gaming machines
The gaming machine implements a composite effect with multiple unit events to enhance bonus reliability, addressing the lack of engaging outcomes in existing machines by incorporating reserved symbols and suggestive images to increase player engagement.
Patent Information
- Application Number
- JP2025066684
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-04-15
- Publication Date
- 2026-01-20
- Estimated Expiration
- 2041-07-30
AI Technical Summary
Existing gaming machines lack the ability to execute an interesting composite effect that enhances the probability of granting a bonus to players.
A gaming machine that executes a composite effect comprising multiple unit effects, where the occurrence of the same type of candidate events increases the probability of granting a bonus, characterized by a configuration that includes reserved symbols, chance eyes, and suggestive images, with the number of occurrences determining the reliability of the bonus.
The gaming machine provides an engaging composite effect that increases the reliability of bonus awards, enhancing player interest and engagement through varied and predictable outcomes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A performance in which a plurality of unit performances are executed (hereinafter referred to as a composite performance) is known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-191979 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 capable of executing an interesting composite effect. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problem, is a gaming machine that executes a composite effect that includes multiple unit effects in which any of multiple types of candidate events occurs, and is characterized in that the more candidate events of the same type occur in the composite effect, the higher the probability, or reliability, that the player will be granted a bonus. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing an interesting composite effect. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front 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] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] FIG. 10 is a diagram for explaining a composite effect (a diagram showing an example of a composite effect). [Figure 5] (a) is a diagram for explaining the types of reserved symbols, (b) is a diagram for explaining the types of chance symbols, and (c) is a diagram for explaining the types of suggestive images. [Figure 6] 10 is a diagram for explaining composite effect patterns (combinations of potential events that may occur) and the reliability of each pattern. [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 illustrating the numerical increase effect. [Figure 11] FIG. 10 is a diagram for explaining post-event performance. [Figure 12] This is a diagram to explain the actual time from the numerical increase effect to the post-effect effect. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-6 (numerical value increase effect). [Figure 16] FIG. 16 is a diagram for explaining specific example 2-6 (post-effect after the numerical increase effect shown in FIG. 15). [Figure 17] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 18] A diagram to explain the flow of a specific presentation. [Figure 19] FIG. 10 is a diagram showing an example of a specific effect. [Figure 20] FIG. 1 is a diagram for explaining a successful outcome (normal successful pattern) and a failed outcome. [Figure 21] FIG. 10 is a diagram for explaining a successful outcome (special successful pattern). [Figure 22] A diagram to explain the post-success performance. [Figure 23] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 25] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 26] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 27] FIG. 10 is a diagram (part 1) for explaining an example obtained by modifying specific example 3-6. [Figure 28] FIG. 10 is a diagram (part 2) for explaining an example obtained by modifying 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. Note that in the following description, the term "image" includes not only still images but also moving images.
[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 number (win / lose lottery information) is obtained from a random number source, and if the number is the same as a predetermined jackpot number, it is a jackpot; if it is different, it is a loss. If a jackpot is awarded, a jackpot game is executed in which the jackpot area 906 is opened (a "benefit" is awarded to the player). The jackpot game itself is well known, so a description thereof will be omitted.
[0014] In this embodiment, the results of the winning / losing lottery will be announced in the order in which the numbers are obtained (so-called fluctuations will begin), but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information will be stored as pending information (strictly speaking, pending information before fluctuations, as described below) in a memory means provided on a control board not shown.
[0015] In this embodiment, as the reserved symbols 10, a during-change reserved symbol 11 (a symbol indicating the existence of the so-called "relevant change reserved") corresponding to the win / loss lottery information (hereinafter also referred to as during-change reserved information) in which the during-change performance (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, which is the so-called performance during one change; hereinafter also referred to as simply "change") 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 12 corresponding to the win / loss lottery information (hereinafter also referred to as pre-change reserved information) in which the during-change performance that notifies the win / loss lottery result has not started are displayed (see FIG. 2). In this embodiment, the during-change reserved symbol 11 is displayed larger than the pre-change reserved symbol 12, but the basic shapes of both are the same. The basic shapes of the during-change reserved symbol 11 and the pre-change reserved symbol 12 may be completely different. Also, a configuration in which the during-change reserved symbol 11 is not displayed may be used. In addition, the order in which the results of the lottery for winning or losing corresponding to the reserved pattern 12 before the change are notified (the so-called reserved "consumption order") is earlier the further to the right it is.
[0016] 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 10 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 11 and up to four pre-change reserved symbols 12 may be displayed (see FIG. 2). The pre-change reserved symbol 12 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 12, 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 12. Regardless of the game status, the pre-change reserve pattern 12 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 12 may be displayed).
[0017] 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.
[0018] 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.
[0019] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). 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 game state in which the probability of winning a jackpot is low (for example, the jackpot probability is approximately 1 / 320), and a low base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (for example, the jackpot probability is approximately 1 / 80), and a high base state (high probability, time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left-hand shot" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right-hand shot" is performed. The special game state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so it is relatively easy for the game ball to enter the second starting area 904b.
[0020] In this embodiment, a transition to a special gaming state occurs after all jackpot games have ended. The special gaming state ends when the lottery results in a predetermined number of consecutive losses (e.g., 100 times). When the special gaming state ends, a transition to a normal gaming state occurs. If a jackpot is won before a predetermined number of consecutive losses occur after the transition to the special gaming state, the game transitions again to the special gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win a jackpot before a predetermined number of consecutive losses occur after the transition to the special gaming state. Note that, unless otherwise specified in the following description, the gameplay (specifications) are merely examples. For example, the gaming machine may be a so-called probability loop machine. It may also be a V probability variable machine. It may also be a gaming machine (a type 1 / type 2 mixed machine) equipped with a so-called small win feature in which a jackpot can be won by having the gaming ball enter a predetermined area when the small win is won. In addition, a gaming state different from the normal gaming state and the special gaming state may be set, for example, a low probability gaming state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the gaming ball is likely to enter the starting area 904.
[0021] 2) The following describes various effects that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, the configuration may be such that the effects described below can occur only when a predetermined mode (which may be a mode selectable by the player or a mode that is set automatically (without selection by the player)) is set. Furthermore, the various effects described below can occur as part of in-variation effects, but they may also occur while in-variation effects are not being executed, such as during a jackpot game. For example, they may occur as an indication that the game state after the jackpot game ends will likely transition to a special game state that is more advantageous to the player than the normal game state (the transition to the special game state being a "benefit").
[0022] 2-1) Composite Production The gaming machine 1 according to this embodiment is capable of executing a composite effect (see FIG. 4) as an effect that constitutes a variable effect. In this embodiment, a single variable effect completes the composite effect from start to finish. A composite effect includes multiple unit effects. The composite effect in this embodiment includes three unit effects. A unit effect is an effect in which one of multiple types of candidate events occurs.
[0023] A candidate event is an event whose occurrence suggests that a situation will be advantageous to the player. Specifically, it is an event that suggests to the player that there is an increased probability (hereinafter sometimes referred to as "jackpot" reliability) that the win / lose lottery result (target win / lose lottery result) corresponding to the varying effect will be a jackpot. The number of types of candidate events is equal to or greater than the number of unit effects included in the composite effect. In this embodiment, one of three candidate events (first candidate event to third candidate event) occurs in one unit effect. The example shown in FIG. 4 is an example in which the first candidate event occurs in the first unit effect, the second candidate event occurs in the second unit effect, and the third candidate event occurs in the third unit effect.
[0024] The first candidate event is a reserve change (reserve change effect) in which the state of the reserved symbol 10 changes in a direction that increases the jackpot reliability. In this embodiment, the state of the reserved symbol 10 corresponding to the target win / loss lottery result, i.e., the state of the changing reserved symbol 11, changes (see Fig. 4(b)(c)). As the state of the reserved symbol 10 (see Fig. 5(a)), a normal state 10n and a plurality of special states 10s are set. The normal state 10n is the basic state (normal state) of the reserved symbol 10. In other words, the reserved symbol 10 has the highest probability of being in the normal state 10n. The special state 10s is a state in which the jackpot reliability of the corresponding win / loss lottery result is higher than that of the normal state 10n. In other words, it is a so-called "chance-up reserve." In this embodiment, four special states 10s, namely, a first special state 101s to a fourth special state 104s, are set. Specifically, four types are set: a first special mode 101s that displays blue, a second special mode 102s that displays green, a third special mode 103s that displays red, and a fourth special mode 104s that displays rainbow colors (note that in the drawings, "color" is represented by letters). The reliability of the jackpot increases in this order (the fourth special mode 104s is the highest). Furthermore, the fourth special mode 104s is a mode in which the result of the lottery corresponding to the reserved pattern 10 is determined to be a jackpot.
[0025] The second candidate event is one in which a so-called "chance eye" is formed by three decorative symbols 80 displayed in the display area 911 (chance eye effect) (see Figures 4(d)(e)). A chance eye is a combination of three decorative symbols 80 that satisfies a predetermined rule (excluding combinations that signal a jackpot (three of the same decorative symbols 80)). The first chance eye is one in which all three decorative symbols 80 are even numbers. The second chance eye is one in which all three decorative symbols 80 are either "1" or "5". The third chance eye is one in which all three decorative symbols 80 are either "3" or "7". The reliability of a jackpot increases in the order of the first chance eye, second chance eye, and third chance eye (the third chance eye is the highest) (see Figure 5(b)). In this embodiment, the chance eye is constructed during the in-fluctuating performance, so the fluctuation of the three decorative patterns 80 (decorative pattern group 80g) has not completely stopped, but is in a pseudo-stopped state (a state that appears to the player to be stopped, for example, a state in which it is slightly shaking).
[0026] The third candidate event is one in which a suggestive image 20 is displayed in the display area 911 (suggestive image presentation) (see Figures 4(f)(g)). In this embodiment, one of three suggestive images, a first suggestive image 21 to a third suggestive image 23, is displayed. The first suggestive image 21 is an image containing the word "opportunity", the second suggestive image 22 is an image containing the word "hot", and the third suggestive image 23 is an image containing the word "confirmed". The reliability of a jackpot increases in the order of the first suggestive image 21, the second suggestive image 22, and the third suggestive image 23 (see Figure 5(c)). When the third suggestive image 23 is displayed, it is confirmed that the result of the target win / loss lottery will be a jackpot.
[0027] In addition, these reserved change effects, chance eye effects, and suggestive image effects can occur not only as unit effects (candidate events) that make up the composite effect, but also in other cases (when the composite effect is not being executed). In other words, the reserved symbol 10 may become a special mode 10s even if the unit effect does not occur, the chance eye may be constructed even if the unit effect does not occur, and the suggestive image 20 may be displayed even if the unit effect does not occur.
[0028] In the composite effect, three unit effects occur in sequence. In each unit effect, one of the first to third candidate events occurs (see Figure 4). Based on the results of the lottery, it is determined which candidate event will occur in each unit effect. The occurrence pattern of candidate events in the composite effect is as shown in Figure 6.
[0029] The occurrence patterns are broadly divided into three: pattern A, in which different types of candidate events occur in all three unit effects; pattern B, in which the same type of candidate event occurs in two of the three unit effects and a different type of candidate event occurs in the third; and pattern C, in which the same type of candidate event occurs in all unit effects. Since the number of types of candidate events is equal to or greater than the number of unit effects included in the composite effect (in this embodiment, the number of types of candidate events = the number of unit effects), pattern A, in which different candidate events occur in all unit effects, can occur. Pattern B is divided into pattern B-1, in which the first candidate event occurs twice, pattern B-2, in which the second candidate event occurs twice, and pattern B-3, in which the third candidate event occurs twice. Pattern B-1 is divided into pattern B-1-2, in which two first candidate events and one second candidate event occur, and pattern B-1-3, in which two first candidate events and one third candidate event occur. Pattern B-2 is divided into pattern B-2-1, in which two second candidate events and one first candidate event occur, and pattern B-2-3, in which two second candidate events and one third candidate event occur. Pattern B-3 is divided into pattern B-3-1, in which two third candidate events and one first candidate event occur, and pattern B-3-2, in which two third candidate events and one second candidate event occur. Pattern C is divided into pattern C-1, in which three first candidate events occur, pattern C-2, in which three second candidate events occur, and pattern C-3, in which three third candidate events occur. Note that after the pattern to be generated is determined based on the results of the target lottery, the order in which the candidate events occur is determined randomly. In other words, in this embodiment, the order in which the candidate events occur does not affect the reliability.
[0030] As can be seen from Figure 6, the total jackpot reliability for each pattern increases in the order of Pattern A, Pattern B (all patterns included in Pattern B), and Pattern C (all patterns included in Pattern C). In other words, reliability is higher when the same type of candidate event occurs in two of the three unit effects (Pattern B) than when different candidate events occur in all three unit effects (Pattern A), and reliability is higher when the same type of candidate event occurs in all three unit effects (Pattern C) than when the same type of candidate event occurs in two of the three unit effects (Pattern B). In summary, the more times the same type of candidate event occurs in the three unit effects, the higher the reliability.
[0031] In this embodiment, if the same type of candidate event occurs two or more times in one composite presentation, a "step-up" in reliability will always occur.
[0032] When the first candidate event occurs two or more times in one composite performance, the reserved symbol 10 as a result of the later first candidate event is considered to have a higher jackpot reliability than the reserved symbol 10 (changing reserved symbol 11) as a result of the earlier first candidate event. In other words, when the first candidate event occurs two or more times, two or more stages of "reserved change" are considered to occur. In addition, when it is determined that the reserved symbol 10 in the fourth special mode 104s (jackpot confirmed) will ultimately be displayed in one composite performance, the reserved symbol 10 is considered to reach the fourth special mode 104s in the last first candidate event (last reserved change).
[0033] When a second candidate event occurs two or more times in one composite effect, the chance eye displayed as a result of a later second candidate event has a higher jackpot reliability than the chance eye displayed as a result of an earlier second candidate event. In this embodiment, the first second candidate event to occur in a composite effect is the first chance eye. Therefore, when a second candidate event occurs twice in one composite effect (pattern B-2), the second chance eye is displayed (at the second second candidate event). When a second candidate event occurs three times in one composite effect (pattern C-2), the third chance eye is displayed (at the third second candidate event).
[0034] When a third candidate event occurs two or more times in one composite effect, the suggestion image 20 displayed as a result of a later third candidate event has a higher jackpot reliability than the suggestion image 20 displayed as a result of an earlier third candidate event. In this embodiment, the first third candidate event to occur in a composite effect is displayed as the first suggestion image 21. Therefore, when a third candidate event occurs twice in one composite effect (pattern B-3), the second suggestion image 22 is displayed (at the second third candidate event). When a third candidate event occurs three times in one composite effect (pattern C-3), the third suggestion image 23 is displayed (at the third third candidate event). As described above, since the third suggestion image 23 is an image that confirms a jackpot, pattern C-3 can be said to be a pattern that confirms a jackpot (100% reliability) (a pattern that occurs only when the target win / loss lottery result is a jackpot) (see Figure 6).
[0035] In this way, the composite effect in this embodiment is an interesting form of effect in which the player hopes that the same type of event will occur in each unit effect.
[0036] 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.
[0037] 〇Specific example 1-1 The specific form of the unit effect is as follows. Each unit effect (first through third) includes a first half portion followed by a second half portion (see FIG. 7). In the first half portion, one of multiple candidate events (first through third candidate events in the above embodiment) is displayed by a first half image 31. For example, if the first half portion represents the first candidate event, an image containing the words "Pending Change" (first first half image 311) (see FIG. 7(a-1)) is displayed in the display area 911. If the first half portion represents the second candidate event, an image containing the words "Chance Eye" (second first half image 312) (see FIG. 7(a-2)) is displayed in the display area 911. If the first half portion represents the third candidate event, an image containing the words "Reliability" (third first half image 313) (see FIG. 7(a-3)) is displayed in the display area 911. By configuring the first half portion in this way, the player will feel that the event represented by the image (words) is about to occur.
[0038] In the second half, it is shown that the candidate event of the type shown in the first half will actually occur. Regardless of the type of candidate event shown in the first half, in the second half, an image containing the word "occurrence" (second half image 32) is displayed in the display area 911 (see FIG. 7(b)). After the second half ends, the candidate event (the event shown in the first half (either the pending change effect, chance eye effect, or suggestive image effect)) actually occurs. Here, in the second half, there is no mode that indicates that the candidate event shown in the first half will not occur. In other words, this is a form of unit effect that clearly shows that the candidate event shown in the first half will actually occur in the second half.
[0039] A player who comes across the first half of the image expects that the event shown in the first half image 31 will occur. However, the first half of the image does not clearly indicate that the event will definitely occur, so the player cannot be sure that the event will occur. In this example, the second half of the image does not occur, which negates the occurrence of the event shown in the first half of the image, so this is a presentation that does not disappoint the player's expectations.
[0040] Specific Example 1-2 (an example that further clarifies Specific Example 1-1) The first half of the image is a "question," and the second half is presented as if it were the "answer." It is also possible to present a presentation in which a first character appears to ask the "question" and a second character appears to give the "answer." The first half image 311 appears as "Is this a pending change?" (see FIG. 8(a-1)), the second half image 312 appears as "Is this a chance?" (see FIG. 8(a-2)), and the third half image 313 appears as "Is this an expectation display?" (see FIG. 8(a-3)) to indicate that they are "questions."
[0041] Since the latter half of the image indicates that the candidate event indicated in the former half of the image will occur, the latter half of the image 32 is displayed in a manner that indicates a positive "answer." For example, the latter half of the image 32 may be displayed in a manner such as "Yes" (see FIG. 8(b)), thereby indicating that the event indicated in the former half of the image will actually occur.
[0042] It is common to think that the "answer" to a "question" can be both positive and negative. Therefore, when a player encounters the first half of a question, they cannot be sure that the event indicated in the first half will occur. In this example, the "answer" to the question is always positive, so that the potential event indicated in the first half will always occur.
[0043] Specific Example 1-3 (an example that further clarifies Specific Example 1-1 and Specific Example 1-2) A candidate event is shown in the first half, and it is suggested to the player at the time of the first half that the event will occur in the second half (there is no indication that the candidate event shown in the first half will not occur). For example, in a presentation format in which the first half is a "question" and the second half is an "answer" as in Specific Example 1-2, an image (preliminary image 35) saying "Answer all questions with 'yes'" is displayed in the display area 911 from the first half stage (see FIG. 9(a)). In other words, it is suggested from the first half stage that the "answer" in the second half will always be positive. Note that the preliminary image 35 is displayed from the stage when it is not clear which candidate event will be shown in the first half (before the first half image 31 is displayed (see FIG. 9(b))) (see FIG. 9(a)).
[0044] By doing this, the player can understand before the second half that the event shown in the first half will occur in the future, so this is a presentation format that makes the player pay attention to what event (one of multiple candidate events) will be shown in the first half. Even in the case of a configuration consisting of a "question" and an "answer" as in Example 1-2, this is a novel presentation format in which the player pays attention to the "question" rather than the "answer" (usually the "answer" is more important, but the "question" that comes before it is more important).
[0045] The contents explained in the specific examples 1-1 to 1-3 can also be applied to a different type of performance from the composite performance (multiple unit performances as sub-performances). A certain event is shown in the first half, the occurrence of the event is shown in the second half, and then the event actually occurs. A series of performances may occur once (a performance corresponding to the unit performance occurs only once).
[0046] 〇Specific example 1-4 Although it has been described that the composite effect in the above embodiment includes three unit effects, the number of times can be appropriately changed as long as it is two or more. In addition, if a pattern in which different types of candidate events occur in all unit effects can occur, the number of types of candidate events should be greater than or equal to the number of unit effects included in the composite effect.
[0047] Also, the number of unit effects included in the composite effect may be variable each time the composite effect occurs (for example, it may be any of X times to Y times (2 ≤ X < Y)). In addition, if a pattern in which different types of candidate events occur in all unit effects can occur, the number of types of candidate events should be Y or more as described above.
[0048] 〇Specific Examples 1-5 Although it has been described that the composite effect in the above embodiment is an effect form in which the jackpot reliability increases as the number of occurrences of the same type of candidate event increases, it may also be an effect form in which whether the same candidate event occurs in all unit effects is the key point. For example, if the same candidate event occurs in all unit effects, the target pass / fail lottery result is determined as a jackpot, and otherwise the target pass / fail lottery result is a miss (even if the same candidate event occurs twice in the three unit effects, it is a miss).
[0049] 〇Specific Examples 1-6 In the above embodiment, the composite effect is described as being executed in one variation during the variation (the composite effect is executed in one variation from start to finish), but it may also be executed across multiple variation during the variation. For example, in three consecutive variation during the variation, the first unit effect is executed in the first variation during the variation, the second unit effect is executed in the second variation during the variation, and the third unit effect is executed in the third troublesome variation during the variation. In other words, the composite effect is executed across the number of variations of the unit effects included in the composite effect. Note that the target of the reliability suggestion by the composite effect (target variation) is the result of the winning / losing lottery corresponding to the third variation during the variation (the variation that generates the final unit effect). Note that when the above-mentioned reserve change effect is set as one of the candidate events, the state of the reserved pattern 10 that is the target of the reliability suggestion is changed.
[0050] By doing this, the composite effect also functions as a so-called look-ahead effect. In other words, since the unit effects other than the last unit effect occur in a change before the target change, the unit effects other than the last unit effect exhibit a "look-ahead" function. Note that the last unit effect is the effect that constitutes the change that is the target of the "look-ahead".
[0051] 2-2) Numerical increase effect The gaming machine 1 according to this embodiment is capable of executing a numerical value increase effect as part of the effect during the variation. The numerical value increase effect in this embodiment (including the post-variation effect described below) is a type of reach effect (an effect that can occur when a reach is achieved). The numerical value increase effect (see FIG. 10) is an effect in which a numerical value N is displayed in the display area 911. The numerical value N includes a number (natural number) that increases (rises) over time. In this embodiment, the increase in the numerical value N starts from "0" (initial value = 0) (see FIGS. 10(a) and 10(b)), and stops when a predetermined stop condition is met (see FIG. 10(c)). The value at which the increase stops is the final value. This final value indicates the jackpot reliability (the probability of a bonus being awarded) of the target win / loss lottery result (the win / loss lottery result corresponding to the variation effect including the numerical value increase effect). In this embodiment, the final value represents the probability of a jackpot. For example, if the final value is "70," the probability of winning the jackpot is 70%. The final value is determined in advance by a lottery based on the results of the target win / loss lottery. The lottery is performed in such a manner (allocation) that the final value represents the above-mentioned probability itself (however, the effect value N is rounded up or down to the nearest whole number (in this embodiment, the effect value N changes in increments of "1," so the minimum unit is "1," and the decimal point is rounded up or down). For example, an exact probability of "70.3%" is considered to be "70%"). For example, if the final value is "70," and this occurs 100 times, the lottery is performed in such a manner that 70 times will result in a jackpot and 30 times will result in a loss. The maximum value of the final value is "100." When this occurs, the target win / loss lottery result is confirmed as a jackpot.
[0052] In this embodiment, the final value can be any number greater than or equal to 30. That is, there are 71 possible patterns for the final value, ranging from "30" to "100." However, the possible patterns for the final value may be set in increments of a predetermined value, such as "30," "40," "50," and so on, up to "100." Furthermore, some of the final values may not indicate the jackpot probability itself. For example, a final value of "77" may be set to confirm a jackpot. In other words, although the final value basically indicates the jackpot probability itself, a special value may be set to create a so-called "premium" effect.
[0053] In the numerical increase effect, the rate at which the effect value N increases is constant from the start to the end of the increase. In this embodiment, the effect value N increases by "1" every 0.1 seconds. In other words, the rate at which the effect value N increases is 10 / second. Therefore, if the time from the start of the increase when the effect value N begins to increase to the end of the increase when the increase stops is the same, the final value will be the same. For example, if the final value is "70" (in the example of Figure 10), the time from the start of the increase to the end of the increase is 7 seconds, and no other patterns occur. As mentioned above, the maximum value of the final value is "100," so the maximum time from the start of the increase to the end of the increase is 10 seconds. Therefore, the numerical increase effect is an effect form in which the player hopes that the increase of the effect value N will continue as long as possible without stopping.
[0054] After this numerical increase effect, a post-effect (see Figure 11) is executed. The post-effect is an effect that constitutes the same in-variation effect as the numerical increase effect (one in-variation effect includes a numerical increase effect and a post-effect), and is an effect in which it is determined whether the target win / loss lottery result will be a jackpot. After a branching point during the post-effect, if the target win / loss lottery result is a jackpot, the result will be a favorable ending (see Figure 11(b-1)), and if it is a loss, the result will be an unfavorable ending (see Figure 11(b-2)) (a favorable ending includes a so-called reversal pattern in which an unfavorable ending appears to have been reached, but is then reversed). In other words, the probability indicated by the final value above is the probability that the post-effect will result in a favorable ending. In this embodiment, the post-performance prompts the player to operate (single operation) the operation means 70 (push button, etc.; see Figure 1) within the valid operation period (see Figure 11(a)), which triggers a favorable ending (see Figure 11(b-1)) or an unfavorable ending (see Figure 11(b-2)). The valid operation period begins simultaneously with the start of the post-performance. If the operation means 70 is not operated within the valid operation period, the end of the valid operation period triggers a favorable or unfavorable ending. The player operates the operation means 70 while looking at the "probability" (of reaching a favorable ending) indicated by the final value, hoping to reach a favorable ending.
[0055] The time required from the start of the increase in the performance value N in the numerical increase performance to the start of the post-performance is constant regardless of the final value (see FIG. 12). In this embodiment, the start of the post-performance is also the start of the valid operation period, so the time from the start of the increase to the start of the valid operation period is constant. Since the post-performance reaches its conclusion at the latest by the end of the valid operation period, it can be said that the maximum time from the start of the increase to the revelation of the conclusion is also constant.
[0056] As described above, the rate of increase of the effect value N in the value increase effect is constant, so the time from when the increase starts to when the increase stops becomes longer as the final value becomes larger, up to a maximum of 10 seconds. As described above, in this embodiment, the final value is between "30" and "100", so the time from when the increase starts to when the increase stops varies (is indefinite) between 3 and 10 seconds (see FIG. 12).
[0057] On the other hand, in this embodiment, regardless of the final value, the time from when the increase starts to when the post-performance starts is 11 seconds. The period from when the increase stops to when the post-performance starts is a time absorption period whose length changes depending on the final value (see FIG. 12). For example, when the final value is "100," it takes 10 seconds from when the increase starts to when the increase stops, so the time absorption period is 1 second. Also, when the final value is "50," it takes 5 seconds from when the increase starts to when the increase stops, so the time absorption period is 6 seconds. In this way, the larger the final value, the longer the time from when the increase starts to when the increase stops. Therefore, the time absorption period is shortened so that the length from when the increase starts to when the increase stops to when the post-performance starts is constant regardless of the final value.
[0058] In this way, the numerical value increase effect in this embodiment is set so that the rate of increase of the effect numerical value N is constant regardless of the final value, that is, so that the final value will be the same if the actual time required from when the effect numerical value N starts to increase until it stops is the same, so it is not possible to predict the size of the final value based on the rate of increase. In such an effect in which a numerical value increases, it is common to set the rate of increase to be faster (easier to increase) as the final value increases, and in this way the final value can be predicted to some extent based on the rate of increase (the result can be predicted from the way the numerical value changes), but in this embodiment the rate of increase is constant regardless of the final value, so the final value is completely unpredictable while the effect numerical value N is increasing, resulting in an interesting form of effect.
[0059] Furthermore, in this embodiment, the length from the start of the increase to the start of the post-effect performance is set to be constant regardless of the final value. In other words, regardless of the final value, the time required for one fluctuation performance (the so-called fluctuation time) to execute the numerical value increase performance does not change (in this embodiment, it remains unchanged at 11 seconds). Therefore, there is an advantage in that it becomes easier to control (lottery) to determine the specific form of the fluctuation performance including the numerical value increase performance (the so-called fluctuation pattern).
[0060] The following describes specific examples in which the above-described numerical increase 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.
[0061] 〇Specific example 2-1 In the above embodiment, the numerical value increase effect has been described as having a constant increase rate for the effect value N from the start of the increase to the end of the increase rate. However, the effect value N may also change along the way. For example, the increase rate may be configured to increase as the last digit of the effect value N increases, i.e., the increase rate may gradually increase from "0" to "9," decrease again at "10," and gradually increase from "10" to "19"... (see FIG. 13). In other words, although the increase rate changes over time, the increase rate at a certain point in time (moment) is determined by the effect value N at that time (the increase rate at the moment when the effect value N is "a certain value" is the same every time).
[0062] Even in this case, if the actual time from when the increase in the performance value N starts to when the increase stops is the same, the final value will be the same, so the final value cannot be predicted depending on the increase pattern of the performance value N.
[0063] 〇Specific example 2-2 In the above embodiment, the final value shown in the numerical increase effect represents the probability that the target lottery result will be a jackpot. However, it may be configured not to represent the probability itself. However, the relationship that a larger final value means a higher probability that the target lottery result will be a jackpot than a smaller final value (except when a value that guarantees a jackpot, such as "77," is set) is maintained. For example, the jackpot probability when the final value is "70" is not 70%, and the jackpot probability when the final value is "60" is not 60%, but the jackpot probability when the final value is "70" is higher than the jackpot probability when the final value is "60."
[0064] 〇Specific example 2-3 In the above embodiment, the numerical value increase effect is explained as an effect numerical value N increasing by "1" (the smallest unit is "1"), but the increase unit can be changed as appropriate. It may be an increase by "10" or an increase by "0.1".
[0065] 〇Specific example 2-4 The effect may be such that the effect value N decreases. That is, an initial value (for example, "100") of the effect value N is set, and the value decreases from that initial value as time passes. If the actual time required from when the decrease in the effect value N (decrease from the initial value) starts until the decrease stops is the same, the final value will be the same. For example, the decrease rate of the effect value N is constant from when the decrease in the effect value N starts until it stops.
[0066] As in the above embodiment, if the setting is such that the larger the final value, the higher the probability that the target win / loss lottery result will be a jackpot, then the player will hope that the decrease in the performance value N will stop sooner (the opposite of the above embodiment in which the player hopes that the "stop" timing will be delayed). Also, conversely to the above embodiment, if the setting is such that the smaller the final value, the higher the probability that the target win / loss lottery result will be a jackpot, then the player will hope that the decrease in the performance value N will continue for as long as possible (the same as the above embodiment in which the player hopes that the "stop" timing will be delayed).
[0067] 〇Specific example 2-5 In the above embodiment, the post-performance executed after the numerical increase performance is explained as a performance in which the outcome is revealed by operation of the operating means 70 (the result of the target win / loss lottery is revealed by reaching a favorable or unfavorable outcome), but the outcome does not have to be revealed based on the player's actions. That is, the outcome may be revealed automatically (the point at which the outcome is revealed) after a certain period of time has elapsed since the start of the post-performance. As mentioned above, regardless of the final value, the length from the start of the increase to the start of the post-performance is constant. Therefore, in this example, the length from the start of the increase to the point at which the post-performance transitions to the outcome (the branching point at which the transition to the outcome corresponding to the target win / loss lottery result) is constant. In other words, this is a performance format in which the length from the start of the numerical increase to the point at which the outcome is revealed is constant regardless of the final value. For example, as in the above embodiment, if the time from when the numerical increase begins to when the post-performance begins is a constant 11 seconds, and the time from when the post-performance begins to when the ending is revealed is a constant 5 seconds, then the length from when the numerical increase begins to when the ending is revealed will be a constant 16 seconds (see Figure 14).
[0068] 〇Specific example 2-6 In the numerical increase effect, while the effect value N is increasing, an effect image 40, which is an image different from the effect value N, is displayed in the display area 911 (see FIG. 15). The effect image 40 changes over time while the effect value N is increasing (see FIG. 15(b)). When the effect image 40 is displayed at a predetermined position (stops at a predetermined position), the increase in the effect value N stops and the final value is displayed (see FIG. 15(c)). In other words, the effect value N continues to increase until the effect image 40 stops at the predetermined position, so the effect is such that the player hopes that the effect image 40 will not be positioned at the predetermined position.
[0069] Such effect image 40 can be made to match the motif of the effect. For example, the numerical value increase effect is an effect showing a situation in which an enemy character is displayed and aiming to attack the enemy character (see FIG. 15). In such a situation, an object representing a "scope" is displayed as effect image 40. When the "scope" is positioned in a predetermined position (for example, a position surrounding the enemy character's face) (see FIG. 15(c)), it becomes an effect form that looks like the "aimed" state. In other words, it becomes an effect form in which the effect numerical value N continues to increase until the "aimed" state is reached.
[0070] If such a numerical value increase effect is used, it is preferable that the post-effect also be in a corresponding manner. For example, a post-effect may occur in which the player determines whether or not the enemy character that appears in the numerical value increase effect can be defeated (victory) (see FIG. 16). In other words, defeating the enemy character (victory) is set as a favorable ending (see FIG. 16(b-1)), and not being able to defeat the enemy character is set as an unfavorable ending (see FIG. 16(b-2)). In this way, the numerical value increase effect and the post-effect effect can be smoothly presented as a continuous effect.
[0071] Note that the stopping of the increase in the effect value N when the effect image 40 is positioned at a predetermined position is just one example, and other examples are also possible. That is, the increase in the effect value N may be stopped when not only the "position" but also the shape, color, and other elements constituting the effect image 40 satisfy predetermined conditions.
[0072] Specific Example 2-7 (an example that further embodies Specific Example 2-6) When the presentation position is not at a predetermined position (i.e., when the increase in presentation value N has not stopped), a mark M (see Figure 17(a), shown by a dotted line in the drawing) indicating the predetermined position should be displayed (the "target" of presentation image 40 is displayed). When presentation image 40 and mark M do not match, presentation value N continues to increase, and when presentation image 40 and mark M match (the relative positional relationship between presentation image 40 and mark M becomes a predetermined relationship), the increase in presentation value N stops. By doing this, the player can sense, even while presentation value N is increasing, that the increase in presentation value N will stop when presentation image 40 and mark M match.
[0073] 2-3) Specific production The gaming machine 1 according to this embodiment is capable of executing a specific effect (see FIGS. 18 to 21) as an effect constituting a variable effect. In the specific effect, a basic effect occurs multiple times (see FIG. 18). In the specific effect, the number of times the basic effect will occur (hereinafter referred to as N (times)) is indicated before the first basic effect is executed (before the result of the first basic effect is determined). In this embodiment, the number of times the basic effect will occur is indicated in advance by displaying a count image 50 in the display area 911 (see FIG. 19(a)). Therefore, the player can understand that the Nth basic effect since the start of the specific effect will be the last basic effect. Note that the indicated number of occurrences N is the maximum number of times the basic effect will occur in the specific effect (the number of basic effects that occur in the case of a failure ending or a normal success pattern, as described below). In the case of a special success pattern, as described below, the number of times the basic effect will occur is less than the number of occurrences N indicated by the count image 50. Furthermore, in this embodiment, the value of the number of occurrences N indicated by the count image 50 can change each time (each time a specific effect occurs). However, the value of N may be set to a constant value.
[0074] A basic effect results in either a "specific result" (see Figures 19(b-1)(c-1)) or a "non-specific result" (see Figures 19(b-2)(c-2)). Reaching a specific result is considered to be an advantageous result for the player, while not reaching a specific result but reaching a non-specific result is considered to be an unfavorable result for the player. While a specific effect is being executed, a remaining number image 51 indicating the remaining number of basic effects that can be executed is displayed (see Figures 19(b-1)(b-2)(c-1)(c-2)). Although not shown, before the result of the first specific effect is announced, the remaining number represented by the remaining number image 51 is set to N. In other words, the value shown by the number image 50 becomes the initial value indicated by the remaining number image 51. Thereafter, each time a result of a specific effect is announced, the value indicated by the remaining number image 51 decreases. As will be described later, the basic effect can be said to be a "chance" opportunity to obtain a specific result, and the change in the number of remaining "chance" opportunities is shown by the remaining number image 51.
[0075] If the result of the lottery corresponding to the variable effects, including the special effects, is the target win / loss determination result, the special effects indicate the probability that the target win / loss lottery result will be a jackpot based on the number of times the basic effects have achieved a specific result. In this embodiment, the special effects are set such that a successful outcome favorable to the player is achieved when the number of times the basic effects have achieved a specific result reaches a target number, and a failed outcome unfavorable to the player is achieved when the target number of times is not reached (see FIG. 18). In this embodiment, the target number of times T is set to 3. That is, the special effects are successful if the basic effects achieve a specific result three times, and are failed otherwise. Note that in this embodiment, the target number of times is constant. However, the target number of times may be variable each time. Furthermore, in the special effects of this embodiment, a target image 52 indicating the target number of times is displayed before the first basic effect is executed (before the result of the first basic effect is determined) (see FIG. 19(a)). This allows the player to grasp the target number of times at the beginning of the special effect.
[0076] Furthermore, while the special effect is being executed, the remaining number of special results required to achieve the goal (or the number of special results that have already occurred) is displayed as an intermediate progress image 53. This allows the player to grasp, even during the special effect, how many times the special result is required to achieve the goal (see Figures 19(b-1)(b-2)(c-1)(c-2)).
[0077] In this way, since the "goal" is set to be that the basic effect will reach a specific result three times, the number of times that the basic effect occurs in one specific effect is naturally set to be three (the target number) or more (because if this is not the case, a successful outcome will not be reached). In this embodiment, the maximum number N of basic effects that occur in one specific effect is set to be the "target number T+1" or more, i.e., four or more. Therefore, even if a basic effect that leads to a non-specific outcome occurs once, there is a possibility that a successful outcome will be reached. From the player's perspective, the specific effect is a form of presentation in which N "chance" opportunities are given, and whether or not T of those opportunities can be taken advantage of (leading to a specific result) determines whether or not the player can succeed.
[0078] Specific aspects of the specific effects (basic effects) in this embodiment are as follows: In the specific effects, an ally character, which is a character on the player's side, and an enemy character facing that ally character are displayed. In the basic effects, the ally character attacks the enemy character. If the attack hits, this is a specific result (see FIGS. 19(b-1)(c-1)), and if it does not hit, this is a non-specific result (see FIGS. 19(b-2)(c-2)). Note that it is also possible to create a specific result (reversal pattern) in which the attack initially appears to not hit (as if a non-specific result has been reached), but then this is reversed (the attack hits). If the number of hits by the attack reaches the target number (three times), the enemy character is knocked down. If the enemy character reaches a knocked down state, this is a successful ending (see FIGS. 20(b-1) and 21(b-1)), and if it does not reach a knocked down state, this is a failed ending (see FIG. 20(b-2)). Although not shown, it is preferable to display the enemy character weakening each time a specific result occurs. In other words, it is preferable to make it clear from the change in the enemy character that the player is getting closer to a successful ending when a specific result occurs.
[0079] In this embodiment, the probability that the target winning / losing lottery result will be a jackpot ((jackpot) reliability) is set to be higher when the specific effect results in a successful ending than when the specific effect results in a failed ending. In this embodiment, if the specific effect results in a failed ending (see FIG. 20(b-2)), the target winning / losing lottery result is confirmed to be a loss (reliability = 0%). On the other hand, if the specific effect results in a successful ending (see FIG. 20(b-1) and FIG. 21(b-1)), there is a possibility that the target winning / losing lottery result will be a jackpot (reliability ≠ 0%). In other words, a successful ending is an outcome that is more advantageous to the player than a failed ending, in that there remains a possibility that the target winning / losing lottery result will be a jackpot. Note that even if the specific effect results in a failed ending, there may be a possibility that the target winning / losing lottery result will be a jackpot (reliability ≠ 0%). However, the relationship "reliability when a successful ending is reached > reliability when a failed ending is reached" is set to hold.
[0080] Specific effects that lead to a successful ending are broadly divided into normal success patterns (normal success endings) and special success patterns (special success endings) (see FIG. 18). The normal success pattern is a pattern in which a successful ending is reached when the Nth basic effect after the start of a specific effect results in a specific result. In other words, it is a pattern in which a successful ending is reached when the final basic effect results in a specific result. In this embodiment, a normal success pattern is when a specific result occurs twice before the Nth basic effect, and if the Nth basic effect results in a specific result (see FIG. 20(a-1)), the result is a successful ending (see FIG. 20(b-1)), and if the Nth basic effect results in a non-specific result (see FIG. 20(a-2)), the result is a failed ending (see FIG. 20(b-1)). In other words, it is a pattern in which a successful ending is reached after the Nth basic effect (the final basic effect) has gone through a situation in which the Nth basic effect is a "branch" between success and failure. For example, if the number of times image 50 indicates that the basic effect has occurred five times, the normal success pattern (see Figure 20(b-1)) is that two of the first to fourth basic effects will result in a specific result and two will result in a non-specific result, and then the fifth basic effect will result in a specific result (see Figure 20(a-1)).
[0081] A special success pattern is a pattern in which a successful conclusion is reached before the Nth execution of a basic effect after the start of a special effect. In other words, it is a pattern in which a successful conclusion is reached after three specific results have occurred and a specific effect has been executed less than N-1 times since the start of a special effect (a pattern in which a successful conclusion is reached without the basic effect being executed N times). From the player's perspective, this is a pattern in which a successful conclusion is reached after the number of basic effects indicated by the count image 50, i.e., the number of "chance" opportunities granted, is understood to be N, and the granted "chance" opportunities are used up. For example, if the count image 50 indicates that the number of basic effects is five, a special success pattern in which all of the first through third basic effects result in a specific result (a pattern in which two "chance" opportunities are left over) or a special success pattern in which two of the first through third basic effects result in a specific result and then the fourth basic effect results in a specific result (a pattern in which one "chance" opportunity is left over) can occur. Figure 21 shows an example in which the number of occurrences of a specific effect is indicated by the count image 50 as five basic effect occurrences, and the fourth unit effect results in a specific result (see Figure 21(a-1)), resulting in a special success pattern (see Figure 21(b-1)).
[0082] Furthermore, in the case of a successful ending, the probability that it will be a special success pattern is lower than the probability that it will be a normal success pattern. In other words, a special success pattern can be said to be a "rare" successful ending.
[0083] In this way, because the special success pattern is a pattern in which a given "chance" opportunity is wasted and a successful outcome is reached, the player may feel that it was a "waste." In order to reduce this "waste," in this embodiment, even if a specific effect leads to a successful outcome, the reliability of the jackpot result of the target win / loss lottery is set to be higher when the special success pattern is reached than when the normal success pattern is reached. In other words, if the reliability is higher when a "chance" opportunity is wasted than when it is not, the player is less likely to feel that it was a "waste" for the "chance" opportunity to be wasted, and this becomes an interesting presentation format in which the player hopes to reach a successful outcome as quickly as possible (with as few basic presentations executed as possible before reaching a successful outcome).
[0084] When a special success pattern occurs, a reliability increase effect (see Figure 21 (c-1)) is generated, suggesting that the reliability of the target winning / losing lottery result has increased. This reliability increase effect is an effect that does not occur when a normal success pattern occurs. A special success pattern leads to a successful ending by "leaving" the basic effect that would have been executed (in the case of a normal success pattern or a failure ending), so a reliability increase effect is generated in place of the "leaving" basic effect. The specific form of the reliability increase effect may be any one that allows the player to recognize that the reliability has increased. In this embodiment, the reliability increase effect is executed by launching another attack on the downed enemy character and displaying an image containing the words "Reliability UP" (words indicating that the reliability has increased).
[0085] Because the reliability-boosting effect occurs in place of the "leftover" basic effects, it occurs a number of times corresponding to the number of "leftover" basic effects (the number of basic effects that did not need to be executed to reach a successful outcome). The count image 50 indicates that N basic effects may occur, and when the Mth (N>M) basic effect after the start of a specific effect results in a specific outcome, resulting in a special success pattern that leads to a successful outcome, NM reliability-boosting effects will occur (see "*" in Figures 18 and 21(c-1)). The larger the NM value (the more frequently the reliability-boosting effect occurs), the higher the jackpot reliability of the target winning / losing lottery result. When comparing specific effects with the same N value (or assuming a constant N value), the fewer the number of basic effects executed from the start of the specific effect until a successful outcome, the higher the jackpot reliability of the target winning / losing lottery result.
[0086] In this embodiment, the larger the value of N, the higher the probability of reaching a successful ending, and the larger the value of N, the higher the probability that a successful ending will result in a special success pattern than the probability that it will result in a normal success pattern. Furthermore, the larger the value of N, the more likely it is that a special success pattern will have a larger number of "extra" basic effects. In other words, the larger the value of N, the more likely it is that a reliability-increasing effect will occur when a special success pattern is reached.
[0087] If a specific effect ends in success, a post-success effect (see FIG. 22) is executed after the specific effect, in which the result of the target winning / losing lottery is revealed. Two endings are set for the post-success effect: a winning ending (see FIG. 22(b-1)), in which an image indicating that the situation has become favorable for the player is displayed, and a losing ending (see FIG. 22(b-2)), in which an image indicating that the situation has become unfavorable for the player is displayed. In other words, if the result of the target winning / losing lottery is a jackpot, a winning ending is reached (a winning ending includes a so-called reversal pattern in which a losing ending appears to have been reached but is then reversed), and if it is a loss, a losing ending is reached.
[0088] In this embodiment, the post-success effect executed after the specific effect becomes a normal success pattern is different from the post-success effect executed after the specific effect becomes a special success pattern (the effect before the outcome is determined). For example, the post-success effect after the special success pattern (see FIG. 22(a-2)) may be configured to display the enemy character in a more "weakened state" than the post-success effect after the normal success pattern (see FIG. 22(a-1)). This emphasizes whether the specific effect becomes a normal success pattern or a special success pattern, and also emphasizes that the special success pattern offers a higher chance of winning compared to the normal success pattern. Furthermore, although not shown, the post-success effect executed after the special success pattern may be configured to display different post-success effects depending on the number of reliability-increasing effects executed (the value of NM). For example, the more reliability-increasing effects are executed, the more "weakened" the enemy character may be displayed.
[0089] However, this does not mean that it is impossible to configure the post-success performance to be the same (so that the player cannot distinguish between them) regardless of whether a normal success pattern or a special success pattern occurs.
[0090] In summary, the probability that the post-success performance will lead to a winning outcome (i.e., the reliability of the target winning / losing lottery result) is higher when a special success pattern is achieved than when a normal success pattern is achieved. Also, even when a special success pattern is achieved, the greater the number of "remaining" basic performances (i.e., the greater the number of reliability-increasing performances that have occurred), the higher the probability. If we were to compare specific performances with the same value of N, the fewer the number of basic performances that were executed until a successful outcome (until the specific result occurred three times) the higher the probability.
[0091] 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.
[0092] 〇Specific example 3-1 The value of N is assumed to be indicated by the number of "reach" situations (the number of reach lines). Since "reach" itself is well known, a detailed explanation is omitted. The special effect is assumed to be a type of reach effect that may occur when a reach is achieved. Specifically, a special effect may start when a single reach (a reach with one reach line) is achieved (see Figure 23(a)), in which two decorative patterns 80 (e.g., a left decorative pattern 80L and a right decorative pattern 80R) selected from two of the three decorative pattern groups 80g are the same decorative pattern 80. After that, a reach line increase effect (see Figures 23(b) and 23(c)) occurs before the first basic effect starts (before the result of the first basic effect is determined) in the special effect. That is, the number of left decorative patterns 80L and right decorative patterns 80R increases, and the number of reach situations, i.e., the number of reach lines, increases accordingly.
[0093] Ultimately, the number of reached situations becomes the value of N in the specific effect (see Figure 23(d)). In other words, the number of reached situations becomes the maximum number of basic effects that can occur in the specific effect (the number of basic effects that occur when a failure occurs or a normal success pattern occurs). As mentioned above, the value of N indicates the number of "chance" opportunities, and the more reached situations there are, the more opportunities there are. It is generally known that the more reached situations there are (the number of reach lines), the more likely it is that a jackpot will occur, and by using this example, it is possible to create an easy-to-understand presentation format in which the number of reached situations and the "chance" opportunities in the specific effect (the maximum number of times the basic effect occurs) are linked.
[0094] In this example, the maximum number of reach-to-win situations = maximum value of N = number of types of decorative symbols. For example, if seven types of decorative symbols 80, from "1" to "7," are set, the maximum value of N is seven. From the player's perspective, the maximum number of "chance" opportunities that may result in a specific outcome will match the number of types of decorative symbols 80, making for an easy-to-understand presentation. If reach-to-win situations are achieved with all types of decorative symbols 80, the result of the target win / loss lottery may be set to a confirmed jackpot.
[0095] Specific Example 3-2 (an example that further clarifies Specific Example 3-1) As described above, specific effects are executed after multiple reach events have been achieved. Each basic effect is associated with one of multiple types of decorative symbols 80 that make up a reach event. For example, when a reach event is achieved using decorative symbols 80 of "2" to "5" (when the number of reach events is 4) (see FIG. 24(a)), the first basic effect occurs corresponding to the reach event of "2" (see FIG. 24(b)), the second basic effect occurs corresponding to the reach event of "3" (see FIG. 24(c)), and so on. Basic effects are executed corresponding to the various decorative symbols 80 that make up a reach event. Note that, in order to indicate this correspondence, while a basic effect is being executed, the type of decorative symbol 80 that corresponds to that basic effect (the symbol that makes up a reach event) is displayed larger (more prominently) than the other types of decorative symbols 80.
[0096] With this configuration, the result of the basic effect is suggested by the type of decorative pattern 80. For example, it may be configured such that a basic effect corresponding to a reach with an "odd" decorative pattern 80 is more likely to result in a specific result (a result advantageous to the player) than a basic effect corresponding to a reach with an "even" decorative pattern 80. Also, a configuration may be adopted in which decorative patterns 80 that determine a specific result are set, such that a basic effect corresponding to a reach with a "7" decorative pattern 80 is determined to result in a specific result (see FIG. 24(d)).
[0097] This results in a presentation in which the player will pay attention not only to the number of reach situations that have been achieved, but also to the types of decorative symbols 80 that make up each reach situation.
[0098] 〇Specific example 3-3 During the special effect (after the result of at least one basic effect has been shown, but before the special effect reaches its conclusion), an effect occurs in which the value of N increases (hereinafter referred to as an increasing effect). In other words, the value of N shown at the beginning of the special effect (the value shown in the count image 50) may increase during the special effect. As mentioned above, the value of N indicates the number of "chance" opportunities, so the occurrence of this increasing effect can be said to be a welcome event for the player.
[0099] It is preferable that the increase effect specifically indicates the increased value of N. For example, while a specific effect is being executed, a remaining number image 51 indicating the remaining number of basic effects that may occur is displayed, and an increase effect is generated to indicate that the value of the remaining number image 51 is increasing. Specifically, if the value of N increases by 1, it is displayed as "+1," and if it increases by 2, it is displayed as "+2." This allows the player to understand that the opportunities for "chance" have increased.
[0100] 〇Specific example 3-4 In the above embodiment, it was explained that when a special success pattern occurs, NM reliability-increasing effects will occur, that is, the same number of reliability-increasing effects as the number of "extra" basic effects will occur, but it is also possible to have one reliability-increasing effect occur regardless of the value of "NM."
[0101] In this case, the reliability may not be affected by the value of "NM." In other words, regardless of the value of "NM," the same type of reliability increase effect occurs when a special success pattern is achieved. Alternatively, the reliability may be affected by the value of "NM." For example, when "NM=1," a first reliability increase effect occurs, when "NM=2," a second reliability increase effect occurs, and when "NM=3," a third reliability increase effect occurs (each reliability increase effect has a different effect). In this way, the reliability increase effect may be generated in a manner that corresponds to the value of "NM," thereby suggesting to the player that the degree of reliability increase varies.
[0102] 〇Specific example 3-5 (special identification result) As one aspect of the specific result of the basic effect, a normal specific result (same as the specific result described in the above embodiment) and a special specific result (see FIG. 25) are set. The special specific result is the same as the normal specific result occurring C times (C is 2 or more). For example, if C=2, the special specific result is treated the same as two normal specific results. As in the above embodiment, if the target number of times is 3 and only the normal specific result occurs, the condition for reaching a successful conclusion is that the normal specific result occurs three times. If a special specific result occurs, the successful conclusion will be reached by the occurrence of one normal specific result and one special specific result.
[0103] When a special special result is reached, a display may be provided to enable the player to understand that the special special result corresponds to C normal special results. For example, the normal special result may be a display of "HIT" indicating that an attack has hit the enemy (see FIGS. 19(b-1)(b-2)), and the special special result may be a display of "HIT x 2" indicating that the "HIT" has occurred twice (see FIG. 25(b)). A special special result where C = T (target number of times) may be set. In other words, it may be possible to reach the target in one basic performance.
[0104] By making the special specific result occur as in this example, there is a possibility that a situation will arise in which the goal is approached or reached in one go with a single basic performance, which is a surprising and eye-catching performance form that cannot be taken away until the end. Also, if a successful ending is reached after the occurrence of the special specific result, the number of "extra" basic performances is likely to increase, and the reliability is likely to increase (the reliability increase performance is likely to occur).
[0105] 〇Specific example 3-6 (special non-specific result) The basic effects result in a specific result that is advantageous to the player, or a non-specific result, which is the result if the specific result is not reached. The non-specific results are configured to be a normal non-specific result (see Figure 26(a)) and a special non-specific result (see Figure 26(b)). When a certain basic effect results in a non-specific result, the probability that it will be the normal non-specific result is higher than the probability that it will be the special non-specific result. In other words, a normal non-specific result is a "normal" (basic) non-specific result, and a special non-specific result is a "rare" non-specific result.
[0106] When a certain basic effect (hereinafter sometimes referred to as the previous basic effect) results in a non-specific result, if that result is a special non-specific result, the probability that at least one of the one or more subsequent basic effects will result in a specific result is higher if that result is a normal non-specific result. In other words, a special non-specific result suggests that the probability that the subsequent basic effects will result in a specific result has increased. Since it is advantageous for the player if the basic effect results in a specific result, even if the previous basic effect results in a non-specific result, it is more advantageous for the player if that result is a special non-specific result than if it is a normal non-specific result.
[0107] The presentation modes for the specific result, the normal non-specific result, and the special non-specific result may be any mode that allows the player to understand the difference between the modes. If the basic presentation is that of an ally character attacking an enemy character, as in the above embodiment, it is conceivable that a clean hit by the attack would be the specific result, a complete failure by the attack would be the normal non-specific result (see FIG. 26(a)), and a slight hit by the attack (a mode that indicates less damage to the enemy character than the specific result) would be the special non-specific result (see FIG. 26(b)).
[0108] In addition, since a special non-specific result indicates that the target basic effect that occurs thereafter will be a specific result, it is preferable that the last basic effect that constitutes a specific effect will not be a special non-specific result. In other words, if the last basic effect is a non-specific result, it is preferable that it is set to be a normal non-specific result.
[0109] By doing as in this example, even if a certain basic effect (the previous basic effect) does not result in an advantageous outcome (a non-specific outcome), an interesting presentation format will occur in which the target basic effect that occurs afterwards will result in an advantageous outcome (a special non-specific outcome).
[0110] In particular, the specific effect is premised on the premise that the goal is for the specific result to occur T times (three times in the above embodiment), and if a failure occurs, the basic effect occurs N times (more than T times) in one specific effect. In other words, because the goal is to obtain T specific results with N "chances," the player gets the impression that at least one basic effect will be "left over." In other words, even before the outcome of the specific effect is known, the player may sense that one of the basic effects will result in a disappointing outcome (a non-specific result), and may be disappointed if a non-specific result actually occurs (it is true that even when a successful outcome occurs, if it is a normal success pattern (not a special success pattern that is "rare"), the non-specific result will occur at least once). By doing as in this example, it is possible to give meaning to an unfortunate result (non-specific result) that the player thinks will occur anyway (even if a non-specific result occurs, it becomes a presentation in which the player hopes that it will be a special non-specific result), thereby preventing a decrease in entertainment value due to the occurrence of a non-specific result.
[0111] The configuration in which such a special non-specific result is set can be modified and embodied as follows. Note that, to the extent possible, the configuration may be a combination of the examples described below.
[0112] (A) When a certain basic effect (the previous basic effect) results in a special non-specific result, one of the basic effects that occurs thereafter (target basic effect) will result in a specific result. In other words, the probability that the target basic effect will result in a specific result is set to 100% (see Figure 27(a)). With this configuration, when a special non-specific result occurs, one of the subsequent basic effects will always result in a specific result.
[0113] (b) The target basic effect is set to be the next basic effect of a certain basic effect (the previous basic effect) (see Figure 27(b)). In other words, if a certain basic effect (the previous basic effect) results in a special non-specific result, the next basic effect (the target basic effect) is more likely to result in a specific result than if it results in a normal non-specific result. By doing so, the basic effect suggested by the special non-specific result occurs immediately (next), which has the advantage that the suggestion by the special non-specific result is easy to understand. After the target basic effect ends, the game proceeds as usual (the effect of the special non-specific result disappears). In this case, if the setting is as in (a) above, if a certain basic effect (the previous basic effect) results in a special non-specific result, it is determined that the next basic effect will result in a specific result.
[0114] (c) When a certain basic effect (the previous basic effect) results in a special non-specific result, the probability that all subsequent basic effects (the next and subsequent basic effects) will result in a specific result is higher than when a normal non-specific result occurs. In other words, the setting is such that all basic effects that occur after a certain basic effect (the previous basic effect) are the target basic effect (see Figure 27(c)). In this way, the effect of the special non-specific result continues until the specific effect ends (until the outcome of the specific effect is determined).
[0115] (d) When a special non-specific result occurs (see Figure 28(a)), an image (effect image 58) suggesting that the probability of a specific result is increased is displayed (see Figure 28(b)) at least until the result of the target basic effect is determined (until the result of the last target basic effect is determined if there are two or more target basic effects). By doing this, the player can understand that the special non-specific result is a so-called chance increase that increases the probability of a specific result, and the player can easily determine whether or not the situation is such that there is hope for a specific result (whether or not the situation has ended). Although not shown, the enemy character to be attacked may be configured to be in a special state different from its normal state (for example, a state indicating that the enemy character is in a situation where an attack is likely to hit), thereby indicating that the probability of a specific result is high (the enemy character in this "special state" would correspond to the above-mentioned "effect image"). In this way, it is possible to clearly indicate that the probability of a specific result is high.
[0116] (E) The configuration of this example can also be applied to specific effects that are different from the above embodiment. It can be applied to those in which multiple basic effects are executed and the reliability of the jackpot of the target winning / losing lottery result is indicated by the number of times that the basic effects result in a specific result. For example, it may be a specific effect in which the more times that the basic effects result in a specific result, the higher the reliability of the jackpot of the target winning / losing lottery result (the concept of "target number of times" explained in the above embodiment is not set).
[0117] 3) 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.
[0118] 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.
[0119] The matters relating to the "big win" explained in the above embodiment can also be applied by replacing them with the so-called "small win."
[0120] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0121] ·Means 1-1 A gaming machine that executes a composite performance including a plurality of unit performances in which any of a plurality of types of candidate events occurs, characterized in that the reliability, which is the probability that a player will be granted a bonus, is higher when the same type of candidate event occurs in all of the unit performances included in the composite performance than when different types of candidate events occur in one unit performance and another unit performance. The gaming machine is capable of executing an interesting composite effect in which the player hopes that the same type of candidate event will occur in all unit effects.
[0122] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the reliability is higher when the same type of candidate event occurs in two or more of the unit effects included in the composite effect than when different types of candidate events occur in all of the unit effects. In this way, the composite effect becomes an interesting form of effect in which the player hopes that the same type of candidate event will occur.
[0123] ·Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that it is equipped with a display means for displaying as a reserved pattern the existence of a win / lose lottery information used in a win / lose lottery that determines whether a player will be granted a privilege, where the corresponding win / lose lottery result has not yet been notified, and multiple types of reserved pattern patterns are set to suggest different degrees of reliability, and one of the candidate events is a change in the state of the reserved pattern in a direction that increases the degree of reliability. A change in the appearance of the reserved pattern can clearly indicate that the reliability is increasing, so it is a good idea to make the change in the appearance of the reserved pattern occur as one of the candidate events.
[0124] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the unit performance includes a first half portion indicating one of the multiple types of candidate events, and a second half portion indicating that the candidate event of the type indicated in the first half will occur, and the second half portion never takes a form indicating that the candidate event of the type indicated in the first half will not occur. In this way, by ensuring that the second half does not negate the occurrence of the candidate event indicated in the first half, a presentation format that does not disappoint the player is achieved.
[0125] ·Means 2-1 A gaming machine that executes a numerical increase effect in which a numerical value that increases over actual time is displayed on a display device, and the final value, which is the value when the increase in the numerical value stops in the numerical increase effect, indicates the probability that a bonus will be granted to the player, and the numerical increase effect is set so that the final value will be the same if the actual time required from when the increase in the numerical value starts to when the increase stops is the same. The gaming machine is capable of executing an interesting numerical increase effect in which the final value is difficult to predict.
[0126] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the numerical increase effect has a constant rate of increase in the effect numerical value. By doing this, the final value cannot be predicted from the manner in which the performance value increases.
[0127] ·Means 2-3 A gaming machine as described in means 2-1 or 2-2, characterized in that after the numerical increase effect, a post-effect is executed in which it is determined whether or not the player will be awarded a bonus, and the actual time required from the start of the increase in the effect numerical value to the start of the post-effect is constant regardless of the final value. This makes it easier to control the effects including the numerical increase effect.
[0128] ·Means 2-4 The gaming machine described in any one of means 2-1 to 2-3 is characterized in that the numerical increase effect is such that, while the effect value is increasing, a time-changing effect image is displayed on the display device separately from the effect value, and the increase in the effect value stops when the effect image becomes in a state that satisfies a predetermined condition. By doing so, it becomes possible to achieve a presentation form in which the player hopes that the presentation image will not assume a state that satisfies the predetermined condition (that the time until the presentation image assumes a state that satisfies the predetermined condition will be lengthened).
[0129] ·Means 2-5 The gaming machine described in means 2-4 is characterized in that the increase in the numerical value effect stops when the effect image is displayed at a predetermined position. By doing so, it becomes a presentation form in which the player hopes that the presentation image will not be positioned at the predetermined position (that it will take a long time for the presentation image to be positioned at the predetermined position).
[0130] ·Means 2-6 The gaming machine described in means 2-5 is characterized in that during the numerical increase presentation, a mark indicating the specified position is displayed from the stage before the increase in the presentation numerical value stops. By doing this, the player can sense that the increase in the effect value will stop when the effect image is positioned at a predetermined position.
[0131] ·Means 3-1 A gaming machine capable of executing a specific effect in which it is suggested in advance that a basic effect may occur N times, and the successful outcome is set when the number of times the basic effect reaches a specific result reaches a target number of times, characterized in that, when the specific effect reaches a successful outcome, the reliability, or probability, of a player being granted a bonus is higher when a special success pattern leading to the successful outcome occurs before the basic effect is executed for the Nth time after the specific effect has started, than when a normal success pattern leading to the successful outcome occurs when the basic effect reaches the specific result for the Nth time after the specific effect has started. By doing this, if a successful ending is achieved, the fewer the number of basic effects that are executed, the more advantageous it becomes, resulting in an interesting presentation format (this makes it possible to avoid the impression that some of the basic effects have been "wasted" when a special successful pattern is achieved).
[0132] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that when the special success pattern occurs, a reliability increase effect occurs, which does not occur when the normal success pattern occurs, suggesting that the reliability has increased. By doing so, it is possible to clearly show that the occurrence of a special success pattern is advantageous to the player.
[0133] ·Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that when the special success pattern is achieved, the fewer the number of basic effects executed until the successful conclusion is reached, the higher the reliability. By doing this, it becomes a presentation form that the player hopes will lead to a specific result for all basic presentations from the start of the specific presentation (such a pattern will be the most reliable).
[0134] ·Means 3-4 A gaming machine described in means 3-3 that cites means 3-2, characterized in that when the basic performance M times after the start of the specific performance results in the specific result, resulting in the special success pattern that leads to the successful conclusion, the reliability increase performance occurs NM times. By doing this, the remaining "basic effect" (which did not need to be executed to reach a successful ending) is replaced by a reliability-increasing effect.
[0135] ·Means 3-5 A gaming machine described in any one of means 3-1 to 3-4, characterized in that before the first basic performance occurs in the specific performance, it is indicated that N reaches have been formed by decorative patterns indicating the results of the lottery. This results in an easy-to-understand presentation format in which the number of times the reach is achieved is the maximum number of times the basic presentation occurs.
[0136] ·Means 4-1 A gaming machine capable of executing a specific effect in which a plurality of basic effects are executed and which indicates the probability that a special benefit will be given to a player depending on the number of times the basic effects result in a specific result, characterized in that a normal non-specific result and a special non-specific result are set as non-specific results which are results of the basic effects that are not the specific results, and which have a higher probability that a target basic effect, which is one of the basic effects that occurs after the normal non-specific result, will become the specific result. According to the gaming machine, even if the unit performance does not lead to a specific result but leads to a non-specific result, an interesting specific performance can be executed, which draws the player's attention to its content (whether it is a special non-specific result or not).
[0137] ·Means 4-2 A gaming machine according to means 4-1, characterized in that when the basic effect in the specific effect results in the special non-specific result, the target basic effect becomes the specific result. By doing this, when a special non-specific result occurs, a performance is achieved in which at least one specific result occurs thereafter.
[0138] ·Means 4-3 A gaming machine described in means 4-1 or 4-2, characterized in that the basic effect next to the basic effect that resulted in the special non-specific result is set as the target basic effect. By doing this, the basic performance of the suggestion target by the special non-specific result occurs immediately (next), which has the advantage that the suggestion by the special non-specific result is easy to understand.
[0139] ·Means 4-4 A gaming machine described in any one of means 4-1 to 4-3, characterized in that the maximum number of times that the basic effect will result in the specific result is T times, and if the specific result does not occur T times, the basic effect will occur more than T times. With the above configuration, the presentation is such that there are more than T chances (basic presentation) to obtain T specific results. Therefore, the player predicts that a non-specific result will occur at least once (because even if a non-specific result occurs, there is still a possibility of obtaining T specific results). If the player makes such a prediction, the occurrence of a non-specific result would not normally attract much attention from the player, but it is preferable to consider that a special non-specific result that can be expected in the basic presentation from the next time onwards may occur as the non-specific result, so that the player's interest does not wane even in the case of a non-specific result. [Explanation of symbols]
[0140] 1. Gaming machines 10 Reserved Design 11. Changing pending pattern 12 Pre-change reserved pattern 10n Normal mode 10s special mode (101s first special mode 102s second special mode 103s third special mode 104s fourth special mode) 20 Suggested image (21 First suggested image 22 Second suggested image 23 Third suggested image) 31 First half image (311 First half image 312 Second half image 313 Third half image) 32 Second half image 35 Advance Image N performance value 40 Production Images M mark 50 times images 51 remaining images 52 Target Image 53 Progress images 58 effect images 70 Operating means 80 decorative designs 91 Display device 911 represents the field.
Claims
1. A gaming machine capable of executing a specific effect that suggests the probability that a player will receive a special benefit depending on the number of times that a plurality of basic effects are executed and the specific result is achieved in the basic effects, As a non-specific result which is a result of the basic effect that is not the specific result, a normal non-specific result and a special non-specific result which is one of the basic effects that occurs after the normal non-specific result has a higher probability of becoming the specific result are set, A gaming machine characterized in that, when the basic effect in the specific effect results in the special non-specific result, the target basic effect results in the specific result.
2. 2. The gaming machine according to claim 1, wherein the basic effect next to the basic effect resulting in the special non-specific result is set as the target basic effect.
3. The specific effect is such that the maximum number of times that the basic effect becomes the specific result is T times, 3. The gaming machine according to claim 1, wherein when the specific result does not occur T times, the basic effect occurs more than T times.
Citation Information
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