gaming machines
The gaming machine addresses the challenge of preferentially generating desired effects by implementing modes that allow type changes and fixed executions, enhancing player convenience and engagement.
Patent Information
- Application Number
- JP2024188021
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-25
- Publication Date
- 2026-01-20
- Estimated Expiration
- 2041-10-29
AI Technical Summary
Existing gaming machines lack the ability to conveniently allow a preferred effect to occur preferentially, limiting player engagement and satisfaction.
A gaming machine that executes one of multiple types of target effects when a predetermined condition is met, with modes for controlling these effects including a normal mode where the type can change and a fixed mode where a set effect is executed, transitioning to fixed mode when a mode change condition is met.
Enhances player convenience by allowing desired effects to be generated preferentially, improving gameplay experience and engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines that allow customization of the probability of occurrence of effects to be executed are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special issue number 2021-062293 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the convenience of allowing a preferred effect to occur preferentially. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is a gaming machine in which one of multiple types of target effects is executed when a predetermined condition is met, and the modes for controlling the target effects are a normal mode in which the type of target effect executed when the predetermined condition is met can change, and a fixed mode in which one of the multiple types of target effects is set to a fixed effect, and when the predetermined condition is met, the target effect set to the fixed effect is executed, and other types of target effects are not executed, and when the normal mode is set and a mode change condition is met while one of the multiple types of target effects is being executed, the target effect being executed is changed to the fixed mode in which the fixed effect is set. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the convenience of preferentially generating a desired effect. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is an overall view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state and type of jackpot (transition of game state according to type of jackpot), and (b) is a diagram to explain the distribution of jackpots when the first win / lose lottery is won and when the second win / lose lottery is won. [Figure 4] This is a diagram to explain specific effects (types of specific effects). [Figure 5] This is a diagram to explain that a specific type of presentation that occurs during a jackpot fluctuation in the standard special game state is considered to be a good model in the target special game state. [Figure 6] A diagram showing the standard reliability and opportunity reliability of various specific effects. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-7. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 12] FIG. 10 is a diagram for explaining a performance image. [Figure 13] A diagram for explaining the composite presentation of the basic form. [Figure 14] A diagram to explain a special type of composite effect. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 17] FIG. 10 is a diagram (part 1) for explaining specific example 2-3. [Figure 18] FIG. 10 is a second diagram for explaining specific example 2-3. [Figure 19] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 20] FIG. 1 is a diagram for explaining the target period (a) and the target effect (b). [Figure 21] (a) is a diagram explaining normal mode and fixed mode, (b) is a diagram explaining that when the conditions for changing from normal mode to fixed mode are met, the target effect currently being executed becomes a fixed effect, and (c) is a diagram showing an example of an operation effect that occurs during the target period. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 23] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 25] FIG. 10 is a diagram (part 1) for explaining specific example 3-6. [Figure 26] FIG. 10 is a second diagram for explaining specific example 3-6. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. In the following description, when referring to an image without going into detail, it includes not only a still image but also a moving image.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, the jackpot is determined; if it is different, the jackpot is determined as a loss. In this embodiment, the results of the win / lose lottery are announced in the order in which the numerical values are acquired (the in-variation performance described below is initiated). However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described below) in a storage means provided on a control board (not shown). As with known gaming machines, the type of effect to be executed as part of the effect that constitutes the variable effect is determined by a lottery based on a random number obtained depending on the result of the win / loss lottery (a lottery that references one or more effect tables not shown).
[0014] In this embodiment, the reserved symbols 70 displayed are a during-change reserved symbol 71 (a symbol indicating the existence of the "relevant change reserved symbol") corresponding to the win / loss lottery information (hereinafter also referred to as during-change reserved information) for which the during-change effect (which refers to the effect from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the win / loss lottery result, the so-called during-change effect; hereinafter also referred to as "change" or "rotation") that notifies the win / loss lottery result has started but the notification of the win / loss lottery result has not been completed, and a pre-change reserved symbol 72 corresponding to the win / loss lottery information (hereinafter also referred to as pre-change reserved information) for which the during-change effect that notifies the win / loss lottery result has not started (see FIG. 2). In this embodiment, the during-change reserved symbol 71 is displayed larger than the pre-change reserved symbol 72, but the basic shapes of both are the same. The basic shapes of the during-change reserved symbol 71 and the pre-change reserved symbol 72 may be completely different. Also, the configuration may be such that the pending pattern 71 during the change is not displayed. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before the change is completed (the so-called pending "consumption order") is earlier the one located to the right.
[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (e.g., three identical decorative symbols 80). If a loss occurs, the combination will be something other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers, characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0018] If the lottery results in a jackpot, a jackpot game is executed in which the jackpot area 906 is opened (the player is awarded a "benefit" called a jackpot game). A jackpot game includes one or more unit games (each "round" of play; hereinafter, the xth unit game since the start of a jackpot game may be referred to as "x round (game)"). In a unit game, the jackpot area 906 remains open until a predetermined closing condition is met. In this embodiment, the closing condition is met when either C game balls enter the jackpot area 906 or a predetermined time has passed since the jackpot area 906 was opened. Basically, if game balls are continuously launched toward the jackpot area 906, C game balls will enter the jackpot area 906 before the predetermined time has passed. In other words, the player can enjoy the benefits of at least C game balls entering the jackpot area 906. In this embodiment, C=10. When one gaming ball enters the big prize area 906, the number of prize balls paid out is 10.
[0019] 2) Game status The game state in which a player aims to win a jackpot is roughly divided into a normal game state and a special game state (see Figure 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 jackpot is low, and is a low-base state (low probability, no time-saving) in which it is difficult for the game ball to enter the starting area 904. The special game states are a first special game state and a second special game state. The first special game state is a high-probability state (probability-varying state) in which the probability of winning a jackpot is high, and is a high-base state (high probability, with time-saving) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low-probability state in which the probability of winning a jackpot is low, and is a high-base state (low probability, with time-saving) in which it is easy for the game ball to enter the starting area 904.
[0020] The average length of time required for the fluctuation performance (fluctuation time) is shorter in the high base state than in the low base state. In other words, the winning / losing lottery results are announced more quickly in the high base state than in the low base state.
[0021] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called special game start area). In this embodiment, a so-called "left hit" is performed. When the game ball enters the first starting area 904a, first win / loss lottery information is acquired. Therefore, the normal game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called special game start area 1 lottery; hereinafter, sometimes referred to as the first win / loss lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called special game start area 2). In this embodiment, a so-called "right hit" is performed. When the game ball enters the second starting area 904b, second win / loss lottery information is acquired. Therefore, the special game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called special game start area 2 lottery; hereinafter, sometimes referred to as the second win / loss lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation will be omitted. Also, the game state set as described above is merely an example.
[0022] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability variable type." A normal jackpot and a special jackpot are set as jackpots. After a normal jackpot is won, the machine transitions to a second special gaming state (low probability, with time reduction) after the jackpot game ends. The second special gaming state continues a predetermined number of times in succession until the result of the lottery results in a loss (in the following description, the number of losses from the start of a certain gaming state until the end of that gaming state without winning a jackpot is sometimes referred to as the "continuation count"). In this embodiment, the number of times the second special gaming state continues (the so-called time reduction count) is 100 times. After a special jackpot is won, the machine transitions to a first special gaming state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of times the first special gaming state continues (the so-called ST count (=M)) is 150 times.
[0023] Of the jackpots (jackpot allocations) won in the first lottery (special chart 1 lottery), 50% are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%). Of the jackpots (jackpot allocations) won in the second lottery (special chart 2), 100% are special jackpots (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened during the jackpot game (if the game ball is fired aiming at the V area, it is opened for a time during which the game ball will almost certainly enter), and the game state after the jackpot game ends will be the special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to the extent that it is practically impossible for a game ball to enter, so that a game ball will not enter the V area and the game state after the jackpot game ends will be the normal game state.
[0024] As described above, in this embodiment, 50% of the jackpots (jackpot distribution) won in the first winning / losing lottery (special chart 1 lottery) are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%), but it is also possible to set it so that 100% are special jackpots (no regular jackpots are set).
[0025] Note that the above-mentioned "ST machine" of "V probability variable type" is merely one example. Unless otherwise specified in the following explanation, it may not be a "V probability variable type", but may be configured so that the probability variable rate for the first win / loss lottery and the second win / loss lottery is the same. Also, instead of being an "ST" machine, it may be a so-called "probability variable loop machine". It may also be a gaming machine with so-called "two-type" functions (such as a "one-type two-type mixed machine"). Also, the gameplay characteristics such as the distribution of jackpots can be changed as appropriate.
[0026] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the lottery is approximately 1 / 319, and the probability of winning in a high probability state (first special game state) is approximately 1 / 70. Note that the specific value of the jackpot probability can be changed as appropriate.
[0027] The number of unit games (number of rounds) that make up a jackpot game can be set as appropriate. In this embodiment, the jackpot won in the first lottery (special drawing 1 lottery) is 4 rounds regardless of whether it is a normal jackpot or a special jackpot, and 50% of the jackpots (special jackpots) won in the second lottery (special drawing 2 lottery) are 4 rounds and 50% are 10 rounds (see Figure 3(b)).
[0028] 3) Specific production The gaming machine 1 according to this embodiment is capable of executing multiple types of specific effects as effects constituting the variable effects. The specific effects may take any specific form as long as the player can recognize that they are different types of effects. In this embodiment, five types of specific effects, first to fifth, can occur (see FIG. 4). The first to fifth specific effects are each based on a different character (characters A to E). That is, the player can distinguish the type of specific effect by the type of character (corresponding character) that appears (the type of character displayed as the main character in the display area 911). Simply put, the various specific effects are different types of effect images 30 (characters in this embodiment) displayed during the effect. Note that "characters" include not only people and animals but also products (items sold as merchandise). For example, the type of product, such as "car," "bicycle," "airplane," and "ship," may be used as a factor for distinguishing the type of effect image 30. In addition, this includes not only imaginary characters and animals that appear in anime, novels, etc., but also real people and animals.
[0029] Although not shown, at the beginning of a specific effect, a title corresponding to the type is displayed, so the type of specific effect can also be determined by the title. In this embodiment, a specific effect will not occur more than once during a single variable effect. In other words, various specific effects are positioned at the same level as components of a variable effect, and are not related in such a way that after a certain type of specific effect is executed, a different type of specific effect is executed as a result of development.
[0030] The various specific effects in this embodiment are so-called reach effects. Each type of specific effect ends in either a favorable ending (see FIG. 4(b-1)) or a failure ending (see FIG. 4(b-2)). When the result of the win / loss lottery corresponding to the variable effect including the specific effect is a jackpot, the specific effect ends in a favorable ending; when the result is a miss, the specific effect ends in a failure ending. From this perspective, it can be said that the various specific effects can occur as part of the variable effect, including its ending. Note that the favorable ending includes a so-called reversal pattern (revival pattern) in which a seemingly failed ending is reached but is then reversed. In the various specific effects in this embodiment, the corresponding character attempts a mission and clears (succeeds in) it, which is set as a favorable ending, and failure as an unfavorable ending. The mission may differ depending on the character (i.e., the basic structure of the effect may differ depending on the character). The various specific effects may be so-called battle effects, with a favorable ending being set as a victory for the corresponding character and an unfavorable ending being set as a defeat for the corresponding character.
[0031] In this embodiment, a jackpot won in a special gaming state (first special gaming state or second special gaming state) is a special jackpot, and therefore, after the jackpot game ends, the game will transition back to the special gaming state (first special gaming state) (see FIG. 3(a)). The special gaming state before a certain jackpot game starts is called the "reference special gaming state," and the special gaming state after the certain jackpot game ends is called the "target special gaming state" (there is one jackpot game between the "reference special gaming state" and the "target special gaming state") (see FIG. 5). The relationship between the "reference special gaming state" and the "target special gaming state" refers to the relationship between two consecutive special gaming states with a jackpot game in between (the period from the end of a special jackpot game to the winning of a special jackpot is considered to be one special gaming state). For example, if a special game state occurs three times in succession with a jackpot game in between, of the three special game states, in the relationship between the first special game state and the second special game state, the second special game state is a "target special game state," but in the relationship between the second special game state and the third special game state, the second special game state is a "reference special game state."
[0032] Suppose that a jackpot is announced after one of a plurality of specific effects occurs in a standard special game state. That is, suppose that one of a plurality of specific effects (hereinafter also referred to as a standard specific effect) occurs during a certain variation effect (hereinafter also referred to as a standard variation effect) in the standard special game state, and the standard specific effect reaches a favorable conclusion, thereby announcing a jackpot. For example, suppose that a second specific effect (an effect of character B) occurs as the standard specific effect (see FIG. 5(a)).
[0033] The special gaming state after the end of the jackpot game announced in the standard variable effect is the target special gaming state. In this target special gaming state, the probability that the result of the win / lose lottery will be a jackpot (jackpot reliability) is set to be higher when the type of specific effect that occurred as the above-mentioned standard specific effect occurs than when other types of specific effects occur. In other words, the jackpot reliability is set to be higher (the probability of the event of "winning a jackpot," which is advantageous to the player, occurring) when the type of specific effect that occurred in the target special gaming state (hereinafter sometimes referred to as the target specific effect) is a match mode that is the same type as the standard specific effect that announced a jackpot in the standard special gaming state than when it is a mismatch mode that is different from the standard specific effect. For example, as described above, when the second specific effect occurs as the reference specific effect, the reliability of a jackpot when the second specific effect occurs in the target special game state (when a matching pattern occurs) is higher than the reliability of a jackpot when any of the first specific effect or the third to fifth specific effects occurs in the target special game state (when a mismatch pattern occurs) (see Figure 5(b)). In other words, in the target special game state, the second specific effect becomes a "chance up" (hereinafter, the type that becomes the "chance up" may also be referred to as a "good machine type").
[0034] In the case of a mismatch mode, the jackpot reliability may be set to vary depending on the type of specific effect that occurs, or the jackpot reliability may be set to be constant regardless of the type of specific effect that occurs. The jackpot reliability when the "type of reference specific effect = type of target specific effect" (a match mode) is set higher than when the "type of reference specific effect ≠ type of target specific effect" (a mismatch mode). In this embodiment, each type of specific effect is set with a reference reliability, which is the default jackpot reliability, and an opportunity reliability, which is the jackpot reliability when the machine is determined to be a good machine. In other words, the reliability when a certain type of specific effect occurs as a mismatch mode is the reference reliability, and the reliability when it occurs as a match mode is the opportunity reliability. Regardless of the type of specific effect, the opportunity reliability when it occurs as a match mode is higher than the reference reliability when other types of specific effects occur as a mismatch mode (see FIG. 6).
[0035] In this embodiment, the probability of success for any type of specific effect is less than 100% (see FIG. 6). In other words, even if a matching pattern occurs, there is a possibility of a loss. However, the probability of a jackpot when a matching pattern occurs may be 100%. Furthermore, the standard probability of any type of specific effect is not 0% (see FIG. 6). In other words, even if a mismatch pattern occurs, there is still a possibility of a jackpot (the occurrence of a mismatch pattern does not mean a guaranteed loss). Therefore, in a consecutive win state in which a jackpot game and a special game state alternate, the winning machine may change midway. In other words, if a certain type of specific effect that results in a mismatch pattern occurs and a jackpot is announced, that certain type of specific effect will be the winning machine in the next special game state (target special game state).
[0036] A specific effect of the same type as the standard specific effect that occurs during a winning variation in the standard special game state is considered a good machine from the start to the end of the target special game state. The target special game state (first special game state) ends with the next jackpot (special jackpot) or 150 consecutive misses, and until the end of the target special game state, the occurrence of a specific effect of the same type as the good machine is considered a matching pattern (chance increase). If a jackpot is announced during a variation that causes a matching pattern in the target special game state, the same type of specific effect will be considered a good machine in the next special game state. If 150 consecutive misses occur in the target special game state and the machine returns to the normal game state, the good machine is reset.
[0037] Also, for example, if a jackpot is announced in a variation in which none of the multiple types of specific effects occur in the target special game state, no type of specific effect will be considered a favorable machine in the next special game state (all types of specific effects are controlled to occur with the "standard reliability").
[0038] In this way, the gaming machine 1 of this embodiment realizes an interesting gameplay in which a rule is set that a specific effect of the same type as a specific effect (standard specific effect) that occurs during a variable effect that results in a jackpot in the standard special game state will result in a ``chance up'' in the target special game state.
[0039] Below, we will explain specific examples in which the above-mentioned specific effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.
[0040] 〇Specific example 1-1 The first specific effect occurring after the end of a jackpot game is considered to be the target specific effect. In other words, only the first specific effect occurring after the end of a jackpot game signaled by a standard variable effect, including the standard specific effect, is considered to have a reliability impact based on whether it is the same type as the standard specific effect (good machine). Thereafter, whether it is the same type as the standard specific effect (good machine) is not considered to have a reliability impact (the first specific effect occurring after the end of a jackpot game is eliminated). In other words, the chance boost resulting from the occurrence of a specific effect of the same type as the standard specific effect is considered to be effective only for the first specific effect occurring after the end of a jackpot game. For example, as shown in Figure 7, if the standard specific effect (good machine) is the third specific effect, if the first specific effect occurring after the end of a jackpot game is the third specific effect, the reliability of that third specific effect is considered to be the chance reliability, while any other type of specific effect is considered to be the standard reliability. Any subsequent specific effects occurring, regardless of their type (even the third specific effect), are considered to have the standard reliability.
[0041] By doing this, the key is whether the type of the specific effect that occurred most recently before the big win game (occurred at the end of the reference special game state) and the type of the specific effect that occurred most recently after the big win game (occurred at the beginning of the target special game state) match, so gameplay that makes it easy to understand the target specific effect to be compared is realized.
[0042] In this example, if a specific effect does not occur in the special game state after a jackpot game (a jackpot occurs without a specific effect occurring), the setting may be such that the first specific effect that occurs in the special game state from the next time onwards becomes the target specific effect (the setting may also be such that a good machine model is "carried over").
[0043] 〇Specific example 1-2 In the above embodiment, it was explained that the target special game state is the special game state that occurs once after the end of the jackpot game notified in the standard fluctuation performance, but the target special game state may also be N times (N is a specified number of 2 or more) of special game states that occur after the end of the jackpot game (see Figure 8).
[0044] By doing this, a state in which a certain specific effect is considered to be a good machine does not end in one special game state, but continues over two or more special game states, so that frequent changes in the good machine can be prevented, making it difficult to understand the game characteristics.
[0045] 〇Specific example 1-3 When a certain type of specific effect is determined to be a good machine, the setting is such that the certain type of specific effect will continue to be determined to be a good machine until the specific effect determined to be a good machine occurs and a jackpot is announced (see Figure 9). In other words, as long as the specific effect determined to be a good machine does not occur in a winning variation (the specific effect determined to be a good machine does not lead to a favorable ending), the specific effect will continue to be determined to be a good machine. When a certain type of specific effect is determined to be a good machine, even if the specific effect of that type (good machine) occurs in a losing variation (leading to an unfavorable ending), the certain type of specific effect will continue to be determined to be a good machine (see Figure 9(b)). Also, although not shown, when a certain type of specific effect is determined to be a good machine, even if a type of specific effect other than the certain type of specific effect occurs in a winning variation, the certain type of specific effect will continue to be determined to be a good machine. Furthermore, if a specific effect that has been determined to be a good machine occurs due to a winning fluctuation, the good machine is erased (see Figure 9(b)), and in the next special game state, none of the specific effects are determined to be good machines (all of the specific effects occur with the standard reliability).
[0046] By doing as in this example, it is possible to prevent the state from ending without experiencing the jackpot that has been achieved through the special effects of the well-established model.
[0047] 〇Specific example 1-4 Various specific effects can also occur in the normal gaming state. If a certain type of specific effect occurs during a win fluctuation in the normal gaming state and a special jackpot is announced, that specific effect will be considered a favorable model in the special gaming state (first special gaming state or second special gaming state) after the jackpot game ends. In other words, the type of specific effect that occurs during a fluctuation that announces a special jackpot, which is the so-called "first win," will be considered a favorable model in the special gaming state after the "first win." In this way, a configuration can be adopted in which the rules for specific effects, as described in the above embodiment, are set in the normal gaming state and the special gaming state that sandwich the first jackpot game.
[0048] 〇Specific example 1-5 The gaming machine 1 according to the above embodiment has been described as a so-called ST machine (a gameplay in which the number of win / loss lotteries (ST count) more advantageous than in the normal game state is predetermined, and the game ends when the number of consecutive losses is lost), but other gameplay is also possible. For example, it is possible to apply the present invention to a gaming machine (for example, a probability loop machine) in which a player can receive a win / loss lottery (high probability lottery) more advantageous than in the normal game state until the next jackpot is won, and if the jackpot is a special jackpot, the game will transition to a high probability state (special game state) again after the jackpot game ends, but if the jackpot is a normal jackpot, the game will transition to a low probability state (normal game state) after the jackpot game ends (ending the consecutive win).
[0049] 〇Specific example 1-6 In the above embodiment, it was explained that the reliability of a jackpot is suggested depending on whether a specific presentation is in a matching state (resulting in a good chance reliability) or in a mismatching state (resulting in a reference reliability), that is, the event of "winning a jackpot" is the subject of suggestion, but other events may also be suggested as long as their occurrence is an event that is advantageous to the player (an event related to the player's direct profit (balls won)).
[0050] For example, in the case of the probability variable loop machine described in the above specific example 1-5, since the next jackpot win in the high probability state (special game state) is already decided, it is conceivable to suggest the type of jackpot rather than the win of the jackpot. In other words, it is conceivable to set it so that when a jackpot is announced in a variation effect including a specific effect of a matching mode, there is a higher probability of it being a special jackpot (a jackpot that transitions back to a high probability state (special game state) after the jackpot game has ended) (the probability of it becoming a normal jackpot and ending the winning streak is lower) than when a jackpot is announced in a variation effect including a specific effect of a non-matching mode.
[0051] Furthermore, in a configuration in which multiple types of jackpots with different numbers of rounds (unit number of games) are set, it is possible to consider a setting such that when a jackpot is announced in a variation effect that includes a specific effect of a matching mode, there is a higher probability that the number of rounds of the jackpot game will be greater than when a jackpot is announced in a variation effect that includes a specific effect of a non-matching mode.The jackpot announced in a variation effect that includes a specific effect of a matching mode may be set to have the maximum number of rounds (it is determined to be the jackpot with the greatest number of rounds among multiple types of jackpots with different numbers of rounds).
[0052] 〇Specific example 1-7 When a specific effect of a matching mode (target specific effect) occurs, the additional image 10 is displayed. A matching mode is when the target specific effect is the same type as the reference specific effect (favored machine), and when each of the multiple types of specific effects occurs as a matching mode, the additional image 10 is displayed. The additional image 10 is not displayed when it does not occur as a matching mode (for example, when a certain type of specific effect occurs as a non-matching mode).
[0053] As an example, consider a case where the fourth specific effect is determined to be a standard specific effect (a good machine). In this case, when the fourth specific effect occurs as the target specific effect, additional image 10 is displayed at the beginning of the fourth specific effect (for example, together with an image showing the title of the fourth specific effect) (see FIG. 10(b)). Since the matching pattern is the same type as the effect executed when the previous jackpot was won, additional image 10 is considered to suggest this. For example, an image including the word "same" could be used. On the other hand, when a specific effect other than the fourth specific effect (first to third, fifth specific effects) occurs as the target specific effect, such additional image 10 is not displayed.
[0054] Furthermore, since the additional image 10 is "added" to the basic effect image 30, the parts other than the additional image 10 are the same as the beginning of a normal fourth specific effect. That is, the image displayed at the beginning of a fourth specific effect that occurs as a match mode (see FIG. 10(b)) and the image displayed at the beginning of a fourth specific effect that occurs when there is no match mode (normal fourth specific effect) (see FIG. 10(a)) differ in the presence or absence of the additional image 10 (excluding images that can change with each effect, such as decorative symbols 80 (reach symbols)). When the fourth specific effect occurs as a mismatch mode, the additional image 10 is not displayed (as shown in FIG. 10(a)).
[0055] By displaying such additional image 10, the player can easily understand that the matching pattern means an increased chance. Furthermore, even if a player does not know that the same type of reference specific effect and target specific effect means an increased chance (such a "rule"), the additional image 10 containing the word "same" is displayed, which can serve as an opportunity for the player to learn of the existence (rule) of the increased chance.
[0056] 〇Specific example 1-8 The type of specific effect designated as the reference specific effect (a good machine) will be continuously displayed until a predetermined termination condition is met, even if the target specific effect has not yet occurred. More specifically, if the target specific effect becomes the same type as the reference specific effect (a good machine) (a matching pattern occurs), the good machine will be continuously displayed during the period in which the "chance up" rule is in effect (see FIG. 11(d) (showing an example in which the fifth specific effect is a good machine)). The image representing the good machine (hereinafter referred to as the good machine image 20) will have a different appearance for each type of specific effect and will include characters, etc., that represent the various specific effects and are recognizable by the player. For example, if the various specific effects are based on different characters, as in the above embodiment, an image showing the names and faces of each character may be displayed as the good machine image 20. For example, if the various specific effects are based on different characters, an image such as the face of character A will be displayed as the good machine image 20. For example, if the target specific effect is the first specific effect, the face of character B will be displayed as the good machine image 20; for the second specific effect, the face of character E will be displayed as the good machine image 20. The above-mentioned "continuous display" refers to the display of the favorable machine image 20 over multiple variations, and also includes temporary erasure. For example, while a predetermined effect is being executed as a variation effect, the favorable machine image 20 may be temporarily erased in order to emphasize the effect (so that the favorable machine image 20 does not interfere with the effect) (the favorable machine image 20 is displayed again when the effect ends).
[0057] The termination condition for erasing the favorable machine image 20 (excluding the temporary erasure) is the end of the period in which the rule that the occurrence of a matching pattern results in "chance up" is in effect. If, as in the above embodiment, the rule is set to be in effect throughout the target special game state, the termination condition is the end of the target special game state (winning a jackpot or transitioning to a normal game state). As explained in Specific Example 1-1, if the target specific effect is set to be the first specific effect that occurs after the end of a jackpot game, the termination condition is established upon the start or end of the first specific effect that occurs. In any case, the favorable machine image 20 will be continuously displayed at least for the period from the end of the jackpot game (after the start of the target special game state) until the first specific effect occurs.
[0058] Various timings are possible for the start of displaying the favorable machine image 20. For example, it may be displayed simultaneously with or after the standard specific effect reaches a favorable outcome (see FIG. 11(a)) during the standard variation effect. The reason why a matched pattern results in a chance increase is that the type of specific effect that will result in the standard specific effect is determined. Therefore, displaying the favorable machine image 20 when this is determined (see FIG. 11(b)) makes it easy for the player to understand (when a certain type of specific effect reaches a favorable outcome, the favorable machine image 20 indicating that type of specific effect is displayed and continues to be displayed, making it easy to understand that the type of specific effect is a "chance increase"). In this case, it is also good to display the favorable machine image 20 during the jackpot game after the standard specific effect ends (the jackpot game before the target special game state begins) (see FIG. 11(c)).
[0059] By displaying such a favorable machine image 20, the player can easily understand that the occurrence of a specific effect of the same type as the reference specific effect (occurrence of a matching pattern) means that the player's chances are increased.
[0060] 4) Composite Production The gaming machine 1 according to this embodiment can execute a composite effect as an effect that constitutes a variable effect. The composite effect includes a plurality of unit effects that occur consecutively. Details will be described later, but the composite effect in this embodiment is three unit effects that occur consecutively without any gaps.
[0061] Each unit effect is the output of one of a plurality of types of effect elements. In this embodiment, the effect element is an image (effect image 30) displayed in the display area 911 of the display device 91. A sound output from a speaker may also be used as the effect element. In this embodiment, a total of five types of effect images 30 (first effect image 31 to fifth effect image 35) are prepared (see FIG. 12).
[0062] Whether or not the effect images 30 are of the same type (whether or not the types of effect images 30 are the same) is determined by whether or not the characters represented by each image are the same. In this embodiment, the first effect image 31 represents character A, the second effect image 32 represents character B, the third effect image 33 represents character C, the fourth effect image 34 represents character D, and the fifth effect image 35 represents character E (characters A to E are different characters from one another) (see FIG. 12). Hereinafter, the characters represented by the various effect images 30 may also be referred to as corresponding characters.
[0063] In addition, in this embodiment, three different types of images representing the same type of character are prepared as the various effect images 30. Three types of first effect images 31, namely, first effect image x, first effect image y, and first effect image z, are prepared as the first effect images 31; three types of second effect images 32, namely, second effect image x, second effect image y, and second effect image z, are prepared as the second effect images 32; and three types of fifth effect images 35, namely, fifth effect image x, fifth effect image y, and fifth effect image z (see FIG. 12). In the following description, effect images 30 of the same type (representing the same character) but with different types may be referred to as "same type but different types" (effect images 30). In other words, in this embodiment, three "same type but different types" of effect images 30 are prepared for each of the various effect images 30.
[0064] In this embodiment, the first effect image x, the second effect image x, ..., the fifth effect image x (the effect images 30 in the left column of Figure 12 and marked with the symbol "x") are shown with corresponding characters posing to represent the number "3." In other words, when comparing these effect images 30, although the types of characters are different, they share the common concept of being posed to represent the number "3." Similarly, the first effect image y, the second effect image y, ..., the fifth effect image y (the effect images 30 in the middle column of Figure 12 and marked with the symbol "y") are shown with a common concept of corresponding characters posing to represent the number "2." Furthermore, the first effect image z, the second effect image z, ..., the fifth effect image z (the effect images 30 in the right column of Figure 12 and marked with the symbol "z") are shown with a common concept of corresponding characters posing to represent the number "1." The "same type but different aspects" effect images 30 can be said to be images that display the same characters (corresponding characters) but have different concepts. Also, each of the "first effect image x, second effect image x, ... fifth effect image x" (images in which various characters pose as "3"; hereinafter sometimes referred to as "concept 3"), "first effect image y, second effect image y, ... fifth effect image y" (images in which various characters pose as "2"; hereinafter sometimes referred to as "concept 2"), and "first effect image z, second effect image z, ... fifth effect image z" (images in which various characters pose as "1"; hereinafter sometimes referred to as "concept 1") can be said to be images that display different characters (corresponding characters) but have the same concept.
[0065] In this embodiment, each effect image 30 is assigned a number (order indicator N) represented by the pose of each character, separate from each character. That is, the number "3" is assigned to the image of "Concept 3," the number "2" to the image of "Concept 2," and the number "1" to the image of "Concept 1" (see FIG. 12). As will be described later, the composite effects (both basic and special) are displayed in the order of "Concept 3" effect image 30 → "Concept 2" effect image 30 → "Concept 1" effect image 30. The number (order indicator N) corresponds to the order of occurrence of the unit effects (the order indicator N of "3" corresponds to the first occurrence, "2" corresponds to the second occurrence, and "1" corresponds to the third occurrence). In other words, the order indicator N is a unique display (such as a letter) corresponding to the order of occurrence, and the number of the order indicator N does not necessarily have to equal the order of occurrence). More specifically, the earlier the order of occurrence, the larger the order indicator N corresponds to, and the number decreases by one. It is also possible to have a configuration in which such an order indicator N is not attached. In particular, in this embodiment, the character's pose is made according to the order, so even if the order indicator N is not displayed, the pose will change in the order of "3" → "2" → "1".
[0066] The composite effect modes in which any of the above effect images 30 is displayed in each unit effect can be broadly divided into basic modes (see FIG. 13) and special modes (see FIG. 14). Each mode will be explained below. The basic mode is the standard (default) mode. In this embodiment, when a composite effect occurs, the probability that it will be the basic mode is over 95%. Therefore, players who have been exposed to composite effects to some extent will naturally feel that composite effects will be the basic mode (even if they have been exposed to composite effects to some extent, they may not be aware of the existence of special modes).
[0067] The basic mode (see FIG. 13) is a mode in which the same type of effect image 30 is displayed in all unit effects (three unit effects in this embodiment) that make up the composite effect. If the unit effects are numbered from the earliest to the latest in order of occurrence as the first, second, and third unit effects, effect images 30 representing the same type of character are displayed in all of the first through third unit effects. Furthermore, an image of "Concept 3" is displayed in the first unit effect, an image of "Concept 2" in the second unit effect, and an image of "Concept 1" in the third unit effect. In other words, when a composite effect of the basic mode is executed, which of the first effect image 31 through the fifth effect image 35 is displayed, i.e., the type of character, is determined. For example, when a decision is made to display the second effect image 32, an image of character B of "Concept 3" (see FIG. 13(a)) is displayed in the first unit effect, an image of character B of "Concept 2" (see FIG. 13(b)) is displayed in the second unit effect, and an image of character B of "Concept 1" (see FIG. 13(c)) is displayed in the third unit effect. In this embodiment, there are five types of effect images 30 (types of characters), which means that there are also five types of composite effect patterns of the basic form that can occur. In this embodiment, when a composite effect of the basic form occurs, the probability that each pattern (character) will be selected is the same (the probability that each will be selected is 1 / 5). The composite effect of the basic form, in which these effect images 30 are displayed consecutively, is an effect form in which one of the multiple types of characters (A to E) appears to be counting down "3," "2," and "1."
[0068] On the other hand, in the composite effect of a special mode (see FIG. 14), the unit effects are divided into normal unit effects and special unit effects. The number of normal unit effects included in one composite effect of a special mode is greater than the number of special unit effects (number of normal unit effects > number of special unit effects). In this embodiment, like the composite effect of a basic mode, the composite effect of a special mode also includes three unit effects, so two of the three are normal unit effects and the remaining one is a special unit effect. In the composite effect of a special mode in this embodiment, the first unit effect (see FIG. 14(a)) and the second unit effect (see FIG. 14(b)) are normal unit effects, and the third unit effect (see FIG. 14(c)) is a special unit effect. In other words, the last unit effect that makes up one composite effect is a special mode.
[0069] The type of effect image 30 displayed in the normal unit effect is different from the type of effect image 30 displayed in the special unit effect. In other words, in the special mode composite effect of this embodiment, if a certain type of effect image 30 (a certain type of character) is displayed in the first unit effect and the second unit effect, a different type of effect image 30 (a different type of character from the certain type of character) is displayed in the third unit effect. For example, a special mode composite effect may occur in which the second effect image 32 (character B) is displayed in the first unit effect and the second unit effect (normal unit effect) (see Figures 14(a) and (b)), and the fourth effect image 34 (character D) is displayed in the third unit effect (special unit effect) (see Figure 14(c)).
[0070] However, even in the case of a special mode composite performance, just like the basic mode, an image of "Concept 3" is displayed in the first unit performance, an image of "Concept 2" in the second unit performance, and an image of "Concept 1" in the third unit performance. In the example above, an image of character B of "Concept 3" (see FIG. 14(a)) is displayed in the first unit performance, an image of character B of "Concept 2" (see FIG. 14(b)) is displayed in the second unit performance, and an image of character D of "Concept 1" (see FIG. 14(c)) is displayed in the third unit performance. Therefore, even in the case of a special mode composite performance, just like the basic mode composite performance, it remains a performance form that appears as if a countdown of "3," "2," and "1" is occurring. Unlike the basic mode, the special mode differs from the basic mode in that the character performing the countdown changes midway through.
[0071] In this embodiment, the composite effect can occur during a variation (win variation) that results in a jackpot. In other words, a jackpot is confirmed when the composite effect occurs. As described above, the composite effect in this embodiment is an effect that appears to be a "countdown" in both the basic mode and the special mode, and a jackpot is announced after the countdown ends (see Figures 13(d) and 14(d)). In other words, the composite effect can be described as an effect that counts down to the time when a jackpot is announced (the time when a winning combination of decorative symbols 80 is displayed). Note that, in this embodiment, the composite effect is set to occur during a win variation in the first special game state (high probability state), but it may also be set to occur during a win variation in the second special game state or the normal game state (low probability state). Also, the composite effect does not necessarily occur with all win variations.
[0072] In this embodiment, the probability of a 10-round jackpot being announced by a jackpot fluctuation including a special mode composite effect is higher than the probability of a jackpot being announced by a jackpot fluctuation including a basic mode composite effect. A 10-round jackpot is more advantageous to a player than a 4-round jackpot, so the occurrence (acquisition) of a 10-round jackpot can be said to be an "event advantageous to a player." In other words, the probability of an event advantageous to a player occurring is higher when a special mode composite effect occurs than when a basic mode composite effect occurs. It may also be set so that when a special mode composite effect occurs, a 10-round jackpot is confirmed (the occurrence of an advantageous event is confirmed).
[0073] Note that the events that are suggested by the composite effect mode (basic mode, special mode) are not limited to the suggestion of the number of rounds as described above. Other events may be suggested as long as they are advantageous to the player (events related to the player's direct profit (ball payout)). For example, assuming that composite effects can occur not only with a winning variation but also with a losing variation, it is conceivable to set the probability of a jackpot being higher when a special mode composite effect occurs than when a basic mode composite effect occurs (setting the "win / lose lottery result being a win" as the suggested event). Furthermore, it is conceivable to set the composite effects to occur in normal gameplay, and set the probability of a special mode composite effect (rather than a normal jackpot) being higher when a special mode composite effect occurs than when a basic mode composite effect occurs (setting the "special jackpot" as the suggested event). Other than that, it is also conceivable to set the so-called "consecutive wins in reserve" and the like as suggested events.
[0074] As explained above, the composite presentation in this embodiment is based (basic mode) on the assumption that the types of unit presentations (first unit presentation to third unit presentation) that occur consecutively are the same, but there may also be special modes in which some unit presentations (special unit presentations) have a different type of presentation image 30 from other unit presentations (normal unit presentations), and when a special mode occurs, the player may feel a sense of "discomfort" (discomfort due to the characters being different), making it an interesting presentation mode.
[0075] Furthermore, as in this embodiment, by setting the composite effect so that there is a higher probability of an event occurring that is advantageous to the player when the composite effect is in a special mode than when the composite effect is in a basic mode, a gameplay is realized in which, when there is a "sense of incongruity" during the composite effect, there is hope for subsequent developments.
[0076] Furthermore, in this embodiment, in the composite effect of the special mode, the last of the multiple unit effects is the special unit effect. In other words, since the same type of effect image 30 (the same type of character) is displayed in succession until the last unit effect is executed, a player who feels that this will continue until the end is likely to feel uncomfortable when a different type of effect image 30 is displayed at the end. Furthermore, for a player who is aware of the existence of the special mode, it is impossible to tell whether the composite effect is a basic mode or a special mode until the last unit effect is executed, so this is a performance form that will keep the player glued to the screen until the end.
[0077] Furthermore, if the presentation element output in each presentation is a "character image" as in this embodiment, the occurrence of a "character change" during the presentation becomes a special feature, making the presentation easy to understand. Specifically, more players will notice (feel uncomfortable) that a special feature is occurring.
[0078] Furthermore, the composite effect in this embodiment is set so that the effect images 30 are displayed in the order of "Concept 3" → "Concept 2" → "Concept 1," regardless of whether it is a basic mode or a special mode. That is, whether it is a basic mode in which the type of effect image 30 (character) remains the same throughout the effect, or a special mode in which the type of effect image 30 (character) changes midway, the display order based on the image concept does not change, so when a special mode occurs, it is difficult for the player to notice that the type of effect image 30 (character) has changed midway. In other words, it is possible to create an effect mode in which not everyone easily notices the occurrence of a special mode.
[0079] In addition, by increasing the number of unit effects included in the composite effect and increasing the number of concepts (number of sequential displays N) accordingly, the number of countdowns can be increased or decreased as appropriate. Also, by reversing the display order from this embodiment, a composite effect in which a "count up" is performed can be created.
[0080] The following describes specific examples in which the above-described composite effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0081] 〇Specific example 2-1 In the above embodiment, the special mode of the composite effect is described as the last of multiple unit effects being a special unit effect, but the unit effects (intermediate unit effects) other than the first and last unit effects may be special unit effects. If the composite effect includes three unit effects (first unit effect to third unit effect) as in the above embodiment, for example, as shown in Figure 15, the first unit effect (first) (see Figure 15(a)) and the third unit effect (last) (see Figure 15(b)) are normal unit effects, and the second unit effect (see Figure 15(b)) is special unit effect. By doing so, a unit effect that feels strange may occur in the middle of the composite effect, making it more difficult for the player to notice the occurrence of a special mode.
[0082] In addition, the order in which the special unit effects occur (the order in which the special unit effects occur) may be changed each time, such as when a special mode (special mode A) in which the second unit effect is a special unit effect occurs as shown in Figure 15, or when a special mode (special mode B) in which the third unit effect is a special unit effect occurs as shown in Figure 14. In such a configuration, the order in which the special unit effects occur may suggest the probability of an advantageous event occurring, such that the probability of an event advantageous to the player occurring is higher when either special mode A or special mode B occurs than when the other occurs. This results in a performance form in which the player also pays attention to the order in which the special unit effects occur.
[0083] Furthermore, regardless of the number of unit effects included in the composite effect, the timing of the occurrence of the special unit effect, etc., it is not desirable to configure the first unit effect to be a special unit effect. Since the first unit effect can be said to indicate the type of reference effect image 30 (type of character) (it is the "base" unit effect), it is desirable to make the first unit effect a normal unit effect.
[0084] 〇Specific example 2-2 When the composite effect becomes a special mode, the probability that an event advantageous to the player will occur (hereinafter referred to as the advantageous event probability in the explanation of this example) will differ depending on the mode of the effect image 30 displayed in the special unit effect. In other words, even in a special mode, the advantageous event probability will differ depending on the type of effect image 30 displayed in the special unit effect. For example, this can be achieved by the following configuration.
[0085] Each of the first effect image 31 through the fifth effect image 35 is associated with a probability of an advantageous event (see FIG. 16(a)). For example, the probability of an advantageous event increases in the following order: first effect image 31<second effect image 32<third effect image 33<fourth effect image 34<fifth effect image 35. As shown in FIG. 16(b), if a special-mode composite effect occurs in which the third effect image 33 (character C) is displayed in the normal unit effect, an image other than the third effect image 33 (one of the first effect image 31 (character A), second effect image 32 (character B), fourth effect image 34 (character D), and fifth effect image 35 (character E)) will be displayed in the special unit effect. An event advantageous to the player will occur at the advantageous event probability associated with the effect image 30 displayed in the special unit effect. In other words, in this example, the probability of an event advantageous to the player occurring is lowest when the first effect image 31 is displayed in the special unit effect, and highest when the fifth effect image 35 is displayed. Although not shown in the figure, in another case, for example, if a special type of composite effect occurs in which the first effect image 31 is displayed in a normal unit effect, an image other than the first effect image 31 (any of the first effect image 31 to the fifth effect image 35) will be displayed in the special unit effect, and the probability of an event advantageous to the player occurring will be lowest when the second effect image 32 is displayed in the special unit effect, and highest when the fifth effect image 35 is displayed.
[0086] By doing this, when a composite effect occurs, players (especially players who know of the existence of special modes) will pay attention not only to whether it will be a special mode, but also to the type of effect image 30 that will be displayed in the special unit effect when the special mode occurs.
[0087] 〇Specific example 2-3 The various effect images 30 are assumed to have images with the same concept but different aspects, the number of which is equal to or greater than the number of unit effects included in the composite effect (three, if the composite effect includes three unit effects as in the above embodiment). For example, as shown in FIG. 17, the various effect images 30 are assumed to have three aspects of an image of a character "running" (hereinafter referred to as "concept: running"), three aspects of an image of a character "jumping" (hereinafter referred to as "concept: jumping"), and three aspects of an image of a character "swimming" (hereinafter referred to as "concept: swimming"). Various methods for setting "concepts" are conceivable, as long as the player can easily distinguish whether the images share a common concept or are different. In addition to the above example, it is conceivable to set different concepts based on the style of clothing worn by the characters.
[0088] In the basic composite effect, images of the same type (character) and the same concept are displayed in all unit effects. For example, if the composite effect of the fourth effect image 34 is "concept: jump," images of character D jumping in different ways will be displayed in each of the first unit effect to the third unit effect, as shown in Figure 18(a).
[0089] In the combined effect of the special mode, as explained in the above embodiment, the type of effect image 30 (type of character) displayed in the normal unit effect and the type of effect image 30 (type of character) displayed in the special unit effect are different. However, the concept is the same for the normal unit effect and the special unit effect. For example, if a combined effect is used in which the fourth effect image 34 "Concept: Jump" is displayed in the normal unit effect and the first effect image 31 "Concept: Jump" is displayed in the special unit effect, as shown in Figure 18(b), although the type of character changes from character D to character A midway through, the concept remains constant at "Jump," resulting in an effect in which it is difficult for a player to notice the occurrence of the special mode (not everyone will notice the occurrence of the special mode).
[0090] If the presentation format is to indicate that a "countdown" (or "countup") is taking place as described in the above embodiment, then each presentation image 30 should be provided with a sequence indicator N (see Figure 18), but this does not mean that a presentation format in which such a sequence indicator N is not displayed is not permitted.
[0091] 〇Specific example 2-4 In the above embodiment, the composite effect is described as one in which the concept (aspect based on the concept) of the effect image 30 displayed in each unit effect changes, but such a change may not occur. For example, in a basic-mode composite effect, the same effect image 30 is displayed in all unit effects (see FIG. 19(a)). In a special-mode composite effect, the same effect image 30 is displayed in the normal unit effects, and a different type of effect image 30 (a different character effect image 30) is displayed in the special unit effects (see FIG. 19(b)).
[0092] If the presentation mode is to indicate that a "countdown" (or "countup") is being performed as described in the above embodiment, then each presentation image 30 may be provided with a sequence indicator N (see FIG. 19). This does not mean that a presentation mode in which such a sequence indicator N is not displayed is not permitted.
[0093] 5) Control of target effects (normal mode, fixed mode) The gaming machine 1 according to this embodiment is capable of executing target effects (see FIG. 20(b)). Multiple types of effects are prepared to be executed as target effects. When a predetermined condition (hereinafter sometimes referred to as the execution condition (of the target effect)) is met, one of the multiple types of target effects is executed. In other words, two or more types of target effects are not executed simultaneously. The target effects in this embodiment are executed as part of the in-change effect (executed while the decorative pattern 80 is changing), but may also be executed in other states, such as when a jackpot game is being played.
[0094] In this embodiment, the execution condition is "150 consecutive misses (ST count) after the first special gaming state is initiated" or "100 consecutive misses (time-saving count) after the second special gaming state is initiated." In other words, the execution condition for the target effect is that the special gaming state has ended and a transition to the normal gaming state has been determined (see FIG. 20(a)). In addition, the target effect basically ends when 20 variable effects (20 spins) have ended after the special gaming state has ended and the normal gaming state has begun. However, if a jackpot is won before the end of the 20 variable effects, the effect ends with that. Hereinafter, the period during which the target effect is executed may also be referred to as the target period.
[0095] In this embodiment, three types of target effects are prepared: a first target effect, a second target effect, and a third target effect (see Figure 20(b)). The differences between the various target effects may be any as long as the player can distinguish the differences. In this embodiment, the first target effect is based on character X, the second target effect is based on character Y, and the third target effect is based on character Z. In other words, the various target effects are based on different types of characters.
[0096] In this embodiment, the various target effects correspond to so-called "stages" (sometimes referred to as "modes"). The variable effects during the target period are considered to be basic patterns corresponding to the "stage." For example, the background image displayed as the background of the decorative pattern 80 differs depending on the "stage" (the display of the background image can also be considered to correspond to the target effect). As described above, the various target effects are based on different characters. The first target effect is a stage based on character X, the second target effect is a stage based on character Y, and the third target effect is a stage based on character Z. In this embodiment, during the target period, the text "X Stage" is displayed as part of the background image while the first target effect is being executed, the text "Y Stage" is displayed while the second target effect is being executed, and the text "Z Stage" is displayed as part of the background image while the third target effect is being executed. In other words, the background images displayed as the various target effects differ in at least the text (see FIG. 20(b)). Furthermore, the type of target effect (type of stage) that is executed only affects the content of the effect during the change, and does not affect the player's direct benefits (related to the number of balls won), such as the reliability of a jackpot.
[0097] The control of the target effect (stage) depends on the currently set control mode (hereinafter sometimes simply referred to as the mode). The mode is divided into normal mode (see FIG. 21(a-1)) and fixed mode (see FIG. 21(a-2)). When the gaming machine 1 is powered on, one of the normal mode and the fixed mode is set (in the following explanation, the currently set mode will be referred to as the currently set mode), and this is stored in storage means (not shown) (both modes will not be set at the same time). When the mode is changed, the type of currently set mode stored in the storage means is rewritten. Note that immediately after the gaming machine 1 is powered on, the normal mode is set (initial setting mode = normal mode).
[0098] When the currently set mode is normal mode, the type of target effect that is started when the execution condition is met can change each time. In other words, each time the special gaming state ends and the game transitions to normal gaming state, it is uncertain which of the multiple target effects (stages) will be executed. In this embodiment, when normal mode is set, a lottery is held to determine the type of target effect that will be executed when the execution condition is met (a lottery in which any of the three target effects can be won). The target effect that wins the lottery is executed (see FIG. 21(a-1)). In this embodiment, the probability that each of the target effects will win the lottery is equal (1 / 3).
[0099] If the currently set mode is a fixed mode, the target effect that starts when the execution conditions are met will be a fixed effect, which is one of multiple types of target effects (see Figure 21(a-2)). However, the type of target effect that will be set as the fixed effect is not predetermined. Once a fixed mode is set, if that fixed mode is released and a new fixed mode is set again, the type of target effect that will be set as the fixed effect in the new fixed mode may be different from the type of target effect that was set as the fixed effect in the previous fixed mode. This means that unless a fixed mode that has been set is released, the type of target effect (fixed effect) that will start when the execution conditions are met will not change.
[0100] A change from normal mode to fixed mode is achieved as follows. The gaming machine 1 according to this embodiment includes an operating unit 60 that can be operated by a player (see FIG. 1). In this embodiment, the operating unit 60 is a push button. When normal mode is set and one of multiple target effects is being executed (during the target period), a mode change condition is met and the game machine transitions from normal mode to fixed mode. The game machine will not transition to fixed mode unless the specified operation is performed. For example, if the specified operation is performed on the operating unit 60 while a second target effect is being executed in normal mode, the game machine transitions to fixed mode, in which the second target effect is set as the fixed effect (see FIG. 21(b)). From then on, unless the fixed mode is canceled, the type of target effect executed in response to the fulfillment of the execution condition will be the second target effect. In other words, in this embodiment, the "currently executing target effect" can be "fixed."
[0101] While it is well known that an operation effect is displayed in the display area 911 to prompt the player to operate the operation means 60, in this embodiment, the mode change condition is not established while the operation effect is being executed. Specifically, in this embodiment, an operation effect (an example of which is shown in FIG. 21(c)) occurs even during the target period in the normal mode, but the operation of the operation means 60 during the operation effective period of the operation effect (the period during which the operation of the operation means 60 is reflected in the effect) does not contribute to the establishment of the mode change condition. In other words, setting the fixed mode is provided as a so-called "cheat" (secret button) function (not all players are aware of the existence of the fixed mode).
[0102] The prescribed operation of the operating means 60 that establishes the mode change condition is not a simple one-time operation (a single press). This is because a simple one-time operation could result in a transition to the fixed mode due to an unintentional operation of the operating means 60 by the player. In this embodiment, the mode change condition is established when a long press operation in which the operating state of the operating means 60 is maintained for 5 seconds or more is detected during the target period of normal mode. During the target period, a long press effect is generated as a type of operation effect that prompts the player to perform a long press operation (a maintenance operation in which the operating means 60 is maintained in an operated state). However, as described above, the mode change condition is not established by an operation during the operation effect, and therefore the fixed mode is not set by an operation following the operation instructions in the long press effect.
[0103] In order to prevent an unintended change to a fixed mode, a configuration may be adopted in which the mode change condition is not met unless two or more operating means provided in physically separate locations are operated. For example, the prescribed operation may be premised on the simultaneous operation of a push button and (any of) the cross key.
[0104] Any method for changing from the fixed mode to the normal mode may be used. For example, it is possible to set the mode to transition to the normal mode when a predetermined operation (hereinafter also referred to as an "unfixing operation") is performed on the operating means 60 while the fixed mode is set and a fixed effect (any of the target effects) is being executed. The unfixing operation may be the same as the specified operation described above, or may be a different operation. Furthermore, even when changing from the fixed mode to the normal mode, operations during the operation effect are not allowed to contribute to the unfixing operation.
[0105] Alternatively, the gaming machine 1 may be configured so that the player cannot change from the fixed mode to the normal mode. For example, the gaming machine 1 may not return to the normal mode unless the power is turned off. In this configuration, once the gaming machine 1 has switched to the fixed mode, the effects that are executed in response to the fulfillment of the execution conditions throughout the business day will be limited to the fixed effects.
[0106] As explained above, in the gaming machine 1 according to this embodiment, in normal mode (default mode), one of a plurality of target effects is basically executed when an execution condition is met, but by setting a fixed mode, one of the plurality of target effects can be executed as a fixed effect (it is also possible to prevent the target effect from changing). When changing from normal mode to fixed mode, the target effect being executed when the mode change condition is met is set as the fixed effect. In other words, if the currently executed target effect is to your liking, you can "fix" that effect while it is being executed.
[0107] Furthermore, as in this embodiment, the currently executed target effect does not transition to the fixed mode set as the fixed effect unless a specified operation is performed on the operating means 60, thereby preventing the fixed mode from being set unintentionally by the player. In particular, in this embodiment, even if an operation is performed during an operation effect, the mode change condition is not established, so the fixed mode is not set unintentionally by the player due to the occurrence of an operation effect.
[0108] Below, we will explain specific examples in which the above-mentioned control of the target performance has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.
[0109] 〇Specific example 3-1 In the above embodiment, the target effect is described as being executed when the special game state ends and the game state transitions to the normal game state (executed over multiple variations). However, the target effect may also be an effect executed as part of one variation effect. For example, a reach effect (an effect in which the result of a lottery is announced depending on the outcome) executed as part of one variation effect may be configured as the target effect. Specifically, when the execution condition is met, one of multiple reach effects is executed. When the normal mode is set, it is undetermined which of the multiple reach effects will occur. When the fixed mode is set, a fixed effect, which is one of the multiple reach effects, occurs. When the normal mode is set and a mode change condition is met while one of the reach effects is being executed, the reach effect currently being executed is switched to the fixed mode, which is a fixed effect. Thereafter, when the execution condition is met, the reach effect that is the fixed effect occurs. It should be noted that there is no difference in the reliability of a jackpot for each of the multiple reach effects (however, the occurrence of any one of the multiple reach effects that are the target effects itself has a reliability of a jackpot). In other words, whether the normal mode or the fixed mode is set does not affect the player's direct profit (profit related to balls).
[0110] Furthermore, the target effect may not occur during a variable effect, but may instead be an effect executed during a jackpot game (a jackpot effect). At least a portion of the period during which a jackpot game is executed is considered to be the target period, and the jackpot effect is executed during that period. Multiple types of effects are prepared as jackpot effects, and when the normal mode is set, it is uncertain which of the multiple jackpot effects will occur. When the fixed mode is set, a fixed effect, which is one of the multiple jackpot effects, occurs. When the normal mode is set and one of the jackpot effects is being executed (i.e., during a jackpot game), the establishment of a mode change condition triggers the transition to a fixed mode in which the currently executed jackpot effect is set as a fixed effect. Note that which of the multiple jackpot effects occurs (whether the normal mode or the fixed mode is set) does not directly affect the player's profit (profit related to ball payout).
[0111] 〇Specific example 3-2 In the above embodiment, when normal mode is set, the target effect to be executed is determined by lottery (a random lottery in which the probability of selecting each target effect is the same each time). However, this invention does not rely on random lottery and instead allows each target effect to be generated evenly. For example, an order may be set for each target effect, and as long as normal mode is set, the type of target effect to be executed is determined according to that order. If the order is "first target effect → second target effect → third target effect → first target effect...", when the most recently executed target effect is the first target effect, the second target effect is executed when a new execution condition is met; when the most recently executed target effect is the second target effect, the third target effect is executed when a new execution condition is met; and when the most recently executed target effect is the third target effect, the first target effect is executed when a new execution condition is met (see FIG. 22(a)).
[0112] It should be noted that there are various other methods for eliminating bias when the normal mode is set, other than the method of determining the execution order as described above. For example, the number of types of target effects is set to N (if there are three types of target effects, as in the above embodiment, N=3), and N consecutive target effects in the order of execution are considered to be one effect group. In this one effect group, control is performed so that the same type of target effect does not occur more than once. For example, the first time a certain group of effects is performed, the target effect to be executed is determined by lottery from among all types of target effects (see FIG. 22(b-1)), and the second time a certain group of effects is performed, it is determined by lottery from among the target effects of the same type excluding target effects of the type already executed in the same group of effects (for example, if the second target effect is executed the first time in the same group of effects, it is determined by lottery from among the first and third target effects; see FIG. 22(b-2)). The third time a certain group of effects is performed, it is necessary to execute a target effect that has not yet been executed in the same group of effects (for example, if the second target effect is executed the first time in the same group of effects and the third target effect is executed the second time, the first target effect is inevitably executed; see FIG. 22(b-3)). The first time the next group of effects is performed, it is again determined by lottery from among all types of target effects (see FIG. 22(b-4)). In this way, various target effects are generated evenly.
[0113] When the normal mode is changed to the fixed mode, the currently executed target effect is set as the fixed effect, which means that a target effect that is not being executed cannot be set as the fixed effect. If the target effect to be executed in the normal mode is determined by random lottery as in the above embodiment, a situation may arise in which a specific target effect does not occur (occurs at a low frequency) due to a bias in the lottery results. In such a situation, it becomes difficult to set a fixed mode in which a target effect that does not occur (occurs at a low frequency) is set as the fixed effect. Therefore, it is preferable to execute various target effects in the normal mode without bias, as in this example.
[0114] 〇Specific example 3-3 In the above embodiment, a transition to the fixed mode is achieved by performing a specified operation on the operating means 60 during normal mode, and a transition to the fixed mode is achieved by performing an unlock operation on the operating means 60 during fixed mode. However, other methods may also be used to transition from one of the normal mode and the fixed mode to the other. For example, a so-called customization function is known that allows gameplay (e.g., changing the probability of various effects occurring) and the game environment (e.g., changing the volume or light intensity) to be changed by operating the operating means 60 during a standby state in which no variable effects or jackpot games are being played. A transition from one of the normal mode and the fixed mode to the other may be implemented as a type of customization function. When transitioning from normal mode to the fixed mode, multiple candidate target effects (e.g., names of various target effects) are displayed as options in the display area 911, and the desired target effect is selected by operating the operating means 60 (e.g., pushbuttons, cross keys, etc.) (see FIG. 23; the "change mode" described in FIG. 23 refers to normal mode, and "characters X to Z" refer to the first to third target effects, respectively). This causes the game to transition to a fixed mode in which the selected target effect is set as a fixed effect. Regarding the transition from the fixed mode to the normal mode, the game can be cancelled by operating the operation means 60 in the standby state.
[0115] However, when multiple target effects are displayed as options, there is a possibility that the player will not be able to grasp the specific content of the various target effects (will not be able to determine which effect is the "favorite"). Therefore, there is a risk that a target effect that is not preferred will be set as the fixed effect. The method for setting the fixed mode described in the above embodiment sets the currently executed target effect as the fixed effect, so there is little risk that a target effect that is not preferred will be set as the fixed effect. Furthermore, the method for setting the fixed mode described in the above embodiment has the advantage that there is no need to bother using the customization function.
[0116] 〇Specific example 3-4 In the above embodiment, it has been explained that the operation method (contents of the prescribed operation) of the operating means 60 for realizing the transition from normal mode to fixed mode is not shown to the player (is not displayed in the display area 911) (it is a so-called "cheat" (secret button) function), but the operation method (contents of the prescribed operation) may be displayed in the display area 911. In this case, it is advisable to also display that the currently executed target effect will be a fixed effect. For example, when normal mode is set and a certain target effect is being executed, an image such as "Press and hold the button to fix the current effect" may be displayed.
[0117] 〇Specific example 3-5 Two or more of the multiple target effects are fixed effects (effects that can occur in fixed mode). For example, two target effects with a character X motif are provided: target effect X1 and target effect X2; two target effects with a character Y motif are provided: target effect Y1 and target effect Y2; and two target effects with a character Z motif are provided: target effect Z1 and target effect Z2 (see FIG. 24(a)). In other words, a total of six target effects are provided. When the normal mode is set, any of the six target effects (X1, X2, Y1, Y2, Z1, Z3) can occur. When the execution condition is met, the target effect to be executed is determined by a lottery in which any of the six target effects can be won (see FIG. 24(b-1)).
[0118] When a specified operation is performed in normal mode, the mode change condition is met, and the system transitions to fixed mode. Here, the fixed effects that occur when the system transitions to fixed mode include not only the target effect that was being executed when the mode change condition was met, but also target effects that belong to the same effect group. The effect group is a predefined concept. That is, each of the multiple target effects is pre-classified into effect groups containing two or more target effects. One way to classify these effect groups is to classify effect groups that share the same effect elements. For example, in the above example, effects with the same character motif are classified as the same effect group (effect groups X to Z) (see FIG. 24(a)). Therefore, for example, if target effect Z2 is being executed in normal mode and the mode change condition is met, not only target effect Z2 but also target effect Z1 that belongs to the same effect group are designated as fixed effects (see FIG. 24(b)). In other words, the system transitions to fixed mode, where two or more target effects are designated as fixed effects. Note that among the multiple effect groups, some effect groups may include two or more target effects, while others may include only one target effect. In other words, if at least some of the multiple performance groups contain two or more target performances, and the mode change condition to fixed mode is met while one of the target performances included in that performance group is being executed, all of the target performances included in that performance group will be considered to be fixed performances.
[0119] When the execution conditions are met in fixed mode, a lottery is held in which two or more types of fixed effects are selected, and the fixed effect that is selected by the lottery is executed (see FIG. 24(b-2)). In other words, there is a possibility that any of two or more types of fixed effects will be executed (this differs from the configuration in which it is determined that one type of fixed effect will be executed, as in the above embodiment). However, compared to the state in which normal mode is set (in which one of six target effects is executed), it can be said that the number of types of target effects that can be executed is smaller.
[0120] 〇Specific example 3-6 It is assumed that two or more fixed modes are provided. For example, it is assumed that six types of target effects are provided: target effect Xm (see FIG. 25(b-1)), which displays a "morning" background image with character X as the motif; target effect Xn (see FIG. 25(b-2)), which displays a "night" background image with character X as the motif; target effect Ym (see FIG. 25(b-3)), which displays a "morning" background image with character Y as the motif; target effect Yn (see FIG. 25(b-4)), which displays a "night" background image with character Y as the motif; target effect Zm (see FIG. 25(b-5)), which displays a "morning" background image with character Z as the motif; and target effect Zn (see FIG. 25(b-6)), which displays a "night" background image with character Z as the motif. Note that various methods for representing "morning" and "night" are conceivable. It is conceivable to make "night" relatively darker than "morning," or to display the sun in "morning" and the moon in "night."
[0121] The target effects are categorized by two types of effect elements: "character type" and "time (morning / night)." That is, if categorized by "character type," two groups, "target effect Xm" and "target effect X / night," two groups, "target effect Ym" and "target effect Yn," and two groups, "target effect Zm" and "target effect Zn," can be considered to be effect groups each containing a common character (see "effect element (character type)" in Figure 25(a)). Furthermore, if categorized by "time (morning / night)," three groups, "target effect Xm," "target effect Ym," and "target effect Zm," and three groups, "target effect Xn," "target effect Yn," and "target effect Zn," can be considered to be effect groups each representing a common time (see "effect element (time)" in Figure 25(a)).
[0122] When the normal mode is set, any of the six target effects (target effects Xm, Xn, Ym, Yn, Zm, and Zn) can occur. When the execution conditions are met, the target effect to be executed is determined by a lottery in which any of the six target effects can be won (see Figure 26(a)).
[0123] The fixed modes include a first fixed mode (see FIG. 26(b)) and a second fixed mode (see FIG. 26(c)). The first fixed mode is a mode in which the "type of character" is fixed, and the second fixed mode is a mode in which the "time (morning / night)" is fixed. The method for transitioning from the normal mode to the first fixed mode is different from the method for transitioning to the second fixed mode. For example, when the normal mode is set and a first specified operation of the operating means 60 is performed, the first mode change condition is met and the mode transitions to the first fixed mode, but when a second specified operation (which is different from the first specified operation) is performed, the second mode change condition is met and the mode transitions to the second fixed mode.
[0124] For example, if the normal mode is set and the first mode change condition is met while the target effect Yn is being executed, the game will transition to the first fixed mode in which the target effect Ym and the target effect Yn are fixed effects (see Figure 26(b)). In other words, the game will transition to the first fixed mode in which the effect element "character Y" is fixed. If the execution condition is met in the first fixed mode, a lottery will be held in which the target effect Ym and the target effect Yn are the objects of the lottery, and the fixed effect that is won by the lottery will be executed (the control will be executed when two or more target effects are fixed effects, as described in specific example 3-5).
[0125] On the other hand, when the normal mode is set and the target effect Yn is being executed, if the second mode change condition is met, the mode transitions to the second fixed mode in which the target effect Xn, target effect Yn, and target effect Zn are fixed effects (see FIG. 26(c)). In other words, the mode transitions to the second fixed mode in which the effect element "night" is fixed. If the execution condition is met in the second fixed mode, a lottery is held in which the target effect Xn, target effect Yn, and target effect Zn are the objects of the lottery, and the fixed effect that is won by the lottery is executed (the control is executed when two or more target effects are fixed effects, as explained in specific example 3-5).
[0126] In this example, it may be possible to transition from one of two or more fixed modes to another. For example, if a second specified operation is performed while the first fixed mode is set, this triggers a transition to the second fixed mode. However, the transition to the other fixed mode will cancel the effect elements that were fixed in the previous fixed mode. For example, if a second specified operation is performed while target effect Xm is being executed in the first fixed mode in which two fixed effects, target effect Xm and target effect Xn, are set (the first fixed mode in which "character X" is set as the fixed effect element), the mode will transition to the second fixed mode in which three fixed effects, target effect Xm, target effect Ym, and target effect Zm, are set (the second fixed mode in which "morning" is set as the fixed effect element), and the state in which "character X" is set will be canceled.
[0127] In this way, when each of the target effects includes two or more types of effect elements, it is possible to provide a configuration in which two or more fixed modes are provided in which the various effect elements are fixed.
[0128] 〇Specific example 3-7 In the above embodiment, it has been explained that the normal mode is switched to the fixed mode (the mode change condition is met) by a specified operation of the operating means 60, but other conditions may be set as the mode change condition as long as they can be met due to the player's actions. In other words, it is sufficient if, at the point when the player realizes that the currently executed target effect is to his or her liking, the player can, at his or her own will, switch to the fixed mode in which the target effect is set as the fixed effect.
[0129] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0130] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0131] The effect that suggests the probability (jackpot reliability) of the winning / losing lottery result described in the above embodiment can also be used to suggest the probability of a so-called "small win." Furthermore, in the case of a gaming machine with gameplay in which the acquisition of a small win is essentially linked to the acquisition of a big win (so-called two-type gameplay), the "jackpot" described in the above embodiment can be replaced with a "small win."
[0132] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0133] ·Means 1-1 A gaming machine capable of executing multiple types of specific effects as part of the in-variation effect from when the decorative pattern indicating the result of a win / lose lottery starts to change until it stops in a manner according to the result of the win / lose lottery, characterized in that when the result of the win / lose lottery is announced as a win in a standard in-variation effect, which is an in-variation effect that includes any of the multiple types of specific effects, the probability of an event advantageous to the player occurring is higher if the target specific effect, which is the specific effect that occurs after the end of the winning game based on the win announced in the standard in-variation effect, is a matching mode that is the same type as the standard specific effect, which is the specific effect that occurred in the standard in-variation effect, than if it is a mismatch mode that is different from the standard specific effect. According to the above gaming machine, an interesting gameplay is realized in which a specific effect of the same type as the specific effect (standard specific effect) that occurs in the standard variable effect before a winning game becomes a specific effect that has a high probability of causing an event that is advantageous to the player after the winning game.
[0134] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that a normal gaming state and a special gaming state that is more advantageous to the player than the normal gaming state are provided as gaming states in which the player plays with the aim of winning the lottery result, and the target specific effect is the specific effect that occurs before the special gaming state to which the player transitions after the winning game ends ends. By doing this, gameplay is realized in which a specific effect of the same kind as the standard specific effect becomes an effect with a high probability of causing an advantageous event for the player through a special game state after a winning game.
[0135] ·Means 1-3 The gaming machine described in means 1-1 is characterized in that the target specific effect is the specific effect that occurs first after the winning game ends. By doing so, an easy-to-understand game feature is realized in which it is important whether the specific effect that occurs first after a winning game is the same type of specific effect as the reference specific effect.
[0136] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that when a certain type of specific effect occurs as the matching pattern, an additional image is displayed that is not displayed when the effect does not occur as the matching pattern. By doing so, the possibility of a situation occurring in which the player does not notice the occurrence of a matching pattern is reduced.
[0137] ·Means 1-5 A gaming machine described in any one of means 1-1 to 1-4, characterized in that the type of specific effect that is set as the reference specific effect is continuously displayed until a specified termination condition is met, even if the target specific effect has not occurred. By doing this, it is easy for the player to notice that a specific effect of the same type as the standard specific effect is in a special state that is different from other types of specific effects.
[0138] ·Means 2-1 A gaming machine capable of executing a composite effect including a plurality of unit effects that occur successively, characterized in that the composite effect has the following modes: a basic mode in which the same type of effect element is output in all of the unit effects; a special mode in which the type of effect element output in the normal unit effect is different from the type of effect element output in the special unit effect, and includes a normal unit effect that is a part of the plurality of unit effects and a special unit effect that is less than the normal unit effect. According to the above gaming machine, when a special mode occurs, an interesting composite presentation can be created that makes the player feel a sense of "discomfort" (discomfort caused by the special unit presentation outputting a different type of presentation element from the normal unit presentation).
[0139] ·Means 2-2 A gaming machine as described in means 2-1, characterized in that the probability of an event advantageous to the player occurring is higher when the composite effect is in the special mode than when it is in the basic mode. By doing as described above, when a special mode occurs (when a player feels uncomfortable due to the occurrence of a special mode), a presentation form can be created in which the player can expect an advantageous event to occur.
[0140] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that the special mode is such that the last unit performance is the special unit performance, and the other unit performances are the normal unit performances. By doing this, it becomes a presentation form in which it is impossible to determine whether the composite presentation is a basic form or a special form until the last unit presentation included in the composite presentation occurs.
[0141] ·Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the composite effects are displayed in order according to the order in which the unit effects occur as the unit effects occur. By doing this, the composite effect can function as an effect in which a count-up or count-down is performed.
[0142] ·Means 2-5 A gaming machine described in any of means 2-1 to 2-4, characterized in that the unit performance displays one of multiple types of character images in which the characters represented are different from one another, and the basic mode displays the same type of character image in all of the unit performances, while the special mode displays different types of character images in the normal unit performances and the special unit performances. By doing this, the composite presentation of the special mode becomes a presentation form in which the player may feel uncomfortable because a different type of character is displayed in the special unit presentation than in the normal unit presentation.
[0143] ·Means 2-6 The gaming machine described in means 2-5 is characterized in that each of the multiple types of character images displayed in the unit performance has the same character depicted but a different concept, and the special mode has the character images displayed in the normal unit performance and the character images displayed in the special unit performance having different types of characters but the same concept. By doing this, even in the case of a special mode composite effect (where the character types are different between the normal unit effect and the special unit effect), the concept of each unit effect is the same, so it becomes a performance format in which it is difficult for the player to notice that a special mode composite effect has occurred (not everyone will notice the occurrence of a special mode).
[0144] ·Means 3-1 A gaming machine in which one of a plurality of types of target effects is executed when a predetermined condition is met, and which has as control modes for the target effects a normal mode in which the type of target effect executed when the predetermined condition is met can change, and a fixed mode in which one of the plurality of types of target effects is set to a fixed effect, and when the predetermined condition is met, the target effect set to the fixed effect is executed, and other types of target effects are not executed, and which is characterized in that if a mode change condition is met while one of the plurality of types of target effects is being executed while the normal mode is set, the target effect being executed is changed to the fixed mode in which the fixed effect is set. The gaming machine described above is convenient for players because it can fix the currently executed target effect (set it as a fixed effect) (it contributes to the convenience of players to choose the effect they like).
[0145] ·Means 3-2 A gaming machine as described in means 3-1, characterized in that it is provided with an operating means that can be operated by a player, and the mode change condition is not met unless a specified operation of the operating means is performed. In this way, by performing a prescribed operation while a desired target effect is being executed, the target effect can be made a fixed effect.
[0146] ·Means 3-3 A gaming machine described in means 3-2, characterized in that the mode change condition is not met during the execution of an operation presentation in which the player is prompted to operate the operation means. This prevents the fixed mode from being set unintentionally. [Explanation of symbols]
[0147] 1. Gaming machines 10 Additional Images 20 Good Model Images 30 Production images (31-35 First production image - Fifth production image) N order display 60 Operating means 70 Reserved Design 80 decorative designs 906 Big Winners Area 91 Display device 911 Display area
Claims
1. A gaming machine capable of executing a composite effect including N unit effects in which any of a plurality of types of effect elements is output, The composite performance is It may be a basic mode in which the same type of performance element is output in all of the N unit performances, There may be a special mode including a normal unit performance in which a certain type of performance element is output as the N unit performances, and a special unit performance in which a different type of performance element from the normal unit performance is output (however, the number of the special unit performances is less than the number of the normal unit performances), As the special aspect A first special mode in which the last unit performance is the special unit performance; and A second special mode in which the unit performance other than the first and last unit performance is the special unit performance. may occur A gaming machine characterized by:
2. A gaming machine capable of executing a composite effect including N unit effects in which any of a plurality of types of effect elements is output, The composite performance is It may be a basic mode in which the same type of performance element is output in all of the N unit performances, There may be a special mode including a normal unit performance in which a certain type of performance element is output as the N unit performances, and a special unit performance in which a different type of performance element from the normal unit performance is output (however, the number of the special unit performances is less than the number of the normal unit performances), The unit effect is a display of an effect image including any of the plurality of types of effect elements, In one of the composite effects, when a performance image X is displayed as the performance image in one unit effect and a performance image Y is displayed as the performance image in another unit effect, even if the performance image X and the performance image Y include the same type of performance elements, the aspects of the performance image X and the performance image Y are different. The gaming machine described herein is characterized by:
3. A gaming machine capable of executing a composite effect including N unit effects in which any of a plurality of types of effect elements is output, The composite performance is It may be a basic mode in which the same type of performance element is output in all of the N unit performances, There may be a special mode including a normal unit performance in which a certain type of performance element is output as the N unit performances, and a special unit performance in which a different type of performance element from the normal unit performance is output (however, the number of the special unit performances is less than the number of the normal unit performances), The composite effect is such that, when the unit effects occur, sequential images are displayed in accordance with the order in which the unit effects occur. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2011019767A
Game machines
JP2021062293A