability state in which the probability of winning a big win is low, and a low base state (low probability · no time shortening) in which it is difficult for the game ball to enter the start area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variation state) in which the probability of winning a big win is high, and a high base state (high probability · time shortening available) in which it is easy for the game ball to enter the start area 904. The second special game state is a low probability state in which the probability of winning a big win is low, and a high base state (low probability · time shortening available) in which it is easy for the game ball to enter the start area 904.

[0020] In the normal gaming state, the player fires a game ball aiming at the first starting area 904a (the so-called starting area in Special Figure 1). In this embodiment, the player performs so-called "left shooting". Since the first win / loss lottery information is obtained when the game ball enters the first starting area 904a, the normal gaming state is a gaming state in which the player plays aiming for a jackpot win by means of a win / loss lottery based on the first win / loss lottery information (the so-called Special Figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in the special gaming state, the player fires a game ball aiming at the second starting area 904b (the so-called starting area in Special Figure 2). In this embodiment, the player performs so-called "right shooting". Since the second win / loss lottery information is obtained when the game ball enters the second starting area 904b, the special gaming state is a gaming state in which the player plays aiming for a jackpot win by means of a win / loss lottery based on the second win / loss lottery information (the so-called Special Figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). Since the special gaming state is a state in which it is easy to win the opening lottery of the second starting area 904b triggered by the game ball entering the normal starting area 905, the game ball relatively easily enters the second starting area 904b. Note that the settings regarding the transition of the gaming state may be of any kind, so the description thereof is omitted. Also, the setting of the gaming state as described above is merely an example.

[0021] The gaming machine 1 in this embodiment is a so-called "V probability variation type" "ST machine". As jackpots, a normal jackpot and a special jackpot are set. After winning the normal jackpot, after the end of the jackpot game, the machine transitions to the second special gaming state (low probability, time reduction available). The second special gaming state continues until the win / loss lottery result fails for a predetermined number of consecutive times (in the following description, the number of consecutive failures from the start of a certain gaming state until the end of the gaming state without winning the jackpot may also be referred to as the "continuous number of times"). The continuous number of times (so-called time reduction number of times) of the second special gaming state in this embodiment is 100 times. After winning the special jackpot, after the end of the jackpot game, the machine transitions to the first special gaming state (high probability, time reduction available). The continuous number of times (so-called ST number of times) of the first special gaming state in this embodiment is 150 times.

[0022] For the jackpot (jackpot allocation) won in the first win / loss lottery (Special Figure 1 lottery), 50% is a normal jackpot and 50% is a special jackpot (i.e., the so-called probability of certain change is 50%). For the jackpot (jackpot allocation) won in the second win / loss lottery (Special Figure 2), 100% is a special jackpot (i.e., the so-called probability of certain change is 100%) (see Fig. 3(b)). When winning a special jackpot, a so-called V area (not shown) is opened in the jackpot game (opened for a time when shooting a game ball aiming at the V area, and the game ball will almost surely enter), and the game state after the jackpot game ends becomes a special game state on the condition that the game ball enters the V area. On the other hand, when winning a normal jackpot, the V area is not opened, or is opened to such an extent that it is substantially impossible for the game ball to enter, so the game ball does not enter the V area, and the game state after the jackpot game ends is a normal game state.

[0023] Note that the above "ST machine" of the "V certain change type" is just an example. It may also be configured such that the probability of certain change in the first win / loss lottery and the second win / loss lottery is the same without being of the "V certain change type". Also, instead of being an "ST" machine, it may be a so-called "certain change loop machine". Further, it may be a gaming machine having so-called "two types" of functions (such as a "mixed type of one type and two types" machine). Unless otherwise specifically stated in the following description, the gaming properties such as jackpot allocation can be changed as appropriate.

[0024] In this embodiment, the jackpot probability in the low-probability state (normal game state, second special game state, conditional activation game state to be described later) of the win / loss lottery probability is about 1 / 319, and the jackpot probability in the high-probability state (first special game state) is about 1 / 100. Note that the specific values of the jackpot probability can be changed as appropriate.

[0025] 2-2) Conditional activation game state (ceiling) The gaming machine 1 according to this embodiment is equipped with a so-called "ceiling". Specifically, when a predetermined transition condition is satisfied, even if the player does not win the win / loss lottery (even without experiencing a big win game), the gaming machine can transition from the normal gaming state (strictly speaking, the unactivated normal gaming state, the details of which will be described later) to a condition-activated gaming state that is more advantageous to the player than the normal gaming state (currently often referred to as "game time", etc.) (see Fig. 3(a)). The condition-activated gaming state is the same as the second special gaming state, a low-probability state where the probability of winning a big win is low (the same as the normal gaming state and lower than the first special gaming state), and a high-base state where it is easy for the game ball to enter the start area 904 (low probability and short time available) (the condition-activated gaming state can also be regarded as a type of the second special gaming state). However, the condition-activated gaming state has a larger number of continuous plays than the above-mentioned second special gaming state. In this embodiment, when 900 consecutive win / loss lottery results are lost after transitioning to the condition-activated gaming state, the gaming machine transitions to the normal gaming state (the activated normal gaming state, which will be described later) (the fact that 900 consecutive win / loss lottery results are lost is the end condition of the condition-activated gaming state when the player does not win the win / loss lottery). Therefore, when transitioning to the condition-activated gaming state, the probability of winning a big win during that period (before transitioning to the normal gaming state) is higher than that of the second special gaming state (which continues until 100 consecutive losses occur).

[0026] The transition condition is that it fails consecutively a specified number of times (hereinafter sometimes referred to as the ceiling number of times) in a low-probability state. In this embodiment, the ceiling number of times is set to 900 times. Note that this low-probability state includes the period of the second special game state. After the jackpot game ends, if it transitions to the second special game state and then transitions to the normal game state without winning the jackpot in the second special game state, the transition condition is satisfied when it fails consecutively 800 times in the normal game state (the unactivated normal game state, the details of which will be described later) after the second special game state (100 times). On the other hand, after the jackpot game ends, if it transitions to the first special game state (ST state) and then transitions to the normal game state (the unactivated normal game state, the details of which will be described later) without winning the jackpot in the first special game state, the transition condition is satisfied when it fails consecutively 900 times in the normal game state (the 150 times of the first special game state are not included in the ceiling number of times).

[0027] Note that the number of lottery times in the second special game state may be configured not to be included in the ceiling number of times. That is, it may be configured such that the transition condition is satisfied when the number of lottery times in the normal game state reaches the ceiling number of times.

[0028] As described above, basically, a continuous series of losing outcomes in the normal gaming state leads to the fulfillment of the transition condition. However, in the normal gaming state that has transitioned through the conditional activation gaming state (the normal gaming state that has not gone through the conditional activation gaming state after the previous jackpot win is referred to as the unactivated normal gaming state, and the normal gaming state that has gone through the conditional activation gaming state is referred to as the activated normal gaming state), the transition condition is not fulfilled. That is, even if there are 900 consecutive losing outcomes in the activated normal gaming state, it will not transition back to the conditional activation gaming state (there is no "re-entry into the ceiling"). In other words, once it has transitioned to the conditional activation gaming state, (unless the gaming machine 1 is reset) it will not transition back to the conditional activation gaming state unless it wins a jackpot. If the gaming machine 1 is reset, it will enter the unactivated normal gaming state. Note that the "reset" of the gaming machine 1 is not simply turning the power off and then on. The gaming machine 1 will not be reset unless a predetermined reset operation is performed. The player cannot perform this reset operation (it can only be performed by opening the interior of the gaming machine 1).

[0029] 2-3) Display of remaining number of times As described above, in the present embodiment, as game states more advantageous than the normal game state, a first special game state (high probability and short time available), a second special game state (low probability and short time available), and a condition-activated game state (low probability and short time available) are set. In these game states, a numerical value that decreases each time the winning or losing lottery result is a loss is displayed. The said numerical value indicates the remaining number of losses, so-called "remaining number of times", until each game state ends (each game state ends and shifts to the normal game state). Hereinafter, an image (remaining number of times image 20) indicating the remaining number of times will be described. Note that the remaining number of times image 20 may indicate the remaining number of times including the currently executed variable effect, or may indicate the remaining number of times excluding the currently executed variable effect. That is, it may be set such that the variation in the state where the remaining number of times is "0" is the final variation, or it may be set such that the variation in the state where the remaining number of times is "1" is the final variation (the end value of the "remaining number of times" is "0" or "1"). Further, if the number of continuous times is 100 times, it may be set that "99" is displayed at the first variation when shifting to the target game state, or "100" may be displayed (the start value of the remaining number of times is "the number of continuous times itself" or "the number of continuous times - 1" times). Also, the remaining number of times "1" may be expressed as "001" or the like.

[0030] The control of the remaining number of times image 20 in the second special game state and the condition-activated game state will be described. Both game states are in a state of "low probability and short time available" that is more advantageous than the normal game state. As described above, the number of continuous times in the second special game state is 100 times, and the number of continuous times in the condition-activated game state is 900 times. That is, although the two game states differ in terms of the number of continuous times, they are common in that they are in a state of "low probability and short time available" (the profit per variation (referring to the direct profit related to "winning balls") is the same). Looking at the aspect of the number of continuous times, it can be said that the second special game state is a "short continuous game state" with a relatively small number of continuous times, and the condition-activated game state is a "long continuous game state" with a relatively large number of continuous times. If the number of continuous times in the short continuous game state is X (times) and the number of continuous times in the long continuous game state is Y (times), it means that the relationship Y > X holds.

[0031] In the short-duration game state (second special game state), the remaining number of times image 20 is displayed from the start of the game state. That is, the remaining number of times image 20 is displayed from the first variation after transitioning to the short-duration game state, and the numerical value representing the remaining number of times decreases by 1 each time the variation ends (a countdown occurs each time a variation ends) (see Fig. 4). In this embodiment, the number of continuous times X of the second special game state is 100 times. At the first variation, "100" is displayed (see Figs. 4(a) and 4(b)), and the state where "1" is displayed (see Fig. 4(d)) is regarded as the final variation.

[0032] In the long-duration game state (condition-triggered game state), the remaining number of times is not displayed from the start of the game state until the switching point is reached. In this embodiment, the point in time when the win / loss lottery result has been off for D consecutive times since the start of the long-duration game state (D variations have been executed without winning the big prize since the start of the long-duration game state) is set as the switching point. D = Y - X. In this embodiment, X = 100 and Y = 900, so D = 900 - 100 = 800. That is, the remaining number of times image 20 is not displayed until the switching point is reached where the win / loss lottery result has been off for 800 consecutive times since the start of the long-duration game state (see Figs. 5(a) and 5(b)). After the switching point is reached, the remaining number of times image 20 is displayed. In this embodiment, since Y = 100, a countdown from "100" to "1" occurs (see Figs. 5(c) and 5(d)). As described above, the countdown of the remaining number of times is the same as the countdown in the short-duration game state. That is, in this embodiment, the remaining number of times is not displayed in the long-duration game state until the switching point at which it becomes the same as the remaining number of times at the start of the short-duration game state (= the number of continuous times), and the remaining number of times is displayed after the switching point is reached.

[0033] The mode of the remaining number of times image 20 displayed after the switching time point is reached in the long continuous gaming state is the same as the mode of the remaining number of times image 20 displayed in the short continuous gaming state (it is assumed that the difference in the "value" indicated by the remaining number of times image 20 has nothing to do with the similarity or difference in mode. That is to say, the font of the numbers in the remaining number of times image 20 and the modes of other parts are the same). Also, the location where the remaining number of times image 20 is displayed in the display area 911 does not change between after the switching time point is reached in the long continuous gaming state and the short continuous gaming state (see FIGS. 4, 5(c)(d)). That is to say, the control of the remaining number of times after the switching time point is reached in the long continuous gaming state is the same as the control of the remaining number of times in the short continuous gaming state. From the perspective of the player, it seems that the same remaining number of times image 20 is being displayed between after the switching time point is reached in the long continuous gaming state and the short continuous gaming state.

[0034] The advantages of doing this are as follows. If the remaining number of times is to be displayed from the start even in the long continuous gaming state, it is necessary to prepare a dedicated image (remaining number of times image 20) for indicating the remaining number of times in the long continuous gaming state. In accordance with this embodiment, the numerical values from "900" to "101" are numerical values that are not displayed in the short continuous gaming state, so they are unnecessary without the long continuous gaming state. In this embodiment, since the remaining number of times is not displayed until the remaining number of times in the long continuous gaming state reaches a numerical value that can be displayed in the short continuous gaming state, there is no need to prepare such a dedicated image. Also, since it is not necessary to perform control to count down the value of the remaining number of times every time until the switching time point is reached, there is also the advantage that the control becomes easier.

[0035] In particular, the long continuous gaming state in this embodiment is a condition-triggered gaming state (so-called short at ceiling), and the probability of transitioning to (reaching the ceiling) this condition-triggered gaming state is not very high. It can be said that it is not efficient to provide a dedicated image (perform dedicated control) for such a gaming state that does not transition very often, so it can be said that doing it as in this embodiment makes sense.

[0036] Also, until the switching point is reached, it can be said that there are enough remaining times and the player does not care much about the end of the long continuous gaming state. Therefore, it can be said that the inconvenience of not showing the remaining times until the switching point is reached is not so great.

[0037] As described above, in this embodiment, the long continuous gaming state and the short continuous gaming state are common in that they are in the state of "low probability · time shortening available" (the profit per variation is the same). Therefore, an image (hereinafter referred to as the time shortening middle image 21) indicating that it is in the "same state" is displayed both during the long continuous gaming state and during the short continuous gaming state. In this embodiment, "○○ chance" is used as the name of the state of "low probability · time shortening available" (so-called during time shortening). However, an image including the characters of the "○○ chance" is displayed in the display area 911 as the time shortening middle image 21 both during the variation effect during the long continuous gaming state and during the variation effect during the short continuous gaming state.

[0038] In addition, in this embodiment, the background image (not shown) displayed as the background of the decorative symbol 80, the aspects of various decorative symbols 80, and the aspects of the hold symbol 10 (including both the basic aspect and the chance-up aspect) do not change between the long continuous gaming state and the short continuous gaming state.

[0039] Therefore, the long continuous gaming state and the short continuous gaming state before reaching the switching point are different only in terms of whether the remaining times image 20 is displayed, and the other images are common. Also, the long continuous gaming state and the short continuous gaming state after reaching the switching point will not change in the displayed images (note that the similarities and differences of the images here do not include changes according to the gaming situation (the situation related to the win / loss lottery), such as changes in the hold number and the variation mode of the decorative symbol 80). That is, when shifting to the long continuous gaming state, the control can be made different from the short continuous gaming state only in that the remaining times image 20 is not displayed until the switching point is reached, and after reaching the switching point, the same control as the short continuous gaming state can be performed. Therefore, an increase in the control burden due to performing control dedicated to the long continuous gaming state is suppressed.

[0040] Hereinafter, specific examples of improving, concretizing, transforming, etc. the matters related to the display of the remaining number of times will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0041] 〇Specific Example 1-1 In the above embodiment, it was explained that D (the number of fluctuations until the switching point is reached in the long continuous gaming state) = Y (the number of continuous times of the long continuous gaming state) - X (the number of continuous times of the short continuous gaming state), but a setting where D > Y - X may also be used. For example, in the setting where X = 100 and Y = 900 as in the above embodiment, a setting where D = 850 may be used. In this case, the remaining number of times image 20 is not displayed until 850 consecutive misses (the 850th turn) after the long continuous gaming state is started (the arrival at the 850th turn is the switching point) (see FIGS. 6(a) and 6(b)), and after that, the remaining number of times image 20 is displayed (see FIGS. 6(c) and 6(d)). Since the short continuous gaming state displays a countdown from "100" to "1", if the display of the remaining number of times image 20 starts in the long continuous gaming state with a number of "100" or less, it means that it may not be necessary to prepare a dedicated remaining number of times image 20 for the long continuous gaming state. That is, a setting that satisfies D ≧ Y - X may be used.

[0042] 〇Specific Example 1-2 In the long continuous gaming state, it is assumed that the stop image 22 is displayed until the switching point is reached. Specifically, at the position where the remaining turns image 20 is displayed after the switching point is reached, a stop image 22 is displayed so as to appear that the decrease (countdown) of the remaining turns has stopped (see FIGS. 7(a) and 7(b)). For example, it is conceivable that something including the mark of "primary stop" is displayed as the stop image 22. The remaining turns image 20 in the above embodiment is such that a numerical value indicating the remaining turns is displayed inside a square "frame", and the stop image 22 is displayed with a "primary stop" mark located inside the "frame" having the same shape and the same position as the remaining turns image 20. That is, the stop image 22 includes a common element having a common aspect with the remaining turns image 20 and an element that appears to stop the decrease of the remaining turns. By doing so, it is possible to clearly show the player that the display of the remaining turns has stopped until the switching point of the long continuous gaming state is reached.

[0043] When the switching point is reached for the stop image 22, it may be displayed superimposed on the remaining turns image 20 displayed immediately thereafter. If, as in the above embodiment, the countdown starts from "100" after the switching point is reached, the stop image 22 is displayed superimposed on the numerical value of "100" (see FIG. 8). That is, the stop image 22 is displayed superimposed on the numerical value at which the count of the remaining turns starts. By doing so, the player can sense that the count starts after the remaining turns reach "100".

[0044] As the aspect of the stop image 22, other things than the above "primary stop" mark are also conceivable. For example, instead of the above "primary stop" mark, it is conceivable to use a stop image 22 in an aspect with an "×" attached.

[0045] 〇Specific Examples 1-3 At the start of the short-duration game state (immediately before or immediately after the start (the beginning of the first variation)), a start image 23 including a continuation count display 231 indicating that the number of continuations of the short-duration game state is X times is displayed (see Fig. 9). If the second special game state is a short-duration game state as in the above embodiment, the start image 23 is displayed at the end of the normal jackpot game or immediately after the end of the normal jackpot game. As described in the above embodiment, if the second special game state, which is a short-duration game state, is called "XX Chance", it is preferable that the start image 23 includes the continuation count display 231 together with the name of the second special game state (see Fig. 9(a)).

[0046] On the other hand, in the long-duration game state, when the switching point is reached (immediately before the remaining count image 20 is displayed), a pseudo start image 23g including the same continuation count display 231 as the start image 23 (i.e., a display of X times) is displayed (see Fig. 10(c)). That is, since the long-duration game state has the same remaining count as the number of continuations of the short-duration game state when the switching point is reached, an image of the same type as the start image 23 is displayed when the switching point is reached. The reason for naming it a "pseudo start image" is that since the long-duration game state has already started from a stage before the switching point is reached, what is displayed when the switching point is reached can be strictly said to be a "pseudo" start image (a false start image). Also, since the pseudo start image 23g is displayed strictly during the 801st variation after the long-duration game state starts, when the pseudo start image 23g is being displayed, a decorative symbol 80 that fluctuates slightly near the outer edge of the display area 911 (the decorative symbol 80 indicating the win / loss lottery result corresponding to the 801st variation) may be displayed (see Fig. 10(c)).

[0047] The above start image 23 (see Fig. 9(a)) and the pseudo start image 23g (see Fig. 10(c)) can be in exactly the same form including the continuation count display 231. In this case, after reaching the switching point in the long continuous game state, the same control as in the short continuous game state can be performed. In other words, after reaching the switching point in the long continuous game state, the control can be performed as if the short continuous game state is started. Note that, as in the above embodiment, if the names of the second special game state and the condition-triggered game state (「○○ Chance」) are the same, the name can be included in the start image 23 and the pseudo start image 23g. Conversely, if the names of the second special game state and the condition-triggered game state are different, and if the forms of the start image 23 and the pseudo start image 23g are to be the same, these images cannot include the names of the respective game states. Also, in this case, in the state before reaching the switching point in the long continuous game state, it is preferable that an image indicating the game state (the time-limit short image 21 (the image of 「○○ Chance」) described in the above embodiment) is not displayed (see Figs. 10(a) and 10(b)). That is, since it is to make it appear as if it has shifted to 「○○ Chance」 after reaching the switching point, the image is not displayed until then. The image is displayed after reaching the switching point (see Fig. 10(d)).

[0048] However, although the start image 23 and the pseudo start image 23g are common in that they include the continuation count display 231, it does not deny the configuration in which at least some other aspects are different. If it is to clarify the difference between the start of the second special game state and the intermediate point of the condition-triggered game state, the forms of the start image 23 and the pseudo start image 23g are preferably different.

[0049] 〇Specific Examples 1 - 4 In the above embodiment, it has been described that the second special game state is a short-duration game state and the condition-triggered game state is a long-duration game state. However, as long as it is a game state that is more advantageous than the normal game state and the end condition is that it will fail continuously for a predetermined number of times, such a game state may be configured as a short-duration game state or a condition-triggered game state. For example, the first special game state (high probability and short time available) described in the above embodiment is a so-called number-of-times-cut probability variation (ST) state. In this case, such a first special game state may be configured as a short-duration game state (continuous number of times X = 150 times), and the condition-triggered game state may be configured as a long-duration game state (continuous number of times Y = 900 times). Also, the second special game state may be configured as a short-duration game state (continuous number of times X = 100 times), and the first special game state may be configured as a long-duration game state (continuous number of times Y = 150 times).

[0050] However, as in the above embodiment, it is preferable that the short-duration game state and the long-duration game state are in a relationship where only the continuous number of times is different and the profit per variation is the same (the winning or losing lottery probability is the same). For example, in the above embodiment, the condition-triggered game state and the second special game state are common in the "low probability and short time available" state, and only the continuous number of times is different. Therefore, it can be said that different controls are executed only in terms of the presence or absence of the display of the remaining number image 20 before the switching time point is reached, and the same control can be performed after the switching time point is reached. If one of the short-duration game state and the long-duration game state is a "high probability" game state (the first special game state) and the other is a "low probability" game state (the second special game state or the condition-triggered game state), and the game property is to clearly show to the player whether it is "high probability" or "low probability" (currently, the game property is such that the player can grasp whether it is "high probability" or "low probability"), then since it is necessary to perform control to show whether it is "high probability" or "low probability" even after the switching time point is reached, the control of the long-duration game state after the switching time point cannot be made exactly the same as that of the short-duration game state.

[0051] 〇Specific Examples 1 - 5 As described in the above embodiment, in the long-term continuous game state, it is normal that the remaining number of times image 20 is not displayed until the switching time point is reached. By using this, for example, the following effects or the like are generated.

[0052] · Specific Example 1-5-1 It is assumed that an effect (remaining number of times display effect) in which the remaining number of times image 20 is displayed may occur even before the switching time point is reached. When the remaining number of times display effect occurs during a certain variation effect, the probability ((big win) reliability) that the win / loss lottery result corresponding to the variation effect becomes a big win is increased compared to the case where it does not occur. By doing so, a game property is realized in which the display of the remaining number of times that is not normally displayed is so-called chance-up. Note that when the remaining number of times display effect occurs during a certain variation effect, it may be set that a big win is determined. In this case, (since a big win occurs during the variation effect and the long-term continuous game state ends), it is not necessary to display an accurate value as the remaining number of times.

[0053] · Specific Example 1-5-2 It is assumed that the remaining number of times is displayed even before the switching time point is reached. For example, when the remaining number of times becomes a nice value such as "800", "700", "600", ··· "200", the remaining number of times image 20 is displayed, and it is not displayed in other states. That is, the remaining number of times image 20 is displayed every certain number of times, and it is not displayed in other states. Even in this case, since it is not necessary to change the remaining number of times per variation before the switching time point is reached, it can be said that it contributes to reducing the control burden.

[0054] 3) Effect mode In this embodiment, the player can arbitrarily select (change) the effect mode of the variation effect. Note that the set effect mode affects the content of the variation effect to be executed, but does not affect the win / loss lottery result (the effect mode does not affect the player's direct profit (profit that affects the number of balls)).

[0055] In this embodiment, the effect mode during the normal game state can be selected from among two or more selectable modes (it should be noted that it does not deny that the same configuration can be applied to the effect mode during the special game state). Strictly speaking, during the execution of the variable effect in the normal game state, when a predetermined prohibition condition is not satisfied (hereinafter referred to as normal variable state), one of the selectable modes can be selected. The prohibition condition can be set from various viewpoints. In this embodiment, the establishment of a reach is set as the prohibition condition. That is, if a reach has not been established, even if the variable effect is being executed, the effect mode can be changed. In addition, it is also conceivable to set as the prohibition condition that one or more predetermined effects that can occur as components of the variable effect have occurred.

[0056] The method for selecting (changing) the effect mode can be anything. In this embodiment, the effect mode can be selected by operating the operation means 70. Specifically, at least when the prohibition condition is not satisfied, as shown in Fig. 11(a), an icon 30 used for selecting the effect mode is displayed in the display area 911, and the player selects the preferred effect mode while looking at the icon 30 (it should be noted that the illustration of the icon 30 is omitted in the drawings that have nothing to do with the selection of the effect mode). In this embodiment, the type of the effect mode displayed on the icon 30 is switched by operating the cross key 72 (the left and right of the cross key 72 in this embodiment), which is one of the operation means 70, and the displayed effect mode is set as the current mode by operating the push button 71, which is one of the operation means 70. It should be noted that when a change operation of the effect mode is performed during a certain variable effect, the change is reflected starting from the next variable effect (next variation).

[0057] As described above, the type of the effect mode displayed in the icon 30 (display area 911) will be switched by operating the cross key 72, and the displayed effect mode is only the effect mode (selectable mode) that can be selected at that time. Although details will be described later, in the present embodiment, the combination (list) of selectable modes is not constant.

[0058] A plurality of effect modes that can be selected by the player are classified into a basic mode and a customization mode. The basic mode can always be selected during normal variation. In the present embodiment, as the basic mode, three types are provided: "Normal Mode" (displayed as "Normal"), "Premier Up Mode" (displayed as "Premier"), and "Simple Mode" (displayed as "Simple"). The "Normal Mode" is the default mode and is the reference effect mode. The "Premier Up Mode" is an effect mode in which the occurrence probability of one or more types of premier effects (effects in which when a win / loss lottery result corresponding to a certain variation effect occurs during a certain variation effect, it is determined that a big win has occurred) is higher than that in the normal mode. The "Simple Mode" is an effect mode in which one or more types of target effects that can occur as effects constituting the variation effect are less likely to occur than in the normal mode. In other words, the big win reliability when the target effect occurs is higher in the simple mode than in the normal mode. Since the simple mode is less likely to generate the target effect compared to the normal mode, it can be said that it is a mode in which the variation effect becomes simpler (the liveliness of the effect decreases and it becomes quieter).

[0059] The "Customization Mode" (displayed as "Custom") is a mode customized by the player. In the present embodiment, the player can arbitrarily select the high or low occurrence probability for a plurality of types of effect elements. Specifically, in the present embodiment, the player can arbitrarily select the high or low occurrence probability of "Premier Effect", "Target Effect" (liveliness of the effect), and "Anticipatory Effect". For the "Premier Effect", the player can select either "Occurrence Probability: Normal / Occurrence Probability: High (Appearance Rate UP)"; for the "Target Effect", the player can select either "Occurrence Probability: Normal / Occurrence Probability: Low"; and for the "Anticipatory Effect", the player can select either "Occurrence Probability: Low (Appearance Rate DOWN) / Occurrence Probability: Normal / Occurrence Probability: High (Appearance Rate UP)". For example, the player can finely customize the occurrence probability of each effect, that is, make detailed settings for the game, such as selecting "Occurrence Probability: Normal" for the Premier Effect, "Occurrence Probability: Low" for the Target Effect, and "Occurrence Probability: High" for the Anticipatory Effect (see Fig. 12). Note that the "Anticipatory Effect" itself is a well-known effect, so the description thereof is omitted. Further, elements other than the occurrence probability of the effect may be included as targets of the customization function.

[0060] Thus, since the targets of customization are the "Premier Effect", "Target Effect", and "Anticipatory Effect", a gameplay different from any of the basic modes (Normal Mode, Premier Up Mode, Simple Mode) (which cannot be achieved by selecting the basic mode) can be created. In particular, the occurrence probability of the "Anticipatory Effect" is the normal probability regardless of which basic mode is selected (none of the basic modes target the "Anticipatory Effect". That is, the targets of customization include those not targeted by the basic mode). Therefore, in order to change the occurrence probability of the "Anticipatory Effect", the customization function must be used.

[0061] In this embodiment, the above customization function can be used in the standby state (a state in which a variable performance is not being executed). That is, in a state where a variable performance is being executed, the occurrence probability of each performance cannot be finely customized. The customization method can be any kind. In this embodiment, by operating the push button 71 and the cross keys 72, while viewing the image displayed in the display area 911 (see FIG. 12), a preferred probability can be set.

[0062] As described above, in this embodiment, it is possible to change (select) the current performance mode even during normal variation (while a variable performance is being executed). Here, the types of selectable modes (the list of modes selectable by the icon 30) that can be selected during normal variation differ depending on whether it is in the reset state or not. The reset state is a state in which the customization function has not yet been used after a predetermined reset condition is satisfied. In this embodiment, the power-on is set as the reset condition. That is, after the power-on, a state in which the customization function has never been used is the reset state. Note that it may be configured such that the player himself / herself can perform a reset operation by operating the operation means 70 or the like.

[0063] In the reset state, the basic mode is the selectable mode. That is, in this embodiment, the three modes of the normal mode, the premium up mode, and the simple mode are the selectable modes that can be selected during normal variation (see FIG. 11(b-1)). That is, after the reset, in a state where the customization function has not been used at all (detailed settings have not been made), the customization mode is not included in the selectable modes during normal variation.

[0064] When the customization function is used, the reset state ends and the customization usage state is entered. Here, when the customization function is used means that when at least one of the occurrence probabilities of "premium effect", "target effect", and "preview effect" is set to be different from "normal" in the standby state (when "occurrence probability: low" or "occurrence probability: high" is selected), it is considered that the customization function has been used (detailed settings have been made), and the state transitions to the customization usage state. The content (detailed settings) set using the customization function is stored in a predetermined storage means (not shown). In the customization usage state, in addition to the basic mode, a customization mode is added as a selectable mode. That is, in this embodiment, during normal fluctuations, four modes, namely the normal mode, the premium up mode, the simple mode, and the customization mode, can be selected (see Fig. 11(b-2)). The customization mode is based on the latest content set using the customization function. That is, after making detailed settings (previous detailed settings) using the customization function and then changing the customization content (making later detailed settings) again using the customization function, the content of the later detailed settings is stored in the storage means, and when the customization mode is selected, the effect during fluctuations is executed according to that content.

[0065] When the customization function is used in the standby state (when customization is performed using the customization screen in Fig. 12), the state automatically transitions to the state where the customization mode is set (the state where the latest customization content is set). That is, from the first change when the standby state using the customization function is eliminated, the state is one where the customization mode is set.

[0066] During normal variation, it is also possible to change the production mode from the customization mode to the basic mode. In this embodiment, even after changing from the customization mode to either the basic mode (the change shown in FIGS. 13(a)→(b)) in the customization usage state, the customization mode can be selected (the change shown in FIGS. 13(b)→(c)) unless a reset operation is performed. That is, even if the production mode is changed from the customization mode to another production mode, the customization mode remains as a selectable production mode during normal variation. Therefore, for example, it is also possible to change in the order of customization mode→premium up mode→customization mode (see FIG. 13).

[0067] In this way, the content of the customization mode that can be selected during normal variation is automatically changed (the content stored in the storage means is rewritten with the latest content) by using the customization function (detailed settings) again in the standby state. That is, the content of the latest detailed settings becomes selectable as the customization mode during normal variation.

[0068] As described above, the gaming machine 1 according to this embodiment can change the production mode during normal variation, and the selectable modes may include the customization mode customized by the player (see FIG. 11(b-2)). Therefore, the range of the game expands and the ingenuity of the game is improved.

[0069] Also, in this embodiment, in order to respond to changes in the preferred gaming properties (change of mind) and changes by the player, when the player newly performs customization (detailed settings), the content of the customization mode is rewritten (replaced with the latest one).

[0070] Also, in this embodiment, even if a change from the customization mode to either the basic mode is executed, the customization mode remains as a selectable mode (see FIG. 13). Therefore, when, after stopping the customization mode (setting either the basic mode), one wishes to set the customization mode with the same content again, it is not necessary to perform detailed settings in the standby state again, which contributes to the convenience of the player.

[0071] Also, in this embodiment, in the reset state (a state where the customization function is not used after the reset condition is satisfied), the customization mode is not included as a selectable mode that can be selected during normal variation (see FIG. 11(b-1)). The fact that the customization function is not used (detailed settings are not performed) means that the player does not have such a desire, so the customization mode is not included as a selectable mode.

[0072] Hereinafter, specific examples in which the matters related to the above-described effect mode are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in plural may also be used.

[0073] 〇Specific Example 2-1 In the above embodiment, it was explained that customization (detailed settings) can be executed in the standby state, but it may be configured to be executable during the execution of the variation effect.

[0074] 〇Specific Example 2-2 Even if customization (detailed settings) is performed, the customization mode may not be set as a selectable mode that can be selected during normal fluctuations. Specifically, if the game playability is the same as any of the basic modes as a result of customization, the customization mode will not be selectable. For example, for the "premium effect", when "occurrence probability: high" is selected, for the "target effect", when "occurrence probability: normal" is selected, and for the "prediction effect", when "occurrence probability: normal" is selected (see Fig. 14(a)), since this is exactly the same setting as the "premium up mode", there is no need to specifically make the customization mode a selectable mode, so the customization mode is not included in the selectable modes (only the basic modes are selectable) (see Fig. 14(b)). Note that when the above customization is performed in the standby state, the "premium up mode" is automatically set.

[0075] When it is like this example, there is a possibility that the player may not notice that the customized content is the same as any of the basic modes, so an effect indicating this may be made to occur. For example, if as a result of performing customization in the standby state, it is exactly the same as the "premium up mode", a display indicating that the "premium up mode" has been set shall be made.

[0076] Unlike the above example, when the game playability is the same as any of the basic modes as a result of customization, the customization mode can be selected, but the basic mode exactly the same as the customization may not be shown as a selectable mode. For example, if, as a result of customization in the standby state, it is exactly the same as the "Premier Up Mode" (see Fig. 14(a)), then, as the selectable mode, the "Customization Mode" is included, but the "Premier Up Mode" is not included (see Fig. 14(c)). That is, the basic mode exactly the same as the mode customized by the player is removed from the options. In this way, there is no need to deliberately show the player that the customized one is the same as any of the basic modes. In addition, when customization is performed again and it is not the same as the "Premier Up Mode" (not the same as any of the basic modes), the "Premier Up Mode" is again included in the selectable modes.

[0077] 〇Specific Example 2-3 Set it so that two or more customization modes can be selected (equipped with storage means for storing two or more customization modes). For example, in the standby state, it is possible to set two types of customization modes, namely, "Customization Mode 1" (Custom 1) and "Customization Mode 2" (Custom 2) (assuming that "Customization Mode 1" and "Customization Mode 2" are different settings) (see Fig. 15(a)). And when the player makes detailed settings for each (when the detailed settings corresponding to each of Customization Modes 1 and 2 are stored), during normal variation, in addition to the basic mode, "Customization Mode 1" and "Customization Mode 2" will be shown as selectable modes (see Fig. 15(b)). By doing this, after performing two or more different customizations, it becomes possible to switch between the customizations during normal variation.

[0078] 4) Various effects that make up the effects during variation The gaming machine 1 according to the present embodiment can execute the following effects as effects that constitute the effect during the change (effects that can occur during the change effect). Note that the configuration may be such that only a part of the effects shown below can be executed.

[0079] 4-1) Win / lose operation In this embodiment, it is possible to execute an operation effect that prompts the player to operate the operation means 70 as an effect constituting the effect during the change. As the effect, a win / lose branch operation effect (see FIG. 16) may occur. The win / lose branch operation effect is an effect in which the operation of the operation means 70 is triggered to reveal the result of the lottery. In other words, except for the case where a premium effect of a guaranteed big win occurs, the win / lose branch operation effect is an effect in which the result of the lottery, which was not known (not known to the player) before the operation of the operation means 70 in the win / lose branch operation effect, becomes known (is notified) as a result of the operation of the operation means 70. The win / lose branch operation effect can be considered as at least a part of the so-called reach effect. Note that, when multiple types of effects occur as such a win / lose branch operation effect, all of the win / lose branch operation effects do not have to be configured as shown below. At least one type of win / lose branch operation effect is configured as shown below.

[0080] In the winning / losing branching operation performance, an operation effective period during which the operation of the operation means 70 is effective (reflected in the performance) is set (see FIG. 16(a)). In this embodiment, the operation of the push button 71, which is one type of the operation means 70, is prompted. When a single operation (one operation) of the operation means 70 is detected during the operation effective period, the game moves to the conclusion of the winning / losing branching operation performance. If the winning / losing lottery result is a big win, the game reaches a successful conclusion (see FIG. 16(b-1)), and if it is a loss, the game reaches a failed conclusion (see FIG. 16(b-2)). Since the specific form of each conclusion may be any, detailed explanations are omitted. Also, the successful conclusion includes a so-called reversal pattern in which it appears as if a failed conclusion has been reached but is then reversed. If the operation means 70 is not operated during the operation effective period, the game reaches the conclusion when the operation effective period ends.

[0081] The gaming machine 1 according to this embodiment is capable of executing a selection effect (see FIG. 17). The selection effect can occur as an effect that constitutes an in-variation effect. However, it does not occur continuously with the winning / losing branch operation effect. The selection effect can occur even in an in-variation effect in which the winning / losing branch operation effect does not occur. In this embodiment, the selection effect can occur during normal variation. Note that the selection effect may be executed when the in-variation effect is not being executed. For example, it may occur during a standby state, or may be executed during a big win game.

[0082] In the selection effect, the player selects a preferred option from among a plurality of types of options. In this embodiment, three types, characters A to C, are presented as options (see FIG. 17(b)). The selection method in the selection effect may be any method, so a detailed description thereof is omitted. For example, it may be assumed that the player can select a preferred option by operating an operation means 70 such as a cross key 72 or a push button 71. In this embodiment, a selection time is set, and if a selection confirmation operation is not performed by the end of the selection time, the selection of the character selected at the end of the selection time is confirmed. The character selected in the last-occurring selection effect is stored in a storage means (not shown) as the selected character (see FIG. 17(c)). Thereafter, the selection effect occurs again, and if a character different from the character selected in the previous selection effect is selected, the selected character is replaced. That is, the character selected in the last-occurring selection effect is in a state of being stored as the selected character.

[0083] As modes of the win / loss branch operation presentation, four modes (see Fig. 18) are provided in the present embodiment. When it is determined to execute the win / loss branch operation presentation in a certain in-play presentation, one of the four modes will occur. In other words, the triggers for the occurrence of the four modes are the same, and it does not happen that two or more of the four modes occur in one in-play presentation. It means that which of the four modes will be executed is determined according to the following judgment criteria (conditions).

[0084] In the present embodiment, four are provided: a reference mode (see Fig. 18(a)), an A mode (see Fig. 18(b)), a B mode (see Fig. 18(c)), and a C mode (see Fig. 18(d)). After the reset state (the reset state has been described above), when the execution of the win / loss branch operation presentation is determined in a situation where the selection presentation has not occurred even once, the win / loss branch operation presentation becomes the reference mode (default mode). In the win / loss branch operation presentation of the reference mode, an image (operation image 35) representing the operation means 70 (push button 71) is displayed during the operation valid period. The operation image 35 may be deformed (deformed) within a range where it can be recognized that it represents the operation means 70 for which the player is requested to perform an operation. In addition, a meter image 36 indicating the remaining time of the operation valid period and an instruction image 37 including characters such as "push" prompting a single-shot operation are also displayed. Note that in the win / loss branch operation presentation of the reference mode, none of the characters A to C are displayed through the presentation.

[0085] After the reset state, when the execution of the win / loss branch operation presentation is determined in a situation where the selection presentation has already occurred, the win / loss branch operation presentation of the mode corresponding to the selected character (the character selected in the last occurring selection presentation) occurs. That is, when the selected character is character A, the win / loss branch operation presentation of mode A occurs; when the character is character B, the win / loss branch operation presentation of mode B occurs; and when the character is character C, the win / loss branch operation presentation of mode C occurs.

[0086] The winning / losing branch operation presentation of Modes A to C is such that the corresponding character (selected character) is displayed during the presentation (see FIGS. 18(b) to (d)). Specifically, in addition to the operation image 35 and the meter image 36 similar to the winning / losing branch operation presentation in the reference mode, an image in which the selected character prompts the operation of the operation means 70 is displayed as an operation request image. That is, a presentation is executed in which an operation request action (including not only the movement of the character itself but also the lines (dialogue) spoken by the character, etc.) in which the selected character prompts the operation of the operation means 70 is performed. The operation request action is made according to the characteristics of each of the characters A to C. For example, if the gaming machine 1 is based on a certain comic, and the characters A to C are the characters appearing in the comic, an operation request action suitable for the character is set. In the present embodiment, at least the lines spoken to prompt the player to operate are made different for each character. Also, in any of Modes A to C, the operation request action is in a mode in which the selected character touches the operation image 35 (the selected character acts on the operation image 35) (see FIGS. 18(b) to (d)). By doing so, it is possible to easily grasp that the selected character is prompting the operation.

[0087] Thus, the winning / losing branch operation presentation in the present embodiment is interesting in that an operation request is made by the selected character selected in the selection presentation. Since it is highly probable that the selected character is the player's favorite character, it becomes a presentation in which the player receives the impression of being supported by their favorite character in the most important scene just before the winning / losing lottery result is revealed.

[0088] Note that in the present embodiment, in the selection presentation (see FIG. 18(b)), it is not shown that the selected character appears in the winning / losing branch operation presentation. Therefore, the player does not select a character in the selection presentation with the idea of the character appearing in the winning / losing branch operation presentation. However, it is not to deny the configuration in which it is shown that the selected character appears in the winning / losing branch operation presentation in the selection presentation.

[0089] Hereinafter, specific examples in which the matters related to the above-mentioned winning / losing branch operation presentation 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 also be used.

[0090] 〇Specific Example 3-1 In the above embodiment, it has been explained that the selection presentation prompts the selection of a favorite character, but the options (presentation elements) presented in the selection presentation are not limited to characters. For example, a selection presentation that prompts the player to select a favorite color is used, and a winning / losing branch operation presentation in a mode based on the color (selected color) selected in the selection presentation (the last executed selection presentation) is executed. That is, the color of a certain image (for example, the operation image 35) displayed in the winning / losing branch presentation is set as the selected color.

[0091] 〇Specific Example 3-2 In the above embodiment, it has been explained that the selected character performs an operation request action in the winning / losing branch operation presentation, but it is not necessary to perform such an operation request action. For example, in the winning / losing branch operation presentation, an operation image 35 including the selected character (the operation image 35 that appears to show the selected character) may be displayed. That is, various methods of using the selected character, which is the player's favorite character, in the winning / losing branch operation presentation can be considered.

[0092] However, in light of the fact that the object selected in the selection presentation is a "character" and it is common for the character to perform some kind of action in the presentation, it is preferable that the selected character performs an "operation request action" as in the above embodiment (it can be said that the configuration has a high affinity between the selection presentation for selecting a character and the operation presentation for requesting an operation).

[0093] 〇Specific Example 3-3 As described in the above embodiment, in the winning and losing branch operation presentation, the selected character performs an operation request action. As the operation request action, a plurality of types of modes are set for each character, and any one of the plurality of types of modes is assumed to occur. For example, for character A, assume that an operation mode A1 (see Fig. 19(a)) and an operation mode A2 different from it (see Fig. 19(b)) are set. Then, in the winning and losing branch operation presentation that occurs when the selected character is character A, the probability of a successful ending is higher when the operation mode A2 of character A occurs than when the operation mode A1 occurs, that is, the jackpot reliability is set to be high (see Fig. 19). Note that similarly for characters B and C, the jackpot reliability is suggested according to which of the plurality of types of operation modes occurs. By doing so, the player can be made to focus on the specific mode of the operation request action of the selected character in the winning and losing branch operation presentation as an entertaining form.

[0094] As another example, although a plurality of types of operation modes are set for some of the characters, the configuration may be such that there is only one type of operation mode for other characters. For example, assume that operation modes A1 and A2 are set for character A, operation modes B1 and B2 are set for character B, but for character C, there is only one type of operation mode C (the operation request action is determined) (see Fig. 19(c)). In this case, when the selected character is character A or character B, the reliability is suggested by the operation mode of the character in the winning and losing branch operation presentation, but when the selected character is character C, no such reliability suggestion is made in the winning and losing branch operation presentation. That is, the game property is realized in which it is determined whether the reliability is suggested by the character in the winning and losing branch operation presentation according to the selected character.

[0095] As yet another example, the configuration may be such that the number of operation modes set for one character is different from the number of operation modes set for another character. For example, assume that for character A, two operation modes, A1 and A2, are set, while for character B, three operation modes, B1, B2, and B3, are set. Also assume that the jackpot reliability when each operation mode is executed is different from one another. That is, in the win / loss branching operation effect that occurs when the selected character is character A, the jackpot reliability is higher when operation mode B2 is executed than when operation mode A1 is executed (reliability: A1 < A2). In the win / loss branching operation effect that occurs when the selected character is character B, the jackpot reliability is higher when operation mode B2 is executed than when operation mode B1 is executed, and the jackpot reliability is higher when operation mode B3 is executed than when operation mode B2 is executed (reliability: B1 < B2 < B3). By doing so, a gaming property is realized in which the fineness of the reliability suggestion (the number of levels of the reliability suggestion) differs according to the selected character. That is, in the above example, the reliability suggestion is made "more finely" when the selected character is character B than when the selected character is character A.

[0096] 〇Specific Example 3-4 In the above embodiment, it has been explained that regardless of which of the options (characters A to C) presented in the selection effect is selected, the mode of the win / loss branching operation effect will be one corresponding to the selection (modes A to C). However, the configuration may be such that the win / loss branching operation effect becomes one corresponding to the selection only when some of the options are selected. For example, the win / loss branching operation effect that occurs when the selected character is character A or B becomes the reference mode (see Fig. 20(a)), while the win / loss branching effect that occurs when the selected character is character C becomes mode C (see Fig. 20(b)).

[0097] By doing so, it is possible to create a worldview in which some of the characters that can be selected in the selection presentation are special compared to other characters. For example, among characters A to C, when the setting is that character C is the main character and characters A and B are supporting characters (the setting of the original work such as the anime that was the motif of the gaming machine 1), the gaming property that the character appears in the winning / losing branch operation presentation is realized only when the main character, character C, becomes the selected character.

[0098] 〇Specific Example 3-5 The winning / losing branch operation presentation is usually (by default) in the reference mode (where no character is displayed), and it is assumed that one of modes A to C occurs as a so-called chance-up (a mode corresponding to the selected character). For example, when the winning / losing branch operation presentation occurs in a state where the selected character is B, the probability of reaching a successful ending is higher (the jackpot reliability is higher) when mode B occurs (when character B is displayed) (see Fig. 21(b)) than when in the reference mode (see Fig. 21(a)) (in this case, modes A and C do not occur).

[0099] By doing so as in this example, an easy-to-understand gaming property is realized in which it is a chance-up for the favorite character selected by the player to appear in the winning / losing branch operation presentation (it is the default if the character does not appear).

[0100] 〇Specific Example 3-6 In the configuration, a selected character is set only when the player takes a selection action in the selection presentation. When a selection time is set in the selection presentation as in the above-described embodiment, an operation for determining the selection of any one of characters A to C before the end of the selection time (operation of the operation means 70 for which the selection is determined; hereinafter referred to as the determination operation. For example, when the operation of pressing the button 71 within the selection time is set as the determination operation, the presence or absence of the determination operation is determined based on whether the button 71 is operated within the selection time) is performed, the selected character is set as the selected character, and when the winning / losing branch operation presentation occurs thereafter, the character will appear (see FIGS. 22(a) and (b-1)). On the other hand, when the determination operation is not performed before the end of the selection time (that is, when the time runs out), the selected character is not set, and the winning / losing branch operation presentation occurring in that state is defined as the reference mode (see FIGS. 22(a) and (b-2)). Note that in the selection presentation when the time runs out, the character in the selected state at the time when the time runs out (if it is a selection by a cursor, the cursor is placed on the character) is considered to be selected.

[0101] When the selection presentation times out, there is a possibility that the player has not selected a favorite character. Therefore, in such a situation, the character is not made to appear in the winning / losing branch operation presentation (the reference mode).

[0102] 〇Specific Example 3-7 In the selection presentation in the above-described embodiment, the options do not change (characters A to C), but the options (combinations of options) may change. For example, five types of characters A to D may be provided as characters that can be shown as options, and three of them may be presented in the selection presentation. However, in the case of the above-described embodiment, since the presented options are the same every time (easy for the player to select), there is an advantage that the player's preference is likely to be reflected. That is, there is an advantage that the probability that the player's favorite character is set as the selected character is increased, and the winning / losing branch operation presentation is likely to be the one preferred by the player.

[0103] 〇Specific Example 3-8 In the above embodiment, it has been described that the character selected in the last generated selection effect (latest selection) is set as the selected character. However, after reset, all the selection effects that have occurred so far are combined, and the character with the most number of selections may be set as the selected character (appearing in the winning / losing branch operation effect). For example, if four selection effects occur after reset and the selection situation is character A: 1 time, character B: 1 time, and character C: 2 times, and the winning / losing branch operation effect occurs, then the winning / losing branch operation effect will be in mode C where character C appears. In this way, considering that the character with the most number of selections through all the selection effects that have occurred so far is highly likely to be the character that the player really likes, the setting is such that the character appears in the winning / losing branch operation effect.

[0104] In addition, when there are two or more characters with the most number of selections (for example, in the situation of character A: 1 time, character B: 3 times, and character C: 3 times, then character B and character C are the characters with the most number of selections), various control methods can be considered. For example, among the two or more characters with the most number of selections, the character selected in the more recent selection effect appears in the winning / losing branch operation effect. For example, in the state of character A: 1 time, character B: 3 times, and character C: 3 times, if the winning / losing branch operation effect occurs in a situation where character B was selected in the most recent selection effect and character C was selected in the previous selection effect, then the winning / losing branch operation effect will be in mode B (character B appears).

[0105] 〇Specific Example 3-9 In the above-described embodiment, it has been explained that in the winning / losing branch operation presentation, an image corresponding to the selection in the selection presentation is displayed. However, the displayed image (referring to the image for the winning / losing branch presentation, excluding images that can change according to the gaming situation such as the decorative design 80 (reach symbol) and the hold symbol 10 (if the hold symbol 10 is to be displayed in the winning / losing branch presentation)) may have the same configuration (see Fig. 23). For example, it is conceivable that the "sound" output during the operation valid period differs according to the selection. As in the above-described embodiment, if a character is selected in the selection presentation, the "Push it" sound output from the speaker 95 during the operation valid period is configured to be the sound (voice) of the selected character. That is, if the selected character is A, "Push it" by the voice of character A (see Fig. 23(b)), if the selected character is B, "Push it" by the voice of character B (see Fig. 23(c)), and if the selected character is C, "Push it" by the voice of character C (see Fig. 23(d)) are output. As the reference mode, a "Push it" sound (reference sound) different from any of the voices of characters A to C is output (see Fig. 23(a)), or no "Push it" sound is output.

[0106] Generally, since players pay the most attention to the image displayed in the display area 911, when the displayed image is the same as in this example, fewer players will notice that the presentation mode changes according to the selection. That is, by doing so as in this example, a hidden presentation effect is manifested such that only a relatively small number of players notice the relationship between the selection presentation and the winning / losing branch presentation. Also, as in this example, by making an operation request by the "voice" of the character, the player will receive an impression of being cheered on by the character they selected.

[0107] 4-2) Tactile Presentation and Suggestive Presentation As an effect that constitutes a variable effect, a tactile effect can occur. The tactile effect is an effect that can be recognized as having been generated by the player's sense of touch. In the present embodiment, as the tactile effect, compressed air is ejected from a predetermined part (the ejection port 908b) toward the player for a predetermined time. That is, the player can feel the air pressure with their own sense of touch. In the present embodiment, an ejection port 908b is provided in the handle (the firing handle 908a) of the firing device 908 for firing the game ball (see FIG. 1). Therefore, if the tactile effect occurs while the firing handle 908a is being operated, the player can feel the pressure of the air ejected from the ejection port 908b with the hand operating the firing handle 908a. Note that the structure itself in which air is ejected from the firing handle 908a is publicly known, so the description thereof is omitted.

[0108] In the present embodiment, the tactile effect is an effect of determining a big win (a premium effect). That is, if the tactile effect occurs in a certain variable effect, it is determined that the win / loss lottery result corresponding to the variable effect is a big win. In other words, the tactile effect only occurs in a variable effect that results in a big win (a big win variation). Note that the tactile effect does not necessarily occur in a big win variation.

[0109] On the premise that such a tactile effect can occur, in the present embodiment, as an effect that constitutes a variable effect, a suggestive effect can occur. The suggestive effect can occur before the tactile effect occurs. In the present embodiment, if the suggestive effect occurs in a certain variable effect, it is determined that the tactile effect will occur in the variable effect. As described above, since the tactile effect only occurs in a big win variation, the suggestive effect also only occurs in a big win variation. Note that the tactile effect can occur even if the suggestive effect does not occur (if the tactile effect occurs in a certain variable effect, it does not necessarily mean that the suggestive effect will definitely occur in the certain variable effect).

[0110] The suggestive effect is an effect in which a suggestive image 40 that suggests the occurrence of a tactile effect is displayed in the display area 911 (see Fig. 24(b)). That is, the occurrence of the suggestive effect is recognized by the player's vision. It can be said that the suggestive effect and the tactile effect differ in the senses by which their occurrences are recognized, namely vision and touch. The suggestive image 40 is presented in a manner that hints at the occurrence of the tactile effect. In this embodiment, a suggestive image 40 in which a character utters a line suggesting the ejection of air is displayed. For example, a suggestive image 40 in which a character utters the line "fu~" (expressing the ejection of air as "fu~") is displayed.

[0111] Note that although the suggestive image 40 is presented in a manner that hints at (suggests) the occurrence of the tactile effect, it may also be presented in a manner that directly indicates the occurrence of the tactile effect. For example, it may be arranged that a suggestive image 40 containing characters such as "Air is coming from the handle!" is displayed in the display area 911 as the suggestive effect occurs.

[0112] After such a suggestive image 40 is displayed, a tactile effect occurs after a certain period of time has elapsed (see Fig. 24(c)). That is, the ejection of air starts after a certain period of time has elapsed since the suggestive effect was started. Note that in this embodiment, the suggestive image 40 is erased (the suggestive effect has ended) when the tactile effect starts. That is, the period during which the suggestive effect is being executed and the period during which the tactile effect is being executed do not overlap.

[0113] The haptic effect is to be grasped by the player's sense of touch. However, depending on the player's body condition (body posture, position), the player may not be able to sense its occurrence. In the case of the haptic effect where air is ejected from the ejection port 908b of the launch handle 908a as in the present embodiment, if the player's hand is separated from the launch handle 908a when the haptic effect occurs, the player cannot sense the occurrence of the effect. In the present embodiment, since a suggestive effect that suggests the occurrence of the haptic effect occurs before the haptic effect occurs, the player who sees it thinks that the haptic effect may occur and can come into contact with the haptic effect. That is, according to the present embodiment, the situation where the player does not notice the occurrence of the haptic effect is less likely to occur.

[0114] In particular, the suggestive effect in the present embodiment is one in which the occurrence is recognized by a sense (vision) different from the sense (touch) for recognizing the occurrence of the haptic effect, and it can be said that the image displayed in the display area 911 is highly noticeable to the player (since the decorative pattern 80 indicating the winning or losing lottery result is displayed in the display area 911, the degree of attention of the player is high). Therefore, the possibility of overlooking the occurrence of the suggestive effect itself is low.

[0115] Hereinafter, specific examples in which the matters related to the above haptic effect and suggestive effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may be used.

[0116] 〇Specific Example 4-1 Although the haptic effect in the above embodiment has been described as an effect in which air is ejected, it may be any effect that can be recognized by the player's sense of touch and may result in a situation where it cannot be recognized depending on the position of the player's body. For example, a movable part that can be displaced (projected) forward may be provided on the launch handle 908a, and an effect such that the movable part touches the player's hand may occur as the haptic effect. Also, in this haptic effect, if the player is not touching the launch handle 908a, there is a possibility that the player may not notice its occurrence.

[0117] In addition, the location where the tactile effect occurs may be a location other than the firing handle 908a. For example, it may be a tactile effect in which air is blown from a predetermined part of the housing of the gaming machine 1 toward the face of the player or the like. Even in such a case of the tactile effect, depending on the posture of the player, there may be a situation where the player cannot sense that the effect is occurring. Therefore, it can be said that there is a significance in generating a suggestive effect in advance.

[0118] 〇Specific Example 4-2 In the above-described embodiment, the suggestive effect has been described as an effect in which the suggestive image 40 is displayed in the display area 911. However, a configuration is adopted in which a predetermined effect sound (suggestive sound) is output from the speaker 95 as the suggestive effect. For example, the "Suggestive sound 'Whoosh~'" in which a predetermined character utters a line suggesting the ejection of air is output from the speaker 95 as the suggestive effect (see Fig. 25(a)). Also in this example, before the tactile effect occurs (see Fig. 25(b)), a suggestive effect that can be recognized by hearing, which is a different sense from the tactile effect (tactile sensation), occurs (see Fig. 25(a)). Therefore, the situation where the player does not notice the occurrence of the tactile effect is less likely to occur. In particular, the effect recognized by hearing has the advantage that the player can notice the occurrence regardless of the situation (even when the player has looked away from the display area 911).

[0119] It may also be an aspect of the suggestive effect that directly indicates the occurrence of the tactile effect. For example, a configuration may be adopted in which a suggestive sound including a phrase such as "Air is coming from the handle!" is output from the speaker 95.

[0120] 〇Specific Example 4-3 In the above-described embodiment, when a suggestive effect occurs during a certain changing effect, it has been explained that a tactile effect will surely occur thereafter during the certain changing effect. However, it may be set such that a tactile effect does not necessarily occur even if a suggestive effect occurs. Specifically, when a suggestive effect occurs during a certain changing effect, the probability of a tactile effect occurring during the certain changing effect is set to be higher than when the suggestive effect does not occur. That is, the occurrence of the suggestive effect is only set to indicate that the probability of the tactile effect occurring has increased. Even in this case, when the suggestive effect occurs, the player will expect the tactile effect to occur, so the possibility of a situation where the player does not notice the occurrence of the tactile effect is reduced.

[0121] As in this example, when the occurrence of the suggestive effect does not necessarily lead to the occurrence of the tactile effect, a plurality of types of suggestive effects with different modes (at least one of which is not necessarily such that a tactile effect will surely occur even if it occurs) can occur, and the probability of the tactile effect occurring can be made different according to the type of the suggestive effect. For example, it is assumed that a first suggestive effect in which the first suggestive image 41 is displayed and a second suggestive effect in which the second suggestive image 42 (different in mode from the first suggestive image 41) is displayed can occur. When the first suggestive effect occurs during a certain changing effect (see Fig. 26(a)), the probability of the tactile effect occurring during the certain changing effect is higher when the second suggestive effect occurs (see Fig. 26(b)). Note that the first suggestive image 41 and the second suggestive image 42 may have any specific mode as long as the player can recognize that both suggest a tactile effect. Also, when the second suggestive effect (an effect with a high probability of the tactile effect occurring) occurs, it may be set such that the occurrence of the tactile effect is determined (the first suggestive effect with a low probability of the tactile effect occurring does not determine the occurrence of the tactile effect). By doing so, when the suggestive effect occurs, the gameplay of expecting the tactile effect to occur while paying attention to its mode (type) is realized.

[0122] 〇Specific Example 4-4 In the above-described embodiment, it has been explained that the period during which the suggestive effect is executed and the period during which the tactile effect is executed do not overlap, but a configuration in which both periods overlap may also be adopted. That is, it is assumed that the suggestive effect is started before the tactile effect is started, and the suggestive effect continues for a predetermined period (the suggestive image 40 is displayed) even after the tactile effect is started. By doing so, there is an advantage that even if one notices the occurrence of the suggestive effect late, one can come into contact with the tactile effect.

[0123] However, if the setting is such that the execution period of the suggestive effect and the execution period of the tactile effect overlap as in this example, there is a possibility that the suggestive effect itself may be regarded as a jackpot confirmation effect. That is, if the suggestive effect is merely to announce the occurrence of the tactile effect, it is preferable that the two periods do not overlap as in the above-described embodiment (the suggestive effect ends before the start of the tactile effect).

[0124] 4-3) Specific Hold Change Effect During the execution of the changing effect, a hold change effect in which the state of the hold symbol 10 changes may occur. In this embodiment, as a type of the hold change effect, it is possible to execute a specific hold change effect. Hereinafter, the specific hold change effect will be described in detail. Note that the specific hold change effect in this embodiment can occur during the normal game state. Therefore, the hold symbol 10 that is the target of the specific hold change effect is "Special Figure 1 Hold". Also, it may be set that conditions under which the specific hold change effect can occur are provided. For example, it may be configured such that the specific hold change effect can occur only when staying in a specific mode (stage).

[0125] The location (position) where the hold symbol 10 in the display area 911 is displayed is referred to as the hold display location 10p (see FIG. 27). In the present embodiment, four hold display locations 10p (pre-variation hold display locations 12p) where the pre-variation hold symbol 12 is displayed and one hold display location 10p (during-variation hold display location 11p) where the during-variation hold symbol 11 is displayed are defined. Note that among the pre-variation hold display locations 12p, the closer ones to the during-variation hold display location 11p have an earlier digestion order (the order in which the notification of the corresponding win / loss lottery result is completed). Each hold symbol 10 is displayed at the hold display location 10p according to the "digestion order". Note that an image (mark) associated with each hold display location 10p may be displayed in the normal state. Such an image may be set only for one of the during-variation hold display location 11p and the pre-variation hold display location 12p. For example, it is conceivable that a "pedestal" that supports the hold symbol 10 is displayed as the image (however, such an image is not displayed in the present embodiment).

[0126] The hold symbol 10 that is the target of the specific hold change effect is defined as the target hold symbol 10T. When the target hold symbol 10T is displayed, that is, when the win / loss lottery information corresponding to the target hold symbol 10T (hereinafter, may also be referred to as the target win / loss lottery information) is acquired (the entry of the game ball into the start area 904), the effect image 50 is displayed (see FIGS. 28(a) and (b)). That is, the target hold image and the effect image 50 are displayed almost simultaneously (appearing to be displayed simultaneously to the player). Note that in the present embodiment, although what is displayed as the pre-variation hold symbol 12 at the time of acquisition of the target win / loss lottery information (at the time of acquisition of the target hold) can be the target hold symbol 10T, what is displayed as the during-variation hold symbol 11 at the time of acquisition of the target win / loss lottery information (at the time of acquisition of the target hold) cannot be the target hold symbol 10T. That is, although the win / loss lottery information acquired during the execution of a certain during-variation effect can be the target win / loss lottery information, the win / loss lottery information acquired when the during-variation effect is not being executed cannot be the target win / loss lottery information.

[0127] The performance image 50 is displayed in association with the target hold display area 10pT, which is one of the hold display areas 10p (see Fig. 28(b)). The term "in association with" here means that the distance between the performance image 50 and the target hold display area 10pT is shorter than the distance between the performance image 50 and the other hold display areas 10p. That is, it is assumed that the hold display area 10p closest to the performance image 50 is the target hold display area 10pT. In this embodiment, the fluctuating hold display area 11p is the target hold display area 10pT. That is, the performance image 50 is displayed in association with the fluctuating hold display area 11p. The specific form of the performance image 50 may be anything, but as will be described later, since the performance image 50 is an image used for a specific hold change performance, it is in a form corresponding thereto. The performance image 50 in this embodiment is the "face" of a predetermined character.

[0128] The forms of the hold symbol 10 in this embodiment are classified into a normal form 10n, a special form 10s, and a preview form 10y (see Fig. 27(b)). The normal form 10n is the normal state of the hold symbol 10. The hold symbol 10 has the highest probability of being in the normal form 10n. In this embodiment, there is only one type of normal form 10n, but a configuration in which a plurality of types of normal forms 10n are set may also be used. The special form 10s is a form indicating that the probability (big win reliability) of the corresponding win / loss lottery result being a big win is higher than that of the normal form 10n. In this embodiment, as the special form 10s, three types are set: a first special form 101s presenting blue, a second special form 102s presenting green, and a third special form 103s presenting red (in the drawing, the colors are indicated by characters). The big win reliability is high in the order of the first special form 101s, the second special form 102s, and the third special form 103s (the third form is the highest). A form in which a big win is determined when it is displayed may also be set.

[0129] The preview mode 10y is a mode that suggests the occurrence of a specific hold change effect, and is a mode different from both the normal mode 10n and the special mode 10s. The preview mode 10y in this embodiment is taken as a mode representing food (bread) (see Fig. 27(b)). When the target hold symbol 10T is displayed, the target hold symbol 10T is in the preview mode 10y. That is, together with the effect image 50, the target hold symbol 10T in the special mode 10s is displayed (see Fig. 28(b)).

[0130] After the target hold symbol 10T and the effect image 50 are displayed, each time the win / loss lottery result is displayed, the digestion order of the target hold symbol 10T moves up (see Figs. 28(c) to 29(b)). That is, the hold display position 10p of the target hold symbol 10T changes. And when the target hold symbol 10T is in a state of being displayed at the target hold display position 10pT (see Fig. 29(c)), that is, in this embodiment, when the target hold symbol 10T becomes the changing hold symbol 11 (during the execution of the changing effect corresponding to the target hold symbol 10T (hereinafter sometimes referred to as the target change)), a specific hold change effect using the effect image 50 is executed. In this embodiment, the specific hold change effect is started simultaneously with the start of the target change.

[0131] In the specific reserved change presentation, first, a presentation is executed in which the character in the presentation image 50 eats the "bread" represented by the target reserved symbol 10T in the preview mode 10y (see FIGS. 29(c) and (d)). After that, the changed reserved symbol 10 jumps out from the character in the presentation image 50 (see FIG. 29(e)). That is, the reserved symbol 10 formed by the change of the reserved symbol 10 in the preview mode 10y is displayed. In this embodiment, it changes to any one of the reserved symbols 10 (fluctuating reserved symbol 11) of the first special mode 101s to the third special mode 103s. From the perspective of the player, it becomes a presentation mode in which it is expected that the reserved symbol 10 will change to a reserved symbol 10 with a higher jackpot reliability. In this embodiment, since the changed reserved symbol 10 does not become the normal mode 10n, the occurrence of the specific reserved change presentation (display of the presentation image 50) itself is a chance-up presentation. However, it may also lead to a result where the reserved symbol 10 in the normal mode 10n is displayed. In such a case, the game property is realized in which the player first hopes that the changed reserved symbol 10 will become the special mode 10s, and when it becomes the special mode 10s, expects it to become a special mode 10s with a higher reliability.

[0132] After that, on the basis that the presentation image 50 is erased (see FIG. 29(f)), the target variation progresses, and finally, the win / loss lottery result corresponding to the target variation (the win / loss lottery result corresponding to the reserved symbol 10 that has become the special mode 10s) is announced.

[0133] As described above, the specific reserved change presentation in this embodiment is a presentation that shows a change in the mode of the reserved symbol 10 using the presentation image 50, and the presentation image 50 is displayed along with the target reserved display location 10pT where the change of the target reserved symbol 10T occurs. Thereby, the player can feel that there is a possibility that the mode will change when the target reserved symbol 10T is displayed at the target reserved display location 10pT.

[0134] Also, in the present embodiment, when a specific hold change effect occurs (when the effect image 50 is displayed), the target hold symbol 10T is set to a preview mode 10y different from the normal mode 10n, so it is easy to understand which hold symbol 10 is the target of the specific hold change effect.

[0135] Hereinafter, specific examples in which the matters related to the haptic effect and the suggestive effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0136] 〇Specific Example 5-1 In the specific hold change effect in the above embodiment, it has been described that the changing hold display location 11p is set as the target hold display location 10pT, but it may be set such that one of the pre-changing hold display locations 12p is the target hold display location 10pT (see FIG. 30). That is, a configuration may be adopted in which the effect image 50 can be displayed attached to one of the pre-changing hold display locations 12p (see FIG. 30(b)). In this case, a specific hold change effect occurs when the target hold symbol 10T is displayed at the pre-changing hold display location 12p to which the effect image 50 is attached (see FIGS. 30(c) to (e)).

[0137] However, the target hold display location 10pT is set as the hold display location 10p whose digestion order is earlier than the pre-changing hold display location 12p where the target hold symbol 10T is displayed when the target validity lottery information is acquired. That is, after the target hold symbol 10T is displayed and after at least one changing effect ends, the target hold symbol 10T moves to the target hold display location 10pT.

[0138] The hold display location 10p set as the target hold display location 10pT may be configured to change each time. That is, regardless of whether it is the changing hold display location 11p or the pre-changing hold display location 12p, the hold display location 10p where the specific hold change effect occurs can change each time. By doing so, it is possible to obtain an effect form in which the timing at which the specific hold change effect occurs can change each time.

[0139] 〇Specific Example 5-2 The configuration is such that a plurality of modes are set as the modes of the effect image 50 that can be displayed. On this premise, it is assumed that the result of the specific hold change effect is suggested by the mode of the displayed effect image 50. For example, as the effect image 50, a first effect image 51 and a second effect image 52 different from the first effect image 51 can be displayed. When the second effect image 52 is displayed (see Fig. 31(b-2)), the result of the specific hold change effect is more likely to be advantageous to the player than when the first effect image 51 is displayed (see Fig. 31(b-1)). That is, the mode after the change of the target hold symbol 10T (the type of the special mode 10s) is set to be more likely to be highly reliable. Specifically, for example, when the second effect image 52 is displayed, the probability that the target hold symbol 10T changes to the third special mode 103s with the highest reliability is higher than when the first effect image 51 is displayed.

[0140] In addition, if the specific hold change effect may result in the target hold symbol 10T becoming any of the special modes 10s (a chance-up hold) or may result in the normal mode 10n (a normal hold), it may be set that the probability of becoming the special mode 10s is higher when the second effect image 52 is displayed than when the first effect image 51 is displayed. That is, the probability that the target hold symbol 10T becomes a chance-up hold after the specific hold change effect is suggested by the mode of the displayed effect image 50.

[0141] By doing so as in this example, the player will also pay attention to the mode (type) of the displayed effect image 50.

[0142] 〇Specific Example 5-3 As a preview mode 10y of the target hold symbol 10T, a plurality of types of modes are set, and the result of the specific hold change effect is suggested according to the type of the preview mode 10y. For example, the target hold symbol 10T is assumed to be either the first preview mode 10y1 (bread) or the second preview mode 10y2 (rice) different from it. When it becomes the second preview mode 10y2 (see Fig. 32(b-2)), compared with the case of becoming the first preview mode 10y1 (see Fig. 32(b-1)), the mode after the change of the target hold symbol 10T (the type of the special mode 10s) is more likely to be highly reliable. Specifically, for example, when it becomes the second preview mode 10y2, the probability that the target hold symbol 10T changes to the third special mode 103s with the highest reliability is higher than when it becomes the first preview mode 10y1.

[0143] In addition, for the specific hold change effect, if the result may lead to the target hold symbol 10T becoming any of the special modes 10s (a chance-up hold) or may lead to the normal mode 10n (a normal hold), it may be set that the probability of becoming the special mode 10s is higher when it is the second preview mode 10y2 than when it is the first preview mode 10y1. That is, the probability that the target hold symbol 10T becomes a chance-up hold after the specific hold change effect is suggested according to the type of the preview mode 10y of the target hold symbol 10T.

[0144] By doing so as in this example, the player will pay attention to what the preview mode 10y of the target hold symbol 10T will be.

[0145] 〇Specific Example 5-4 As described in the above embodiment, when the target eligibility lottery information is acquired, the effect image 50 is displayed and the target hold symbol 10T in the preview mode 10y is displayed. However, the pre-change hold symbol 12 other than the target hold symbol 10T may also be configured to have the same preview mode 10y as the target hold symbol 10T. For example, when the newly displayed target hold symbol 10T is displayed at the third pre-change hold display position 12p in the digestion order, the pre-change hold symbols 12 displayed at the second and first pre-change hold display positions 12p in the digestion order also become the preview mode 10y (see Fig. 33(b)). That is, including the target hold symbol 10T, all the pre-change hold symbols 12 with an earlier digestion order than it become the preview mode 10y. And every time each pre-change hold symbol 12 that has become the preview mode 10y becomes the in-change hold symbol 11 (moves to the in-change hold display position 11p), an action using the effect image 50 occurs (see Fig. 33(c)(d)). In terms of the above embodiment, an effect occurs in which a character as the effect image 50 eats "bread" in the preview mode 10y. In other words, an effect (pseudo-preview effect) in a mode similar to the specific hold change effect occurs as a "foreshadowing" of the specific hold change effect. While repeating this, finally, when the target hold symbol 10T is displayed at the in-change hold display position 11p, a specific hold change effect occurs for the target hold symbol 10T (see Fig. 33(e)).

[0146] By doing so, before the specific hold change effect actually occurs for the target hold symbol 10T, a pseudo-preview effect in a mode similar to the specific hold change effect will occur one or more times. Therefore, it is possible to grasp in advance what kind of effect the specific hold change effect is (that the character of the effect image 50 eats "bread").

[0147] Note that the target hold symbol 10T and the pre-change hold symbol 12 with an earlier digestion order than it may be configured to be in the preview mode 10y, and the in-change hold symbol 11 at the time when the target hold symbol 10T is displayed may also be in the preview mode 10y.

[0148] 5) As described above in detail regarding the embodiments of the present invention, the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.

[0149] Regarding the matters described in the above embodiments, except for the point of using the configuration peculiar to pachinko gaming machines, they can also be applied to other gaming machines such as rotary gaming machines.

[0150] Regarding the effect suggesting the probability (big win reliability) that the win / loss lottery result in the above embodiment becomes a "big win", it can also be used as suggesting the probability of a so-called "small win".

[0151] The specific means (gaming machine) obtained from the above embodiments are listed below.

[0152] · Means 1-1 A gaming machine in which a short-duration gaming state that continues until the win / loss lottery result fails for X consecutive times and a long-duration gaming state that continues until the win / loss lottery result fails for Y consecutive times are set as gaming states more advantageous than the normal gaming state. In the short-duration gaming state, a remaining number of times image that decreases each time the win / loss lottery result fails from the start of the short-duration gaming state is displayed. In the long-duration gaming state, after reaching the switching point where the win / loss lottery result fails continuously for D times from the start of the long-duration gaming state, a remaining number of times image that decreases each time the win / loss lottery result fails is displayed. The gaming machine is characterized by this. However, it is assumed that Y > X and D ≧ Y - X. According to the above gaming machine, since it is not necessary to display the remaining number of times until the switching point is reached in the long-duration gaming state, it is possible to facilitate the control regarding the remaining number of times.

[0153] · Means 1-2 The gaming machine according to Means 1-1, characterized in that in the long-duration gaming state, a stop image that makes it appear as if the decrease in the remaining number of times has stopped is displayed until the switching point is reached. By doing so, it is possible to reduce the risk that the remaining number of times will not be displayed and the player will feel uncomfortable.

[0154] ·Means 1-3 A low-probability state where the winning or losing lottery probability is a low probability and a high-probability state higher than the low-probability state are set, and the short-duration game state and the long-duration game state are both in the low-probability state. The gaming machine according to Means 1-1 or Means 1-2. In this way, if one of the two game states that are common in that they are in the low-probability state and have different continuation times is set as the short-duration game state and the other is set as the long-duration game state, the control after the switching time point is reached in the long-duration game state can be made the same as the control in the short-duration game state.

[0155] ·Means 1-4 At the start of the short-duration game state, a start image including a continuation count display indicating that the short-duration game state will continue until it fails X times in a row is displayed. When the switching time point is reached in the long-duration game state, a pseudo-start image including the same continuation count display as the start image is displayed. The gaming machine according to any one of Means 1-1 to Means 1-3. However, assume that D = Y - X. In this way, after the switching time point is reached in the long-duration game state, it is possible to control in the same manner as the short-duration game state, including the start image (pseudo-start image).

[0156] ·Means 2-1 A variation performance execution means for executing a variation performance from the start of the variation of the decorative symbol until the decorative symbol stops in a manner according to the winning or losing lottery result, and a mode selection means for making the performance mode of the variation performance selectable from among a plurality of selectable modes during normal variation when the variation performance is being executed and a predetermined prohibition condition is not satisfied. As the selectable mode selectable during the normal variation, in addition to the basic mode, a customized mode customized by the player may be included. The gaming machine characterized by this. According to the above-described gaming machine, since the customizable mode customized by the player can be included in the selectable modes, the range of the game is widened and the ingenuity of the game is improved.

[0157] ·Means 2-2 It is possible to perform detailed settings related to the game in a standby state in which the above-described variable performance is not being executed, and the content set by the detailed settings can be selected during the normal variation as the above-described customizable mode. The gaming machine according to Means 2-1, characterized in that. By doing so, the detailed settings made during the standby state can be selected as the customizable mode.

[0158] ·Means 2-3 When the content of the detailed settings is changed in the standby state, the content of the customizable mode that can be selected during the normal variation automatically changes. The gaming machine according to Means 2-2, characterized in that. By doing so, the content of the latest detailed settings can be selected as the customizable mode.

[0159] ·Means 2-4 Even when the change from the customizable mode to the basic mode is executed, the customizable mode remains as the selectable mode that can be selected during the normal variation. The gaming machine according to any one of Means 2-1 to Means 2-3, characterized in that. By doing so, after stopping the customizable mode, it is possible to easily set the customizable mode with the same content again, which contributes to the convenience of the player.

[0160] ·Means 2-5 After a predetermined reset condition is satisfied, when the detailed settings are not performed in the standby state, the selectable mode that can be selected during the normal variation does not include the customizable mode. The gaming machine according to any one of Means 2-1 to Means 2-4, characterized in that. Since the fact that the customization function is not used (detailed settings are not made) means that the player has no such desire, it is advisable not to include the customization mode as a selectable mode.

[0161] ·Means 3-1 A display means having a display area, an operation means operable by a player, and an effect that constitutes a variation effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner according to the winning or losing lottery result. An operation effect execution means for prompting the player to operate the operation means and executing a winning or losing branch operation effect in which the winning or losing lottery result is determined upon the operation of the operation means, and a selection effect execution means for prompting the player to select a preferred effect element from among a plurality of types of effect elements. A gaming machine characterized in that the mode of the winning or losing branch operation effect varies according to the type of the effect element selected by the selection effect. According to the above gaming machine, since a winning or losing branch operation effect in which the preferred effect element selected by the selection effect is reflected occurs, it is possible to improve the interest of the game.

[0162] ·Means 3-2 The selection effect is to select a preferred character from among a plurality of types of characters, and the gaming machine according to means 3-1, characterized in that the character selected by the selection effect is displayed in the winning or losing branch operation effect. By doing so, it becomes a winning or losing branch operation effect in which the player's preferred character is displayed.

[0163] ·Means 3-3 The gaming machine according to means 3-2, characterized in that the character selected by the selection effect performs an operation request action for prompting the player to operate the operation means in the winning or losing branch operation effect. By doing so, it becomes a winning or losing branch operation effect in which the operation is prompted by the player's preferred character.

[0164] ·Means 3-4 A plurality of modes are set as the operation request actions that certain characters may perform in the winning / losing branch operation effect, and the probability that the winning / losing lottery result determined through the winning / losing branch operation effect according to the mode of the operation request action is a winning result is different. The gaming machine according to means 3-3. By doing so, an effect worthy of attention should also be paid to the specific mode of the operation request action of the character.

[0165] ·Means 4-1 A gaming machine comprising: display means having a display area; and in-play effect execution means for executing an in-play effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to a winning / losing lottery result, wherein as effects constituting the in-play effect, a tactile effect recognizable by a player's sense of touch and a suggestive effect that occurs before the tactile effect occurs and suggests the occurrence of the tactile effect can occur. According to the above gaming machine, a situation where the player does not notice the occurrence of the tactile effect is less likely to occur.

[0166] ·Means 4-2 The gaming machine according to means 4-1, wherein the suggestive effect is an effect in which a suggestive image is displayed in the display area. ·Means 4-3 The gaming machine according to means 4-2, wherein the tactile effect is an effect in which air is ejected from a predetermined part, and the suggestive effect is an effect in which the suggestive image in which a character utters a line suggesting the ejection of air is displayed in the display area. Since the player will be paying attention to the image displayed in the display area (the effect executed in the display area), it is preferable to display a suggestive image in the display area.

[0167] ·Means 4-4 The gaming machine according to means 4-1, wherein the suggestive effect is an effect in which a suggestive sound is output from a speaker. ·Means 4-5 The tactile effect is an effect in which air is ejected from a predetermined part, and the suggestive effect is an effect in which the suggestive sound in which a character utters a line suggesting the ejection of air is output from the speaker, according to the gaming machine described in means 4-4. In this way, by making it a suggestive effect that appeals to the player's sense of hearing, it is possible to further reduce the possibility that the player will not notice the occurrence of the tactile effect.

[0168] ·Means 4-6 In the case where the suggestive effect occurs in a certain variable effect, the tactile effect always occurs in the certain variable effect, according to the gaming machine described in any one of means 4-1 to means 4-5. In this way, it may be set such that the occurrence of the suggestive effect surely leads to the occurrence of the tactile effect.

[0169] ·Means 4-7 Even if the suggestive effect occurs in a certain variable effect, the tactile effect does not always occur in the certain variable effect, and when the suggestive effect occurs in the certain variable effect, the probability that the tactile effect occurs in the certain variable effect is higher than when the suggestive effect does not occur, according to the gaming machine described in any one of means 4-1 to means 4-5. In this way, it may be set such that the occurrence of the suggestive effect remains as a suggestion that the probability of the occurrence of the tactile effect has increased.

[0170] ·Means 4-8 When a second suggestive effect different from the first suggestive effect occurs, the probability that the tactile effect occurs is higher than when the first suggestive effect occurs, according to the gaming machine described in means 4-7. By doing so, a gaming property that the player will also pay attention to in the mode of the suggestive effect is realized.

[0171] ·Means 5-1 Judgment lottery information used for a yes / no lottery, comprising display means for displaying, as a hold symbol, the existence of information for which notification of the corresponding yes / no lottery result has not been completed, and effect execution means for executing a specific hold change effect for changing the form of the hold symbol. The hold symbol is displayed at a hold display position corresponding to the digestion order in which notification of the corresponding yes / no lottery result is completed. When a target hold symbol, which is the hold symbol targeted by the specific hold change effect, is acquired, an effect image is displayed in association with a target hold display position that is one of the hold display positions. When the target hold symbol is displayed at the target hold display position, the specific hold change effect is executed using the effect image. A gaming machine characterized by this. According to the gaming machine described above, since an effect image is displayed in association with the target hold display position when the target hold is acquired, the player can sense that the form of the target hold symbol may change when the target hold symbol is displayed at the target hold display position. That is, an easy-to-understand gaming property is realized in which the timing at which the specific hold change effect occurs is suggested in advance.

[0172] ·Means 5-2 The hold symbol is classified into a hold symbol during variation, which indicates a symbol for which the variation of the decorative symbol indicating the corresponding yes / no lottery result has started but the notification of the yes / no lottery result has not been completed, and a hold symbol before variation, which indicates a symbol for which the variation of the decorative symbol indicating the corresponding yes / no lottery result has not started. The target hold symbol is displayed as the hold symbol before variation at the time of acquiring the target hold. The gaming machine according to means 5-1, characterized in that the specific hold display position is a position where the hold symbol during variation is displayed. By doing this, it is possible to sense that some change may occur when the target hold symbol becomes a hold symbol during variation.

[0173] ·Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that the result of the specific hold change effect is more likely to be advantageous to the player when the second effect image is displayed as the effect image than when the first effect image is displayed as the effect image. By doing so, the effect image can function not only as an image indicating the target hold display position but also as an image suggesting the result of the specific hold change effect.

[0174] · Means 5-4 The gaming machine according to any one of means 5-1 to 5-3, characterized in that the target hold symbol is in a warning mode different from the normal mode and changes to a special mode different from the warning mode through the specific hold change effect. By doing so, it becomes easy to understand which hold symbol is the target hold symbol.

Explanation of Signs

[0175] 1 Gaming machine 10 Hold symbol 11 Symbol in the middle of variation (information on hold during variation) 12 Symbol before variation (information on hold before variation) 10T Target hold symbol 10p Hold display position 11p Display position of symbol in the middle of variation 12p Display position of symbol before variation 10pT Target hold display position 10n Normal mode 10s Special mode 101s First special mode 102s Second special mode 103s Third special mode 10y Warning mode 10y1 First warning mode 10y2 Second warning mode 20 Remaining number of times image 21 Image during time shortening 22 Stop image 23 Start image 231 Display of continuous number of times 23g Pseudo start image 30 Icons 35 Operation Images 36 Meter Images 37 Indication Images 40 Suggestion Images 41 First Suggestion Images 42 Second Suggestion Images 50 Performance Images 51 First Performance Images 52 Second Performance Images 70 Operating Means 71 Push Button 72 Cross Keys 80 Decorative Symbols 904 Starting Area 904a First Starting Area 904b Second Starting Area 906 Big Winning Area 908 Launching Device 908a Launching Handle 908b Nozzle 91 Display Device 911 Display Area 95 Speaker

Claims

【Claim 1】 Display means for displaying, as a hold symbol, the existence of a win / loss lottery information used for win / loss lottery, for which notification of the corresponding win / loss lottery result has not been completed; Effect execution means for executing a specific hold change effect that changes the form of the hold symbol to a form indicating that the probability of the corresponding win / loss lottery result being a winning result has increased; comprising: The hold symbol is displayed at a hold display position corresponding to the digestion order, which is the order in which notification of the corresponding win / loss lottery result is completed; When acquiring a target hold, which is the hold symbol targeted by the specific hold change effect, an effect image is displayed in association with a target hold display position, which is one of the hold display positions earlier in the digestion order than the hold display position where the target hold symbol is displayed; When the target hold symbol is displayed at the target hold display position, the specific hold change effect is executed using the effect image; A gaming machine characterized in that each time the specific hold change effect occurs, the hold display position that becomes the target hold display position can change.

Citation Information

Patent Citations

  • Game machine

    JP2017029265A

  • Game machine

    JP2017080112A

  • Pachinko game machine

    JP2018057426A

  • Game machine

    JP2019072643A

  • Game machine

    JP2021041298A