Gaming machine
The gaming machine uses decorative symbols and differentiated display modes to enhance player engagement by clearly conveying lottery results, addressing the need for improved gaming experience in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-04-25
- Publication Date
- 2026-06-19
AI Technical Summary
Existing gaming machines lack the ability to enhance the gaming experience through decorative symbols, failing to effectively convey win/loss lottery results in a way that enhances player engagement and enjoyment.
A gaming machine that utilizes decorative symbols, employing a win/loss lottery mechanism with a display area showing variable decorative symbols, where specific and non-specific symbols are differentiated, and the stop and pseudo-stop display modes are used to indicate lottery results, enhancing the game's excitement and clarity.
The solution improves the enjoyment of the game by providing clearer and more engaging ways to convey lottery outcomes, increasing player engagement and enhancing the overall gaming experience.
Smart Images

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Figure 0007876229000002 
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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] It is known that a decorative symbol indicating a win / loss lottery result is pseudo-stopped and displayed (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the taste of the game by using decorative symbols.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a win / loss lottery means for performing a win / loss lottery, a display means having a display area in which a plurality of types of decorative symbols are displayed, a notification means for notifying the win / loss lottery result by setting a symbol combination composed of a plurality of the decorative symbols in a manner corresponding to the win / loss lottery result by the win / loss lottery means, and as aspects when indicating that a certain decorative symbol has been selected from a state where a plurality of types of the decorative symbols are variably displayed, there are a stop display aspect in which the decorative symbol is stopped and displayed, and a pseudo-stop display aspect in which the decorative symbol is pseudo-stopped and displayed, a part of the decorative symbols displayed in the display area may be specific symbols and another part may be non-specific symbols (see, for example, within the enclosure in FIG. 17), When indicating that the aforementioned non-specific symbol has been selected, either the aforementioned stop display mode or the aforementioned pseudo-stop display mode may be used. When indicating that the aforementioned specific symbol has been selected, the stop display mode may be used, but the pseudo-stop display mode will not be used (see, for example, Figure 17(b)). A gaming machine characterized by the following features. [Effects of the Invention]
[0006] The gaming machine according to the present invention can improve the enjoyment of the game. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for pre-change and during-change displays. [Figure 5] This is a diagram to explain the different types of background images. [Figure 6] This is a diagram to explain special background change A (display of intermediate image A). [Figure 7] This is a diagram to explain special background change B (display of intermediate image B). [Figure 8] This is a diagram to explain specific example 1-1. [Figure 9] This is a diagram to explain specific example 1-2 (the relationship between display time Tn and display time Tb). [Figure 10] This is a diagram to explain specific example 1-2 (the relationship between display time Tn and display time Ta). [Figure 11] This is a diagram to explain specific examples 1-3. [Figure 12] It is a diagram for explaining Specific Examples 1-4. [Figure 13] It is a diagram for explaining Specific Examples 1-5. [Figure 14] It is a diagram for explaining Specific Examples 1-6. [Figure 15] It is a diagram for explaining Specific Examples 1-11. [Figure 16] It is a diagram for explaining Specific Examples 1-12. [Figure 17] It is a diagram for explaining a specific symbol (the fact that the specific symbol is not pseudo-stopped). [Figure 18] It is a diagram for explaining a specific symbol (the fact that the specific symbol can form a symbol combination for notifying the winning or losing lottery result). [Figure 19] It is a diagram for explaining Specific Example 2-1. [Figure 20] It is a diagram for explaining Specific Example 2-5. [Figure 21] It is a diagram for explaining a specific image effect (until a specific change occurs). [Figure 22] It is a diagram for explaining a specific image effect (the development after the first specific change occurs). [Figure 23] It is a diagram for explaining a specific image effect (the development after the second specific change occurs). [Figure 24] It is a diagram for explaining Specific Example 3-1. [Figure 25] It is a diagram for explaining Specific Example 3-2 (until a specific change occurs). [Figure 26] It is a diagram for explaining Specific Example 3-2 (the development after the first specific change occurs). [Figure 27] It is a diagram for explaining Specific Example 3-2 (the development after the second specific change occurs). [Figure 28] It is a diagram for explaining Specific Example 3-7. [Figure 29] It is a diagram for explaining Specific Example 3-8. [Figure 30]This is a diagram to explain specific example 3-9. [Figure 31] This is a diagram to explain specific example 3-10. [Figure 32] This is a diagram (part one) to explain specific example 3-11. [Figure 33] This is the second diagram to illustrate specific example 3-11. [Figure 34] This is a diagram to explain specific example 3-13. [Figure 35] This is a diagram to explain specific example 3-14. [Figure 36] This is a diagram to explain specific selection. [Figure 37] This is a diagram to explain specific example 4-1. [Figure 38] This is a diagram to explain specific example 4-2. [Figure 39] This is a diagram to explain specific example 4-7. [Figure 40] This is a diagram to explain specific example 4-8. [Figure 41] This is a diagram to explain specific example 4-9. [Figure 42] This is a diagram to explain specific example 4-10. [Figure 43] This is a diagram to explain specific example 4-11. [Figure 44] This is a diagram to explain the target operation and animation. [Figure 45] This is a diagram to explain the non-asymmetrical operation effect. [Figure 46] This is a diagram to explain specific example 5-1. [Figure 47] This is a diagram to explain specific example 5-4. [Figure 48] This is a diagram to explain specific example 5-7. [Figure 49] This is a diagram to explain specific example 5-9. [Figure 50] This is a diagram to explain the non-compatible pre-operation (specific operation animation B). [Figure 51] This is a diagram to explain specific example 6-1. [Figure 52] This is a diagram to explain specific example 6-3. [Figure 53] This is a diagram to explain specific example 6-4. [Figure 54] This is a diagram to explain specific example 6-5. [Figure 55] This is a diagram to explain specific example 6-7. [Figure 56] This is a diagram to explain specific example 6-8. [Figure 57] This is a diagram to explain specific example 6-9. [Figure 58] This is a diagram to explain specific example 6-10. [Modes for carrying out the invention]
[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values (probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in each diagram, the illustration of elements unrelated to the features explained using that diagram may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish between types and do not have any meaning in themselves.
[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.
[0010] The game area 902 is provided with various prize areas into which game balls can enter (starting area 904, major prize area 906, etc.), and an out-out opening 907 (an opening from which game balls that did not enter any prize area (so-called out balls) are discharged). In addition, the game area 902 is provided with multiple game pins as obstacles that change the way the game balls flow when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the player's line of sight.
[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the various effects (the unique effect sound is output from speaker 67).
[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines.
[0014] The jackpot lottery is performed by a win / loss lottery means built on a control board (main control board) not shown, based on win / loss lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of Figure 1") and a second starting area 904b (the so-called "starting area of Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).
[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss.
[0016] When a win / loss lottery is conducted using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination indicating the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" or "rotation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear to the player that the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented by showing the target decorative symbol 80 shaking).
[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).
[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).
[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).
[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-variation win / failure lottery information can be said to be the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-variation win / failure lottery information (pending display) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-variation display 71 indicates the existence of win / failure lottery information in which the corresponding win / failure lottery is being executed, but the variation animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as the "active display". Also, since the variation animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "in-progress variation" is being executed), it is sometimes referred to as the "in-progress variation pending". In other words, the pre-variation display 71 is also sometimes treated as being included in the category of "pending". In this embodiment, the in-variation display 71 is larger than the pre-variation display 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Instead of assuming such a similar relationship, the basic forms (external shape, etc.) of the variable display 71 and the pre-variation display 72 may be completely different.
[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).
[0022] The combinations of decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, and right decorative symbol 80R, arranged from left to right) selected and stopped from each group of decorative symbols 80g are broadly classified into winning combinations, which indicate a win in the lottery, and losing combinations, which indicate a loss. In this embodiment, a winning combination is when all three decorative symbols 80 are of the same type, and a losing combination is when all three decorative symbols 80 are not of the same type.
[0023] In this embodiment, the fluctuations of each decorative pattern group 80g may temporarily stop (pseudo-stop). A temporary stop (pseudo-stop) refers to a state where the fluctuations have not completely stopped, but appear to the player as if they have stopped (for example, a state where they are slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuations in this way, it is possible to create so-called "chance symbols" in the middle of the fluctuation animation.
[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.
[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."
[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.
[0027] The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, it is easier to win the normal lottery compared to the low-base state. The normal lottery is a lottery that is executed when a game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, the game balls will enter the second starting area 904b relatively easily.
[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.
[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 99. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 99).
[0031] Winning the first or second lottery will award a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all unit games) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all unit games) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all unit games) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.
[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.
[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to perform 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 150 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 99) within the time it takes to perform 150 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of missing the high-probability lottery (approximately 1 / 99) 150 times in a row (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won, creating a so-called loop-type gameplay.
[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.
[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one unit of play, at least 10 game balls enter the jackpot area 906 (it is also possible for more than 10 game balls to enter the jackpot area 906, a so-called over-winning event). A unit of play is also called a round (game). The number of unit plays (rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] The pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold," and the form of this "hold" suggests the level of reliability (the probability that the corresponding win / loss lottery result will be a jackpot (the probability of receiving a bonus)). The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the level of reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The level of reliability of the pre-reset display 72 and the in-reset display 71 refers to the level of reliability at the time each display form is displayed, and the level of reliability may increase due to subsequent changes in the display form (hereinafter, such changes may be referred to as "hold changes (effects)"). Furthermore, the relationship between the high and low levels of reliability of each display form refers to the relationship under the same game state. In this embodiment, reliability is indicated by the display pattern (change in the reserved ball) in all of the normal game state, the first specific game state, and the second specific game state. However, if one display pattern is said to have higher reliability than another, it means that the reliability is higher when the other display pattern is displayed than when the first display pattern is displayed in the same game state.
[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).
[0038] The display modes of the pre-variation display 72 and the in-variation display 71 can change in a direction that increases reliability (the hold change effect only occurs in a direction that increases reliability). The mode can change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect can be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the one in the first order of consumption) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed.
[0039] The gaming machine 1 is equipped with multiple types of operating means that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.
[0040] The following describes the effects that the gaming machine 1 according to this embodiment can perform, as well as the functions and characteristics of the gaming machine 1. It is also possible to configure the machine to be able to perform (or to have only a portion of) the effects described below.
[0041] <Special background image and intermediate image> During the variation animation, a background image is displayed as the background for the decorative symbols. In the gaming machine 1 according to this embodiment, the reliability may be indicated by the background image. A special background image may be displayed as the background image, and when a special background image is displayed, an intermediate image may be displayed. In the following description of the special background image and intermediate image, the win / loss lottery result that is the subject of the reliability indication by the background image (special background image) may be referred to as the target win / loss lottery result, and the variation animation corresponding to the target win / loss lottery result may be referred to as the target variation animation (target variation). The special background image and intermediate image are only displayed when predetermined execution conditions are met. In this embodiment, the special background image and intermediate image may be displayed in the normal game state. However, they may also be displayed in a specific game state. In addition, the background image is basically shown in the drawings used to explain the special background image and intermediate image, but the background image is basically omitted in other drawings.
[0042] Background images can be broadly categorized into normal background images (see Figure 5(a)) and special background images (see Figure 5(b)). The type of background image can be said to represent the difference between so-called stages (also referred to as modes or zones). The difference in appearance between normal and special background images can be any as long as the player can distinguish between them. The normal background image is the default background image. Unless otherwise specified, in the diagrams used to explain special and intermediate background images, the normal background image is shown in a plain form (nothing is drawn) as shown in Figure 5(a). The probability of variation effects being executed is highest when the normal background image is displayed (it is preferable that more than 80% of variation effects are performed when the normal background image is displayed).
[0043] Special background images are images that suggest a higher reliability of the target win / loss lottery result than when a normal background image is displayed (so-called chance-up background images). In other words, the probability of being notified that it is a jackpot in a spin when a special background image is displayed is higher than the probability of being awarded a bonus (jackpot game) in a spin when a normal background image is displayed. In this embodiment, special background image A (see Figure 5(b-1)) and special background image B (see Figure 5(b-2)) may be displayed as special background images. The probability of being notified that it is a jackpot in a spin when special background image B is displayed is higher than the probability of being notified that it is a jackpot in a spin when special background image A is displayed. In other words, special background image B is a background image that suggests a higher degree of chance-up than special background image A. Note that in this embodiment, even if special background image B is displayed, it is not guaranteed that the target win / loss lottery result is a jackpot (the reliability of special background image B ≠ 100%). Furthermore, even when the normal background image is displayed (and not when the special background image is displayed), there is still a possibility of winning the lottery. The difference between special background image A and special background image B can be anything as long as the player can distinguish between them.
[0044] Furthermore, images displayed for so-called customization (effect customization, brightness and volume adjustment), as well as the display during reel spin 71 and the display before reel spin 72, and the image representing the number of spins, etc., are not considered to be part of the background image (these images, like the decorative symbols, are displayed superimposed in front of the background image). Also, when certain effects such as so-called super reach effects are performed, the background images shown in Figure 5 will be hidden.
[0045] In this embodiment, a change from a state in which one background image is displayed to a state in which a different type of background image is displayed (hereinafter referred to as "background change") suggests that the situation has changed to one in which there is an expectation that the result of the lottery will be a jackpot. If the type of background image indicates the type of stage, then the background change is what is known as a "stage change". Hereafter, the background image before the change when a background change occurs may be referred to as the "previous background image", and the background image after the change may be referred to as the "later background image". In this embodiment, as background changes, "special background change A" (see Figure 6) can occur, in which the normal background image changes to special background image A (the previous background image is the normal background image, and the later background image is special background image A), and "special background change B" (see Figure 7) can occur, in which the normal background image changes to special background image B (the previous background image is the normal background image, and the later background image is special background image B). As mentioned above, the reliability of the target selection result is higher with special background image B than with special background image A, so it can be said that special background change B is more advantageous for the player than special background change A.
[0046] In this embodiment, when a background change occurs, an intermediate image is displayed between the state in which the first background image is displayed and the state in which the second background image is displayed. The intermediate image can be said to be an image that connects (intermediates) the first background image and the second background image. If the background change is considered as a so-called stage change, then the intermediate image can be said to be an image that indicates the occurrence of a stage change. In this embodiment, the intermediate image corresponds to the type of background image that will be displayed as the second background image. In other words, the intermediate image indicates the type of background image to which the transition will take place. When the second background image is special background image A (when special background change A occurs), intermediate image A is displayed (see (2) in Figure 6(b)). On the other hand, when the second background image is special background image B (when special background change B occurs), intermediate image B (an image with a different appearance from intermediate image A) is displayed (see (2) in Figure 7(b)). In other words, intermediate image A (see (2) in Figure 6(b)) is an image that suggests in advance that special background image A will be displayed (see (3) in Figure 6(b)) (that special background change A will occur), and intermediate image B (see (2) in Figure 7(b)) is an image that suggests in advance that special background image B will be displayed (see (3) in Figure 7(b)) (that special background change B will occur).
[0047] The specific forms of intermediate image A and intermediate image B may be anything. Preferably, they should include elements that suggest a later background image (corresponding special background image). That is, intermediate image A (see (2) in Figure 6(b)) includes elements that suggest special background image A, and intermediate image B (see (2) in Figure 7(b)) includes elements that suggest special background image B. This makes it possible to know in advance that when intermediate image A is displayed, the system will transition to a state where special background image A is displayed, and when intermediate image B is displayed, the system will transition to a state where special background image B is displayed. For example, intermediate image A may include at least a part of the name of the state (stage) where special background image A is displayed, and intermediate image B may include at least a part of the name of the state (stage) where special background image B is displayed. In this embodiment, since special background image A is named "○○○ (stage)", intermediate image A is said to include the characters "○○○". Since special background image B is named "xxx (stage)", intermediate image B is assumed to contain the letters "xxx".
[0048] Special background changes A and B do not occur during a variation. In other words, both the earlier and later background images are not displayed in a single variation. A variation in which the earlier background image is displayed (hereinafter sometimes referred to as the earlier variation) ends, and the game transitions to the next variation (hereinafter sometimes referred to as the later variation), in which the later background image is displayed (see Figures 6(a) and 7(a)). If the later background image is a special background image, the suggestion target (the target of the chance-up) indicated by the special background image is the win / fail lottery result corresponding to the later variation (that is, the later variation is the target variation, and the win / fail lottery result corresponding to the later variation is the target win / fail lottery result (the win / fail lottery result of the suggestion target)). In this embodiment, the intermediate image is displayed in the later variation. Specifically, the intermediate image is displayed when the later variation starts, and the intermediate image continues to be displayed until a predetermined display time has elapsed. When this display time has elapsed, the intermediate image is erased and the later background image is displayed (see Figures 6(a) and 7(a)). While the intermediate image is being displayed, the decorative symbols (decorative symbols that announce the result of the target lottery) displayed in front of the intermediate image will change (see Figure 6(b)(2) and Figure 7(b)(2)).
[0049] Here, the display time of the intermediate image differs depending on the type of intermediate image. Specifically, the display time Tb of intermediate image B is set to be longer than the display time Ta of intermediate image A. In this embodiment, Ta = 2 seconds and Tb = 4 seconds (see Figures 6(a) and 7(a)). In other words, special background image A starts to be displayed 2 seconds after the start of display of intermediate image A, while special background image B starts to be displayed 4 seconds after the start of display of intermediate image B. As described above, in this embodiment, the intermediate images are displayed from the start of the later change, so intermediate image A continues to be displayed until 2 seconds have passed from the start of the later change, while intermediate image B continues to be displayed until 4 seconds have passed from the start of the later change.
[0050] After the display time ends, the special background image will remain displayed as the subsequent spin (target spin) progresses. The result of the target win / loss lottery will then be announced during the subsequent spin. If a super reach animation or similar (a specific animation that triggers the background image to disappear) is performed during the subsequent spin, the special background image will disappear (the image of the super reach animation or similar will be displayed in its place). There is also a possibility that the subsequent spin will end without such an animation being performed (the subsequent spin will end with the special background image still displayed).
[0051] When an intermediate image is displayed, the player perceives that the background image is changing (transitioning to a state where a special background image is displayed). The display time of the intermediate image will vary depending on the type of special background image that is subsequently displayed. In this embodiment, a relatively longer display time for the intermediate image leads to a transition to a state where a relatively high-reliability special background image B is displayed, thus making the longer display time of the intermediate image an advantageous event for the player. For players who have already experienced the display of intermediate image A and special background image A, (they would normally expect the display time of intermediate image B to be the same as the display time of intermediate image A), so when intermediate image B is displayed, they may feel a sense of "discomfort" because its display time is longer (longer than the display time they have already experienced). In other words, if a player feels a sense of discomfort due to the long display time of the intermediate image, they can transition to a state where special background image B is displayed (which offers a higher chance of a big win than the state where special background image A is displayed), thus realizing an interesting gameplay experience.
[0052] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special background image and intermediate image. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0053] 〇Specific Example 1-1 Assume that there are multiple types of normal background images. Regardless of their types, the reliability (the probability that the win / loss lottery result corresponding to the fluctuation in which the normal background image is displayed is a big win) of the normal background images is the same (the type of the normal background image does not affect the reliability), and it is assumed that the reliability is lower than that of the special background images (special background image A, special background image B).
[0054] In the case of the present example, it can be set that the normal background images that may transition to the special background image (special background image A or special background image B) are limited (target normal background images that only a part of the multiple types of normal background images may transition to the special background image). For example, assume that three types of first normal background image to third normal background image are provided as the normal background images, and there is no possibility of transitioning to the special background image from the state where the first normal background image and the second normal background image are displayed, but there is a possibility of transitioning to the special background image from the state where the third normal background image is displayed (set the third normal background image as the target normal background image) (see FIG. 8). By doing so, the state where the target normal background image is displayed will function as a suggestion that there is a possibility of transitioning to the special background image.
[0055] 〇Specific Example 1-2 Assume that there are multiple types of normal background images. And assume that a background change (normal background change) (see FIG. 9(a)) in which, from the state where a certain type of normal background image is displayed, the state changes to the state where a different type of normal background image is displayed can occur. That is, assume that a background change in which both the previous background image and the subsequent background image are normal background images can occur. Also, assume that an intermediate image N (different from intermediate image A and intermediate image B) is displayed between the state where the previous background image is displayed and the state where the subsequent background image is displayed during the normal background change, and set the length (Tb) (see FIG. 9(b)) of the display time of the intermediate image B when the special background change B occurs to be longer than the length (Tn) (see FIG. 9(a)) of the display time of the intermediate image N (Tn < Tb). By doing so, it is possible to realize a game property in which the fact that the display time of the intermediate image becomes longer than when the normal background change occurs is regarded as an advantageous event for the player.
[0056] When setting it as in this example, it is conceivable that the display time (Tn) of the intermediate image when a normal background change occurs is the same as the length (Ta) of the display time of the intermediate image A when a special background change A occurs (Tn = Ta) (see Fig. 10(a)), or it is conceivable that it is shorter than the length (Ta) of the display time of the intermediate image A (Tn < Ta) (see Fig. 10(b)) (note that Ta < Tb). If such a setting is made, when the display time of the intermediate image exceeds Tn (= Ta), the possibility of a normal background change and a special background change A disappears (a special background change B occurs), and such a game property can be realized. On the other hand, if such a setting is made, when the display time of the intermediate image exceeds Tn, the possibility of a normal background change disappears, and when the display time of the intermediate image exceeds Ta, the possibility of a special background change A disappears (a special background change B occurs), and such a game property can be realized.
[0057] 〇Specific Examples 1-3 Assume that a background change can occur from the state where the special background image A is displayed to the state where the special background image B is displayed. That is, assume that a background change can occur where the special background image A is the previous background image and the special background image B is the subsequent background image (see Fig. 11). Even when such a background change occurs, since the subsequent background image is the special background image B, an intermediate image B is displayed (the display time is Tb) between the state where the special background image A is displayed and the state where the special background image B is displayed (see Fig. 11(a)). By doing so, a game property can be obtained where after the state where the special background image A is displayed, it is expected to further transition to the state where the special background image B is displayed.
[0058] Note that a background change from the state where the special background image B is displayed to the state where the special background image A is displayed (a background change where the special background image B is the previous background image and the special background image A is the subsequent background image) is a change in the direction of decreasing reliability, so it is preferably not allowed to occur.
[0059] 〇Specific Examples 1-4 When a special background change occurs, the display of the subsequent background image shall begin from the start of the subsequent change (see Figure 12). In this case, the intermediate image shall be displayed during the previous change. That is, the previous change shall include the state in which the previous background image is displayed and the state in which the subsequent intermediate image is displayed. Since the display time Tb of intermediate image B (see Figure 12(b)) is longer than the display time Ta of intermediate image A (see Figure 12(a)), intermediate image B will start to be displayed at an "earlier timing" than intermediate image A, based on the end of the previous change. For example, if the display time Ta of intermediate image A is 2 seconds and the display time Tb of intermediate image B is 4 seconds, as in the above embodiment, then intermediate image A will start to be displayed 2 seconds before the end of the previous change, and intermediate image B will start to be displayed 4 seconds before the end of the previous change.
[0060] Thus, if the background image for the later variation is displayed from the start of the later variation (i.e., the background change is completed at the same time as the later variation begins), the chance-up effect of the special background image becomes easier to understand (it becomes easier to understand that there is reason to be optimistic about the later variation (target variation)).
[0061] 〇Specific Examples 1-5 The intermediate image is to be displayed across the preceding and succeeding fluctuations. That is, the intermediate image is displayed over a combined period (composite period) which is the period from the middle to the end of the succeeding fluctuation (preceding period P1) and the period from the start to the middle of the preceding fluctuation (successing period P2) (see Figure 13). Since the display time of intermediate image B is longer than the display time of intermediate image A, the composite period set when intermediate image B is displayed is longer than the composite period set when intermediate image A is displayed.
[0062] In this example, regardless of the type of intermediate image displayed (whether special background change A or special background change B occurs), the length of either the preceding period or the succeeding period can be made the same. For example, as shown in Figure 13, although the length of the preceding period P1 is different, by making the length of the succeeding period P2 the same, the timing at which the subsequent background image (special background image A or special background image B) is displayed can be made the same (for example, if the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds as in the above embodiment, it is conceivable that when intermediate image A is displayed, "preceding period (P1) = 1 second, succeeding period (P2) = 1 second", and when intermediate image B is displayed, "preceding period (P1) = 3 seconds, succeeding period (P2) = 1 second").
[0063] Although not shown in the diagram, the length of the later period P2 may differ, but the length of the earlier period P1 may be the same (for example, if, as in the embodiment described above, the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds, then when intermediate image A is displayed, the earlier period (P1) may be 1 second and the later period (P2) may be 1 second, and when intermediate image B is displayed, the earlier period (P1) may be 1 second and the later period (P2) may be 3 seconds).
[0064] 〇Specific Examples 1-6 The intermediate image B is configured to have multiple types of images. For example, intermediate image B is provided as intermediate image B1 and intermediate image B2 which has a different form from intermediate image B1, and when special background change B occurs (when special background image B is displayed as the subsequent background image (see Figure 14(c))), intermediate image B1 may be displayed (see Figure 14(b-1)) or intermediate image B2 may be displayed (see Figure 14(b-2)).
[0065] It is assumed that displaying intermediate image B2 is more advantageous for the player than displaying intermediate image B1. In other words, the probability of an event favorable to the player occurring is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed. Various events (events favorable to the player) can be considered as suggested by the type of intermediate image B (any event that is advantageous to the player when it occurs). For example, if the "favorable event" is assumed to be that the target win / loss result is a jackpot, then even if the same special background change B occurs, the game can be designed so that the expectation of a jackpot in the target win / loss result is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed. In addition, it is also conceivable that the "favorable event" is assumed to be that the player transitions to a second specific game state. In other words, the probability that the jackpot is a second specific jackpot is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed, if the target win / loss result is a jackpot.
[0066] By doing as in this example, when the display time of an intermediate image becomes longer (exceeding Ta) (when the player notices that the display time of the intermediate image has become longer), an interesting gameplay feature can be achieved in which the player will also pay attention to the form of the intermediate image (the type of intermediate image B).
[0067] Specific Examples 1-7 When transitioning to a state where special background image A is displayed (when special background change A occurs), the intermediate image may not be displayed. In other words, the state may transition to a state where intermediate image A is displayed before special background image A is displayed, or the state may transition to a state where special background image A is displayed without the intermediate image being displayed.
[0068] Similarly, when transitioning to a state where special background image B is displayed (when special background change B occurs), the intermediate image may not be displayed. In other words, the intermediate image B may be displayed before transitioning to a state where special background image B is displayed, or the intermediate image may not be displayed before transitioning to a state where special background image B is displayed.
[0069] 〇Specific Examples 1-8 When transitioning to a state where special background image A is displayed (special background change A occurs), the intermediate image may not be displayed (sometimes intermediate image A is displayed during the transition, and sometimes it is not displayed during the transition). However, when transitioning to a state where special background image B is displayed (special background change B occurs), the intermediate image will always be displayed. When the relatively high-reliability special background image B is displayed, (unlike the relatively low-reliability special background image A) the intermediate image B will be displayed for a relatively long time (Tb) to emphasize that the state in which special background image B is displayed will be emphasized.
[0070] 〇Specific Examples 1-9 The probability of special background image B being displayed (special background change B occurring) per variation is set to be lower than the probability of special background image A being displayed (special background change A occurring). This increases the number of times the player encounters special background change A. In other words, the player will encounter the change where intermediate image A is displayed for Ta time, and then transitions to the state where special background image A is displayed, more often. Therefore, when special background change B occurs, the probability of the player feeling something is off increases when the display time of intermediate image B reaches Tb.
[0071] 〇Specific Examples 1-10 Contrary to the above embodiment, the display time Ta of intermediate image A is set to be longer than the display time Tb of intermediate image B. In this way, if the display time of the intermediate image is short, the game transitions to a state where a special background image (special background image B), which is relatively advantageous to the player, is displayed. In other words, unlike the above embodiment, the game is designed so that it is advantageous for the player when they feel that the display time of the intermediate image is short.
[0072] 〇Specific Example 1-11 The system is configured to have three or more special background images, each with a corresponding intermediate image (each special background image and each intermediate image has a different appearance from the others). For example, suppose there are three types of special background images: Special Background Image A, Special Background Image B, and Special Background Image C, and the reliability increases in this order (Special Background Image C is the most reliable). Furthermore, when a background change to special background image A occurs (special background change A), intermediate image A is displayed before special background image A is displayed (see Figure 15(a)), when a background change to special background image B occurs (special background change B), intermediate image B is displayed before special background image B is displayed (see Figure 15(b)), and when a background change to special background image C occurs (special background change C), intermediate image C is displayed before special background image C is displayed (see Figure 15(c)) (intermediate images A, B, and C have different appearances from each other), and the display time of each intermediate image is such that the display time Tb of intermediate image B is longer than the display time Ta of intermediate image A (see Figures 15(a) and (b)), and the display time Tc of intermediate image C is longer than the display time Tb of intermediate image B (see Figures 15(b) and (c)).
[0073] This approach allows for a gameplay experience where the longer the intermediate image is displayed, the more reliable the type of special background image that is displayed as the next background image will be.
[0074] 〇Specific Examples 1-12 While the intermediate image is displayed, the held items (pre-variation display 72, in-variation display 71) are hidden (not visible) (see Figure 16(b)). The held items may also be covered by the intermediate image. In other words, when a special background change occurs, the held items are displayed when the first background image is displayed and when the second background image is displayed, but they are not displayed in between the two states. Even if a new start entry (a game ball entering the start area 904) occurs while the intermediate image is displayed and new win / loss lottery information is acquired, the held items corresponding to that win / loss lottery information are not displayed (while the intermediate image is displayed). Since the special background change is characterized by the length of time the intermediate image is displayed, the increase or decrease in held items (pre-variation display 72, in-variation display 71) is not displayed while the intermediate image is displayed, making it easier for the player to notice the length of the display time.
[0075] <Specific design> As described above, multiple types of decorative symbols for notifying the result of the lottery are displayed in the display area 911. In this embodiment, some of these multiple types of decorative symbols are designated as specific symbols. In the following description, decorative symbols that are not specific symbols will be referred to as non-specific symbols (decorative symbols that are not specific symbols = non-specific symbols). Furthermore, the multiple types of decorative symbols referred to here are symbols that are normally displayed and can constitute combinations of symbols (losing combinations, winning combinations) that notify the result of the lottery, and special symbols that are only displayed in special cases are excluded.
[0076] In this embodiment, a "specific symbol determination lottery" is executed when a predetermined condition is met. The fact that the specific symbol determination lottery has been executed, and the results of the lottery, are not shown to the player. Therefore, whether or not a symbol is a specific symbol cannot be determined by the appearance (external form) of each decorative symbol. In other words, the various decorative symbols do not have any elements (elements that constitute the external form) that would allow one to determine whether or not a symbol is a specific symbol. The trigger for the execution of the specific symbol determination lottery (the fulfillment of the predetermined condition) can be anything. In this embodiment, the start of a new normal game state is considered to be the fulfillment of the predetermined condition. When a predetermined reset operation (an operation that can only be performed by a game store employee with access to the inside of the game machine) is performed, when a normal jackpot game ends, when there are 100 consecutive losses in the first specific game state, and when there are 150 consecutive losses in the second specific game state, the game transitions to the normal game state (the normal game state begins). At the start of the normal game state, a specific symbol determination lottery is performed, and a type of decorative symbol determined by the lottery is set as the specific symbol (stored in a memory means (RAM) not shown that is provided in the game machine 1) (see the frame at the top of Figure 17).
[0077] At the beginning of the variation animation, a group of decorative patterns (three groups of decorative patterns in this embodiment) containing multiple types of decorative patterns is displayed in a variation manner. Subsequently, it is indicated that one decorative pattern has been selected from each group of decorative patterns (hereinafter, the selected pattern may be referred to as the "selected pattern"). The manner in which a particular decorative pattern has been selected can be broadly divided into "stop display manner" and "pseudo-stop display manner". Such "stop display" and "pseudo-stop display" themselves are well known in the art (see, for example, Japanese Patent Application Publication No. 2013-240609), so they will be briefly explained. In the stop display manner, the selected pattern is shown to be in a state of complete stop. In the pseudo-stop display manner, the selected pattern is shown to be in a pseudo-stop (temporarily stopped) state (as described above). In a spinning reel animation, if a certain decorative symbol from a set of decorative symbols (target set of decorative symbols) is shown as a selected symbol via a "stop display," that symbol will not change to a different symbol in that spinning reel animation (the selection from the target set of decorative symbols is confirmed). On the other hand, if a certain decorative symbol from a set of decorative symbols (target set of decorative symbols) is shown as a selected symbol via a "pseudo-stop display" in a spinning reel animation, that symbol may change to a different symbol in that spinning reel animation (the selection from the target set of decorative symbols is not confirmed). In other words, the pseudo-stop display (mode) is a selection mode that makes it appear to the player that a certain decorative symbol has been selected, while leaving room for the possibility that the selected symbol may change to a different symbol. It should be noted that the selection may also be confirmed when a selected symbol changes from a "pseudo-stop display" state to a "stop display" state. In some drawings, decorative patterns shown in a pseudo-stop display manner are depicted as appearing to be swaying (see Figure 17(b)).
[0078] Specific symbols are symbols that are never shown as "pseudo-stop symbols." In other words, when it is indicated that a specific symbol has been selected from a group of decorative symbols, that symbol may be shown as a stop symbol, but not as a pseudo-stop symbol. To put it another way, when it is indicated that a specific symbol has been selected from a group of decorative symbols, that selection is always confirmed. On the other hand, non-specific symbols may be shown as "stop symbols" or as "pseudo-stop symbols." In other words, when it is indicated that a non-specific symbol has been selected from a group of decorative symbols, that symbol may be shown as a stop symbol or as a pseudo-stop symbol.
[0079] The gaming machine 1 according to this embodiment can perform a pseudo-continuous effect (a so-called pseudo-continuous effect) as a type of effect that utilizes pseudo-stop displays (an effect that is constructed on the premise that pseudo-stop displays will occur). Since the pseudo-continuous effect itself is well known, a detailed explanation will be omitted, but it is an effect in which three selected symbols chosen from each of the three groups of decorative symbols (see Figure 17(a)) are shown in a pseudo-stop display pattern (a combination that satisfies a specific rule (hereinafter referred to as a favorable combination)) (see Figure 17(B)), and then re-spin (see Figure 17(c)), and this is repeated one or more times. Generally, the more times the re-spin occurs, the higher the reliability. The rule for the favorable combination can be anything. In this embodiment, a pattern in which the numbers are arranged in order from left to right (a so-called sequential pattern) is considered a favorable combination (in this embodiment, the largest number of the decorative symbols is "7", so patterns such as "6-7-1" and "7-1-2" from left to right are also considered favorable combinations). Special symbols that are not normally displayed (symbols other than the decorative symbols "1" to "7" (symbols that constitute a combination indicating the win / loss result and those that do not)) may be displayed as symbols that constitute a good chance combination. For example, a symbol containing the word "NEXT" which suggests that a pseudo-consecutive win will occur may be displayed as the middle symbol that constitutes a good chance combination (the left and right symbols may be any of the decorative symbols "1" to "7").
[0080] As mentioned above, specific symbols are never used in a pseudo-stop display mode. Therefore, when a specific symbol is shown as a selected symbol from a certain group of decorative symbols, the possibility of a pseudo-continuous performance occurring at that point is eliminated. In other words, when a specific symbol is shown as a selected symbol, the selection of that symbol is confirmed (it will not change to any other symbol), and therefore the occurrence of a pseudo-continuous performance is negated at that point. To put it another way, when a pseudo-continuous performance occurs, all decorative symbols that make up the above-mentioned opportunity combination are controlled to be non-specific symbols. For example, if the "5" decorative symbol is a specific symbol, the possibility of a pseudo-continuous performance occurring is eliminated when the "5" decorative symbol is selected from any of the left decorative symbol group 80gL, the middle decorative symbol group 80gC, or the right decorative symbol group 80gR. Also, when a pseudo-continuous performance occurs, the above-mentioned opportunity combination is constructed without including the "5" decorative symbol. As described above, the auspicious combinations in this embodiment are the so-called sequential combinations. When the decorative symbol "3" is designated as a specific symbol, the auspicious combinations "3-4-5", "4-5-6", and "5-6-7" will not be displayed when a pseudo-continuous performance occurs (see Figure 17(b)).
[0081] Specific decorative symbols can be selected as symbols that make up the combination of symbols that announce the result of the lottery (winning combinations that announce a win (see Figure 18(a)) and losing combinations that announce a loss (see Figure 18(b))) (see Figure 18). Naturally, non-specific decorative symbols can also be selected as symbols that make up losing and winning combinations. In other words, the setting of specific symbols does not affect the combination of symbols that announces the result of the lottery.
[0082] Thus, in the gaming machine 1 according to this embodiment, a specific symbol is set that is not treated as a pseudo-stop display. Therefore, when the specific symbol is shown as the selected symbol, the occurrence of a pseudo-continuous performance, which is a "performance utilizing pseudo-stop displays," is negated, resulting in an interesting gameplay experience.
[0083] Furthermore, as in this embodiment, if the specific symbol is determined by a specific symbol determination lottery, and the type of decorative symbol designated as the specific symbol is not explicitly shown to the player, then a gameplay experience can be realized in which the player enjoys predicting which decorative symbol is the specific symbol.
[0084] The following describes specific examples of improvements, embellishments, and modifications to the above-mentioned specific patterns. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.
[0085] 〇Specific Example 2-1 As a "performance utilizing pseudo-stop display," it is conceivable to have a configuration in which performances other than pseudo-continuous performances can occur, either in place of or in addition to pseudo-continuous performances. For example, it is conceivable to have a configuration in which a "re-variation performance" can occur as a performance utilizing pseudo-stop display, where three matching decorative symbols (winning combination) are displayed in a pseudo-stop state (preliminary state) (see Figure 19(a)), and then re-variate (see Figure 19(b)) to change into three matching decorative symbols (winning combination) of a different type and be displayed in a stopped state (post-state) (see Figure 19(c)). (Note that the re-variation performance may result in no change in the type of symbols.) In this case, since the specific symbols will not be displayed in a pseudo-stop state, they will not be displayed as constituting the winning combination in the preliminary state (the combination at the time of Figure 19(a)). However, since the specific symbols can be displayed in a stopped state, they may be displayed as constituting the winning combination in the post-state (the combination at the time of Figure 19(c)).
[0086] The system may be configured so that two or more "effects using pseudo-stop displays" can occur. If the system is configured so that two or more "effects using pseudo-stop displays" can occur, then the possibility of any of the two or more "effects using pseudo-stop displays" occurring will be eliminated the moment a specific symbol is shown as the selected symbol.
[0087] Specific Example 2-2 The configuration may be such that the decorative symbols designated as specific symbols are unchanging (predetermined). In other words, instead of a specific symbol determination lottery being performed to determine the decorative symbols that become the specific symbols, as in the above embodiment, the configuration may be such that certain decorative symbols remain designated as specific symbols. The fact that the decorative symbols designated as specific symbols are unchanging means that the decorative symbols that are not designated as specific symbols are also unchanging. By doing so, it is possible to create a game with an easy-to-understand gameplay experience in which predetermined types of decorative symbols are never displayed as pseudo-stops.
[0088] Specific Examples 2-3 The system is configured such that two or more decorative patterns can be designated as specific patterns. In other words, there are two or more decorative patterns that are not designated as pseudo-stopping patterns. If the system is configured such that the specific pattern is determined by a specific pattern determination lottery, as in the embodiment described above, then two or more decorative patterns are selected by the lottery. If the system is configured such that the decorative pattern designated as the specific pattern is unchanging, as in specific example 2-2 described above, then it is predetermined that two or more decorative patterns are the specific patterns.
[0089] Specific Example 2-4 Some of the multiple decorative symbols (non-target symbols) are configured so that they cannot be designated as specific symbols. For example, the "3" and "7" decorative symbols are designated as non-target symbols, and the specific symbols are set to be one of "1", "2", "4", "5", or "6". If the specific symbols are determined by a specific symbol determination lottery as in the above embodiment, then the non-target symbols will not be selected in that lottery. If the decorative symbols designated as specific symbols are fixed as in the above specific example 2-2, then it is predetermined that the decorative symbols other than the non-target symbols are the specific symbols. In this way, the types of decorative symbols that can be designated as specific symbols are limited to a certain number, making it relatively easy to identify which type of decorative symbol is the specific symbol.
[0090] 〇Specific Example 2-5 Instead of having a specific symbol set at all times as in the above embodiment, the specific symbol is set only during a period when certain conditions are met (hereinafter referred to as the "specific period"). In other words, during the specific period, one of the multiple decorative symbols is set as the specific symbol, and that specific symbol is not displayed as a pseudo-stop (see Figure 20(a)). However, during periods that are not the specific period (non-specific period), no specific symbol is set, and any of the multiple decorative symbols can be displayed as a pseudo-stop (see Figure 20(b)). In this example, it is preferable that there is no notification or suggestion that it is the specific period (so that it is not possible to distinguish whether or not it is the specific period from the outside). This way, players can enjoy playing while trying to predict whether or not it is currently the specific period.
[0091] However, as in this example, it can be said that the gameplay becomes quite difficult, as it is hard to find out which type of decorative symbol is designated as the specific symbol. In other words, as in the embodiment described above, a configuration in which decorative symbols that are not displayed as pseudo-stops are always present makes it easier to find out which type of decorative symbol is designated as the specific symbol.
[0092] 〇Specific Example 2-6 Decorative symbols designated as specific symbols will not change color. The colors of decorative symbols are known to indicate various information (for example, the value of a jackpot when a winning combination is formed is based on the colors of the decorative symbols that make up the winning combination), and it is also known that there are effects in which the colors change during the variation effect. Decorative symbols designated as specific symbols will not change color (however, at least some of the decorative symbols not designated as specific symbols may change color). Since the selection of a decorative symbol designated as a specific symbol is confirmed when it is indicated that it has been selected, the color of that decorative symbol will not change either (because if the color of the symbol changes, it may appear as if the type of symbol has changed (it may appear as if a change in the type of symbol has occurred when it should not change), so the color of the symbol will not change).
[0093] <Specific image effects> The gaming machine 1 according to this embodiment is capable of executing specific image effects (see Figures 21 to 23). Specific image effects are effects that suggest the probability of an event favorable to the player occurring (hereinafter, the event suggested by the specific image effects may be referred to as the "specific event"). In this embodiment, the specific image effects may occur during a jackpot game (a so-called "first win" jackpot game) which is executed when the player wins the win / loss lottery in the normal game state. Specifically, the event (specific event) that suggests the game state after the jackpot game ends transitions to a second specific game state (referred to as "○○ Rush" in this embodiment). In other words, it can be said that it suggests the probability that the jackpot won in the normal game state is a second specific jackpot. In this embodiment, if a second specific jackpot is won in the normal game state, the notification may occur before the start of the jackpot game (notified during the win variation), or it may occur during the jackpot game. If the winning combination that signals a jackpot (the winning combination that is ultimately shown during the winning spin) is a set of three "7" decorative symbols, it is confirmed at that point that it is a second specific jackpot. On the other hand, if the winning combination that signals a jackpot is a set of three decorative symbols other than the "7" decorative symbols, it is not confirmed at that point that it is a second specific jackpot, and it may be announced during the jackpot game (it may be announced that it has transitioned to the second specific game state). The specific image presentation in this embodiment may occur during a jackpot game when the winning combination that signals a jackpot is a set of three decorative symbols other than the "7" decorative symbols (when it is not confirmed that it is a second specific jackpot at the end of the winning spin).
[0094] The specific image presentation is a presentation that utilizes the winning area into which the game ball can enter (hereinafter, the winning area used in the specific image presentation will be referred to as the target winning area). The target winning area is the area into which the game ball can enter during the specific image presentation. In this embodiment, the specific image presentation is executed during a jackpot game (during a round), and the jackpot area 906 that is opened during the jackpot game is designated as the target winning area.
[0095] The specific image effect is an effect in which a specific image is displayed in the display area 911. As such specific images, a first specific image 11 and a second specific image 12 are displayed (see Figure 21(a)). Both the first specific image 11 and the second specific image 12 contain numerical values. Hereinafter, the numerical value of the first specific image 11 will be referred to as the "first numerical value," and the numerical value of the second specific image 12 will be referred to as the "second numerical value." It is preferable that the first specific image 11 and the second specific image 12 have image components (not the numerical values themselves) that allow them to be distinguished from each other. In this embodiment, the first specific image 11 and the second specific image 12 have different colors (the first specific image 11 (first numerical value) is "blue," and the second specific image 12 (second numerical value) is "red"). Alternatively, the first specific image 11 and the second specific image 12 could be configured to have different sizes or different fonts.
[0096] In this embodiment, the first specific image 11 is displayed in association with the first character (indicated by the letter "A" in the drawing), and the second specific image 12 is displayed in association with the second character (indicated by the letter "B" in the drawing) (see Figure 21(a)). By associating different characters with the first specific image 11 and the second specific image 12 in this way, the first specific image 11 appears to represent the status of the first character, and the second specific image 12 appears to represent the status of the second character.
[0097] At the start of the specific image presentation, both the first specific image 11 (first numerical value) and the second specific image 12 (second numerical value) are in their initial state. In this embodiment, both the first numerical value and the second numerical value are in a state of "0" (see Figure 21(a)). The period during which the specific image presentation is executed is any period during which the target winning area, the big winning area 906, is open. In this embodiment, the execution period is set to a unit game of 3 to 6 rounds.
[0098] After the execution period begins, when the first game ball enters the major prize area 906 (target prize area) (hereinafter sometimes referred to as "first prize") (see Figure 21(b)), one of the first specific image 11 and the second specific image 12 changes (the other does not change) (see Figures 21(c-1) and (c-2)). In other words, one of the first and second values increases (the other remains "0"). Hereinafter, the change in the first specific image 11 (first value) will be referred to as the "first specific change," and the change in the second specific image 12 (second value) will be referred to as the "second specific change." As described above, in this embodiment, the first value is "blue" and the second value is "red," and either "the blue value changes" (first specific change) (see Figure 21(c-1)) or "the red value changes" (second specific change) (see Figure 21(c-2)) occurs. In this embodiment, both the first specific change and the second specific change result in the corresponding numerical value becoming "+1" (changing from "0" to "1").
[0099] When a specific image effect occurs, a special effect advantageous to the player (hereinafter referred to as a specific advantageous effect) or an effect disadvantageous to the player (hereinafter referred to as a specific disadvantageous effect) will occur afterward. In the following, the specific advantageous and disadvantageous effects that occur when the first specific change occurs will be referred to as the first specific advantageous effect (see Figure 22(e-1)) and the first specific disadvantageous effect (see Figure 22(e-2)), and the specific advantageous and disadvantageous effects that occur when the second specific change occurs will be referred to as the second specific advantageous effect (see Figure 23(e-1)) and the second specific disadvantageous effect (see Figure 23(e-2)). A specific advantageous effect is an effect in which the corresponding specific image (the specific image that has changed) reaches a predetermined state (target state) during the execution period. When the first specific change occurs, the first specific advantageous effect may occur when the first specific image 11 (first numerical value) reaches the target state. When the second specific change occurs, the second specific advantageous effect may occur when the second specific image 12 (second numerical value) reaches the target state. On the other hand, a specific unfavorable performance is a performance in which the corresponding specific image (the specific image that has changed) does not reach the target state during the execution period. When a first specific change occurs, the first specific image 11 (first numerical value) not reaching the target state is considered the first specific unfavorable performance. When a second specific change occurs, the second specific image 12 (second numerical value) not reaching the target state is considered the second specific unfavorable performance.
[0100] In this embodiment, the target state is set to "100". That is, when either the first or second numerical value reaches "100", it is considered a specific advantageous outcome (see Figures 22(e-1) and 23(e-1)), and when it does not reach "100", it is considered a specific disadvantageous outcome (see Figures 22(e-2) and 23(e-2)). As described above, in this embodiment, each numerical value is displayed in conjunction with the corresponding character (first character or second character), and when the numerical value (power) of either character reaches "100", it is considered an outcome in which the target is achieved.
[0101] In this embodiment, the target numerical value may change each time a prize is won in the target prize area (grand prize area 906). Specifically, if a first specific change occurs in the first prize (see Figure 21(b)) (see Figure 21(c-1)), the first numerical value (first specific image 11) may change each time a prize is won in the target prize area (grand prize area 906) during the execution period (hereinafter sometimes referred to as a subsequent prize) (see Figures 22(a) to (d)). On the other hand, if a second specific change occurs in the first prize (see Figure 21(b)) (see Figure 21(c-2)), the second numerical value (second specific image 12) may change each time a subsequent prize is won (see Figures 23(a) to (d)). In other words, the specific image effect in this embodiment is an effect in which the numerical value (specific image) that changed in the first prize (hereinafter sometimes referred to as the target numerical value (target specific image)) may change toward the target each time a subsequent prize is won. In this embodiment, however, the amount of change in the numerical value due to a single post-event win is not constant.
[0102] If a specific event occurs (in this embodiment, it transitions to the second specific game state after the jackpot game ends), a specific advantageous effect (see FIGS. 22(e-1) and 23(e-1)) occurs. If the specific event does not occur (in this embodiment, it does not transition to the second specific game state after the jackpot game ends), a specific disadvantageous effect (see FIGS. 22(e-2) and 23(e-2)) occurs. That is, if the winning is the second specific jackpot, a specific advantageous effect occurs, but if it is not the second specific jackpot, a specific disadvantageous effect occurs. The specific advantageous effect can also be said to be an effect that determines that a specific event advantageous to the player occurs. The specific advantageous effect in this embodiment is an effect of notifying the transition to the second specific game state using the characters of "○○ Rush", which is the name of the second specific game state that is a specific event. As described above, in the specific image effect, the first specific change and the second specific change occur triggered by the first winning. When the first specific change occurs (see FIG. 21(c-1)), it is a specific advantageous effect (the first specific advantageous effect) (see FIG. 22(e-1)) that the first specific image 11 (the first numerical value), which is the target specific image (target numerical value), reaches the target state (100), and it becomes a specific disadvantageous effect (the first specific disadvantageous effect) (see FIG. 22(e-2)) that the first specific image 11 (the first numerical value) does not reach the target state (100). On the other hand, when the second specific change occurs (see FIG. 21(c-2)), it is a specific advantageous effect (the second specific advantageous effect) (see FIG. 23(e-1)) that the second specific image 12 (the second numerical value), which is the target specific image (target numerical value), reaches the target state (100), and it becomes a specific disadvantageous effect (the second specific disadvantageous effect) (see FIG. 23(e-2)) that the second specific image 12 (the second numerical value) does not reach the target state (100). Thus, whether the specific image (numerical value) that has changed triggered by the first winning reaches the target state or not is the branch of whether the specific event occurs or not. Whether the winning is the second specific jackpot or not (whether the specific event occurs or not) is internally determined. In the case of the second specific jackpot (in the case where the specific event occurs), the target specific image (target numerical value) approaches the target state triggered by the post-winning and is finally controlled to reach the target state.On the other hand, when it is not the second specific big win (when the specific event does not occur), although the target specific image (target value) approaches the target state triggered by the post-award, it is finally controlled not to reach the target state. That is, at a stage before the target state, even if a post-award occurs, no further change occurs (in this embodiment, after the target value becomes "99", no change in the target value occurs triggered by the post-award).
[0103] Here, in this embodiment, when the second specific change occurs (see Fig. 21(c-2)) rather than when the first specific change occurs triggered by the first award (see Fig. 21(c-1)), the probability of the occurrence of the specific advantageous effect (that is, the occurrence of the specific event) is set to be higher. That is, either the first specific image 11 (first value) or the second specific image 12 (second value) only needs to reach the target state, but the probability of realizing the second specific image 12 (second value) is made higher than that of the first specific image 11 (first value). If the probability of the occurrence of the specific advantageous effect (first specific advantageous effect) when the first specific change occurs is P1 and the probability of the occurrence of the specific advantageous effect (second specific advantageous effect) when the second specific change occurs is P2, it is controlled so that "P1 < P2" (see above Fig. 22(e-1), above Fig. 23(e-1)).
[0104] Thus, in the specific image effect in this embodiment, when a game ball wins in the target winning area, either the first specific change in which the first specific image 11 (first value) changes or the second specific change in which the second specific image 12 (second value) changes occurs. Since the probability of the occurrence of the specific event is set higher when the second specific change occurs than when the first specific change occurs, it is an interesting effect that the player will pay attention to which one changes when the game ball wins in the target winning area.
[0105] The following describes specific examples of improvements, embellishments, and modifications to the above-mentioned specific patterns. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.
[0106] 〇Specific Example 3-1 The first specific image 11 and the second specific image 12 displayed in the specific image presentation do not necessarily have to represent numerical values (first numerical value, second numerical value). The presentation is such that either the first specific image 11 or the second specific image 12 changes when the first prize is awarded in the target prize area during the execution period, and it is sufficient that the setting is such that the probability of the specific event occurring is higher when the second specific image 12 changes (when the second specific change occurs) than when the first specific image 11 changes (when the first specific change occurs).
[0107] For example, the first specific image 11 and the second specific image 12 represent different types of characters (character C and character D) (see Figure 24(a)). Then, triggered by the first win in the target winning area during the execution period (see Figure 24(b)), one of the characters changes (transforms). The change in the first specific image 11 (character C) is the first specific change (see Figure 24(c-1)), and the change in the second specific image 12 (character D) is the second specific change (see Figure 24(c-2)). Although not shown in the diagram, after the first and second specific changes occur, the change in the transformed character reaching a target form (which can be any form) is considered a specific advantageous performance, and in that case, the occurrence of a specific event is confirmed. The probability of the specific event occurring is set to be higher when the second specific change occurs than when the first specific change occurs triggered by the first win (see Figures 24(c-1) and (c-2)).
[0108] Specific Example 3-2 In the above embodiment, it was explained that one of the first and second numerical values "increases" when the first prize is awarded in the target prize-winning area during the execution period. However, it is also possible to configure it to "decrease" in the opposite way. For example, suppose the initial values of the first numerical value (first specific image 11) and the second numerical value (second specific image 12) are "100" (see Figure 25(a)). When the first prize is awarded (see Figure 25(b)), a first specific change occurs in which the first numerical value (first specific image 11) decreases (see Figure 25(c-1)), or a second specific change occurs in which the second numerical value (second specific image 12) decreases (see Figure 25(c-2)). When the first specific change occurs, the first numerical value (first specific image 11) is made to decrease when subsequent prizes are awarded (see Figures 26(a) to (d)). When the second specific change occurs, the second numerical value (second specific image 12) is made to decrease when subsequent prizes are awarded (see Figures 27(a) to (d)). The configuration is such that ultimately achieving the target state (for example, "0") is a specific advantageous event (see Figures 26(e-1) and 27(e-1)), and failing to achieve the target state is a specific disadvantageous event (see Figures 26(e-2) and 27(e-2)). The probability of a specific advantageous event occurring (a specific event occurring) is higher when a second specific change occurs (probability P2) than when a first specific change occurs (probability P1).
[0109] Furthermore, a configuration like the one in this example can be used to create the impression that, for example, enemy characters are displayed alongside each numerical value, and defeating the enemy characters (reducing their power to "0") is an advantageous outcome for the player (a specific advantageous outcome) (see Figures 26(e-1) and 27(e-1)).
[0110] Specific Example 3-3 The target winning area is any area into which a game ball can enter when a specific image effect occurs (an area into which a game ball can enter when launched in the correct launching manner). For example, if the specific image effect can occur during a jackpot game as in the above embodiment, the target winning area of the specific image effect may be the general winning area 909R (an area into which the game ball can enter which a predetermined number of prize balls are dispensed but which does not trigger a win / loss lottery) (see Figure 1) into which a game ball can enter when launched in a launching manner appropriate for a jackpot game (right-handed if the jackpot winning area 906 is located to the right of 2904 as in the above embodiment) (see Figure 1).
[0111] Specific Examples 3-4 Multiple target winning areas may be provided. However, all of the multiple target winning areas must be areas into which the game ball can enter when a specific image effect occurs (areas into which the game ball can enter when launched in the correct launching manner). If the configuration allows for a specific image effect to occur during a jackpot game as in the above embodiment, then it is sufficient that multiple areas into which the game ball can enter when launched in a launching manner appropriate for a jackpot game are designated as target winning areas. For example, in a configuration where multiple large winning areas 906 are provided (for example, a configuration known as a twin attacker), any of them may be designated as target winning areas. Alternatively, the large winning area 906 and the general winning area 909R may be designated as target winning areas.
[0112] Specific Examples 3-5 The specific event that is the target of the specific visual effect (an event that is certain to occur when a specific advantageous effect is performed) can be any event that is more advantageous to the player than not to occur, and whose occurrence or non-occurrence is determined at the start of the specific visual effect (the game machine can determine whether or not the event will occur). For example, in the embodiment described above, when a specific visual effect is performed during a jackpot game, the configuration can be such that the target of the effect is a so-called "consecutive wins within the reserve," where a jackpot is won again after the jackpot game ends. In other words, the configuration is such that the probability of consecutive wins within the reserve is higher when the second specific change occurs than when the first specific change occurs.
[0113] Specific Examples 3-6 The specific image animation may occur during the variation animation. In this case, the target winning area must be an area into which a game ball may enter during the variation animation. For example, if the configuration allows the specific image animation to occur during the variation animation in the left-handed shooting state (normal game state), then the first starting area 904a could be designated as the target winning area. Alternatively, the general winning area 909L (an area into which a game ball can enter triggers the payout of a predetermined number of prize balls, but does not trigger a win / loss lottery) (see Figure 1), into which a left-handed shot game ball can enter, could also be designated as the target winning area.
[0114] If the configuration allows for specific image effects to occur during the variation effect in the right-hand shooting state (specific game state), then the second starting area 904b could be considered as the target winning area. Alternatively, the general winning area 909R, into which the right-hand shot game balls can enter, could be considered as the target winning area.
[0115] Specific Example 3-7 Unlike the above embodiment, the configuration is such that the specific image that did not change when the first prize was awarded in the target prize area during the execution period is deleted (see Figure 28). That is, when the first specific change occurs when the first prize is awarded (see Figure 28(b)) (see Figure 28(c-1)), the second specific image 12 (second numerical value) is deleted (see Figure 28(d-1)), and when the second specific change occurs (see Figure 28(c-2)), the first specific image 11 (first numerical value) is deleted (see Figure 28(d-2)). In this way, after either the first or second specific change occurs, only the specific image that changes toward the target is displayed, resulting in an easy-to-understand presentation.
[0116] However, in this example, after one of the first specific change or the second specific change occurs, only one specific image remains (the specific image that did not change does not remain) (see Figures 28(d-1), (d-2)), making it difficult to determine which one changed. As in the embodiment described above, by ensuring that the specific image that did not change remains even after one of the first specific change or the second specific change occurs, it is possible to maintain a state where it is easy to determine which of the first specific image 11 and the second specific image 12 has changed.
[0117] Specific Example 3-8 The presentation after one of the first or second specific changes occurs following the first award win during the execution period may differ from that of the above embodiment. For example, the following is possible.
[0118] Following the first win (see Figure 29(b)), either the first win of the first specific change (see Figure 29(c-1)) or the second specific change (see Figure 29(c-2)) occurs. After this, the player is requested to operate an operating means (e.g., a push button 61) (see Figure 29(d-1)(d-2)), and the operation of this operating means causes the target specific image (target numerical value) to change toward the target state. That is, after the first specific change occurs, the operation of the operating means causes the first specific image 11 (first numerical value) to change toward the target state (see Figure 29(d-1)). Reaching the target state is considered a specific advantageous effect, and failing to reach the target state is considered a specific disadvantageous effect. After the second specific change occurs, the operation of the operating means causes the second specific image 12 (second numerical value) to change toward the target state (see Figure 29(d-2)). If the target state is reached, a specific event occurs (a specific advantageous effect occurs), and if the target state is not reached, the specific event does not occur (a specific disadvantageous effect occurs). Various operating modes for the required operating means are conceivable. One possible configuration is one in which the target-specific image (target numerical value) gradually approaches the target state through continuous operation or maintenance operation (equivalent to rapid pressing or long-pressing if the operating means is a button) (see Figure 29(d-1)(d-2)), and whether or not it finally reaches the target state determines whether or not a specific event occurs. Alternatively, although not shown in the figures, a configuration may be used in which it is indicated whether or not the target-specific image (target numerical value) becomes the target state with a single operation (single operation).
[0119] 〇Specific Example 3-9 After the first and second specific changes occur, the "target" (target state) in which the specific event will occur will be shown. When the first specific change occurs, if the first specific image 11 reaches the target state, the first specific advantageous performance will occur and the specific event will occur, and the target state will be shown (see Figure 30(c-1)). Similarly, when the second specific change occurs, if the second specific image 12 reaches the target state, the second specific advantageous performance will occur and the specific event will occur, and the target state will be shown (see Figure 30(c-2)). In this way, an easy-to-understand performance format can be achieved.
[0120] 〇Specific Example 3-10 The setting is such that even if a specific advantageous effect occurs, it does not necessarily mean that a specific event will occur (the specific advantageous effect is not an effect that signals the occurrence of a specific event). Furthermore, the setting is such that the probability of a specific event occurring is higher when the second specific advantageous effect occurs after the second specific change than when the first specific advantageous effect occurs after the first specific change (see Figure 31).
[0121] For example, as in the embodiment described above, a specific image presentation may occur upon the first win, and the transition to the second specific game state is a specific event. When a specific advantageous presentation occurs, the game is set to transition to a specific game state (either the first specific game state or the second specific game state) after the jackpot game ends. Furthermore, the probability of the game state after the jackpot game ending being the second specific game state is higher when the second specific advantageous presentation occurs than when the first specific advantageous presentation occurs. Since the expected value of payouts is higher in the second specific game state than in the first specific game state, it can be said that the expected value of payouts is higher when the second specific advantageous presentation occurs than when the first specific advantageous presentation occurs.
[0122] 〇Specific Example 3-11 A predetermined effect (hereinafter referred to as the "special effect") may occur along with at least one of the first specific change and the second specific change, and the probability of a specific event occurring (a specific advantageous effect occurring) is higher when the special effect occurs compared to when it does not occur (more so when the result is as shown in Figure 32(c-1-2) than when it is as shown in Figure 32(c-1-1), and more so when it is as shown in Figure 32(c-2-2) than when it is as shown in Figure 32(c-2-1)). (Note that a slight difference in the timing of the occurrence of the specific change and the special effect is acceptable as long as the player perceives that both are occurring together). Figure 32 shows an example where the first special effect occurs when the first specific change occurs (see Figure 32(c-1-2)), and where the second special effect occurs when the second specific change occurs (see Figure 32(c-2-2)). However, it is also possible to have a configuration where the special effect does not occur in the case of either the first or second specific change (i.e., one of the first or second special effect does not occur). This approach creates an interesting presentation style that will draw the player's attention not only to whether either the first or second specific change occurs, but also to whether a specific special effect occurs along with the specific change.
[0123] If the system is set up so that a specific special effect may occur with the first specific change, or with the second specific change, it is preferable that the specific special effect behaves differently depending on the type of specific change. For example, the first specific special effect that occurs with the first specific change will display the first special image 13 (see Figure 32(c-1-2)), while the second specific special effect that occurs with the second specific change will display the second special image 14 (which has a different appearance from the first special image 13) (see Figure 32(c-2-2)).
[0124] Even when the setting allows for a specific special effect to occur with either the first specific change or the second specific change, it is preferable to maintain the rule that the probability of a specific event occurring is higher with the second specific change than with the first specific change. In other words, it is preferable to make the probability of a specific event occurring "first specific change (no specific special effect) < first specific change (with specific special effect) < second specific change (no specific special effect) < second specific change (with specific special effect)" (see Figure 33). By doing so, the type of specific change that occurs (whether the first specific image 11 or the second specific image 12 changes) becomes an important suggestion (a suggestion with high weight), and the presence or absence of a specific special effect becomes a secondary suggestion (a suggestion with low weight).
[0125] 〇Specific Example 3-12 The performance after the first specific change occurs does not have to be a performance using the first specific image 11. After the first specific change occurs, the performance may be configured such that if an image other than the first specific image 11 reaches a predetermined state (target state), it is considered the first specific advantageous performance (the occurrence of the specific event is confirmed), and if it does not reach that state, it is considered the first specific disadvantageous performance. Similarly, after the second specific change occurs, the performance may be configured such that if an image other than the second specific image 12 reaches a predetermined state (target state), it is considered the second specific advantageous performance (the occurrence of the specific event is confirmed), and if it does not reach that state, it is considered the second specific disadvantageous performance.
[0126] 〇Specific Example 3-13 The system is configured to display an image (specific change suggestion image 15) that indicates which specific change will occur before either the first or second specific change occurs. For example, if the specific change suggestion image 15 (the specific form may be anything) is displayed (see Figure 34(b)), the system is configured to make it more likely that the second specific change will occur than the first specific change, compared to when the specific change suggestion image 15 is not displayed (see Figure 34(a)). The system may also be configured to confirm that the second specific change will occur if the specific change suggestion image 15 is displayed. Since the second specific change has a higher probability of subsequent specific events occurring than the first specific change, it can be said that the display of the specific change suggestion image 15 is advantageous for the player.
[0127] 〇Specific Example 3-14 The initial states of the first specific image 11 and the second specific image 12 (the state before the first prize is awarded during the execution period) may change each time. For example, if the first specific image 11 and the second specific image 12 are numerical values (first numerical value, second numerical value) as in the above embodiment, then the numerical values (initial values) in the initial state may differ each time. It is also possible that the initial values of the first numerical value and the initial values of the second numerical value may be different.
[0128] In this example, the probability of a specific event occurring (a specific advantageous effect occurring) may differ depending on the initial value of the numerical value corresponding to the specific change that occurred. For example, as shown in Figure 35(a), the probability of a specific event occurring when the first specific change occurs differs depending on whether the initial value of the first numerical value is "0" (see Figure 35(a-1)) or "10" (see Figure 35(a-2)). Similarly, as shown in Figure 35(b), the probability of a specific event occurring when the second specific change occurs differs depending on whether the initial value of the second numerical value is "0" (see Figure 35(b-1)) or "10" (see Figure 35(b-2)). Note that Figure 35 shows an example where the probability of a specific event occurring when the corresponding specific change occurs increases as the initial value increases, but the reverse may also be applied. In this case, the effect will be such that players will pay attention not only to whether the first or second specific change occurs, but also to the initial values of the first and second numerical values.
[0129] <Specific Selection> In this embodiment, the gaming machine 1 may have a specific selection (specific selection animation) during a variation animation in which the player can choose any option from among several options (arbitrary selection is possible). As will be described in detail later, the specific selection is executed across two variations (the previous variation animation and the next target variation animation), while an arbitrary selection, which is executed in a single variation from the presentation of options to the completion of the selection, is not considered a specific selection. Furthermore, in this embodiment, the specific selection can occur in the normal game state.
[0130] A specific selection includes a pre-selection stage in which multiple options are presented and a post-selection stage indicating that the selection has been completed (see Figure 36(a)). A specific selection is characterized by the fact that the variation animation in which the pre-selection stage is performed is different from the variation animation in which the post-selection stage is performed. Hereinafter, the variation (animation) in which the pre-selection stage is performed will be referred to as the "previous variation (animation)," and the variation (animation) in which the post-selection stage is performed will be referred to as the "target variation (animation)." The target variation animation is performed after the previous variation animation has finished. A specific selection can occur when the previous variation animation and the target variation animation are performed consecutively without any gap in between (when the win / loss lottery information corresponding to the target variation animation has been acquired at the time the previous variation animation begins). A specific selection will not occur in cases where, after a certain variation has finished, the game enters a non-variation state (a state in which no variation animation is being performed), and a game ball enters the starting area 904 in the non-variation state to start the next variation.
[0131] In this embodiment, the pre-selection stage (specific selection) begins midway through the aforementioned variation animation (see Figure 36(a)). In the pre-selection stage, each of the multiple options is displayed as an option image (see (1) in Figure 36(b)). In this embodiment, one of the multiple option images is designated as the "emphasized version" compared to the other option images. In this embodiment, the cursor is positioned over one of the option images (the option image the cursor is on is in the emphasized version). In addition, a state in which one option image is designated as the emphasized version can be created by making one option image larger than the other option images, or by displaying one option image in color and the other option images in monochrome. In the pre-selection stage, an operation validity period is set during which the operation of a predetermined operation means (cross key 62 in this embodiment) is effective (in this embodiment, the pre-selection stage = operation validity period). By operating the cross key 62 during the operation validity period, the option image designated as the emphasized version changes (in this embodiment, the cursor moves). During the operation validity period (pre-selection stage), an image representing the operation means to be operated (in this embodiment, the directional pad 62) is displayed. The operation validity period can also be described as a selection period provided for the player to choose their preferred option. In this embodiment, the length of the operation validity period is fixed (for example, 5 seconds). In other words, the operation validity period ends after a certain amount of time has elapsed since the display of the option image.
[0132] In the specific selection in this embodiment, the selected option image, which is in the highlighted form, is selected at the end of the operation validity period (see (2) in Figure 36(b)). In this embodiment, an image showing the elapsed operation validity period (time image 16) is displayed (see (1) in Figure 36(b)), allowing the approximate end time of the operation validity period to be determined in advance. The time image 16 can be anything that shows the elapsed operation validity period. In this embodiment, it is a meter that changes with the passage of time. Alternatively, a number that changes towards the end of the operation validity period (for example, a countdown number) may be displayed as the time image 16.
[0133] In this embodiment, the end of the operation validity period coincides with the end of the previous variation animation (the point at which notification that the win / loss lottery result corresponding to the previous variation animation is a loss is completed) (see (2) in Figures 36(a) and (b)). If the operation validity period is 5 seconds, the operation validity period will start 5 seconds before the end of the previous variation animation. With this configuration, the selected option image, which is designated as the highlighted form, will be selected at the end of the previous variation. Then, in the target variation animation, a post-selection stage is performed to indicate that the selection of the option image has been completed (see Figure 36(a)). In the post-selection stage, a selection completion image 17 is displayed to indicate that the selection of a specific option has been completed. The selection completion image 17 in this embodiment includes the animation elements (elements representing the type of option image) that were included in the selected option image, along with the words "Selection Complete" (see (3) in Figure 36(b)). Because it includes such animation elements, the form of the displayed option image will differ depending on which option image was selected. As will be described later, since the various option images in this embodiment represent characters, the selection completion image 17 includes the character from the selected option image. The player understands that the selection (specific selection) is complete when such a selection completion image 17 is displayed. The target variation performance proceeds with content that reflects the specific selection. In other words, the content of the target variation performance may differ depending on which option the player selects.
[0134] In this embodiment, multiple characters (character E, character F, character G (indicated by the letters "E", "F", and "G" in the diagrams)) are presented as options (option images) (see (1) to (2) in Figure 36(b)). After selection, a message indicating selection completion is displayed along with one of the characters, indicating to the player that that character has been selected (selection result) (see (3) in Figure 36(b)). The selected character appears as the player's character (ally character) in the battle sequence executed after the specific selection (see (4) in Figure 36(b)). In other words, the form of the battle sequence (target change) differs depending on which option is selected in the specific selection. Since this battle sequence is executed when a reach has been established, it can be said to be a type of reach sequence (super reach sequence). Therefore, it can be said that the selection in the specific selection is reflected in the form of the reach sequence executed afterward. However, the sequence in which the specific selection is reflected does not have to be a reach sequence, as long as it is executed during the target change.
[0135] In the battle sequence, an ally character and an enemy character (indicated by the word "enemy" in the diagram) fight. If the result of the target change lottery (target win / failure lottery result) is a jackpot, the ally character defeats the enemy character in a victory ending (see (5-1) in Figure 36(b)). If it is a loss, the ally character is defeated by the enemy character in a defeat ending (see (5-2) in Figure 36(b)). (Note that a so-called reversal pattern may occur where the outcome appears to be a defeat but is reversed as a victory ending.) The specific selection in this embodiment is performed before the battle sequence occurs and selects the ally character that will appear in the battle sequence. Therefore, the target change, including the battle sequence, will proceed with content that reflects the selection of the ally character in the specific selection. However, since the specific selection is at the player's discretion, the choice of option in the specific selection does not affect the target win / failure lottery result (the nature of the battle sequence (the ally character that appears) is unrelated to the target win / failure lottery result).
[0136] In this embodiment, the combination of options (option images) presented in the specific selection does not change. That is, in the specific selection, character E, character F, and character G are presented as options each time. Therefore, it can be said that the display of such a combination of option images constitutes the specific selection. Furthermore, the specific content of each option shown in the specific selection can be anything (presenting characters as options is merely one example). Any option that is reflected in the target change is acceptable.
[0137] Thus, in the gaming machine 1 according to this embodiment, the target variation progresses with content that reflects a specific selection, and what is novel about it is that this specific selection (the player's selection of a preferred option) is performed during the previous variation. Since it is not necessary to allocate time for selection during the target variation, it is possible to prevent the target variation from becoming too long. In addition, although time for the player to make a selection is provided during the previous variation, the completion of the selection (the result of the selection) (the execution of the post-selection stage) is shown in the target variation, so it is easy to understand that the player's selection is reflected in the target variation.
[0138] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific selection criteria. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0139] 〇Specific Example 4-1 The operation validity period may already be in effect when the previous variation begins (the pre-selection stage may have already been executed when the previous variation begins) (see Figure 37). In other words, the selection operation may become possible at the same time as the previous variation begins. If the end of the operation validity period coincides with the end of the previous variation, as in the above embodiment, then "length of operation validity period = length of previous variation (variation time)". The purpose of specific selection is to make the content of the target variation according to the player's choice (to make it to the player's preference), and it is also possible to ensure that the entire previous variation is used to provide sufficient time for the player to select their preferred option.
[0140] 〇Specific Example 4-2 Before the end of the previous variation, the player may decide on a selection (making it impossible to change the highlighted option image). That is, even before the end of the operation validity period (during the operation validity period) (see Figure 38(a)), performing a predetermined decision operation (for example, operating the push button 61) (see Figure 38(b)) will determine the selection of the option image that is currently in the highlighted state (see Figure 38(c)) (if no decision operation is performed, the selection will be determined at the end of the operation validity period). However, even if a decision operation is performed before the end of the operation validity period, in order to make it clear that the selection in a specific selection is reflected in the target variation, the selection completion image 17 will not be displayed in the previous variation (see Figure 38(d)), but will be displayed in the target variation (see Figure 38(e)) (the post-selection stage will be provided in the target variation).
[0141] Specific Example 4-3 The time image 16 indicating the elapsed operation validity period is not displayed. If an operation validity period is secured as a selection period during which the player can choose their preferred option, the time image 16 does not need to be displayed until that period ends. However, it can be said that it is preferable for the player if the time image 16 is displayed as in the above embodiment, because the player can know in advance how much time they have to consider their options.
[0142] Specific Example 4-4 The selection completion image 17 may not include any visual elements (visual elements representing the selected option image) contained in the selected option image, and may only indicate that the selection is complete. The absence of such visual elements means that the appearance of the selection completion image 17 displayed in the post-selection stage remains the same regardless of the type of option image selected in the pre-selection stage. For example, the words "Selection Complete" may be displayed in the post-selection stage (target change) regardless of the type of option image selected.
[0143] Specific Examples 4-5 The length of the validity period for a specific selection is not fixed (it can vary each time). Since the fluctuation time of the previous fluctuation (the time from the start to the end of the previous fluctuation) is different, the length of the validity period for the selection can change accordingly (even if the fluctuation time is short, a specific selection with a correspondingly shorter validity period may occur). If the validity period for the selection ends at the end of the previous fluctuation, as in the embodiment described above, the timing at which the validity period for the selection begins will vary depending on the length of the validity period. However, it can be said that a configuration in which the length of the validity period for a specific selection is fixed, as in the embodiment described above, results in a presentation that is easier for the player to understand, as there is no variation in the time required for selection.
[0144] Specific Examples 4-6 Specific selections can occur in specific game states. Since a specific selection involves executing the pre-selection and post-selection stages across two fluctuations (the preceding fluctuation and the subsequent target fluctuation), it has the advantage of ensuring sufficient selection time even if the fluctuation time of one fluctuation is short. Therefore, it can be said that the significance of causing a specific selection in a specific game state (high base state), which has a shorter average fluctuation time compared to a normal game state (low base state), is greater than in a normal game state.
[0145] 〇Specific Example 4-7 In the above embodiment, it was explained that the selection in the specific selection is reflected in the type of performance (reach performance) executed in the target variation after the specific selection. However, the configuration is not limited to this as long as it is reflected in the performance executed in the target variation. For example, the following configuration is also possible.
[0146] The specific selection will be reflected in the likelihood (probability of occurrence) of a predetermined effect (hereinafter referred to as the "specific target effect") that may occur at a predetermined timing in the target fluctuation (see Figure 39(a)). The specific form of the specific target effect may be anything. The setting is such that selecting a different option in the specific selection (Figure 39(b) (1) to (3)) will result in a higher probability of the specific target effect occurring at the predetermined timing in the target fluctuation (before the combination of decorative symbols that announces the win / loss result is displayed) (an effect like (4-1) in Figure 39(b) occurring). The specific target effect may be a so-called chance-up effect (however, the reliability is not 100%) that, if it occurs, increases the probability of the target winning lottery result being a jackpot compared to if it does not occur. In this case, the selection in the specific selection will be reflected in the probability that the specific target effect, which is a chance-up effect, will occur at a predetermined timing. Furthermore, the specific target animation may also be an animation that guarantees a jackpot. In this case, the selection in the specific selection will be reflected as the probability that the specific target animation, which is an animation that guarantees a jackpot, will occur at a predetermined timing in the target variation when the target win / loss lottery result is a jackpot.
[0147] Although not shown in the diagram, it is also conceivable that the specific selection will be reflected in the manner of the visual effects output during the target change. For example, it may be reflected in the background music (BGM) output during the target change. The background music output during the target change will differ depending on whether one option is selected or a different option is selected during the specific selection.
[0148] Specific Examples 4-8 The settings allow for variations in the combination of multiple options (option images) presented in the pre-selection stage of a specific choice. In other words, there are multiple types of options that can be presented in the specific choice, and it is possible for a specific choice to occur where at least some of these multiple types of options are not presented.
[0149] In this example, the probability (confidence) of the target lottery result being a jackpot can be set to differ depending on the combination of multiple options presented in the pre-selection stage. For example, if option X is one of the multiple options that can be presented in a specific selection, the probability (confidence) of the target lottery result being a jackpot can be set to be higher when a specific selection that includes option X occurs (see Figure 40(b)) than when a specific selection that does not include option X occurs (see Figure 40(a)) (Note that since the specific selection is arbitrary, which option is selected does not affect the confidence). Since the pre-selection stage is performed in the previous variation, the indication of the target lottery result based on the combination of options selected in that pre-selection stage is an indication as a so-called pre-reading effect (an indication of the win / loss lottery result corresponding to the next variation (target variation)).
[0150] 〇Specific Example 4-9 The specific selection is not one in which the player can choose any option. Rather, it is an "automatic selection" in which one of several options is automatically selected (the selected option is internally predetermined). Even with such an automatic selection, the pre-selection stage is executed in the previous variation, and the post-selection stage is executed in the target variation, thereby preventing the target variation from becoming too long.
[0151] For example, a specific selection method called "automatic selection" can be used as follows: In the pre-selection stage, multiple option images are displayed, and one option image designated as the highlighted form changes over time (for example, a cursor moves between each option image) (see Figure 41(a)). The change stops when one option image is in the highlighted form before the target variation begins (see Figure 41(b)). The change may also stop when the target variation ends. The change may stop automatically, or it may stop when the player operates a means of operation (for example, a push button 61). Then, in the target variation, a selection completion image 17 is displayed to indicate that the selection of the option image designated as the highlighted form has been completed (the post-selection stage is executed) (see Figure 41(c)).
[0152] 〇Specific Example 4-10 The end of the operation validity period may be earlier than the end of the previous fluctuation. In other words, the operation validity period may be set in the previous fluctuation (see Figure 42(a)), and the operation validity period may end before the previous fluctuation ends, so that the selection of one option is decided before the previous fluctuation ends (making it impossible to select another option) (see Figure 42(b)). After that, the previous fluctuation ends (see Figure 42(c)), the target fluctuation begins, and a selection completion image 17 is displayed to indicate that the selection of the option has been completed (the post-selection stage is executed) (see Figure 42(d)).
[0153] 〇Specific Example 4-11 In the above embodiment, it was explained that in a target variation, after the post-selection stage is executed (the selection completion image 17 is displayed), a performance reflecting the specific selection (a battle performance in the above embodiment) is executed. However, it is also possible to have the performance reflecting the specific selection executed at the same time as the post-selection stage. In other words, after the post-selection stage (operation validity period) ends in the previous variation (see Figures 43(a) and 43(b)), the performance reflecting the specific selection may be executed at the same time as the selection completion image 17 is displayed during the target variation (see Figure 43(c)). When a specific selection occurs, it is not the case that the selection completion image 17 is displayed and the performance reflecting the specific selection is executed together every time (it is not the case that it is always as shown in Figure 43(c)). Rather, it is possible that the selection completion image 17 is displayed and the performance reflecting the specific selection is executed together only in some cases when a specific selection occurs (for example, it is conceivable that the display of the selection completion image 17 and the performance reflecting the specific selection are determined depending on the variation time of the target variation and the content of the specific selection). In this way, the selected image 17 is displayed and the corresponding animation is executed, so the player can easily understand that a specific selection has been made and that the target change is progressing.
[0154] 〇Specific Example 4-12 The configuration is such that the selection completion image 17 is not displayed. In other words, multiple options are shown in the previous variation, and the specific selection is confirmed before the target variation begins, but the selection completion image 17 is not shown in the target variation, and the target variation proceeds with content that reflects the specific selection. However, in this example, since the target variation is what indicates the completion of the selection, the effect of making it easy to understand that the player's selection is reflected in the target variation is not achieved.
[0155] <Target operation animation / Non-target operation animation> The gaming machine 1 according to this embodiment is capable of executing target operation effects (see Figure 44) and non-target operation effects (see Figure 45) as effects that may occur during the variation effect. In this embodiment, target operation effects and non-target operation effects may occur in the normal game state, but they may also occur in a specific game state. Both target operation effects and non-target operation effects occur when predetermined execution conditions are met. Since these execution conditions are not met in every variation, target operation effects and non-target operation effects do not occur in every variation. Furthermore, in this embodiment, target operation effects and non-target operation effects do not occur in the same variation.
[0156] One of several types of operating means that the player can operate is designated as the target operating means. The target operation performance is a performance that utilizes the said target operating means. In this embodiment, the special operating unit 65 (see Figure 1) is designated as the target operating means. In the target operation performance, an image representing the special operating unit 65, which is the target operating means (target operation image 18), is displayed in the display area 911 (see Figure 44(b)). Naturally, when the target operation performance is not being executed (before it starts), the target operation image 18 is not displayed (see Figure 44(a)). The target operation image 18 only needs to be in a manner that allows the player to recognize that it represents the special operating unit 65 (target operating means). It may be a realistic representation of the special operating unit 65, or it may be a stylized representation of the special operating unit 65. By displaying such a target operation image 18, the player senses that they are in a situation where they should operate the special operating unit 65, which is the target operating means. In this embodiment, in addition to the target operation image 18, an operation mode image 19 representing the operation mode of the target operating means is displayed. In this embodiment, the target operation display shows the result image 20 described later with a single operation (single operation) of the target operation means, so the operation mode image 19 including the word "Press" is displayed (see Figure 44(b)).
[0157] In the target operation display, an operation validity period is set during which the operation of the target operation means is reflected in the display. When the target operation means is operated during the operation validity period (see Figure 44(c)), a result image 20 representing the result of that operation is displayed (see Figure 44(d)). If the target operation means is not operated during the operation validity period, the result image 20 is not displayed. When the result image 20 is displayed, the target operation image 18 is erased. In other words, the target operation image 18 is erased in response to an operation of the target operation means during the operation validity period. Similarly, when the result image 20 is displayed, the operation mode image 19 is erased. In other words, the operation mode image 19 is erased in response to an operation of the target operation means during the operation validity period.
[0158] The specific form of the result image 20 may be anything. In this embodiment, the result image 20 is intended to indicate the probability (reliability) that the win / loss lottery result corresponding to the variable performance including the target operation performance will be a jackpot. The reliability is set to be higher when a result image of a different form (second result image 202) is displayed (see Figure 44(d-2)) than when a result image of a different form (first result image 201) is displayed (see Figure 44(d-1)).
[0159] The non-asymmetric operation animation is an animation that "resembles" the symmetric operation animation (it can be said to be a "pseudo" symmetric operation animation). In the non-asymmetric operation animation, the symmetric operation image 18 is displayed, just like in the symmetric operation animation (see Figure 45(b)). The position, size, and range in which the symmetric operation image 18 is displayed in the display area 911 are the same for both the symmetric and non-asymmetric operation animations. At this stage (when the symmetric operation image 18 is displayed), there is no difference between the symmetric operation animation (see Figure 44(b)) and the non-asymmetric operation animation (see Figure 45(b)) (it is not possible to determine which animation is occurring from the appearance of the animation). Furthermore, it is not possible to determine which animation is occurring from the decorative patterns or their background images. Therefore, there is a high probability that the player will feel that the symmetric operation animation is occurring (that they should operate the symmetric operation means). As mentioned above, in the target operation performance of this embodiment, the operation mode image 19 is displayed, and therefore the operation mode image 19 is also displayed in the non-target operation performance accordingly (the presence or absence of the operation mode image 19 is not a difference between the target operation performance and the non-target operation performance). The position, size, and range in which the operation mode image 19 is displayed in the display area 911 are the same for both the target operation performance and the non-target operation performance. As will be described later, the non-target operation performance does not reflect the operation of the target operation means. Therefore, strictly speaking, the operation mode image 19 displayed in the non-target operation performance does not represent the operation mode of the target operation means. However, since the image is the same as the one displayed in the target operation performance, the one displayed in the non-target operation performance is also referred to as the "operation mode image".
[0160] In the non-target operation presentation, even if the target operation means is not operated, the target operation image 18 and the operation mode image 19 are erased and the opportunity image 21 is displayed (see Figure 45(c)). The opportunity image 21 is a different image from the result image (it is not an image displayed as a result of the target operation presentation). If, as in this embodiment, multiple result images 20 (first result image 201, second result image 202 (see Figure 44(d))) are displayed, then the opportunity image 21 (see Figure 45(c)) is a different image from any of them. In other words, the non-target operation presentation does not have an operation validity period set as a trigger for the display of the result image 20. In the non-target operation presentation in this embodiment, the target operation image 18 is erased and the opportunity image 21 is displayed after a specified time has elapsed since the display of the target operation image 18 began. Note that even if the target operation means is operated before the specified time has elapsed, the opportunity image 21 will not be displayed. It is preferable that the specified time be shorter than the operation validity period set in the target operation presentation. In this embodiment, the effective period for target operation effects is 3 seconds, and the specified time for non-target operation effects is 1 second.
[0161] A target operation animation may occur at any of the one or more timings (predefined timings) in which a non-target operation animation may occur. Therefore, it is not possible to determine that an animation is a non-target operation animation based on the timing (scene) in which the target operation image 18 is displayed. For example, in this embodiment, a non-target operation animation may occur at a predetermined time after the start of the change (see Figure 45(a)) (see Figure 45(b)), but a target operation animation may also occur at a timing after a predetermined time has elapsed since the start of the change (see Figure 44(a)) (see Figure 44(b)) (at the same time after the start of the change, there is a possibility that both a non-target operation animation and a target operation animation will occur).
[0162] In this embodiment, the probability (reliability) of the win / loss lottery result corresponding to a variable performance including a non-targeted operation performance being a jackpot is set to be higher than that of a targeted operation performance. As described above, the targeted operation performance in this embodiment displays one of several types of result images 20 (see Figure 44(d)), but the non-targeted operation performance (see Figure 45) has higher reliability than any of the targeted operation performances that display any type of result image 20 (either the targeted operation performance shown in Figure 44(d-1) or the targeted operation performance shown in Figure 44(d-2)). Thus, the non-targeted operation performance (display of the chance image 21) can be said to be a so-called chance-up when compared to the targeted operation performance (display of the result image 20). The specific form of the chance image 21 can be anything as long as it is different from the result image 20. It is preferable that it is a form that suggests to the player that there is a situation in which a jackpot can be expected.
[0163] Furthermore, the probability of an asymmetrical operation animation occurring (probability of occurrence per spin) is lower than the probability of a target operation animation occurring (probability of occurrence per spin). In other words, the probability of encountering an asymmetrical operation animation is set lower than the probability of encountering a target operation animation (asymmetrical operation animations are "rare" animations).
[0164] In the non-target operation animation, the target operation image 18 is displayed (see Figure 45(b)), so the player perceives that it is a situation in which they should operate the target operation means. If the player has already encountered the target operation animation (see Figure 44) (has encountered an animation in which the target operation means is operated and the result image 20 is displayed), then it is highly likely that they will think that the target operation animation has occurred. After creating such a situation (a situation in which the player feels that they should operate the target operation means) (see Figure 45(b)), the target operation image 18 suddenly disappears and the opportunity image 21 is displayed without the player operating the target operation means (see Figure 45(c)), so the non-target operation animation can be said to be an animation that gives the player surprise (unexpectedness). In addition, in this embodiment, the non-target operation animation is a more reliable animation (than the target operation animation) (the opportunity image 21 suggests that it is a situation in which there is an expectation of a big win (granting of a bonus)), so it can be said to be an interesting animation that creates both surprise and anticipation of a big win.
[0165] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned target operation effects and non-target operation effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0166] 〇Specific Example 5-1 In the target operation animation, the operation pattern image 19 is not displayed (although the target operation image 18 is displayed) (see Figure 46(a-1)). If the player understands that the target operation means should be operated as long as the target operation image 18 representing the target operation means is displayed, then the operation pattern image 19 may not be displayed. In this case, the operation pattern image 19 is not displayed (although the target operation image 18 is displayed) even in the non-target operation animation (see Figure 46(b-1)). Since the non-target operation animation is intended to be mistaken for a target operation animation by the player, if the operation pattern image 19 is not displayed in the target operation animation, then the operation pattern image 19 should also not be displayed in the non-target operation animation. If the position, size, and range in which the target operation image 18 is displayed in the display area 911 are the same for both the target operation animation and the non-target operation animation, then when the target operation image 18 is displayed, it will be impossible to distinguish whether a target operation animation or a non-target operation animation is occurring.
[0167] Although not shown in the diagram, the target operation image 18 may be made to blink (repeatedly changing between becoming brighter and darker) during the target operation animation. This makes it easier to understand that the target operation means should be operated. In this case, the target operation image 18 displayed in the non-target operation animation will also blink in the same way.
[0168] 〇Specific Example 5-2 In the target operation presentation, if the target operation means is not operated by the end of the operation validity period, the result image 20 may be displayed upon the end of the operation validity period (a result image 20 in the same form as the result image 20 that would be displayed if the target operation means were operated during the operation validity period is displayed).
[0169] However, in this example, the target operation effect and the non-target operation effect become identical in that some kind of reaction (effect) occurs even if the target operation means is not operated. In other words, the non-target operation effect is characterized by surprising the player by displaying the opportunity image 21 even if the target operation effect is not performed. Therefore, in order to make the difference clear, it is preferable that the target operation effect be configured such that the result image 20 is not displayed unless the target operation means is operated during the operation validity period, as in the above embodiment.
[0170] 〇Specific Example 5-3 The appearance of the result image 20 displayed in the target operation animation does not indicate the probability (reliability) of the win / fail lottery result being a jackpot. If the appearance of the displayed result image 20 can differ, as in the above embodiment, then there should be no difference in reliability even if one appearance of the result image 20 (first result image 201) and another appearance of the result image 20 (second result image 202) are displayed. Unlike the above embodiment, the result image 20 displayed in the target operation animation may be fixed (it does not change with each animation) (since the result image 20 is fixed, the result image 20 cannot indicate reliability). However, it should be maintained that the probability (reliability) of the win / fail lottery result corresponding to a certain variation being a jackpot is higher when a non-target operation animation occurs than when a target operation animation occurs in that variation.
[0171] As in this example, the gameplay becomes easier to understand, as it is more reliable (a higher chance) when a non-target operation animation occurs and the opportunity image 21 is suddenly displayed, compared to when a target operation animation occurs and the result image 20 is displayed as a result of operating the target operation means.
[0172] 〇Specific Example 5-4 Multiple types of opportunity images 21 are provided to be displayed when an asymmetric operation animation occurs (when an asymmetric operation animation occurs, one of the multiple types of opportunity images 21 will be displayed). For example, after a specified time has elapsed since the target operation image 18 was displayed (see Figure 47(a)), the first opportunity image 211 may be displayed (see Figure 47(b-1)), or the second opportunity image 212 (which differs in appearance from the first opportunity image 211) may be displayed (see Figure 47(b-2)). For example, the characters included in the first opportunity image 211 and the characters included in the second opportunity image 212 may be different. Furthermore, when an asymmetric operation animation occurs in a certain variation, the probability (reliability) of the win / loss result corresponding to that variation being a jackpot is higher when the second opportunity image 212 is displayed than when the first opportunity image 211 is displayed.
[0173] As in this example, the non-target operation effect maintains its surprising nature as an effect where the opportunity image 21 is suddenly displayed even without any operation of the target operation means, while also becoming an interesting effect in that players can grasp the level of reliability by paying attention to the type of opportunity image 21.
[0174] Specific Example 5-5 As an operation animation, the probability of operating a different operation means (push button 61) than operating the target operation means (special operation unit 65) is assumed to be higher per variation. In other words, the probability of an operation animation (button operation animation) occurring in which an image representing a push button 61, a type of operation means, is displayed (button image), and some image (image showing the result) is displayed when the push button 61 is operated, is assumed to be higher than the probability of an operation animation (target operation animation) occurring for the special operation unit 65. In this configuration, although a button image is displayed, an animation will not occur in which the button image is erased and an image different from the image showing the result is displayed even if the push button 61 is not operated (that is, with respect to the push button 61, an animation equivalent to a non-target operation animation will not occur). By using the operation means (special operation unit 65) that has a lower probability of occurring as an operation animation for the target operation animation described in the above embodiment, the occurrence of a non-target operation animation that resembles the target operation animation can be made even more surprising.
[0175] 〇Specific Examples 5-6 Opportunity image 21 will not be displayed unless an asymmetrical operation animation occurs. In other words, it will not be displayed in fluctuations where an asymmetrical operation animation does not occur. By doing this, since opportunity image 21 will not be encountered unless an asymmetrical operation animation occurs, the value of the asymmetrical operation animation (opportunity image 21) can be increased.
[0176] Specific Examples 5-7 As shown in Figure 48, in a given variation, there is a possibility that a target operation effect will occur (see Figures 48(a) to (c)) followed by a non-target operation effect (see Figures 48(d) to (e)) (hereinafter, such variations will be referred to as "variations with both effects occurring"). When a variation with both effects occurring occurs, the player will encounter a target operation effect, and then a non-target operation effect in the same variation. In other words, because the player has encountered a target operation effect immediately before encountering a non-target operation effect, there is a high probability that the player will perceive the non-target operation effect as an effect that triggers a reaction (result image 20 is displayed) in response to the operation of the target operation means. Therefore, it can be expected that the surprise experienced by the player when a non-target operation effect occurs will be greater.
[0177] 〇Specific Examples 5-8 The sound effect output from speaker 67 when result image 20 is displayed during a target operation animation shall be different from the sound effect output from speaker 67 when opportunity image 21 is displayed during a non-target operation animation. Since non-target operation animations are intended to surprise players who may have thought a target operation animation had occurred (by displaying opportunity image 21 without any operation of the target operation means), it is preferable to make the sound effect output when opportunity image 21 is displayed different from the sound output when result image 20 is displayed, in order to further emphasize that opportunity image 21 has been displayed.
[0178] 〇Specific Examples 5-9 In the above embodiment, it was explained that when the target operation image 18 is displayed, the target operation animation and the non-target operation animation are indistinguishable in appearance. However, in this embodiment, the target operation animation and the non-target operation animation are externally different when the target operation image 18 is displayed. For example, the size of the target operation image 18 displayed in the target operation animation (see Figure 49(a-1)) and the size of the target operation image 18 displayed in the non-target operation animation (see Figure 49(a-2)) are different. Also, although not shown in the figures, it is conceivable that the color of the target operation image 18 displayed in the target operation animation is different from the color of the target operation image 18 displayed in the target operation animation.
[0179] The target operation image 18 is the same, but the image displayed together with the target operation image 18 may differ. For example, when a non-target operation animation occurs, a predetermined image (non-target suggestion image 22) is displayed together with the target operation image 18 (see Figure 49(b-2)), but when a target operation animation occurs, the non-target suggestion image 22 is not displayed together with the target operation image 18 (see Figure 49(b-1)). Although not shown in the figures, it is also conceivable that when a target operation animation occurs, a predetermined image (target suggestion image) is displayed together with the target operation image 18, but when a non-target operation animation occurs, the target suggestion image is not displayed together with the target operation image 18.
[0180] As in this example, it is possible to achieve a gameplay experience where some players (those who know the difference between targeted and non-targeted operation animations) can know in advance whether a targeted or non-targeted operation animation has occurred. However, a disadvantage is that knowing the difference between targeted and non-targeted operation animations eliminates the surprise when a non-targeted operation animation occurs (to avoid this disadvantage, the system should be configured as in the above embodiment).
[0181] <Pre-operation steps for unsupported features> The following describes the non-compatible pre-operations. In this embodiment, the effects of the non-compatible pre-operations, which will be described in detail below, occur during normal gameplay. However, it is also possible to configure it to occur during specific gameplay states.
[0182] The non-compatible pre-operation utilizes the fact that two different types of operating means are provided as operating means for the effects that can be operated by the player. In the following, one of these two types of operating means will be referred to as operating means A, and the other as operating means B (operating means A and operating means B will be provided separately). In this embodiment, the push button 61 corresponds to operating means A, and the special operating unit 65 corresponds to operating means B.
[0183] In this embodiment, during a variation animation, an operation animation B may occur that requires the operation of the operation means B. At least a part of this operation animation B is designated as a specific operation animation B. In a specific operation animation B (see Figure 50), an operation validity period (hereinafter referred to as "specific operation validity period B") is provided during which the operation of the operation means B is reflected as an animation. The reaction (animation) that occurs as a result of the operation of the operation means B (single operation) during the specific operation validity period B is called "operation reaction B". In this embodiment, when the operation of the operation means B is performed during the specific operation validity period B, the specific operation validity period B ends as a result. As shown in Figure 50(a), in this embodiment, when the specific operation validity period B begins, an operation B image 24 representing the operation means B (special operation unit 65) (it is sufficient for the player to recognize that it represents the special operation unit 65) is displayed. A meter image showing the remaining time of the specific operation validity period B is also displayed. Although not shown, an image representing the operation of the operation means B (for example, an image including the word "Press") may also be displayed. When such an image is displayed during the specific operation validity period B, the player will sense that they are in a situation where they should operate operation means B.
[0184] The form of operation response B (see Figure 50(c)) differs depending on whether or not a non-corresponding pre-operation (see Figure 50(b-2)), which will be described in detail later, has been performed. Hereinafter, the form of operation response B when no non-corresponding pre-operation has been performed will be referred to as the "no pre-operation form," and the form of operation response B when no non-corresponding pre-operation has been performed will be referred to as the "with pre-operation form." The specific operation validity period B is the period during which the operation B image 24 is displayed (operation of operation means B is required) (see Figure 50(a)), so it is normal to operate operation means B accordingly (without performing a non-corresponding pre-operation) (see Figure 50(b-1)). Therefore, operation response B in the no-pre-operation form (see Figure 50(c-1)) is a normal action, and operation response B in the with-pre-operation form (see Figure 50(c-2)) is a special action.
[0185] In the case of non-corresponding pre-operation, operation means A is operated after the specific operation validity period B has started, but before operation means B is operated. In other words, during the specific operation validity period B, when the operation B image 24 is displayed and operation means B is requested, operation means A is operated (one operation in this embodiment) before operation means B is operated (operation means B is operated after operation means A is operated during the operation validity period) (see Figure 50(b-2)), resulting in operation response B being in the pre-operation mode (see Figure 50(c-2)). In other words, in this embodiment, the specific operation performance B is such that the response (action) when operation means B is operated is different because operation means A, which is an operation means for which no operation request has been made (operation of non-corresponding operation means), is performed in advance.
[0186] There are various ways to define the difference between the pre-operation-free and pre-operation-enabled modes of operation response B. Preferably, the pre-operation-free mode of operation response B should indicate the target win / fail lottery result (the win / fail lottery result corresponding to the variable performance including a specific operation performance). In this embodiment, the probability of winning the target win / fail lottery result is shown numerically (see Figure 50(c-1)). For example, several (three or more) candidate numerical values that can be displayed are provided, and one of them is actually displayed (the higher the displayed numerical value, the higher the probability of success).
[0187] It is preferable that the operation response B in the pre-operated mode also suggests the result of the target win / loss lottery, but the method of doing so is different from that in the mode without pre-operation. In this embodiment, there is a possibility that the target win / loss lottery result will be a jackpot (before the combination of decorative symbols indicating the win / loss lottery result is displayed) (a so-called instant notification) (see Figure 50(c-2)). Specifically, there will be a favorable mode that indicates the situation has become advantageous to the player (see Figure 50(c-2) top) or an unfavorable mode that indicates the situation has become unfavorable (see Figure 50(c-2) bottom), and when the favorable mode is activated, it is confirmed that the target win / loss lottery result is a jackpot (note that the favorable and unfavorable modes shown are merely examples). In this embodiment, when the unfavorable mode is activated, it is confirmed that it is a loss. However, even when the unfavorable mode is activated, there may still be a slight possibility (a few percent) of winning the jackpot. In any case, basically, the pre-operated mode of operation response B is an extreme performance that either shows a jackpot confirmation or not.
[0188] It should be noted, as is obvious, that the presence or absence of non-corresponding pre-operations (whether operation response B is in the form of no pre-operation or in the form of pre-operation) does not affect the target win / loss lottery result (it does not affect the expected value of "payout"). In other words, the presence or absence of non-corresponding pre-operations only results in a difference in the manner of the performance executed as operation response B (in this embodiment, it results in a difference in the method of indicating the target win / loss lottery result).
[0189] Furthermore, in this embodiment, if operation means B is not performed during the specific operation validity period B, operation response B will not occur (neither the mode without prior operation nor the mode with prior operation will occur). Even if a non-corresponding prior operation is performed (operation means A is performed), if operation means B is not performed, operation response B (mode with prior operation) will not occur, and therefore the effect (performance effect) resulting from the non-corresponding prior operation will not manifest.
[0190] Thus, the specific operation performance B (specific operation validity period B) in this embodiment is a novel and interesting performance in which, if the operator operates the operator B according to the instructions, it will result in a no-prior-operation mode (normal response), but if the operator operates the operator B after operating the operator A (if the operator operates the operator B after performing a non-corresponding prior operation), it will result in a prior-operation mode that is different from the no-prior-operation mode. Players who are aware of the existence of non-corresponding prior operations (prior-operation mode) can enjoy the game by choosing whether or not to perform a non-corresponding prior operation when the specific operation performance B occurs (choosing whether the operation response B will be the no-prior-operation mode or the prior-operation mode).
[0191] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned non-compatible pre-operations (specific operation performance B). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0192] 〇Specific Example 6-1 It is assumed that operation response B will occur even if operation means B is not operated during the specific operation validity period B (even if operation means B is not operated and the time runs out). In other words, the end of the specific operation validity period B (time runs out) is treated as an operation of operation means B. In this case, if a non-corresponding pre-operation (operation of operation means A) is performed during the specific operation validity period B (see Figure 51(a)) (see Figure 51(b)), and operation means B is not operated, and the specific operation validity period B runs out, this will trigger an operation response B in the form of a pre-operation (see Figure 51(c-2)). Also, if the specific operation validity period B runs out without a non-corresponding pre-operation, this will trigger an operation response B in the form of an unpre-operation (see Figure 51(c-1)).
[0193] However, in this example, the behavior of operation response B differs solely based on whether or not operation means A is performed (non-corresponding pre-operation) (even though the performance involves a request for operation by operation means B, the response differs solely based on whether or not operation means A is performed). If the intention is to create a performance where the response resulting from the operation of operation means B differs depending on whether or not a pre-operation by another operation means, operation means A, is performed, then the above embodiment should be used.
[0194] 〇Specific Example 6-2 The operation validity period B set when specific operation performance B occurs is not necessarily set to be specific operation validity period B every time. In other words, it may be specific operation validity period B, or it may be operation validity period B that is not specific operation validity period B (non-specific operation validity period B). The method for deciding whether to set it to specific operation validity period B or non-specific operation validity period B is not limited to any particular method. One possible method is to perform a predetermined lottery before specific operation performance B begins to make the decision.
[0195] If the specific operation validity period is B, as explained in the above embodiment, the form of operation response B will differ depending on whether or not a non-corresponding pre-operation (operation of operation means A) is performed. On the other hand, if the non-specific operation validity period is B, the form of operation response B will not differ regardless of whether or not a non-corresponding pre-operation (operation of operation means A) is performed (the pre-operation of operation means A does not affect operation response B). By doing as in this example, even if a specific operation performance B occurs and a non-corresponding pre-operation is performed, the performance form is such that it is not necessarily the case that operation response B in the form with a pre-operation will occur.
[0196] 〇Specific Example 6-3 Even if a non-corresponding pre-operation (operation of operating means A) is performed during the specific operation validity period B, the operation response B triggered by the operation of operating means B is not necessarily set to be in the pre-operation mode. In other words, in some cases when a non-corresponding pre-operation is performed, the operation response B in the pre-operation mode will occur, but in other cases the operation response B in the pre-operation mode will not occur.
[0197] For example, when an incompatible pre-operation (operation of operation means A) is performed during the specific operation validity period B (see Figure 52(a)) (see Figure 52(b)), a predetermined lottery (hereinafter referred to as the specific lottery) with a winning probability of ≠ 100% is performed. If the user wins the specific lottery, the operation response B will be in the form with a pre-operation (see Figure 52(c-2)), but if the user does not win the specific lottery, the operation response B will be in the same form as the form without a pre-operation (a form indistinguishable from the normal operation response B) (see Figure 52(c-1)). Although not shown in the figures, if no incompatible pre-operation is performed, the operation response B will be in the form without a pre-operation. By doing as in this example, even if an incompatible pre-operation is performed during the specific operation validity period B, the performance is not guaranteed to result in the operation response B in the form with a pre-operation.
[0198] Specific Example 6-4 During the specific operation validity period B, an image suggesting an unsupported pre-operation (unsupported pre-operation suggestion image 25) is displayed. For example, during the specific operation validity period B, the unsupported pre-operation suggestion image 25, which includes an image representing operation means A (in the above embodiment, the push button 61), is displayed (see Figure 53). In this way, even players who are completely unaware of the existence of unsupported pre-operations will be prompted to perform an unsupported pre-operation (operation of operation means A), and it is expected that they will have more opportunities to encounter the operation response B of the pre-operation type. In this example, it is preferable that the image of operation means A included in the unsupported pre-operation image is smaller than the image of operation means B (operation B image 24) displayed during the specific operation validity period B (the area it occupies in the display area 911 is reduced). If the image of operation means A is made larger, there is a risk that the player may mistakenly think that they are in a situation where they should operate operation means A (it is important to make it clear that it is operation means B, not operation means A, that should be operated during the specific operation validity period B).
[0199] However, if the operation response B of the pre-operated mode is to be a so-called "hidden effect" (an effect that can only be seen by a limited number of players (players who have discovered the existence of the non-corresponding pre-operation or obtained information about it)), then, as in the embodiment described above, it is preferable that no image suggesting the existence of the non-corresponding pre-operation (an image representing operation means A) is displayed during the specific operation validity period B.
[0200] Specific Example 6-5 The specific forms of the pre-operation-free and pre-operation-enabled forms of operation response B are not limited to those described in the above embodiment. Basically, it is sufficient that all forms that can occur as the pre-operation-free form and all forms that can occur as the pre-operation-enabled form are different. For example, in the above embodiment, it was explained that the suggestive effect (presentation effect) of the target success or failure lottery result is different, but it is also possible that there is no difference in the suggestive effect of the target success or failure lottery result (it is simply a difference in presentation). For example, the pre-operation-free form and the pre-operation-enabled form may differ in the presence or absence of a predetermined presentation element (for example, an image of a specific character) (see Figure 54). Also, although not shown, for example, the image displayed as operation response B in the pre-operation-enabled form may be more conspicuous than the image displayed as operation response B in the pre-operation-free form (various methods can be considered to create a "conspicuous" form, such as the image displayed as operation response B in the pre-operation-enabled form being larger than the image displayed as operation response B in the pre-operation-free form, or the image displayed as operation response B in the pre-operation-enabled form being brighter than the image displayed as operation response B in the pre-operation-free form).
[0201] Specific Example 6-6 The system is configured to have multiple types of operating means A, which are operating means (operating means different from operating means B) that will result in an operation during the specific operation validity period B being a non-corresponding pre-operation. For example, suppose operating means A1 and operating means A2 are provided. The pre-operation mode of the operation response B will differ depending on whether a non-corresponding pre-operation (let's call it non-corresponding pre-operation A1) is performed on operating means A1 during the specific operation validity period B1, or whether a non-corresponding pre-operation (let's call it non-corresponding pre-operation A2) is performed on operating means A2 during the specific operation validity period B1 (when non-corresponding pre-operation A1 is performed, operation response B of pre-operation mode A1 occurs, and when non-corresponding pre-operation A2 is performed, operation response B of pre-operation mode A2 (different from pre-operation mode A1) occurs). The difference between pre-operation mode A1 and pre-operation mode A2 can be anything (both pre-operation mode A1 and pre-operation mode A2 are different from pre-operation mode without pre-operation). This approach creates an interesting presentation where, even when performing non-compatible pre-operations, the response differs depending on whether operation means A1 or A2 is operated.
[0202] Specific Examples 6-7 Specific Operation Performance B is assumed to be a so-called chance-up performance. Specifically, at a predetermined timing, either Operation Performance A, which requires operation of the operation means, or Operation Performance B (Specific Operation Performance B), which requires operation of operation means B, may occur (there is assumed to be a branching point where Operation Performance A or Operation Performance B (Specific Operation Performance B) occurs). The probability of winning the jackpot in the target win / loss lottery at that point (predetermined timing) is set to be higher when Operation Performance B (Specific Operation Performance B) occurs (see Figure 55(a-2)) than when Operation Performance A occurs (see Figure 55(a-1)) (Operation Performance A is assumed to be the default, and Operation Performance B (Specific Operation Performance B) is assumed to be a chance-up). In other words, performances in which non-corresponding pre-operations are effective (reflected in the operation response) are considered more advantageous than performances in which they are not. In this case, it is preferable that the probability of Operation Performance A occurring at the predetermined timing is set higher than the probability of Specific Operation Performance B occurring. The predetermined timing can be anything. The designated timing could be set as the point at which a predetermined amount of time has elapsed since the start of the fluctuation, or as the timing when a specific event occurs (for example, the timing when a reach is achieved or the timing when a predetermined animation begins).
[0203] In this way, when a specific operation sequence B, which is a chance-up event, occurs (when a specific operation period B is provided), operating operation means A, which would have been operated if the default operation sequence (operation sequence A) had occurred, becomes an unsupported pre-operation sequence.
[0204] Specific Examples 6-8 The setting allows for different pre-operation modes depending on the degree of non-corresponding pre-operation (degree of operation of operation means A) during the specific operation validity period B. For example, during the specific operation validity period B (see Figure 56(a)), if operation means A is operated once before operation means B is performed (see Figure 56(b-2)), the mode of operation response B will be the first pre-operation mode. However, if operation means A is operated twice (see Figure 56(b-3)), the mode of operation response B will be the second pre-operation mode (which is different from the first pre-operation mode). If operation means A is not operated (see Figure 56(b-1)), the mode of operation response B will be the non-pre-operation mode. The difference between the first pre-operation mode and the second pre-operation mode can be anything. Both the first and second pre-operation modes only need to be different from the non-pre-operation mode. This creates an interesting presentation where the type of pre-operation differs depending on the degree of non-corresponding pre-operation during the specific operation validity period B (the degree of operation of operation means A).
[0205] 〇Specific Examples 6-9 It is assumed that even if a non-corresponding pre-operation is not performed during the specific operation validity period B, the same type of operation response B as the pre-operated type may occur. For example, when operation means B is operated (see Figure 57(b)) without a non-corresponding pre-operation being performed during the specific operation validity period B (see Figure 57(a)), it is possible that an operation response B without a pre-operation may occur (see Figure 57(c-1)), or that an operation response B identical to the pre-operated type may occur (see Figure 57(c-2)). In accordance with the above embodiment, when a non-corresponding pre-operation is not performed, it is possible that a numerical value representing reliability may be displayed, or that an instant notification effect may occur. If P1 is the probability of an operation response B without a pre-operation occurring when a non-corresponding pre-operation is not performed, and P2 is the probability of an operation response B identical to the pre-operated type, it is preferable that probability P1 > probability P2. In other words, when a non-corresponding pre-operation is not performed, it is basically the operation response B without a pre-operation occurring, but it is preferable that there is a relatively low probability that an operation response B identical to the pre-operated type may occur. If an incompatible pre-operation is performed, operation response B, which is a pre-operation type, will occur (as shown in Figures 50(a), (b-2), and (c-2)).
[0206] In this case, it is possible to achieve a gameplay experience in which the player may encounter the same type of operation response B as in the pre-operated state, even without performing a non-corresponding pre-operation (see Figure 57(c-2)). However, if the value of operation response B in the pre-operated state is to be increased, it is preferable to ensure that operation response B in the pre-operated state does not occur unless a non-corresponding pre-operation is performed, as in the above embodiment.
[0207] Specific Examples 6-10 When an unsupported pre-operation (operation of operation means A) is performed during the specific operation validity period B, a corresponding reaction (hereinafter referred to as pre-operation reaction A) will occur. Since the specific operation validity period B continues even if operation means A is operated, pre-operation reaction A will occur during the specific operation validity period B. However, when operation means B is operated during the specific operation validity period B, the specific operation validity period B ends, so pre-operation reaction A will not occur. For example, pre-operation reaction A may be represented by the display of pre-operation reaction image 26 (the specific form may be anything). After the occurrence of pre-operation reaction A, operation means B will be operated, triggering operation reaction B of the pre-operation type. The occurrence of such pre-operation reaction A allows the player to understand that an unsupported pre-operation has been received (that preparations for operation reaction B of the pre-operation type are complete).
[0208] Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.
[0209] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.
[0210] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. For example, if the setting is such that when a small win is obtained, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability obtained by adding the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win").
[0211] The above-mentioned gaming machine 1 may also be a managed gaming machine (a so-called smart pachinko machine). In other words, it may be a machine in which the game balls are sealed inside and the game can be played without touching the game balls. [Explanation of Symbols]
[0212] 1. Gaming machine 11 First specific image 12 Second Identified Image 13 First special image 14. Second Special Image 15 Images suggesting specific changes 16-hour image 17. Selected image 18 Target operation image 19. Image of operation mode 20 Result Images 21 Opportunity Images 22 Images suggesting non-aspect 61 Push Buttons 62 D-pad 65 Special Operation Unit 71 In Progress Display 72 Display before change 70n Normal display mode 70s special display mode 80 Decorative patterns 80g Decorative Patterns 904 Starting Region (904a First Starting Region 904b Second Starting Region) 905 Normal area 906 Grand Prize Area 908 Launcher 909 Other Award-Winning Categories 91 Display device 911 Display area 909L, 909R General Prize Winning Category
Claims
[Claim 1] A method for conducting a draw to determine whether a winner will be selected, A display means having a display area on which multiple types of decorative patterns are displayed, A notification means that notifies the result of a lottery by designating a combination of multiple decorative patterns as a winning combination if the result of the lottery by the winning / losing means is a winning combination, and as a losing combination if the result is a losing combination. A pattern control means capable of controlling a portion of the multiple types of decorative patterns displayed in the display area as specific patterns and the other portion as non-specific patterns, Equipped with, In a variable display state in which multiple types of the aforementioned decorative patterns are displayed in a variable manner, there are two modes for indicating that a particular decorative pattern has been selected: a stopped display mode in which the decorative pattern is displayed in a stationary state, and a pseudo-stop display mode in which the decorative pattern is displayed in a pseudo-stop state. When indicating that the aforementioned non-specific symbol has been selected, either the aforementioned stop display mode or the aforementioned pseudo-stop display mode may be used. When indicating that the aforementioned specific symbol has been selected, the stop display mode may be used, but the pseudo-stop display mode will not be used. After the aforementioned variable display state, it is possible to perform a pseudo-continuous performance in which the combination of symbols composed of the multiple decorative symbols is set to a predetermined combination that is different from the aforementioned winning combination, and then returns to the variable display state again. The multiple decorative patterns constituting the aforementioned combination of correct / incorrect indications are arranged in the aforementioned stop display configuration. The plurality of decorative patterns constituting the predetermined combination are configured as the pseudo-stop display configuration. A gaming machine characterized by the following features.