Gaming machine

The gaming machine integrates display and operation means with vibration and visual cues to create engaging operation effects, enhancing player interaction and excitement.

JP7886591B2Inactive Publication Date: 2026-07-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2021-04-12
Publication Date
2026-07-08
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging operation effects that enhance player interaction and excitement.

Method used

Incorporation of a display means and operation means, such as a push button, with specific effects like vibration and visual cues that prompt player interaction, including operation images and post-effect suggestions.

Benefits of technology

Enhances player engagement through interesting operation effects, providing immediate feedback and anticipation, thereby increasing player enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007886591000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting operation performance.SOLUTION: A game machine 1 includes: display means 91; operation means 20 (for example, a push button 21) operable by a player; and performance execution means for executing a specific operation performance in which the player is prompted to operate the operation means 20 and in which an operation image 25 representing the operation means 20, a time image 26 indicating an operation valid period, and a post-performance image 28 suggesting a post-performance that may occur after the performance are displayed on the display means 91.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0007]

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

Background Art

[0002] There is known a gaming machine capable of executing an operation effect that prompts a player to operate an operation means (see, for example, Patent Document 1 below).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting operation effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes a display means, an operation means operable by a player, and an effect that prompts the player to operate the operation means. The display means displays a specific operation effect in which an operation image representing the operation means, a time image indicating an operation valid period, and a post-effect image suggesting a post-effect that can occur after the effect are displayed. It is characterized by including an effect execution means for executing the effect.

Effects of the Invention

[0006] The gaming machine according to the present invention is capable of executing an interesting operation effect.

Brief Description of the Drawings

[0007] [Figure 1] It is a front view of the gaming machine according to the present embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram to explain specific performance effects. [Figure 5] This is a diagram to explain specific example 1-1. [Figure 6] This is a diagram to explain specific examples 1-3. [Figure 7] This is a diagram to explain specific examples 1-7. [Figure 8] This is a diagram to explain specific operation and effects. [Figure 9] This is a diagram to explain specific example 2-1. [Figure 10] This is a diagram to explain specific example 2-3. [Figure 11] This is a diagram to explain the selection process. [Figure 12] This diagram illustrates that the selection operation is effective during the first period of the selection animation. [Figure 13] This diagram illustrates that selection and decision operations are effective during the second phase of the selection process. [Figure 14] This is a diagram to explain specific example 3-1. [Figure 15] This diagram is used to explain the game explanation animations (game explanation images) and the chance animations (chance images). [Figure 16] This is a diagram to explain specific example 4-1. [Figure 17] This is a diagram to explain specific example 4-2. [Figure 18] This is a diagram to explain specific example 4-3. [Figure 19] This is a diagram to explain specific example 4-4. [Figure 20] This is a diagram used to explain the visual effects. [Figure 21] This is a diagram to explain specific example 5-1. [Figure 22]It is a diagram for explaining Specific Example 5-2. [Figure 23] It is a diagram for explaining Specific Example 5-3. [Figure 24] It is a diagram for explaining the guiding structure of the game ball to the entrance.

Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and guide rails 903 that form a passage for guiding the game ball launched by the operation of a launching device 908 (launching handle) to the game area 902 are provided in a substantially arc shape.

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

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

[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.

[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (not shown) when a game ball enters the starting area 904 (special figure starting area). In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "special figure 1" starting area) and a second starting area 904b (the so-called "special figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery result begins in the order in which the numerical values ​​are obtained (so-called variation begins). However, if there is still win / fail lottery information for which notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, reserved information before variation, which will be described later) in a storage means provided on a control board (not shown).

[0014] In this embodiment, the reserved symbols 10 include a reserved symbol 11 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 12 before variation that corresponds to a reserved symbol 12 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 11 during variation is displayed larger than the reserved symbol 12 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 11 during variation and the reserved symbol 12 before variation may be completely different. Alternatively, the reserved symbol 11 during variation may not be displayed. Furthermore, the order in which the notification of the win / loss lottery results corresponding to the pre-change reserved symbols 12 is completed (the so-called reserved symbol "consumption order") is such that the symbols located to the right are processed faster.

[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 10 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 11 and up to four pre-reserve symbols 12 may be displayed (see Figure 2). The pre-reserve symbols 12 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 12. Regardless of the game state, the system may be configured to display pre-reserve symbols 12 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 12 may be displayed).

[0016] In this embodiment, similar to known gaming machines, the player is notified of the win / loss result 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 begin to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.

[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low (for example, the jackpot probability is said to be about 1 / 320), and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (for example, the jackpot probability is said to be about 1 / 80), and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player aims to launch the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. In the special game state, the player aims to launch the game ball at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The special game state is a state in which it is easier to win the lottery for opening the second starting area 904b, which is triggered when a game ball enters the normal starting area 905, so it is relatively easy for a game ball to enter the second starting area 904b.

[0019] In this embodiment, the game transitions to a special game state after all jackpot games have finished. The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times) (see Figure 3). When the special game state ends, the game transitions to the normal game state. If a jackpot is won before the predetermined number of consecutive losses occur after transitioning to the special game state, the game transitions to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning a jackpot before the predetermined number of consecutive losses occur after transitioning to the special game state. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine. It may also be a V probability variation machine. It may also be a game machine (Type 1 / Type 2 mixed machine) equipped with so-called minor wins, in which a jackpot can be won when the game ball enters a predetermined area when a minor win is achieved. Furthermore, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.

[0020] 2) The following describes the various effects and other features that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects and other features described below can be performed. Also, the configuration may be such that the effects and other features described below can occur only when a predetermined mode (which may be a mode that the player can select themselves, or a mode that is set automatically (without the player selecting it)) is set.

[0021] 2-1) Specific production The gaming machine 1 according to this embodiment is equipped with a push button 21 and a directional pad 22 as operating means 20 that can be operated by the player (see Figure 1). A specific performance is a performance using the push button 21, which is a type of the operating means 20. The state in which the push button 21, which is in its original position, is pressed and it is detected that it has reached a predetermined position is called the operating state, and the state in which it is not in the operating state is called the non-operating state. Note that using a push button 21 as the operating means 20 used for the performance is merely an example. For example, it may be operated in the forward and backward direction instead of the up and down direction.

[0022] The push button 21 is capable of changing its configuration from a normal configuration (normal state) to a special configuration. The change in the configuration of the push button 21 is recognizable by the player's senses (five senses). In this embodiment, a vibration device (not shown) is provided to vibrate the push button 21 (the main body of the button), and the state in which the vibration device is not driven (non-vibration state) is set as the normal configuration, and the state in which the vibration device is driven (vibration state) is set as the special configuration. In other words, if a player touches the push button 21 when it is in the special configuration, the player can perceive that the push button 21 is vibrating with their senses (touch). The mechanism for vibrating the operating means 20 such as the push button 21 (specific structure of the vibration device) is well known, so its explanation is omitted. As an example of other configuration changes, the push button 21 is provided with a light-emitting part, and the configuration of the light-emitting part (which includes a state in which it is not emitting light) can change from one configuration (normal configuration) to another configuration (special configuration). In other words, the player can recognize the change in the state of the push button 21 through their visual perception.

[0023] A specific performance (see Figure 4) is a performance that can occur under the condition that a specific event occurs. In this embodiment, the acquisition of win / fail lottery information (reserve information) in which the corresponding win / fail lottery result is a jackpot (see Figure 4(b)) is set as the specific event. Hereinafter, the acquisition of win / fail lottery information that results in a jackpot may be referred to as the acquisition of a "winning reserve". Note that the acquisition of win / fail lottery information that results in a jackpot (win / fail lottery information that will immediately start the corresponding in-spin performance) when the win / fail lottery information stored in the memory means is 0 (a state in which no performance is being executed during the spinning process) is also included as a specific event. Since the win / fail lottery information is acquired when a game ball enters the starting area 904, it can be said that a part of the time when the event of a game ball entering the starting area 904 occurs is the "occurrence of a specific event". In the following explanation, the time when a specific event occurs (i.e., the time when the entry of a game ball into the starting area 904 in which a winning reserve is acquired is detected) may be referred to as the specific time. The timing of when the game ball enters the starting area 904 cannot be accurately predicted by the player. Although the player aims to launch the game ball into the starting area 904, the game ball flows through the game area 902 irregularly (in a manner that the player cannot predict), making it virtually impossible for the player to accurately predict (know) this timing. The above-mentioned specific event cannot occur unless the game ball enters the starting area 904, meaning it is virtually impossible for the player to accurately predict the specific moment.

[0024] The specific animation will not occur if the push button 21 is in an unoperated state at a specific point in time (see Figure 4(c-2)), but will occur if the push button 21 is in an operated state at a specific point in time (see Figure 4(c-1)). In other words, the condition for the occurrence of the specific animation is set as "operation of the operating means 20 (push button 21)". However, the specific animation does not occur on the premise that the player is required to operate the push button 21. The timing at which the specific animation occurs may coincidentally coincide with the timing at which a general operation animation that requires the player to operate the push button 21 occurs, but the specific animation is basically not an animation that gives an operation instruction to the player (see Figure 4). In this embodiment, if the operating means 20 is the push button 21 and the acquisition of a winning reserve is the specific event, then the specific animation will not occur unless the push button 21 is pressed at the time the winning reserve is acquired, and the specific animation will occur unless the push button 21 is pressed at that time (see Figures 4(b), (c-1), (c-2)). As mentioned above, since the player cannot accurately predict the moment when the game ball enters the starting area 904, that is, the moment when a specific event may occur, in order to trigger a specific effect, it is practically necessary to keep the push button 21 in the operating state (by continuously pressing the push button 21) while launching the game ball.

[0025] In this embodiment, the specific effect is that the push button 21 changes from its normal state to a special state. In other words, it changes from a non-vibrating state to a vibrating state (see Figure 4(c-1)). Since the specific effect can occur when the push button 21 is in an operating state, the player is operating the push button 21 and can feel the vibration that occurs in the push button 21. That is, with a configuration like this embodiment, when the vibration of the push button 21 that occurs as a specific effect occurs, the player is always operating the push button 21 (it is in an operating state), so there is no situation in which the player does not notice the vibration of the push button 21. The duration of the vibration of the push button 21 (i.e., the length of the specific effect) is predetermined (this duration is constant). In this embodiment, it is "1 second". In other words, the vibration duration is quite short. After this time has elapsed, the push button 21 automatically returns to its normal state (non-vibrating state). On the other hand, even if a winning combination is acquired, if the push button 21 is not in an operational state at that time (specific time), the push button 21 will remain in its normal state (see Figure 4(c-2)). Thus, even in situations where the same "specific event" occurs, the response of the push button 21 (whether or not vibration occurs) differs depending on whether or not the push button 21 is being operated.

[0026] In this embodiment, if the push button 21 is pressed at a specific point in time when a winning hold is acquired, a specific animation will always occur (with 100% probability). In this way, if the player continues to play with the push button 21 pressed, a so-called "fully announced" gameplay experience is achieved. Conversely, if the player continues to play with the push button 21 pressed, a jackpot will not occur unless the specific animation occurs.

[0027] Note that the reserve symbol 10 corresponding to the winning reserve may remain in its normal state (see Figures 4(c-1) and (c-2)). In other words, even if a so-called reserve change does not occur (i.e., it does not become a so-called chance-up reserve), the specific effect will still occur.

[0028] Furthermore, the gaming machine 1 according to this embodiment is equipped with an "auto-button function" that, in operation sequences requiring the player to operate the operation means 20 (push button 21), reflects a virtual operation in the sequence even if the operation means 20 is not actually operated (the auto-button function itself is publicly known, so a detailed explanation is omitted). Even when the auto-button function is ON (a state in which a virtual operation occurs), the specific sequence will not occur unless the operation means 20 (push button 21) is actually operated when a winning reserve is acquired. In other words, the auto-button function is not reflected in the "operation of the operation means 20," which is a condition for the occurrence of the specific sequence. As mentioned above, the specific sequence is transmitted to the player who is actually operating the operation means 20 (push button 21) through vibration, so even if the auto-button function is ON, the specific sequence will not occur if it is not actually operated. Note that the auto-button function is not a mandatory configuration, and the machine may be configured without it.

[0029] As described above, according to the gaming machine 1 of this embodiment, it is possible to execute an interesting special effect (specific effect) that will not occur if the operating means 20 (push button 21) is in an inactive state, but will occur if it is in an active state, at a specific point in time when a specific event that the player cannot predict occurs.

[0030] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0031] 〇Specific Example 1-1 In the above embodiment, it was explained that if the push button 21 is in the activated state when a specific event occurs (at a specific time), a specific effect (vibration of the push button 21) occurs with 100% probability. However, it is also possible to set it so that even if the push button 21 is in the activated state when a specific event occurs, the specific effect does not necessarily occur. In other words, if the push button 21 is not in the activated state (is in an unactivated state) at a specific time, the specific effect will not occur. However, even if the push button 21 is in the activated state, the specific effect may or may not occur (a setting where the probability of the specific effect occurring when the push button 21 is in the activated state at a specific time is less than 100%). For example, when a winning hold is acquired and the push button 21 is in the operating state (see Figure 5(a)), a predetermined lottery (hereinafter referred to as the vibration lottery; the probability of winning this lottery is less than 100%) is performed. If the vibration lottery is won, the push button 21 vibrates (see Figure 5(b-1)), but if the vibration lottery is lost, the push button 21 does not vibrate (see Figure 5(b-2)).

[0032] In the configuration described above, if the push button 21 is pressed while playing, a jackpot will not be won unless a specific animation occurs. On the other hand, by using the configuration described in this example, even if the push button 21 is pressed while playing and no specific animation occurs, there is still a possibility of winning a jackpot (the vibration of the push button 21 remains a "chance up"). It should be noted that the occurrence of a specific animation guarantees a jackpot, as in the above embodiment.

[0033] 〇Specific Examples 1-2 In the above embodiment, it was explained that obtaining win / loss lottery information for a jackpot while no reel spinning animation is being performed is also included in the specific events. However, it is now stated that obtaining win / loss lottery information for a jackpot while no reel spinning animation is being performed is included in the specific events, while obtaining the same information while no reel spinning animation is being performed is not included in the specific events. In other words, immediately after the win / loss lottery information is obtained, only the acquisition of a winning reserve, which is displayed as "Reserve Symbol 12 before Reel Spin," is considered a specific event. If you think that obtaining win / loss lottery information for a jackpot while no reel spinning animation is being performed means that the reel spinning animation (winning reel spin) corresponding to that win / loss lottery information starts immediately, and therefore there is no need to deliberately generate a specific animation, then you can do as in this example.

[0034] In this way, the specific animation will occur before the in-game animation for the corresponding win / loss lottery result (jackpot) begins (it will occur while an in-game animation that finishes before the in-game animation for the corresponding win / loss lottery result is being executed), thus the specific animation will function as a so-called pre-announcement animation.

[0035] Specific Examples 1-3 In the above embodiment, it was explained that the acquisition of winning / losing lottery information (winning reserve) for a jackpot is set as a specific event. However, other events whose timing cannot be accurately predicted by the player may also be set as specific events. For example, it is conceivable that the start of a predetermined event that constitutes a spinning animation and whose timing is random (unpredictable) may be set as a specific event. For example, the start of an animation (cut-in animation) (see Figure 6(a)) in which a predetermined animation image 201 is displayed may be set as a specific event (this is not an animation that prompts the operation of the push button 21). If the push button 21 is in the operation state when the animation image 201 is displayed, the push button 21 will vibrate (the specific animation occurs) (see Figure 6(b-1)), but if it is not in the operation state, the push button 21 will not vibrate (the specific animation does not occur) (see Figure 6(b-2)).

[0036] However, as in the embodiment described above, by having a specific event occur at the time the target win / loss lottery information is acquired, there is an advantage in that it is easy to understand which of the target win / loss lottery results (which of the target is pending) is suggested by the specific performance.

[0037] 〇Specific Examples 1-4 In the above embodiment, the specific effect is described as the push button 21 changing from a non-vibrating state to a vibrating state. However, it is also possible to set other effects as specific effects. For example, a special image may be displayed in the display area 911 that is not displayed if the push button 21 is not operated at a specific time, but is displayed if the push button 21 is operated at that time.

[0038] However, since the occurrence of a specific effect depends on whether or not the push button 21 is being operated, it is preferable that the effect is related to the push button 21. For example, it is conceivable to set a change in the illumination pattern of a light-emitting part provided on the push button 21 as the specific effect. More preferably, since it is certain that the player is operating the push button 21 when the specific effect occurs, it is preferable that the change occurs in a way that the player performing the operation will notice. For example, it is conceivable to set an effect as the specific effect in which air is ejected from or near the push button 21, so that the player operating the push button 21 can feel it. Alternatively, it is conceivable to set an effect as the specific effect in which a movable part is provided near the push button 21, and the movable part is displaced so that it touches the player operating the push button 21.

[0039] 〇Specific Examples 1-5 The operating means 20 (push button 21) used in the specific performance in the above embodiment is a physical structure that can be operated by the player, but the specific performance described in the above embodiment may be triggered by operating a touch panel or the like, which is considered "operation of the operating means 20" (operation state). Alternatively, a sensor capable of detecting the player's hand or the like may be provided, and the specific performance described in the above embodiment may be triggered by detection by the sensor, which is considered "operation of the operating means 20" (operation state).

[0040] Specific Examples 1-6 The occurrence of specific effects is limited to specific game states. For example, in a low-base state where the frequency of game balls entering the starting area 904 (first starting area 904a) (frequency of acquiring win / failure lottery information) is relatively low and the time required for one spin is relatively long, the specific effects will not occur. However, in a high-base state (time-saving state) where the frequency of game balls entering the starting area 904 (second starting area 904b) (frequency of acquiring win / failure lottery information) is relatively high and the time required for one spin is relatively long, the specific effects may occur. In a high-base state, win / failure lottery information is acquired at a good pace, and the win / failure judgment results are reported at a good pace (the reserved balls are consumed), making it suitable for gameplay where the player expects the specific effects to occur while maintaining the operation state of the push button 21.

[0041] It is also possible to set the game machine 1 according to the above embodiment so that a specific effect can occur only during the special game state (so-called ST state) (see Figure 3). In an ST machine that transitions to a special game state after all jackpot games have ended, as in the above embodiment, the key to continuation (consecutive wins) is winning a jackpot before a predetermined number of consecutive losses, and since winning a jackpot is a welcome event for the player, the player is informed of the jackpot win through a specific effect. In a so-called probability variation loop machine, winning a jackpot other than a probability variation jackpot (a regular jackpot) that transitions to a high probability state (probability variation state) after a jackpot game has ended is an unwelcome event for the player, so it is necessary to set the machine so that no specific effect occurs for regular jackpot wins, which complicates the control.

[0042] Specific Examples 1-7 An action prompting the player to operate the push button 21 (see Figure 7) may occur. Specifically, the action prompt has an action validity period during which the operation of the push button 21 is effective (reflected in the action). If a specific event occurs (see Figure 7(b)) while the push button 21 is being operated (while it is in operation) during this action validity period, the specific action will not occur (see Figure 7(c)). Since it is highly probable that the player is operating the push button 21 during the action validity period in response to the action prompt, if the specific action occurs at that time, the player may mistakenly believe that the specific action (vibration of the push button 21) occurred as a result of the action prompt. To prevent this situation from occurring, the specific action will not occur even if a specific event occurs while the push button 21 is being operated during the action validity period.

[0043] Examples of operation effects include single-shot operation effects that encourage the user to operate the operation means 20 only once, continuous operation effects that encourage continuous operation (if the operation means 20 is a push button 21, this effect encourages "rapid pressing"), and maintenance operation effects that maintain the operated state (if the operation means 20 is a push button 21, this effect encourages "long pressing"). In particular, regarding the maintenance operation effect (see Figure 7), there is a high probability that a specific event will occur when the operation means 20 (push button 21) is in an operated state, so controlling it as in this example is highly significant. Furthermore, a function (automatic rapid pressing function) that reflects the maintenance operation of the operation means 20 in a continuous operation effect as a virtual continuous operation is known, and if such a function is installed, there is a high probability that a specific event will occur when the operation means 20 is in an operated state in the continuous operation effect as well, so controlling it as in this example is highly significant.

[0044] 〇Specific Examples 1-8 In a case where multiple types of jackpots are set, if a winning reserve that results in one type of jackpot is acquired and the operation means 20 is in an operating state, a specific animation will occur. However, if a winning reserve that results in a different type of jackpot is acquired, the specific animation will not occur even if the operation means 20 is in an operating state. For example, if there are three types of jackpots set: a 10-round jackpot, a 5-round jackpot, and a 3-round jackpot (the concept of "rounds" is well known, so no explanation is given), if a winning reserve that results in a 10-round jackpot is acquired, a specific animation may occur (if the operation means 20 is in an operating state), but if a winning reserve that results in a 5-round jackpot or a 3-round jackpot is acquired, the specific animation will not occur (regardless of the state of the operation means 20). In other words, the specific animation can only occur if a winning reserve with a jackpot of a predetermined number of rounds or more is acquired.

[0045] Furthermore, in a configuration where there are both probability-changing jackpots (jackpots that transition to a high-probability state (a probability variation state where the probability of winning the lottery is higher than usual) after the jackpot game ends) and regular jackpots (jackpots that transition to a low-probability state (a state where the probability of winning the lottery is lower than in the high-probability state) after the jackpot game ends), it is conceivable to set it so that a specific effect may occur when a winning reserve for a probability-changing jackpot is acquired, but no specific effect occurs when a winning reserve for a regular jackpot is acquired.

[0046] Thus, in a configuration where multiple types of jackpots are set, each offering a different expected value of profit for the player, a specific animation may occur if the expected value of the profit is above a certain threshold, while it may not occur if it is below that threshold. Since some types of jackpots may not be particularly pleasing to the player, a specific animation may only occur when a jackpot is won (when a winning reserve is obtained) that offers a certain level of profit, so as not to disappoint the player's expectations (joy) when the animation occurs.

[0047] 〇Specific Examples 1-9 The system is configured such that when a winning hold is acquired, there is a period during which a specific animation does not occur even if the operating means 20 is in an operating state (hereinafter referred to as the "prohibited period"). In other words, during periods other than the prohibited period (hereinafter referred to as the "target period"), when a winning hold is acquired, if the operating means 20 is in an operating state, the specific animation will occur. For example, the system could be configured such that the period from transitioning to a certain game state until a predetermined number of in-spin animations are performed (until the predetermined number of spins are completed) is the prohibited period, and the period thereafter is the target period. In other words, the system could be configured so that the period is determined by the number of spins (number of rotations).

[0048] Furthermore, it is conceivable to configure the system so that, for example, periods during which one or more special performance modes (also referred to as stages, etc.; the concept of such modes (stages) is well known are omitted for brevity) are prohibited, and all other periods are subject to restrictions. In other words, the system is configured so that specific performances do not occur when the performance state is such that it is inappropriate for such performances to occur.

[0049] 2-2) Specific operation effects The gaming machine 1 according to this embodiment is capable of executing a specific operation animation (see Figure 8) as a type of operation animation that prompts the player to operate a push button 21, which is one of the operating means 20. This specific operation animation may occur as an animation that constitutes part of the animation during reel spinning. Although the specific operation animation in this embodiment is a single operation animation, this does not preclude the possibility of using the following configurations for continuous operation animations or sustained operation animations.

[0050] A specific operation animation suggests a subsequent animation that will occur after the specific operation animation. In a specific operation animation, similar to a general operation animation, an operation image 25 representing the push button 21 to be operated is displayed in the display area 911 to indicate to the player that the push button 21 should be operated (see Figure 8(a)). The operation image 25 may be modified or otherwise altered to the extent that the player can recognize it as representing the push button 21 (operating means 20) to be operated. In this embodiment, a meter image 26 indicating the remaining (elapsed) operation validity period is displayed along with the operation image 25 (see Figure 8(a)). In other words, the operation image 25 is displayed at least during the operation validity period. Since the specific operation animation in this embodiment is a one-time operation animation, the operation validity period ends when the push button 21 is operated during the operation validity period. Furthermore, if the push button 21 is not operated throughout the operation validity period, the operation validity period ends, and the push button 21 is deemed to have been operated (controlled in the same way as when the push button 21 is operated triggered by the end of the operation validity period).

[0051] In specific operation sequences, a post-operation sequence image 28, which suggests a post-operation sequence, is displayed along with the operation image 25 (see Figure 8(a)). In other words, the post-operation sequence image 28 is displayed during the operation validity period. The post-operation sequence image 28 should contain elements that allow the player to recognize that it suggests the suggested post-operation sequence. For example, if the post-operation sequence is named "○○○ sequence," then the post-operation sequence image 28 should contain the characters "○○○." Although not shown in the illustration, it is also conceivable that the image displayed as the post-operation sequence may be displayed as the post-operation sequence image 28.

[0052] The specific form of the post-event effect can be anything. In this embodiment, the display of a predetermined image is set as the post-event effect (see Figure 8(c)). When a post-event effect occurs during a spinning animation, the probability (reliability of winning) of the target win / loss lottery corresponding to that spinning animation being a jackpot is higher than when it does not occur. In other words, the post-event effect is a type of so-called chance-up effect. The occurrence of the post-event effect is not conditional on the occurrence of a specific operation animation. That is, the post-event effect can occur even during a spinning animation in which no specific operation animation occurs.

[0053] In this embodiment, when a specific operation animation occurs and the push button 21 is operated (single operation) during the operation validity period (see Figure 8(b)), a post-event animation is always triggered (occurs immediately after the operation) (see Figure 8(c)). If the push button 21 is not operated during the operation validity period, it is assumed that the push button 21 was operated when the operation validity period ends, so in that case as well, the post-event animation will occur immediately after the operation validity period ends. In other words, the occurrence of a specific operation animation is always linked to the occurrence of a post-event animation (both the specific operation animation and the post-event animation occur in the same variation). However, throughout the game, it is not shown to the player that a post-event animation will always occur when a specific operation animation occurs, so when a specific operation animation occurs and the post-event animation image 28 is displayed, the player will operate the push button 21 expecting a post-event animation to occur. Note that the post-event animation is (a chance-up animation) but not an animation that guarantees a jackpot. Therefore, the occurrence of a specific operation animation that leads to the occurrence of a post-event animation is not an animation that guarantees a jackpot. Even if the lottery result is a loss during the reel spin, specific action sequences and post-event sequences may still occur.

[0054] Thus, the gaming machine 1 according to this embodiment is capable of performing an interesting operation sequence (specific operation sequence) in which the subsequent effects (post-effects) are hinted at from the stage in which the player is prompted to operate the push button 21.

[0055] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific operation and performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0056] 〇Specific Example 2-1 In the above embodiment, it was explained that if the push button 21 is not operated during the operation validity period of a specific operation performance (single operation performance), a post-event performance occurs when the operation validity period ends. However, if the push button 21 is operated during the operation validity period of the specific operation performance (see Figure 9(a)) (see Figure 9(b-1)), a post-event performance occurs (see Figure 9(c-1)), but if the push button 21 is not operated during the operation validity period (see Figure 9(b-2)), a post-event performance does not occur (see Figure 9(c-2)). This setting ensures that the operation of the push button 21 (single operation) is a condition for the execution of the post-event performance, thus encouraging operation during the operation performance (specific operation performance). Whether or not the push button 21 is operated during the specific operation performance does not affect the probability of winning the jackpot in the target win / loss lottery result.

[0057] Furthermore, if the push button 21 is operated and a post-event animation occurs, after the post-event animation finishes, the same animation as if the push button 21 had not been operated and no post-event animation had occurred (see Figure 9(d)) will be executed. In other words, during the predetermined period after the completion of a specific operation animation, the post-event animation will either be executed or not executed depending on whether the operation was performed (divided into cases like Figure 9(c-1) and Figure 9(c-2)), but thereafter the in-game animation will proceed in the same manner.

[0058] If the specific operation animation is to be a continuous operation animation or a sustained operation animation, then the setting should be such that whether or not a post-operation animation occurs depends on whether or not the continuous operation or sustained operation during the operation validity period satisfies predetermined conditions. In other words, if an operation that satisfies the predetermined conditions is performed before the operation validity period ends, a post-operation animation will occur, but if an operation that satisfies the predetermined conditions is not performed, a post-operation animation will not occur. The predetermined conditions may be fixed (unchanging) conditions, or they may be conditions that change each time the specific operation animation occurs. Alternatively, a lottery may be held to determine whether or not the conditions are met.

[0059] Specific Example 2-2 In the above embodiment, it was explained that when a specific operation animation occurs, it is confirmed that a post-operation animation (display of a predetermined image) will occur, triggered by the operation of the push button 21 during the operation validity period or the end of the operation validity period. However, even if a specific operation animation occurs, the probability of a post-operation animation occurring is high, but it is not guaranteed that a post-operation animation will occur (the probability of a post-operation animation occurring is less than 100%).

[0060] Thus, in a configuration where a specific operation animation does not necessarily result in a post-event animation, a different operation animation may occur. Specifically, a normal operation animation may occur in which the operation image 25 is displayed (prompting the player to operate the push button 21), but the post-event animation image 28 is not displayed. The post-event animation may also occur as a result of operating the push button 21 during the operation validity period of the normal operation animation or when the operation validity period ends. Based on this premise, it is assumed that the probability of a post-event animation occurring is higher after a specific operation animation than after a normal operation animation. In other words, the occurrence of a specific operation animation in which the post-event animation image 28 is displayed may only suggest that the probability of a post-event animation occurring is higher than that of a normal operation animation in which the post-event animation image 28 is not displayed.

[0061] In this way, the presence or absence of the post-event image 28 in the operation sequence indicates the likelihood (high or low) of a post-event occurring, making the gameplay easy to understand.

[0062] Specific Examples 2-3 Assume there are multiple types of post-event images 28 that can be displayed in a specific operation sequence. For example, there may be cases where a specific operation sequence (first specific operation sequence) displays a first post-event image 281 as the post-event image 28, or cases where a specific operation sequence (second specific operation sequence) displays a second post-event image 282 (which differs in appearance from the first post-event image 281). In this case, the probability of a post-event occurring after the specific operation sequence is higher when the second post-event image 282 is displayed (when the second specific operation sequence occurs) (see Figure 10(b)) than when the first post-event image 281 is displayed (when the first specific operation sequence occurs) (see Figure 10(a)). The setting may be such that a post-event is guaranteed to occur when the second specific operation sequence occurs, or it may be such that a post-event is not guaranteed to occur even when the second specific operation sequence occurs (the probability of occurrence is less than 100%). Furthermore, the probability of a post-event sequence occurring when the first specific operation sequence occurs is always less than 100% (since it is lower than the probability of a post-event sequence occurring when the second specific operation sequence occurs).

[0063] In this way, the types (forms) of post-event images 28 that appear when a specific operation occurs also become forms of presentation that players will pay attention to. In other words, as mentioned above, post-event presentations are chance-up presentations, so players will hope that a specific operation presentation will occur and create a situation where they can expect a post-event presentation to occur. If such a specific operation presentation occurs, the player will hope that it will become a second specific presentation (that the second post-event image 282 will be displayed), thus realizing a gameplay experience in which players will hope for this.

[0064] Specific Example 2-4 The game is configured so that players can choose whether or not to enable gameplay that triggers specific action sequences. For example, a normal mode and a specific mode can be set, and if the specific mode is set, a specific action sequence may occur (an action sequence in which a post-event image 28 is displayed may occur), but if the normal mode is set, the specific action sequence will not occur (the post-event image 28 will not be displayed). The method of selecting the mode can be anything. Players can select their preferred mode by operating the push button 21 or the directional pad 22, etc., in the standby state (when no action sequences are being performed during reel spinning). In this way, players can choose whether or not to enable gameplay that warns of the occurrence of a post-event sequence when an action sequence occurs (players who do not want to be warned of the occurrence of a post-event sequence can select the normal mode).

[0065] If a specific mode is set, any operation sequence that results in a post-event sequence may be set to always be a specific operation sequence (the post-event sequence image 28 will always be displayed). In other words, the "full notification mode" for post-event sequences may be set to be a specific mode, where a post-event sequence occurs if it is a specific operation sequence, and does not occur if it is any other operation sequence.

[0066] 2-3) Selection sequence The gaming machine 1 according to this embodiment is capable of executing a selection animation (however, it does not occur in all spins) as an animation that constitutes the animation during spinning. Furthermore, the selection animation described below may be executed when no animation is being performed during spinning, for example, during a jackpot game.

[0067] The selection presentation (see Figure 11) basically involves displaying multiple options in the display area 911 and prompting the player to select their preferred option from among these options by operating the operation means 20 (push buttons 21, directional keys 22). The display area 911 displays option images 30 representing the options. The option images 30 should be such that the player can select and understand the content of each option. The selection presentation may display the same options each time, or the options may change each time. Furthermore, the configuration may allow two or more options of the same type to be displayed among multiple types of options. The content of the options can be anything, so a description will be omitted. In this embodiment, the selection presentation constitutes the in-game presentation, but the player's selection does not affect the outcome of the lottery. Only the subsequent development (the form of the in-game presentation) changes according to the selection. In the following description, four types of characters, A to D, are displayed as options, and a selection presentation occurs prompting the player to select their preferred character. After the selection animation, an animation corresponding to the selected character will occur (for example, an animation in which the selected character speaks a line of dialogue).

[0068] The selection process is divided into a first period (first half) (see Figure 11(a)) and a subsequent second period (second half) (see Figure 11(b)).

[0069] During the first period (see Figure 11(a)), the display area 911 displays an image 30 corresponding to each option, along with an image (hereinafter referred to as an instruction image 32) indicating the content of the selection presentation (what is required of the player). In this embodiment, an instruction image 32 containing the words "Choose your favorite character" is displayed. This allows the player to understand that they simply need to choose their preferred character from among the characters presented as options.

[0070] Furthermore, one of the multiple options (option images 30) is highlighted to be more prominent than the other options. As will be described later, the option highlighted indicates the one that will be selected by the decision operation. In this embodiment, the cursor C is positioned over one of the multiple option images 30. The option (option image 30) that the cursor C is positioned over is the highlighted option. At the start of the selection animation (start of the first period), the option image 30 of character A is highlighted (the initial position of cursor C is character A) (see Figure 11(a)). Various methods can be considered to create this highlighted state. Possible methods include displaying one option image 30 larger than the other option images 30, or making the color of one option image 30 different from the color of the other option images 30. In addition, although the selection animation in this embodiment ultimately selects one option, two or more options may be selected. In this case, two or more option images 30 will be highlighted.

[0071] After the first period ends, the system moves to the second period. In the second period (see Figure 11(b)), an operation instruction image 34 relating to the operation of the operating means 20 is displayed in the display area 911. The operation instruction image 34 is an image that shows how the player should operate the operating means 20 to select their preferred option. In this embodiment, the cursor C is moved by the directional pad 22 (left and right keys of the directional pad 22), that is, the option image 30 to be highlighted is changed (hereinafter, this operation is referred to as the selection operation), and the selection of the highlighted option is decided (the selection is confirmed) by operating the push button 21 (hereinafter, this operation is referred to as the confirmation operation). Images explaining the operation of the directional pad 22 and the push button 21 are displayed as the operation instruction image 34. At a minimum, the operation instruction image 34 includes an image representing the operating means 20 necessary for the selection operation and the confirmation operation (this may represent the appearance of the operating means 20, or it may be text representing the name of the operating means 20). Players who see this instruction image 34 can easily understand how to perform selection and confirmation operations.

[0072] In this embodiment, the selection process allows for a selection operation to change the highlighted option from the first period, even before the operation instruction image 34 is displayed. In other words, the operation instruction image 34 indicates that the highlighted option can be changed by operating the directional pad 22, which is one of the operation means 20. However, even during the first period when the operation instruction image 34 is not displayed, it is possible to change the highlighted option, i.e., perform a selection operation (move the cursor C in this embodiment) (see Figure 12). However, a decision operation cannot be performed during the first period. In other words, even if the push button 21 is operated during the first period, a decision operation is not performed (a decision operation is not made effective).

[0073] After the operation instruction image 34 is displayed, that is, after transitioning to the second period, selection operations using the directional keys 22 are possible, as in the first period (see Figures 13(b) and 13(c)). Also, after transitioning to the second period, confirmation operations using the push buttons 21 are possible (see Figures 13(d) and 13(e)). In other words, the operations shown in the operation instruction image 34 become valid. To summarize, during the first period, "selection operations are valid," and during the second period, "both selection and confirmation operations are valid." Furthermore, after a predetermined time has elapsed since transitioning to the second period (confirmation operation valid time), a confirmation operation will be performed automatically even if the push buttons 21 are not pressed. Specifically, the selection of the highlighted option is automatically confirmed at the end of the confirmation operation valid time.

[0074] In the above selection presentation, the selection images 30 are displayed from the first period before the operation instruction image 34 is displayed, and one of the selection images 30 is highlighted. Therefore, it is likely that many players will understand that they are being prompted to select their preferred option. In particular, if the instruction image 32 is displayed during the first period as in this embodiment, it is expected that many players will understand it in this way. Furthermore, since the operation means 20 is located in a position visible to the player, it is assumed that most players are aware of its existence, and if a selection image 30 is displayed, they may try to change the highlighted selection image 30 by operating the operation means 20 (moving the cursor C) even if the operation instruction image 34 is not displayed. In particular, if a directional pad 22 is provided as in this embodiment, it is assumed that many players will think that a selection operation can be performed by operating the directional pad 22 even if the operation instruction image 34 is not displayed.

[0075] In light of these points, this embodiment is configured so that selection operations can be performed (selection operations using the directional pad 22 become effective) even before the operation instruction image 34 is displayed (see Figure 12). In other words, for players who understand that the presentation involves selecting their preferred option even before the operation instruction image 34 is displayed and attempt to operate the operation means 20 (operation of the directional pad 22), the operation is made effective so that the operation is not wasted (to prevent players from becoming frustrated when the operation is not effective). Furthermore, by doing so, it is possible to reach a state where the preferred option has been selected (the preferred option image 30 is highlighted) before moving to the second period when the decision operation becomes effective, which has the advantage of shortening the time it takes to decide on an option in the selection presentation.

[0076] On the other hand, during the first period, since the operation instruction image 34 is not displayed, players may think that their selection will not be finalized. In other words, if the final decision operation (operation of button 21) were to be enabled during the first period, there is a risk that players may end up selecting an option they do not like. Therefore, the final decision on an option (confirmation of the selection) is only enabled when the operation instruction image 34 is displayed (indicating to the player that the selection will be finalized by operating button 21).

[0077] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned selection presentation aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0078] 〇Specific Example 3-1 During the second period, a time image 36 is displayed that shows the time remaining until the end of the selection animation, specifically the time during which the decision operation is valid (decision operation valid time). Various methods are possible for showing this time (the form of the time image 36). For example, a meter that changes over time may be displayed (or not displayed) as the time image 36, or a numerical value indicating the remaining time (a counting-down number) may be displayed as the time image 36 (see Figure 14(b)). The time image 36 is not displayed during the first period, i.e., before the operation instruction image 34 is displayed (see Figure 14(a)). The time image 36 may be displayed simultaneously with the start of the display of the operation instruction image 34 (start of the second period), or it may be displayed after a predetermined time has elapsed from the start of the display of the operation instruction image 34 (start of the second period).

[0079] As shown in this example, the selection animation transitions from a state where the time image 36 is not displayed (see Figure 14(a)) to a state where the time image 36 is displayed (see Figure 14(b)). Since the state where the time image 36 is displayed is a state where a decision operation is possible, the new display of the time image 36 clearly indicates a transition from a "state where a decision cannot be made" to a "state where a decision can be made." Furthermore, since the time image 36 indicates the "remaining time" (for making a decision) (showing that the time is gradually decreasing), the player will intuitively recognize that they are being prompted to make a decision.

[0080] Specific Example 3-2 In the above embodiment, it was explained that the selection of a preferred option is finalized by highlighting that option and then performing a decision operation (during the second period). However, the configuration does not have to be based on a decision made by "operating" the operation means 20 (push button 21). For example, the option that is highlighted may be finalized (selection finalized) when a specified time has elapsed since the transition to the second period (time-up). In other words, the player highlights their preferred option by the time-up, and then the selection of that option is finalized by waiting for the time to elapse. It is advisable to display an image showing the remaining specified time (specified time image).

[0081] In this example, since a "decision operation" is unnecessary, the only operation means 20 that the player must perform during the selection sequence is the "selection operation". If the selection operation is performed using the directional pad 22 as in the above embodiment, the player should operate the directional pad 22 to highlight their preferred option before the time limit is reached. As in the above embodiment, the selection operation is also valid during the first period. In other words, the selection operation (movement of cursor C) can be performed from before the above-mentioned specified time is displayed.

[0082] Specific Example 3-3 In the above embodiment, it was explained that selection operations are possible but confirmation operations are not possible before the operation instruction image 34 is displayed. However, the configuration is such that confirmation operations are possible (confirmation operations are effective) even before the operation instruction image 34 is displayed. In accordance with the above embodiment, if the push button 21 is operated when the operation instruction image 34 is not displayed, the selection of the option that is highlighted at that time is confirmed. If a confirmation operation is performed (selection is confirmed) before the operation instruction image 34 is displayed, the operation instruction image 34 is not displayed through the selection animation. This is because the operation instruction image 34 explains selection and confirmation operations, and therefore does not need to be displayed when a confirmation operation has been performed. In other words, in this example, the selection animation displays the operation instruction image 34 if a confirmation operation is not performed before the operation instruction image 34 is displayed.

[0083] As explained in the above embodiment, since the choice images 30 are displayed from the state before the operation instruction image 34 is displayed, and one of the choice images 30 is highlighted, it is thought that many players will understand that they are being prompted to select their preferred option. Players who understand the content of the selection presentation up to this point may attempt to perform not only the selection operation but also the confirmation operation before the operation instruction image 34 is displayed, so the configuration is such that the confirmation operation is also valid. In other words, the operation instruction image 34 is displayed for players who do not understand the content of the selection presentation.

[0084] However, if the operation instruction image 34 is not displayed, the player may assume that their selection will not be confirmed, and as in this example, there is a risk that they may end up selecting an option they do not like. To avoid this situation, the settings should be as in the above embodiment (the selection is not confirmed when the operation instruction image 34 is not displayed).

[0085] 2-4) Game explanation and opportunity presentations The gaming machine 1 according to this embodiment is capable of executing game explanation sequences and opportunity sequences as sequences that constitute the in-game sequences (however, these sequences do not occur in all sequences) (see Figure 15). As will be described in detail later, the opportunity sequences are provided on the premise that the game explanation sequences are present.

[0086] The game explanation presentation is a presentation in which a game explanation image 51 is displayed in the display area 911 (see Figure 15(a)). The game explanation image 51 (see Figure 15(b)) is an image that represents an explanation of how to play the game machine 1. In this embodiment, the game explanation image 51 has an explanation of how to play the game written inside a rectangular frame (outer shape). Various explanations of how to play the game are conceivable. These include explanations of presentations that may occur as part of the presentation during reel spinning, presentations related to jackpot games, presentations related to special game states, presentations related to the original manga or other works that served as the motif for the game machine 1, and various other images that assist the player in playing the game machine 1 (enhancing its appeal). It should be noted that the game explanation presentation in this embodiment does not indicate the probability of hitting a jackpot. In other words, a presentation during reel spinning that includes a game explanation presentation does not necessarily have a higher probability of hitting a jackpot than one that does not. The lottery to determine whether or not to perform the game explanation animation, and the lottery to determine which type of game explanation animation to perform, are conducted regardless of the outcome of the win / loss lottery (the lottery table is the same for "jackpot" and "loss" outcomes).

[0087] In this embodiment, the game explanation image 51 is assigned a "number" (the "number" is displayed inside a rectangular frame). Different types of game explanation images 51 (images explaining different content) are assigned different numbers. In other words, each game explanation image 51 is assigned a unique number (digit). In this embodiment, the number is shown in the form "No.○" (where ○ is the "number") (see Figure 15(b)). In other words, all game explanation images 51, regardless of their type, include a common element called "No." (hereinafter referred to as the specific element 50c). Players who have played the game for a certain period of time will come to perceive the display of images with the "No." assigned to them as game explanation displays.

[0088] The chance effect is an effect in which a chance image 52 is displayed in the display area 911 (see Figure 15(a)). The chance image 52 (see Figure 15(c)) is a so-called chance-up effect that suggests that the probability of winning the jackpot in the target win / loss lottery result corresponding to the currently running variation effect has increased. In other words, unlike the game explanation image 51 (game explanation effect) described above, the chance image 52 (chance effect) suggests the probability of winning the jackpot. It is also possible to configure the system so that a chance image 52 (chance effect) that confirms a jackpot is set.

[0089] The opportunity image 52 includes a display inside a rectangular frame (outer shape) that suggests the probability of a big win. The specific form of the suggestion of the probability of a big win can be anything. It may be a direct display of words that suggest the probability of a win, such as "opportunity," "chance," or "super hot," or it may be a form that implies that the currently running spinning animation is a chance, such as "pay attention to what happens next." In addition, the frame (outer shape) of the opportunity image 52 and the frame (outer shape) of the game explanation image 51 have the same shape (the frame color and thickness are also the same). The opportunity image 52 and the game explanation image 51 are not displayed together, but if they were to be superimposed, their frames (outer shapes) would be considered to match perfectly.

[0090] Similar to the game explanation image 51, the opportunity image 52 is also labeled "No.○" (where ○ is a number). As mentioned above, "No." is a common element (specific element 50c) that is attached regardless of the type of game explanation image 51. This specific element 50c is also attached to the opportunity image 52 (see Figure 15(c)). In other words, although the game explanation image 51 and the opportunity image 52 have different properties, they both contain the common element "No.". In this embodiment, the position where "No." is attached is the same for both the game explanation image 51 and the opportunity image 52. The opportunity image 52 and the game explanation image 51 are never displayed together, but if they were to be superimposed so that their outlines (frames) matched, the letters "No." would overlap.

[0091] In this embodiment, the area in which the game explanation image 51 is displayed in the display area 911 during the game explanation sequence is the same as the area in which the opportunity image 52 is displayed in the display area 911 during the opportunity sequence. As described above, the outlines of the game explanation image 51 and the opportunity image 52 are the same, and the opportunity image 52 or game explanation image 51 is displayed in a predetermined area in the display area 911 (an area with the same shape as the outlines of the game explanation image 51 and the opportunity image 52) (regardless of whether the game explanation sequence or the opportunity sequence occurs, the game explanation image 51 or the opportunity image 52 is displayed in the area shown in Figure 15(a)). Since the game explanation sequence and the opportunity sequence do not occur at the same time, the game explanation image 51 is displayed in the predetermined area when the game explanation sequence occurs, and the opportunity image 52 is displayed in the predetermined area when the opportunity sequence occurs. In this embodiment, the image layers constituting the game explanation image 51 and the opportunity image 52 are set to the front. Therefore, other images will not obscure the game explanation image 51 or the opportunity image 52.

[0092] The numbers following "No." on the game explanation image 51 and the numbers following "No." on the opportunity image 52 are not to overlap. In this embodiment, a total of 45 types of game explanation images 51 and a total of 5 types of opportunity images 52 are provided. In other words, there are a total of 50 types of game explanation images 51 and opportunity images 52. Each of these 50 types is assigned a different number. In this embodiment, each of the 5 types of opportunity images 52 is assigned a unique number: No. 7, No. 15, No. 28, No. 32, and No. 46 (see Figure 15(c)). The 45 types of game explanation images 51 are assigned different numbers. In other words, each type of game explanation image 51 is also assigned a unique number. To summarize, the game explanation images 51 and opportunity images 52 are assigned numbers that appear to be "sequential numbers".

[0093] In this embodiment, both the game explanation animation and the chance animation will not occur in a single spinning animation. In other words, if it is determined that either the game explanation animation or the chance animation will occur, the other will not occur. In this embodiment, based on the target win / loss lottery result, a lottery is held to determine whether or not to generate a chance animation, which is a so-called chance-up animation, in the spinning animation for that target win / loss lottery result. If the occurrence of the chance animation is determined by this lottery, the lottery to determine whether or not to execute the game explanation animation in that spinning animation is not held (the game explanation animation is not executed). As mentioned above, spinning animations that include a game explanation animation do not necessarily have a higher probability of winning than those that do not. Therefore, the lottery to determine whether or not to execute the game explanation animation when a chance animation does not occur, and the lottery to determine which type of game explanation animation to execute when it is determined that a game explanation animation will be executed, are considered unrelated to the win / loss lottery result (the lottery table does not change between the "win" and "lose" cases).

[0094] Furthermore, the probability of a game explanation animation occurring during a certain spin (the probability of it occurring per spin) is higher than the probability of a chance animation occurring. In other words, if you play the game for a certain period of time, you will encounter game explanation animations more often than chance animations.

[0095] The effects of the game explanation presentation and the opportunity presentation are as follows: When a player encounters a game explanation presentation in which a game explanation image 51 is displayed, they will play the game while receiving explanations from the game explanation image 51. Since the game explanation image 51 is marked with a common element (specific element 50c) called "No.", the player will get the impression that anything marked with "No." is a game explanation image 51 (they will think that there are as many types of game explanation presentations as there are "No."s). Assuming that a game explanation presentation with this configuration occurs, in this embodiment, an opportunity presentation occurs in which an opportunity presentation is displayed. Since the opportunity presentation 52 is marked with the same "No." (specific element 50c) as the game explanation image 51, the player may mistake the opportunity presentation 52 for the game explanation image 51. In other words, the player may perceive the occurrence of the opportunity presentation as the occurrence of a game explanation presentation. However, since the opportunity image 52 includes wording that suggests a high probability of winning a jackpot, players can understand that the opportunity image 52 suggests a high probability of winning by carefully examining it. Thus, in this embodiment, the manner of the opportunity effect is designed to be easily mistaken for a game explanation effect, making it interesting that only players who notice that an opportunity effect is occurring (that an opportunity image 52, which is different from the game explanation image 51, is displayed) can enjoy the probability-suggesting effect (chance-up suggestion effect) of the opportunity effect. It should be noted that whether or not a player notices that an opportunity effect is occurring does not make any difference in terms of essential profit (payout).

[0096] In particular, in this embodiment, the game explanation image 51 and the opportunity image 52 are marked with numbers that appear to be sequential numbers, thus increasing the likelihood that the player will perceive the opportunity image 52 as the game explanation image 51 (i.e., perceive both images as belonging to the same category).

[0097] Furthermore, in this embodiment, the range of the display area 911 in which the game explanation image 51 is displayed during the game explanation sequence is the same as the range of the display area 911 in which the opportunity image 52 is displayed during the opportunity sequence. Therefore, the probability that the player will perceive the opportunity image 52 as the game explanation image 51 is increased.

[0098] Furthermore, in this embodiment, both the game explanation animation and the opportunity animation will not occur during the same spin animation (both the game explanation image 51 and the opportunity image 52 will not be displayed). If both occur during the same spin, it becomes easier for the player to compare one of the two animations, the game explanation animation or the opportunity animation, with the other, which occurs later, making it easier for the player to notice that different animations are occurring. To avoid this, both the game explanation animation and the opportunity animation will not occur during a single spin animation.

[0099] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned game explanation and opportunity presentation elements. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.

[0100] 〇Specific Example 4-1 In the above embodiment, it was explained that the numbers (digits) attached to the game explanation image 51 and the numbers (digits) attached to the opportunity image 52 do not overlap, but they may overlap. That is, the numbers attached to some of the one or more types of opportunity images 52 will match the numbers attached to certain types of game explanation images 51 (see Figure 16).

[0101] In this way, players who have encountered a game instruction sequence that displays a game instruction image 51 with a certain number will feel something is off when they see an image with the same number but different content (opportunity image 52), and are more likely to notice that an opportunity sequence is occurring. In other words, the duplication of "numbers" is set up as one of the triggers for players to notice that an opportunity sequence is occurring.

[0102] 〇Specific Example 4-2 A "rule" is established for the numbers assigned to the opportunity images 52. For example, in the configuration where a total of five types of opportunity images 52 are provided, as in the embodiment described above, each of the opportunity images 52 is assigned the numbers No. 7, No. 17, No. 27, No. 37, and No. 47 (see Figure 17). In other words, an opportunity image 52 is one where the last digit (the ones place) is "7", and all others are game explanation images 51. This example is novel in that it uses the numbers assigned to make the opportunity images 52 appear as a type of game explanation image 51 as an element to distinguish between opportunity images 52 and game explanation images 51. Another way of looking at it is that each type of opportunity image 52 contains the common element of the number "7" (an element that game explanation images 51 do not contain). This way, it becomes a trigger for players to notice when an opportunity event occurs. Furthermore, anyone who discovers this rule will find it easy to distinguish between the opportunity image 52 and the game explanation image 51.

[0103] In this example, the reliability level when the event occurs may be indicated by elements other than the common element (the number "7") contained in each of the various opportunity images 52 (elements that differ for each type of opportunity image 52). For example, the larger the second digit (a number other than "7"), the higher the reliability when it is displayed. In the example shown in Figure 17, the reliability levels are in the order of No. 7, No. 17, No. 27, No. 37, and No. 47 (highest) (in the case of "No. 7", the second digit is considered to be "0").

[0104] Specific Example 4-3 By making the elements of both the game explanation image 51 and the opportunity image 52 different, it becomes easier to notice when an opportunity event occurs. For example, the frame of the game explanation image 51 and the frame of the opportunity image 52 could be made different. However, if the overall size of the frames (the outlines of both images) is made different, the difference between the two images will become too pronounced, and the game explanation event and the opportunity event will appear to be completely different events, so the overall size of the frames (the outlines of both images) should be kept the same. As an example of making the frame different, the thickness of the frame of one image and the other image could be made different (e.g., the frame of the opportunity image 52 is thicker than the frame of the game explanation image 51) (see Figure 18). Also, although not shown, the color of the frame of one image and the other image could be made different (e.g., game explanation image 51 is "black", opportunity image 52 is "red").

[0105] Furthermore, in the above embodiment, it was explained that the area in which the game explanation image 51 is displayed and the area in which the opportunity image 52 is displayed in the display area 911 are the same. However, the area in which the game explanation image 51 is displayed and the area in which the opportunity image 52 is displayed may be different. In other words, the difference in the area (position) in which the images are displayed may make it easier to notice that an opportunity event is occurring.

[0106] Specific Example 4-4 In the above embodiment, it was explained that the common element (specific element 50c) included in both the game explanation image 51 and the opportunity image 52 is "No.", but the specific element 50c is not limited to this. For example, not only the game explanation image 51 (see Figure 19(a)) but also the opportunity image 52 may include words such as "explanation," "points," "lecture," and "advice" (see Figure 19(b)). The opportunity image 52 is an image that suggests reliability and is not an image that provides explanations about the game, and in that respect it may be said that it is not appropriate for the opportunity image 52 to include words such as "explanation," but in order to enhance the effect of making the opportunity image 52 appear as the game explanation image 51, words that indicate that it is the game explanation image 51 are also included in the opportunity image 52 as specific element 50c.

[0107] This approach makes it difficult for players to notice when a favorable opportunity is occurring (meaning fewer players will notice when a favorable opportunity occurs).

[0108] 2-5) Image presentation The gaming machine 1 according to this embodiment is capable of executing image effects as part of the effects that constitute the effects during the spin (however, these do not occur in all spins). As will be explained below, the image effects (see Figure 20) include first to third stages.

[0109] The first stage (see Figure 20(a)) is a stage in which multiple candidate images 60 are displayed in a variable manner. Each of the multiple candidate images 60 includes an element that suggests the win / fail lottery result (target win / fail lottery result) corresponding to the variable performance in which the image performance occurs. Note that the candidate images 60 are symbols for notifying the win / fail lottery result (not decorative symbols 80, etc., as referred to in this embodiment). Before the notification of the target win / fail lottery result is completed (the combination of decorative symbols 80 indicating the target win / fail lottery result is shown), the candidate images 60 suggest the probability of a jackpot in the target win / fail lottery result (strictly speaking, they only "suggest" after being determined as the decision image 64, which will be described later). Note that this "suggestion" includes suggestions of performances, etc., that occur after the image performance ends (suggestions of future developments).

[0110] Examples of candidate images 60 include the following: "NEXT," which indicates the occurrence of a so-called pseudo-continuous performance (the pseudo-continuous performance itself is publicly known, so no explanation is given); "Development," which indicates a transition to a predetermined reach performance; "Chance," which suggests an increased probability of winning the jackpot; "Super Hot," which suggests a higher probability of winning the jackpot than "Chance"; "Confirmed," which confirms that the target win / loss result is a jackpot; and "×," which confirms that the target win / loss result is a loss. When these are designated as the final image 64, which will be discussed later, the order from lowest to highest probability of winning the jackpot is "×" (0% reliability), "Development," "Chance," "NEXT," "Super Hot," and "Confirmed" (100% reliability). Other candidate images 60 may be set, or some of the candidate images 60 exemplified above may not be set.

[0111] In the first stage of the image presentation in this embodiment, a total of four candidate images 60 are displayed in the display area 911 in a variable manner. The combination (pattern) of these four candidate images 60 may change each time the image presentation is performed. The final image 64, described later, is selected only from the four candidate images 60 shown in the first stage. In other words, a candidate image 60 that was not shown in the first stage will not become the final image 64. In this embodiment, two or more of the four candidate images 60 may be of the same type. In this case, the probability that these two or more candidate images 60 will be selected as the final image 64 is higher (higher than the probability that only one candidate image 60 will be shown).

[0112] In the first stage, the outline (size) of the 60 candidate images that are displayed in a variable manner is the same. In the first stage, each of the 60 candidate images is displayed in a variable manner so that the user can understand what kind of images are being displayed as four candidate images 60.

[0113] In the second stage following the first stage (see Figure 20(b)), a covering image 62 that covers multiple (four in this embodiment) candidate patterns that are being displayed in a variable manner is displayed in the display area 911. In this embodiment, an image resembling a "door" advancing from the left and right toward the center is displayed as the covering image 62, covering the candidate image 60. To indicate that the candidate image 60 is covered by the covering image 62, an image representing the "shadow" of the candidate image 60 (hereinafter referred to as a shadow image 61) is displayed. The shadow image 61 is the same size as the candidate image 60. The candidate image 60 is displayed as if the variation continues even after being covered by the covering image 62. In other words, the same number of shadow images 61 as the candidate images 60 shown in the first stage are displayed in a variable manner. However, because they are displayed as shadow images 61 (shadows), it is not possible to understand what kind of candidate image 60 each image represents. In other words, if the first stage has not been viewed, it is not possible to understand what kind of candidate image 60 there is.

[0114] As described above, the candidate images 60 have the same "outline" regardless of their type, so the appearance of the shadow image 61 does not change depending on the type of candidate image 60 (the "shading" covered by the covering image 62 is the same regardless of the type of candidate image 60). In this embodiment, the combination of candidate images 60 that are displayed in the first stage changes, but the number (four) remains the same. Therefore, the variation of the shadow image 61 in the second stage can be the same each time. In other words, there is an advantage in that image control in the second stage that is tailored to the combination of candidate images 60 shown in the first stage becomes unnecessary. That is, regardless of the type of candidate image 60 shown in the first stage, the same image (referring to images displayed for image effects such as the shadow image 61 and the covering image 62, excluding the hold symbol 10 and the decorative symbol 80) should be displayed in the display area 911 each time in the second stage.

[0115] In the third stage following the second stage (see Figure 20(c)), one of the multiple (four in this embodiment) images shown in the first stage is displayed in the display area 911 as the selected image 64. Specifically, the covering image 62 shown in the second stage is erased, and one of the multiple candidate images 60 is displayed as the selected image 64 (the other candidate images 60 are not displayed in the third stage). In this embodiment, the covering image 62, which is a "door," undergoes a change as if it were moving outward in the width direction, and then the "door" is no longer displayed in the display area 911.

[0116] The result of the selection lottery is indicated by the decision image 64 (one of the candidate images 60) shown in the third stage. For example, if "NEXT" is displayed as the decision image 64, a pseudo-continuous animation will then occur. In other words, the decision image 64 shown in the third stage can be said to indicate the "result" of the image animation.

[0117] Thus, the image presentation in this embodiment is easy to understand: a fluctuating candidate image 60 (a candidate suggesting reliability) is displayed, then it is temporarily hidden, and when it reappears, only one image (decision image 64) is displayed (the decision image 64 suggests reliability (future developments)).

[0118] Furthermore, in the image presentation, a shadow image 61 of the candidate image 60 is displayed in the second stage, making it clear that the candidate image 60 is covered.

[0119] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0120] 〇Specific Example 5-1 The configuration is such that the appearance of the shadow image 61 shown in the second stage suggests that the result of the image presentation, i.e., the determination image 64 shown in the third stage, is likely to be favorable to the player (high probability of winning the jackpot). For example, the shadow image 61 may be either a first shadow image 611 or a second shadow image 612 with a different appearance from the first shadow image 611. The configuration is such that the probability of the determination image 64 shown in the third stage being a high probability of winning the jackpot is higher when the second shadow image 612 is shown than when the first shadow image 611 is shown. For example, the first shadow image 611 may have a "black" shading (see Figure 21(a)), and the second shadow image 612 may have a "red" shading (see Figure 21(b)).

[0121] Since the shadow image 61 shows the "shading" of the candidate image 60 covered by the covering image 62, it is not necessary to make it a shape that corresponds to the type (suggestion) of the candidate image 60. In other words, it only needs to be shaped to match the outline of the candidate image 60, and the basic shape is simple. With such a simple basic shape, it is easy to design multiple shapes (first shadow image 611, second shadow image 612) for suggesting results. In other words, this example utilizes the fact that the shadow image 61 is a "shading" that shows that it is covered by the covering image 62, making it easy to create images for suggesting results.

[0122] 〇Specific Example 5-2 The configuration is such that the appearance of the covering image 62 shown in the second stage suggests a high probability that the result of the image presentation, i.e., the decision image 64 shown in the third stage, will be favorable to the player (high probability of winning the jackpot). For example, the covering image 62 may be either a first covering image 621 or a second covering image 622 that is different in appearance from the first covering image 621. The configuration is such that the probability of the decision image 64 shown in the third stage being a high probability of winning the jackpot is higher when the second covering image 622 is shown than when the first covering image 621 is shown. For example, the first covering image 621 may represent a "white" door (see Figure 22(a)), and the second covering image 622 may represent a "red" door (see Figure 22(b)).

[0123] Since the covering image 62 is displayed to temporarily cover the candidate image 60, it does not need to be in a form corresponding to the type (suggested content) of the candidate image 60 shown in the first stage. In other words, regardless of the type of candidate image 60 shown in the first stage, it is sufficient to prepare an image for the second stage in which the first covering image 621 is displayed, and an image for the second stage in which the second covering image 622 is displayed, which has the advantage of making control easier.

[0124] 〇Specific Example 5-3 It is also possible that the transition from the second stage (see Figure 23(a)) to the third stage (see Figure 23(b-1)) does not occur, meaning that the decision image 64 is not displayed (see Figure 23(b-2)). For example, it is also possible that the covering image 62, which is the "door," does not open (the covering image 62 remains without being erased), and the image presentation ends without the decision image 64 being displayed. Although not shown in the diagram, in the second stage, it is preferable to have a "teasing presentation" that makes it appear as if the covering image 62, the door, is about to open. The result of such an image presentation ending without the decision image 64 being displayed should be unfavorable to the player. In other words, it should be a result that confirms the target win / loss lottery result is a loss.

[0125] In this way, the image presentation takes the form of a presentation in which the player first hopes that the covering image 62 will be erased (the "door" will open) and the decision image 64 will be displayed, and if the decision image 64 is displayed, the player hopes that an image with a high reliability will be displayed.

[0126] 3) Guidance structure for game balls to the entrance As a structure for guiding game balls into the area (target area) into which game balls can enter, provided in the game area 902, the following structure can be adopted. In this embodiment, the structure (see Figures 1 and 24) is adopted with the big prize area 906 as the target area. The big prize area 906 is the area into which game balls launched by so-called "right-handed shooting" can enter (it is provided on the right side of the game area 902).

[0127] The entrance to the target area (the grand prize area 906) is designated as the entrance 62. In other words, game balls entering the target area will pass through this entrance 62. The structure in which the entrance 62 is formed is designated as the entrance structure 60. This entrance structure 60 is located in the game area 902 into which game balls can enter. The entrance structure 60 has a vertical wall surface 61 that runs along the vertical direction (a surface that is approximately perpendicular to the left-right direction). The entrance 62 (a hole that opens toward the left) is formed in this vertical wall surface 61. That is, the entrance 62 is a hole whose opening edge is formed along a plane parallel to the vertical direction (see Figure 24).

[0128] A guide member 71 and an opening / closing member 72 are provided in a position close to the entrance 62. The guide member 71 is a plate-shaped member that slides in the front-rear direction. Specifically, it is capable of moving back and forth between its original position (normal position) (see Figure 24(b-1)) and an advanced position further forward (see Figure 24(b-2)). In the original position, it is located behind the front surface of the game board (the surface on which game pins, etc., are erected), so the flowing game balls do not come into contact with the guide member 71. In the advanced position, it protrudes forward from the front surface of the game board. The upper surface of the guide member 71 has a shape that slopes downward toward the entrance 62. In this embodiment, it slopes downward toward the right (see Figure 24(a)). The gap between the entrance 62 side edge of the guide member 71 in the advanced position and the vertical wall surface 61 (entrance 62) is made too large for game balls to pass through. Therefore, when the guide member 71 is in the advanced position, the game balls that have flowed down toward the guide member 71 are caught on the upper surface of the guide member 71 and guided toward the entrance 62.

[0129] The opening / closing member 72 is capable of moving back and forth between a closed position (normal position) that closes the entrance 62 (see Figure 24(b-1)) and an open position that opens it (see Figure 24(b-2)). When the opening / closing member 72 is in the closed position, at least a part of the opening / closing member 72 is located in front of the entrance 62 (on the side of the guide member 71), making it impossible for a game ball to pass through the entrance 62. In other words, the area of ​​the entrance 62 not covered by the opening / closing member 72 is smaller than the size of a game ball, so it is impossible for a game ball to pass through the entrance 62. On the other hand, when the opening / closing member 72 is in the open position, the opening / closing member 72 does not cover the entrance 62, so a game ball can pass through the entrance 62.

[0130] The opening / closing member 72 is controlled to be in the closed position when the guide member 71 is in the original position, and to be in the open position when the guide member 71 is in the extended position. In this embodiment, separate electrical drive sources are provided to drive the guide member 71 and the opening / closing member 72, respectively. Examples of electrical drive sources include solenoids and motors.

[0131] When the guide member 71 is in the extended position, the opening / closing member 72 is in the open position (as shown in Figure 24(b-2)), so a game ball that reaches the upper surface of the guide member 71 passes straight through the entrance 62. On the other hand, when the guide member 71 is in its original position, there is no member to guide the game ball toward the entrance 62. However, since there is a possibility that a game ball that bounces irregularly may pass through the entrance 62, the opening / closing member 72 is positioned in the open position (as shown in Figure 24(b-1)) to prevent the game ball from passing through the entrance 62 even if such an event occurs.

[0132] In this embodiment, an upstream guide section 65 is provided on the upper (upstream) side of the guide member 71. The upstream guide section 65 is composed of an entry structure 60. Specifically, the left side of the entry structure 60 is the aforementioned vertical wall surface 61, and the upper side is the upstream guide section 65 (see Figure 24). The upstream guide section 65 (upper side of the entry structure 60) has a shape that slopes downward toward the left (see Figure 24(a)). Therefore, game balls that reach the upstream guide section 65 are guided toward the left. When the guide member 71 is in the advanced position, game balls that exit from the end (left end) of the upstream guide section 65 fall downward and reach the upper surface of the guide member 71 (see Figure 24(a)). In this embodiment, all game balls that are "shot to the right," except those that enter various prize areas, will reach the upper surface of the upstream guide section 65 (see Figure 1).

[0133] Thus, according to this embodiment, since the entrance 62 through which the game balls entering the target area pass is formed along the vertical wall surface 61 of the structure (entrance structure 60) arranged in the game area 902, the space required for arranging the structure for guiding the game balls into the target area can be reduced.

[0134] Furthermore, the movement of the game balls guided from the upstream guide section 65 to the entrance 62 is from right to left (flow on the upstream guide section 65) → left to right (flow on the guide member 71) (the flow of the game balls forms a "C" shape) (see Figure 24(a)). In other words, instead of guiding the game balls, which are moving from right to left on the upstream guide section 65, to the entrance 62 (target area) in the same flow, the direction in which the game balls move is changed (changed from left to right) before guiding them to the entrance 62 (target area). By adopting such a guidance structure, the structure (the conductor of the game balls) for guiding the game balls to the entrance 62 (target area) can be made compact.

[0135] In particular, in this embodiment, the upstream guide section 65 and the entrance 62 are formed by the same structure (entrance structure 60), and the game ball that rolls along the upper surface of the entrance structure 60 is guided to the entrance 62 formed on the left side surface (vertical wall surface 61) of the entrance structure 60, which is a novel feature (normally, it is not conceivable that a game ball that rolls along the upper surface of a structure would be guided to a hole formed on the side surface (a surface running vertically) of that structure).

[0136] In this embodiment, the target area is the big prize area 906 (the entry point 62 is the entrance to the big prize area 906), but it is also possible to target the starting area 904 or the normal starting area 905, etc. Furthermore, it is also possible to target the "V area" in a so-called V-probability machine or the "Type 2 winning area" in a Type 1 and Type 2 mixed machine. In addition, in this embodiment, the entry point 62 (target area) is located in the so-called "right-handed" area, but it may also be located in the "left-handed" area.

[0137] The following describes specific examples of improvements, concretizations, and modifications to the structure for guiding game balls to the entry point 62 described above. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.

[0138] Specific Example 6-1 In the above embodiment, a guide member 71 for guiding game balls to the entrance 62 and an opening / closing member 72 for opening and closing the entrance 62 were described, but a configuration without the opening / closing member 72 is also possible. As mentioned above, the entrance 62 is formed on the vertical wall surface 61 that runs in the vertical direction, so unless there is a special circumstance, game balls will not pass through the entrance 62 when the guide member 71 is in its original position, and a configuration is made in which the entrance 62 is always open without the opening / closing member 72.

[0139] 〇Specific Example 6-2 Both the guiding member 71 and the opening / closing member 72 are to be displaced by a single electrical drive source. For example, a solenoid is used as the single electrical drive source, and the guiding member 71 moves forward (from the original position to the extended position) and backward (from the extended position to the original position) by directly transmitting the forward and backward movement of the plunger of the solenoid. On the other hand, the opening / closing member 72 is displaced from the closed position to the open position when the guiding member 71 moves from the original position to the extended position, and displaced from the open position to the closed position when the guiding member 71 moves from the extended position to the original position. In other words, the guiding member 71 and the opening / closing member 72 are provided with engaging parts that engage with each other, and the power transmitted to the guiding member 71 is also transmitted to the opening / closing member 72 by the engagement of these engaging parts. In addition to the electrical drive source, a biasing member such as a spring that biases the guiding member 71 and the opening / closing member 72 toward one position may also be used.

[0140] When the guide member 71 is in the extended position, the opening / closing member 72 should be in the open position, and when the guide member 71 is in its original position, the opening / closing member 72 should be in the closed position. However, if an electrical drive source is provided for both the guide member 71 and the opening / closing member 72, the two electrical drive sources must be controlled to ensure this positional relationship. As in this example, using a single electrical drive source, where the position of one member is necessarily determined by the position of the other member, has the advantage of simplifying control.

[0141] 〇Specific Example 6-3 In the above embodiment, the movement of the game balls guided from the upstream guide section 65 to the entrance 62 was described as being from right to left (flow over the upstream guide section 65) → left to right (flow over the guide member 71) (the flow of the game balls taking the shape of a "C"). However, a configuration in which the left-right relationship is reversed is also possible. That is, the upstream guide section 65 may be inclined downwards to the right, and the guide member 71 may be inclined downwards to the left, so that the movement of the game balls guided from the upstream guide section 65 to the entrance 62 is from left to right (flow over the upstream guide section 65) → right to left (flow over the guide member 71) (the flow of the game balls taking the shape of a "U"). The game balls guided to the guide section pass through the entrance 62 formed on the right side (vertical wall surface 61) of the entrance structure 60.

[0142] 4) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0143] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0144] The effects described in the above embodiment that suggest the probability (reliability of winning) of the draw result being a "jackpot" can also be used to suggest the probability of winning a so-called "minor win."

[0145] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0146] ·Means 1-1 A gaming machine characterized by comprising: an operating means that can be operated by a player; and an effect execution means that executes a specific effect that will not occur unless the operating means is operated at a specific time when a specific event occurs whose timing cannot be accurately predicted, but will occur if the operating means is operated at that specific time. The specific effects that the above-mentioned gaming machine can perform are interesting because they will not occur unless the control device is operated at a specific point in time, but will occur if it is operated.

[0147] ·Means 1-2 The gaming machine according to means 1-2, characterized in that the operating means is capable of automatically changing from a normal state to a special state that can be perceived by the player as being different from the normal state, and the specific performance is such that if the operating means is operated at the specific time, the operating means changes from the normal state to the special state. Since the operation of the control device at a specific point in time is a condition for the occurrence of a specific effect, it is preferable that the specific effect be a change in the manner of the control device.

[0148] ·Means 1-3 The gaming machine according to means 1-2, characterized in that the operating means is set to be in a non-vibrating state as the normal state and to be in a vibrating state as the special state. Since the occurrence of a specific effect means that the control device is being operated at a specific point in time, if the vibration of the control device is set as the specific effect, the player will notice when the specific effect occurs.

[0149] ·Means 1-4 A gaming machine according to any one of means 1-1 to 1-3, comprising a win / loss lottery means that performs a win / loss lottery based on win / loss lottery information acquired when a game ball enters a predetermined area, wherein the specific event is the acquisition of the win / loss lottery information in which the win / loss lottery result is a win. This approach allows players to quickly notice a win by continuously operating the control device while playing, thus creating a unique gameplay experience.

[0150] ·Means 2-1 A gaming machine characterized by comprising: a display means; an operating means that can be operated by a player; and an effect execution means that executes a specific operation effect, which is an effect that prompts the player to operate the operating means, wherein the display means displays an operating image representing the operating means, along with a post-effect image suggesting a post-effect that may occur after the effect. The above-mentioned gaming machine is capable of executing an engaging operation sequence (specific operation sequence) in which the subsequent effects (post-effects) are hinted at from the stage where the player is prompted to operate the control device.

[0151] ·Means 2-2 The gaming machine according to means 2-1, characterized in that if the operation of the operating means in the specified operation performance satisfies predetermined conditions, the post-performance occurs after the specified operation performance, but if the predetermined conditions are not met, the post-performance does not occur after the specified operation performance. This approach requires players to manipulate the controls to trigger post-event effects, thus increasing their motivation to operate the controls.

[0152] ·Means 2-3 The gaming machine according to means 2-1, characterized in that a normal operation sequence can be performed in which the operation image is displayed but the post-event sequence is not displayed, and the post-event sequence can occur even after the normal operation sequence, and the probability of the post-event sequence occurring is higher when the specific operation sequence occurs than when the normal operation sequence occurs. This approach makes the gameplay more intuitive, as the presence or absence of a post-event image during gameplay suggests the likelihood of a post-event occurring.

[0153] ·Means 2-4 The gaming machine according to means 2-1, wherein a first post-event image and a second post-event image, which differs in appearance from the first post-event image, are set as images that can be displayed in the specific operation performance as the post-event performance image, and the probability of the post-event occurring after the specific operation performance is higher when the second post-event performance image is displayed in the specific operation performance than when the first post-event performance image is displayed in the specific operation performance. This approach creates a gameplay experience where players pay attention to the appearance of the post-event animation when a specific action occurs.

[0154] ·Means 3-1 A gaming machine comprising: a display means; an operating means that can be operated by a player; and an execution means that performs a selection performance in which a plurality of options are displayed on the display means and the player is prompted to select a preferred option from among the plurality of options by operating the operating means, wherein when the selection of a certain option is decided, it is necessary to put that option in an emphasized state that is more emphasized than the other options, and the selection operation to change the emphasized option is possible before an operation instruction image related to the operation of the operating means is displayed on the display means in the selection performance. According to the above-mentioned gaming machine, the player's actions are less likely to be wasted, and the selection process can be designed to proceed smoothly.

[0155] ·Means 3-2 The game machine according to means 3-1, characterized in that the player's operation of the operating means in the selection presentation is divided into the selection operation and the decision operation to select the highlighted option, and the selection presentation includes a first period in which the selection operation is possible but the decision operation is not possible, and a second period after the first period has elapsed in which the operation explanation image is displayed and both the selection operation and the decision operation are possible. In the state before the instruction image is displayed (first period), players may think that no decision will be made regarding their choices, so it is preferable to allow selection but not confirmation.

[0156] ·Means 3-3 The game machine according to means 3-1 or means 3-2, characterized in that the selection animation displays a time image indicating the time remaining until the end of the selection animation, the time image is not displayed before the operation instruction image is displayed, and the time image is displayed simultaneously with or after the operation instruction image is displayed. By doing this, the selection animation transitions from a state where the time image is not displayed to a state where it is displayed, resulting in an animation style that makes it appear as if the display of the time image is prompting the user to make a decision.

[0157] ·Means 4-1 A gaming machine comprising: a display means having a display area; a game explanation performance execution means that performs a game explanation performance by displaying a game explanation image in the display area to provide an explanation of the game, as a performance during the variation from when the decorative pattern starts to vary until it stops in a manner that indicates the result of the win or loss lottery; and an opportunity performance execution means that performs an opportunity performance by displaying an opportunity image in the display area to indicate that the probability of the win or loss lottery result being a win has increased, as a performance during the variation, wherein the game explanation image includes a specific element common to all types, and the opportunity image includes the specific element. According to the above-mentioned gaming machine, a chance image that looks like a game explanation image at first glance suggests a chance-up (only players who notice that the chance image is different from the game explanation image can enjoy the suggestive effect of the chance image). This creates an interesting gameplay experience.

[0158] ·Means 4-2 The gaming machine according to means 4-1, characterized in that each of the aforementioned game explanation images is assigned a unique number, and each of the aforementioned opportunity images is assigned a number that does not overlap with the number assigned to the game explanation image. This approach makes it easier to perceive the game explanation image and the opportunity image as belonging to the same category of images (making the opportunity image appear more like a game explanation image).

[0159] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that the range in which the game explanation image is displayed in the display area during the game explanation performance is the same as the range in which the opportunity image is displayed in the display area during the opportunity performance. This makes the opportunity images appear more like game explanation images.

[0160] ·Means 4-4 A gaming machine according to any one of means 4-1 to 4-3, characterized in that, in the aforementioned fluctuation performance, it is set so that neither the game explanation performance nor the opportunity performance occurs. This makes it difficult for players to notice that the game explanation animation (game explanation image) and the opportunity animation (opportunity image) are different animations.

[0161] ·Means 5-1 A gaming machine characterized by executing an image presentation that includes, as a presentation that constitutes the presentation during the variation of decorative patterns from the time the patterns start to vary until they stop in a manner that indicates the result of the win or loss lottery, a first stage in which a plurality of candidate images are displayed in variation, each containing an element that suggests the probability of the win or loss lottery result being a win; a second stage in which, after the first stage, a covering image is displayed that covers the plurality of candidate patterns; and a third stage in which, after the second stage, one of the plurality of candidate patterns is displayed as a determined image, and the determined image suggests the probability of the win or loss lottery result being a win. The image presentation described above is easy to understand: a series of candidate images are displayed, then they are temporarily hidden, and when they reappear, a final image indicating the level of confidence is shown.

[0162] ·Means 5-2 The gaming machine according to means 5-1, characterized in that in the second stage, a shadow image is displayed indicating that a plurality of candidate images covered by the covering image are being displayed in a variable manner. By displaying a shadow image like this, it is possible to clearly indicate that a candidate image has been hidden.

[0163] ·Means 5-3 The gaming machine according to means 5-2, characterized in that the probability of the determination image displayed in the third stage being more favorable to the player is higher when a second shadow image, which has a different appearance from the first shadow image, is displayed in the second stage than when the first shadow image is displayed as the shadow image. In this way, shadow images can be used to suggest the outcome of the presentation (the final image).

[0164] ·Means 5-4 A gaming machine according to any one of means 5-1 to 5-3, characterized in that when a second covering image, which has a different appearance from the first covering image, is displayed as the covering image in the second stage, the probability that the determination image displayed in the third stage will be more favorable to the player is higher than when the first covering image is displayed as the covering image in the second stage. In this way, the covered image can be used to suggest the result of the presentation (the final image).

[0165] ·Means 6-1 A gaming machine characterized by comprising: an entry point structure, which is positioned within a game area into which a game ball can enter, and has vertical walls that run in the vertical direction, with an entry point formed in the vertical walls into which a game ball can enter; and a guiding member, which is positioned in an advanced position forward of its original position, and which has an upper surface that is inclined toward the entry point. According to the above-mentioned gaming machine, the space required for guiding the game balls to the entrance can be reduced.

[0166] ·Means 6-2 The gaming machine according to means 6-1, further comprising an upstream guide section located upstream of the guide member in the gaming area, provided such that when the guide member is in the advance position, the game balls that have emerged from the end reach the guide member, wherein the upper surface of the guide member has a shape that slopes downward toward one side in the left-right direction, and the upper surface of the upstream guide section has a shape that slopes downward toward the other side in the left-right direction. This design allows for a compact structure to guide the game balls to the entrance.

[0167] ·Means 6-3 The gaming machine according to means 6-1 or means 6-2, characterized by comprising an opening / closing member that is in a closed position when the guide member is in the original position, preventing the game ball from passing through the entrance, and in an open position when the guide member is in the extended position, allowing the game ball to pass through the entrance. This prevents the game ball from passing through the entrance when the guiding member is in its original position (when the game ball should not be guided to the entrance). [Explanation of Symbols]

[0168] 1. Gaming machine 10 Reserved Symbols 20. Operating methods (21. Push buttons 22. Directional buttons) 201 Stage Images 25 Operational Images 26 Meter Images 28 Post-event images (281 First post-event image, 282 Second post-event image) 30 Image Options 32 Instructional images 34. Operation Instructions Image 36-hour image C cursor 51 Game Instructions Image 52 Opportunity Images 50c specific elements 60 candidate images 61 Shadow images (611 First shadow image, 612 Second shadow image) 62 Covering images (621 First covering image, 622 Second covering image) 64 Decision Grunt 60 Entrance structure 61 Vertical wall surface 62 Entrance 65 Upstream guidance section 71 Guiding member 72 Opening and closing member 91 Display device 911 Display area

Claims

1. A method for conducting a draw to determine whether a winner will be selected, A display means having a display area, The in-game performance, which takes place from the time the decorative pattern starts to change until it stops in a manner that shows the result of the win / loss lottery by the win / loss lottery means, comprises a game explanation performance that displays a game explanation image in the display area to provide an explanation of the game, and a performance execution means that displays a chance image in the display area to perform a chance performance that indicates the probability that the win / loss lottery result will be a win, Equipped with, The probability that the game explanation animation occurs during the aforementioned variation animation is higher than the probability that the opportunity animation occurs during the aforementioned variation animation. The game machine is characterized in that the game explanation image and the opportunity image include specific elements of the same form as image components.

2. The game explanation image has a framed image portion on which text describing the game is displayed inside, The aforementioned opportunity image has a framed image portion in which text suggesting the reliability is displayed inside, The gaming machine according to claim 1, characterized in that the frame image portion of the game explanation image and the frame image portion of the opportunity image have the same shape.

3. The gaming machine according to claim 1 or 2, characterized in that both the game explanation presentation and the opportunity presentation are controlled so as not to occur in the same in-spin presentation.