Gaming machine
The integration of a win/loss lottery system with interactive effects in gaming machines enhances player engagement and attractiveness by providing dynamic and variable gameplay experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-03-26
- Publication Date
- 2026-06-26
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and attractiveness through dynamic and interactive game elements.
Incorporation of a win/loss lottery system with operation means, effect execution, and special determination effects that are triggered based on specific conditions during a game ball's entry into designated areas, enhancing player interaction and variability.
The implementation improves the enjoyment and attractiveness of the gaming experience by introducing dynamic effects and variable outcomes, increasing player engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] For example, as described in Patent Document 1 below, a pachinko gaming machine equipped with a player participation type effect (game) is known. In this type of effect (game), regardless of the degree of player participation, it is generally configured to reach a predetermined result (so-called "fixed race").
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 attractiveness of the game.
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 based on win / loss lottery information acquired契机 when a game ball enters the start area, an operation means operable by a player (for example, the push button 61 shown in FIG. 1 etc.), an effect execution means for executing a variation effect from when the decorative symbol starts to vary until it stops in a manner corresponding to the win / loss lottery result by the win / loss lottery means, and is provided with a special determination effect (for example, refer to FIG. 49(b-1)) may occur during the variation effect, The aforementioned special confirmed performance will not occur unless the right to perform the performance is acquired (see, for example, Figure 48(d)), and even if the right to perform the performance is acquired, there is a possibility that it will not occur (see, for example, Figure 49(a)(b-2)), The occurrence of the aforementioned special confirmation effect (see, for example, Figure 49(b-1)) confirms that the result of the winning or losing lottery will subsequently be announced as a win by the aforementioned decorative symbols (see, for example, Figure 49(c-1)). The right to trigger the aforementioned performance can be acquired when the specified conditions are met during the right acquisition period in the aforementioned variable performance (see, for example, Figure 48(a)(b)), The aforementioned conditions can be met when the player engages in a rights-acquiring game using the aforementioned operating means; if the player does not engage in the rights-acquiring game, there is no possibility of acquiring the right to trigger the aforementioned effects (see, for example, Figures 49(a) to (c)). It is characterized by the following: [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 illustrating variable configuration presentation A (a variable configuration presentation in which a pre-suggestion image may be displayed). [Figure 6]It is a diagram for explaining the variable composition effect B (the effect of the pre-suggestion image). [Figure 7] It is a diagram for explaining Specific Example 1-1. [Figure 8] It is a diagram for explaining Specific Example 1-6. [Figure 9] It is a diagram for explaining Specific Example 1-7. [Figure 10] It is a diagram for explaining Specific Example 1-8. [Figure 11] It is a diagram for explaining Specific Example 1-11. [Figure 12] It is a diagram for explaining Specific Example 1-13. [Figure 13] (a) shows candidates that can become the first effect image (first candidate image) and candidates that can become the second effect image (second candidate image), and (b) shows the relationship between the patterns (combinations) of the first effect image and the second effect image and the winning probability of the specific battle effect. [Figure 14] It is a diagram for explaining the post-effect (specific battle effect) of the image suggestion effect. [Figure 15] It is a diagram for explaining the image suggestion effect. [Figure 16] It is a diagram (continuation of Fig. 16) for explaining the image suggestion effect. [Figure 17] It is a diagram for explaining the change (simultaneous change) of both the first candidate image and the second candidate image in the image suggestion effect. [Figure 18] It is a diagram for explaining Specific Example 2-2. [Figure 19] It is a diagram for explaining Specific Example 2-4. [Figure 20] It is a diagram for explaining Specific Example 2-9. [Figure 21] It is a diagram for explaining Specific Example 2-11. [Figure 22] It is a diagram for explaining Specific Example 2-12. [Figure 23] It is a diagram for explaining the specific light emission effect. [Figure 24] It is a diagram for explaining Specific Example 3-1. [Figure 25] This is a diagram to explain specific example 3-2. [Figure 26] This is a diagram to explain specific example 3-3. [Figure 27] This is a diagram to explain specific example 3-10. [Figure 28] This is a diagram illustrating specific example 3-11 (when a specific light emission effect occurs during a target change). [Figure 29] This diagram illustrates specific example 3-11 (when a specific light-up effect occurs during a pre-read variation). [Figure 30] This is a diagram to explain specific example 3-12. [Figure 31] This is a diagram to explain the target stage images (mode-specific images, common images). [Figure 32] This diagram shows the presentation patterns at each step of the staged image presentation that occurred in presentation mode A. [Figure 33] This diagram shows the presentation patterns at each step of the staged image presentation that occurred in presentation mode B. [Figure 34] This is a diagram to explain specific example 4-1. [Figure 35] This is a diagram to explain specific example 4-2. [Figure 36] This is a diagram to explain specific example 4-5. [Figure 37] This is a diagram to explain specific example 4-7. [Figure 38] This is a diagram to explain specific example 4-9. [Figure 39] This is a diagram to explain the prescribed special effects (prescribed conditions). [Figure 40] This is a diagram to explain specific example 5-2. [Figure 41] This is a diagram to explain specific example 5-4. [Figure 42] This is a diagram to explain specific example 5-5. [Figure 43] This is a diagram to explain specific example 5-7. [Figure 44] This is a diagram illustrating a specific control state. [Figure 45] This is a diagram to explain specific examples 6-1 and 6-4. [Figure 46] This is a diagram used to explain specific example 6-7 (a diagram showing an example that contradicts the example explained as specific example 6-7). [Figure 47] This is a diagram to explain specific example 6-9. [Figure 48] This is a diagram to explain the game of acquiring rights. [Figure 49] This diagram explains the rights usage effect and the special confirmation effect. [Figure 50] This is a diagram to explain specific example 7-1. [Figure 51] This is a diagram to explain specific example 7-3. [Figure 52] This is a diagram to explain specific example 7-5. [Figure 53] This is a diagram to explain specific example 7-6. [Figure 54] This is a diagram to explain specific example 7-8. [Figure 55] This is a diagram to explain specific example 7-10. [Figure 56] This is a diagram illustrating specific configuration and performance X. [Figure 57] This is a diagram illustrating specific configuration and performance Y. [Figure 58] This is a diagram to explain specific example 8-2. [Figure 59] This is a diagram to explain specific example 8-9. [Figure 60] This is a diagram (a continuation of Figure 59) to explain specific examples 8-9. [Figure 61] This is a diagram (part one) to explain specific example 8-12. [Figure 62] This is the second diagram to illustrate specific example 8-12. [Figure 63] This is a diagram to explain specific example 8-13. [Figure 64] This is a diagram to explain specific example 8-14. [Figure 65] This is a diagram to explain specific sound effects. [Figure 66] This is a diagram to explain Specific Example 9-1 (Specific Example 9-1-1, Specific Example 9-1-2). [Figure 67] This is a diagram to explain specific example 9-3. [Figure 68] This is a diagram to explain specific example 9-4. [Figure 69] This is a diagram to explain specific example 9-6. [Figure 70] This diagram illustrates the pre-selection process and the selection reflection animation that begins based on the selections made during that pre-selection. [Figure 71] This figure shows an example of a selection and reflection animation in the normal mode (no specific change occurs). [Figure 72] This diagram shows an example of a special behavior selection and reflection effect (specific change occurrence). [Figure 73] This is a diagram to explain specific example 10-1. [Figure 74] This is a diagram to explain specific example 10-2. [Figure 75] This is a diagram to explain specific example 10-6. [Figure 76] This is a diagram to explain specific example 10-7. [Figure 77] This is a diagram to explain specific example 10-8. [Figure 78] This diagram shows an example of an image selection animation and the subsequent post-animation animation. [Figure 79] This diagram illustrates that if an image selection animation occurs in the target state, a specific selection result is advantageous to the player (and if an image selection animation occurs in a non-target state, a specific selection result is disadvantageous to the player). [Figure 80] This is a diagram to explain specific example 11-1. [Figure 81] This is a diagram to explain specific example 11-2. [Figure 82] This is a diagram to explain specific example 11-5. [Figure 83] This is a diagram to explain specific example 11-7. [Figure 84] This is a diagram to explain specific example 11-8. [Figure 85] This is a diagram to explain specific example 11-9. [Figure 86] This is a diagram to explain the display effects during specific fluctuations. [Figure 87] This is a diagram to explain specific example 12-1. [Figure 88] This is a diagram to explain specific example 12-2. [Figure 89] This is a diagram to explain specific example 12-3. [Figure 90] This is a diagram to explain specific example 12-5. [Figure 91] This is a diagram to explain specific example 12-8. [Figure 92] This is a diagram to explain specific example 12-9. [Figure 93] This is a diagram to explain specific example 12-9 (an example different from the example shown in Figure 92). [Figure 94] This is a diagram to explain the specific stage of the performance (first stage). [Figure 95] This is a diagram to explain the specific stage of the performance (second stage). [Figure 96] This is a diagram to explain the specific stage of the performance (third stage). [Figure 97] This is a diagram to explain specific example 13-1. [Figure 98] This is a diagram to explain specific example 13-2. [Figure 99] This is a diagram to explain specific example 13-4. [Figure 100] This is a diagram to explain specific example 13-5. [Figure 101] This is a diagram to explain specific example 13-6. [Figure 102] This is a diagram to explain specific example 13-8. [Figure 103] This is a diagram to explain specific example 13-9. [Figure 104] This is a diagram to explain the special reach animation R1. [Figure 105] This is a diagram to explain the special reach animation R2. [Figure 106] This is a diagram to explain the advantageous animations for winning. [Figure 107] This is a diagram to explain specific example 14-2. [Figure 108] This is a diagram to explain specific example 14-3. [Figure 109] This is a diagram to explain specific example 14-5. [Figure 110] This is a diagram to explain specific example 14-10. [Figure 111] This diagram illustrates the typical sensor response time. [Figure 112] This is a diagram illustrating the response time of a specific sensor. [Figure 113] (a) is a diagram illustrating the difference between the specific sensor response period and the normal sensor response period, (b) is a diagram showing candidate images that may be displayed as normal response images and specific response images, and (c) is a diagram showing candidate images that may be displayed as non-specific response images. [Figure 114] This is a diagram to explain specific example 15-2-1. [Figure 115] This is a diagram to explain specific example 15-2-2. [Figure 116] This is a diagram to explain specific example 15-3. [Figure 117] This is a diagram to explain specific example 15-4. [Figure 118] This is a diagram to explain specific example 15-7. [Figure 119] This is a diagram to explain specific example 15-8. [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 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 portion that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the height of the gaming machine 1 so as to be in line with 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 performed 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, it may also be simply 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)). The first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all unit games) has ended. In other words, obtaining the first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. The second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all unit games) has ended. In other words, obtaining the 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. Note that providing these three types of jackpots is merely an example. For example, the game could be set up so that there are no regular jackpots (when a jackpot is won, the player automatically transitions to a specific game state).
[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 failing to win 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 this ST-type gameplay is merely one 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 consists of multiple repetitions of 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 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). In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, 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" indicates the level of reliability (the probability that the corresponding win / loss lottery result will be a jackpot). 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 change (effect)"). 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 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] <Variable Composition Presentation (Pre-hint Image)> The gaming machine 1 according to this embodiment can perform a variation configuration performance, which is described in detail below, as a type of performance that may occur during a variation performance. In the following description of the variation configuration performance, the win / loss lottery result that is the subject of the reliability indication by the variation configuration performance may be referred to as the target win / loss lottery result, and the variation performance corresponding to the target win / loss lottery result may be referred to as the target variation performance (target variation). Note that the variation configuration performance will only occur in variations that satisfy predetermined execution conditions. In addition, in this embodiment, the variation configuration performance may occur in the normal game state. However, it may also occur in a specific game state. In addition, in this embodiment, the variation configuration performance may occur when a reach (when two of the three decorative symbol groups 80g are selected and shown are of the same type) is achieved. However, it may also occur when a reach has not been achieved.
[0042] As variable configuration effects, variable configuration effect A (see Figure 5) and variable configuration effect B (see Figure 6) may occur. As described later, variable configuration effect B may occur after variable configuration effect A (after variable configuration effect A has reached an unfavorable outcome). Both variable configuration effects lead to either a favorable outcome where an image indicating a favorable situation for the player is displayed, or an unfavorable outcome (more unfavorable than the favorable outcome) where an image indicating an unfavorable situation for the player is displayed. In addition, the favorable outcome may include a so-called reversal pattern where it appears to have reached an unfavorable outcome but is then reversed.
[0043] In this embodiment, the variable configuration animation A (see Figure 5) is an animation in which the player's character, character C (indicated by the letter "C" in the drawings), is displayed. Character C acts toward achieving a goal (see Figure 5(a)), and achieving the goal results in a favorable outcome (see Figure 5(b-1)), while failing to achieve it results in an unfavorable outcome (see Figure 5(b-2)). In this embodiment, the variable configuration animation B (see Figure 6) is an animation in which the same character (character C) as in the variable configuration animation A is displayed as the player's character. Character C acts toward a different goal than in the variable configuration animation A (see Figure 6(a)), and achieving the goal results in a favorable outcome (see Figure 6(b-1)), while failing to achieve it results in an unfavorable outcome (see Figure 6(b-2)). Note that the specific forms of the variable configuration animations A and B as described above are merely examples, and their specific forms can be changed as appropriate, except for the points specifically described below.
[0044] When a variable configuration animation A occurs, if the variable configuration animation A leads to a favorable outcome (see Figure 5(b-1)), the target win / loss result is confirmed to be a jackpot. In other words, if the target win / loss result is a jackpot, there is a possibility that the variable configuration animation A will lead to a favorable outcome, and if it is a loss, there is no possibility that the variable configuration animation A will lead to a favorable outcome. However, even if the target win / loss result is a jackpot, the variable configuration animation A may lead to an unfavorable outcome (see Figure 5(b-2)). In other words, the target win / loss result is not confirmed at the time the variable configuration animation A leads to an unfavorable outcome (immediately after the unfavorable outcome). In this embodiment, when an unfavorable outcome occurs, the three decorative symbols 80 are in a pseudo-stop state in a combination that represents a loss (a losing combination), suggesting to the player that a loss is confirmed or possible.
[0045] After Variable Composition Performance A reaches an unfavorable outcome (see Figure 5(b-2)), Variable Composition Performance B may occur (see Figure 6(a)). In this embodiment, Variable Composition Performance B only occurs when Variable Composition Performance A reaches an unfavorable outcome. After an image indicating that Variable Composition Performance A has reached an unfavorable outcome is displayed (see Figure 5(b-2)), Variable Composition Performance B begins when a predetermined development image 11 (continuation image) is displayed (see Figure 5(c-2)). If the development image 11 is not displayed (see Figure 5(c-1)), Variable Composition Performance B does not occur. When Variable Composition Performance A reaches an unfavorable outcome and Variable Composition Performance B does not occur, the target win / loss lottery result is confirmed to be a loss (the three decorative symbols 80 stop completely in a losing combination) (see Figure 5(c-1)). In other words, when development image 11 is displayed (the game progresses to variable configuration performance B), there remains a possibility that the target win / loss lottery result is a jackpot, but when development image 11 is not displayed (the game does not progress to variable configuration performance B), it is confirmed that the target win / loss lottery result is a loss.
[0046] When development image 11 is displayed (see Figure 5(c-2)), the variable configuration performance B is initiated (see Figure 6(a)). If the target win / loss lottery result is a jackpot, the variable configuration performance B leads to a favorable outcome (see Figure 6(b-1)), and if it is a loss, it leads to an unfavorable outcome (see Figure 6(b-2)). As mentioned above, even if the variable configuration performance A leads to an unfavorable outcome, there is still a possibility of a jackpot, but if the variable configuration performance B leads to an unfavorable outcome, it is certain to be a loss. In other words, the variable configuration performance B differs from the variable configuration performance A in that it determines the target win / loss lottery result regardless of which outcome it leads to. Furthermore, since the variable configuration performance B is executed as a result of the development of the variable configuration performance A, the probability of the variable configuration performance B leading to a favorable outcome (referring to the probability of the variable configuration performance B leading to a favorable outcome at the time the variable configuration performance A is initiated) is higher than the probability of the variable configuration performance A leading to a favorable outcome (referring to the probability of the variable configuration performance B leading to a favorable outcome at the time the variable configuration performance A is initiated). Therefore, if the target lottery result is a jackpot, it is more likely that the jackpot will be announced when variable configuration performance A reaches an unfavorable outcome followed by variable configuration performance B reaching a favorable outcome, rather than when variable configuration performance A reaches a favorable outcome and the jackpot is announced as a result. It is preferable that the probability of variable configuration performance A reaching a favorable outcome (based on the time when variable configuration performance A begins) is less than 10%.
[0047] Variable Composition Performance B is a performance that can occur when Variable Composition Performance A leads to an unfavorable outcome, and in this state, the pre-hint image 10 may be displayed. The pre-hint image 10 is not displayed when Variable Composition Performance A leads to a favorable outcome. The unfavorable outcome of Variable Composition Performance A (see Figure 5(b-2)) can be divided into two patterns: one in which the pre-hint image 10 is not displayed (see Figure 5(b-2-1)) and one in which the pre-hint image 10 is displayed (see Figure 5(b-2-2)). The pre-hint image 10 not being displayed is the normal (default) pattern. In other words, when Variable Composition Performance A leads to an unfavorable outcome, the probability of the pre-hint image 10 not being displayed is higher than the probability of the pre-hint image 10 being displayed. The pre-hint image 10 may be displayed at a point in time when it has not yet been decided whether Variable Composition Performance B will occur (an earlier point in time than when the above-mentioned development image 11 may be displayed). Note that the point in time when the pre-hint image 10 may be displayed is also a point in time when there is no possibility of a favorable outcome, which is the so-called reversal pattern. In this embodiment, the display of the pre-suggestion image 10 does not indicate an increased probability of the variable configuration performance B occurring. Even if the pre-suggestion image 10 is displayed (see Figure 5(b-2-2)), the variable configuration performance B may not occur (see Figure 5(c-1)).
[0048] The display of pre-hint image 10 (see Figure 5(b-2-2)) suggests that, assuming variable configuration performance B occurs, the probability of variable configuration performance B reaching a favorable ending (see Figure 6(b-1)) has increased. In other words, assuming variable configuration performance B occurs, the probability of variable configuration performance B reaching a favorable ending (see Figure 6(b-1)) is higher when pre-hint image 10 is displayed (see Figure 5(b-2-2)) than when it is not displayed (see Figure 5(b-2-1)) during variable configuration performance A (unfavorable ending) (the probability of variable configuration performance B reaching a favorable ending at the start of variable configuration performance B is higher when pre-hint image 10 is displayed than when it is not displayed). Therefore, if pre-hint image 10 is displayed but variable configuration performance B does not occur, the display of pre-hint image 10 has no significance (effect).
[0049] It is preferable that the pre-suggestion image 10 includes content that suggests its characteristics. In this embodiment, the pre-suggestion image 10 is displayed with the words "If it develops, it's a chance" (see Figure 5(b-2-2)). Since "development" means that the variable configuration performance B occurs, it becomes clear that if the variable configuration performance B occurs, it is a "chance".
[0050] Thus, in this embodiment, when the variable configuration performance A leads to an unfavorable outcome, the pre-suggestion image 10 may be displayed (see Figure 5(b-2-2)). When the pre-suggestion image 10 is displayed, players can expect that if the variable configuration performance B occurs, it will lead to a favorable outcome. Therefore, an interesting gameplay experience can be realized in which players will more strongly desire the occurrence of the variable configuration performance B.
[0051] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned variable configuration effects. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples.
[0052] 〇Specific Example 1-1 In the variable configuration presentation A (see Figure 7(a)), a predetermined period (operation validity period) (see Figure 7(b)) is provided during which the operation of a predetermined operating means (target operating means) is effective before reaching the conclusion. The probability of the pre-suggestion image 10 being displayed when the variable configuration presentation A reaches an unfavorable conclusion (the probability of (c-2) occurring instead of (c-1)) differs depending on whether the operation of the target operating means during the operation validity period satisfies a predetermined condition (specific operation) (see Figure 7(b-1)) or not (see Figure 7(b-2)). Specifically, if variable configuration performance A ends in an unfavorable outcome (see Figures 7(c-1) and (c-2)), then variable configuration performance B is started, and variable configuration performance B ends in a favorable outcome (see Figure 7(d)) (i.e., it is internally determined that variable configuration performance B will end in a favorable outcome), the probability that the pre-suggestion image 10 is displayed when variable configuration performance A ends in an unfavorable outcome (the probability that it will be (c-2) instead of Figure 7(c-1)) will differ depending on whether the operation of the operation means during the preceding operation validity period was a specific operation (see Figure 7(b-1)) or not (see Figure 7(b-2)).
[0053] The required operation method during the operation validity period can be any method (one or more), and various types of required operations are possible. For example, in the variable configuration performance A, an operation validity period is set during which the player is required to continuously press (repeatedly press) the push button 61 before reaching the ending (see Figure 7(b)). The operation that satisfies the predetermined condition (specific operation) is when the number of times the push button 61 is pressed during this operation validity period reaches a predetermined number. The predetermined number of presses may be set to be the same each time (for example, 10 times), or it may be set to change each time (for example, it may change between 5 and 15 times). In this way, during the operation validity period, the player can satisfy the predetermined condition by actively operating the operation method, and if the operation method is not operated at all, it cannot be an operation that satisfies the predetermined condition. Note that the degree to which the operation method is operated during the operation validity period does not affect the ending of the variable configuration performance A. It is preferable that the operation validity period be set even if the variable configuration performance A has a favorable ending (the operation validity period is set regardless of the ending of the variable configuration performance A). In the variable configuration performance A, it is predetermined whether the outcome will be favorable or unfavorable from the moment it starts. Since the pre-indication image 10 is not displayed when the outcome is favorable, the degree to which the operation means is performed during the operation validity period does not affect the performance that results in a favorable outcome.
[0054] If the probability of the pre-suggestion image 10 being displayed when the variable configuration performance A has an unfavorable outcome is set to be higher when the operation of the target operating means during the operation validity period is an operation that satisfies predetermined conditions (specific operation) (see Figure 7(b-1)) than when it does not (see Figure 7(b-2)), then the gameplay will be such that the more actively you participate in the performance (operate the operating means) during the operation validity period, the higher the probability of enjoying the suggestive effect of the pre-suggestion image 10 (if you want to make it easier to predict the outcome of the variable configuration performance B, you should actively operate the target operating means).
[0055] On the other hand, conversely, if the probability of the pre-suggestion image 10 being displayed when the variable configuration performance A has an unfavorable ending (the probability of it becoming (c-2) instead of (c-1)) is set to be higher when the operation of the target operating means during the operation validity period does not become an operation that satisfies predetermined conditions (specific operation) (see Figure 7(b-2)) than when it becomes a specific operation (see Figure 7(b-1)), then the more actively you participate in the performance (operate the operating means) during the operation validity period, the less likely it is that the pre-suggestion image 10 will be displayed and the more difficult it will be to predict the ending of the variable configuration performance B (if you want to enjoy it to the end by making it difficult to predict the ending of the variable configuration performance B, you should actively operate the target operating means).
[0056] Furthermore, during the operation validity period, the player may not be prompted to operate the target operating device. In other words, even if a player obtains information from a magazine or the internet and becomes aware of the existence of the above operation validity period, the game may be presented in a way that does not prompt the player to operate the device (no image prompting operation is displayed in the display area 911), which is a so-called hidden operation effect (hidden button effect).
[0057] 〇Specific Examples 1-2 Variable Composition Performance A is designed so that a favorable outcome, such as a reversal pattern (where an unfavorable outcome is initially shown but then reversed), does not occur. In this way, when an image indicating an unfavorable situation for the player is displayed in Variable Composition Performance A, there is no possibility of it being reversed to a favorable outcome. Therefore, a straightforward gameplay experience is achieved where the player hopes for the display of pre-indication image 10 or the occurrence of Variable Composition Performance B.
[0058] Furthermore, it is preferable that the variable configuration presentation B be designed so that a favorable ending in a reversal pattern can occur. Since the variable configuration presentation B does not have the potential to develop further if an unfavorable ending occurs, it is preferable that there be cases where it appears to have reached an unfavorable ending but that is reversed.
[0059] Specific Examples 1-3 Unlike the above embodiment, if the variable configuration animation A leads to an unfavorable outcome, the variable configuration animation B will always occur. In other words, if the variable configuration animation A occurs and does not lead to a favorable outcome, it is guaranteed that the variable configuration animation B will be executed. In this case, since the variable configuration animation B will always occur when the variable configuration animation A leads to an unfavorable outcome, the display of the pre-hint image 10 in the case of an unfavorable outcome will not be wasted (the display of the pre-hint image 10 will not result in a meaningless outcome), resulting in a gameplay experience in which the display of the pre-hint image 10 is not wasted.
[0060] However, in this example, since the occurrence of variable configuration animation B is determined when variable configuration animation A reaches an unfavorable outcome, there is a disadvantage in that the gameplay does not result in a gameplay where the player would more strongly desire the occurrence of variable configuration animation B when the pre-suggestion image 10 is displayed, as in the above embodiment.
[0061] 〇Specific Examples 1-4 Unlike the above embodiment, the variable configuration effect B can occur even when the variable configuration effect A does not reach an unfavorable outcome. In other words, the setting is such that the occurrence of the variable configuration effect B is not a condition for the variable configuration effect B to occur. However, it is desirable that the probability of the variable configuration effect B occurring is higher when the variable configuration effect A reaches an unfavorable outcome than when it does not. That is, it is desirable that the occurrence of the variable configuration effect B in the case of the variable configuration effect A reaching an unfavorable outcome is maintained as an event that suggests the occurrence of the variable configuration effect B.
[0062] 〇Specific Examples 1-5 If the variable configuration performance A results in an unfavorable outcome, the probability of variable configuration performance B occurring is higher when the pre-indication image 10 is displayed than when it is not displayed. Also, similar to the above embodiment, assuming that variable configuration performance B occurs, the probability that variable configuration performance B will have a favorable outcome at the start of variable configuration performance B is higher when the pre-indication image 10 is displayed than when it is not displayed. In this way, the presence or absence of the pre-indication image 10 when variable configuration performance A results in an unfavorable outcome provides a gameplay element that suggests both the probability of variable configuration performance B occurring and the probability that variable configuration performance B will have a favorable outcome if it does occur.
[0063] In this example, if the pre-hint image 10 is displayed, the variable configuration performance B will always occur (if the pre-hint image 10 is not displayed, there is a possibility that the variable configuration performance B will not occur, but if the pre-hint image 10 is displayed, it is guaranteed that the variable configuration performance B will occur). However, if this is done, the occurrence of the variable configuration performance B is guaranteed the moment the pre-hint image 10 is displayed, which has the disadvantage that it does not result in a gameplay experience where the player would more strongly desire the variable configuration performance B to occur when the pre-hint image 10 is displayed, as in the above embodiment.
[0064] 〇Specific Examples 1-6 Assuming that characters are displayed in both Variable Configuration Performance A and Variable Configuration Performance B, the characters displayed in Variable Configuration Performance A (see Figure 8(a)) and the characters displayed in Variable Configuration Performance B (see Figure 8(b)) are of different types (in Figure 8, the characters displayed in Variable Configuration Performance A are labeled "CA," and the characters displayed in Variable Configuration Performance B are labeled "CB"). This has the advantage of making the switch from Variable Configuration Performance A to Variable Configuration Performance B clear.
[0065] On the other hand, if the same character is displayed in both Variable Configuration Performance A and Variable Configuration Performance B, as in the above embodiment, there is an advantage in that it is clearly established that Variable Configuration Performance A and Variable Configuration Performance B are related (that Variable Configuration Performance A and Variable Configuration Performance B are connected performances).
[0066] Specific Examples 1-7 It is assumed that there are multiple types of images with different characteristics that may be displayed as pre-hint images 10 when the variable configuration performance A reaches an unfavorable ending. When the variable configuration performance A reaches an unfavorable ending, the pre-hint images 10 may or may not be displayed, but when the pre-hint images 10 are displayed, one of the multiple images will be displayed. For example, suppose there are two pre-hint images 10: a first pre-hint image 101 (see Figure 9(b)) and a second pre-hint image 102 (see Figure 9(C)). When the variable configuration performance A reaches an unfavorable ending, either the pre-hint image 10 will not be displayed (see Figure 9(a)), the first pre-hint image 101 will be displayed (see Figure 9(b)), or the second pre-hint image 102 will be displayed (see Figure 9(c)). Furthermore, when the variable configuration performance B occurs, the probability that the variable configuration performance B will lead to a favorable outcome is higher when the first pre-suggestion image 101 is displayed than when the pre-suggestion image 10 is not displayed, and higher when the second pre-suggestion image 102 is displayed than when the first pre-suggestion image 101 is displayed (see Figure 9).
[0067] By doing as in this example, when the variable configuration presentation A leads to an unfavorable outcome, the game can be designed to make players pay attention to whether or not the pre-hint image 10 is displayed, and if the pre-hint image 10 is displayed, they will also pay attention to the type of image it is.
[0068] Specific Examples 1-8 The pre-hint image 10 does not have to include content that suggests its characteristics, as in the embodiment described above. For example, character C, which is displayed when variable configuration performance A reaches an unfavorable ending, is normally displayed in a certain manner (normal manner) (see Figure 10(a)), but may also be displayed in a different manner (special manner) (see Figure 10(b)). When character C is displayed in the normal manner when an unfavorable ending occurs, the probability that variable configuration performance B will reach a favorable ending is higher when character C is displayed in the special manner (the manner of character C has changed to a different manner than usual) (see Figure 10(b)) than when character C is displayed in the normal manner (see Figure 10(a)). In this way, character C in the special manner becomes a performance form that functions as the pre-hint image 10.
[0069] 〇Specific Examples 1-9 The variable configuration animation B only suggests the probability (reliability) that the target win / loss result will be a jackpot, and does not announce the target win / loss result based on its outcome (even if the variable configuration animation has a favorable outcome, it does not guarantee that the target win / loss result will be a jackpot). In other words, when variable configuration animation B occurs after variable configuration animation A has an unfavorable outcome, the probability of the target win / loss result being a jackpot is higher if variable configuration animation B has a favorable outcome than if it has an unfavorable outcome, but even if it has a favorable outcome, it does not guarantee that the target win / loss result will be a jackpot (it remains merely a chance-up).
[0070] In this case, whether or not the pre-indication image 10 is displayed when the variable configuration performance A has an unfavorable outcome functions as an indication of the probability of a favorable outcome for the variable configuration performance B occurring (which does not guarantee a jackpot, but rather acts as a chance-up).
[0071] Furthermore, even if the variable configuration performance B results in an unfavorable outcome, there is still a possibility that the target win / loss lottery result will be a jackpot, or conversely, if it results in an unfavorable outcome, the target win / loss lottery result is guaranteed to be a loss.
[0072] 〇Specific Examples 1-10 Even if the variable configuration sequence A results in a favorable outcome, it is not guaranteed that the target win / loss lottery result will be a jackpot. In other words, the probability of the target win / loss lottery result being a jackpot is higher when the variable configuration sequence A results in a favorable outcome than when it results in an unfavorable outcome, but there is still a possibility that the target win / loss lottery result will be a loss even with a favorable outcome.
[0073] Furthermore, even if the variable configuration performance A results in an unfavorable outcome and the variable configuration performance B does not occur, the setting may be such that the target win / loss lottery result is still possible to be a jackpot, or it may be such that the target win / loss lottery result is no longer possible to be a jackpot (it is confirmed to be a loss).
[0074] 〇Specific Example 1-11 It is assumed that there are multiple types of variable configuration sequences B that can develop (continue) after variable configuration sequence A has reached an unfavorable outcome. In other words, there are two or more types of variable configuration sequences B (sequences in which the video displayed in the display area 911 is different) that can develop from variable configuration sequence A (unfavorable outcome). It is also assumed that each of these two or more types of variable configuration sequences B can lead to either a favorable or unfavorable outcome, and the probability (reliability) of reaching a favorable outcome differs depending on the type.
[0075] For example, if Variable Composition Performance A leads to an unfavorable outcome (see Figure 11(a)) and then develops further (see Figure 11(b)), then Variable Composition Performance B1 may occur (see Figure 11(c-1)) or Variable Composition Performance B2 may occur (see Figure 11(c-2)). In this case, the display of the pre-suggestion image 10 when Variable Composition Performance A leads to an unfavorable outcome (see Figure 11(a-2)) increases the probability that either Variable Composition Performance B1 or Variable Composition Performance B2 will lead to a favorable outcome, regardless of which of the two occurs afterward. That is, if Variable Composition Performance A leads to an unfavorable outcome and then Variable Composition Performance B1 occurs, the probability that Variable Composition Performance B1 will lead to a favorable outcome is higher when the pre-suggestion image 10 is displayed (see Figure 11(a-2)) than when the pre-suggestion image 10 is not displayed when Variable Composition Performance A leads to an unfavorable outcome (see Figure 11(c-1)). Furthermore, even if the variable configuration performance A ends unfavorably and then the variable configuration performance B2 occurs, the probability of the variable configuration performance B2 ending favorably is higher when the pre-indication image 10 is displayed (see Figure 11(a-2)) than when the pre-indication image 10 is not displayed when the variable configuration performance A ends unfavorably (see Figure 11(a-1)) (see Figure 11(c-2)). In other words, the effect of displaying the pre-indication image 10 is effective regardless of whether the variable configuration performance B1 or the variable configuration performance B2 occurs. By doing so, when the pre-indication image 10 is displayed when the variable configuration performance A ends unfavorably, a gameplay experience is achieved where there is a chance regardless of which of the multiple types of variable configuration performance B occurs.
[0076] 〇Specific Examples 1-12 In the above embodiment, it was explained that when the variable configuration performance A has an unfavorable outcome (the point at which the pre-suggestion image 10 may be displayed), the three decorative symbols 80 are in a state of pseudo-stopping in a combination that represents a loss (suggesting that the pseudo-stopped decorative symbols 80 may confirm a loss) (see Figure 5(b-2)). However, such pseudo-stopping of a combination that represents a loss may not be displayed. Since the video of the variable configuration performance A makes it clear to the player that an unfavorable situation has occurred (that the goal has not been achieved), it is not necessary to suggest that the decorative symbols 80 may confirm a loss.
[0077] 〇Specific Examples 1-13 There are differences in the presentation between Variable Configuration Performance B (hereinafter referred to as Variable Configuration Performance Bn) (see Figure 12(b-1)) which occurs when the pre-suggestion image 10 is not displayed during an unfavorable ending of Variable Configuration Performance (see Figure 12(a-1)), and Variable Configuration Performance B (hereinafter referred to as Variable Configuration Performance Bs) (see Figure 12(b-2)) which occurs when the pre-suggestion image 10 is displayed (see Figure 12(a-2)). Specifically, in Variable Configuration Performance Bs, an image that is not displayed in Variable Configuration Performance Ba (hereinafter referred to as Unique Image S) is displayed (see Figure 12(b-2)). Unique Image S is displayed before the ending of Variable Configuration Performance Bs is revealed.
[0078] In this way, even after the variable configuration performance B begins, it becomes clear whether or not the variable configuration performance B was triggered by the display of the pre-hint image 10. Furthermore, the effect of the pre-hint image 10 is emphasized during the variable configuration performance B (variable configuration performance Bb).
[0079] In this example, it is preferable that the pre-suggestion image 10 and the unique image S include common image components. For example, both the pre-suggestion image 10 and the unique image S are images that include a certain type of character (common character D (indicated as D in the drawings)) (see Figures 12(a-2), (b-2)). This makes it easier to understand that the unique image S is displayed in the subsequent variable configuration performance B (variable configuration performance Bb) as a result of the pre-suggestion image 10 being displayed.
[0080] <Image suggestive presentation> The gaming machine 1 according to this embodiment can execute an image suggestion effect as one of the effects that constitute the variation effect. In the following description of the image suggestion effect, the variation effect including the image suggestion effect may be referred to as the target variation effect (target variation), and the win / loss lottery result corresponding to the target variation effect may be referred to as the target win / loss lottery result. Note that the image suggestion effect will only occur in variations that satisfy predetermined execution conditions. In addition, in this embodiment, the image suggestion effect may occur in the normal game state. However, it may also be said that it may occur in a specific game state.
[0081] The image suggestion effect is to suggest the probability of an event advantageous to the player based on the relationship between the first effect image 12 and the second effect image 13. In the present embodiment, the image suggestion effect suggests the probability (reliability) that the target hit or miss lottery result is a big win. Note that the image suggestion effect in the present embodiment can occur in the established state of the reach, but it may also occur in the state where the reach is not established. Any one of a plurality of types of first candidate images (see Fig. 13(a-1)) can be selected as the first effect image 12. Any one of a plurality of types of second candidate images (see Fig. 13(a-2)) can be selected as the second effect image 13. The image suggestion effect in the present embodiment can occur before the battle effect (specific battle effect) in which the character on the player's side (ally character: indicated by attaching the character "Mi" in the drawing) and the enemy character fight. That is, it can be said that the image suggestion effect in the present embodiment is a pre-effect that occurs before the specific battle effect (the specific battle effect can be said to be a post-effect that occurs after the image suggestion effect (hereinafter, the effect corresponding to the specific battle effect in the present embodiment may also be referred to as a post-effect)). What is shown as the first effect image 12 appears as an enemy character in the specific battle effect. In the present embodiment, any one of "enemy character A" (indicated by attaching the character "enemy A" in the drawing), "enemy character B" (indicated by attaching the character "enemy B" in the drawing), and "enemy character C" (indicated by attaching the character "enemy C" in the drawing) appears. That is, three types of enemy characters A to C (the images representing them) are the first candidate images, and one of them is used as the first effect image 12 and appears in the specific battle effect. On the other hand, what is shown as the second effect image 13 appears as a weapon with which the ally character attacks the enemy character in the specific battle effect. In the present embodiment, any one of "sword", "whip", and "spear" appears. That is, three types of "sword", "whip", and "spear" (the images representing them) are the second candidate images, and one of them is used as the second effect image 13 and appears in the specific battle effect.
[0082] Each of enemy characters A through C has a specific relationship with one of the weapons (a relationship that is not specific is called a non-specific relationship). Enemy character A has a specific relationship with the sword (it does not have a specific relationship with the whip or spear). Enemy character B has a specific relationship with the whip (it does not have a specific relationship with the sword or spear). Enemy character C has a specific relationship with the spear (it does not have a specific relationship with the sword or whip) (see Figure 13(a) (the dotted lines indicate specific relationships)). As will be explained later, when the first animation image 12 (enemy character) and the second animation image 13 (weapon) have a specific relationship, the probability of a victory is high. Therefore, a weapon that has a specific relationship with a certain type of enemy character is a weapon suitable for attacking that enemy character. Thus, in this embodiment, one of the multiple enemy characters (first candidate image) is specified to have a specific relationship with one of the multiple weapon types (second candidate image) (a "duplication" where one type of image has a specific relationship with two or more types of images is avoided (a 1:1 specific relationship is set)). Below, regarding the relationship between the first animation image 12 (enemy character) and the second animation image 13 (weapon), "enemy character A" and "sword" are specified to have relationship A, "enemy character A" and "whip" are not specified to have relationship A1, "enemy character A" and "spear" are not specified to have relationship A2, "enemy character B" and "whip" are specified to have relationship B, "enemy character B" and "sword" are not specified to have relationship B1, "enemy character B" and "spear" are not specified to have relationship B2, "enemy character C" and "spear" are specified to have relationship C, "enemy character C" and "sword" are not specified to have relationship C1, and "enemy character C" and "whip" are not specified to have relationship C2 (see Figure 13(b)).
[0083] In a specific battle sequence (see Figure 14), if the target win / loss lottery result is a jackpot, the player's character will win against the enemy character, resulting in a victory (an outcome favorable to the player) (see Figure 14(b-1)). If the result is a loss, the player's character will lose to the enemy character, resulting in a defeat (an outcome unfavorable to the player) (see Figure 14(b-2)). (Note that a so-called reversal pattern may occur where the outcome initially appears to be a defeat, but is then reversed.) In other words, the specific battle sequence is a type of reach sequence (super reach sequence). The probability of the specific battle sequence reaching a victory (the reliability of the target win / loss lottery result) is set higher when the relationship between the first sequence image 12 (enemy character) and the second sequence image 13 (weapon) is specific than when there is no specific relationship. As shown in Figure 13(b), in this embodiment, the probability of reaching a winning outcome (reliability of the target selection result) is higher for each of the specific relationships A, B, and C than for each of the non-specific relationships A1, A2, B1, B2, C1, and C2.
[0084] Furthermore, in this embodiment, the reliability differs between specific relationships and between non-specific relationships. In this embodiment, enemy character B is positioned as a "weaker enemy" than enemy character A, and C is positioned as a "weaker enemy" than enemy character B. In other words, the probability of winning is higher when enemy character B is displayed than when enemy character A, and higher when enemy character C is displayed than when enemy character B. Also, in this embodiment, "whip" is positioned as a "stronger weapon" than "sword," and "spear" is positioned as a "stronger weapon" than "sword." In other words, the probability of winning is higher when "whip" is displayed than when "sword" is displayed, and higher when "spear" is displayed than when "whip" is displayed. Therefore, as shown in Figure 13(b), when comparing specific relationships, the probability of reaching a victory is higher in the order of specific relationship A < specific relationship B < specific relationship C (high reliability of the target selection result). Also, when comparing non-specific relationships, the probability of reaching a victory is higher in the order of non-specific relationship A1 < non-specific relationship A2 < non-specific relationship B1 < non-specific relationship B2 < non-specific relationship C1 < non-specific relationship C2 (high reliability of the target selection result).
[0085] In the image suggestion presentation, the selection of an "enemy character" (selection of one of several first-choice images) and a "weapon" (selection of one of several second-choice images) occur. In this embodiment, when the image suggestion presentation starts (see Figure 15(a)), a first selection is made, indicating that one of several enemy characters (first-choice images) has been selected (see Figure 15(b)), and then a second selection is made, indicating that one of several weapons (second-choice images) has been selected (see Figure 15(c)). In this way, a state is reached where one type of enemy character (one type of first-choice image) and one type of weapon (one type of second-choice image) have been selected (hereinafter referred to as the baseline state) (see Figure 16(a)). In the baseline state, it is preferable that the unselected candidate images are hidden. Alternatively, the unselected candidate images may be displayed, but in that case, the selected candidate image should be made in a "more prominent manner" than the unselected candidate images so that it can be understood that the image in the "more prominent manner" has been selected (for example, the selected candidate image may be opaque, and the unselected candidate images may be semi-transparent).
[0086] Normally, the image suggestion sequence ends, and a specific battle sequence begins. In other words, the specific battle sequence, designated as the first sequence image 12 and the second sequence image 13, begins without any change to the enemy character (a first candidate image) and weapon (a second candidate image) shown in the baseline state (see Figure 16(a)), which is considered the normal (default) state. Since the relationship between the enemy character and weapon shown initially (baseline state) does not change, the mode of the image suggestion sequence can be said to be a "non-changing mode" (compared to the "change mode" described later).
[0087] On the other hand, in the image suggestion effect, at least one of the enemy character (a type of first candidate image) and weapon (a type of second candidate image) shown in the reference state (see Figure 16(a)) may change (see Figure 16(b)). When such a change occurs, a specific battle effect is started in which the enemy character and weapon after the change are designated as the first effect image 12 and the second effect image 13 (see Figure 16(c-2)). Since the relationship between the type of enemy character and the type of weapon shown initially (in the reference state) changes, the form of this image suggestion effect can be said to be a "change form". In this embodiment, only changes in the direction that increases the confidence level (see Figure 13(b)) when assuming that the first effect image 12 and the second effect image 13 are the result are allowed to occur. Therefore, if the relationship between the first candidate image and the second candidate image shown in the reference state is specific relationship C (the relationship with the highest confidence level), no image change occurs (this becomes a non-change form of image suggestion effect).
[0088] In this embodiment, the "modes of change" can include a "one-sided change (mode)" in which only one of the enemy character (first candidate image) or the weapon (second candidate image) changes, and a "both-sided change (mode)" in which both the enemy character (first candidate image) and the weapon (second candidate image) change.
[0089] As a one-sided change, for example, "enemy character A" and "whip" (non-specific relationship A1) (see Figure 16(a)) may change to a situation where only the weapon changes, resulting in "enemy character A" and "sword" (specific relationship A) (see Figure 16(b)). In other words, as a result of a one-sided change, a change can occur where a non-specific relationship becomes a specific relationship. From the player's perspective, what was initially shown (the baseline state) was a non-specific relationship (see Figure 16(a)), but after that changes to a specific relationship (see Figure 16(b)), a specific battle sequence begins where the first animation image 12 (enemy character A) and the second animation image 13 (sword), which are in that specific relationship, are displayed (see Figure 16(c-2)).
[0090] Furthermore, as a change in both, for example, from "enemy character A" and "sword" (specific relationship A) (see Figure 17(a)), both the enemy character and the weapon may change to "enemy character C" and "spear" (specific relationship C) (see Figure 17(b)). In other words, from a state of specific relationship, a change in both can result in a specific relationship with higher reliability. From the player's perspective, the specific relationship has changed to one with higher reliability than what was initially shown (baseline state) (see Figure 17(a)) (see Figure 17(b)), and then the specific battle sequence with the first sequence image 12 (enemy character C) and the second sequence image 13 (spear), which are in that high-reliability specific relationship, begins (see Figure 17(c)).
[0091] In this embodiment, when both changes occur, the change in the type of the first candidate image (enemy character) and the change in the type of the second candidate image (weapon) occur "simultaneously" (see Figures 17(a) and 17(b)). In the image suggestion presentation, there is a possibility of a specific relationship even when in the baseline state. If either the first candidate image or the second candidate image changes first while in a specific relationship state, a temporary change from a specific relationship to a non-specific relationship (a change in the direction of decreasing reliability) occurs. In order to prevent such an undesirable change for the player from occurring even temporarily (to create an easy-to-understand presentation flow), the change in the type of the first candidate image (enemy character) and the change in the type of the second candidate image (weapon) (both changes) occur simultaneously.
[0092] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned image suggestion techniques. Furthermore, whenever possible, a combination of the techniques described using the following examples may be used.
[0093] 〇Specific Example 2-1 In the above embodiment, the image suggestion effect (and post-effect effect) is explained as suggesting the probability that the target win / loss lottery result will be a jackpot based on the relationship between the first effect image 12 and the second effect image 13. However, the object of the suggestion is not limited to the win / loss lottery result, but any event that is advantageous to the player is acceptable. For example, the transition of the game state after the jackpot game ends to the second specific game state (i.e., the winning jackpot is the second specific jackpot) can be considered an advantageous event, and the image suggestion effect can be used to suggest the probability that such an event will occur.
[0094] 〇Specific Example 2-2 At least one of the first candidate image and the second candidate image shall contain elements that suggest a specific relationship between the two images. For example, as shown in Figure 18(a), each first candidate image (enemy character) may contain elements that suggest the type of second candidate image (weapon) with which it has a specific relationship. Also, as shown in Figure 18(b), each second candidate image (weapon) may contain elements that suggest the type of first candidate image (enemy character) with which it has a specific relationship (A, B, and C in the second candidate image represent the names of enemy characters A, B, and C). Furthermore, although not shown, both the first candidate image (enemy character) and the second candidate image (weapon) may contain elements that suggest the other candidate image with which it has a specific relationship. In this way, in the image suggestion presentation, it becomes easy to understand which type of second candidate image is preferable to be shown after a certain type of first candidate image has been shown (resulting in a clear and easy-to-understand presentation).
[0095] However, unlike this example, if each candidate image does not contain any elements that suggest a specific relationship between images, as in the embodiment described above, then a gameplay feature can be realized in which players can enjoy predicting whether the selected first candidate image and the second candidate image have a specific relationship.
[0096] Specific Examples 2-3 The post-event sequence performed after the image suggestion sequence is not limited to a battle sequence as in the above embodiment. It is sufficient that a first sequence image 12 corresponding to one of the first candidate images selected in the image suggestion sequence and a second sequence image 13 corresponding to one of the second candidate images are displayed, and the probability of an event favorable to the player occurring may differ depending on the relationship (combination) of the first sequence image 12 and the second sequence image 13.
[0097] Specific Example 2-4 The settings are such that the patterns of candidate images presented (which can be selected as presentation images) in the image suggestion presentation are not necessarily the same. For example, as shown in Figures 13(a) and 15, the image suggestion presentation may present three types of images each as the first and second candidate images (first image suggestion presentation), or it may present four types of images each as the first and second candidate images (second image suggestion presentation), as shown in Figure 19. Even if the patterns of candidate images change as in the example above, it is preferable that there exists a second candidate image that has a specific relationship with any of the multiple first candidate images, and a first candidate image that has a specific relationship with any of the multiple second candidate images (it is preferable not to have a setting where the possibility of a specific relationship disappears when a certain type of candidate image is selected).
[0098] In the case of the example shown, the probability of a specific relationship may be suggested depending on the pattern of types of candidate images presented in the image suggestion presentation. For example, in the above example, it is conceivable that when the first image suggestion presentation occurs, in which three types of images are presented as the first and second candidate images, the first presentation image 12 and the second presentation image 13 are more likely to be in a specific relationship than when the second image suggestion presentation occurs, in which four types of images are presented as the first and second candidate images. In this way, when the image suggestion presentation occurs, the type of candidate images presented will also be a form of presentation that players will pay attention to. However, unlike this example, it is not impossible to set it so that the difference in the patterns of the types of candidate images is merely to add variety to the presentation, and the difference in patterns does not affect the probability of a specific relationship.
[0099] 〇Specific Example 2-5 In the image suggestion presentation, after the baseline state, at least one of the first candidate image and one of the second candidate images may change (either one or both may change) two or more times (the post-presentation may begin after two or more change actions). As with the above embodiment, both changes will be "simultaneous changes," where the type change of the first candidate image and the type change of the second candidate image occur at the same time. This makes it difficult to predict the final images that will become the first presentation image 12 and the second presentation image 13.
[0100] However, unlike this example, as in the embodiment described above, after the baseline state, at least one of the first candidate image and the second candidate image changes at most once (the post-event performance does not begin after two or more change actions), resulting in a straightforward performance format where, after the baseline state, there is only a branch of "no change or change".
[0101] 〇Specific Example 2-6 In the above embodiment, the image suggestion effect (change pattern) is described as occurring during the period between the baseline state and the start of the post-effect effect, in which case either a "one-sided change" or a "both-sided change" occurs. However, a configuration in which no "one-sided change" occurs is also possible. In other words, the image suggestion effect (change pattern) is such that the types of both the first candidate image and the second candidate image shown in the baseline state change simultaneously during the period between the baseline state and the start of the post-effect effect. By doing so, the change in the type of candidate image that occurs during that period will inevitably result in a significant change (because it involves changes in both the first and second candidate images).
[0102] 〇Specific Example 2-7 If the first presentation image 12 and the second presentation image 13 have a specific relationship, there will be no difference in reliability (the probability of an event favorable to the player occurring) regardless of the type of specific relationship. If candidate images as in the above embodiment are provided, there will be no difference in reliability (the probability of an event favorable to the player occurring) regardless of whether the relationship is specific relationship A, specific relationship B, or specific relationship C. In this way, the image suggestion presentation becomes an easy-to-understand presentation form in which the important thing is that the first presentation image 12 and the second presentation image 13 have a specific relationship.
[0103] Even if two or more specific relationships have the same reliability (the probability of an event favorable to the player occurring), at least one other specific relationship may have a different reliability. For example, in a configuration with three specific relationships as in the above embodiment, there may be no difference in reliability (the probability of an event favorable to the player occurring) between specific relationship A and specific relationship B, but specific relationship C may be set to have a higher reliability than specific relationships A and B.
[0104] 〇Specific Example 2-8 If the first presentation image 12 and the second presentation image 13 are in a non-specific relationship, there will be no difference in reliability (the probability of an event favorable to the player occurring) regardless of the type of non-specific relationship. If candidate images as in the above embodiment are provided, there will be no difference in reliability (the probability of an event favorable to the player occurring) regardless of whether the relationship is non-specific A1, non-specific A2, non-specific B1, non-specific B2, non-specific C1, or non-specific C2. In this way, the image suggestion presentation becomes an easy-to-understand presentation form in which the types of the two presentation images do not matter as long as the first presentation image 12 and the second presentation image 13 are not in a specific relationship.
[0105] 〇Specific Example 2-9 The occurrence of changes in both elements may result in a change from a non-specific relationship to a specific relationship. For example, in the baseline state, "enemy character A" and "spear" (specific relationship A2) are shown (see Figure 20(a)), and then both the enemy character and weapon change to a state where "enemy character B" and "whip" (specific relationship B) are shown (see Figure 20(b)), resulting in a post-event sequence (see Figure 20(c)) where these become the first and second presentation images 12 and 13. In other words, as a result of changes in both the first and second candidate images, which are in a non-specific relationship, an image suggestion sequence may occur in which the first candidate image (first presentation image 12) and second candidate image (second presentation image 13) are in a specific relationship.
[0106] As mentioned above, when both images change, the first and second candidate images are made to change simultaneously (simultaneous change) because if one of the first or second candidate images changes first when they are in a specific relationship in the baseline state, a temporary change from a specific relationship to a non-specific relationship (a change in the direction of decreasing confidence) will occur. However, even when they are in a non-specific relationship in the baseline state, the changes will occur simultaneously. In this way, regardless of whether they are in a non-specific relationship in the baseline state or not, when both the first and second candidate images change, the changes occur simultaneously, resulting in a consistent presentation.
[0107] 〇Specific Example 2-10 The multiple candidate images that can become the first production image 12 (first candidate images) and the multiple candidate images that can become the second production image 13 (second candidate images) may be the same. In other words, the first production image 12 and the second production image 13 may be selected from the same set of candidate images.
[0108] 〇Specific Example 2-11 In the post-event sequence (specific battle sequence in the above embodiment) when the pre-event suggestion sequence results in a specific relationship, a unique image (specific corresponding image 14) is displayed that is not shown in the post-event sequence when the relationship is not specific. The specific corresponding image 14 can take any form, but since a specific relationship is a situation with a "chance" (compared to a non-specific relationship), it is preferable that it indicates this. For example, an image containing the word "chance" could be displayed as the specific corresponding image 14.
[0109] In the example shown, the configuration may be such that the form of the specific corresponding image 14 displayed is the same regardless of the type of specific relationship, or conversely, the configuration may be such that the form of the specific corresponding image 14 displayed differs for each type of specific relationship. If the latter configuration is adopted, and assuming that three types of specific relationships, A, B, and C, can occur as in the above embodiment, then, for example as shown in Figure 21(b), when it becomes specific relationship A, specific corresponding image 14A (see Figure 21(b-1)) will be displayed in the post-event animation; when it becomes specific relationship B, specific corresponding image 14B (see Figure 21(b-2)) will be displayed; and when it becomes specific relationship C, specific corresponding image 14C (see Figure 21(b-3)) will be displayed. None of the specific corresponding images 14A, 14B, or 14C will be displayed in the post-event animation when there is no corresponding relationship. As in the above embodiment, if the probability of an event advantageous to the player occurring differs depending on the type of specific relationship, then the differences in the form (type) of the specific corresponding image 14 will also function to indicate the difference in that probability. Any method can be used to create differences in the appearance of the specific corresponding image 14. For example, as shown in Figure 21(b), one possible method is to make the color of a predetermined part of each specific corresponding image 14 different.
[0110] 〇Specific Example 2-12 The configuration is such that, during the post-event sequence that occurs after the image suggestion sequence (before reaching the conclusion), the types of the first sequence image 12 and the second sequence image 13 may change (change in a direction that increases reliability). In accordance with the above embodiment, after a specific battle sequence begins, at least one of the enemy character type and the weapon type may change. As shown in Figure 22, if both the enemy character type and the weapon type change, the changes in the enemy character type and the weapon type should occur simultaneously (to prevent a specific relationship from becoming non-specific, even temporarily). In this way, the gameplay becomes such that players can anticipate changes in the types of the first sequence image 12 and the second sequence image 13 until the post-event sequence reaches its conclusion.
[0111] However, doing it as in this example has the problem that the types of first and second presentation images 12 and 13 change midway through the post-event presentation, causing the presentation content to become completely different midway through (resulting in an unnatural presentation). To avoid this problem, it is best to ensure that the relationship between the first and second presentation images 12 and 13 shown in the image suggestion presentation does not change after the post-event presentation begins.
[0112] <Photoluminescence effect> The gaming machine 1 according to this embodiment can execute a specific light-emitting effect as one of the effects that constitute the variation effect. In the following description of the specific light-emitting effect, the win / loss lottery result that is the target of the reliability indication by the specific light-emitting effect may be referred to as the target win / loss lottery result, and the variation effect corresponding to the target win / loss lottery result may be referred to as the target variation effect (target variation). Note that the specific light-emitting effect will only occur when predetermined execution conditions are met. In addition, in this embodiment, the specific light-emitting effect may occur in the normal game state. However, it may also be said that it may occur in the specific game state.
[0113] The specific light-up effect (see Figure 23) is a type of so-called chance-up effect that suggests an increased probability of the target winning lottery result being a jackpot. In other words, the probability of the target winning lottery result being a jackpot is higher when the specific light-up effect occurs than when it does not, so it is an effect that players are pleased to see occur. However, the specific light-up effect in this embodiment is not a premium effect that guarantees the target winning lottery result will be a jackpot.
[0114] The specific light-emitting effect may occur during the target variation effect (see Figure 23(a)), or during a variation effect that is performed before the target variation effect begins (hereinafter sometimes referred to as the "previous variation") (see Figure 23(b)) (when the specific light-emitting effect occurs during the previous variation, the pre-variation win / failure lottery information (held) regarding the target win / failure lottery result is stored in the memory means at that time, and it is confirmed that the target variation will occur in the future). In other words, the specific light-emitting effect may occur as the so-called "effect of the variation in question," or as the so-called "pre-read effect" (the pre-read effect itself is well known, so a specific explanation will be omitted). The "previous variation" in which the specific light-emitting effect can occur is not limited to the one immediately preceding the target variation. The specific light-emitting effect can also occur in a previous variation two or more times before the target variation. To make it easier to understand whether it is during the target variation or the previous variation, in the diagrams explaining the specific light-emitting effect, the "T" is added to the variation in-play display 71 and the pre-variation display 72 corresponding to the target win / failure lottery result. If the display marked with "T" is the "Currently Changing" display 71, the target is currently changing; if the display marked with "T" is the "Previously Changing" display 72, the previous change is currently occurring.
[0115] The specific light emission effect is an effect that uses a light-emitting device different from the display device 91. Specifically, it is an effect in which a light-emitting part (hereinafter referred to as the specific light-emitting part 15) fixed in a specific position outside the display area 911 emits light in a predetermined light emission pattern (hereinafter referred to as the specific light emission pattern). In this embodiment, the specific light-emitting part 15 is located above the display area 911 and approximately in the center in the width direction of the gaming machine 1 (see Figure 1), and is normally in a non-emitting state. The specific light emission pattern can be any particular pattern, but it is preferable that it is a light emission pattern that occurs only in the specific light emission effect ("unique light emission pattern"). The specific light emission pattern may be one in which the specific light-emitting part 15 continues to emit light in a predetermined pattern, or it may be a pattern in which the light emission intensity changes over time (flashing, etc.). In this embodiment, the specific light emission pattern is defined as the specific light-emitting part 15 emitting light in pink while changing the light emission intensity (light quantity) over time (in the drawings, the word "peach" is added to indicate the state of emitting light in the specific light emission pattern) (see Figures 23(a-2), (b-2)). Therefore, the specific light-emitting effect is also called a "pink flash." Whether the specific light-emitting effect occurs during the target spin or during a preceding spin, the specific light-emitting unit 15 emits light in a specific light-emitting pattern (the same light-emitting pattern), and the execution time of the effect (the time from when the specific light-emitting unit 15 starts emitting light in its specific light-emitting pattern until it ends (returns to normal)) is also the same. If a known light-intensity adjustment function (light-intensity customization) that allows the player to adjust the light intensity is provided, differences in light intensity (luminescence intensity) due to differences in the light-intensity settings are not considered differences in the light-emitting pattern (if the light-intensity settings remain the same, the light-emitting pattern of the specific light-emitting effect is the same whether it occurs during the target spin or during a preceding spin). Comparing the pattern (color, luminescence intensity) of the specific light-emitting unit 15 at the same time elapsed since the start of the effect, it is exactly the same whether it occurs during the target spin or during a preceding spin.
[0116] In this embodiment, the timing at which the specific light-emitting effect can occur is unpredictable, whether it occurs during the target spin or during a preceding spin. That is, multiple timings are provided for the specific light-emitting effect to occur during both the target spin and the preceding spin (preferably, there should be 10 or more timings for the effect to occur during both the target spin and the preceding spin). Furthermore, there is no prior notification that the specific light-emitting effect will occur (see the changes from (a-1) to (a-2) and from (b-1) to (b-2) in Figure 23). Therefore, from the player's perspective, the specific light-emitting effect is a sudden effect (a so-called sudden effect). In this embodiment, the specific light-emitting effect only occurs when a reach is achieved during the target spin (the specific light-emitting effect does not occur when the target spin ends without a reach being achieved, a so-called "complete miss" spin). If the specific light-emitting effect were to occur even in the case of a "complete miss," the sense of expectation as a so-called chance-up effect would be diminished. However, the specific flashing effect can occur before a reach is established during the target spin. The specific flashing effect may occur during the previous spin, and then the target spin may start and a reach may be established during that spin. Alternatively, the specific flashing effect may occur before a reach is established during the target spin, and then a reach may be established afterward.
[0117] The specific light-emitting effect involves the specific light-emitting unit 15 emitting light in a specific light-emitting pattern, and a predetermined image being displayed in the display area 911 (an image that was not displayed immediately before the start of the specific light-emitting effect is displayed). In this embodiment, the time when the specific light-emitting unit 15 starts emitting light in a specific light-emitting pattern and the time when the display of the image starts are approximately the same (a difference that the player perceives simultaneously is acceptable). However, the image displayed in the display area 911 differs depending on whether the specific light-emitting effect occurs during a target variation (see Figure 23(a-2)) or during a previous variation (see Figure 23(b-2)). Hereinafter, the image displayed when the specific light-emitting effect occurs during a target variation will be referred to as the "target variation image," and the image displayed when the specific light-emitting effect occurs during a pre-read variation will be referred to as the "pre-read variation image." The specific appearance of the "target variation image" and the "pre-read variation image" may be anything, but it is preferable that they include common image components (image components that the player can recognize as representing the same thing). In this embodiment, both the target variation image 161 (see Figure 23(a-2)) and the predictive variation image 162 (see Figure 23(b-2)) include the same type of character. As described above, the specific light emission effect in this embodiment is called "Pink Flash," and in conjunction with this, a character called "Pink Man" (indicated by the letter "Pi" in the drawings) is displayed. In other words, both the target variation image 161 and the predictive variation image 162 include the common image component "Pink Man." In this embodiment, the target variation image 161 is a cut-in image displayed across the display area 911. On the other hand, the predictive variation image 162 is a small image displayed near the outer edge of the display area 911. Thus, the predictive variation image 162 is smaller than the target variation image 161 (occupies a smaller area of the display area 911) and can be said to be an inconspicuous image. In this embodiment, neither the target fluctuation image 161 nor the predictive fluctuation image 162 contains any elements that would suggest the emission of light from the specific light-emitting unit 15.
[0118] The reason for this configuration of the specific light-up effect (an effect in which the target variation image 161 or the pre-read variation image 162 is displayed) is as follows: It is common for gaming machines to incorporate effects of the same type, such as "effects based on a specific concept" (for example, effects based on characters from the original manga that served as the motif for gaming machine 1). If such "effects based on a specific concept" are to occur not only during the target variation but also during the pre-read variation, then if the exact same image is displayed when it occurs during the target variation and when it occurs during the pre-read variation, there is a problem in that it becomes difficult to tell whether the effect is occurring as the so-called "effect in the current variation" (effect in the target variation) or as the so-called "pre-read effect" (effect in the subsequent variation). Therefore, in this embodiment, the images displayed are different depending on whether the event occurs as a "situational fluctuation effect" or as a "pre-read effect" (the target fluctuation image 161 and the pre-read fluctuation image 162 are different), but in either case, the specific light-emitting unit 15 emits light in a common light-emitting mode (specific light-emitting mode), so that it is possible to understand that it is an "effect based on a specific concept" (an effect based on a common concept).
[0119] In addition, in this embodiment, since the target variation image 161 and the pre-read variation image 162 include common image components (same type of character), it becomes clearer that the specific light-emitting effect in which the target variation image 161 is displayed and the specific light-emitting effect in which the pre-read variation image 162 is displayed are based on a common concept.
[0120] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific light-emitting effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0121] 〇Specific Example 3-1 During a specific light-emitting effect, light-emitting parts other than the specific light-emitting part 15 (light-emitting parts outside the display area 911; hereinafter referred to as other light-emitting parts 151) (see Figure 1) will also emit light. If the specific light-emitting effect occurs during a target variation (the target variation image 161 is displayed), the other light-emitting parts 151 will emit light in emission mode A (for example, red) (see Figure 24(a-2)). On the other hand, if the specific light-emitting effect occurs during a pre-read variation (the pre-read variation image 162 is displayed), the other light-emitting parts 151 will emit light in emission mode B (a different emission mode from emission mode A above; for example, purple) (see Figure 24(b-2)). In other words, regardless of whether the specific light-emitting effect occurs as the so-called "variation effect" or as a "pre-read effect," the specific light-emitting part 15 will emit light in the same emission mode (specific emission mode), while the other light-emitting parts 151 will emit light in different emission modes (emission mode A / emission mode B) depending on whether it occurs as the "variation effect" or as a "pre-read effect."
[0122] In this way, regardless of whether the specific light-emitting effect occurs as the "variation effect" or as a "pre-announcement effect," the specific light-emitting unit 15 emits light in the same light-emitting pattern (specific light-emitting pattern), indicating that these are effects based on the same concept (effects of the same type). However, by making the light-emitting patterns of the other light-emitting units 151 different depending on whether the specific light-emitting effect occurs as the "variation effect" or as a "pre-announcement effect," it becomes easier to distinguish whether the generated specific light-emitting effect is occurring as the "variation effect" or as a "pre-announcement effect."
[0123] Specific Example 3-2 The specific light-emitting unit 15 is assumed to emit light in its normal state. The specific light-emitting state is assumed to be a different light-emitting state from the normal state. For example, the normal light-emitting state of the specific light-emitting unit 15 is white light (see Figures 25(a-1), (b-1)), and when the specific light-emitting effect occurs, it changes from white to pink light (specific light-emitting state) (see Figures 25(a-2), (b-2)). Then, when the specific light-emitting effect ends, it returns to its original state (returns to white light emission).
[0124] Specific Example 3-3 As shown in Figure 26, the target variation image 161 and the pre-read variation image 162 are assumed to be similar. That is, if one of the target variation image 161 and the pre-read variation image 162 is made smaller, it will match the other. Since the so-called "current variation effect" is usually more noticeable when it occurs as a "pre-read effect," it is preferable to make the target variation image 161 (see Figure 26(a-2)) larger than the pre-read variation image 162 (see Figure 26(b-2)).
[0125] This approach clarifies that specific light-emitting effects (effects that display the target variation image 161 or the pre-read variation image 162) are effects based on the same concept (effects of the same type), while also making it easier to distinguish whether the effect being executed is occurring as the "current variation effect" or as a "pre-read effect."
[0126] Specific Examples 3-4 The specific light-emitting unit 15 is assumed to be in its normal state except when it is not emitting light in the specific light-emitting mode. In other words, the specific light-emitting unit 15 will not emit light in any mode other than the specific light-emitting effect, and will be in its normal state when the specific light-emitting effect is not being performed. For example, if the specific light-emitting unit 15 in its normal state is set to be in a non-emitting state, then the configuration will be "light emission of the specific light-emitting unit 15 = occurrence of the specific light-emitting effect". Also, for example, if the specific light-emitting unit 15 in its normal state is set to emit light in the normal light-emitting mode (e.g., white), then the configuration will be "light emission of the specific light-emitting unit 15 in a mode other than the normal light-emitting mode = occurrence of the specific light-emitting effect". By doing as in this example, the occurrence of the specific light-emitting effect occurs when the specific light-emitting unit 15 is in a mode different from its normal state, so the specific light-emitting effect becomes a more noticeable effect, and it becomes clearer that the effect in which the target variation image 161 is displayed and the effect in which the pre-read variation image 162 is displayed are effects based on the same concept (effects of the same type).
[0127] Specific Examples 3-5 In a specific light-emitting effect, regardless of when it occurs (whether it occurs during the target spin or in a preceding spin), the specific light-emitting unit 15 shall emit light in a specific manner, and a predetermined sound effect (specific sound effect) shall be output from the speaker 67. (Note that this specific sound effect is output temporarily during the specific light-emitting effect (SE) and is not background music (BGM) that is continuously output during the spinning effect.) In other words, the same sound effect (specific sound effect) shall be output whether the specific light-emitting effect occurs as "the spinning effect" or as a "pre-announcement effect." (Note that if a known volume adjustment function (volume customization) that allows the player to adjust the light intensity is provided, differences in sound effect (differences in volume) due to differences in volume settings shall not be considered differences in the light-emitting manner. (If the volume settings remain unchanged, the manner of the sound effect is the same whether it occurs during the target spin or in a preceding spin.)) The specific manner of the specific sound effect may be anything, but it is preferable that it is output only when the specific light-emitting effect occurs (a sound effect exclusive to the specific light-emitting effect). By doing as in this example, when the target variation image 161 is displayed and when the pre-read variation image 162 is displayed, the specific light-emitting unit 15 will not only emit light in the same light-emitting manner (specific light-emitting manner), but the same sound effect (specific sound effect) will also be output. This makes it clearer that these effects are based on the same concept (effects of the same type).
[0128] Furthermore, it is conceivable that the same sound effect (specific sound effect) is output when the target variation image 161 is displayed and when the pre-read variation image 162 is displayed, but the specific light-emitting unit 15 does not emit light in the same manner (specific light-emitting manner). In other words, it is conceivable that the same sound effect (specific sound effect) is used to indicate that the display of the target variation image 161 and the display of the pre-read variation image 162 are based on the same concept (same type of display).
[0129] Specific Examples 3-6 The system is configured so that a specific light-up effect indicating the outcome of a target lottery occurs a maximum of once (from the time the lottery information for the target lottery result is acquired until the notification of the target lottery result is completed (the target fluctuation ends), the specific light-up effect for that target lottery result will occur a maximum of only once). In other words, it is designed so that a specific light-up effect indicating the outcome of a target lottery does not occur both in the "pre-read fluctuation" and in the "target fluctuation". Therefore, if a specific light-up effect indicating the outcome of a target lottery occurs in the "pre-read fluctuation", there is no possibility of the specific light-up effect occurring in the "target fluctuation".
[0130] By doing this, the specific flashing effect can be made to have a simple gameplay style where it can only occur once before the target spin ends, including during the pre-read spin (it either happens or it doesn't).
[0131] Specific Example 3-7 In the above embodiment, it was explained that the target variation image 161 and the pre-read variation image 162 include common image components. However, a configuration in which such common image components are not included is also possible. Even with such a configuration, the specific light-emitting unit 15 emits light in the same emission mode (specific emission mode) when the target variation image 161 is displayed and when the pre-read variation image 162 is displayed, so there is a possibility that the player will perceive both effects as being of the same type.
[0132] However, as in the embodiment described above, if the target variation image 161 and the pre-read variation image 162 include common image components, the relationship between the two effects can be found through the effect images, and thus the probability that the player will perceive the two effects as belonging to the same category of effects increases.
[0133] Specific Example 3-8 The target variation image 161 and the pre-read variation image 162, which may be displayed during a specific light emission effect, are of the same form (same size and content), but their display positions in the display area 911 are different (the difference in display position is the difference in the form of the two images). For example, the target variation image 161 and the pre-read variation image 162 are of the same form, but the target variation image 161 is displayed closer to the center of the display area 911 than the pre-read variation image 162. Even in this way, it is possible to distinguish whether it is being executed as a so-called "specific variation effect" or as a "pre-read effect," and it becomes clearer that these effects are based on the same concept (effects of the same type).
[0134] However, if either the size or content of the target variation image 161 and the pre-read variation image 162 are different, it can be said that the distinction between whether it is being executed as the "variation effect" or as a "pre-read effect" will become clearer (as in the embodiment described above, if both the size and content are different, the distinction will become even clearer).
[0135] 〇Specific Example 3-9 In the specific light-emitting effect, the time for which the target variation image 161 or the pre-read variation image 162 is displayed is set to be longer than the time for which the specific light-emitting unit 15 emits light in the specific light-emitting mode. In other words, even after the specific light-emitting unit 15 has finished emitting light in the specific light-emitting mode and returned to its normal state, the target variation image 161 or the pre-read variation image 162 will continue to be displayed. Since the effects using images displayed in the display area 911 (main display device 91) attract more attention from the player than the effects using light-emitting units outside the display area 911, the time for which the target variation image 161 or the pre-read variation image 162 is displayed is set to be relatively long. On the other hand, the emission of light by the specific light-emitting unit 15 in the specific light-emitting mode is intended to make the effects displaying the target variation image 161 and the effects displaying the pre-read variation image 162 appear to be effects based on the same concept (effects of the same type) (it is supplementary), so the emission time is set to be relatively short.
[0136] 〇Specific Example 3-10 The target variation image 161 and the pre-read variation image 162 shall include image elements that suggest that the specific light-emitting unit 15 is emitting light in a specific light-emitting pattern. For example, these images may include image elements of the same color as the light-emitting color of the specific light-emitting pattern. If the specific light-emitting pattern is defined as the specific light-emitting pattern of the specific light-emitting unit 15 emitting pink light, as in the above embodiment, then the target variation image 161 and the pre-read variation image 162 may have pink image elements (for example, the image background may be pink) (see Figures 27(a-2) and (b-2)). Although not shown, it is also possible that the target variation image 161 and the pre-read variation image 162 may include the name of the specific light-emitting effect (in the above embodiment, "pink flash") as an image element. In this way, when the target variation image 161 and the pre-read variation image 162 are displayed, it becomes easier for the player to notice that the specific light-emitting unit 15 is emitting light.
[0137] 〇Specific Example 3-11 Both the target variation image 161 and the pre-read variation image 162 are provided with multiple forms that have different levels of reliability for the target win / fail lottery result. For example, the target variation images include a first target variation image 161a and a second target variation image 161b that has a different form. When a specific light-emitting effect occurs during the target variation, the first target variation image 161a may be displayed (see Figure 28(b-1)) or the second target variation image 161b may be displayed (see Figure 28(b-2)). The reliability of the target win / fail lottery result is set to be higher when the second target variation image 161b is displayed than when the first target variation image 161a is displayed. Furthermore, two pre-read variation images 162 are provided: a first pre-read variation image 162a and a second pre-read variation image 162b, which has a different appearance. When a specific light-emitting effect occurs during a pre-read variation, either the first pre-read variation image 162a is displayed (see Figure 29(b-1)) or the second pre-read variation image 162b is displayed (see Figure 29(b-2)). The reliability of the target win / loss lottery result is set to be higher when the second pre-read variation image 162b is displayed than when the first pre-read variation image 162a is displayed.
[0138] In this way, it is possible to distinguish whether the event is occurring as a so-called "current fluctuation effect" or a "pre-read effect" depending on whether the target fluctuation image 161 or the pre-read fluctuation image 162 is displayed. Furthermore, the type of image displayed as the target fluctuation image 161 or the pre-read fluctuation image 162 will also be a form of effect that players will pay attention to.
[0139] 〇Specific Example 3-12 Multiple types of specific light emission modes are provided. For example, in a specific light emission effect, the specific light emission unit 15 may be in a first specific light emission mode (see Figure 30(b-1)) or in a second specific light emission mode which is different from the first specific light emission mode (see Figure 30(b-2)) (Figure 30 shows an example where the first specific light emission mode emits light in pink and the second specific light emission mode emits light in gold). It is preferable that, when a specific light emission effect is not occurring, the specific light emission unit 15 does not emit light in the first specific light emission mode and does not emit light in the second specific light emission mode.
[0140] In both cases where the specific light-emitting effect occurs during a target variation or during a pre-read variation, the specific light-emitting unit 15 may emit light in a first specific light-emitting mode or in a second specific light-emitting mode (Figure 30 shows an example where the specific light-emitting effect occurs during a target variation. An example where the specific light-emitting effect occurs during a pre-read variation is omitted). Furthermore, in both cases where the specific light-emitting effect occurs during a target variation or during a pre-read variation, the reliability of the target success / failure lottery result is set to be higher when the specific light-emitting unit 15 emits light in the second specific light-emitting mode (see Figure 30(b-2)) than when it emits light in the first specific light-emitting mode (see Figure 30(b-1)). In this way, when the specific light-emitting effect occurs, the effect becomes one in which the specific light-emitting unit 15 emits light in which type of specific light-emitting mode is also noteworthy.
[0141] However, rather than having a configuration with multiple types of specific light emission modes as in this example, having a configuration with only one type of light emission mode as in the above embodiment has the advantage that when a specific light emission effect occurs, the specific light emission unit 15 will always emit light in a fixed light emission mode, making it clearer that the effects are based on the same concept (effects of the same type).
[0142] <Stage image presentation> The gaming machine 1 according to this embodiment can execute a staged image animation as one of the animations that constitute the variation animation. In the following description of the staged image animation, the win / loss lottery result that is the subject of the reliability indication by the staged image animation may be referred to as the target win / loss lottery result, and the variation animation (variation animation including the staged image animation) corresponding to the target win / loss lottery result may be referred to as the target variation animation (target variation). Note that the staged image animation will only occur in variations that satisfy predetermined execution conditions. In addition, in this embodiment, the staged image animation may occur in the normal game state. However, it may also be said that it may occur in a specific game state.
[0143] The step-up image presentation is a presentation (step-up presentation) in which the reliability of the target winning / losing lottery result (the probability of winning the target winning / losing lottery) increases as the stage of the target step-up image 17 (see Figure 31), which is displayed in a predetermined manner, increases. In this embodiment, the predetermined display manner is that the image is displayed in the center of the display area 911 at a predetermined size (see Figures 32 and 33). In this embodiment, the target step-up image 17 is provided with images from the first stage (step 1) to the fifth stage (step 5) (the reliability is divided into five stages) (see Figure 31). The total number of stages in the step-up image presentation can be set as appropriate, but it is preferable to have a configuration with three or more stages. In the following description, the target step-up image 17 of the ○th stage (○ = 1 to 5) may be referred to as the "○th stage image". Also, in the drawings, the target step-up image 17 of the ○th stage is indicated with the letters "SU○". However, it is not necessary for the target step-up image 17 to have such letters attached.
[0144] In this embodiment, the staged image presentation begins with the display of the first stage image at a predetermined position. Subsequently, the display of the second stage image at the predetermined position replaces the first stage image, which marks the progression to the second stage (step 2). Thus, the display of the next stage image indicates progression to the next stage (step-up progression), while the presentation ends if the next stage image is not displayed. In this embodiment, one of the target stage images 17 is displayed from the start of the staged image presentation (from the display of the first stage image) until its end (there is no blank period in which no target stage images 17 are displayed). In other words, when progressing from a certain stage (stage X) to the next stage (stage X+1), the erasure of the Xth stage image and the display of the X+1th stage image occur simultaneously (a slight delay that the player cannot perceive may occur), so that there is no period in which no target stage images 17 are displayed. The final stage of the target stage image 17 that was displayed represents the result of the stage image presentation (hereinafter, the result of the stage image presentation when the ○th stage image is displayed and the presentation ends may be referred to as "Step ○ End". For example, if the step-up ends with the 3rd stage image displayed, the result of the stage image presentation will be "Step 3 End".). The higher the stage of the result of the stage image presentation (in the order of "Step 1 End" < "Step 2 End" < "Step 3 End" < "Step 4 End" < "Step 5 End"), the higher the reliability. When the presentation progresses to the highest stage (in this embodiment, the result is "Step 5 End"), it may be set so that the target success / failure lottery result is guaranteed to be a jackpot.
[0145] In this embodiment, multiple performance modes (also referred to as stages, etc.) are provided, and the performance mode is automatically switched when a mode change condition is met. The manner of the variation performance is determined according to the currently set performance mode. For example, if a performance mode for a certain character is set, a variation performance will unfold in which that character takes center stage, and if a performance mode for another character is set, a variation performance will unfold in which that other character takes center stage. The currently set performance mode is reflected in the background image displayed as the background of the decorative symbol 80. In other words, the background image of the decorative symbol 80 corresponds to the current performance mode, so it is possible to determine the currently set performance mode by the type of background image. The name of the currently set performance mode may also be displayed. Furthermore, when a change in performance mode (so-called stage change) occurs, the name of the new performance mode (stage) may be displayed. Note that the types of performance modes set only create differences in performance and do not affect the expected value of the player's direct profit (payout). Hereinafter, one of the possible performance modes set in this embodiment will be referred to as performance mode A (first performance mode), and another mode, performance mode B (second performance mode). Note that only two performance modes are listed to make the explanation of the staged image performance easier to understand, and three or more performance modes may be provided. In the diagrams explaining the staged image performance, the situation when performance mode A is set and the situation when performance mode B is set are represented by the difference in the background image (the illustration of the background image is omitted in other diagrams) (see Figures 32 and 33).
[0146] The target stage image 17 displayed during the stage image presentation can be divided into mode-dependent images (mode-dependent forms) whose form changes depending on the type of presentation mode currently set (hereinafter sometimes referred to as the current setting mode), and common images (common forms) whose form is the same regardless of the type of current setting mode (see Figure 31). Mode-dependent images have different forms depending on whether presentation mode A is the current setting mode or presentation mode B is the current setting mode (even if there are three or more presentation modes, the form will differ depending on which type of presentation mode is the current setting mode). On the other hand, common images have the same form regardless of whether presentation mode A or presentation mode B is the current setting mode (even if there are three or more presentation modes, the form will be the same regardless of the current setting mode).
[0147] In the staged image presentation of this embodiment, one or more target staged images 17, counted from the lowest stage, are mode-corresponding images. That is, at least the first staged image is a mode-corresponding image. In this embodiment, the first to third staged images are mode-corresponding images (see Figure 31). As first staged images, there is a first staged image A displayed when the presentation mode A is the current setting mode, and a first staged image B (which differs in appearance from the first staged image A) displayed when the presentation mode B is the current setting mode. As second staged images, there is a second staged image A displayed when the presentation mode A is the current setting mode, and a second staged image B (which differs in appearance from the second staged image A) displayed when the presentation mode B is the current setting mode. As third staged images, there is a third staged image A displayed when the presentation mode A is the current setting mode, and a third staged image B (which differs in appearance from the third staged image A) displayed when the presentation mode B is the current setting mode. If there are three or more performance modes, then each of the first to third stage images will have three or more images corresponding to each performance mode.
[0148] The target stage images 17 from the Nth stage (where N is 2 or greater) onwards are considered common images. In this embodiment, N=4. That is, the fourth and fifth stage images are considered common images (see Figure 31).
[0149] Thus, in the staged image presentation, when the first to third stage images are displayed, these stage images correspond to the presentation mode. That is, in the staged image presentation when presentation mode A is set, the first stage image A is displayed in step 1, the second stage image A is displayed in step 2, and the third stage image A is displayed in step 3 (see Figures 32(a) to (c)). Also, in the staged image presentation when presentation mode B is set, the first stage image B is displayed in step 1, the second stage image B is displayed in step 2, and the third stage image B is displayed in step 3 (see Figures 33(a) to (c)). On the other hand, when the fourth and fifth stage images are displayed, these stage images are the same regardless of the presentation mode (whether it is presentation mode A or presentation mode B) (see Figures 32(d)(e) and 33(d)(e)). In other words, from step 1 to step 3, mode-corresponding images corresponding to the presentation mode are displayed, but from step 4 onwards, common images unrelated to the presentation mode are displayed. If the staged image sequence is completed by step 3, all of the displayed staged images 17 will be mode-specific images. If the staged image sequence progresses to step 4 or beyond, common images unrelated to the sequence mode will be displayed from step 4 onwards.
[0150] In this embodiment, the reliability of the staged image presentation is the same regardless of the type of presentation mode, as long as the final stage reached (the stage at which the presentation ends) is the same (the type of presentation mode does not affect the reliability of the staged image presentation). For example, if the final result is "Step 3", if presentation mode A is set, the third stage image A will be displayed (as shown in Figure 32(c)) and the presentation will end, while if presentation mode B is set, the third stage image B will be displayed (as shown in Figure 33(c)) and the presentation will end. In this case, the appearance of the target staged image 17 that is finally displayed will be different for the third stage image A and the third stage image B, but in either case the reliability is the same.
[0151] The reason for structuring the staged image presentation in this way is as follows: Since the staged image presentation starts from the first stage (step 1), by making at least the target stage images 17 up to a certain point, including the first stage image, mode-corresponding images, the staged image presentation will include a period in which the presentation pattern corresponds to the currently set mode (since the beginning of the staged image presentation (at least the period including step 1) corresponds to the currently set mode, the staged image presentation will not end in a pattern unrelated to the currently set mode). On the other hand, when the step-up progresses to a certain extent (step 4 or higher in this embodiment), a target stage image 17 in a pattern unrelated to the currently set mode (independent of the currently set mode) is displayed, emphasizing that the situation is such that there is reason to be optimistic about the target success / failure lottery result, thereby enhancing the presentation effect (reliability suggestion effect).
[0152] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned stage image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0153] 〇Specific Example 4-1 Not all of the target stage images 17 from the Nth stage onward (where N is 2 or greater) are common images. Rather, some of the target stage images 17 from the Nth stage onward are common images, while others are mode-specific images. For example, the first, second, and fourth stage images are mode-specific images, while the third and fifth stage images are common images (see Figure 34). This creates a stage image presentation in which common images may be temporarily displayed during the step-up process.
[0154] However, as in the embodiment described above, if images below the Nth stage are mode-specific and images from the Nth stage onward are common, it can be said that this results in an easy-to-understand presentation where the image switches from a mode-specific image to a common image midway through the step-up process (there is a stage where the image switches from a mode-specific image to a common image).
[0155] 〇Specific Example 4-2 The target stage image 17 for the highest stage (the stage with the highest reliability) is set as a common image, and the target stage images 17 for the other stages (from the first stage to the stage immediately preceding the highest stage) are set as mode-corresponding images. If the fifth stage is the highest stage in the stage image presentation as in the embodiment described above, then the first to fourth stage images are set as mode-corresponding images, and the fifth stage image is set as a common image (see Figure 35). In this way, when a situation is reached where the stage does not progress any further (no step-up occurs), the image changes from a mode-corresponding image to a common image (reaching the common image functions as indicating the arrival of the highest stage).
[0156] Specific Example 4-3 In the above embodiment, when the staged image presentation progresses from stage X to stage X+1, the image of stage X is erased (no longer displayed). However, at least a portion of the image of stage X may remain. In other words, the staged image presentation may retain images from stages prior to the current stage (stages that have passed).
[0157] However, as in the embodiment described above, by ensuring that images from previous stages (past stages) are not retained (not displayed), it is possible to clearly indicate that the displayed target stage image 17 has switched from a mode-specific image to a common image.
[0158] Specific Example 4-4 The performance mode (stage) may be selectable by the player. That is, instead of the performance mode being automatically switched when the mode change conditions are met, as in the embodiment described above, the player may be able to select their preferred performance mode. In this case, the mode-corresponding images in the stage image performance will be images corresponding to the player's preferred performance mode (at least the first stage image will be an image for the performance mode selected by the player).
[0159] Specific Examples 4-5 Mode-specific images shall include mode-suggestive elements that indicate the currently set mode. For example, if performance mode A is a mode based on "event A" and performance mode B is a mode based on "event B" (examples of "events" include characters, scenes, seasons, etc.), then the mode-specific image displayed when performance mode A is set shall include elements that suggest "event A," and the mode-specific image displayed when performance mode B is set shall include elements that suggest "event B." For example, if performance mode A is a mode based on character A and performance mode B is a mode based on character B, then as shown in Figure 36, the mode-specific image displayed when performance mode A is set shall include elements that suggest character A, and the mode-specific image displayed when performance mode B is set shall include elements that suggest character B. Note that since common images can be displayed in any performance mode (either performance mode A or performance mode B), it is preferable that they do not include elements that suggest an event corresponding to either performance mode.
[0160] This makes it easier to understand that the mode-corresponding images correspond to the currently set mode (at least the first stage image (the beginning of the animation) is considered a mode-corresponding image, so players can easily notice that the stage image animation corresponds to the currently set mode).
[0161] Specific Examples 4-6 A step-by-step image sequence may transition from step X to step X+2 or higher. In other words, it may be a step-by-step image sequence that "skips" one or more steps.
[0162] In this example, it is possible to configure the system so that skipping the first stage never occurs (the first stage image is always displayed at the beginning of the animation), or it is possible to configure the system so that skipping the first stage occurs (there is a possibility that the first stage image is not displayed at the beginning of the animation). With the former configuration, the stage image animation will always start with the mode-corresponding image (the beginning of the animation will correspond to the currently set mode). With the latter configuration, the stage image animation will be advantageous for the player if it starts with a common image (because starting with a common image means that the animation has started by skipping at least the first stage (mode-corresponding image)).
[0163] 〇Specific Example 4-7 The target stage image 17 shall include image components corresponding to each stage (hereinafter referred to as stage-corresponding elements). For example, a color corresponding to each stage may be determined, and the target stage image 17 may include a portion exhibiting the color corresponding to that stage. For example, as shown in Figure 37, the stage image presentation is divided into five stages as in the above embodiment, and the target stage image 17 has a portion colored (color element corresponding to each stage) such as "white" for the first stage, "blue" for the second stage, "green" for the third stage, "red" for the fourth stage, and "gold" for the fifth stage (at least the mode-corresponding image shall have stage-corresponding elements). Note that the characters representing the number of stages included in each target stage image 17 of the above embodiment can also be said to be a type of stage-corresponding element.
[0164] This approach has the advantage of making it easier to understand the degree of progression, as even though the mode-dependent images will differ in appearance depending on the performance mode, they will contain the same stage-dependent elements if they are at the same stage.
[0165] Specific Examples 4-8 The probability of occurrence of the staged image sequence is set so that the lower the reliability of the result, the higher the probability of occurrence (note that the probability of occurrence here refers to the sum of the staged image sequence that occurs when the target win / loss lottery result is a jackpot and the staged image sequence that occurs when the target win / loss result is a loss). If the configuration is as in the above embodiment, the probability of occurrence will decrease in the order of "End of Step 1", "End of Step 2", "End of Step 3", "End of Step 4", and "End of Step 5" (the probability of occurrence of "End of Step 1" is the highest and the probability of occurrence of "End of Step 5" is the lowest). In this way, the probability of the staged image sequence progressing to the stage where the common image is displayed will be low, so the display of the common image will be perceived by the player as a valuable event ("rare" event).
[0166] 〇Specific Example 4-9 Assume that there are three or more performance modes. Of these, two performance modes share a common mode-corresponding image. For example, suppose there are performance modes X, Y, and Z. In performance modes X and Y, a common mode-corresponding image is displayed. Since at least the first stage image is a mode-corresponding image, the same image (first stage image XY) is displayed as the first stage image whether a staged image performance occurs in performance mode X or performance mode Y (see Figure 38(a) and (b)). In other words, in performance modes X and Y, the same type of mode-corresponding image is displayed for the same stage. On the other hand, in performance mode Z, a mode-corresponding image with a different type from the mode-corresponding images of performance modes X and Y is displayed. Since at least the first stage image is a mode-corresponding image, when a staged image performance occurs in performance mode Z, the first stage image Z (which has a different type from the first stage image XY) is displayed as the first stage image (see Figure 38(c)). In other words, even at the same stage, different mode-specific images are displayed depending on whether the current setting mode is performance mode X or performance mode Y.
[0167] If you have a need to present two or more performance modes as being of the same type, you can use a stepped image presentation as shown in this example, where a common mode-corresponding image is displayed for all two or more performance modes (using a stepped image presentation is a good way to give the impression that two or more different performance modes are of the same type).
[0168] Specific Example 4-10 Even if the final stage of a staged image sequence is the same, the reliability may differ. For example, in the configuration of the above embodiment, the reliability will differ between when the staged image sequence that occurs in sequence mode A is "end of step 3" (the sequence ends when "third stage image A" is displayed) and when the staged image sequence that occurs in sequence mode B is "end of step 3" (the sequence ends when "third stage image B" is displayed). In other words, even if "Mth stage image A" and "Mth stage image B" are images of the same Mth stage (step M), their reliability may differ. In this way, even if the sequence steps up to the same stage, the difference in the mode-corresponding image can result in a difference in reliability.
[0169] However, as in the embodiment described above, if the final stage reached (the stage where the performance ends) is the same, the reliability is the same regardless of the type of performance mode (the type of performance mode does not affect the reliability of the staged image performance). This has the advantage of making the performance easier to understand and easier to control.
[0170] <Special special performance> The gaming machine 1 according to this embodiment can perform a prescribed special performance. A prescribed special performance is a performance that occurs when a prescribed condition is met. The prescribed condition is as follows:
[0171] The gaming machine 1 according to this embodiment includes an additional prize area 909 (also called a general prize area, etc.) which is not a prize area where the entry of a game ball triggers the acquisition of win / failure lottery information (trigger for executing a win / failure lottery), as is the case with the starting area 904 (starting prize area), but rather a prize area where the entry of a game ball triggers the payout of a predetermined number of prize balls, but does not trigger the acquisition of win / failure lottery information (trigger for executing a win / failure lottery). In this embodiment, three additional prize areas 909 (10 prize balls) are provided on the left side of the game area 902 (the area entered by shooting left-handed) (see Figure 1). Therefore, when a player shoots left-handed in a game state where left-handed shooting is required, the game ball has the potential to enter the additional prize area 909 (in the following description, entry into the additional prize area 909 may be referred to as "additional prize"). In this embodiment, the normal game state is one in which the player should shoot to the left, so there is a possibility of other winning combinations occurring during the normal game state.
[0172] As described above, in this embodiment, the gaming machine 1 has specific gaming states (first specific gaming state, second specific gaming state) that are more advantageous than the normal gaming state. Players who start playing in the normal gaming state will first aim to transition to a specific gaming state (preferably the second specific gaming state). In this embodiment, the period until the transition from the normal gaming state to a specific gaming state is realized is called the "specified period," and the specified condition is met when the number of game balls that enter the other prize area 909 during the specified period (hereinafter referred to as the number of other prizes) reaches a specified number. The specified period begins when the normal gaming state is newly started. The specified period ends when the player transitions to a specific gaming state. When a normal jackpot is won, the player returns to the normal gaming state after the jackpot game ends (without transitioning to a specific gaming state), so the specified period does not end. If we define the game state that triggers the start of a specified period as the "standard game state" and the game state that triggers the end of a specified period as the "other game state," then in this embodiment, the normal game state is the "standard game state," and the specific game state (first specific game state or second specific game state) is the "other game state." When a specified period ends, the number of other winnings up to that point is reset. Therefore, when a new specified period begins, the number of other winnings is counted from "0." In addition, in this embodiment, when a specified condition is met (when the number of other winnings reaches a specified number), a specified special effect occurs and the number of other winnings is reset.
[0173] As shown in Figure 39, each time an additional win occurs during the specified period, the number of additional wins is incremented by "+1" and stored in the memory (see Figure 39(b)). The specified number can be set as appropriate. In this embodiment, the "specified number = 200". In other words, the specified special performance occurs when the 200th additional win occurs after the start of the specified period (see Figure 39(c)) (see Figure 39(d)). As described above, the specified period ends when the game transitions to a specific game state, and the number of additional wins is reset. Since the game will not transition to a specific game state unless a win is achieved by winning the draw, the longer the period without a win (the more spins until a specific jackpot is achieved), that is, the longer the so-called "slump," the higher the probability of meeting the specified conditions.
[0174] The prescribed special performance, which is executed when the prescribed conditions are met, can be any kind of performance that grants the player a special benefit (a benefit that is not directly related to winning balls). In this embodiment, the player can arbitrarily select the background music (BGM) output during the variation performance from among several selectable songs, and the addition of a special song to these selectable songs occurs as a prescribed special performance (see Figure 39(d)). The method by which the player selects their preferred background music (the method of switching background music) can be any, so the explanation is omitted. It is preferable that the display area 911 displays an image (not shown) representing the method of switching background music (the method of operating the operation means). When the gaming machine 1 is reset (initial state), there are no special songs among the selectable songs. In other words, special songs are songs that are normally not selectable, and the event that such special songs become selectable occurs as a prescribed special performance. In this embodiment, when the prescribed conditions are met, an image indicating that a new song has become selectable is displayed in the display area 911 (see Figure 39(d)). In this embodiment, ten types of special songs (the first to the tenth special songs) are provided, and each time a specified condition is met, a new special song is added as a selectable song.
[0175] In this embodiment, the prescribed special effect will not occur unless the prescribed conditions are met. As stated above, the prescribed special effect in this embodiment is the addition of a special song as a selectable song, so the special song will not become a selectable song unless the prescribed conditions are met. The occurrence of other wins before reaching the prescribed number does not constitute the fulfillment of the prescribed conditions, so the prescribed special effect will not occur as a result of other wins before reaching the prescribed number (the prescribed special effect is not an effect that occurs every time another win occurs).
[0176] Thus, in this embodiment, the longer the game continues in the normal game state (standard game state), which is unfavorable to the player, the more likely it is that the number of other winning combinations will increase, and the probability of meeting the specified conditions and triggering the specified special effect will increase. Therefore, it is possible to suppress the player's frustration when the game does not transition to a specific game state for a long time (when the so-called "slump" becomes long).
[0177] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned provisions regarding special effects. Furthermore, to the extent possible, a configuration may be created by combining multiple techniques described using the following examples.
[0178] 〇Specific Example 5-1 The prescribed special effects can occur even when the prescribed conditions are not met. As in the embodiment described above, if the addition of a special song to the selectable songs occurs as a prescribed special effect, then the addition of the special song can also occur when conditions other than the prescribed conditions are met. In this way, a gameplay experience can be achieved in which there is a possibility of encountering the prescribed special effects even when the prescribed conditions are not met.
[0179] However, as in the embodiment described above, by making it so that a special performance can only occur when the specified conditions are met, the special performance becomes more valuable, and it can be said that this is highly effective in suppressing the frustration of players in situations where the probability of the specified conditions being met is high (situations where it is difficult to transition to a specific game state).
[0180] 〇Specific Example 5-2 An image (hereinafter referred to as "regulation information image 18") that shows an estimate of how long it will take to meet the specified conditions will be displayed. As an example of regulation information image 18, it is conceivable that an image (see Figure 40) is displayed that allows the user to grasp the remaining number of other prizes needed to meet the specified conditions. In addition to the form in which regulation information image 18 includes numbers indicating the remaining number as shown in Figure 40, it is also conceivable that the remaining number be indicated by a meter or by a mark that disappears each time another prize is won.
[0181] The prescribed information image 18 may be displayed regardless of the current number of remaining items, or it may be displayed only when the number of remaining items falls below a predetermined threshold (for example, 10 items) (and not displayed when the number of remaining items exceeds the predetermined threshold). With the former configuration, the prescribed information image 18 will be displayed even when the prescribed conditions are far from being met, which may give the player the impression that something is about to happen due to other winnings. On the other hand, with the latter configuration, it is possible to make the player as unaware as possible of other winnings until the number of remaining items falls below the predetermined threshold.
[0182] In addition to the above, the prescribed information image 18 may include elements that suggest a prescribed special effect. For example, if the addition of selectable background music occurs as a prescribed special effect, as in the embodiment described above, it is conceivable to include text such as "New BGM Added" (see Figure 40). Also, although not shown, it is conceivable to include elements that suggest other wins (for example, text such as "Bonus Win"). However, it is also possible to omit these elements (only include information on the remaining number) to allow players (who are unaware of the existence of the prescribed special effect) to imagine what the prescribed information image 18 represents and enjoy the gameplay.
[0183] 〇Specific Example 5-3 The game is designed so that when a game ball is launched in a manner corresponding to the standard game state (normal game state), there are multiple other-prize areas 909 into which the game ball can enter. However, only one of the other-prize areas 909 is involved in fulfilling the specified condition. In other words, the specified condition is fulfilled when a specified number of balls enter the one other-prize area 909. This configuration allows players to enjoy the game by predicting which of the multiple other-prize areas 909 is involved in fulfilling the specified condition.
[0184] 〇Specific Example 5-4 There are two or more predetermined numbers required to satisfy the specified conditions (each predetermined number is a different value). For example, there are three predetermined numbers: "100" (first predetermined number), "200" (second predetermined number), and "300" (third predetermined number), and a special predetermined effect is triggered each time each predetermined number is reached during a series of predetermined periods (see Figure 41). In this way, even after the number of other winnings reaches a predetermined number during one predetermined period, if the predetermined period continues, a special predetermined effect will be triggered when the next predetermined number is reached (even after achieving the goal of reaching a certain predetermined number, a new goal of reaching the next predetermined number is created).
[0185] Specific Example 5-5 The prescribed special effects shall be configured to function as a way to suggest the outcome of the win / loss lottery. Specifically, when the prescribed conditions are met, the configuration shall be configured to produce a function ("suggestion of a win within the reserve") that suggests the probability that one of the win / loss lottery results based on the already acquired win / loss lottery information (pre-change win / loss lottery information stored in the memory means) will be a jackpot (the probability that there is a jackpot within the reserve).
[0186] The suggestion only needs to be based on the performance mode of the prescribed special performance. The setting should be such that when the performance mode of the prescribed special performance is a special mode, the probability that one of the win / loss lottery results based on the already acquired win / loss lottery information is a jackpot is higher than when it is not a special mode (when it is a normal mode). For example, suppose the prescribed special performance is the addition of a new special song as a selectable song, as in the embodiment described above. Suppose there are multiple songs as special songs (for example, ten types, songs A to J), some of which (for example, eight types, songs A to H) are normal special songs, and the other part is special special songs (for example, two types, songs I and H). When the prescribed condition is met (see Figure 42(a)), the setting should be such that when a special special song is added (when it becomes a special mode) (see Figure 42(b-2)), the probability that one of the win / loss lottery results based on the already acquired win / loss lottery information is a jackpot is higher than when a normal special song is added as a new selectable song (when it becomes a normal mode) (see Figure 42(b-1)). If a special song is added, the system may be set so that one of the previously acquired lottery results is guaranteed to be a jackpot.
[0187] Even if the prescribed special effect is not an effect that adds a new special song as a selectable song, it is still possible to have a configuration like this example. The prescribed special effect can be set so that one or more types of normal effects and one or more types of special effects can occur, and the probability of one of the win / loss results based on the already acquired win / loss lottery information being a jackpot is higher when a special effect occurs than when a normal effect occurs.
[0188] As demonstrated in this example, when the specified conditions are met, players can not only enjoy the specified special effect itself, but also benefit from the "hint of a win within the held" function provided by the specified special effect, resulting in an engaging gameplay experience.
[0189] Specific Examples 5-6 By setting the reference gaming state and the special gaming state to gaming states different from those of the above embodiment, gaming properties different from those of the above embodiment can be realized. For example, a specific gaming state is set as the reference gaming state, and a normal gaming state is set as the special gaming state. Since the specific gaming state is a state where a right strike should be made, it is defined as an additional prize necessary for the establishment of a defined condition that a game ball wins a prize in another winning area 909 (right additional winning area 909r) that can be entered by a right strike, and the establishment of the defined condition is defined as the number of such additional prizes reaching a defined number. By doing so, the probability that the number of additional prizes reaches the defined number (a defined special effect occurs) increases as the gaming in the specific gaming state, which is more advantageous than the normal gaming state, becomes longer, resulting in such gaming properties.
[0190] Also, it is conceivable to set a gaming state other than the second specific gaming state (the most advantageous gaming state for the player) as the reference gaming state and the second specific gaming state as the special gaming state. By doing so, the probability that the defined condition is satisfied increases as the gaming until transitioning to the most advantageous gaming state for the player becomes longer, so the frustration of the player due to not transitioning to the most advantageous gaming state can be suppressed.
[0191] Also, it is conceivable to set the second specific gaming state (the most advantageous gaming state for the player) as the reference gaming state and a gaming state other than the second specific gaming state as the special gaming state (setting winning in the right additional winning area 909r as an additional prize necessary for the establishment of the defined condition). By doing so, gaming properties can be realized such that the probability that the defined condition is satisfied increases as the gaming in the most advantageous gaming state for the player becomes longer.
[0192] 〇Specific Examples 5 - 7 Assume that a light-emitting part (hereinafter referred to as the defined light-emitting part 909p) that emits light when an additional prize occurs is provided. The defined light-emitting part 909p is preferably provided in association with the additional winning area 909. The defined light-emitting part 909p shall emit light in a predetermined manner upon the occurrence of an additional prize (a “+1” in the number of additional prizes). By doing so, the occurrence of the additional prize will be emphasized.
[0193] The specified light-emitting unit 909p should have both a normal and a special light-emitting mode. When an additional win occurs that does not satisfy the specified conditions (when the number of additional wins remains below the specified number even after adding new additional wins, and the specified special effect does not occur), the specified light-emitting unit 909p emits light in the normal mode (for example, in white) (see Figure 43(a)). On the other hand, when an additional win occurs that satisfies the specified conditions (when the number of additional wins becomes the specified number after adding new additional wins, and the specified special effect occurs), the specified light-emitting unit 909p emits light in the special light-emitting mode (for example, in red) (see Figure 43(b)). In this way, the additional win that triggered the fulfillment of the specified conditions (occurrence of the specified special effect) is distinguished and emphasized from other additional wins.
[0194] 〇Specific Examples 5-8 When a predetermined condition is met, a sound effect (predetermined condition met sound) is output from speaker 67 to indicate this. (Note that this predetermined condition met sound is a temporary sound effect (SE) and not background music (BGM)). By outputting such a predetermined condition met sound, it becomes less likely for players to miss that a predetermined special effect is occurring. Preferably, the predetermined condition met sound is a unique sound effect (dedicated sound effect) that is only produced when the predetermined condition is met. In this case, since the predetermined condition met sound can only be heard when the predetermined condition is met, it can be said that the output of the predetermined condition met sound itself functions as a predetermined special effect.
[0195] 〇Specific Examples 5-9 Unlike the above embodiment, the specified number is not fixed. That is, each time a specified period is set, a lottery is held to determine the specified number, and the specified number is determined based on that lottery (one of several different values will be set as the specified number). This way, the difficulty of fulfilling the specified conditions can change, resulting in a gameplay experience.
[0196] <Specific control state> The gaming machine 1 according to this embodiment is capable of setting a specific control state. As will be explained in detail below, the specific control state is a state relating to the control of the decorative symbols 80, and therefore can be set in a game state in which the player is aiming to win a jackpot (the specific control state can be maintained over multiple fluctuations). As long as the specific control state can be maintained in a game state in which the player is aiming to win a jackpot, the conditions for being in a specific game state can be anything. In this embodiment, the specific control state can be set in a normal game state.
[0197] As shown in Figure 2, etc., in this embodiment, multiple types of decorative symbols 80, which are symbols for notifying the result of the lottery, are displayed in the display area 911. If the lottery result is a win, the "winning combination" of decorative symbols 80 is displayed at the end of the variation animation, and if it is a loss, the "losing combination" of decorative symbols 80 is displayed. In this embodiment, a "winning combination" is a set of three of the same type of decorative symbols 80 (if the characters (numbers in this embodiment) contained in each decorative symbol 80 are the same type, they are considered different types if the numbers are different), and anything else is considered a "losing combination".
[0198] In this embodiment, the specific control state is referred to as the "losing symbol limited zone". In this embodiment, under normal conditions, multiple types of decorative symbols 80 are displayed, each containing one of the numbers from "1" to "7" (seven types of decorative symbols 80). (Decorative symbols 80 containing the same number are considered the same type of decorative symbol 80. In the following description, each type of decorative symbol 80 may be referred to as the "1" decorative symbol 80, the "2" decorative symbol 80, etc.) Each of the decorative symbol group 80g contains these seven types of decorative symbols 80. In the losing symbol limited zone, one of these seven types of decorative symbols 80 is designated as the specific symbol. The designated decorative symbol 80 is displayed as part of the multiple decorative symbols 80 included in each decorative symbol group 80g, but it will not be selected from any of the decorative symbol groups 80g as it constitutes a "losing combination" (although the designated symbol is displayed along with the other symbols, making it appear as if it may be selected, it will not be selected when it is a losing combination). Therefore, in a specific control state, the "losing combination" will be composed of decorative symbols 80 other than the designated symbol. Note that the designated symbol is one of the multiple decorative symbols 80 that are normally displayed. A symbol that is only displayed when special conditions are met (or only displayed temporarily) is not designated as a designated symbol.
[0199] In this embodiment, the type of decorative symbol 80 designated as the specific symbol can change. When transitioning to the losing symbol limited zone, a predetermined lottery is performed, and one type of decorative symbol 80 is determined as the specific symbol. In this embodiment, an image (zone image 191) indicating that the player has transitioned to the losing symbol limited zone is displayed in the display area 911 (see Figure 44(a)). In addition, in this embodiment, the type of decorative symbol 80 designated as the specific symbol (symbol type image 192) is also displayed. It may also be made clear to the player that the specific symbol does not constitute a losing combination (an explanatory display for the losing symbol limited zone is provided).
[0200] When determining the symbol combinations that indicate the win / loss result (determining the symbol combinations for each spin), in the losing symbol-only zone, specific symbols are not selected to constitute a losing combination. For example, in the losing symbol-only zone where the "2" decorative symbol 80 is the specific symbol (see Figure 44(a)), in a losing spin that indicates a loss in the win / loss lottery, the "2" decorative symbol 80 is not selected to constitute a losing combination. In other words, if the win / loss lottery result is a loss, the "2" symbol, which is the specific symbol, is not selected from any of the left decorative symbol group 80gL, the middle decorative symbol group 80gC, or the right decorative symbol group 80gR (see Figure 44(b)). However, the losing symbol-only zone only excludes specific symbols from being part of a "losing combination." In other words, specific symbols can still be selected to constitute a "winning combination." For example, in a zone limited to losing symbols where the "2" decorative symbol 80 is designated as a specific symbol, a "winning combination" using the "2" decorative symbol 80 (in this embodiment, three "2" decorative symbols 80 in a row) can be formed (see Figure 44(c)). Naturally, "winning combinations" using decorative symbols 80 other than "2" (decorative symbols 80 other than the specific symbol) can also be formed.
[0201] Because of this configuration, in a specific control state (a zone limited to losing symbols), a jackpot is guaranteed simply by selecting one of the specific symbol's decorative symbols 80 as one of the symbols that make up the symbol combination (three symbols). (Since a jackpot is guaranteed even with just one symbol, a jackpot is also guaranteed if a reach is achieved with the specific symbol.) This creates a novel and interesting gameplay experience. From the player's perspective, (after knowing the specific symbol) the gameplay becomes about hoping that the specific symbol will be selected from among the multiple types of decorative symbols 80g.
[0202] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific control states. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0203] Specific Example 6-1 In a specific control state, the type of decorative symbol 80 designated as the specific symbol is not explicitly shown. In other words, internally, a certain type of decorative symbol 80 is designated as the specific symbol (an image indicating that the specific control state is in place (zone image 191) is displayed), but an image indicating which type of decorative symbol 80 it is (an image like the symbol type image 192 described in the above embodiment) is not displayed in the display area 911 (see Figure 45(a)). In this way, in a specific control state, the player enjoys predicting which type of decorative symbol 80 is designated as the specific symbol (once a certain losing combination is formed, all the decorative symbols 80 constituting that losing combination no longer have the potential to be the specific symbol, so after a certain amount of variation is performed, it becomes clear which type of decorative symbol 80 is designated as the specific symbol (by narrowing it down through elimination)).
[0204] Furthermore, even when a specific symbol is selected and displayed from among multiple sets of 80 decorative symbols, no action (effect) indicating that a specific symbol has been selected will occur. In other words, when a specific decorative symbol 80 is selected from a set of 80 decorative symbols, no image will be displayed that would not be displayed when a non-specific decorative symbol 80 is selected. In this example, the player enjoys predicting which type of decorative symbol 80 has been designated as the specific symbol, so the selection of a specific symbol is not explicitly indicated (there is no special effect that only occurs when a specific symbol is selected).
[0205] 〇Specific Example 6-2 The game is designed so that it is not explicitly stated (notified to the player) that it is in a specific control state. In other words, an image indicating whether or not it is in a specific control state (such as the zone image 191 described in the above embodiment) is not displayed (the background image of the decorative symbols 80 is the same whether or not it is in a specific control state). Since it is not explicitly stated that it is in a specific control state, the start and end timings of the specific control state are also not explicitly stated. If the specific control state starts / ends with the start / end of a certain game state, the image indicating the start / end of that game state is merely to notify the start / end of that game state and does not indicate the start / end of the specific control state. Since it is not explicitly stated that it is in a specific control state, naturally, an image such as the symbol type image 192 described in the above embodiment is not displayed, and it is not explicitly stated which decorative symbol 80 is the specific symbol. In this example, the player plays the game without knowing whether or not it is in a specific control state. In other words, the gameplay involves the player not knowing whether the decorative symbol 80, which has no possibility of being selected as part of a losing combination, is being displayed in a variable manner.
[0206] Specific Example 6-3 In a specific control state, two or more decorative patterns 80, which are part of multiple types of decorative patterns 80, may be designated as specific patterns. In this case, in the specific control state, the remaining decorative patterns 80, excluding the two or more decorative patterns 80, will form a losing combination.
[0207] The configuration may allow for variations in the number of types of decorative symbols 80 designated as specific symbols. For example, one type of decorative symbol 80 may be designated as a specific symbol, or two or more types of decorative symbols 80 may be designated as specific symbols. In this case, if the types of decorative symbols 80 designated as specific symbols are not explicitly stated, as in the examples 6-1 and 6-2 above, the gameplay becomes one in which players enjoy guessing whether there is one type or two or more types of decorative symbols 80 designated as specific symbols.
[0208] 〇Specific Example 6-4 Let's set it up so that some (one or more than one) of the plurality of predetermined decorative patterns 80 are patterns that are not designated as specific patterns (hereinafter referred to as non-target patterns). Non-target patterns can be patterns that form a losing combination in any state. For example, let's set the decorative pattern 80 of "4" and the decorative pattern 80 of "6" as non-target patterns (let's set the other decorative patterns 80 as target patterns that can be designated as specific patterns) (see Fig. 45(b)). By doing this, since the types of decorative patterns 80 that can be designated as specific patterns are limited to a part (target patterns), it becomes a gameplay where it is easy to identify the decorative patterns 80 designated as specific patterns.
[0209] 〇Specific Example 6-5 Let's configure it so that the decorative pattern 80 that becomes a specific pattern is fixed. That is, let's set it up so that some (one or more than one) of the plurality of types of decorative patterns 80 are designated as specific patterns, and the rest are not designated as specific patterns. For example, let's configure it so that the decorative pattern 80 of "3" and the decorative pattern 80 of "7" are determined to be specific patterns (when it is done as in this example, it means that patterns other than the patterns determined to be specific patterns will not be designated as specific patterns). In this case, it can be a clear specific control state where it is determined which pattern will result in a big win when selected.
[0210] 〇Specific Example 6-6 It may be possible to set a specific control state in a specific gaming state. Especially, in the case of the so-called ST state where the second specific gaming state continues until it loses for a predetermined number of times (ST times) continuously as in the above embodiment, winning the win / loss lottery before it loses continuously for the predetermined number of times is a gameplay that is a branch for continuous winning. By setting a specific control state in such a state, it can be a gameplay where "if a specific pattern is selected, it is a sure win → continuous winning is confirmed".
[0211] Furthermore, in the specific game state, compared to the normal game state, it is easier for game balls to enter the starting area 904 (making it easier to obtain win / loss lottery information), and the average time required for the variation animation (variation time) is shorter. In other words, the variation is completed relatively quickly. If the configuration is such that the types of decorative symbols 80 designated as specific symbols are not explicitly shown, as in the specific game state 6-1 and 6-2 above, when the specific control state is set in the specific game state, the variation is completed quickly, so it should not take much time to determine the type of specific symbol.
[0212] Specific Examples 6-7 The decorative symbol 80 designated as a specific symbol is set so that it will not enter a so-called pseudo-stop state (as previously described) during a losing fluctuation in a specific control state (and since the specific symbol does not constitute a losing combination during a losing fluctuation in a specific control state, it will naturally not "completely stop" either). For example, suppose a specific control state is assumed in which the decorative symbol 80 "5" is designated as a specific symbol (see Figure 46(a)). If a pseudo-stop of the specific symbol is allowed, the decorative symbol 80 "5" may temporarily pseudo-stop (see Figure 46(b)), then fluctuate again (see Figure 46(c)) and change into another decorative symbol 80. In this case, even if the control is managed so that the "5" decorative symbol 80 does not end up forming a losing combination (see Figure 46(d)), the temporary pseudo-stop of the "5" decorative symbol 80 may cause the player to mistakenly believe that a jackpot is confirmed, or to mistakenly believe that the "5" decorative symbol 80 is not a specific symbol (this is especially true if the type of decorative symbol 80 designated as a specific symbol is not explicitly stated, as in the examples 6-1 and 6-2 above. Figure 46 shows a configuration in which the type of decorative symbol 80 designated as a specific symbol is not explicitly stated). To prevent such misunderstandings, in losing fluctuations under a specific control state, the decorative symbol 80 designated as a specific symbol will not pseudo-stop (so that the situation does not become like that shown in Figure 46(b)).
[0213] Specific Examples 6-8 The decorative symbols 80 designated as specific symbols are designed so that their symbol color does not change (hereinafter referred to as "color change"). The color of the decorative symbols 80 is known to indicate various information (for example, the value of a jackpot when a winning combination is formed is based on the color of the decorative symbols 80 that make up the winning combination), and effects in which color changes occur during the spin are also known. Therefore, the decorative symbols 80 designated as specific symbols are designed so that no color changes occur (however, at least some of the decorative symbols 80 that are not designated as specific symbols may be allowed to change color). If a noticeable change occurs in the decorative symbols 80 designated as specific symbols, players may mistakenly think that the decorative symbols 80 are not specific symbols (especially if the type of decorative symbol 80 designated as specific symbols is not clearly indicated, as in the above examples 6-1 and 6-2), so the decorative symbols 80 designated as specific symbols are designed so that no color changes occur.
[0214] 〇Specific Examples 6-9 In a specific control state, from a state in which multiple decorative symbol groups 80g (three decorative symbol groups 80g in the above embodiment) are all displayed in a variable state, the variation of these decorative symbol groups 80g stops simultaneously, and an effect (sudden stop effect) occurs in which a winning combination of the designated decorative symbol 80 is displayed. For example, in a specific control state in which the "1" decorative symbol 80 is designated as the designated symbol, from a state in which multiple decorative symbol groups 80g are all displayed in a variable state (see Figure 47(a)), the variation of multiple decorative symbol groups 80g stops simultaneously, resulting in a sudden stop effect (see Figure 47(b)) in which a winning combination of three "1" decorative symbols 80 is displayed and a jackpot is announced.
[0215] Since a specific symbol does not constitute a losing combination, a jackpot is confirmed the moment a specific symbol is selected from a certain group of decorative symbols 80g. Therefore, when the player knows the decorative symbol 80 designated as the specific symbol (for example, when the configuration explicitly identifies the decorative symbol 80 designated as the specific symbol as in the above embodiment, or when the configuration does not explicitly identify the type of decorative symbol 80 designated as the specific symbol as in specific examples 6-1 and 6-2, but the player manages to identify the decorative symbol 80 designated as the specific symbol), stopping the variation of the group of decorative symbols 80g one by one when forming a winning combination with the specific decorative symbol 80 may cause the player to feel annoyed. Taking this into consideration, a sudden stop effect may occur where the "winning combination of the specific symbol" is displayed suddenly, as described above.
[0216] <Special guaranteed animation, gameplay to acquire rights> The gaming machine 1 according to this embodiment can execute a special guaranteed win animation as one of the animations that may occur during a variation animation. In the following description of the special guaranteed win animation, the win / loss lottery result that is the target of the indication (indication of a guaranteed jackpot) by the special guaranteed win animation may be referred to as the target win / loss lottery result, and the variation animation in which the special guaranteed win animation occurs may be referred to as the target variation animation (target variation). In this embodiment, the special guaranteed win animation occurs in the normal game state. However, it may also occur in a specific game state.
[0217] A special confirmation animation is a type of so-called premium animation that, when it occurs, guarantees that the target win / loss lottery result is a jackpot. In this embodiment, the special confirmation animation occurs when a predetermined animation image (special confirmation image 20) is displayed in the display area 911. The specific form of the special confirmation image 20 can be anything. The special confirmation image 20 is an image that is only displayed when a special confirmation animation occurs (an image exclusive to the special confirmation animation that is not displayed when other premium animations occur). In this embodiment, the "image of a flashing police light" is used as the special confirmation image 20 (see Figure 49(b-1)).
[0218] Special confirmed events will not occur unless the right to trigger a specific event (the right that is a prerequisite for a special confirmed event to occur) is acquired. The right to trigger an event can be acquired by participating in a right-acquisition game (see Figure 48) that may occur during a variation event, and by fulfilling the specified conditions in that right-acquisition game. The right to trigger an event can be acquired during a continuous right-acquisition period in which the right-acquisition game is executed.
[0219] The name of the rights acquisition game and the content of the game can be anything as long as it encourages players to participate in the game and allows for evaluation of their performance. However, the performance of the players (their game performance) in the rights acquisition game in order to fulfill the prescribed conditions is related to the acquisition of the right to trigger the special effect. In other words, the rights acquisition game is a "real" game (not a so-called "rigged game"), and as will be explained in detail later, if a player does not participate in the rights acquisition game at all, they will not be able to acquire the right to trigger the special effect. Also, the result of the target win / loss lottery is related to whether or not a special guaranteed special effect occurs, but it is not related to whether or not the right to trigger the special effect can be acquired (the expected number of special effect trigger rights acquired). Regardless of whether or not the result of the target win / loss lottery is a jackpot, if a player does not participate in the rights acquisition game at all, there is no possibility of fulfilling the prescribed conditions and therefore they will not be able to acquire the right to trigger the special effect.
[0220] In this embodiment, the rights acquisition game is a so-called "rhythm game" in which the player operates a target operating means (push button 61) in time with the music (a detailed explanation of the rhythm game itself is omitted as it is a well-known game) (see Figure 48(a)). The player operates the push button 61 in time with the icons (notes) that flow in time with the music, and the closer the timing of the operation is to the correct timing, the higher the points. Depending on the total points (evaluation value representing the result of the game) at the end of the game (see Figure 48(b)), the right to trigger an effect is granted (see Figure 48(c)). In this embodiment, the number of effect trigger rights that can be acquired in the rights acquisition game (right acquisition period) is limited to a predetermined number (it is preferable that the limit is "2" or more, i.e., that there is a possibility of acquiring multiple effect trigger rights). In this embodiment, a maximum of 4 effect trigger rights are granted (limit = 4). Specifically, the total points are divided into five stages (hereinafter referred to as Stage 1, Stage 2, etc., from lowest to highest), and the number of performance trigger rights granted is determined according to which stage the player belongs to (see Figure 48 "*1"). From Stage 2 onward, performance trigger rights are granted each time a player reaches a stage ("+1"), so reaching the minimum value for each stage constitutes fulfilling the specified condition. If a player does not reach Stage 2 (and remains in Stage 1 (including total points of "0")), no performance trigger rights are granted.
[0221] As described above, the rights acquisition game (rhythm game in this embodiment) is evaluated based on the player's performance regardless of the outcome of the target lottery (the total points above directly reflect the player's skill). Therefore, the better a player is at the rights acquisition game, the more likely they are to acquire (expected value) of performance trigger rights. In this embodiment, the number of performance trigger rights called "instant notification chances" that were granted as a result of the rights acquisition game is shown (see Figure 48(c)). As a result of such rights acquisition game, it is assumed that no performance trigger rights will be acquired at all (number of performance trigger rights acquired). At least in the case where the player does not participate in the rights acquisition game at all (does not operate the control means at all), the total points will be "0" and there will be no possibility of acquiring performance trigger rights (number of performance trigger rights = 0) (see Figure 48 "*2"). In other words, since the rights acquisition game is a "serious" game, if the rights acquisition game is not played at all (the player does not operate the control device at all), the reward (the right to trigger an effect) will not be granted. In this embodiment, however, even if the rights acquisition game is played (the player operates the control device), there is a possibility that the right to trigger an effect will not be acquired (if the total points do not reach the second stage, the right to trigger an effect will be "0" (see Figure 48 "*1")). Pachinko machines that allow player participation games to occur during fluctuations are well known, but generally, these types of games are configured so that the result is predetermined internally even if the player does not participate at all. In this embodiment, the result of the rights acquisition game is directly reflected in the number of effect trigger rights based on the player's performance in the game, so the result is not determined before the rights acquisition game starts.
[0222] After the rights acquisition game ends, an animation that uses the right to trigger an animation (right usage animation) is performed. In other words, a period is set during which the right to trigger an animation acquired in the rights acquisition game can be used. The specific form of the right usage animation can be anything as long as it provides an opportunity for a special guaranteed animation to occur for the number of animation trigger rights acquired in the rights acquisition game. In this embodiment, the player is prompted to operate a predetermined operating means (special operation unit 65) for the number of animation trigger rights (see Figure 49(a)). The operation of the predetermined operating means may trigger a special guaranteed animation. In other words, the operation of the special operation unit 65 is considered to be the "use" of the animation trigger right. Alternatively, the animation trigger right may be "used" automatically without the operation of such an operating means. Since the special guaranteed animation is a guaranteed jackpot animation, if the target win / loss lottery result is a loss, there is no possibility of the special guaranteed animation occurring (the player will not win the animation trigger lottery described later) (see Figure 49(b-2)). In other words, if the target win / loss lottery result is a loss, no matter how many performance trigger rights are acquired during the rights acquisition game (rights acquisition period), the special guaranteed performance will not occur as a result of using those performance trigger rights. On the other hand, if the target win / loss lottery result is a jackpot, a lottery (performance trigger lottery) is held to determine whether or not to execute the special guaranteed performance when the performance trigger rights are used (in this embodiment, the operation of the special operation unit 65). If the lottery is won, the special guaranteed performance occurs (see Figure 49(b-1)), but if the lottery is not won, the special guaranteed performance does not occur, and an image indicating this is displayed (see Figure 49(b-2)). In this embodiment, even if the special operation unit 65 is not operated, the performance trigger lottery is held when the predetermined operation validity period ends. In other words, in the rights usage performance, regardless of whether or not the operation means is operated, the acquired performance trigger rights are used and the performance trigger lottery is held. The probability of winning the special effect lottery when the target win / loss lottery result is a jackpot can be set as appropriate (however, this probability is neither 0% nor 100%). In this embodiment, it is set to 1 / 4.In other words, a 1 / 4 chance of winning is drawn for each performance trigger right acquired, and if successful, a special guaranteed performance occurs. Therefore, if the target win / loss result is a jackpot, the more performance trigger rights acquired during the rights acquisition game (rights acquisition period), the higher the probability of a special guaranteed performance occurring. Also, even if the target win / loss result is a jackpot, if all of the acquired performance trigger rights are not used, a special guaranteed performance will not occur (see Figures 49(a), (b-2)). In this embodiment, if a special guaranteed performance occurs before all performance trigger rights are used, it is indicated that a jackpot is confirmed at that point, so the remaining performance trigger rights are not used. However, this does not negate the possibility of continuing to draw performance triggers until all performance trigger rights are used (allowing for two or more special guaranteed performances to occur).
[0223] As mentioned above, there is a possibility that the right to trigger an effect may not be acquired in the right-acquisition game (the number of acquired effect trigger rights will be 0) (if the player does not participate in the right-acquisition game at all, the number of effect trigger rights will be 0). If the right to trigger an effect is not acquired, the special guaranteed effect trigger lottery will not be performed. In this embodiment, since there is no effect trigger right to "use", the effect using the right will not be performed (see Figure 48(d)). Therefore, even if the target win / loss lottery result is a jackpot, the special guaranteed effect will not occur if the right to trigger an effect is not acquired. If the player does not participate in the right-acquisition game at all, the number of effect trigger rights will be 0, so even if the target win / loss lottery result is a jackpot, the special guaranteed effect will not occur.
[0224] Furthermore, since the number of performance opportunities acquired in a rights acquisition game depends on the player's performance (skill at the game), the length of time required for the performance using the rights is indefinite (depending on the player's performance in the rights acquisition game). Therefore, a known function for adjusting the length of the variation time (the time from the start to the end of the variation performance) may be provided (see, for example, Japanese Patent Publication No. 2023-105199), and this function may be activated in the variation in which a rights acquisition game occurs (for example, by cyclically outputting pre-prepared video to supplement the insufficient time).
[0225] The target variation continues even after the rights usage animation occurs. At the end of the target variation, if the target win / loss lottery result is a jackpot, the jackpot is notified by displaying the winning combination (see Figure 49(c-1)), and if it is a loss, the loss is notified by displaying the losing combination (see Figure 49(c-2)). In other words, regardless of whether the special confirmation animation occurs or not, the target variation continues, and the target win / loss lottery result is ultimately notified by the combination of 80 decorative symbols. Naturally, whether or not the special confirmation animation occurs does not affect the target win / loss lottery result. The result of the rights acquisition game (the amount of animation rights acquired) affects whether or not the special confirmation animation occurs (the probability of the special confirmation animation occurring), but does not affect the target win / loss lottery result (the so-called expected value of payouts).
[0226] Thus, in this embodiment, in order for a special guaranteed performance to occur, the right to perform the performance must be acquired during the right acquisition period. The game to acquire this right to perform the performance directly reflects the player's performance (skill at the game) (the game is not a so-called "rigged game"), which makes it an interesting game (a novel gameplay feature is that if you do not participate in the right acquisition game at all (if you do not operate the controls), the right to perform the performance will be "0").
[0227] Furthermore, in this embodiment, it is possible to acquire multiple performance trigger rights up to a predetermined limit during the rights acquisition game (rights acquisition period). In other words, the gameplay is such that the success of the player's rights acquisition game will affect the number of performance trigger rights acquired.
[0228] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special confirmation effects and rights acquisition gameplay. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.
[0229] 〇Specific Example 7-1 The limit set during the rights acquisition game (rights acquisition period) is not fixed. In other words, the limit may change with each rights acquisition game. For example, the limit may be set to one of the values from 1 to 4. When the limit is "1" (Pattern 1), the right to trigger an effect will be "0" or "1" depending on the outcome (points) of the game in which the right was acquired (see Figure 50(a-1)). When the limit is "2" (Pattern 2), the right to trigger an effect will be "0", "1", or "2" depending on the outcome (points) of the game in which the right was acquired (see Figure 50(a-2)). When the limit is "3" (Pattern 3), the right to trigger an effect will be "0", "1", "2", or "3" depending on the outcome (points) of the game in which the right was acquired (see Figure 50(a-3)). When the limit is "4" (Pattern 4), the right to trigger an effect will be "0", "1", "2", "3", or "4" depending on the outcome (points) of the game in which the right was acquired (see Figure 50(a-4)). If you do not participate in the rights acquisition game (i.e., do not operate the control device), the number of performance trigger rights acquired in the rights acquisition game will be "0", regardless of the limit number set (whichever of patterns 1 to 4 is used). If you actively participate in the rights acquisition game, the higher the limit number, the higher the expected value of performance trigger rights that can be acquired. Since the probability of a special guaranteed performance occurring increases with the number of performance trigger rights acquired, it can be said that if you actively participate in the rights acquisition game, the higher the limit number, the higher the probability of a special guaranteed performance occurring.
[0230] As demonstrated in this example, the maximum number of special effect trigger rights that can be acquired changes with each game (or period) in which rights are acquired. This creates an interesting gameplay experience where the number of special effect trigger rights acquired can differ even if the game is played in the same way.
[0231] The determined limit may be kept secret from the player, or it may be made accessible to the player. If the latter is chosen, an image suggesting the limit (limit suggestion image 21) will be displayed during the rights acquisition game (rights acquisition period), allowing the player to understand the limit based on this image (see Figure 50(b)). For example, at the beginning of the rights acquisition game (rights acquisition period), a limit suggestion image 21 indicating the maximum number of rights that can be acquired for the performance to occur will be displayed.
[0232] 〇Specific Example 7-2 Assume that only one special effect trigger right can be acquired during the rights acquisition game (rights acquisition period). In other words, the rights acquisition game is an event where the outcome is either that the right to trigger a special effect is acquired or that the right to trigger a special effect is not acquired. Since only one special effect trigger right can be acquired, the probability of a special confirmed special effect occurring in the rights usage event after acquiring the special effect trigger right does not change (unlike the embodiment described above, the probability of a special confirmed special effect occurring is not higher the more special effect trigger rights there are). This example makes it possible to create an easy-to-understand flow of events.
[0233] Specific Example 7-3 The probability of winning the animation trigger lottery (the probability of winning the lottery per animation trigger right) is set to be non-constant. For example, two types of animation triggers may occur as part of the right usage animation: Right Usage Animation A (Right Usage State A) (see Figure 51(b-1)) and Right Usage Animation B (Right Usage State B) (see Figure 51(b-2)). Right Usage Animation A and Right Usage Animation B are distinguishable by differences in the background image of the decorative symbols 80 displayed in the display area 911. Furthermore, the probability of winning the animation trigger lottery when Right Usage Animation B (Right Usage State B) occurs is set to be higher than the probability of winning the animation trigger lottery when Right Usage Animation A (Right Usage State A) occurs (see Figure 51(b)). In this way, even if the number of animation trigger rights acquired during the right acquisition game (right acquisition period) is the same, the gameplay can be enhanced so that the probability of a special confirmed animation occurring differs depending on the subsequent state (whether it becomes Right Usage State A or Right Usage State B).
[0234] 〇Specific Example 7-4 The special confirmation animation may occur as a so-called pre-announcement animation. That is, the special confirmation animation may occur in a spin that takes place before the target spin corresponding to the target win / loss lottery result. It may occur in the spin immediately preceding the target spin, or in spins two or more spins prior to the target spin. It may also occur across two or more consecutive spins. The rights acquisition game (right acquisition period) also takes place during the spins. In this way, the rights acquisition game becomes a game in which the player acquires the right to trigger the special confirmation animation before the target spin begins.
[0235] Specific Example 7-5 Each time a right to trigger an effect is acquired during a right-acquisition game (right-acquisition period), a lottery for triggering an effect is performed. That is, each time a predetermined condition is met during a game played as a right-acquisition game (for example, when points reach a predetermined value) (see Figure 52(a)), a right to trigger an effect is acquired, and a lottery for triggering an effect is performed at the same time as the acquisition. If the lottery is won, a special guaranteed effect is performed (see Figure 52(b-1)). (If the lottery is not won, the special guaranteed effect is not performed (see Figure 52(b-2))). In other words, instead of performing an effect (right-use effect) to determine whether a special guaranteed effect will occur using the acquired right after the total number of acquired right-acquisition rights has been determined, as in the above embodiment, a lottery for triggering an effect may be performed each time a right is acquired, and if it is won, a special guaranteed effect may be performed. This way, the gameplay becomes such that there is a possibility of a big win being confirmed during a right-acquisition game ("serious" game).
[0236] Furthermore, if the specified conditions are met during the rights acquisition game and no special confirmation animation occurs as a result, the rights acquisition game will continue. On the other hand, if the specified conditions are met during the rights acquisition game and a special confirmation animation occurs as a result, the rights acquisition game may end at that point, or the rights acquisition game may continue even if a special confirmation animation occurs (if the latter setting is adopted, it will be possible for two or more special confirmation animations to occur).
[0237] Specific Example 7-6 In the rights acquisition game (rights acquisition period), the right to trigger an effect is acquired, and the effect that occurs when the effect trigger lottery is won (an effect that will not occur if the right to trigger an effect is not acquired) is an effect that is not a special guaranteed effect as described in the above embodiment (hereinafter referred to as a special opportunity effect) (see Figure 53(b-1)). Unlike the special guaranteed effect, the special opportunity effect is not an effect that guarantees a jackpot in the target win / loss lottery result (a so-called premium effect). In other words, even if the special opportunity effect occurs, there is a possibility that the target win / loss lottery result will be a loss, and it is a type of chance-up effect in which the probability (reliability) of the target win / loss lottery result being a jackpot is higher when it occurs (see Figure 53(b-1)) than when it does not occur (see Figure 53(b-2)). Furthermore, if it is possible to acquire two or more effects trigger rights in one rights acquisition game (rights acquisition period), as in the above embodiment, then the configuration will allow for multiple special opportunity effects to occur in the rights usage effect, and the more times the special opportunity effect occurs, the higher the reliability.
[0238] In this way, the rights-acquisition game functions as a game in which players can acquire the opportunity (right) to trigger a special, opportune event that, while not guaranteeing a jackpot, may lead to a jackpot if it does occur.
[0239] Specific Example 7-7 A game in which a player acquires a right can be any game in which the evaluation changes based on the player's actions, and the right to trigger a special effect is granted according to that evaluation; it does not have to be a game that uses a means of operation. For example, a game could be created in which a sensor is installed on the game machine 1, and the game utilizes the detection of a part of the player's body (such as a hand) by the sensor.
[0240] Specific Examples 7-8 The effects that occur using the right to trigger an effect acquired during the right acquisition game (right acquisition period) shall display one of several reliability indicator images (one of the reliability indicator images will always be displayed). It is preferable that there are three or more reliability indicator images. For example, suppose that one effect that uses a right to trigger an effect allows the player to draw a fortune slip once (see Figure 54(a)). The result may be "bad luck" (display of the first reliability indicator image) (see Figure 54(b-1)), "good luck" (display of the second reliability indicator image) (see Figure 54(b-2)), or "great luck" (display of the third reliability indicator image) (see Figure 54(b-3)), with "good luck" having a higher probability (reliability) of the target win / loss result being a jackpot than "bad luck," and "great luck" having a higher probability (reliability) than "good luck." The more effect right to trigger an effect there is, the more times the fortune slip can be drawn. In other words, the more times the reliability indicator effect can be enjoyed.
[0241] In this way, the more rights to trigger special effects are acquired during the rights-acquisition game (rights-acquisition period), the more accurate (reliable) the reliability indicators become, resulting in a gameplay feature where the success of the rights-acquisition game contributes to improving the reliability of the reliability indicators.
[0242] 〇Specific Examples 7-9 The special confirmation effect is not an effect in which an image (special confirmation image 20) is displayed in the display area 911, but rather an effect in which a sound effect (special confirmation sound) is output from the speaker 67 or other speakers. The special confirmation sound is a sound effect exclusive to this effect and is only output when the special confirmation effect occurs.
[0243] 〇Specific Examples 7-10 After a special confirmation animation occurs (see Figure 55(b)), a specific animation (special post-animation animation) will occur during the target spin (see Figure 55(c)). This setting emphasizes that the occurrence of the special confirmation animation is highlighted by the subsequent special post-animation animation. Preferably, the special confirmation animation and the special post-animation animation display the same animation image (it is sufficient if the player recognizes that they represent the same subject). For example, both the special confirmation animation and the special post-animation animation may feature a predetermined character (character E) (see Figures 55(b) and (c)).
[0244] It should be noted that a win in the target lottery does not necessarily guarantee a special confirmation animation. Therefore, even if the target lottery result is a win, if the special confirmation animation does not occur, no special post-animation animation will occur afterward. Naturally, if the target lottery result is a loss, no special confirmation animation will occur, and therefore no special post-animation animation will occur.
[0245] 〇Specific Example 7-11 The special guaranteed win animation can be disabled by the player's choice (customization). If the special guaranteed win animation is disabled, the right to trigger the animation that leads to the special guaranteed win animation cannot be acquired (no period for acquiring the right is set). Since the special guaranteed win animation is a special premium animation and some players may want to play without it occurring, the system is configured so that players can choose to disable it during gameplay.
[0246] <Specific Composition and Production (Special Production Image)> The gaming machine 1 according to this embodiment can execute a specific configuration performance, which will be described in detail below, as one of the performances that constitute the variation performance. In the following description of the specific configuration performance, the win / loss lottery result that is the target of the reliability indication by the specific configuration performance may be referred to as the target win / loss lottery result, and the variation performance corresponding to the target win / loss lottery result may be referred to as the target variation performance (target variation). Note that the specific configuration performance will only occur in variations that satisfy predetermined execution conditions. In addition, in this embodiment, the specific configuration performance may occur in the normal game state. However, it may also occur in the specific game state. In addition, in this embodiment, the specific configuration performance may occur when a reach has been established. However, it may also occur when a reach has not been established.
[0247] As specific configuration effects, specific configuration effect X (see Figure 56) and specific configuration effect Y (see Figure 57) may occur. Specific configuration effect Y may occur after specific configuration effect X has reached an unfavorable ending (described later). Both specific configuration effects lead to either a favorable ending where an image indicating a favorable situation for the player is displayed, or an unfavorable ending (an ending less favorable than the favorable ending) where an image indicating an unfavorable situation for the player is displayed. In addition, the favorable ending may include a so-called reversal pattern where it appears to have reached an unfavorable ending but is then reversed.
[0248] In this embodiment, specific configuration performance X (see Figure 56) is a performance in which the player's character, character F (indicated by the letter "F" in the drawing), fights against an enemy character, a minor character (indicated by the letter "miscellaneous" in the drawing) (see Figure 56(a)). A favorable ending is when character F defeats the minor character (wins) (see Figure 56(b-1)), and a disadvantageous ending is when character F fails to defeat the minor character (the minor character escapes) (see Figure 56(b-2)). In this embodiment, specific configuration performance Y (see Figure 57) is a performance in which the player's character, character F, fights against an enemy character, a boss character (indicated by the letter "boss" in the drawing). A favorable ending is when character F defeats the boss character (wins) (see Figure 57(d-1)), and a disadvantageous ending is when character F fails to defeat the boss character (loses) (see Figure 57(d-2)). Please note that the specific forms of Specific Composition Performance X and Specific Composition Performance Y are merely examples, and their specific forms can be changed as appropriate, except for the points specifically explained below.
[0249] When a specific combination of animations X occurs (see Figure 56(a)), if the animation X leads to a favorable outcome, the target win / loss lottery result is confirmed to be a jackpot (see Figure 56(b-1)). In other words, if the target win / loss lottery result is a jackpot, there is a possibility that the specific combination of animations X will lead to a favorable outcome, and if it is a loss, there is no possibility that the specific combination of animations X will lead to a favorable outcome. However, even if the target win / loss lottery result is a jackpot, the specific combination of animations X may lead to an unfavorable outcome. In other words, the target win / loss lottery result is not confirmed at the moment the specific combination of animations X leads to an unfavorable outcome (immediately after the unfavorable outcome). In this embodiment, when an unfavorable outcome occurs, the three decorative symbols 80 are in a pseudo-stop state in a combination that represents a loss (a losing combination), suggesting to the player that a loss is confirmed or possible (see Figure 56(b-2)).
[0250] Specific Composition Performance X may occur after it has reached an unfavorable outcome. In this embodiment, Specific Composition Performance Y can only occur if Specific Composition Performance X has reached an unfavorable outcome (only via Specific Composition Performance X). After an image indicating that Specific Composition Performance X has reached an unfavorable outcome is displayed (see Figure 56(b-2)), Specific Composition Performance Y begins when a predetermined development image (continuation image) is displayed (see Figure 56(c-2)) (see Figure 57(a)). Specific Composition Performance Y does not occur if the development image is not displayed. If Specific Composition Performance X has reached an unfavorable outcome and Specific Composition Performance Y does not occur, the target win / loss lottery result is confirmed to be a loss (the three decorative symbols 80 completely stop in a losing combination) (see Figure 56(c-1)). In other words, when a development image is displayed (develops into specific production sequence Y), there remains a possibility that the target win / loss lottery result is a jackpot, but when a development image is not displayed (does not develop into specific production sequence Y), the target win / loss lottery result is confirmed to be a loss.
[0251] When the evolved image is displayed, the specific performance sequence Y is initiated (see Figure 57(a)). If the target win / loss lottery result is a jackpot, the specific performance sequence Y leads to a favorable outcome (see Figure 57(d-1)), and if it is a loss, it leads to an unfavorable outcome (see Figure 57(d-2)). As mentioned above, even if the specific performance sequence X leads to an unfavorable outcome, there is still a possibility of a jackpot, but if the specific performance sequence Y leads to an unfavorable outcome, it is certain to be a loss. In other words, the specific performance sequence Y differs from the specific performance sequence X in that it determines the target win / loss lottery result regardless of which outcome it leads to. Furthermore, since the specific performance sequence Y is executed as a result of the evolution of the specific performance sequence X, the probability of the specific performance sequence Y leading to a favorable outcome (referring to the probability of the specific performance sequence Y leading to a favorable outcome at the time it is initiated) is higher than the probability of the specific performance sequence X leading to a favorable outcome (referring to the probability of the specific performance sequence Y leading to a favorable outcome at the time it is initiated). Therefore, if the target lottery result is a jackpot, it is more likely that the jackpot will be announced when specific combination performance X reaches an unfavorable outcome followed by a favorable outcome in specific combination performance Y, rather than when specific combination performance X reaches a favorable outcome in which the jackpot is announced. Furthermore, it is preferable that the probability of specific combination performance X reaching a favorable outcome (based on the time when specific combination performance X begins) is less than 10%.
[0252] As unfavorable outcomes of a specific configuration effect X (see Figure 56(b-2)), unfavorable outcome X1 (see Figure 56(b-2-1)) and unfavorable outcome X2 (see Figure 56(b-2-2)) may occur. Unfavorable outcome X1 and unfavorable outcome X2 differ in their presentation (different images are displayed). As long as the differences in presentation are clearly understood and it is clear that both result in an unfavorable situation for the player, the specific forms of unfavorable outcome X1 and unfavorable outcome X2 can be changed as appropriate. As described above, in this embodiment, the unfavorable outcome of a specific configuration effect X is that the enemy character, a minor character, runs away. In unfavorable outcome X2, it is shown that the fleeing minor character drops an energy drink, while in unfavorable outcome X1, such an energy drink is not shown. In other words, unfavorable outcome X2 and unfavorable outcome X1 differ in that they are either or not present with a predetermined visual image (in this embodiment, an energy drink) (hereinafter, this image will be referred to as "X2 visual image") (see Figure 56(b-2)).
[0253] In this embodiment, even if a specific configuration performance X leads to either an unfavorable ending X1 or an unfavorable ending X2, a specific configuration performance Y may occur afterward (however, even if either an unfavorable ending X1 or an unfavorable ending X2 is reached, there is a possibility that a specific configuration performance Y will not occur afterward). Hereinafter, a specific configuration performance Y that occurs after a specific configuration performance X leads to an unfavorable ending X1 (see Figure 56 (b-2-1)) may be referred to as "specific configuration performance Y after X1," and a specific configuration performance Y that occurs after a specific configuration performance X leads to an unfavorable ending X2 (see Figure 56 (b-2-2)) may be referred to as "specific configuration performance Y after X2."
[0254] In this embodiment, in the post-X2 specific configuration performance Y, a predetermined performance image (hereinafter referred to as special performance image 23) that is not displayed in the post-X1 specific configuration performance Y is displayed (see Figure 57(b-2)). The special performance image 23 is displayed at a predetermined timing, which is a certain amount of time after the start of the specific configuration performance Y. In other words, the post-X2 specific configuration performance Y is when the special performance image 23 is displayed (see Figure 57(b-2)) a certain amount of time after the start of the specific configuration performance Y (see Figure 57(a)), and the post-X1 specific configuration performance Y is when the special performance image 23 is not displayed (see Figure 57(b-1)). In this embodiment, the special performance image 23 is a cut-in image of character F drinking the above-mentioned energy drink (the energy drink displayed in the unfavorable ending X2) (see Figure 57(b-2)). In other words, as the special effect image 23, an image is displayed that has a part that represents the same thing as the X2 effect image 22 (see Figure 56 (b-2-2)) that was displayed when the unfavorable ending X2 was reached (modifications etc. are permitted to the extent that the player can recognize that it represents the same thing). The specific configuration effect Y after X2 can be said to be an effect that is not likely to be executed when the specific configuration effect X reaches the unfavorable ending X1.
[0255] Furthermore, the basic form of the performance in the post-X1 specific configuration performance Y and the post-X2 specific configuration performance Y is the same when the special performance image 23 is not displayed, before reaching the conclusion. In other words, when the special performance image 23 is not displayed, the video of the performance (a single frame of image) at the same time elapsed from the start of the performance can be exactly the same (see Figures 57(a) and 57(c)). Therefore, the player will perceive the post-X1 specific configuration performance Y and the post-X2 specific configuration performance Y as the same type of performance.
[0256] Thus, in this embodiment, the specific configuration performance Y can occur when the specific configuration performance X leads to an unfavorable outcome. Multiple types of unfavorable outcomes are provided for the specific configuration performance X, and when the specific configuration performance Y (specific configuration performance Y after X2) occurs after a certain type of unfavorable outcome (unfavorable outcome X2) (see Figure 56(b-2-2)), a special performance image 23 is displayed (see Figure 57(b-2)) which is not displayed when the specific configuration performance Y (specific configuration performance Y after X1) occurs after a different type of unfavorable outcome (unfavorable outcome X1) (see Figure 56(b-2-1)). This is a novel and interesting feature. From another perspective, (even without paying attention to the type of unfavorable outcome) it can be said that the gameplay allows for the determination of whether a certain type of unfavorable outcome (unfavorable outcome X2) has occurred based on whether or not the special performance image 23 is displayed in the specific configuration performance Y.
[0257] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific configuration and effects (special effect image 23). Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following specific examples.
[0258] Specific Example 8-1 Based on the point in time when a specific performance sequence Y begins, the probability that this sequence will lead to a favorable outcome is set to be higher for the sequence Y after X2 than for the sequence Y after X1. In this case, the value of the subsequent occurrence of the specific performance sequence Y is higher when the previous sequence X leads to an unfavorable outcome X2 than when the previous sequence X leads to an unfavorable outcome X1. In other words, the probability that the specific performance sequence Y will lead to a favorable outcome for the player is suggested by the type of unfavorable outcome of the preceding sequence X, resulting in an interesting gameplay experience.
[0259] 〇Specific Example 8-2 The specific performance configuration X (see Figure 58(a)) is set up so that, before reaching the conclusion, there is a predetermined period (operation validity period) (see Figure 58(b)) during which the operation of a predetermined operating means (target operating means) is effective. Furthermore, the probability of the specific performance configuration X resulting in an unfavorable conclusion X2 (see Figure 58(c-2)) differs depending on whether the operation of the target operating means during the operation validity period satisfies predetermined conditions (prescribed operation) (see Figure 58(b-1)) or not (see Figure 58(b-2)).
[0260] The required operation method during the operation validity period can be any method (one or more), and various types of required operations are possible. For example, a specific performance X may have an operation validity period during which the player is required to continuously press (repeatedly press) the push button 61 before reaching the ending (see Figure 58(b)). The operation that satisfies the predetermined condition (predetermined operation) is when the number of times the push button 61 is pressed during this operation validity period reaches a predetermined number. The predetermined number may be set to be the same each time (for example, 10 times), or it may be set to change each time (for example, it may change between 5 and 15 times). In this way, during the operation validity period, the player can satisfy the predetermined condition by actively operating the operation method, and if the operation method is not operated at all, it cannot be an operation that satisfies the predetermined condition. It is also preferable that the operation validity period be set even if the specific performance X has a favorable ending (the operation validity period is set regardless of the ending of the specific performance X). Since the outcome of a specific performance X is predetermined internally at the time it begins—either a favorable or unfavorable ending—and if it is a favorable ending, it will not be an unfavorable ending, the degree to which the operation means are operated during the operation validity period does not affect the outcome of the performance (the probability of an unfavorable ending X2).
[0261] For example, as shown in Figure 58, if the operation of the target operating means during the operation validity period satisfies a predetermined condition (prescribed operation) (see Figure 58(b-1)), and if the operation does not satisfy that condition (see Figure 58(b-2)), then the probability of a specific configuration performance X resulting in an unfavorable outcome X2 (the probability of it becoming (c-2) instead of (c-1)) is higher when the operation is set to that condition. In this case, the more actively you participate in the performance (operate the operating means) during the operation validity period, the more likely you are to get an unfavorable outcome X2 and the specific configuration performance Y will occur after X2.
[0262] Furthermore, during the operation validity period, the player may not be prompted to operate the target operating device. In other words, even if a player obtains information from a magazine or the internet and becomes aware of the existence of the above operation validity period, the game may be presented in a way that does not prompt the player to operate the device (no image prompting operation is displayed in the display area 911), which is a so-called hidden operation effect (hidden button effect).
[0263] Specific Example 8-3 The specific performance sequence X is designed so that a favorable outcome, such as a reversal pattern (where an unfavorable outcome is initially shown but then reversed), does not occur. In this way, when an image indicating an unfavorable situation for the player is displayed in the specific performance sequence X, there is no possibility of it being reversed to a favorable outcome. Therefore, a straightforward gameplay experience is achieved where the player only needs to focus on the type of unfavorable outcome (whether it was unfavorable outcome X1 or unfavorable outcome X2).
[0264] Furthermore, it is preferable that the specific performance sequence Y be designed so that a favorable ending in a reversal pattern can occur. Since the specific performance sequence Y does not have the potential to develop further if it leads to an unfavorable ending, it is preferable that there be cases where it appears to lead to an unfavorable ending but is then reversed.
[0265] Specific Example 8-4 Unlike the above embodiment, if a specific configuration performance X leads to an unfavorable outcome, a specific configuration performance Y will always occur. In other words, if a specific configuration performance X occurs and does not lead to a favorable outcome, it is guaranteed that a specific configuration performance Y will be executed. In this case, since a specific configuration performance Y will always occur when a specific configuration performance X leads to an unfavorable outcome, the gameplay becomes such that the player only needs to focus on whether the unfavorable outcome is unfavorable outcome X1 or unfavorable outcome X2 in preparation for the start of the specific configuration performance Y.
[0266] Specific Example 8-5 Unlike the embodiment described above, specific performance Y can occur even when specific performance X does not lead to an unfavorable outcome. In other words, the occurrence of specific performance Y is not conditional on specific performance X leading to an unfavorable outcome. However, it is desirable that the probability of specific performance Y occurring is higher when specific performance X leads to an unfavorable outcome than when it does not. That is, it is desirable that the occurrence of specific performance Y is maintained as an event that suggests the occurrence of specific performance Y when specific performance X leads to an unfavorable outcome.
[0267] Specific example 8-6 If a specific performance sequence X results in an unfavorable outcome, the probability of specific performance sequence Y occurring is higher if it results in an unfavorable outcome X2 than if it results in an unfavorable outcome X1. In this way, the fact that specific performance sequence X results in an unfavorable outcome X2 functions as an indication that the probability of specific performance sequence Y occurring (development probability) is high.
[0268] Furthermore, in the case of this example, if a specific configuration performance X results in an unfavorable outcome X2, then a specific configuration performance Y (specific configuration performance Y after X2) will always occur (there is a possibility that a specific configuration performance Y (specific configuration performance Y after X1) will not occur if the outcome is unfavorable X1, but it is guaranteed that a specific configuration performance Y (specific configuration performance Y after X2) will occur if the outcome is unfavorable X2).
[0269] Specific Example 8-7 The specific performance sequence Y only suggests the probability (reliability) that the target win / loss result will be a jackpot, and does not announce the target win / loss result based on its outcome (even if the variable performance sequence has a favorable outcome, it does not guarantee that the target win / loss result will be a jackpot). In other words, when specific performance sequence Y occurs after specific performance sequence X has an unfavorable outcome, the probability of the target win / loss result being a jackpot is higher if specific performance sequence Y has a favorable outcome than if it has an unfavorable outcome, but even if it has a favorable outcome, it does not guarantee that the target win / loss result will be a jackpot (it remains merely a chance-up).
[0270] Furthermore, even if a specific performance sequence Y results in an unfavorable outcome, there is still a possibility that the target win / loss lottery result will be a jackpot. Alternatively, if an unfavorable outcome occurs, the target win / loss lottery result is guaranteed to be a loss.
[0271] Specific Example 8-8 Even if a specific performance sequence X results in a favorable outcome, it is not guaranteed that the target win / loss lottery result will be a jackpot. In other words, the probability of the target win / loss lottery result being a jackpot is higher when the specific performance sequence X results in a favorable outcome than when it results in an unfavorable outcome, but there is still a possibility that the target win / loss lottery result will be a loss even with a favorable outcome.
[0272] Furthermore, even if a specific performance sequence X results in an unfavorable outcome and specific performance sequence Y does not occur, the setting may be such that the target win / loss lottery result is still possible to be a jackpot, or it may be such that the target win / loss lottery result is no longer possible to be a jackpot (it is confirmed to be a loss).
[0273] Specific Examples 8-9 It is assumed that there are multiple types of specific configuration sequences Y that can occur after a specific configuration sequence X leads to an unfavorable outcome, followed by the display of a development image. In other words, there are two or more types of specific configuration sequences Y (sequences in which the video displayed in the display area 911 is different) that can develop from specific configuration sequence X (unfavorable outcome). It is also assumed that each of these two or more types of specific configuration sequences Y can lead to either a favorable or unfavorable outcome, and the probability (reliability) of reaching a favorable outcome differs depending on the type.
[0274] For example, if a specific configuration sequence X leads to an unfavorable outcome (see Figure 59(a)) and then develops further (see Figure 59(b)), then either a specific configuration sequence Y1 may occur (see Figure 60(a)) or a specific configuration sequence Y2 may occur (see Figure 60(c)). The difference between specific configuration sequence Y1 and specific configuration sequence Y2 can be anything. For example, the enemy characters appearing in specific configuration sequence Y1 and the enemy characters appearing in specific configuration sequence Y2 could be set to be different.
[0275] In this case, when a specific configuration performance Y1 occurs after a specific configuration performance X has an unfavorable ending X2 (see Figure 59(a-2)), the special performance image 23 is displayed (see Figure 60(b-2)). However, when a specific configuration performance Y1 occurs after a specific configuration performance X has an unfavorable ending X1 (see Figure 59(a-1)), the special performance image 23 is not displayed (see Figure 60(b-1)). Similarly, when a specific configuration performance Y2 occurs after a specific configuration performance X has an unfavorable ending X2 (see Figure 59(a-2)), the special performance image 23 is displayed (see Figure 60(d-2)). However, when a specific configuration performance Y2 occurs after a specific configuration performance X has an unfavorable ending X1 (see Figure 59(a-1)), the special performance image 23 is not displayed (see Figure 60(d-1)).
[0276] In this way, if a specific configuration performance X results in an unfavorable outcome X2 and then a specific configuration performance Y is executed, a special performance image 23 will be displayed regardless of the type of specific configuration performance Y that is executed (they will all be common in that the special performance image 23 is displayed).
[0277] Specific Examples 8-10 In the above embodiment, it was explained that when a specific performance X results in an unfavorable outcome (the point at which the pre-suggestion image 10 may be displayed), the three decorative symbols 80 are in a state of pseudo-stopping in a combination that indicates a loss (suggesting that the pseudo-stopped decorative symbols 80 may confirm a loss) (see Figure 56(b-2)). However, such pseudo-stopping of a combination indicating a loss may not be displayed. Since the video of the specific performance X makes it clear to the player that an unfavorable situation has occurred (that the goal has not been achieved), it is not necessary to suggest that the decorative symbols 80 may indicate a confirmed loss.
[0278] 〇Specific Example 8-11 In the above embodiment, it was explained that the special effect image 23 includes a portion representing the same thing as the X2 effect image 22 (in the above embodiment, "energy drink") that is displayed when an unfavorable ending X2 is reached. However, the special effect image 23 and the X2 effect image 22 do not have to be related in this way. However, the above embodiment emphasizes that the special effect image 23 is an image that is displayed because an unfavorable ending X2 has been reached (when the X2 effect image 22 is displayed).
[0279] 〇Specific Examples 8-12 In a specific configuration performance Y, one or more types of opportune performances may occur (however, the display of special performance image 23 is not considered an opportune performance). An opportune performance is one in which the probability of reaching a favorable ending increases if it occurs rather than if it does not occur (it may also be one in which a favorable ending is guaranteed if it occurs). One or more types of opportune performances may occur in both the post-X1 specific configuration performance Y and the post-X2 specific configuration performance Y. In other words, the types of opportune performances that may occur in the post-X1 specific configuration performance Y and the post-X2 specific configuration performance Y are the same (the displayed image and the timing of the display are the same). For example, if a configuration is set in which a certain opportune performance may occur in which a predetermined opportune image is displayed, then in either the post-X1 specific configuration performance Y (see Figure 61) or the post-X2 specific configuration performance Y (see Figure 62), the display of the same specific opportune image 24 after a predetermined time has elapsed from the start of the performance may occur as that opportune performance (see Figures 61(c-2) and 62(c-2)). Furthermore, in the case of either the X1-post-specific configuration performance Y or the X2-post-specific configuration performance Y, if the opportunity performance is not executed, the default performance will be executed (see Figures 61(c-1) and 62(c-1)).
[0280] Thus, the post-X1 specific configuration performance Y and the post-X2 specific configuration performance Y cannot be distinguished by the presence or absence of opportunity performances (regardless of whether the post-X1 specific configuration performance Y or the post-X2 specific configuration performance Y is executed, various opportunity performances may or may not occur) (see Figures 61(c-1)(c-2) and 62(c-1)(c-2)). However, in the post-X2 specific configuration performance Y, a special performance image 23 is displayed when the specified timing is reached (see Figure 62(b-1)), while in the post-X1 specific configuration performance Y, a special performance image 23 is not displayed when the specified timing is reached (see Figure 61(b-1)), so they can be distinguished by the presence or absence of the special performance image 23.
[0281] Specific example 8-13 The system is configured to have two or more types of special effect images 23. In the specific post-X2 configuration Y, one of the multiple types of special effect images 23 will be displayed. For example, suppose there is a first special effect image 231 and a second special effect image 232 (which differs in appearance from the first special effect image 231), and in the specific post-X2 configuration Y (see Figure 63(a)), either the first special effect image 231 (see Figure 63(b-1)) or the second special effect image 232 (see Figure 63(b-2)) will be displayed at a predetermined timing (in the specific post-X1 configuration Y, neither of the special effect images 23 will be displayed at a predetermined timing). Furthermore, the system is configured such that the probability of the specific post-X2 configuration Y reaching a favorable outcome is higher when the second special effect image 232 is displayed than when the first special effect image 231 is displayed (the probability of the target win / loss lottery result being a jackpot is higher). In other words, if a specific performance sequence Y occurs after a specific performance sequence X leads to an unfavorable outcome X2, it suggests that there is a high probability that one of several special performance images 23 will be displayed at a predetermined timing, leading to a favorable outcome.
[0282] By doing as in this example, the special effect image 23 has the function of indicating that the currently executing specific configuration effect Y occurred after an unfavorable ending X2, as well as the function of suggesting the probability of reaching a favorable ending.
[0283] Specific example 8-14 The configuration includes two or more X2 presentation images 22 that may be displayed in the unfavorable ending X2 of a specific configuration presentation X. For example, suppose there is a first X2 presentation image 221 and a second X2 presentation image 222 (which differs in appearance from the first X2 presentation image 221), and when the specific configuration presentation X (see Figure 64(a)) leads to an unfavorable ending X2, either the first X2 presentation image 221 (see Figure 64(b-1)) or the second X2 presentation image 222 (see Figure 64(b-2)) is displayed. The type of X2 presentation image 22 suggests the probability that the specific configuration presentation Y will lead to a favorable ending when it occurs (see Figure 64(c)). For example, when the first X2 performance image 221 is displayed (see Figure 64(b-2)), the probability of the specific performance Y occurring afterward being favorable (the probability of the target win / loss result being a jackpot) is higher when the second X2 performance image 222 is displayed (see Figure 64(b-2)) than when the first X2 performance image 221 is displayed (see Figure 64(b-1)) (see Figure 64(c)). If we call the unfavorable ending X2 in which the first X2 performance image 221 is displayed "first unfavorable ending X2" and the unfavorable ending X2 in which the second X2 performance image 222 is displayed "second unfavorable ending X2", then the probability of the specific performance Y going through the second unfavorable ending X2 being favorable is higher than the probability of the specific performance Y going through the first unfavorable ending X2.
[0284] In this way, when a specific performance sequence X leads to an unfavorable outcome X2, if the second X2 performance image 222 is displayed (compared to when the first X2 performance image 221 is displayed), there is a greater expectation that the specific performance sequence Y will lead to a favorable outcome. Therefore, this is a performance sequence that players will expect to see (develop) when the specific performance sequence Y occurs.
[0285] <Specific sound effects> The gaming machine 1 according to this embodiment can execute specific sound effects (normal specific sound effects, special specific sound effects) as a type of effect that constitutes the variation effect. In the following description of specific sound effects, the variation effect including the specific sound effect may be referred to as the target variation effect (target variation), and the win / loss lottery result corresponding to the target variation effect may be referred to as the target win / loss lottery result. As will be described later, the specific sound effect will only occur when specific conditions are met. Furthermore, the specific sound effect in this embodiment may occur in the normal game state. However, this does not preclude the possibility of it occurring in the specific game state.
[0286] In this embodiment, the specific sound effect (see Figure 65(b)) occurs at the timing when a specific condition, which is a predetermined condition for executing the effect, is met (hereinafter referred to as the specific timing). The specific condition may be any condition that can be met during the variation effect. The specific sound is a sound effect (SE) that is temporarily output when the specific sound effect occurs, and is not background music (BGM) that is continuously output during the variation. In this embodiment, when the specific sound effect occurs, the specific sound is output over the background music (BGM) during the variation. If so-called BGM customization is provided that allows the background music (BGM) during the variation to be changed, the specific sound will be output over any background music selected by the player (of course, the specific sound is not subject to customization).
[0287] * At specific timings, two types of specific sound effects may occur: a normal specific sound effect (a specific sound effect in its normal form) (see Figure 65(b-1)) and a special specific sound effect (a specific sound effect in its special form) (see Figure 65(b-2)). The normal specific sound effect is the "default (pattern)" of the specific sound effects. Therefore, the probability of a normal specific sound effect occurring at a specific timing is higher than the probability of a special specific sound effect occurring. In this embodiment, it is configured so that more than 90% of the specific sound effects that occur at a specific timing are normal specific sound effects.
[0288] The specific sound effect in this embodiment is a so-called "dialogue effect." The "default" normal specific sound effect can be described as a general "dialogue effect." That is, an image representing a certain character (hereinafter sometimes referred to as the target character) (hereinafter sometimes referred to as the specific effect image 25; indicated by "G" in the drawings) is displayed in the display area 911, and then the dialogue (string of characters) that the target character would have spoken is displayed. At the same time, the speaker 67 outputs the sound of the dialogue (string of characters) being read aloud (hereinafter sometimes referred to as the "specific sound") (see Figure 65(b-1)). If the game machine 1 is based on an anime or other original work, and the target character appears in the original work, and there is a voice actor who plays the target character, then it is preferable that the voice of that voice actor be output as the specific sound. With such a normal specific sound effect (dialogue effect), the player will see it as if the displayed target character is speaking.
[0289] The special specific sound effect is a specific sound effect with a special pattern. In the special specific sound effect, the same sound as in the normal specific sound effect, i.e., the specific sound, is output from speaker 67. However, along with the output of the specific sound, an image different from the specific effect image 25 (non-specific effect image 26) is displayed in the display area 911 (see Figure 65(b-2)). In this embodiment, a character of a different type from the target character (hereinafter sometimes referred to as a non-target character; indicated by "H" in the drawings) is displayed. If there is an original work that the game machine 1 is based on, the non-target character is assumed to be a character different from the target character in that original work. As mentioned above, the specific sound is a line of dialogue corresponding to the target character (specific effect image 25). In the special specific sound effect, the non-target character (non-specific effect image 26) is displayed as an image when the target character's dialogue is output, so the player may notice this. In other words, special specific sound effects are a type of effect where the player notices that the outputted dialogue (specific sound) and the displayed character (non-specific effect image 26) do not correspond (are inconsistent). Because players may feel a sense of incongruity when the outputted dialogue and the displayed character do not correspond, special specific sound effects can also be described as a so-called "sense of incongruity" (based on normal specific sound effects).
[0290] In this embodiment, when a specific sound effect occurs at a specific timing, the probability (reliability) of the target win / loss result being a jackpot is higher when it is a special specific sound effect (special form) than when it is a normal specific sound effect (normal form) (see Figure 65(b)). In other words, the special specific sound effect is considered a so-called chance-up effect.
[0291] Thus, the specific sound effects that the gaming machine 1 according to this embodiment can execute are normally characterized by the output of a specific sound (the voice of the target character) at a specific timing and the display of a corresponding specific effect image 25 (the target character). However, there are also special characteristics (special specific sound effects) in which the specific sound (the voice of the target character) is output, but the specific effect image 25 is not displayed and a non-specific effect image 26 (a non-target character) is displayed instead. The special specific sound effect is a so-called chance-up effect, and it is an effect that allows only players who notice that the non-specific effect image 26, which should not normally be displayed, is being displayed when the specific sound is being output (i.e., an image that is inconsistent with the specific sound is being displayed), to know that they are in a situation where they can expect a good result in the target winning lottery.
[0292] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific sound effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0293] 〇Specific Example 9-1 The specific performance image 25 and the specific sound are not limited to a certain character and the character's lines (voice) as in the embodiment described above. It is sufficient that the player perceives the display of the specific performance image 25 when the specific sound is output as normal, and that the display of a non-specific performance image 26 instead of the specific performance image 25 (which is considered a special specific sound effect) is considered special. For example, the following examples are conceivable (other examples are also conceivable).
[0294] Specific example 9-1-1 In a normal specific sound effect, an image of a certain object (object X) is displayed as the specific effect image 25, and a sound representing the name of object X is output as the specific sound. On the other hand, in a special specific sound effect, although the specific sound (a sound representing the name of object X) is output, an object Y different from object X is displayed as the non-specific effect image 26. Note that object X and object Y can be anything that has a name (either a common name or a proper name). For example, as shown in Figure 66(a), in a normal specific sound effect, an image of "character X" is displayed as the specific effect image 25 (object X), and a sound representing the name of character X is output as the specific sound (see Figure 66(a-1)). On the other hand, in a special specific sound effect, an image of "character Y" is displayed as the non-specific effect image 26, and a sound representing the name of character X is output as the specific sound (see Figure 66(a-2)).
[0295] Specific example 9-1-2 In a normal specific sound effect, an image of an object (object X) is displayed as a specific effect image 25, and a sound representing the characteristics of object X is output as a specific sound. On the other hand, in a special specific sound effect, although a specific sound (a sound representing the characteristics of object X) is output, an object Y (having different characteristics from object X) is displayed as a non-specific effect image 26. For example, as shown in Figure 66(b), in a normal specific sound effect, an image of "ice cream" (having the characteristic of "cold") is displayed as the specific effect image 25 (object X), and the sound "looks cold" is output as the specific sound (see Figure 66(b-1)). On the other hand, in a special specific sound effect, an image of "steamed bun" (having the characteristic of "warm," the opposite of "cold") is displayed as the non-specific effect image 26, and the sound "looks cold" is output as the specific sound (see Figure 66(b-2)). Specific example 9-1-2 In a normal specific sound effect, an image of a certain instrument (instrument X) is displayed as a specific effect image 25, and the sound of instrument X is output as the specific sound. On the other hand, in a special specific sound effect, although the specific sound (sound of instrument X) is output, a different instrument Y is displayed as a non-specific effect image 26. Specific example 9-1-4 In a normal specific sound effect, the title of a certain song (song X) is displayed as a specific effect image 25, and a part of song X (for example, the chorus) is output as a specific sound. On the other hand, in a special specific sound effect, although a specific sound (a part of song X) is output, the title of a different song Y is displayed as a non-specific effect image 26.
[0296] 〇Specific Example 9-2 In the above embodiment, it was explained that in the specific sound effect, the same string of characters as the specific sound (in the above embodiment, a string of characters representing dialogue) is displayed together with the specific effect image 25 and the non-specific effect image 26. However, it is also possible to choose not to display such strings of characters. By doing so, the content output as the specific sound will be perceived only by hearing, making it difficult for the player to notice the discrepancy between the specific sound and the image displayed (non-specific effect image 26) in the special specific sound effect (it is less likely to be noticed than when the string of characters is displayed as in the above embodiment).
[0297] 〇Specific Example 9-3 As a special specific sound effect, multiple types of effects may occur in which different non-specific effect images 26 are displayed (see Figure 67(b)). For example, a first special specific sound effect may occur in which a specific sound is output and a first non-specific effect image 261 is displayed as the non-specific effect image 26 (see Figure 67(b-1)), or a second special specific sound effect may occur in which a specific sound is output and a second non-specific effect image 262 (which is a different image from the first non-specific effect image 261) is displayed as the non-specific effect image 26 (see Figure 67(b-2)). If the normal specific sound effect is to be as described in the above embodiment (where the target character (character G) is displayed as a specific effect image 25, and the voice (dialogue) of the target character is output as a specific sound) (see Figure 67(a)), then the first special specific sound effect may be an effect in which a specific sound, which is the voice of the target character, is output and a first non-target character (character H), which is different from the target character, is displayed as a first non-specific effect image 261 (see Figure 67(b-1)), and the second special specific sound effect may be an effect in which a specific sound, which is the voice of the target character, is output and a second non-target character (character I), which is different from the target character and the first non-target character, is displayed as a second non-specific effect image 262 (see Figure 67(b-2)).
[0298] In this example, it is preferable to set the probability (reliability) of the target win / loss result to be a jackpot when the second special specific sound effect occurs compared to when the first special specific sound effect occurs (the reliability should differ depending on the type of special specific sound effect) (see Figure 67(b)). By doing so, a player who notices the discrepancy between the specific sound and the displayed image (non-specific effect image 26) will also pay attention to the type of image displayed (non-specific effect image 26).
[0299] 〇Specific Example 9-4 The specific sound effect is assumed to occur as a result of operating a certain type of control device (e.g., a push button 61). In other words, when a state is created in which the specific sound effect can occur, an operation validity period (during which the operation of the target control device is reflected) is set (see Figure 68(a)), and the specific condition is met when the specific operation of the control device (an operation that satisfies the conditions) is performed during this operation validity period. If the specific operation of the control device is not performed during the operation validity period, the specific sound effect will not occur.
[0300] In this way, the operation of the control device will trigger not only the normal specific sound effect (see Figure 68(b-1)) but also a special specific sound effect (see Figure 68(b-2)). In other words, when a special specific sound effect occurs, the player's own actions cause a sense of "discomfort," making it a type of effect that players are more likely to notice.
[0301] Furthermore, the system may be configured such that a specific sound effect occurs as a result of a specific operation being performed in a so-called "hidden operation effect" (for example, a "hidden button effect" if the target operation means is a push button 61), where operation of the target operation means is not required (in the state shown in Figure 68(a), no image prompting operation of the target operation means is displayed). (If the target operation means is a push button 61, the specific sound effect does not occur.) In this case, the special specific sound effect becomes an effect that depends on whether the player notices the discrepancy that occurred as a "hidden operation effect".
[0302] 〇Specific Example 9-5 A special specific sound effect is defined as an effect that, if it occurs, guarantees that the target win / loss lottery result will be a jackpot. However, a normal specific sound effect does not guarantee a jackpot result even if it occurs. In this way, a discrepancy between the output sound (specific sound) and the displayed image (non-specific effect image 26) becomes what is known as a premium effect.
[0303] 〇Specific Example 9-6 As shown in Figure 69, when a specific sound effect occurs (i.e., at a specific timing), a predetermined light-emitting unit (for example, a specific light-emitting unit 15) located outside the display area 911 shall emit light in a predetermined manner (hereinafter referred to as the specific sound manner; in the drawing, emitting light in "purple" is shown as the emission in the specific sound manner). (Immediately before the occurrence of the specific sound effect, the specific light-emitting unit 15 shall not emit light or shall emit light in a manner different from the specific sound manner). In other words, the specific sound effect shall occur simultaneously with the output of a specific sound and the emission of light by the specific light-emitting unit 15 in the specific sound manner (see Figure 69(b)). However, the specific sound manner of the specific light-emitting unit 15 shall not differ between the occurrence of a normal specific sound effect (see Figure 69(b-1)) and the occurrence of a special specific sound effect (see Figure 69(b-2)). It is preferable that the emission of light by the specific light-emitting unit 15 in the specific sound manner occurs only when a specific sound effect is performed.
[0304] As shown in this example, when a specific sound effect occurs normally, and when a special specific sound effect occurs, the same sound (specific sound) is output and the specific light-emitting part 15 lights up in the same manner (specific sound manner) (see Figure 69(b)), making it easy for the player to perceive that the same effect is occurring. In other words, this effect makes it difficult for the player to notice that a special specific sound effect is occurring (that there is a discrepancy between the specific sound and the displayed image).
[0305] Specific Example 9-7 The specific conditions can only be met at predetermined timings during the variation animation (when the player can determine that it is that timing). For example, the specific conditions can only be met at the start of the variation (the specific timing can only be at the start of the variation). The special specific sound animation is an animation in which the player must notice whether there is a discrepancy between the specific sound and the displayed image (non-specific animation image 26). If it occurs at an unexpected timing, the probability of the player not noticing the discrepancy increases. If too many players fail to notice the discrepancy between the specific sound and the displayed image, the special specific sound animation becomes meaningless. Therefore, to reduce the risk of this situation occurring, it is best to limit the timing at which it can occur, as in this example.
[0306] Specific Example 9-8 Normally, the specific sound effect itself is considered a chance-up effect. That is, the probability of the target win / loss result being a jackpot is higher when the normal specific sound effect occurs at a specific timing in a certain spin than when it does not occur. Furthermore, the probability of the target win / loss result being a jackpot is higher when a special specific sound effect occurs at a specific timing than when the normal specific sound effect occurs (in other words, the degree of chance-up is higher with the special specific sound effect than with the normal specific sound effect). In this way, the occurrence of the normal specific sound effect itself, in which the specific sound and specific effect image 25 are displayed, is a welcome event for the player, but the situation in which there is a discrepancy between the specific sound and the displayed image (non-specific effect image 26) becomes an even more welcome event, resulting in an interesting effect format.
[0307] <Selection Reflection Animation (Specific Changes in the Selection Reflection Animation)> The gaming machine 1 according to this embodiment can execute a selection reflection effect (see Figures 71 and 72) as one of the effects that constitute the variation effect. In the following description of the selection reflection effect (specific changes in the selection reflection effect), the variation effect including the selection reflection effect may be referred to as the target variation effect (target variation), and the win / loss lottery result corresponding to the target variation effect may be referred to as the target win / loss lottery result. Note that the selection reflection effect only occurs when predetermined execution conditions are met. Furthermore, the selection reflection effect in this embodiment may occur in the normal game state. However, this does not preclude the possibility of it occurring in a specific game state.
[0308] In this embodiment, during a target change, a type of selection animation occurs in which the player selects one of several options before the selection reflection animation (see Figures 71 and 72) occurs. Since this selection animation occurs "before" the selection reflection animation, it will be referred to as "pre-selection" below (see Figure 70). As will be explained in detail below, the selection reflection animation is an animation that "corresponds" to the player's selection in the pre-selection.
[0309] Generally, selection sequences can be divided into automatic selection (where one of several options is automatically selected, and the selection is predetermined internally, without reflecting the player's will) and arbitrary selection (where the player can arbitrarily choose their preferred option from several options, allowing the player's will to be reflected in the selection). In this embodiment, pre-selection falls under arbitrary selection. In pre-selection, several types of presentation elements are presented as options (see Figure 70(a)). The player can choose their preferred element from among these multiple types of presentation elements. Any selection method is acceptable as long as it reflects the player's will. In this embodiment, the player can select any option by performing a selection operation (for example, moving the cursor using the directional keys 62) to highlight one of the multiple options compared to the others, and a confirmation operation (for example, operating the push button 61) to confirm the selection of the highlighted option. Furthermore, when the selection time set in advance expires (ends), the option that is currently highlighted will be selected (such selections due to time expiring are treated as arbitrary selections, as they select the option that is currently highlighted).
[0310] The performance elements presented as options in the pre-selection process can become performance elements that constitute the selection-reflected performance. Specifically, in the selection-reflected performance, the target performance element is output as a performance component, and multiple types of options (performance elements) are presented as "candidates" for the target performance element in the pre-selection process. The selection-reflected performance in this embodiment (see Figures 71 and 72) is a battle performance in which the player's character and the enemy character fight, and is a type of reach performance (super reach performance) that notifies the result of the target win / loss lottery based on its outcome. If the target win / loss lottery result is a jackpot, the player's character wins, leading to a victory ending (an ending that indicates a favorable situation for the player) (see Figures 71(d-1) and 72(d-1)), and if it is a loss, the player's character loses, leading to a defeat ending (an ending that indicates a disadvantageous situation for the player) (see Figures 71(d-2) and 72(d-2)). Furthermore, a winning outcome may include a so-called reversal pattern where a seemingly losing outcome (a disadvantageous situation) is reversed.
[0311] In this embodiment, the character displayed as the player's character in the selection reflection sequence is the target sequence element. Therefore, in the pre-selection, "candidates" that could become the player's character are presented as options (see Figure 70(a)). In other words, the pre-selection is to choose the character that will be displayed as the player's character in the subsequent selection reflection sequence (see Figure 70(b)). In this embodiment, one of the following characters will appear as the player's character: character J, character K, or character L (each character is indicated by "J", "K", or "L" in the diagrams) (see Figure 70(b)). Note that the enemy character is the same in the selection reflection sequence in this embodiment. In this way, the selection reflection sequence takes the form of a sequence that cheers on the character chosen by the player.
[0312] The player's choice in the pre-selection process (selection of a performance element (character)) does not affect the outcome of the selection-reflected performance (win or lose outcome) (the choice of performance element does not affect the reliability). Since the selection-reflected performance reaches an outcome corresponding to the result of the target win or loss lottery, that outcome is already determined at the time the pre-selection occurs. In other words, the player's choice in the pre-selection process does not affect the result of the target win or loss lottery (the player's direct benefit (expected value of payout)), but merely results in a difference in the performance.
[0313] The selection reflection animation typically (default) does not result in any specific changes, which will be described in detail later. Hereafter, the selection reflection animation without specific changes will be referred to as the "normal mode," and the selection reflection animation with specific changes will be referred to as the "specific mode."
[0314] In the normal mode of the selection reflection animation (default selection reflection animation), the elements corresponding to the selected animation elements selected in advance are considered the target animation elements. In this embodiment, the character corresponding to the "selected character" selected in advance is displayed as the player's character and fights against the enemy character, leading to the conclusion. In the normal mode of the selection reflection animation, elements corresponding to animation elements not selected in advance (unselected animation elements) are not displayed as the target animation elements (player's character). In other words, in the normal mode of the selection reflection animation, the "unselected character" corresponding to the character not selected in advance is not displayed. For example, in the normal mode of the selection reflection animation executed after character K is selected in advance, character K fights against the enemy character, and the unselected characters, character J and character L, are not displayed (see Figure 71).
[0315] On the other hand, the special type of selection reflection animation also starts with the selected animation element (selected character), which is an animation element selected in advance, as the target animation element. That is, at least from the start of the selection reflection animation (immediately after the end of advance selection) until partway through, the element corresponding to the selected animation element (selected character) is displayed as the target animation element (player's character). However, in the special type of selection reflection animation, partway through before reaching the conclusion, the target animation element changes from one corresponding to the selected animation element (selected character) to one corresponding to one of the non-selected animation elements (non-selected characters) (this change is referred to as a "specific change"). (Note that in this embodiment, there is no announcement to the player that such a specific change will occur, nor is there any animation to inform the player that it has occurred.) In other words, in the special type of selection reflection animation, the character corresponding to the selected character is displayed as the player's character until partway through, including the start of the animation, but at some point, the character corresponding to the non-selected character is displayed as the player's character. For example, in a special selection reflection animation that is executed after character K is selected in advance, character K is displayed as the player's character from the start of the animation until partway through (see Figures 72(a) and 72(b)), but then the display changes to character J or character L as the player's character (see Figure 72(c)), and the animation reaches its conclusion (see Figures 72(d-1) and 72(d-2)).
[0316] The selection reflection animation has a higher probability of leading to a winning outcome when it occurs in a special mode (when a specific change occurs) (see Figure 72) than when it occurs in a normal mode (when no specific change occurs) (see Figure 71). In other words, there is a higher probability that the result of the target win / loss lottery will be reported as a jackpot. Therefore, the occurrence of a specific change can be said to be an advantageous event for the player (a so-called chance-up).
[0317] Thus, in this embodiment, the selection reaction animation is such that, from the start of the animation until partway through, the player's prior selection is reflected in the target animation element (see Figures 71(a)(b) and 72(a)(b)). In the normal mode, the target animation element remains corresponding to the selected animation element (maintained throughout the animation) (see Figure 71), but in the special mode, the target animation element changes from corresponding to the selected animation element to corresponding to a non-selected animation element (a specific change occurs) (see Figures 72(b)(c)). Only players who notice that such a specific change has occurred can know that they are in a situation where they can expect to win the jackpot, which makes for an interesting gameplay experience (since the target animation element after the specific change is also one of the animation elements presented in the prior selection, it is thought that a certain number of players may mistakenly believe that they selected that animation element in the prior selection and not notice the discrepancy of the specific change).
[0318] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned selection reflection effects (specific changes in selection reflection effects). Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0319] Specific Example 10-1 In the special mode of selection reflection performance, after a specific change occurs, a return to the original state (hereinafter referred to as a return change) occurs. That is, after a specific change occurs, the target performance element returns from a state corresponding to a non-selected performance element to a state corresponding to a selected performance element. If the pre-selection is to select a character as in the above embodiment, then, as shown in an example in Figure 73, after a specific change occurs (see Figure 73(b)), a return change occurs in which the non-selected character returns to the selected character (see Figure 73(c)).
[0320] By using this example, the period during which the non-selected animation element is output as the target animation element in the selection reflection animation is temporary. Therefore, the probability that the player will notice that a specific change has occurred (that an animation element not selected in the prior selection is being output) is lower than in the case of the above embodiment (if you want an animation style that makes it difficult to notice a specific change, you should use this example).
[0321] The system may be configured such that, after a specific change occurs, a return change may occur (as shown in Figure 73), or a return change may not occur (as shown in Figure 72). In this case, the presentation can be such that there are two types of special scenarios where the specific change is relatively easy to notice (cases where the return change does not occur) and two types of special scenarios where the specific change is relatively easy to notice (cases where the return change occurs).
[0322] Specific Example 10-2 Assume that there are three or more performance elements presented as options in the pre-selection process. In this case, there will inevitably be two or more non-selected performance elements that are not chosen in the pre-selection process. When a specific change occurs, the probability that the selection-reflecting performance will lead to a favorable outcome for the player (the probability that the target win / loss lottery result will be announced as a jackpot) will differ depending on which of the two or more non-selected performance elements the target performance element changes to correspond to.
[0323] For example, as in the embodiment described above, in the pre-selection, three performance elements are presented: character J, character K, and character L. If character J is selected in the pre-selection (see Figure 74(a)), then character K and character L are not selected. When the subsequent selection reflection performance takes a special form, the probability that the selection reflection performance will lead to a favorable outcome for the player (the probability...
Claims
[Claim 1] A means for determining whether a game ball enters the starting area and conducting a draw based on the draw information obtained when the game ball enters the starting area, A means of operation that can be operated by the player, An effect execution means that performs a variation effect from the time the decorative pattern starts to change until it stops in a manner corresponding to the result of the win / fail lottery by the win / fail lottery means, Equipped with, During the aforementioned variation sequence, a special confirmation sequence may occur. The aforementioned special guaranteed performance will not occur unless the right to trigger the performance is acquired, and even if the right to trigger the performance is acquired, there is a possibility that it will not occur. The occurrence of the aforementioned special confirmation effect confirms that the result of the winning or losing lottery will subsequently be announced as a win based on the aforementioned decorative symbols. The right to trigger the aforementioned performance can be acquired when the specified conditions are met during the right acquisition period in the aforementioned variable performance. The aforementioned conditions can be met when the player plays a game to acquire rights using the aforementioned operating means; if the player does not operate the aforementioned operating means and does not play a game to acquire rights, there is no possibility of acquiring the right to trigger the aforementioned performance. The aforementioned right to generate the performance can be acquired up to a predetermined limit during the aforementioned right acquisition period. The number set as the limit is not fixed, and there is a possibility that two or more numbers may be set as the limit. A gaming machine characterized by the following features.