Gaming machine
Patent Information
- Application Number
- JP2025160121
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-09-26
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2045-09-26
AI Technical Summary
【0006】 本発明にかかる遊技機は、面白みのある段階的に進行する演出を実行することが可能である。
Smart Images

Figure 0007909330000001 
Figure 0007909330000002 
Figure 0007909330000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] For example, as described in Patent Document 1 below, there is known a gaming machine capable of executing a step-up effect (step effect) in which the effect progresses step by step.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting step-by-step effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a specific stage effect (for example, see FIGS. 95 and 97) that is a step-by-step effect and is more advantageous for the player as the reaching stage finally reached becomes larger, and a specific pre-effect (for example, see FIG. 96) that occurs before the specific stage effect occurs, and an effect execution means for executing, wherein the specific pre-effect is one in which any one of a plurality of types of pre-images is displayed as a selected image (for example, see FIG. 96), and the expected value of the reaching stage varies according to the type of the pre-image displayed as the selected image in the specific pre-effect (for example, see FIG. 98) A gaming machine characterized by this.
Effects of the Invention
[0006] The gaming machine according to the present invention is capable of performing an engaging, step-by-step presentation. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for pre-change and during-change displays. [Figure 5] This is a diagram to explain numerical effects. [Figure 6] The numerical representation is a diagram intended to explain that the same result may occur even if the first or second numerical value is different. [Figure 7] (a) is a diagram showing the relationship between the results of the numerical presentation and the confidence level, and (b) is a diagram showing the relationship between the first and second numerical values and the results of the numerical presentation. [Figure 8] (a) is a diagram to explain specific example 1-2, and (b) is a diagram to explain specific example 1-3. [Figure 9] (a) is a diagram to explain specific examples 1-5, and (b) is a diagram to explain specific examples 1-6. [Figure 10] This is a diagram to explain specific example 1-12. [Figure 11] This is a diagram to explain specific example 1-13 (an example of an image suggesting results). [Figure 12] This figure illustrates specific example 1-13 (an example of a result suggestion image different from Figure 11 (a result suggestion image that suggests in advance that it is confirmed that the second value will be the same as the first value)). [Figure 13]This is a diagram for explaining normal display control and special display control. [Figure 14] This is a diagram showing an example in which normal display control and special display control are executed in a configuration where a pedestal image indicating the position (digestion order position) where the pre-change display is displayed is shown. [Figure 15] This is a diagram for explaining Specific Example 2-2 (a diagram showing an example in which a hold change effect occurs for a hold before the hold that became invisible during the non-display period). [Figure 16] This is a diagram for explaining Specific Example 2-4. [Figure 17] This is a diagram for explaining Specific Example 2-5 (an example where the non-display period ends at the end of the change). [Figure 18] This is a diagram for explaining Specific Example 2-5 (an example where the non-display period ends when the next start winning occurs). [Figure 19] This is a diagram for explaining Specific Example 2-5 (an example where the non-display period ends at the end of the specified target effect). [Figure 20] This is a diagram for explaining Specific Example 2-7. [Figure 21] This is a diagram for explaining Specific Example 2-9. [Figure 22] This is a diagram for explaining Specific Example 2-10. [Figure 23] This is a diagram for explaining Specific Example 2-11. [Figure 24] This is a diagram for explaining hold continuous suggestion by a specific suggestion image. [Figure 25] This is a diagram for explaining Specific Example 3-2. [Figure 26] This is a diagram for explaining Specific Example 3-5. [Figure 27] This is a diagram for explaining Specific Example 3-6. [Figure 28] This is a diagram for explaining Specific Example 3-7. [Figure 29] This is a diagram for explaining Specific Example 3-8. [Figure 30] This is a diagram for explaining Specific Example 3-9. [Figure 31]This diagram illustrates the performance patterns for complex stage-based effects. [Figure 32] This figure shows an example of a complex staged performance (PT2 shown in Figure 31) where the final stage reached is 2 (the number of staged performances executed is 2). [Figure 33] This figure shows an example of a complex staged performance (PT3-3 shown in Figure 31) where the final stage reached is 3 (the number of staged performances executed is 3). [Figure 34] This is a continuation of Figure 33. [Figure 35] This figure shows an example of a complex staged performance (PT4-1 shown in Figure 31) where the final stage reached is 4 (the number of staged performances executed is 4). [Figure 36] This is a continuation of Figure 35. [Figure 37] This is a diagram to explain specific example 4-5. [Figure 38] This is a diagram to explain specific example 4-6. [Figure 39] This is a diagram to explain specific example 4-7. [Figure 40] This is a diagram to explain specific example 4-8. [Figure 41] This diagram illustrates the difference between regular background images and special background images. [Figure 42] This diagram illustrates the relationship between favorable combinations and special background changes. [Figure 43] This is a diagram to explain specific example 5-1. [Figure 44] This is a diagram to explain specific example 5-2 (explaining special background image A and special background image B). [Figure 45] This diagram is used to explain specific example 5-2 (to show that the probability of special background change B occurring is higher when the k-second opportunity combination is formed than when the first opportunity combination is formed). [Figure 46] This is a diagram to explain specific example 5-5. [Figure 47] This is a diagram to explain specific example 5-6. [Figure 48] This is a diagram to explain specific example 5-7. [Figure 49] It is a diagram for explaining Specific Examples 5-8. [Figure 50] It is a diagram for explaining Specific Example 5-9 (First Good Opportunity Notification Performance, Second Good Opportunity Notification Performance). [Figure 51] It is a diagram for explaining Specific Example 5-9 (Example where the establishment of the second good opportunity combination is determined when the second good opportunity notification performance occurs). [Figure 52] It is a diagram for explaining the Specific Character Image Performance (Aspect of the Specific Character Image). [Figure 53] It is a diagram for explaining Specific Example 6-1. [Figure 54] It is a diagram for explaining Specific Example 6-2. [Figure 55] It is a diagram for explaining Specific Example 6-3. [Figure 56] It is a diagram for explaining Specific Example 6-4. [Figure 57] It is a diagram for explaining Specific Example 6-4 (Example where no operation requirement for the target operation means is made, different from the example shown in FIG. 56). [Figure 58] It is a diagram for explaining Specific Example 6-5. [Figure 59] It is a diagram for explaining Specific Example 6-6. [Figure 60] It is a diagram for explaining the method of selecting the Demon Mode (Specific Performance Mode). [Figure 61] It is a diagram for explaining the Normal Demon Mode (Specific Performance Mode A). [Figure 62] It is a diagram for explaining the Normal Demon Mode (Specific Performance Mode B). [Figure 63] It is a diagram for explaining Specific Example 7-2. [Figure 64] It is a diagram for explaining Specific Example 7-3. [Figure 65] It is a diagram for explaining Specific Example 7-6. [Figure 66] It is a diagram for explaining Specific Example 7-7. [Figure 67] It is a diagram for explaining Specific Example 7-9. [Figure 68] It is a diagram for explaining Specific Examples 7-10. [Figure 69] It is a diagram for explaining Specific Example 7-11. [Figure 70] It is a diagram for explaining the outline of a special effect. [Figure 71] It is a diagram showing the relationship between a reach effect that notifies a win (second specific big win) in a normal game state (first game state) and the subsequent second specific game state (second game state) that is transitioned to, and the difference in the occurrence probability of a special effect in each second specific game state. [Figure 72] It is a diagram for explaining a super reach effect A (specific reach effect A) and a super reach effect B (specific reach effect B) that can occur in a normal game state (first game state). [Figure 73] It is a diagram for explaining Specific Example 8-1. [Figure 74] It is a diagram for explaining Specific Example 8-2. [Figure 75] It is a diagram for explaining Specific Example 8-5. [Figure 76] It is a diagram for explaining Specific Example 8-7. [Figure 77] It is a diagram for explaining Specific Example 8-8. [Figure 78] It is a diagram for explaining Specific Example 8-9. [Figure 79] It is a diagram showing an example of a method for setting a confirmed effect customization (premium customization) (customization screen). [Figure 80] (a) is a diagram showing an example of a target confirmed effect (confirmed effect A) and an example of a non-target confirmed effect (confirmed effect X), and (b) is a diagram showing the occurrence probability of each confirmed effect (target confirmed effect, non-target confirmed effect) in each state (default state, probability-up state) that can be set using the confirmed effect customization. [Figure 81] It is a diagram for explaining Specific Example 9-1. [Figure 82] It is a diagram for explaining Specific Example 9-2. [Figure 83] It is a diagram for explaining Specific Example 9-6. [Figure 84] This is a diagram to explain specific example 9-9. [Figure 85] This is a diagram to explain specific examples 9-10. [Figure 86] This diagram shows examples of transformation effects (normal transformation effects, temporary transformation effects). [Figure 87] This is a diagram to explain specific example 10-1. [Figure 88] This is a diagram to explain specific example 10-2. [Figure 89] This is a diagram to explain specific example 10-4. [Figure 90] This is a diagram to explain specific example 10-6. [Figure 91] This is a diagram to explain specific example 10-7. [Figure 92] This is a diagram to explain specific example 10-8. [Figure 93] This is a diagram to explain specific example 10-10. [Figure 94] This is a diagram to explain specific example 10-11. [Figure 95] This is a diagram to explain specific stage-based effects (stage-based effect images). [Figure 96] This diagram shows an example of a specific stage of the performance. [Figure 97] This is a diagram (a continuation of Figure 96) showing an example of specific pre-event staging. [Figure 98] This diagram shows the relationship (distribution) between the results of a specific pre-show and the results of subsequent specific stage shows (which stage the outcome reaches). [Figure 99] This is a diagram to explain specific example 11-2. [Figure 100] This is a diagram to explain specific example 11-3. [Figure 101] This is a diagram to explain specific example 11-4. [Figure 102] This is a diagram to explain specific example 11-5. [Figure 103] This is a diagram to explain specific example 11-9. [Figure 104] This is a diagram to explain specific example 11-10. [Figure 105] This is a diagram to illustrate specific examples 11-12. [Figure 106] This is a diagram to explain specific examples 11-13. [Figure 107] This is a diagram to explain specific examples 11-14. [Figure 108] This is a diagram to explain specific examples 11-15. [Figure 109] This is a diagram to explain the gradual progression of visual effects (gradual progression images). [Figure 110] This diagram illustrates the characteristics of the gradual progression effect (non-stopping stage). [Figure 111] This is a diagram to explain specific example 12-2. [Figure 112] This is a diagram to explain specific example 12-2 (an example different from the example shown in Figure 111). [Figure 113] This is a diagram to explain specific example 12-4. [Figure 114] This is a diagram to explain specific example 12-6. [Figure 115] This is a diagram to explain specific example 12-9. [Modes for carrying out the invention]
[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values (probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in each diagram, the illustration of elements unrelated to the features explained using that diagram may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish between types and do not have any meaning in themselves.
[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.
[0010] The game area 902 is equipped with various prize-winning areas into which game balls can enter (starting area 904, major prize area 906, etc.), an out-out opening 907 (an opening from which game balls that did not enter any of the prize-winning areas (so-called out balls) are discharged), and so on. In addition, the game area 902 is equipped with multiple game pins that act as obstacles, causing changes in the flow of game balls when they collide with them. Game balls flowing down the game area 902 change their form in various ways depending on the conditions when they collide with the game pins. When game balls flowing down the game area 902 enter a prize-winning area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the player's line of sight.
[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the various effects (the unique effect sound is output from speaker 67).
[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines.
[0014] The lottery for a big win (hereinafter sometimes simply referred to as "win") is performed by a win / fail lottery means constructed on a control board (main control board) not shown, based on win / fail lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of Figure 1") and a second starting area 904b (the so-called "starting area of Figure 2"). The first starting area 904a is located in a position where a game ball may enter by firing the game ball so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter by firing the game ball so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).
[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss.
[0016] When a win / loss lottery is performed using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination (win / loss notification mode) corresponding to the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" or "rotation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear as if the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented as if the target decorative symbol 80 is shaking).
[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).
[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).
[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).
[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-change win / failure lottery information can be said to represent the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-change win / failure lottery information (holding display) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the display during change 71 indicates the existence of win / failure lottery information where the corresponding win / failure lottery is being executed, but the change animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as "active display". Also, since the change animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "situational change" is being executed), it is sometimes referred to as "situational change holding". In other words, the display during change 71 is also sometimes treated as being in the category of "holding" (hereinafter, the display during change 71 may also be referred to as "holding"). In this embodiment, the display during change 71 is larger than the display before change 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Alternatively, the basic form (external shape, etc.) of the display during change 71 and the display before change 72 may be completely different, rather than being in such a similar relationship.
[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).
[0022] The combinations of decorative symbols 80 selected and stopped from each group of decorative symbols 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R, arranged from left to right) (win / loss notification modes) are broadly divided into winning combinations (win notification modes) indicating that the lottery has been won, and losing combinations (loss notification modes) indicating that the lottery has not been won. In this embodiment, a winning combination is defined as when all three decorative symbols 80 are of the same type, and a losing combination is defined as when all three decorative symbols 80 are not of the same type.
[0023] In this embodiment, the fluctuations of each decorative pattern group 80g may temporarily stop (pseudo-stop). A temporary stop (pseudo-stop) refers to a state where the fluctuations have not completely stopped, but appear to the player as if they have stopped (for example, a state where they are slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuations in this way, it is possible to create so-called "chance symbols" in the middle of the fluctuation animation.
[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.
[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."
[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.
[0027] The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, it is easier to win the normal lottery compared to the low-base state. The normal lottery is a lottery that is executed when a game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, the game balls will enter the second starting area 904b relatively easily.
[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.
[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 59. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 59).
[0031] Winning the first or second lottery will award you a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all rounds of gameplay) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.
[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.
[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to complete 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 59) within the time it takes to complete 100 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of losing 100 consecutive times in the high-probability lottery (approximately 1 / 59) (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 18%, so the so-called continuation rate is approximately 82%. In the first and second specific game states, it would be good to display the remaining number of losing spins until the game state ends (a number that decreases by "1" each time a losing spin occurs). Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to have a loop-type game where the player can win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won.
[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.
[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a round game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one round of play, at least 10 game balls enter the jackpot area 906 (it is also possible for more than 10 game balls to enter the jackpot area 906, a so-called over-winning event). The number of rounds included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] As described above, the pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold," and the form of this "hold" suggests the level of reliability (the probability that the corresponding win / loss lottery result will be a jackpot (the probability of receiving a bonus)). The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the level of reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The level of reliability of the pre-reset display 72 and the in-reset display 71 refers to the level of reliability at the time each display form is displayed, and the level of reliability may increase due to subsequent changes in the display form (hereinafter, such changes may be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low levels of reliability of each display form refers to the relationship under the same game state. In this embodiment, the reliability is indicated by the display pattern (change in the reserved symbols) in all three states: normal gameplay, the first specific gameplay state, and the second specific gameplay state. However, when it is stated that one display pattern has a higher reliability than another, it means that the reliability is higher when the other display pattern appears than when the first display pattern appears in the same gameplay state (and the relationship between the reliability of the various effects described below also refers to the relationship between the reliability of the same gameplay state).
[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).
[0038] The display modes of the pre-variation display 72 and the in-variation display 71 may change in a way that increases reliability. The mode may change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the first one to be consumed) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed.
[0039] The gaming machine 1 is equipped with multiple types of operating means that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.
[0040] The following describes the effects, controls, etc. that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects, controls, etc. described below can be executed. Furthermore, the effects, controls, etc. described below may be executed when the game is not in a state of variation (for example, during a jackpot game), unless they are ones that can only be executed during a variation (those that can only be established on the premise that a variation is in progress).
[0041] <Numerical Effects> The gaming machine 1 according to this embodiment is capable of executing numerical effects as effects that may occur during a variation effect. In this embodiment, the numerical effects may occur in the normal game state, but they may also occur in a specific game state. The numerical effects occur when predetermined execution conditions are met. In the following description of numerical effects, the variation effect (variation) that includes the numerical effects may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0042] The numerical display (see Figure 5, etc.) is a display that suggests the probability (reliability) that the target win / loss result will be a jackpot. The display area 911 shows a first numerical image 11 representing the first numerical value (see Figure 5(b)) and a second numerical image 12 representing the second numerical value (see Figure 5(c)). (Both the numerical values that can be the first and second numerical values are positive integers.) The result of the numerical display is determined internally in advance based on the target win / loss result (it is not a display whose result changes depending on the player's actions). In this embodiment, the first numerical image 11 is displayed first (see Figure 5(b)), and then the second numerical image 12 is displayed (see Figure 5(c)). The stage in which the first numerical image 11 is displayed is sometimes called the first stage, and the stage in which the second numerical image 12 is displayed is sometimes called the second stage. (In the second stage, the first numerical image 11 may be erased, or the second numerical image 12 may remain displayed.)
[0043] The numerical display in this embodiment is based on the concept of a board game. When the numerical display is executed, multiple squares, including the "goal" square, are displayed (see Figure 5(a)). A character C (indicated by "C") indicating the current position is also displayed (see Figure 5(b)). The "number of remaining squares" from the current position (current square) to the "goal" is then displayed. The image representing this "number of remaining squares" is the first numerical image 11 (the number representing the remaining squares is the first numerical value) (see Figure 5(b)). This state is the first stage. In the following description, the "goal" square will be referred to as the "goal square," the square with one space remaining to the "goal" (one space away from the "goal square") will be referred to as the "-1 square," the square with two spaces remaining (two spaces away from the "goal square") will be referred to as the "-2 square," and so on. In this embodiment, an element indicating reliability (reliability suggestion element) is displayed in association with each square. As described later, the reliability indicator displayed on the square where character C ultimately lands will indicate the outcome of the target lottery. Reliability indicators are considered to have higher reliability the closer they are to the "winning square" (and lower reliability the further they are from the "winning square") (the one attached to the "winning square" has the highest reliability). In this embodiment, the "winning square" displays the reliability indicator "Great Luck", the "-1 square" displays the reliability indicator "Medium Luck", the "-2 square" displays the reliability indicator "Slight Luck", the "-3 square" displays the reliability indicator "Minor Luck", and the "-4 square" displays the reliability indicator "Bad Luck" (see Figure 5). In this embodiment, regardless of which reliability indicator is displayed on the square where character C ultimately lands, the target lottery result is not guaranteed to be a jackpot (there is no reliability indicator that guarantees a jackpot), nor is the target lottery result guaranteed to be a loss (there is no reliability indicator that guarantees a loss). The actual reliability of each reliability indicator element should be set such that the closer it is to the "winning square," the higher the reliability (the one assigned to the "winning square" has the highest reliability). In this embodiment, the reliability is set to 90% when the final square reached is "Great Luck" (winning square), 30% when it is "Moderate Luck" (-1 square), 15% when it is "Slight Luck" (-2 squares), 5% when it is "Minor Luck" (-4 squares), and 1% when it is "Bad Luck" (-4 squares) (see Figure 7(a)).In other words, the order of the fortune slips (in order of good luck) is said to indicate the level of reliability.
[0044] In this embodiment, the initial position of character C (the number of remaining squares in the initial state) can change each time a numerical animation occurs. In other words, the first numerical value can change each time a numerical animation occurs. However, the initial position of character C can never be a "winning square" (the first numerical value cannot be "0"). As will be explained later, the numerical animation results in a position moved by the amount of one die roll, and if the initial position of character C is a "winning square," there is no possibility of arriving at a "winning square." In the numerical animation in this embodiment, the first numerical value is one of "2" to "4".
[0045] In the second stage following the first stage, a "dice" is rolled, and the result of the "dice" (one of "1" to "6") is displayed. The image representing the result of the die is the second numerical image 12 (see Figure 5(c)). In this embodiment, the second numerical image 12 is an image showing that character C moves the number of spaces indicated by the die roll, but the result of the die itself may also be the second numerical image 12. Character C moves the number of spaces indicated by the die roll. In this embodiment, the character will not reach the "finishing space" unless the "number of remaining spaces" equals the "number of spaces rolled on the die" (the rule is that it is not a "finish" unless the character reaches the goal (finish) exactly without any "remainder"). If there is a "remainder" after reaching the "finishing space", the character moves back by that "remainder" amount. For example, if the number of remaining spaces is "3" and the die roll is "5", the final space the character arrives at will be "-2 spaces".
[0046] In this embodiment, any of the numbers "2" through "4" that could be selected as the first number could also be selected as the second number (any number that could be set as the first number could also be set as the second number). Therefore, regardless of which number from "2" to "4" is selected as the first number in the first stage, the result will be that the player arrives at the "winning square" which has the highest reliability (first number = second number result).
[0047] Character C moves according to the roll of the dice, and the confidence indicator displayed on the square where the character finally lands suggests the outcome of the draw (see Figure 5(d). The example shown in Figure 5 is one where the first value equals the second value, and character C ultimately reaches the "winning square"). As mentioned above, the confidence indicator attached to the "winning square" has the highest confidence level, and the closer the character is to the "winning square," the higher the confidence level. In other words, the closer character C moves according to the roll of the dice and the square where the character finally lands is to the "winning square," the higher the confidence level of the draw (reaching the "winning square" has the highest confidence level).
[0048] As mentioned above, if there is a "remainder," the player moves back to a square that is further away from the winning square. Therefore, even if the initial number of remaining squares (first value) and the result of the dice roll (second value) are different, the final square reached may be the same. For example, as shown in Figure 6, when the initial number of remaining squares (first value) is "3" (see Figure 6(a-1)(b-1)), the final square reached will be "-2 squares" (small luck) in both cases where the dice roll was "1" (see Figure 6(a-2)) and "5" (see Figure 6(b-2)) (see Figure 6(a-3)(b-3)). Similarly, although not shown, when the initial number of remaining squares (first value) is "3," the final square reached will be "-1 square" (medium luck) in both cases where the dice roll was "2" and "4."
[0049] In this type of numerical simulation, the final square you arrive at is determined by the absolute difference D(|first number - second number|) between the first number (the number of remaining squares in the initial state) and the second number (the result of the dice roll). If D=0, you arrive at the "winning square" (great luck); if D=1, you arrive at the "-1 square" (medium luck); if D=2, you arrive at the "-2 square" (small luck); if D=3, you arrive at the "-3 square" (minor luck); and if D=4, you arrive at the "-4 square" (bad luck) (see Figure 7(b)). The closer the final square you arrive at is to the "winning square," the higher the reliability of the target lottery result. Therefore, the smaller the value of D, the higher the reliability of the target lottery result. Comparing the numerical results of "D=D1" with those of "D=D2" (assuming D1 > D2), the variation in which the numerical results of "D=D2" (where the absolute difference between the first and second numbers is relatively small) occur is more likely to result in a notification of a jackpot in the subsequent lottery than the variation in which the numerical results of "D=D1" (where the absolute difference between the first and second numbers is relatively large).
[0050] Thus, the numerical display in this embodiment is a novel and interesting display in which the smaller the absolute value of the difference between the number of remaining squares (first number) shown in the first stage and the result of the dice roll (second number) shown in the subsequent second stage, the more promising the outcome of the target selection lottery will be. From the player's perspective, after seeing the number of remaining squares (first number) shown in the first stage, it is a display format in which the player will hope that the result of the dice roll (second number) shown in the second stage will be as close as possible to the number of remaining squares (first number).
[0051] Furthermore, when a numerical animation occurs, it is preferable that the probability of the first and second numbers being the same (the final square being the "winning square") be lower than the probability of the first and second numbers being different (the final square being a square other than the "winning square"). Since reaching the "winning square" is the goal of the numerical animation (board game), it is preferable that the probability of reaching the "winning square" be less than 50%.
[0052] Furthermore, the numerical representation in this embodiment differs between the range of numbers that can be set as the first number (the number of remaining squares in the initial state) ("2" to "4") and the range of numbers that can be set as the second number (the result of rolling the dice) ("1" to "6"). (Some of the numbers that can be set as the second number (in this embodiment, "1", "5", and "6") cannot be set as the first number). This is a novel approach in which the absolute value of the difference between the first and second numbers, which have different ranges, suggests the level of confidence. As mentioned above, the entire range of the first number is included in the range of the second number (any of the numbers from "2" to "4" that can be selected as the first number can also be selected as the second number), so regardless of which number is selected as the first number in the first stage, it is possible to reach the result of "first number = second number".
[0053] The numerical display does not announce the result of the target lottery. In other words, the result of the target lottery is not known (not announced to the player) even after the numerical display ends. The target fluctuation display continues even after the numerical display ends, and the result of the target lottery will be announced during that fluctuation display. The numerical display is meant to hint at the result of the target lottery that will be announced after the numerical display ends.
[0054] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned numerical presentation techniques. Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0055] 〇Specific Example 1-1 As explained above, the numerical display in the embodiment is based on the concept of a board game, but it is sufficient if the settings are such that the reliability of the target win / loss result is higher when the difference between the first and second numbers is relatively small compared to when it is large. For example, consider a numerical display where dice are rolled twice. The smaller the absolute value of the difference between the result of the first die roll (the first number in the first stage) and the result of the second die roll (the second number in the second stage), the higher the reliability of the target win / loss result. Even in this way, the display format will be such that, after seeing the first number (the result of the first die roll), the player will hope that the second number (the result of the second die roll) will be as close as possible to the first number.
[0056] Specific Examples 1-2 Numerical effects may occur under predetermined conditions, but are not possible under conditions other than those predetermined conditions. For example, if a predetermined effect mode (specific effect mode) is set, numerical effects may occur, but if that specific effect mode is not set, numerical effects will not occur. Preferably, whether or not a specific effect mode is set can be determined by the image displayed in the display area 911 (if a specific image is displayed, the player is in the specific effect mode; if that image is not displayed, the player is not in the specific effect mode). For example, when in the specific effect mode, a unique image that is only displayed in that specific effect mode (specific effect mode image 13) is displayed. If the specific effect mode image 13 is displayed, there is a possibility of numerical effects occurring, and if the specific effect mode image 13 is not displayed, there is no possibility of numerical effects occurring. Preferably, the specific effect mode image 13 is something that suggests the content of the numerical effects (if the numerical effects are based on the concept of "Sugoroku" as in the above embodiment, it is preferable that the specific effect mode image 13 includes the word "Sugoroku" (see Figure 8(a))). In this way, a gameplay experience is achieved in which numerical effects occur only under limited conditions.
[0057] The specific performance mode may be a performance mode that the player can select. That is, the player can arbitrarily choose whether or not to have the variable performance be executed in a specific performance mode (a function to set a specific performance mode is provided as a so-called customization function). In this way, the player can arbitrarily choose whether or not they want to play in a state where numerical performances may occur. The method of selection (customization method) by the player may be anything, so the explanation is omitted.
[0058] Specific Examples 1-3 The confidence indicator element shall numerically represent the level of confidence. The numerical value of the confidence indicator element does not necessarily represent the actual level of confidence when character C arrives at that square, but the relative magnitudes of the numerical values shall correspond to the relative magnitudes of confidence (it is guaranteed that a relatively larger numerical value of the confidence indicator element indicates a higher actual level of confidence). For example, the "winning square" may display a confidence indicator element of "80%", the "-1 square" a "50%", the "-2 square" a "20%", the "-3 square" a "10%", and the "-4 square" a "5%" (see Figure 8(b)). In this way, the closer the final square arrived at is to the "winning square", the higher the level of confidence in the target's success or failure lottery result, making the presentation easier to understand.
[0059] 〇Specific Examples 1-4 The system will be configured so that no elements indicating reliability are displayed. For example, although the numerical display will be based on the concept of a board game as in the embodiment described above, each square will not have any elements indicating reliability (however, the closer the final square reached is to the "winning square", the higher the reliability of the target success / failure lottery result (the reliability of the target success / failure lottery result is higher when the difference between the first and second numbers is relatively small than when it is large)).
[0060] Information regarding the reliability of various effects that a gaming machine can perform is often disclosed in magazines, on the internet, etc. By doing as in this example, players who have obtained information about numerical effects in advance can enjoy the effect of indicating reliability based on the results of those numerical effects. Conversely, if a numerical effect displays reliability-indicating elements as in the above embodiment, it becomes an easy-to-understand effect in which even players who have no prior knowledge of numerical effects can understand the effect of indicating reliability based on the results.
[0061] 〇Specific Examples 1-5 If the first and second numbers are the same (the difference between the first and second numbers (the absolute value of the difference) is zero), the reliability of the target win / loss lottery result is set to 100% (guaranteed win). If the numerical presentation is a "sugoroku" (board game) as in the embodiment described above, the reliability is set to 100% when character C finally reaches the "winning square". In this example, it is preferable that the reliability indicator element placed on the "winning square" indicates a 100% reliability (guaranteed win). For example, it is conceivable to use a reliability indicator element that includes the word "guaranteed" (see Figure 9(a)). Although not shown, it is also conceivable to use a reliability indicator element that includes the word "100%". By using this example, a jackpot is guaranteed when the first and second numbers are the same, so in the second stage, the player will strongly hope that the second number will be the same as the first number.
[0062] Specific Examples 1-6 As a result of the numerical display, there is a mechanism that guarantees the target lottery result will be a loss (eliminating the possibility of winning the jackpot). If the numerical display is a "sugoroku" (Japanese board game) as in the embodiment described above, the target lottery result will be a loss when character C reaches the square furthest from the "winning square" among the squares that character C can ultimately reach. In this example, it is preferable that the reliability indicator placed on that square indicates that it is a guaranteed loss. For example, the reliability indicator could include the character "×" (see Figure 9(b)). Although not shown, the reliability indicator could also include the character "unfortunate". In this example, if the result does not reach the square that guarantees a loss, there remains a possibility that the target lottery result will be a win.
[0063] Specific Examples 1-7 The relationship between the result of the numerical display (if the numerical display is based on the concept of "Sugoroku" as in the above embodiment, the square the player ultimately lands on) and the reliability level will vary each time. For example, if the first and second numbers are the same, a numerical display that guarantees a jackpot (100% reliability) may occur (for example, the numerical display shown in Figure 9(a)), or even if the first and second numbers are the same, a numerical display that does not guarantee a jackpot (100% reliability) may occur (for example, the numerical display shown in Figure 8(b)). In this way, when a numerical display occurs, the content of that numerical display will also attract the player's attention.
[0064] 〇Specific Examples 1-8 The confidence level when the first and second numbers do not match is the same regardless of the difference between the first and second numbers. If the numerical presentation is like the "Sugoroku" (board game) example described above, the confidence level when character C ultimately reaches a square other than the "winning square" (when the first and second numbers do not match) is the same regardless of which square C reaches. The confidence level when character C ultimately reaches the "winning square" (when the first and second numbers match (the difference between the two numbers is zero)) is higher than the confidence level when character C does not reach the "winning square" (when the first and second numbers do not match). In other words, the confidence level when the absolute value of the difference between the first and second numbers is zero is higher than the confidence level when the absolute value of the difference between the first and second numbers is not zero. It can also be seen as a presentation where reaching the "winning square" is a chance-up (not reaching the "winning square" is the default). In this way, the numerical display becomes a simpler and easier-to-understand display where the level of confidence is determined by whether or not the first and second numbers match (whether or not you reach the "winning square"). In this example, it is preferable that no confidence indicators are provided for squares other than the "winning square" ("-1 square", "-2 square", etc.).
[0065] In this example, you could set it so that when you reach the "winning square" (when the first and second numbers match), you are guaranteed a big win (100% confidence). Alternatively, you could set it so that when you do not reach the "winning square" (when the first and second numbers do not match), you are guaranteed a loss (0% confidence).
[0066] 〇Specific Examples 1-9 In the above embodiment, the numerical display is more reliable when the absolute value of the difference between the first and second numbers is relatively small, but we will set it up the opposite way. That is, the display will be more reliable when the absolute value of the difference between the first and second numbers is D1 than when the absolute value of the difference between the first and second numbers is D2 (assuming D1 > D2). If the display is based on the concept of "Sugoroku" as in the above embodiment, the display will be more reliable the further away the final square is from the "winning square" (the "winning square" is the least reliable). With this kind of numerical display, in the second stage, the player will likely hope that the second number displayed is a number further away from the first number.
[0067] Furthermore, the settings may be configured so that the desirable outcome for the player differs depending on the state in which the numerical display occurs. For example, when the numerical display occurs in state A, the absolute value of the difference between the first and second numbers being D2 (assuming D1 > D2) is considered more reliable than when the absolute value of the difference between the first and second numbers is D1. On the other hand, when the numerical display occurs in state B (different from state A), the absolute value of the difference between the first and second numbers being D1 is considered more reliable than when the absolute value of the difference between the first and second numbers being D2 (assuming D1 > D2). The difference between state A and state B can be anything, but it is preferable that a state-specific image is displayed in each state (a unique image is displayed in state A that is not displayed in state B, and a unique image is displayed in state B that is not displayed in state A) so that the player can determine which state they are in.
[0068] 〇Specific Examples 1-10 The numerical presentation will be such that the range of the first number and the range of the second number are the same. For example, as in the embodiment described above, the numerical presentation will be a board game, where the first number (the number of remaining spaces in the initial state) will be one of "1" to "6", and the second number (the result of rolling the dice) will also be one of "1" to "6". In this way, the patterns of numbers that can be selected as the first number and the patterns of numbers that can be selected as the second number will be the same, resulting in a more easily understandable presentation. Furthermore, regardless of what the first number selected in the first stage is, there is a possibility that the same second number will be selected in the second stage (no matter what the first number selected in the first stage is, there is a possibility of arriving at the "winning space" with the highest reliability).
[0069] 〇Specific Example 1-11 The second value is set to be less than or equal to the first value (second value ≤ first value). If the numerical presentation is based on the concept of a board game as in the embodiment described above, the result of the dice roll in the second stage (second value) will always be set to be less than or equal to the number of remaining spaces (first value). In this case, if there is a "remainder" when you reach the "finishing space" (goal), you will not have to move away from the "finishing space" by the amount of the "remainder," resulting in a more easily understandable presentation.
[0070] However, as in the embodiment described above, setting it so that the second value may exceed the first value (if the numerical display is like a board game as in the embodiment described above, there is a possibility that the player will move away from the "winning square" by the "remainder") increases the number of possible outcomes for the display, which has the advantage of increasing the entertainment value of the display.
[0071] 〇Specific Examples 1-12 In numerical calculations, if the first and second values are the same (the absolute value of the difference between the first and second values is zero), the reliability of the target selection lottery result will differ depending on the value. If the numerical calculation is for a board game as in the embodiment described above, the result is that the number of remaining spaces and the dice roll match and the player arrives at the "winning space," and the reliability will differ depending on the number of remaining spaces and the value of the dice roll. That is, the reliability will differ between a numerical calculation where the number of remaining spaces is "N" and the dice roll is "N" resulting in arrival at the "winning space" (a numerical calculation where both the first and second values are "N") and a numerical calculation where the number of remaining spaces is "M" (N ≠ M) and the dice roll is "M" resulting in arrival at the "winning space" (a numerical calculation where both the first and second values are "M") (see Figure 10). If there are three or more patterns in which the first and second values are the same, the confidence levels of all of these patterns may be considered different from each other, or the confidence levels of some of the three patterns may be considered different from each other (the example shown in Figure 10 is one in which the confidence levels of all patterns are different from each other).
[0072] In this way, even if the first and second numbers end up being the same (resulting in arriving at the "winning square"), the reliability will differ depending on the number, resulting in an interesting presentation that will draw the player's attention to that number as well.
[0073] 〇Specific Examples 1-13 Before the result of the numerical display is determined (before the second numerical value (the roll of the dice) is determined), a display that suggests the result (hereinafter referred to as a result-suggesting display) may occur. For example, if a result-suggesting display occurs (see Figure 11(b-2)), the probability of reaching the winning square (the result where the first numerical value (number of remaining squares) and the second numerical value (the roll of the dice) are the same) is set to be higher than if a result-suggesting display does not occur (see Figure 11(b-1)). The specific form of the result-suggesting display can be anything as long as it is a display type (a unique display type) that is not executed unless the result-suggesting display occurs (Figure 11(b-2) shows the display of a predetermined result-suggesting image 14 as an example of a result-suggesting display).
[0074] As a result indication effect, it may be possible to have an effect that, when it occurs, confirms that the result will be reaching the winning square (the result where the first value (number of remaining squares) and the second value (the roll of the dice) are the same). For example, a special die showing that all faces are the same as the number of remaining squares (see Figure 12(a)) may be displayed as result indication image 14 (for example, if the initial number of remaining squares is "2", a special die showing all faces "2" may be displayed as result indication image 14) (see Figure 12(b)), and an effect indicating that the roll of the dice is confirmed to be the same as the number of remaining squares may occur as a result indication effect (in the second stage, the second value which is the same as the first value will be displayed (see Figure 12(c))).
[0075] This approach creates an interesting presentation style that may suggest in advance that the probability of achieving the most favorable outcome for the player has increased (or even been confirmed).
[0076] <Special display control for pre-change display> The gaming machine 1 according to this embodiment is capable of performing special display control of the pre-variation display 72 (see Figures 13(a), (b), (c-2), and (d-2)). Special display control occurs when predetermined execution conditions are met. Since the pre-variation display 72 is displayed during the variation performance, the execution conditions can be met during the variation performance. The special display control in this embodiment can be performed in the normal game state, but it may also be performed in a specific game state. In the following description of special display control, the pre-variation display 72 that may be the target of special display control is sometimes referred to as the target pre-variation display 72T (pre-variation displays 72 that were not subjected to special display control (and were instead subjected to normal display control as described later) may also be referred to as the target pre-variation display 72T), the win / loss lottery result corresponding to the target pre-variation display 72T (corresponding to the win / loss lottery information whose existence is indicated by the target pre-variation display 72T) may be referred to as the target win / loss lottery result, and the variation performance that notifies the target win / loss lottery result may be referred to as the target variation performance (target variation). Furthermore, since this is performed in the normal game state, in the following explanation of special display control, the win / loss lottery information (win / loss lottery information before variation, win / loss lottery information during variation) refers to the first win / loss lottery information (first win / loss lottery information before variation, win / loss lottery information during variation), and the starting area 904 refers to the first starting area 904a (if special display control is performed in a specific game state, then the win / loss lottery information in the following explanation refers to the second win / loss lottery information, and the starting area 904 refers to the second starting area 904b).
[0077] When a game ball enters the starting area 904 (hereinafter sometimes referred to as a new starting entry) (see Figure 13(b)) while the number of pre-change win / loss lottery information stored in the memory means has not reached the limit (four in this embodiment) (a state that is not so-called "full of reserves"), new pre-change win / loss lottery information is acquired. When new pre-change win / loss lottery information is acquired, basically, a pre-change display 72 (target pre-change display 72T) indicating its existence is immediately displayed (see Figure 13(c-1)). In other words, immediately after a new starting entry occurs, the pre-change display 72 corresponding to that new starting entry is displayed. In other words, the display of a new starting entry and the target pre-change display 72T occur simultaneously (at least to the player, they appear to occur simultaneously). To distinguish it from special display control, the control that displays the target pre-spin display 72T immediately after a new start win occurs is called normal display control (in typical gaming machines, all pre-spin displays 72 are displayed immediately after a new start win occurs). In most cases when a new start win occurs, normal display control is used (normal display control is the "default" when a new start win occurs). If normal display control is not used when a new start win occurs, special display control, which will be explained in detail below, will be used.
[0078] The special display control is such that after a new start win occurs (see Figure 13(b)), there is a period during which the target pre-change display 72T corresponding to that new start win is not displayed anywhere in the display area 911 (see Figure 13(c-2)). In other words, the target pre-change display 72T is not displayed immediately after a new start win occurs, but is displayed after the non-display period ends. It can also be said that this control delays the display timing of the target pre-change display 72T by the amount of the non-display period.
[0079] During the non-display period, the target pre-change display 72T is not displayed in the position where it should be displayed (the position corresponding to the order of consumption (consumption order position)). (Note that the display of the image that is always displayed (part of the background image not shown) does not constitute the display of the pre-change display 72. The same applies hereinafter.) The position where it should be displayed here can be said to be the position where the target pre-change display 72T would be displayed if normal display control were in place (see Figure 13(c-1)). During the non-display period, even if N pieces of pre-change win / loss lottery information are stored in the memory, it can be said that only N-1 pieces of pre-change display 72 are displayed. In other words, even if a new start win occurs, no corresponding change occurs, so it appears to the player that no pre-change win / loss lottery information for the new start win was acquired.
[0080] Furthermore, a configuration (see Figure 14) may be used in which an image (hereinafter referred to as a base image 15) indicating the position corresponding to the order in which the pre-variation display 72 is displayed is always displayed. If, as in this embodiment, a maximum of four pre-variation win / loss lottery information is stored in the storage means, then four base images 15 indicating the position in which the pre-variation display 72 is displayed will be displayed. Furthermore, a separate base image 15 (one) in which the in-variation display 71 is displayed may also be used. In such a configuration, when normal display control is used, after a new start and winning occurs when the reserve is not full (see Figure 14(a)) (see Figure 14(b)), the target pre-variation display 72T is immediately displayed accompanying the base image 15 of the corresponding order in which it is displayed (see Figure 14(c-1)). On the other hand, in the case of special display control, after a new start and winning occurs when the reserve is not full (see Figure 14(a)) (see Figure 14(b)), the target pre-spin display 72T is not displayed in the position associated with the base image 15 of the corresponding digestion sequence during the non-display period (see Figure 14(c-2)). After the non-display period ends, the target pre-spin display 72T appears in the position associated with the base image 15 of the corresponding digestion sequence (see Figure 14(d-2)).
[0081] In this embodiment, the length of the hidden period is set to one of several candidate times. The number of candidate times can be set as appropriate. In this embodiment, 3 seconds, 5 seconds, or 7 seconds are set as the hidden period (see Figure 13(c-2)). When a new win occurs, the time until the variation animation corresponding to the win / loss lottery information obtained by that win is started is measured, and special display control may be executed only if this time exceeds 7 seconds (the longest of the candidate times). Therefore, if special display control is executed, the hidden period ends before the target variation starts. In other words, the hidden period ends before the target variation starts and the pre-target variation display 72T is displayed.
[0082] In this embodiment, if the next pre-change win / loss lottery information that was subject to special display control is acquired during the non-display period, the pre-change display 72 corresponding to the next pre-change win / loss lottery information is displayed. In this case, the pre-change display 72 is not displayed at the digestion sequence position where the target pre-change display 72T should be displayed, but the pre-change display 72 is displayed at the next digestion sequence position.
[0083] In this embodiment, the special display control occurs as a type of so-called chance-up effect. That is, the probability of a jackpot for the win / loss lottery result that is subject to special display control (target win / loss lottery result) is higher than the probability of a jackpot for the win / loss lottery result that is not subject to special display control (subject to normal display control) (see Figure 13). Therefore, an interesting gameplay experience can be realized in which only players who notice that special display control is being executed (the target pre-variation display 72T was temporarily not displayed) can enjoy this chance-up effect.
[0084] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special display control. Furthermore, whenever possible, a configuration may be created by combining multiple technologies described using the following examples.
[0085] 〇Specific Example 2-1 The length of the non-display period in special display control is assumed to be constant. For example, the length of the non-display period is assumed to be constant at 5 seconds. In this example, it is preferable that when a new win occurs, the time until the start of the variation animation corresponding to the win / loss lottery information obtained by that win is measured, and that special display control may be executed only if this time exceeds 5 seconds. As a result, the non-display period ends before the target variation starts and the pre-variation display 72T is displayed.
[0086] By using this example, the length of the non-display period when special display control is executed becomes constant, making it easier to notice that the target pre-change display 72T is hidden (compared to the configuration where the length of the non-display period is indeterminate, as in the above embodiment).
[0087] 〇Specific Example 2-2 The events that are implied by the occurrence of special display control (events that are more likely to occur than when special display control is not performed) are those that can occur after the non-display period has ended, and only events that are advantageous to the player should occur.
[0088] For example, the target may not be the win / loss lottery result corresponding to the win / loss lottery information that was acquired before the win / loss lottery information that was targeted for special display control (hereinafter referred to as the "previous win / loss lottery result"). In other words, when special display control occurs, the probability (reliability) of one or more previous win / loss lottery results being reported as a jackpot is higher than when it does not occur. In this example, the setting should be such that the probability of special display control being executed is higher when new win / loss lottery information (pre-change win / loss lottery information) is acquired after win / loss lottery information that results in a jackpot has been acquired (the setting should be such that the probability of special display control being executed when a new start win occurs is higher when there is already a win among the acquired win / loss lottery information (hold) than when there is no win). As shown in this example, when a special display control occurs, a novel gameplay experience can be realized in which players can expect a win / loss lottery result corresponding to the pre-revolution display 72 or the in-revolution display 71 that precedes the now-hidden pre-revolution display 72.
[0089] In this case, during the period when the display is hidden, an effect (a so-called hold change effect) may occur in which the appearance of the pre-reset display 72 or in-reset display 71 that precedes the hidden pre-reset display 72 (the pre-reset display 72 or in-reset display 71 that completes the notification of the corresponding win / loss lottery result before the hidden pre-reset display 72) (see Figure 4) changes in a direction that increases reliability (see Figure 15). In other words, a hold change effect is made to occur for the "hold" that precedes the "hold" that has been hidden by the special display control (see Figure 15(c)(d). This example shows a hold change effect occurring for the in-reset display 71). This makes it possible to create a surprising gameplay experience where, if you focus on a certain "hold" that has been hidden, a hold change effect occurs for a "hold" that precedes it. After the hold change occurs, the period when the display is hidden ends and the pre-reset display 72 that was hidden reappears (see Figure 15(e)).
[0090] Specific Examples 2-3 The indication that a special display control occurs may be a transition to a game state favorable to the player. For example, when a special display control occurs, the probability of transitioning to a second specific game state (high probability / high base state) after the non-display period ends is set to be higher than when it does not occur. In other words, the probability that the winning / losing lottery information already acquired at the time the special display control begins includes a result that is a second specific jackpot is set to be higher than when the special display control does not occur. In this way, an interesting gameplay experience can be achieved in which the occurrence of a special display control functions as an indication that the probability of transitioning to a game state favorable to the player has increased.
[0091] Specific Example 2-4 When special display control is executed, one of several types of special effect images (hereinafter referred to as special effect image 16) will be displayed during the non-display period (see Figure 16). Note that special effect image 16 is not the pre-variation display 72 (because it is the non-display period, nothing is displayed in the position where the target pre-variation display 72T should be displayed). For example, the setting is such that the first special effect image 161 may be displayed during the non-display period (see Figure 16(c-1)), or the second special effect image 162, which has a different form from the first special effect image 161, may be displayed (see Figure 16(c-2)). Furthermore, the probability that the target win / loss lottery result will be a jackpot (the probability that an event favorable to the player will occur after the end of the non-display period) is set to be higher when the first special effect image 161 is displayed during the non-display period than when the second special effect image 162 is displayed. The specific forms of the first special effect image 161 and the second special effect image 162, and the differences between the forms of the two images, may be anything. Furthermore, since the special effect image 16 is characterized by being displayed during the hiding period, it is preferable that, regardless of which of the multiple types of special effect images 16 is displayed, the displayed special effect image 16 is removed before the hiding period ends (see Figure 16(d)).
[0092] In this way, when special display control occurs (when a non-display period is set), players can pay attention to the types of special effect images 16 displayed during the non-display period, thereby more accurately determining the probability of the target win / loss lottery result being a jackpot (the probability of an event favorable to the player occurring), resulting in an interesting gameplay experience.
[0093] 〇Specific Example 2-5 The non-display period does not end by the passage of time, but rather ends when a termination condition is met. The termination condition can be defined as the occurrence of a specific event that may occur during the fluctuation. For example, the occurrence of the following specific event can be used as the termination condition. Note that it is also possible to have a configuration in which two or more of the specific events shown below are used as termination conditions (the non-specific period ends when any one of the specific events occurs). In addition, an event different from the specific events shown below may be set as one of the termination conditions.
[0094] (i) The period of not displaying the display will end when the first variation animation ends after the start of the non-display period (see Figure 17). If a new start win that triggers special display control occurs in a variation animation (see Figures 17(a) to (c)), the period of not displaying the display will end when that variation animation ends (see Figure 17(d)). In other words, the target pre-variation display 72T will be displayed at the start of the next variation following the variation in which a new start win that triggers special display control occurred (see Figure 17(e)). Note that when a variation animation ends, one reserve is consumed (the in-variation display 71 is erased, and each pre-variation display 72 moves up). Therefore, if no new win / loss lottery information is obtained after the hiding period has started, even if the hiding period ends and the target pre-fluctuation display 72T is displayed, the combined number of the in-fluctuation display 71 and the pre-fluctuation display 72 (the total number of reserved spins displayed) will not change (the total number of reserved spins displayed in the state of Figure 17(d) and the total number of reserved spins displayed in the state of Figure 17(e) will not change) (because the "+1" for the display of the target pre-fluctuation display 72T and the "-1" for the consumption of one reserved spin due to the end of the fluctuation occur simultaneously).
[0095] (b) After the non-display period begins (see Figure 18(c)), the non-display period ends when a starting win (the next starting win following the starting win that triggered the execution of special display control (see Figure 18(b)) (see Figure 18(d))) occurs and new pre-variation win / loss lottery information (the next win / loss lottery information following the win / loss lottery information that was the target of special display control) is acquired, and the target pre-variation display 72T is displayed (see Figure 18(e)). In this case, the end of the non-display period may trigger the display of two pre-variation displays 72 (the target pre-variation display 72T corresponding to the starting win in Figure 18(b) and the pre-variation display 72 corresponding to the starting win in Figure 18(d) (the next pre-variation display 72 following the target pre-variation display 72T)) together.
[0096] (h) The period of not displaying information shall end upon the completion of a predetermined performance that may occur as part of the variable performance (hereinafter referred to as the "predetermined performance"). The prescribed performance is one in which a predetermined performance image is displayed, and the period of not displaying information shall end when the performance image is erased. Figure 19 shows an example in which the so-called roulette performance is designated as the prescribed performance. The period of not displaying information ends when the roulette performance, which is the prescribed performance, is completed (the roulette performance image is erased) (see Figure 19(c)), and the target pre-variation display 72T, which was previously hidden and corresponds to the win / loss lottery information (see Figure 19(b)) that had already been acquired before the completion of the roulette performance, is displayed (see Figure 19(d)). In this way, when the prescribed performance is completed, a new pre-variation display 72 (target pre-variation display 72T) is suddenly displayed, resulting in a gameplay experience in which (if the player does not notice the newly started winning that is subject to special display control) the completion of the prescribed performance appears as if a new reserve (pre-variation display 72) has been displayed.
[0097] (ii) After the period of not displaying the symbols has begun, the period of not displaying the symbols shall end when a "reach" occurs (two of the three decorative symbol groups 80g are selected and displayed, and the same decorative symbol 80 is shown (the symbol selected from the remaining decorative symbol group 80g is not determined)). The occurrence of a "reach" raises expectations that the result of the draw will be a jackpot, so the period of not displaying the symbols shall end to allow attention to the subsequent developments.
[0098] 〇Specific Example 2-6 When a new start win that is subject to special display control occurs, not only the pre-revolution display 72 corresponding to that new start win, but all pre-revolution displays 72 displayed at that time will be hidden. In other words, until the hiding period ends, regardless of how much pre-revolution win / loss information is stored in the memory means, all pre-revolution displays 72 (one or more pre-revolution displays 72) corresponding to all pre-revolution win / loss information will not be displayed. Then, triggered by the end of the hiding period, all pre-revolution displays 72 (one or more pre-revolution displays 72) corresponding to all pre-revolution win / loss information stored in the memory means at that time will be displayed at once. This makes it easier for players to notice that special display control is being executed (compared to the above embodiment).
[0099] 〇Specific Example 2-7 As a type of pre-announcement effect (which suggests the probability of a certain win / loss result being a win in a previous spin before the spin for that win / loss result begins), it is possible to execute a special pre-announcement effect. When the game transitions to a special pre-announcement effect, the reliability of the target win / loss result increases compared to when the transition does not occur (this is a so-called chance-up pre-announcement zone). The special pre-announcement effect is indicated by the display of a special pre-announcement image 17 (see Figure 20(d)). Note that the special pre-announcement effect is not a hold change effect (a pre-announcement effect using the pre-spin display 72).
[0100] Based on this premise, when special display control is executed (see Figures 20(a) to (c)), the pre-variation display 72 (target pre-variation display 72T) is displayed when the non-display period ends, and the special pre-read image 17 is displayed, potentially initiating a special pre-read effect (entering the special pre-read zone) (see Figure 20(d)). By doing as in this example, an interesting gameplay experience can be realized in which, when the non-display period ends and the pre-variation display 72 is displayed, there is a possibility that a pre-read effect advantageous to the player will suddenly begin.
[0101] 〇Specific Example 2-8 Even if special display control is executed, the reliability of the target win / loss lottery result does not increase (there is no difference in reliability compared to when normal display control is executed). In other words, special display control may be set to be merely a visual anomaly that does not increase the chances of winning.
[0102] 〇Specific Example 2-9 When special display control is executed (see Figures 21(a) to (c)), the target pre-change display 72T will be displayed when the hiding period ends, but the setting is such that the target pre-change display 72T may be in the special display mode 70s (see Figure 4) from the beginning. In other words, the target pre-change display 72T that is displayed after the hiding period ends may be in the chance-up mode (special display mode 70s) instead of the default mode (normal display mode 70n) (see Figure 21(d)). This way, players who notice that the target pre-change display 72T is hidden will pay attention to what mode the target pre-change display 72T will be in when the hiding period ends, resulting in a gameplay experience where players will pay attention to what mode the target pre-change display 72T will be in when the hiding period ends.
[0103] 〇Specific Example 2-10 When special display control is executed (see Figures 22(a) to (c)), the setting is such that when the non-display period ends, the pre-change display 72 (target pre-change display 72T) is displayed, and an image that confirms the win / loss lottery result is a jackpot (hereinafter referred to as special confirmation image 18) is also displayed (see Figure 22(d)). The specific form of the special confirmation image 18 can be anything, but it is preferable that it is a form that allows the player to easily understand that a jackpot has been confirmed (for example, an image with a rainbow colored part is displayed). By doing as in this example, an interesting gameplay experience can be realized in which a jackpot may be confirmed suddenly when the non-display period ends and the pre-change display 72 is displayed.
[0104] 〇Specific Example 2-11 When special display control is executed (see Figures 23(a) to (c)), the setting is such that when the non-display period ends, the pre-variation display 72 (target pre-variation display 72T) is displayed, and an image (hereinafter referred to as special rush image 19) that confirms the transition to a game state favorable to the player (for example, the second specific game state) is displayed (see Figure 23(d)). The specific form of the special rush image 19 can be anything, but it is preferable that it suggests the game state to which the player is transitioning. For example, if the game state to which the player is transitioning is named "ABC Rush", then an image containing the letters "ABC" shall be displayed as the special rush image 19. By doing so in this example, an interesting gameplay experience can be realized in which, when the non-display period ends and the pre-variation display 72 is displayed, there is a possibility that the transition to a game state favorable to the player will be confirmed immediately.
[0105] 〇Specific Example 2-12 The system is configured to have a prohibited period during which special display control is not executed. During this prohibited period, special display control will not be executed regardless of how many new winning combinations occur. The prohibited period could be during the execution of one or more specific target effects (effects that may occur as part of a variation effect). In other words, while a specific target effect is being executed, special display control will not be executed even if a new winning combination occurs, and normal display control will always be executed (the corresponding pre-variation display 72 will be displayed immediately). An effect that you particularly want the player to pay attention to should be designated as a specific target effect, and while that specific target effect is being executed, special display control should not be executed as in this example to prevent the player's attention from shifting to the fact that the pre-variation display 72 is not displayed.
[0106] <Suggestion of a pending chain based on specific suggestive images> The gaming machine 1 according to this embodiment is equipped with a hold-chain indication mode. The hold-chain indication mode is a so-called customizable performance mode that can be arbitrarily set (switched ON / OFF) by the player. The method for switching the hold-chain indication mode ON / OFF (customization method) can be any method, so no explanation will be given. In this embodiment, the hold-chain indication mode can be set in the second specific game state (high probability / high base state). However, this does not negate the possibility of setting it in the normal game state or the first specific game state.
[0107] When the reserved consecutive win indication mode is ON, the probability of a so-called reserved consecutive win (hereinafter sometimes referred to as a reserved consecutive win) occurring (hereinafter sometimes referred to as the reserved consecutive win probability) is indicated during the winning variation performance (winning variation), which is a variation performance in which the result of the win / fail lottery is a win (the final combination of decorative symbols 80 becomes the winning notification pattern). When a winning variation is executed, a winning game (opening of the big prize area 906) is executed after the winning variation, and the reserved consecutive win probability is indicated before the start of the winning game. In this embodiment, when a winning notification pattern (three matching decorative symbols 80) is displayed during the winning variation (see Figure 24(a)) (see Figure 24(b)), a specific indication image 20 that indicates the reserved consecutive win probability is displayed while the winning notification pattern is displayed (see Figures 24(c-1) and (c-2)). Strictly speaking, the decorative symbols 80 that constitute the winning notification mode are initially in a pseudo-stop state (three identical decorative symbols 80 are lined up and pseudo-stopped), and after a predetermined time (about 1 to 2 seconds) has elapsed in this pseudo-stop state, they come to a complete stop. The specific suggestion image 20 is displayed when they are in the pseudo-stop state. Since the decorative symbols 80 of the winning notification mode are displayed, the player recognizes that a winning game is about to be played. The specific suggestion image 20 is displayed in this state (see Figure 24(c-1)(c-2)). In other words, with the player notified that a winning game is about to be played, the probability of a winning streak occurring after the end of the winning game is suggested before the start of the winning game. Although not shown in the figures, in this embodiment, the display of the specific suggestion image 20 continues until the end of the winning variation (when the decorative symbols 80 come to a complete stop). However, the specific suggestion image 20 may be hidden earlier than that.
[0108] The specific suggestion image 20 indicates whether the pre-spin win / loss lottery information stored in the memory means at a certain reference point during a winning spin (since the suggestion of consecutive wins by the specific suggestion image 20 is performed in the second specific game state, the target pre-spin win / loss lottery information is the second pre-spin win / loss lottery information (special figure 2 reserve)) includes a winning result (a so-called "winning reserve"). The reference point in this embodiment is the point in time when the display of the specific suggestion image 20 begins (the point in time when the consecutive wins suggestion is made). Since the second specific game state is a high base state, if game balls have been launched continuously for a certain period of time, the number of pre-spin win / loss lottery information (second pre-spin win / loss lottery information) stored in the memory means at the reference point is usually four (a so-called full reserve), but it is also possible that there are three or fewer.
[0109] If even one of the pre-reset win / loss lottery information (second pre-reset win / loss lottery information) stored in the memory means is a jackpot, it is determined that there is a consecutive win within the reserve; if there is no jackpot at all, it is determined that there is no consecutive win within the reserve. In the reserve consecutive win indication mode, based on this determination (determination of whether or not there is a consecutive win within the reserve), it is determined which of the multiple types of specific indication images 20 to display. Note that the specific indication image 20 is not the pre-reset display 72 (the indication of a consecutive win within the reserve by the specific indication image 20 is not due to the pre-reset display 72). In this embodiment, the pre-reset display 72 is not displayed when the decorative symbol 80 in the win notification mode is displayed (see Figure 24(c-1)(c-2)). Also, the specific indication image 20 is not the decorative symbol 80 (the decorative symbol 80 that constitutes the win mode) (the indication of a consecutive win within the reserve by the specific indication image 20 is not due to the decorative symbol 80).
[0110] In the hold-over suggestion mode, one of several types of specific suggestion images 20 is displayed when the decorative symbol 80 of the winning notification mode is displayed. In this embodiment, one of either the first specific suggestion image 201 or the second specific suggestion image 202 is displayed as the specific suggestion image 20. The probability of a hold-over occurring immediately after the end of a winning game is set to be higher when the second specific suggestion image 202 is displayed (see Figure 24(c-2)) than when the first specific suggestion image 201 is displayed (see Figure 24(c-1)). In this embodiment, the probability of a hold-over occurring when the first specific suggestion image 201 is displayed is not 0% (there is a probability of a hold-over occurring regardless of whether the first or second specific suggestion image 201 or the second specific suggestion image 202 is displayed), and the probability of a hold-over occurring when the second specific suggestion image 202 is displayed is not 100% (there is no specific suggestion image 20 that, when displayed, guarantees the occurrence of a hold-over). The differences in the forms of the first specific suggestion image 201 and the second specific suggestion image 202 can be anything. It is preferable that the second specific suggestion image 202 includes elements that suggest it is advantageous for the player. It is also preferable that both specific suggestion images 20 include elements that indicate the suggested target is a consecutive win. In this embodiment, the first specific suggestion image 201 includes the words "Normal probability of consecutive wins" (see Figure 24(c-1)), and the second specific suggestion image 202 includes the words "High probability of consecutive wins" (see Figure 24(c-2)). Furthermore, the area in the display area 911 where the first specific suggestion image 201 is displayed and the area in the display area 911 where the second specific suggestion image 202 is displayed overlap in at least a portion (see Figures 24(c-1) and (c-2)). In other words, the first specific suggestion image 201 and the second specific suggestion image 202 are displayed in approximately the same position. Therefore, players who wish to benefit from the suggestion effect of the probability of consecutive wins only need to check the same position each time.
[0111] Thus, the reserved consecutive win suggestion mode in this embodiment is novel and interesting because, even before a winning game is executed, the probability of a reserved consecutive win occurring after a winning game has ended is suggested by the specific suggestion image 20 (even though a winning game has not yet started, the probability of an immediate win after a winning game has ended is suggested).
[0112] The following describes specific examples of improvements, concretizations, and modifications to the matters related to the suggestion of consecutive wins using the specific suggestion image 20 mentioned above. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.
[0113] 〇Specific Example 3-1 There may be three or more types of specific suggestive images 20 that can be displayed. The probability of a consecutive win occurring when one type of specific suggestive image 20 is displayed should be set to be different from the probability of a consecutive win occurring when a different type of specific suggestive image 20 is displayed.
[0114] Specific Example 3-2 Each of the specific suggestive images 20 shall include a suggestive numerical value that suggests the probability of a consecutive win occurring. This suggestive numerical value may represent the exact probability of a consecutive win occurring. The number of types of specific suggestive images 20 (the number of possible probability patterns that can be displayed) can be set as appropriate (Figure 25(a) shows an example of a 10% probability (first specific suggestive image 201) (see Figure 25(a-1)) and an example of a 50% probability (second specific suggestive image 202) (see Figure 25(a-2))). The higher the probability represented by the suggestive numerical value, the higher the probability of a consecutive win occurring.
[0115] In contrast, the suggestive value does not have to be a number that precisely indicates the probability of a consecutive win occurring. It is sufficient if the setting is such that a larger number represented by the suggestive value indicates a higher probability of a consecutive win occurring compared to a smaller number. For example, the setting could be such that a specific suggestive image 20 containing the suggestive value "1" (first specific suggestive image 201) (see Figure 25(b-1)) may be displayed, and a specific suggestive image 20 containing the suggestive value "5" (second specific suggestive image 202) (see Figure 25(b-2)) may be displayed, and the setting could be such that the probability of a consecutive win is higher when the latter is displayed than when the former is displayed (the numbers "1" and "5" do not represent the probability of a consecutive win itself).
[0116] Various specific suggestive images 20 may not be numerical values (digits) themselves, but may include numerical elements that suggest the probability of a winning combination occurring. For example, a specific suggestive image 20 may include numerical elements that express the magnitude of a number by the number of unit images (marks). Note that these numerical elements do not necessarily have to represent the exact probability of a winning combination occurring. As shown in Figure 25(c), the first specific suggestive image 201 includes a numerical element consisting of "1" unit image (see Figure 25(c-1)), and the second specific suggestive image 202 (which has a higher probability of a winning combination occurring than when the first specific suggestive image 201 is displayed) includes a numerical element consisting of "3" unit images (see Figure 25(c-2)).
[0117] Specific Example 3-3 As one type of specific suggestive image 20, there may be a confirmed specific suggestive image that, when displayed, confirms the occurrence of a winning combination. For example, it is conceivable that an image having a rainbow-colored portion may be displayed as a confirmed specific suggestive image. However, if such a confirmed specific suggestive image is displayed together with the decorative symbols 80 of the winning notification mode, the player may mistakenly believe that the confirmed specific suggestive image is displayed as an image to emphasize the winning variation currently being executed (an image to emphasize that a winning game to be executed immediately afterward has been won). To prevent such a risk from occurring, it is preferable, as in the above embodiment, to set it so that even if any of the multiple types of specific suggestive images 20 are displayed, a winning combination is not confirmed.
[0118] Specific Examples 3-4 The reserved consecutive win suggestion mode is not subject to customization. In other words, the reserved consecutive win suggestion described in the above embodiment will occur automatically regardless of the player's will (choice). For example, in the second specific game state, it may be made to occur automatically during winning spins regardless of the player's will.
[0119] Specific Examples 3-5 The setting is such that the specific suggestion image 20 may not be displayed. In other words, at the timing when the specific suggestion image 20 can be displayed (when the winning notification pattern in the winning variation is displayed), it is possible that one of the multiple types of specific suggestion images 20 will be displayed (see Figure 26(b) and (c)), or that none of the specific suggestion images 20 will be displayed (see Figure 26(a)). In this case, it is preferable that the probability of a consecutive win is higher when any of the specific suggestion images 20 are displayed than when none of the specific suggestion images 20 are displayed. If the configuration is such that the first specific suggestion image 201 and the second specific suggestion image 202 are displayed as the specific suggestion images 20 as described in the above embodiment, then the probability of a consecutive win should be set to increase in the following order: "when none of the specific suggestion images 20 are displayed" (see Figure 26(a)), "when the first specific suggestion image 201 is displayed" (see Figure 26(b)), and "when the second specific suggestion image 202 is displayed" (see Figure 26(c)).
[0120] However, as in the embodiment described above, a configuration in which the specific suggestion image 20 is displayed without fail during a winning spin (there is no instance where the specific suggestion image 20 is not displayed) has the advantage of clarifying the gameplay, which not only notifies the player of a win during a winning spin, but also suggests the possibility of a winning streak after the winning spin has ended (making it easier for the player to become familiar with this gameplay).
[0121] Specific Examples 3-6 The specific suggestion image 20 indicating a consecutive win will be displayed during the opening period of a winning game (one of several types of specific suggestion images 20 will be displayed during this opening period). The opening period is the period before the start of the first round of the game (the first opening of the big prize area 906 after the start of the winning game). In other words, one of several types of specific suggestion images 20 will be displayed after the winning variation has ended (see Figure 27(a)) and before the start of the first round of the game (see Figure 27(c)) (see Figure 27(b)). In the illustrated example, the name of the winning game (bonus) acquired (Super Big Bonus) is displayed during the opening period, so one of several types of specific suggestion images 20 will be displayed along with that name (see Figure 27(b)). Since the big prize area 906 has not yet been opened during the opening period, the bonus has not yet been granted to the player. As demonstrated in this example, even though the benefits have not yet been granted, the game offers an interesting gameplay experience where the probability of further benefits being granted (resulting in a series of bonuses) after the initial benefit is given is suggested.
[0122] Specific Example 3-7 In a winning spin, a specific suggestion image 20 will be used to suggest a consecutive win before the decorative symbols 80 indicating a win are displayed. For example, in a configuration where a specific reach animation (super reach animation) can be executed as part of the spin animation, if the win / loss lottery result is a jackpot, it will lead to a favorable ending (see Figure 28(c)) indicating that the situation is favorable to the player, and if it is a loss, it will lead to an unfavorable ending (not shown) indicating that the situation is unfavorable to the player, one of several types of specific suggestion images 20 will be displayed during the specific reach animation executed in a winning spin (before reaching the favorable ending) to suggest a consecutive win (see Figure 28(b)). In this case, the player will be in a state where they do not know whether the win / loss lottery result corresponding to the spin currently being executed will be a jackpot (the state in Figure 28(b) where it is not known whether the specific reach animation will lead to a favorable ending), and the probability of a consecutive win will be suggested, which is an unprecedented gameplay feature.
[0123] However, during a specific reach animation, the decorative symbol 80 indicating a win has not yet been displayed (it is not the end of the winning spin). Therefore, as in this example, there is a disadvantage that when the consecutive win indication is executed, the memory device is likely to not have enough pre-spin win / loss information (pre-spin win / loss information that serves as the basis for determining consecutive wins) stored in it (the reserves are not full). (Some players may stop launching game balls in anticipation of a big win when a specific reach animation begins, so the amount of pre-spin win / loss information stored tends to be small.) Conversely, if the consecutive win indication is made at the end of the winning spin (when the decorative symbol 80 indicating a win is displayed), as in the above embodiment, then the amount of pre-spin win / loss information stored in the memory device tends to be large.
[0124] Specific Example 3-8 As a type of specific suggestion image 20, there may be an image that, when displayed, eliminates the possibility of a consecutive win (non-occurrence specific suggestion image 20L) (see Figure 29). The specific form of the non-occurrence specific suggestion image 20L can be anything. It may be a form that directly indicates that the possibility of a consecutive win has been eliminated, as shown in Figure 29, or it may be a form that implies it (not shown).
[0125] 〇Specific Example 3-9 Assume that there are multiple types of jackpots (rewards) that can be obtained when the specific suggestion image 20 suggests a series of reserved wins. In this case, the setting may be such that all types of jackpots (rewards) are the target of suggestion by the specific suggestion image 20 (all types suggested setting), or one or more types of jackpots (rewards) that yield the greatest benefit to the player may be the target of suggestion by the specific suggestion image 20, while the other jackpots (rewards) are not the target of suggestion (partial suggestion setting).
[0126] For example, suppose there are three types of jackpots that can be won when a consecutive win is indicated (the more rounds the player receives, the greater the profit). If all types are indicated (see Figure 30(a)), if the pre-spin win / loss lottery information stored in the memory means includes at least one that results in one of the three types of jackpots, it is determined that there is a consecutive win within the reserve; otherwise, it is determined that there is no consecutive win within the reserve. On the other hand, if, for example, a 10-round jackpot is suggested, but 5-round and 3-round jackpots are not (one or two types of jackpots that offer the greatest benefit to the player are suggested, but the others are not), then if the pre-spin win / loss lottery information stored in the memory device contains at least one entry for a 10-round jackpot, it is determined that there are consecutive wins within the reserve; if there are no entries for a 10-round jackpot, it is determined that there are no consecutive wins within the reserve (even if there are entries for a 5-round or 3-round jackpot, it is determined that there are no consecutive wins within the reserve).
[0127] There is a viewpoint that winning a jackpot (bonus) is a pleasing thing for the player, regardless of the profit the player receives. Based on this viewpoint, all types of bonuses should be included in the hint setting (see Figure 30(a)), and all types of jackpots (bonuses) should be included in the hint setting for consecutive wins. On the other hand, there is the view that players would not be particularly pleased to win a jackpot (bonus) that yields a relatively small reward. Based on this view, a partial suggestion setting (see Figure 30(b)) should be adopted, where jackpots (bonuses) that yield a relatively large reward are suggested as targets for consecutive wins, while jackpots (bonuses) that yield a relatively small reward should be excluded from the suggestions for consecutive wins.
[0128] <Multi-stage production> The gaming machine 1 according to this embodiment is capable of executing a complex stage effect as an effect that may occur during a variation effect. In this embodiment, the complex stage effect may occur in the normal game state, but it may also occur in a specific game state. The complex stage effect occurs when predetermined execution conditions are met. In the following description of the complex stage effect, the variation effect (variation) that includes the complex stage effect may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0129] Figure 31 shows the performance patterns of the complex stage performance in this embodiment, and Figures 32 to 36 show specific forms of the complex stage performance when certain performance patterns are selected (Figure 32 shows the form of the complex stage performance when PT2 in Figure 31 is selected, Figures 33 and 34 show the form of the complex stage performance when PT3-3 in Figure 31 is selected, and Figures 35 and 36 show the form of the complex stage performance when PT4-1 in Figure 31 is selected). A complex stage performance includes multiple stage performances (which may be simply referred to as "stages" in the following description of complex stage performances). The more stage performances that are performed in a single complex stage performance (in other words, the later the stage performance that is performed last (the final stage reached)), the higher the probability (reliability) that the target win / loss lottery result will be a jackpot. Therefore, the further the stages progress, the more advantageous it is for the player (the degree of advantage for the player increases in proportion to the number of stage performances that are performed). If each stage performance is considered a "step", it can also be seen as a type of so-called step-up performance. In other words, the more steps there are (the further the steps progress), the more advantageous it is for the player. The complex stage presentation in this embodiment includes a maximum of five stage presentations (see Figure 31, etc.). In the following description, the first stage presentation may be referred to as the first stage presentation (first stage), the second stage presentation as the second stage presentation (second stage), the third stage presentation as the third stage presentation (third stage), the fourth stage presentation as the fourth stage presentation (fourth stage), and the fifth stage presentation as the fifth stage presentation (fifth stage).
[0130] In this embodiment, the complex stage performance has a set time limit (the duration of the performance). The more stage performances that can be performed within this time limit, the more favorable it is for the player. Therefore, the shorter the time required for each stage performance, the more favorable it is for the player. In this embodiment, the complex performance has a time limit of 30 seconds. In the complex stage performance, the remaining time until the 30-second time limit expires is displayed.
[0131] There are two conditions (patterns of progression) for progressing (transitioning) from one stage of performance to the next. The first condition is that a specified amount of time has elapsed since the start of the previous stage of performance. The second condition is that the objective set for the current stage of performance is achieved before the specified amount of time has elapsed since the start of the previous stage of performance. In short, if the objective is achieved before the time runs out (the specified amount of time has elapsed) after the start of a stage of performance, the performance will proceed according to the second condition. If the objective is not achieved and the time runs out, the performance will proceed according to the first condition. Achieving the objective can also be seen as "clearing" the stage. In this embodiment, the specified time for all stage performances is the same (15 seconds). That is, the maximum time required for one stage performance is 15 seconds. Although not shown in the diagram, when the final stage performance (the fifth stage performance in this embodiment) is reached, the composite stage performance ends there (the remaining time is used up and the performance ends). In other words, there are no further stages of the presentation beyond the fifth stage, so the conditions for progression are not met in the fifth stage presentation (no "objective" is set in the fifth stage presentation).
[0132] In this embodiment, the staged sequences aim to defeat the enemy character set for each stage. The first stage sequence aims to defeat enemy character A (represented as "Enemy A" in the diagrams), the second stage sequence aims to defeat enemy character B (represented as "Enemy B" in the diagrams), the third stage sequence aims to defeat enemy character C (represented as "Enemy C" in the diagrams), and the fourth stage sequence aims to defeat enemy character D (represented as "Enemy D" in the diagrams) (see Figures 32-36). As mentioned above, the specified time for one stage sequence is 15 seconds. In this embodiment, when 15 seconds have elapsed since the start of a stage sequence, that is, when the first progress condition is met, the enemy escapes (indicating that the objective was not achieved) and the sequence moves to the next stage sequence (see Figures 32(d), 32(g), 33(g), and 35(d)). Note that this is merely an example of what the objectives should be. In a multi-stage presentation, it is desirable to display information that suggests to the player what objective is being set (in this embodiment, the message "Defeat as many enemies as you can" is displayed (see Figures 32(a), 33(a), and 35(a)), so the player can understand that the objective is to defeat enemies).
[0133] In the composite stage presentation of this embodiment, a stage image 21 is displayed that indicates which stage of the stage presentation is currently being executed. The stage image 21 includes a number that indicates which stage of the stage presentation is currently being executed. In this embodiment, the stage image 21 for step N (where N is a number that indicates which stage of the stage presentation is currently being executed) is displayed (see Figures 32-36). That is, when the first stage presentation is being executed, the stage image 21 for "Step 1" is displayed; when the second stage presentation is being executed, the stage image 21 for "Step 2" is displayed; when the third stage presentation is being executed, the stage image 21 for "Step 3" is displayed; when the fourth stage presentation is being executed, the stage image 21 for "Step 4" is displayed; and when the second stage presentation is being executed, the stage image 21 for "Step 5" is displayed.
[0134] As mentioned above, the time limit for the complex stage sequence is 30 seconds, and the sequence determines how far the stages progress within that time. The maximum time required for one stage sequence is 15 seconds when the first progression condition is met. In other words, if the first progression condition is not met, that is, if the second progression condition is met (the goal of defeating the enemy character is achieved), it is possible to complete one stage sequence in less than 15 seconds (Figures 33(d), 35(g), and 36(j)). As the time required for one stage sequence decreases, the number of stage sequences that can be executed tends to increase. Therefore, when progressing from one stage sequence (previous stage sequence) to the next stage sequence (later stage sequence), it is more advantageous for the player to progress by meeting the second progression condition (achieving the goal) rather than by meeting the first progression condition (time up). Although not shown in the figures, in this embodiment, a certain interval (1 second in this embodiment) is provided between stage sequences. During this interval, the remaining time (time limit) for the complex stage sequence does not decrease.
[0135] In a complex stage presentation, when progressing from one stage presentation (an earlier stage presentation) to the next stage presentation (a later stage presentation), either the first or second progression condition is met. However, the image displayed when the first progression condition is met is different from the image displayed when the second progression condition is met (in this embodiment, when the first progression condition is met, an image indicating that the enemy has fled is displayed, and when the second progression condition is met, an image indicating that the enemy has been defeated is displayed). In other words, when the second progression condition is met, an image indicating that the goal has been achieved (goal achievement image 221) is displayed (see Figures 33(d), 35(g), and 36(j)), but when the first progression condition is met, the goal achievement image 221 is not displayed. In this embodiment, an image indicating that the goal has not been achieved (goal failure image 222) is displayed (see Figures 32(d), 32(g), 33(g), and 35(d)). Therefore, it is easy to determine whether a stage presentation has been successfully completed by achieving the goal (fulfillment of the second progression condition).
[0136] In this embodiment, multiple animation patterns are provided, each with a predetermined time for each stage of the animation. In other words, the 30-second time limit, which is the total time for the composite stage animation, is allocated to the time for each stage animation to be performed, and these animation patterns are predetermined (see Figure 31). When the composite stage animation is performed, the animation pattern to be performed is determined in advance by an internal lottery, based on the result of the target success or failure lottery. The lottery method can be any as long as the reliability increases as the number of stage animations performed in the composite stage animation increases (the later the stage animation that was last performed (final stage reached) is), that is, if the target success or failure lottery result is a win, a relatively large number of stage animations will be performed, and if it is a loss, a relatively small number of stage animations will be performed. In this embodiment, the time limit for the composite stage animation is 30 seconds, and the first progress condition is met 15 seconds after the start of the first stage animation, so it will not end at the first stage animation. It is designed to reach at least the second stage animation (see Figure 31). In other words, ending at the second stage of the presentation (the number of stages of presentation executed being 2) is the most unfavorable outcome for the player. To summarize, the stages of presentation in this embodiment are those in which the number of stages of presentation executed (final stage reached) is "2", "3", "4", or "5", and the outcomes are in this order of favorable results for the player.
[0137] Thus, the composite stage presentation in this embodiment is a novel and interesting presentation in which the player prefers to proceed to the next stage when the second progression condition is met (the goal is achieved) before the first progression condition is met (the prescribed time has elapsed).
[0138] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning complex stage production. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0139] 〇Specific Example 4-1 The time limit for complex stage sequences is not fixed. In other words, there are multiple possible time limits, and one of them will be set as the time limit. For example, 20 seconds, 30 seconds, or 40 seconds (three possible time limits) may be set as the time limit. Complex stage sequences with longer time limits tend to have more stage sequences executed (the expected number of stage sequences executed is higher). In other words, the longer the set time limit, the more advantageous it is for the player.
[0140] 〇Specific Example 4-2 In the multi-stage presentation, the remaining time will not be displayed. Displaying the remaining time has the disadvantage that as the time decreases, the outcome of the presentation (the final stage reached) can be predicted to some extent. By doing so as in this example, the player does not know how long the presentation will continue, making it difficult to predict the outcome of the presentation. If, in addition to this example, the length of the time limit is set to be indefinite as in specific example 4-1, it becomes impossible to know when the performance will end, making the outcome of the performance even more difficult to predict.
[0141] Specific Example 4-3 The implications of the results of the complex stage presentation are not limited to the win / loss lottery result (reliability). It is sufficient that the more stage presentations performed, the more advantageous it is for the player. For example, if a complex stage presentation is performed during a winning game (round) when the win / loss lottery result is a win in the normal game state, the more stage presentations are performed in that complex stage presentation, the higher the probability that the game state after the winning game will be a second specific game state (high probability / high base state) (the complex stage presentation is used to suggest that the game state after the winning game will be advantageous for the player).
[0142] Furthermore, unlike the above embodiment, in a configuration that includes multiple types of winning games with different numbers of rounds, the number of rounds for the upcoming winning game may be set to increase as the number of stage effects performed in the complex stage effect increases (the complex stage effect is used to indicate the number of rounds).
[0143] Furthermore, complex stage effects may be used to suggest things other than actual profits (profits related to payouts). For example, the background music (BGM) output during a spin can be arbitrarily selected (switched) by the player from several candidate songs. When predetermined conditions are met, a complex stage effect is executed, and new candidate songs are added based on the results of that complex stage effect. The rarity of the added candidate songs (the probability of a song being added as a candidate song) increases as the number of stage effects executed in the complex stage effect increases (the more stage effects executed in the complex stage effect, the rarer the songs that can be selected).
[0144] Specific Example 4-4 In the above embodiment, the multi-stage presentation is advantageous to the player as the number of stage presentations performed increases; that is, the degree of advantage for the player increases in proportion to the number of stage presentations performed. However, the configuration does not have to be this way. For example, it could be a multi-stage presentation where reaching the final stage is an advantageous outcome for the player, and not reaching it is an unfavorable outcome for the player. In other words, it could be a presentation where reaching a certain target stage is success, and not reaching that target stage is failure (where reaching the target stage is the "branching point" between success and failure).
[0145] Specific Examples 4-5 In each stage of the presentation, the player is prompted to perform a predetermined operation on an operating device (for example, a push button 61) (for example, a maintenance operation to keep the operating device in an operated state; in the case of push button 61, a long press) (see Figure 37(a)). By operating the operating device, a video is displayed that shows the stage presentation progressing toward the goal (fulfillment of the second progression condition). If the objective is to defeat the enemy character as in the above embodiment, then when the push button 61 is operated (see Figure 37(b)), a video is displayed that shows the player attacking the enemy character (see Figure 37(c)). When the operation of the operating device is stopped, the video changes to show the attack stopping. In this way, the presentation is designed to give the player the impression that they are actively participating in the process toward the goal.
[0146] However, the degree to which the control device is operated is irrelevant to achieving the goal (fulfillment of the second progression condition). Whether or not the enemy character can be defeated in each stage of the presentation (whether the second progression condition is fulfilled, or whether the first progression condition is fulfilled without the second progression condition being fulfilled), and if the character can be defeated, how long it takes to defeat them (the time from the start of the stage presentation until the second progression condition is fulfilled) are predetermined. The operation of the push button 61 is merely to give the appearance of player participation.
[0147] Specific Examples 4-6 Similar to the specific examples 4-5 above, in each stage of the presentation, the player is prompted to perform a predetermined operation on the control device (for example, a push button 61) (for example, a maintenance operation to keep the control device in an operated state; in the case of the push button 61, a long press) (see Figure 38(a)). When the control device is operated, an image is displayed showing the stage presentation progressing toward the goal (fulfillment of the second progression condition).
[0148] However, unlike the specific examples 4-5 above, the degree of operation of the control means is related to achieving the goal (fulfillment of the second progression condition). If the configuration is as in the above embodiment, whether or not the enemy character can be defeated in each stage of the performance (whether the second progression condition is fulfilled, or whether the first progression condition is fulfilled without the second progression condition being fulfilled), and if the character can be defeated, how long it takes to defeat him (the time from the start of the stage performance until the second progression condition is fulfilled) will change depending on the degree of operation of the control means. For example, each stage performance may consist of stage performance A, in which there is a possibility that the second progression condition will be fulfilled, and stage performance B, in which there is no possibility that the second progression condition will be fulfilled (the player cannot distinguish between stage performance A and stage performance B). In stage performance A, the second progression condition is fulfilled when the predetermined necessary operations (for example, the maintenance operation is performed for a predetermined time or longer) are performed. In stage performance B, no matter how much the control means is operated, the second progression condition will not be fulfilled, and the first progression condition is fulfilled when the predetermined time (15 seconds) is reached. Even in Stage A, if the control device is not operated at all, the enemy character will not be attacked, and there will be no possibility of defeating the enemy character (the second progression condition will not be met). (In Stage B, regardless of whether the control device is operated or not, there is no possibility of defeating the enemy character.) In other words, (regardless of whether Stage A or Stage B occurs) if the control device is operated during the stage animation (see Figure 38(b-1)), there is a possibility that the second progression condition will be met (see Figure 38(c-1)), but if the control device is not operated at all (see Figure 38(b-2)), there is no possibility that the second progression condition will be met, and even if the game progresses to the next stage, it will do so by the fulfillment of the first progression condition (see Figure 38(c-2)).
[0149] In a complex staged presentation like this example, the stages will not progress unless the control devices are operated sufficiently to achieve the goal (and the stages will not progress if the control devices are not operated at all), resulting in a configuration where the suggestive effect of the presentation cannot be enjoyed. In other words, if the control devices are operated sufficiently, the final stage predetermined internally will be reached (the suggestive effect of the presentation will be realized), but if the control devices are operated insufficiently, the final stage predetermined internally will not be reached (the suggestive effect of the presentation cannot be enjoyed).
[0150] 〇Specific Example 4-7 An image representing the progress of each stage of the performance (hereinafter referred to as "stage progress image 23") will be displayed. The stage progress image 23 can also be said to indicate how close the player is to achieving the goal (fulfillment of the second progress condition). If the performance is designed to aim at defeating an enemy character, as in the embodiment described above, then the stage progress image 23 will be an image containing a numerical value that approaches the goal. For example, the stage progress image 23 will be a fraction such as "current value (P) / target value (T)", and the value of P will increase as the stage performance progresses (the value of P will approach the goal) (see Figures 39(a) and (b)). When the value of P reaches the value of T, the enemy character is defeated (goal achieved) (see Figure 39(c-1)). If the value of P does not reach the value of T, the enemy character is not defeated, and the first progress condition is fulfilled after a specified time (see Figure 39(c-2)). In this way, it becomes clear that each stage of the performance is progressing toward the goal. It also makes it easy to see how close the player is to achieving the goal.
[0151] Note that the configuration of the stage progression image 23 shown in Figure 39 is just one example. It is sufficient if it includes at least numerical values or meters that change as the stage progression progresses. In addition, it is preferable to include numerical values or other indicators that represent the point at which the goal is achieved, as in the example shown in Figure 39 (the value of "T").
[0152] Specific Examples 4-8 The complex stage performance continues until a certain stage performance (the final stage performance) is executed. In other words, the number of stage performances to be executed (2 or more) is predetermined. It is preferable that the number of stage performances to be executed be shown to the player. For example, if the complex stage performance involves defeating enemy characters as in the above embodiment, the number of enemy characters that appear equals the number of stage performances, so it is conceivable to indicate the number of stage performances to be executed by the number of enemy characters that appear (see Figure 40(a)). Furthermore, the shorter the time required for all stage performances to be executed (execution time), the more advantageous it is for the player (if it is intended to indicate the reliability of the target success / failure lottery result as in the above embodiment, the shorter the execution time, the higher the reliability). For example, as shown in Figure 40(b), the complex stage performance starts with the first stage performance (the initial stage performance) and ends when the progress condition is met in the fourth stage performance (the final stage performance) (the number of stage performances executed is "4"). The time from the start of the first stage performance until the progress condition is met in the fourth stage performance is the execution time. The shorter the execution time, the more favorable the outcome for the player.
[0153] Even in this example, the time required for each stage of the animation is shorter when the second progression condition is met (goal achieved) than when the first progression condition is met (the prescribed time (e.g., 15 seconds) has elapsed without the second progression condition being met). In other words, in order to shorten the execution time of the complex stage animation, it is preferable for the player to proceed from the stage animation where the second progression condition has been met (the earlier stage animation) to the next stage animation (the later stage animation).
[0154] Furthermore, the number of stage sequences executed may change each time a complex stage sequence occurs. For example, a complex stage sequence may occur in which the third stage sequence is the final stage sequence (a complex stage sequence in which the number of stage sequences executed is predetermined as "3"), or a complex stage sequence may occur in which the fourth stage sequence is the final stage sequence (a complex stage sequence in which the number of stage sequences executed is predetermined as "4"). In this case, the execution time required for the complex stage sequence in which the third stage sequence is the final stage sequence tends to be shorter than that required for the complex stage sequence in which the fourth stage sequence is the final stage sequence.
[0155] 〇Specific Example 4-9 In the above embodiment, when the second progression condition is met in each stage of the presentation, a goal achievement image 221 (an image showing that the enemy has been defeated) is displayed to indicate that the goal has been achieved, and when the first progression condition is met, the goal achievement image 221 is not displayed (a goal failure image 222 is displayed). In other words, it is easy to determine whether or not the stage presentation has been cleared by achieving the goal (fulfillment of the second progression condition). However, it is also possible to set it so that there is no difference in the displayed images. For example, when the second progression condition is met, an image showing that the enemy has been defeated is displayed as in the above embodiment, but similarly, when the first progression condition is met, an image showing that the enemy has been defeated is also displayed (an image showing that the enemy has been defeated is displayed when a specified time (15 seconds) is reached).
[0156] However, since the complex stage presentation is characterized by the fact that progressing to the next stage upon fulfillment of the second progression condition (achievement of the goal) is more advantageous to the player than progressing to the next stage upon fulfillment of the first progression condition (elapsed time), it can be said that the above embodiment is preferable in terms of clearly distinguishing between the progression modes.
[0157] <Promising combinations and special background changes> During the variation animation, the background image of the decorative symbol 80 is displayed (note that the background image is shown only in drawings where the background image is a distinctive feature, and is omitted in other drawings). In this embodiment, in the normal game state, the normal background image 24N (see Figure 41(a)) and the special background image 24S (see Figure 41(b)) may be displayed (however, this does not negate the possibility of special background changes occurring in specific game states, which will be described later). The normal background image 24N is the default background image, and the special background image 24S is an image with a different appearance from the normal background image 24N. The difference in appearance between the special background image 24S and the normal background image 24N can be anything (in the drawings, the normal background image 24N is shown as plain (although some background image is actually displayed, it is shown as plain for simplicity), and the special background image 24S is shown as a rainy scene). Special background image 24S is a so-called chance background (a background that suggests a chance up) that indicates an increased probability (reliability) of being notified that the lottery result is a win. In other words, the probability of being notified that the lottery result is a win is higher when special background image 24S is displayed in a variation performance than when normal background image 24N is displayed. Note that normal background image 24N is the default background image, so normal background image 24N is displayed in most variation performances (over 90%). It is also possible to have a configuration in which there are two or more images that have the same reliability when displayed as normal background image 24N. Alternatively, it is also possible to have a configuration in which there are two or more images that have the same reliability when displayed as special background image 24S.
[0158] In this embodiment, a change may occur in which the normal background image 24N is displayed during a certain variation animation (hereinafter sometimes referred to as the previous variation), and then in the next variation animation that follows the said variation animation (hereinafter sometimes referred to as the subsequent variation), a special background image 24S is displayed (hereinafter sometimes referred to as the special background change). Since the special background image 24S is a "chance background," the special background change can be said to be a welcome event for the player.
[0159] In this embodiment, a combination of decorative symbols 80 that is formed at the end of the variation animation is designated as a chance combination (a so-called "chance combination"). Two chance combinations are provided: a first chance combination (see Figure 42(b-1)) and a second chance combination (see Figure 42(b-2)). The first and second chance combinations only need to have different combination patterns (regularities as chance combinations). In this embodiment, the first chance combination is a combination composed entirely of even-numbered symbols (a combination composed of two or three types of even-numbered symbols), and the second chance combination is a combination composed entirely of odd-numbered symbols (a combination composed of two or three types of odd-numbered symbols). In this embodiment, even numbers are the same color (for example, blue), and odd numbers are also the same color (a different color from the even numbers, for example, red). Therefore, the first and second chance combinations are combinations composed of decorative symbols 80 of the same color (blue for the first chance combination, and red for the second chance combination).
[0160] Furthermore, in this embodiment, the effect image (first effect image 251) displayed around the decorative pattern 80 constituting the first opportunity combination when the first opportunity combination is formed (see Figure 42(b-1)) and the effect image (second effect image 252) displayed around the decorative pattern 80 constituting the second opportunity combination when the second opportunity combination is formed (see Figure 42(b-2)) are different. This makes it clearer which opportunity combination has been formed. Even players who are unfamiliar with the rules of opportunity combinations (the difference between the first and second opportunity combinations) can easily distinguish between the first and second opportunity combinations.
[0161] When a special background change occurs, a favorable combination may be formed in the preceding variation animation. Specifically, if a favorable combination is formed in a variation animation (previous variation animation) (see Figure 42(a)) in which the normal background image 24N is displayed (see Figure 42(b-1)(b-2)), the probability of the special background image 24S being displayed in the subsequent variation animation (later variation animation) is higher than when a favorable combination is not formed. In this embodiment, even if a favorable combination is not formed in the previous variation animation, the special background image 24S may still be displayed in the later variation animation (the formation of a favorable combination is not a necessary condition for a special background change to occur).
[0162] Furthermore, when the second opportunity combination is formed in the previous variation sequence (see Figure 42(b-2)), the probability of the special background image 24S being displayed (see Figure 42(c-2)) in the subsequent variation sequence (without remaining in the state where the normal background image 24N is displayed (see Figure 42(c-1)) is higher than when the first opportunity combination is formed (see Figure 42(b-1)). The formation of an opportunity combination suggests that the probability of a special background change occurring has increased, and furthermore, the probability of a special background change occurring is higher when the second opportunity combination is displayed than when the first opportunity combination is displayed (the probability of a special background change occurring increases in the order of "no opportunity combination < first opportunity combination < second opportunity combination"). However, in this embodiment, the formation of a second opportunity combination does not necessarily mean that a special background change will occur.
[0163] Thus, in the gaming machine 1 according to this embodiment, a special background change may occur, resulting in a change to a special background image 24S, which is a chance background. The probability of such a special background change occurring differs depending on the type of chance combination (whether it is a first chance combination or a second chance combination), resulting in an interesting gameplay experience in which players will pay attention to the type of chance combination that is constructed.
[0164] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned combinations of opportune moments and special background changes. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0165] 〇Specific Example 5-1 When the second opportunity combination is formed in the previous variation sequence (see Figure 43(a-1)), the special background image 24S will be displayed in the subsequent variation sequence without fail (see Figure 43(a-2)). In other words, when the second opportunity combination is displayed, the occurrence of a special background change is confirmed. Note that when the first opportunity combination is formed in the previous variation sequence (see Figure 43(b-1)), there is a possibility that the special background image 24S will be displayed in the subsequent variation sequence (a special background change will occur) (see Figure 43(b-2-2)), but this change is not guaranteed (the normal background image 24N may remain displayed in the subsequent variation sequence) (see Figure 43(b-2-1)). By doing so in this example, the second opportunity combination functions as a warning that a special background change will occur.
[0166] 〇Specific Example 5-2 The system is configured to have multiple types of special background images 24S. For example, as shown in Figure 44, the special background images 24S may include Special Background Image A 24Sa (see Figure 44(b-1)) and Special Background Image B 24Sb (see Figure 44(b-2)). The differences in appearance between Special Background Image A 24Sa and Special Background Image B 24Sb may be anything. The probability of the winning lottery result being announced is higher when Special Background Image B 24Sb is displayed than when Special Background Image A 24Sa is displayed (Special Background Image B 24Sb is more reliable than Special Background Image A 24Sa). Both Special Background Image A 24Sa and Special Background Image B 24Sb are more reliable than the normal background image 24N.
[0167] When transitioning from one variation animation (previous variation animation) to the next variation animation (later variation animation), a change to a special background image 24S (special background change) occurs (a change in which special background image 24Sa is displayed in the later variation animation is called special background change A, and a change in which special background image 24Sb is displayed is called special background change B). If a special background change occurs, the probability that it will be special background change B (see Figure 45(b-2)) instead of special background change A (see Figure 45(b-1)) is set to be higher when the second opportunity combination is formed in the previous variation animation (see Figure 45(a-2)) than when the first opportunity combination is formed (see Figure 45(a-1)). In other words, special background change B is a relatively more advantageous change for the player than special background change A, and the probability of this advantageous change, special background change B, occurring is higher when the second opportunity combination is displayed than when the first opportunity combination is displayed. In this way, the second chance combination also functions as an indication that the probability of displaying the relatively favorable B special background image has increased.
[0168] It is also possible to set it so that when a special background change occurs after the second opportunity combination is displayed, it is guaranteed to be special background change B. Specifically, when a special background change occurs after the first opportunity combination is displayed, it may be special background change A or special background change B, whereas when a special background change occurs after the second opportunity combination is displayed, special background change A will not occur, and it is guaranteed to be special background change B. In this way, the second opportunity combination functions as a warning of the occurrence of special background change B.
[0169] It is also possible to set it so that when the first opportunity combination is displayed and a special background change occurs, it is guaranteed to be special background change A. Specifically, when the second opportunity combination is displayed and a special background change occurs, it may be special background change A or special background change B, whereas when the first opportunity combination is displayed and a special background change occurs, special background change B will not occur, and it is guaranteed to be special background change A. In this way, the first opportunity combination functions as a prediction of the occurrence of special background change A.
[0170] 〇Specific Example 5-3 The special background change will only occur if a favorable combination is formed. In other words, if a favorable combination is not formed in the previous variation sequence, the special background image 24S will not be displayed in the subsequent variation sequence. Furthermore, the probability of the special background image 24S being displayed in the subsequent variation sequence is higher when the second favorable combination is formed in the previous variation sequence than when the first favorable combination is formed. By doing so, the formation of a favorable combination is a necessary condition for the display of the special background image 24S, and furthermore, the second favorable combination is more likely to display the special background image 24S than the first, resulting in a clear and easy-to-understand presentation.
[0171] 〇Specific Example 5-4 The configuration may include three or more combinations of opportunities (each combination of opportunities having a different pattern as a chance event). It is sufficient that the probability of a special background change occurring when one type of opportunity combination is formed is different from the probability of a special background change occurring when a different type of opportunity combination is formed.
[0172] Specific Example 5-5 The size (points) of each decorative pattern 80 displayed when the first opportunity combination is formed will be different from the size (points) of each decorative pattern 80 displayed when the second opportunity combination is formed (see Figure 46). This will emphasize the differences in the types of opportunity combinations.
[0173] Since there is a higher probability of a special background change favorable to the player occurring when a second opportunity combination is formed than when a first opportunity combination is formed, it is preferable that the formation of a second opportunity combination be emphasized more than the formation of a first opportunity combination. In other words, it is preferable that each decorative symbol 80 displayed when a second opportunity combination is formed (see Figure 46(b)) is displayed larger than each decorative symbol 80 displayed when a first opportunity combination is formed (see Figure 46(a)).
[0174] 〇Specific Examples 5-6 When a favorable combination is formed, a predetermined sound effect (hereinafter referred to as the corresponding sound effect) will be output from speaker 67. This corresponding sound effect will only be output when each favorable combination is formed (it is a unique sound effect). When the first favorable combination is formed, the first corresponding sound effect will be output (see Figure 47(a)), and when the second favorable combination is formed, the second corresponding sound effect (a sound of a different nature from the first corresponding sound effect) will be output (see Figure 47(b)) (the second corresponding sound effect will not be output when the first favorable combination is formed, and the first corresponding sound effect will not be output when the second favorable combination is formed). The output of the corresponding sound effect will end before the variation performance (the previous variation performance) in which the favorable combination is formed ends.
[0175] This further emphasizes the difference between the formation of the first opportunity combination and the formation of the second opportunity combination. Furthermore, since the probability of a special background change occurring is higher when the first opportunity combination is formed than when the first opportunity combination is formed, the probability of a special background change occurring is higher when the second corresponding sound effect is output than when the first corresponding sound effect is output (the output of the second corresponding sound effect functions to suggest a chance of a special background change).
[0176] Specific Examples 5-7 When the display changes from a state where the normal background image 24N is displayed to a state where the special background image 24S is displayed (a special background change occurs), the system is configured to display a special relay image 26 (see Figure 48(b)) between the state where the normal background image 24N is displayed (see Figure 48(a)) and the state where the special background image 24S is displayed (see Figure 48(c)). The system may be configured to display the special relay image 26 without fail whenever a special background change occurs, or it may be configured so that a special background change can occur even if the special relay image 26 is not displayed. The special relay image 26 only needs to be displayed between the state where the normal background image 24N is displayed and the state where the special background image 24S is displayed. For example, the special relay image 26 may be displayed until a predetermined time (e.g., 1 second) has elapsed after the start of the subsequent variation effect (see Figure 48(b)), and after the special relay image 26 is erased, the system may transition to the state where the special background image 24S is displayed (see Figure 48(c)). The special broadcast image 26 is a preview of the state in which the special background image 24S will be displayed; therefore, after the special broadcast image 26 is erased, the state in which the special background image 24S is not displayed and the normal background image 24N is displayed will not occur. Furthermore, in order to emphasize that a special background change is occurring, it is preferable that the display during change 71 and the display before change 72 are not displayed while the special broadcast image 26 is being displayed (see Figure 48(b)).
[0177] In the configuration described above, even if a favorable combination is formed, a special background change is not guaranteed to occur. However, by using the configuration shown in this example, a special background change will occur if the special broadcast image 26 is displayed after a favorable combination is formed, resulting in a more easily understandable game flow.
[0178] 〇Specific Examples 5-8 The system is configured to display a special broadcast image 26, as explained in specific example 5-7 above. The special broadcast image 26 may be displayed only when the first opportunity combination is formed; it will not be displayed when the second opportunity combination is formed. In other words, when a special background change occurs after the first opportunity combination is formed (see Figure 49(a-1)), the special broadcast image 26 may be displayed (see Figure 49(b)) before the special background image 24S is displayed (see Figure 49(c)). On the other hand, when the second opportunity combination is formed (see Figure 49(a-2)), the special broadcast image 26 will not be displayed even if a special background change occurs (see Figure 49(c)). Since the probability of a special background change occurring in the first opportunity combination is lower than that of the second opportunity combination, the special broadcast image 26 may be displayed when a special background change occurs after the first opportunity combination is formed (if a special background change occurs after an opportunity combination with a lower expectation of a special background change, a broadcast image emphasizing it may be displayed).
[0179] 〇Specific Examples 5-9 As part of the variable performance, a performance (hereinafter referred to as the "opportunity prediction performance") may occur during a certain variable performance, which, when it occurs, confirms that a favorable combination will be formed during that variable performance. The specific form of the opportunity prediction performance may be anything. In this way, it is possible to know in advance that a favorable combination will be formed.
[0180] The system may be configured to include multiple types of opportunity notification effects. For example, a first opportunity notification effect (see Figure 50(a)) in which a first opportunity notification image is displayed, and a second opportunity notification effect (see Figure 50(b)) in which a second opportunity notification image 272 (which differs in appearance from the first opportunity notification image 271) is displayed may occur. In a given spin, it is confirmed that an opportunity combination will be formed in that spin regardless of whether the first or second opportunity notification effect occurs. The system is configured such that the probability of a second opportunity combination being formed in that spin is higher when the second opportunity notification effect occurs than when the first opportunity notification effect occurs.
[0181] It is also possible to set it so that when the second opportunity notification effect occurs, it is confirmed that the second opportunity combination will be formed. In other words, when the second opportunity notification effect occurs in a certain spin (see Figure 51(a-1)), it is confirmed that the second opportunity combination will be formed in that spin (see Figure 51(a-2)), but when the first opportunity notification effect occurs in a certain spin (see Figure 51(b-1)), it may be the case that the first opportunity combination will be formed in that spin (see Figure 51(b-2-1)), or the second opportunity combination will be formed (see Figure 51(b-2-2)).
[0182] <Specific text image effects> The gaming machine 1 according to this embodiment is capable of executing a specific character image animation as an animation that may occur during a variation animation. In this embodiment, the specific character image animation may occur in the normal game state, but it may also occur in a specific game state. The specific character image animation occurs when predetermined execution conditions are met. In the following description of the specific character image animation, the variation animation (variation) that includes the specific character image animation may be referred to as the target variation animation (target variation). The win / loss lottery result announced in the target variation animation may also be referred to as the target win / loss lottery result. The specific character image animation is an animation that suggests the probability (reliability) that the target win / loss lottery result will be a win.
[0183] The specific character image effect is an effect in which a specific character image 28 is displayed in the display area 911 at a predetermined timing (see Figure 52(b)). In this embodiment, the specific character image 28 is displayed at a point in the middle of a specific type of super reach effect (a predetermined time has elapsed since the start of the super reach effect (see Figure 52(a))). The super reach effect reaches an outcome corresponding to the result of the target win / loss lottery (if the target win / loss lottery result is a win, it reaches a favorable ending indicating that the situation is advantageous to the player (see Figure 52(c-1)), and if it is a loss, it reaches an unfavorable ending indicating that the situation is disadvantageous to the player (see Figure 52(c-2))), but the specific character image 28 is displayed before reaching that outcome (see Figure 52(b)).
[0184] The specific character image 28 includes the first specific character image 281 and the second specific character image 282 (see Figure 52(b)). In other words, the first specific character image 281 and the second specific character image 282 are parts of the specific character image 28. Note that both the first specific character image 281 and the second specific character image 282 contain two or more characters (they are not composed of only one character). Therefore, the specific character image 28 contains a total of four or more characters. The color of the characters in the first specific character image 281 may change each time the specific character image effect occurs (the color of the characters displayed at a predetermined timing may differ each time). However, no matter how many times the specific character image effect is repeated, the combination of characters displayed at a predetermined timing in the first specific character image 281 will not change (note that the color of the characters is not a factor that determines the type of character. In other words, the same string of characters with different colors are considered the same combination). Simply put, the first specific character image 281 displayed at a predetermined timing is an image component in which only the color of the characters can differ each time, while all other image components are the same each time (different first specific character images 281 can be matched by changing their colors). The fact that the combination of characters (string) is the same means that the meaning represented by the first specific character image 281 is the same each time.
[0185] Unlike the first specific character image 281, the second specific character image 282 does not change the color of the characters (the color of the characters displayed at a predetermined timing is the same each time), but the combination of characters (string) can change (the combination of characters displayed at a predetermined timing may be different each time).
[0186] In this embodiment, the following three types of images (patterns) can be displayed as the specific character image 28 (see Figure 52(b)). Note that the following representation of the specific character image 28 is merely an example (the representation can be changed as appropriate). The number of patterns can also be set as appropriate (it is sufficient to have two or more patterns). Pattern 1 is the default specific character image 28. When the specific character image effect occurs, it is desirable to display the specific character image 28 of pattern 1 with a probability of 50% or more. As will be described later, patterns 2 and 3 are so-called chance-up specific character images 28 (pattern 3 offers a higher chance of winning than pattern 2). • The goal is in sight (Pattern 1) The goal is near (Pattern 2) • The goal is right in front of you (Pattern 3) The first specific character image 281 (the part where the character combination (string) is common) is the "goal" part, and the second specific character image 282 (the part where the character combination (string) is different) is the rest of the image. Since the character combination of the first specific character image 281 does not change, the number of characters in the first specific character image 281 (the number of characters in the part where the color can change) is constant (three in this embodiment). In this embodiment, the number of characters in the second specific character image 282 is also the same (four) in all patterns. In any pattern, the specific character images 28 (first specific character image 281, second specific character image 282) are displayed in a specific area that is part of the display area 911 (they are not displayed in a different area depending on the pattern).
[0187] In Pattern 1, the first specific character image 281, "Goal," is in white text; in Pattern 2, "Goal" is in blue text; and in Pattern 3, "Goal" is in red text. As mentioned above, the combination of characters (Goal) in the first specific character image 281 does not change, but the color of the characters can change each time.
[0188] The second specific character image 282 has different character combinations for each pattern (e.g., "I can see it", "It's close", "It's right in front of me"). However, in all patterns, the character color of the second specific character image 282 (the color of all characters) is white (the color of the second specific character image 282 does not change). In other words, in this embodiment, all characters in the specific character image 28 of pattern 1 (default) are white. In patterns 2 and 3 (chance up), the color of the first specific character image 281 and the color of the second specific character image 282 are different.
[0189] As described above, the specific character image display is a display that suggests the reliability of the target win / loss lottery result. The reliability is higher when the specific character image 28 of pattern 2 is displayed than when the specific character image 28 of pattern 1 is displayed, and the reliability is higher when the specific character image 28 of pattern 3 is displayed than when the specific character image 28 of pattern 2 is displayed (see Figure 52(b)). The specific character images 28 of patterns 1 to 3 differ in the color of the first specific character image 281. Therefore, it can be said that the specific character image display in this embodiment suggests reliability by the color of the first specific character image 281. In this embodiment, even with pattern 1 (default), there is a possibility that the target win / loss lottery result will be a jackpot (the reliability of pattern 1 is not 0%). Also, even with pattern 3, which has the highest reliability, a jackpot is not guaranteed (the reliability is not 100%). However, a configuration may be provided in which a jackpot is guaranteed (the reliability is 100%).
[0190] As described above, the specific character image presentation in this embodiment displays a specific character image 28 including a first specific character image 281 that is a common part of the combination of characters (character string) and a second specific character image 282 that is a different part of the combination of characters (character string), and suggests the reliability by the color of the first specific character image 281 where the combination of characters is common. That is, since the color of the part of the common combination of characters (character string) can be different each time, it becomes an easy-to-understand presentation that emphasizes the importance of the color.
[0191] Hereinafter, specific examples in which the matters related to the above specific character image presentation are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may be used.
[0192] 〇Specific Example 6-1 The color of the second specific character image 282 (the same color in all patterns) shall be different from the color of the first specific character image 281 in all patterns. For example, in the configuration where the first specific character image 281 of pattern 1 is white characters, the first specific character image 281 of pattern 2 is blue characters, and the first specific character image 281 of pattern 3 is red characters as in the above embodiment, the second specific character image 282 shall be black characters (see FIG. 53). By doing so, since the color of the first specific character image 281 and the color of the second specific character image 282 are different in all patterns, the first specific character image 281 (the part that suggests the reliability) is emphasized in all patterns.
[0193] However, making the color of the first specific character image 281 and the color of the second specific character image 282 match in pattern 1 as in the above embodiment has the advantage that it becomes clear that pattern 1 is the default pattern (in the default pattern (pattern 1), all characters have the same color, and in the chance-up patterns (pattern 2, 3), the colors of the first specific character image 281 and the second specific character image 282 are different, so the difference between the default pattern and the chance-up patterns becomes clear).
[0194] 〇Specific Example 6-2 The number of characters in the second specific character image 282 shall be different for each pattern. For example, when comparing a specific character image 28 of a certain pattern with a specific character image 28 having a higher reliability than it, the number of characters in the second specific character image 282 of the latter (the pattern with relatively higher reliability) shall be larger than that of the former (the pattern with relatively lower reliability). As shown in FIG. 54 as an example, the number of characters in the second specific character image 282 of pattern 1 is "3", the number of characters in the second specific character image 282 of pattern 2 is "4", and the number of characters in the second specific character image 282 of pattern 3 is "5", and so on. Conversely, the number of characters in the second specific character image 282 with relatively higher reliability may be less than that in the second specific character image 282 with relatively lower reliability. By doing so as in this example, in addition to the color of the first specific character image 281, the reliability is also suggested by the number of characters in the second specific character image 282, resulting in a more understandable presentation form.
[0195] 〇Specific Example 6-3 The specific character image presentation shall be such that one of the first specific character image 281 and the second specific character image 282 is displayed first and the other is displayed later. That is, it shall be a presentation form in which one of the first specific character image 281 and the second specific character image 282 is displayed and then the other is displayed.
[0196] For example, the second specific character image 282 is displayed first (see FIG. 55(a)), and then the first specific character image 281 is displayed so that the entire specific character image 28 appears (see FIG. 55(b)). That is, it shall be a configuration in which, although the second specific character image 282 is displayed but the first specific character image 281 is not displayed (see FIG. 55(a)), it becomes a state in which both the first specific character image 281 and the second specific character image 282 are displayed (see FIG. 55(b)). By doing so, it becomes an understandable presentation form in which the first specific character image 281, which suggests the reliability important to the player, is displayed later.
[0197] 〇Specific Example 6-4 The specific character image 28 is displayed in response to the operation of the target operating means. For example, a push button 61, which is a type of operating means, is designated as the target operating means, and an operation validity period is set during which the operation of the push button 61 is encouraged (see Figure 56(a)). When the push button 61 is operated during this operation validity period (see Figure 56(b-1)), the specific character image 28 (first specific character image 281 and second specific character image 282) is displayed (see Figure 56(c-1)). If the push button 61 is not operated during this operation validity period (see Figure 56(b-2)), the specific character image 28 is not displayed (see Figure 56(c-2)), and therefore the reliability suggestion effect of the specific character image 28 (the color of the first specific character image 281) cannot be enjoyed.
[0198] The specific character image display may be set as a so-called "hidden operation display" (or a so-called "back button display" if the target operation means is a push button 61). As shown in Figure 57(a), no images prompting the operation of the target operation means (e.g., push button 61) are displayed during the operation valid period, nor are any images indicating that the operation valid period is displayed (images representing the target operation means (e.g., push button 61), images representing the operation valid period (e.g., a meter image), or images representing the operation type (e.g., an image of "Press") are not displayed, as shown in Figure 56(a)). The specific character image 28 is displayed (see Figure 57(c-1)) when the push button 61 is operated during the operation valid period (see Figure 57(b-1)). If the push button 61 is not operated during the operation valid period (see Figure 57(b-2)), the specific character image 28 is not displayed (see Figure 57(c-2)). In this case, only players who are aware of the existence of specific character image effects as hidden manipulation effects (by obtaining information from magazines, the internet, etc.) will be able to enjoy the reliability indication effect of specific character image 28 (the color of the first specific character image 281).
[0199] Specific Example 6-5 Similar to the specific example 6-4 above, the setting is such that the specific character image 28 is displayed on the condition that the target operating means is performed during the operation validity period. However, one of the first specific character image 281 and the second specific character image 282 is displayed when the target operating means is operated for the first time, and the other of the first specific character image 281 and the second specific character image 282 is displayed when the target operating means is operated for the second time. For example, if the second specific character image 282 is displayed as a result of the first operation during the operation validity period (see Figure 58(b)) (see Figure 58(c)), and the first specific character image 281 is displayed as a result of the second operation (see Figure 58(d)) (see Figure 58(e)), then the reliability indication effect of the color of the first specific character image 281 cannot be enjoyed unless two operations are performed during the operation validity period. Note that a so-called "hidden operation effect" (a so-called "back button effect" if the target operating means is a push button 61) may also be used, in which no image representing the target operating means, an image representing the operation validity period, or an image representing the operation type is displayed. In this configuration, the performance mode will result in a situation where the reliability indication effect of the color of the first specific character image 281 cannot be enjoyed unless the target operating means is operated twice without prompting the user to do so.
[0200] It is also conceivable that the operating means targeted by the first operation and the operating means targeted by the second operation be set to be different. For example, the configuration could be such that the second specific character image 282 is displayed when operating means A (e.g., push button 61) is operated (first operation) during the operation validity period, and the first specific character image 281 is displayed when operating means B (e.g., special operation unit 65) is operated. In this case, the reliability indication effect of the color of the first specific character image 281 cannot be enjoyed unless each of the different operating means is operated once.
[0201] Specific Example 6-6 The configuration is such that one of the first specific character image 281 and the second specific character image 282 is separated, with the other located between them. For example, the second specific character image 282 is provided separately in parts A and B, with the first specific character image 281 located between parts A and B (see Figure 59). As shown in Figure 59, it is preferable that each of parts A and B contains two or more characters. The combination (string) of the second specific character image 282 including both parts A and B will differ depending on the pattern, but the color of all characters will be the same regardless of the pattern (it will not change). In this case, the first specific character image 281 that exhibits a reliability suggestion effect can be a specific character image 28 located closer to the center (the first specific character image 281 that players should pay attention to can be located closer to the center).
[0202] Specific Examples 6-7 The combination (string) of the second specific character image 282 is assumed to be constant (unchanging) regardless of the pattern. Since the combination (string) of the first specific character image 281 is also constant, the overall combination (string) of the specific character images 28 is also constant. In other words, the overall combination (string) of the specific character images 28 is constant regardless of the pattern, and the color of a part of the string (the part corresponding to the first specific character image 281) changes according to the pattern. In this case, the displayed string (the overall combination of the specific character images 28) will be the same each time, thus creating a consistent presentation style.
[0203] However, as in the embodiment described above, by configuring the second specific character image 282 so that the combination (string) can change each time, the first specific character image 281, whose combination (string) does not change, is emphasized (the part that suggests reliability by color becomes clearer), which has the advantage.
[0204] Specific Examples 6-8 Whether or not the reliability indication is provided by the color of the first specific character image 281 is subject to customization. In other words, with regard to the specific character image presentation, the player can choose between the first mode and the second mode (the method of selecting the mode (customization method) can be anything, so the explanation is omitted). If the first mode is selected, the reliability indication is provided by the color of the first specific character image 281 as described in the above embodiment, but if the second mode is selected, the reliability indication is not provided (if the second mode is selected, the same pattern of the specific character image 28 is displayed each time (for example, the pattern of the specific character image 28 described as pattern 1 in the above embodiment is displayed), so that the reliability indication effect of the specific character image 28 is not manifested). Some players may not want to enjoy the reliability indication effect of the specific character image 28. For such players, it is conceivable to adopt a configuration like the one in this example and make it possible to select a state (mode) in which the reliability indication effect is not manifested.
[0205] <Demon Mode> The basic form of the variation effect depends on the effect mode. In this embodiment, the game machine 1 can select Devil Mode (specific effect mode) as one of several effect modes. In this embodiment, Devil Mode can be selected in the second specific game state. The basic form of the variation effect in the second specific game state differs depending on which of the several effect modes is selected. One of these multiple effect modes is Devil Mode. In this embodiment, during the jackpot game (round game) of the second specific jackpot or during the ending period after the final round game has finished, it is possible to select from several candidates the effect mode to be set in the second specific game state after the jackpot game has finished (see Figure 60). The effect mode may also be changed during the variation effect (in the second specific game state). In addition, Devil Mode may be configured to be set in other game states (normal game state or first specific game state).
[0206] Multiple modes are provided as selectable "Demon Modes" for the player. In this embodiment, there are "Normal Demon Mode" (Specific Performance Mode A) and "Reverse Demon Mode" (Specific Performance Mode B), and the method of selecting between Normal Demon Mode and Reverse Demon Mode may vary. In this embodiment, when selecting a performance mode from among multiple candidates, multiple selection images representing each candidate (selectable performance mode) are displayed (see Figure 60(a)). During the operation valid period, the player selects their preferred selection image by highlighting it to make it more prominent than other selection images (in this embodiment, by moving the cursor to it using the directional pad 62) and then making a confirmation operation, thereby selecting the performance mode corresponding to that selection image. It is indicated that the confirmation operation is performed by pressing the push button 61 (see Figure 60(a)). Accordingly, if the player operates the push button 61 with the cursor over a Demon Mode selection image (see Figure 60(b-1)), "Normal Demon Mode" is set (see Figure 60(c-1)). On the other hand, if the special operation unit 65 is operated while the cursor is on the image of the Devil Mode option (see Figure 60(b-2)), the "Reverse Devil Mode" will be set (see Figure 60(c-2)). In other words, although it is indicated that the confirmation operation is the operation of the push button 61, if the special operation unit is operated contrary to this, the Reverse Devil Mode will be set instead of the normal Devil Mode. In short, the Reverse Devil Mode is a hidden performance mode (a performance mode that can be selected by a "trick") that cannot be selected with the normal confirmation operation (operation of the push button 61). Players who have obtained information from the internet or magazines will know about the existence of the Reverse Devil Mode (trick), so players who want to set the Reverse Devil Mode should perform the confirmation operation using the special operation unit 65.
[0207] The basic configuration of Devil Mode (Specific Performance Mode) (rules common to Normal Devil Mode (Specific Performance Mode A) and Hidden Devil Mode (Specific Performance Mode B)) is as follows. In Devil Mode, a Devil Performance (Specific Performance that Confirms a Loss) may occur during a reel spin. The Devil Performance is a performance in which a predetermined character image (Specific Performance Image) is displayed in the display area 911. In this embodiment, the performance displays an image representing a devil character in a predetermined form (hereinafter referred to as Devil Image 29; in the drawings, it is represented by the character for "evil") (see Figures 61(b-1) and 62(b-1)). This Devil Performance is a performance that does not occur when Devil Mode is not set (when a Specific Performance Mode is not set). In other words, Devil Image 29 is an image that is not displayed when Devil Mode is not set (when a Specific Performance Mode is not set). Also, Devil Image 29 is not the display during spin 71 or the display before spin 72. As stated above, the demon animation is an animation in which a predetermined image of a demon 29 is displayed. Even if an image representing the same type of demon (character) is displayed, if it is not an image of the predetermined type, it will not be considered a demon animation. In this embodiment, the occurrence or non-occurrence of the demon animation in demon mode indicates the result of the win / loss lottery corresponding to that fluctuation, and does not indicate the result of the win / loss lottery corresponding to subsequent fluctuations. Furthermore, in this embodiment, when the demon animation occurs, the position, size, and range (hereinafter, these may be collectively referred to as the specific display position) in which the demon image 29 is displayed in the display area 911 is the same each time. Therefore, even if an image representing the same type of demon (character) is displayed, if that image is displayed outside the specific display position, it will not be considered a demon animation.
[0208] The Devil animation (display of Devil Image 29) can only occur in a variation animation that indicates the corresponding win / loss result is a loss (hereinafter sometimes referred to as a "losing variation"). In other words, it cannot occur in a variation animation that indicates the corresponding win / loss result is a jackpot (hereinafter sometimes referred to as a "winning variation"). Therefore, when the Devil animation occurs in a variation animation, it is confirmed that the variation animation is a losing variation animation (the win / loss result announced in the variation animation is a loss) (see Figures 61(a)(b-1)(c-1) and 62(a)(b-1)(c-1)). The variable animation ultimately displays a combination of 80 decorative symbols (win / loss notification method) corresponding to the win / loss lottery result (including cases where all (three) decorative symbols 80 are in a pseudo-stop state, showing a winning combination or a losing combination). However, the devil animation can occur before a losing combination (a win / loss notification method indicating a loss) is displayed. In other words, it can occur before the player is explicitly informed that the win / loss lottery result is a loss by the decorative symbols 80.
[0209] The timing at which the Devil animation can occur during a variation animation (a variation animation that results in a loss) is unpredictable (from the player's perspective, the Devil animation (display of Devil image 29) occurs suddenly). In other words, multiple timings for occurrence are provided, and it will occur at one of them. The multiple timings for occurrence can be set as appropriate. In this embodiment, the timings for occurrence include the start of the variation (a timing that appears to the player as occurring simultaneously with the start of the variation (within 1 second from the start of the variation)), 2 seconds after the start of the variation, 4 seconds after the start of the variation, when the left decorative symbol 80L is displayed, when a reach is established, when it develops into an SP reach, midway through an SP reach, and just before the win / loss branch in an SP reach.
[0210] In this embodiment, the demon image 29 (specific animation image), once displayed, continues to be displayed until a losing combination (a win / loss notification mode indicating a loss) is shown (see Figures 61(c-1) and 62(c-1)). In other words, it is possible to determine that a spin has resulted in a loss by looking only at the point in time when a losing combination is displayed, as the demon animation (specific animation confirming a loss) has occurred. Furthermore, the demon image 29 is removed at least before the next spin begins. That is, at the start of the next spin, the demon image 29 is not displayed, and it is unknown whether the demon image 29 will be displayed in that spin (it is unknown whether that spin will be a losing spin).
[0211] In Devil Mode, the reel spin animation proceeds the same as in normal animation mode (when Devil Mode is not set), except that Devil Image 29 may be displayed. That is, various pre-announcement animations, such as the reserve change animation, may occur during the spin, and in situations where a big win is expected, various reach animations will occur, and the outcome of the reach animation will indicate whether the win or loss is determined by the result of the draw.
[0212] During the variation performance in the devil mode, it is preferable to display a status image 30 indicating that the devil mode (specific performance mode) is set. In the present embodiment, during the variation performance with the normal devil mode set, a first status image 301 corresponding to the normal devil mode (in this embodiment, an image including the characters "devil mode") is displayed (see Fig. 61). On the other hand, during the variation performance with the reverse devil mode set, a second status image 302 corresponding to the reverse devil mode (different in form from the first status image 301. In this embodiment, an image including the characters "reverse devil mode") is displayed (see Fig. 62. In this embodiment, a second status image 302 including the characters "reverse devil mode RUSH" is displayed). Therefore, even during the variation performance, the player can determine which type of devil mode is set. However, during the variation performance, a configuration in which such different status images 30 are not displayed (for example, a configuration in which the same status image 30 including the characters "devil mode" is displayed for both the normal devil mode and the reverse devil mode) may also be adopted. Further, instead of the status image 30 directly indicating that it is during the devil mode, a status image 30 indirectly indicating that it is during the devil mode (for example, a devil mark is displayed) may be displayed. By doing so, it is emphasized that the game is during the devil mode.
[0213] As described above, during the devil mode, since it is determined that the variation is a deviated variation when the devil image 29 is displayed, it becomes a novel gameplay of watching the transition of the variation performance while wishing that the devil image 29 is not displayed. There is a known gaming machine equipped with a lamp that lights up to determine a big win, and the player plays the game wishing for the lamp to light up. However, since the gaming machine 1 according to the present embodiment has a performance form of wishing that the specific performance image (devil image 29) is not displayed, it can be said that it has a gameplay that is, so to speak, "opposite" to the above-mentioned known gaming machines.
[0214] As described above, this embodiment provides a normal demon mode (specific performance mode A) (see Figure 61) and a hidden demon mode (specific performance mode B) (see Figure 62). The normal demon mode and the hidden demon mode differ in the probability (the probability of demon performance occurring) for each losing spin (when demon image 29 is displayed) (hereinafter, in the explanation of the demon performance, this may simply be referred to as the probability of occurrence). The probability of demon performance occurring is higher in the hidden demon mode than in the normal demon mode. In this embodiment, the probability of occurrence in normal demon mode is 50%, and the probability of occurrence in hidden demon mode is 100%. In other words, in normal demon mode, demon performance occurs in 50% of losing spins. The fact that the probability of demon performance occurring in losing spins is less than 100% means that there is a possibility that demon performance will not occur even in a losing spin (even if demon performance does not occur in a spin, it is not necessarily a winning spin, and it may still be a losing spin) (see Figures 61(a), (b-2), (c-2-1), (c-2-2)). On the other hand, in the hidden demon mode, the demon animation occurs in 100% of losing spins (see Figures 62(a), (b-1), and (c-1)), meaning that there are no losing spins where the demon animation does not occur. Conversely, in the hidden demon mode, "spins where the demon animation does not occur = winning spins" (see Figures 62(a), (b-2), and (c-2)).
[0215] Therefore, the impression of the game differs between the normal Devil Mode (probability of occurrence is less than 100%) and the hidden Devil Mode (probability of occurrence is 100%). In the normal Devil Mode, while you hope that the Devil animation does not occur (that Devil Image 29 is not displayed), it is not guaranteed that you will win even if the Devil animation does not occur, so you should also pay attention to the progress of the reel animation. On the other hand, in the hidden Devil Mode, if the Devil animation does not occur, it is a big win, so the gameplay is straightforward: you just hope that the Devil animation does not occur.
[0216] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned "Demon Mode" (specific performance mode). Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0217] 〇Specific Example 7-1 There may be only one type of Devil Mode (specific performance mode). In other words, the system may not have multiple types of Devil Modes with different probabilities of occurrence for Devil Performances (specific performances that guarantee a loss). In contrast, there may be three or more types of Devil Mode (specific performance mode). In other words, the system may be configured with three or more Devil Modes, each with a different probability of occurring in a Devil Performance (a specific performance that guarantees a loss).
[0218] 〇Specific Example 7-2 None of the multiple types of demon modes are necessarily hidden performance modes (demons that can be selected using a "trick" like the hidden demon mode described in the above embodiment). In other words, when selecting a performance mode, all of the multiple types of demon modes are presented to the player as options. For example, if the player selects a demon mode from among the multiple types of performance modes (as in selecting a demon mode in Figure 60(a)), all of the selectable multiple types of demon modes will be presented to the player as options (see Figures 63(a) and 63(b)). In this way, the player can become aware of the existence of all types of demon modes.
[0219] In this example, when selecting the type of demon mode, it is advisable to indicate the probability of demon effects occurring, which is a characteristic of each demon mode. For example, if, in addition to the normal demon mode as in the above embodiment, a hidden demon mode is provided in which the probability of demon effects occurring is 100%, then the option image for the hidden demon mode should include elements that suggest that the probability of demon effects occurring is higher than in the normal demon mode (see Figure 63(a)). Alternatively, the option image indicating the "Demon Mode" could also include elements that suggest a 100% probability of the demon effect occurring (see Figure 63(b)).
[0220] Specific Example 7-3 In all of the multiple types of Devil Modes (specific performance modes), the probability of a Devil Performance (a specific performance that guarantees a loss) occurring is less than 100%. For example, suppose there is Devil Mode X where the probability of a Devil Performance occurring is 50%, and Devil Mode Y where the probability of a Devil Performance occurring is 80%. In this way, in any type of Devil Mode, the absence of a Devil Performance does not necessarily mean a guaranteed win. In other words, regardless of which type of Devil Mode is selected, the gameplay becomes such that attention should be paid not only to the occurrence of a Devil Performance, but also to the progress of the reel spinning performance.
[0221] In this example, when selecting a type of demon mode, it is preferable to indicate the relative probabilities of demon effects occurring, which are a characteristic of each demon mode. As mentioned above, if there are demon mode X, where the probability of demon effects occurring is 50%, and demon mode Y, where the probability of demon effects occurring is 80%, then it is preferable that the option images representing each demon mode include elements that suggest that demon mode Y has a higher probability of demon effects occurring than demon mode X. For example, the option image representing demon mode X may include elements that indicate that the probability of demon effects occurring is normal, while the option image representing demon mode Y may include elements that indicate that the probability of demon effects occurring is relatively high (see Figure 64(a)). In contrast, the option images representing the various demon modes may include elements that directly represent the probability of the demon effect occurring (see Figure 64(b)).
[0222] 〇Specific Example 7-4 The Devil Mode (specific performance mode) shall be set automatically when predetermined conditions are met, regardless of the player's selection (player preference). For example, it is conceivable that the Devil Mode would be set automatically when the player transitions to the second specific game state (a configuration in which the transition to the second specific game state is the condition for setting Devil Mode). If the configuration is such that there are multiple types of Devil Modes with different probabilities of Devil performance occurring, as in the above embodiment, then one of the Devil Modes shall be set automatically. If the player is not shown which of the multiple types of Devil Mode is set, and no image indicating the type of Devil Mode currently set is displayed during the variation performance, the player will enjoy predicting which type of Devil Mode is set.
[0223] As explained in specific example 7-1, if there is only one type of demon mode, then that type of demon mode will be automatically set when the predetermined conditions are met.
[0224] Specific Example 7-5 The system is configured to allow the type of Devil Mode (specific performance mode) to be changed during the variation performance. Changing the type of Devil Mode means changing the probability of Devil performance occurring, so it is possible to change the probability of Devil performance occurring during the variation performance. For example, in a configuration as in the above embodiment, where there is a Devil Mode with a 50% probability of Devil performance occurring (normal Devil Mode) and a Devil Mode with a 100% probability of Devil performance occurring (hidden Devil Mode), it is possible to change from a state where one Devil Mode is set to a state where the other Devil Mode is set. The method of change (change operation) can be any as long as it is configured to reflect the player's will.
[0225] Even if a player expresses a desire to change from the currently set type of demon mode to a different type of demon mode during a variation animation (a change operation), the change to the other type of demon mode will not be executed (the change will wait) until at least the current variation animation has finished. In other words, at least the current variation animation will be executed in the currently set type of demon mode. The change to the other type of demon mode may be executed at the end of the current variation animation (start of the next variation animation), or it may be executed after the notification of the win / loss lottery results corresponding to all the win / loss lottery information (pre-variation win / loss lottery information) stored in the memory device at the time the change is accepted has been completed.
[0226] Specific Example 7-6 During the fluctuation in Devil Mode, when no Devil effects are occurring, the area where the Devil image 29 will be displayed is clearly indicated. As described above, the Devil image 29 is displayed at a fixed position (specific display position) in the display area 911, and an image (section image 31) indicating that specific display position is displayed (see Figure 65(a)). When no Devil effects are occurring, the Devil image 29 is not displayed inside the section image 31. When a Devil effect occurs, the Devil image 29 is displayed inside the section image 31 (see Figure 65(b)).
[0227] It is preferable that the section image 31 has approximately the same shape as the outer shape of the devil image 29 (specific performance image) (the section image 31 represents the outer shape of the devil image 29) (see Figure 65(a)). This way, when the devil performance is not occurring, only the part corresponding to the outer shape of the devil image 29 is shown, giving the impression that the inside is hollow. When a player sees this, they can sense that the devil image 29 may be displayed in the area inside the section image 31.
[0228] In this way, even when the devil image 29 is not displayed, the player can sense in advance that the devil image 29 may be displayed at the location indicated by the section image 31. Furthermore, the display of the section image 31 also functions as an indicator that the devil mode is set.
[0229] Specific Example 7-7 Multiple types of demon images 29 (specific performance images) may be displayed. For example, a demon performance (first demon performance) may occur in which the first demon image 291 (first specific performance image) is displayed (see Figure 66(b-1)), or a demon performance (second demon performance) may occur in which the second demon image 292 (second specific performance image) is displayed (see Figure 66(b-2)). It is not possible for both the first demon image 291 and the second demon image 292 to be displayed in the same variation performance. Since demon performances only occur in losing variations, the first demon image 291 can only be displayed in losing variations, and the second demon image 292 can only be displayed in losing variations. However, the setting is such that it is more disadvantageous for the player when the second demon image 292 is displayed than when the first demon image 291 is displayed. In this way, an interesting gameplay experience can be achieved in which the type (appearance) of the demon image 29 will also attract the player's attention.
[0230] There are various ways to set the characteristics so that the second demon image 292 is more disadvantageous to the player than the first demon image 291. For example, if the second demon image 292 is displayed in a certain spin, the possibility of the next spin being a winning spin is eliminated, but if the first demon image 291 is displayed in a certain spin, the possibility of the next spin being a winning spin remains (the second demon image 292 is considered less advantageous than the first demon image 291 (which does not guarantee a loss in the next spin) because it also guarantees a loss in the next spin).
[0231] As an alternative example, it is conceivable to set the probability that the next spin will be a winning spin (this probability is not zero) when the second demon image 292 is displayed in a given spin to be lower than the probability that the next spin will be a winning spin when the first demon image 291 is displayed in a given spin (assuming that the second demon image 292 is relatively less favorable than the first demon image 291 in that it has a lower probability of resulting in a winning spin).
[0232] The differences in the appearance of the first demon image 291 and the second demon image 292 may be anything. Preferably, the outer shapes of the first demon image 291 and the second demon image 292 are the same (the difference in appearance is expressed in the part inside the outer edge), and it is preferable that the demon image 29 is displayed at a specific display position regardless of whether the first demon effect or the second demon effect occurs (there is no difference in the position, size, and range in which the demon image 29 is displayed in the display area 911) (see Figures 66(b-1)(b-2)). As explained in the above embodiment, the demon mode is an effect mode in which it is desired that the demon image 29 is not displayed at a specific display position, so even if a configuration is provided in which multiple types of demon images 29 that can be displayed are available, the basic appearance of the mode is maintained. Even if a configuration is provided in which a section image 31 corresponding to the outer shape of the demon image 29 is displayed, as explained in the above specific example 7-6, it is preferable that the outer shapes of the first demon image 291 and the second demon image 292 are the same. In this way, the presentation will be natural regardless of whether the first demon image 291 or the second demon image 292 is displayed inside the partition image 31.
[0233] Specific Examples 7-8 As in the embodiment described above, the timing at which the demon effect can occur is not left uncertain, but rather the timing at which the demon effect can occur is fixed (the timing of occurrence is constant). In this case, the demon effect will not occur if the only timing at which it can occur has passed.
[0234] For example, it is conceivable to configure the game so that the timing at which the devil effect can occur is limited to the start of a spin. In this case, if the devil image 29 is not displayed at the start of a spin, it is confirmed that the devil effect will not occur in that spin. In other words, the absence of the devil image 29 at the start of a spin becomes a necessary condition for that spin to be a winning spin (the result of the win / fail lottery in that spin is announced as a win) (the gameplay is such that the player first hopes that the devil image 29 will not be displayed at the start of the spin). When the devil mode (hidden devil mode), which has a 100% occurrence probability as described in the above embodiment, is set, the gameplay is such that if the devil image 29 is not displayed at the start of a spin, it is confirmed that it is a winning spin. In other words, the win or loss is immediately determined at the start of the spin (by looking at whether or not the devil image 29 is displayed, the result of the win / fail lottery that will be announced in that spin can be known at the start of the spin).
[0235] 〇Specific Examples 7-9 The execution time of the demon animation is fixed (a predetermined fixed period of time). In other words, when the demon animation occurs, regardless of the timing of its occurrence, the time from when the demon image 29 (specific animation image) is displayed (see Figure 67(b)) until it disappears (see Figure 67(c)) is fixed (temporary). For example, the execution time of the demon animation (display time of demon image 29) is set to 1 second. This makes it easier to control the demon animation (control the display of demon image 29). Also, even if the demon animation occurs, after the demon image 29 is disappeared, it is no different from a normal variation animation. Therefore, there is a possibility that the player may overlook the occurrence of the demon animation (the possibility that they may overlook the occurrence of the demon animation and mistakenly think that a loss has not been confirmed).
[0236] 〇Specific Examples 7-10 When the demon animation occurs, the position where the demon image 29 is displayed (its position in the display area 911) may change each time. In other words, unlike the embodiment described above, the demon image 29 is not displayed in a specific display position (a fixed position) each time, but rather in one of several candidate positions (see Figures 68(b-1) to (b-4)). Furthermore, the demon image 29 will not be displayed in different positions more than once in a single animation (it will be displayed only once in one location (one of several candidate positions)). In addition, it is designed so that the same character can be recognized regardless of where the demon image 29 is displayed.
[0237] By doing as in this example, when the devil image 29 is displayed during a losing spin, the player will likely pay attention to the entire display area 911 because they will not know where the devil image 29 will be displayed. In addition to doing as in this example, if the display of the devil image 29 is temporary, as shown in specific example 7-9 above, the game will be more likely to overlook the display of the devil image 29 (fail to notice the occurrence of the devil effect).
[0238] 〇Specific Example 7-11 The Devil animation (a specific animation indicating a guaranteed loss) is not an animation whose occurrence is indicated by an image displayed in the display area 911. Rather, it is an animation that is triggered by an animation element located outside the display area 911. For example, the occurrence of the Devil animation (a specific animation indicating a guaranteed loss) is determined by the lighting up of a predetermined lamp located outside the display area 911 (see Figure 1; hereinafter referred to as the specific light-emitting unit 32; the specific light-emitting unit 32 is normally off) (see Figure 69(b)).
[0239] As shown in this example, a more intuitive gameplay can be achieved where the illumination of a specific light-emitting unit 32 located outside the display area 911 indicates a loss. The gameplay in which the illumination of a predetermined lamp indicates a win is publicly known (see, for example, Japanese Patent Publication No. 2025-103708). This example can be said to be the exact opposite of the known gameplay in that the illumination of a predetermined lamp indicates a loss.
[0240] Furthermore, as in this example, the emission of light from the specific light-emitting unit 32 and the display of the demon image 29 (specific performance image), as in the above embodiment, may occur simultaneously. In other words, the emission of light from the specific light-emitting unit 32 located outside the display area 911 and the display of the specific performance image in the display area 911 may be configured to indicate the occurrence of the demon performance (specific performance that guarantees a loss).
[0241] <Probability of special effects occurring> In this embodiment, a certain type of special effect (hereinafter referred to as a special effect) may occur in the second specific game state (second game state), which is a game state more advantageous to the player than the normal game state (first game state) (see Figure 70). This special effect does not occur in other game states. The special effect in this embodiment is a type of so-called premium effect that, when it occurs in a certain variation effect, guarantees a jackpot notification in that variation effect (premium effects other than special effects can also occur). In other words, the special effect may occur in winning variations, but not in losing variations. The specific form of the special effect may be anything, but in this embodiment, it is a so-called full rotation effect (the full rotation effect itself is well known, so an explanation is omitted) in which a special video (special movie) for the special effect is output. For example, by preparing a famous scene from the original work, such as a manga, that the game machine is based on as a special video, it is conceivable that watching the video will be a valuable event for fans of the original work (this video is unique and not displayed in effects other than the special effect).
[0242] In this embodiment, the occurrence probability of a special effect in the second specific gaming state (referring to the occurrence probability per single fluctuation effect) is not constant. Since the special effect only occurs in a winning fluctuation, the probability of a special effect occurring per single winning fluctuation is also not constant. As shown in FIG. 71, in this embodiment, the occurrence probability of the special effect may be the second specific gaming state N (second gaming state N) with the normal probability Pn, may be the second specific gaming state A (second gaming state A) with the special probability Pa, or may be the second specific gaming state B (second gaming state B) with the special probability Pb. The above probabilities are high in the order of Pb < Pn < Pa. That is, in the order of the second specific gaming state B, the second specific gaming state N, and the second specific gaming state A, the special effect is more likely to occur (the second specific gaming state A is the most likely to occur). In this embodiment, the probability of a special effect occurring in a winning fluctuation in the second specific gaming state B is 5%, the probability of a special effect occurring in a winning fluctuation in the second specific gaming state N is 10%, and the probability of a special effect occurring in a winning fluctuation in the second specific gaming state A is 40%. The second specific gaming state A, the second specific gaming state N, and the second specific gaming state B are different in terms of the occurrence probability of the special effect, but there is no difference in the expected value of the player's substantial profit (expected value of the payout balls). In this embodiment, it is assumed that it is not possible to distinguish on the surface which of the second specific gaming state A, the second specific gaming state N, and the second specific gaming state B is set. That is, (although it is possible to guess which of the second specific gaming state A, the second specific gaming state N, and the second specific gaming state B is set based on the ease of occurrence of the special effect), it is not possible to determine which of the second specific gaming state A, the second specific gaming state N, and the second specific gaming state B is set based on the displayed image.
[0243] Which one of the second specific game state A, the second specific game state N, and the second specific game state B is set depends on the transition route (transition process). In order to transition to the second specific game state, it is necessary to win the second specific jackpot, and the type of reach effect (super reach effect) that notified the jackpot win in the normal game state is a factor that determines the transition route. In the present embodiment, as reach effects (effects that can occur when reach is established) that can occur in the normal game state, a super reach effect A (specific reach effect A) (see FIG. 72(a)) and a super reach effect B (specific reach effect B) (see FIG. 72(b)) are provided. Note that in the present embodiment, neither the super reach effect A nor the super reach effect B occurs in a game state other than the normal game state (first game state). The super reach effect A and the super reach effect B may be any as long as the player can recognize that they are different types of super reach effects. In the present embodiment, the super reach effect A and the super reach effect B have different displayed characters (character A is displayed in the super reach effect A, and character B is displayed in the super reach effect B). Both the super reach effect A and the super reach effect B indicate the winning or losing lottery result by leading to a favorable outcome indicating that the player is in a favorable situation when the winning or losing lottery result is a win, and leading to an unfavorable outcome indicating that the player is in an unfavorable situation when the result is a loss (note that the favorable outcome includes a so-called reversal pattern that appears to lead to an unfavorable outcome but is then overturned). In the present embodiment, both character A of the super reach effect A and character B of the super reach effect B appear as characters on the player's side, and a favorable outcome is defined as the character on the player's side winning a battle against an enemy character, and an unfavorable outcome is defined as losing the battle.
[0244] In this embodiment, the probability of winning (the probability that the result of the win / loss lottery corresponding to the variable effect in which the super reach effect occurs is a winning result) of the super reach effect B is higher than that of the super reach effect A. That is, the probability that a super reach effect B results in a favorable outcome when it occurs in a certain variation in the normal gaming state is higher than the probability that a super reach effect A results in a favorable outcome when it occurs in a certain variation. In this embodiment, the probability of winning of the super reach effect A is about 10%, and the probability of winning of the super reach effect B is about 80%. Note that in this embodiment, the jackpot notified by the super reach effect A is not necessarily the second specific jackpot, and the jackpot notified by the super reach effect B is not necessarily the second specific jackpot (there is a possibility of a jackpot other than the second specific jackpot (in this embodiment, a normal jackpot or a first specific jackpot)). Also, it is preferable that the probability (probability of occurrence per variation) that the super reach effect B occurs in the normal gaming state is lower than the probability (probability of occurrence per variation) that the super reach effect A occurs. Also, in this embodiment, in one variation, both the super reach effect A and the super reach effect B do not occur.
[0245] As shown in FIG. 71, in the normal game state (first game state), when a jackpot is notified by the super reach effect A and the jackpot is a second specific jackpot, after the jackpot game ends, it shifts to the second specific game state A (second game state A) (hereinafter, such a transition route is referred to as transition route A). Also, in the normal game state (first game state), when a jackpot is notified by the super reach effect B and the jackpot is a second specific jackpot, after the jackpot game ends, it shifts to the second specific game state B (second game state B) (hereinafter, such a transition route is referred to as transition route B). Further, in the normal game state, when the notified jackpot is not notified by either the super reach effect A or the super reach effect B (when the jackpot is notified by an effect other than the super reach effect A and the super reach effect B (the jackpot is notified by a variation in which the super reach effect A and the super reach effect B do not occur)), and the notified jackpot is a second specific jackpot, after the jackpot game ends, it shifts to the second specific game state N (second game state N) (hereinafter, such a transition route is referred to as transition route N). That is, the case where it is neither transition route A nor transition route B (when neither the super reach effect A nor the super reach effect B is executed in the winning variation of the second specific jackpot) is transition route N.
[0246] Note that in this embodiment, when a second specific jackpot is obtained in the first specific game state, after the jackpot game ends, it invariably becomes the second specific game state N. That is, it is set so as not to shift from the first specific game state to the second specific game state A or the second specific game state B.
[0247] The reason for the above configuration is as follows. As described above, Super Reach Effect B has a higher reliability than Super Reach Effect A. That is, it can be said that the event of transitioning to the second specific gaming state via Super Reach Effect A (the occurrence of the transition of Route A) is a more valuable event (a "rare" event) that is less likely to occur than the event of transitioning to the second specific gaming state via Super Reach Effect B (the occurrence of the transition of Route B). When such a less likely event (the transition to the second specific gaming state by Route A) occurs, as a reward for it (a production reward), the probability of a special effect (special movie) occurring is relatively high, and the player is transitioned to the second specific gaming state A. Usually, players are not very interested in the type of effect that notified the same jackpot (because the type of effect that notified does not affect the number of balls), but in this embodiment, as a reward for winning with a relatively low reliability effect (Super Reach Effect A), the player is transitioned to the second specific gaming state A (the second gaming state A) where the probability of contacting a special effect (special movie) is relatively high (probability Pa) (see FIG. 71). Thereby, an interesting gameplay that the player will also pay attention to the type of effect (the type of Super Reach Effect) that notified the jackpot can be realized.
[0248] In addition, since Super Reach Effect B has a relatively high reliability, the transition to the second specific gaming state via the Super Reach Effect B (the occurrence of the transition of Route B) is relatively likely to occur. Therefore, when such a transition occurs, the player is transitioned to the second specific gaming state B (the second gaming state B) where the probability of a special effect (special movie) occurring is relatively low (probability Pb) (see FIG. 71) to distinguish it from the second specific gaming state A (the second gaming state A).
[0249] Hereinafter, specific examples in which matters related to the occurrence probability of the above special effect are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which technologies described using the following specific examples are combined and applied may also be used.
[0250] Specific Example 8-1 It is also possible to have a configuration in which a second specific game state N (second game state N) is not provided. For example, suppose there is a second specific game state A to which the player transitions after a second specific jackpot announced by a super reach performance A in the normal game state, and a second specific game state B to which the player transitions after a second specific jackpot announced by any other performance (including super reach performance B (which has a higher reliability than super reach performance A)) in the normal game state, and the probability of a special performance occurring is set to be higher in second specific game state A than in second specific game state B (see Figure 73). In other words, the performances that announce a second specific jackpot are distinguished as "super reach performance A" and "other performances" (including super reach performance B), and the configuration determines whether or not to transition to second specific game state A (or to second specific game state B). In this way, the game becomes easy to understand, with the condition for transitioning to second specific game state A, where special performances are more likely to occur, being announced as a win (leading to a favorable outcome) by super reach performance A.
[0251] 〇Specific Example 8-2 As shown in Figure 74, (unlike the above embodiment) the probability of a special effect occurring in the second specific game state B (Pb) is set to be higher than the probability of a special effect occurring in the second specific game state A (Pa). As in the above embodiment, the reliability in the normal game state is higher for super reach effect B than for super reach effect A. Also, as in the above embodiment, it is preferable that the probability of super reach effect B occurring per spin is lower than the probability of super reach effect A occurring per spin. By doing as in this example, when transitioning to the second specific game state via super reach effect B, which has a relatively high reliability and low probability of occurrence, the gameplay becomes such that there is a high probability of encountering a special effect.
[0252] Specific example 8-3 Special effects do not have to be effects that guarantee a jackpot (premium effects). Any effect that is more advantageous to the player than not occurring (an effect that increases the expected value of payouts if it occurs than if it does not) is sufficient. For example, if a special effect occurs during a certain spin, the probability (reliability) of the win / loss result corresponding to that spin being a win is higher than if the special effect did not occur (however, the reliability when a special effect occurs ≠ 100%). In other words, the special effect is what is known as a chance-up effect.
[0253] Specific example 8-4 Special effects may occur in the second specific game state A (second game state A), but not in the second specific game state B (second game state B) (the probability of occurrence is 0%). In this case, if you transition to the second specific game state (second specific game state A) via the relatively reliable Super Reach Effect B (specific Reach Effect B), you will not be able to experience special effects, but if you transition to the second specific game state (second specific game state A) via the relatively unreliable Super Reach Effect A (specific Reach Effect A), you will be able to experience special effects.
[0254] Furthermore, when a second specific game state N (second game state N) is provided as in the above embodiment, it is possible to set it so that there is no possibility of a special effect occurring in the second specific game state N (the probability of occurrence is 0%), or it is possible to set it so that a special effect may occur in the second specific game state N. If the former setting is adopted, the gameplay will be such that a special effect can only be encountered when transitioning to the second specific game state (second specific game state A) via a super reach effect A (specific reach effect A). If the latter setting is adopted, the probability of a special effect occurring in the second specific game state A will be higher than in the second specific game state N (so that the value of transitioning to the second specific game state (second specific game state A) via a super reach effect A (specific reach effect A) is maintained).
[0255] Specific Example 8-5 Special performance and Super Reach performance A shall be related performance modes. As an example, it is conceivable that both performances are performances in which the same character is displayed. Specifically, for example, as in the above embodiment, the Super Reach performance A is a performance in which Character A appears as a character on the player's side (see FIGS. 72(a) and 75(a)). And the special performance shall be such that a video introducing an episode of Character A (for example, an episode of Character A in the original work) is displayed as a special movie (special video) (see FIG. 75(b)).
[0256] By doing so, it is possible to realize the gaming property related to the reach performance that notifies a win in the normal gaming state (first gaming state) and the second specific gaming state (second gaming state) that transitions after a big win, that is, to transition to a state where the probability of accessing the special movie of Character A is relatively high (second specific gaming state A) because it has passed through the Super Reach performance A, which is the reach performance of Character A.
[0257] Combined with this example, if it is set that the special performance can occur only when transitioning to the second specific gaming state (second specific gaming state A) via the Super Reach performance A described in the above specific example 8-4, the relevance between the Super Reach performance A executed in the normal gaming state and the special performance that can occur in the second specific gaming state A becomes clearer.
[0258] 〇Specific Example 8-6 Assume that the Super Reach effect B is a confirmed effect (with a reliability of 100%). That is, it is an effect that may occur in a hit variation but has no possibility of occurring in a miss variation. Since the Super Reach effect A has a lower reliability than the Super Reach effect B, its reliability is less than 100% (it may occur in both hit and miss variations). With such a configuration, when transitioning to the second specific gaming state (second specific gaming state A) via the non-confirmed effect (Super Reach effect A) (in the case of transition route A), the probability of a special effect occurring is relatively high. However, when transitioning to the second specific gaming state (second specific gaming state B) via the confirmed effect (Super Reach effect B) (in the case of transition route B), the probability of a special effect occurring is relatively low. That is, as a reward for passing through an effect that is not a confirmed effect (Super Reach effect A), a state is given where the probability of a special effect occurring is higher than when passing through an effect that is a confirmed effect (Super Reach effect B).
[0259] Combined with this example, if the setting as in the above specific example 8-4 is adopted, when transitioning to the second specific gaming state (second specific gaming state B) via the confirmed effect (Super Reach effect B), there is no possibility of a special effect occurring. However, when transitioning to the second specific gaming state (second specific gaming state A) via the non-confirmed effect (Super Reach effect A), there is a possibility of a special effect occurring.
[0260] 〇Specific example 8-7 Set the jackpot notified in the Super Reach effect B (specific Reach effect B) to be an incontrovertible second specific jackpot (see Fig. 76(a)). That is, assume that the Super Reach effect B only occurs in a jackpot variation where the selected jackpot is a second specific jackpot. On the other hand, assume that the jackpot notified in the Super Reach effect A (specific Reach effect B) may or may not be a second specific jackpot (when it is not a second specific jackpot, it may be configured to be either a normal jackpot or a first specific jackpot (see Fig. 76(b)), or may be configured such that a normal jackpot is determined (not shown), or may be configured such that a first specific jackpot is determined (not shown)). In this case, when a jackpot is notified by the Super Reach effect B, the game will definitely transition to the second specific game state (second specific game state B) after the game ends (the probability of transitioning to the second specific game state at the time of hitting the jackpot is 100%) (see Fig. 76(a)). However, when a jackpot is notified by the Super Reach effect A, it is not necessarily the case that the game will transition to the second specific game state (second specific game state A) after the game ends (the probability of transitioning to the second specific game state at the time of hitting the jackpot is less than 100%) (see Fig. 76(b)).
[0261] By doing so, the game performance can be realized such that the probability of a special effect occurring is higher in the second specific game state (second specific game state A) that transitions through the Super Reach effect A where it is not determined that the game will transition to the second specific game state, compared to the second specific game state (second specific game state B) that transitions through the Super Reach effect B where it is determined that the game will transition to the second specific game state. That is, as a reward when passing through the Super Reach effect A where it is not known whether the game will transition to the second specific game state at the time the jackpot is notified, the game performance can be realized where the game transitions to the second specific game state (second specific game state A) where the probability of a special effect occurring is relatively high.
[0262] 〇Specific Example 8-8 In the above embodiment, it was explained that it is not possible to distinguish from the surface whether the game is in the second specific game state A, second specific game state N, or second specific game state B. However, for at least some states, it is possible to distinguish them by the images displayed when each state is set. For example, as shown in Figure 77(a), when second specific game state A is set, state image A331 (see Figure 77(a-1)) which is only displayed in second specific game state A is displayed; when second specific game state N is set, state image N332 (see Figure 77(a-2)) which is only displayed in second specific game state N is displayed; and when second specific game state B is set, state image B333 (see Figure 77(a-3)) which is only displayed in second specific game state B is displayed. The differences in the appearance of each state image can be anything. In this way, it is possible for the player to distinguish which of the states, each with a different probability of special effects occurring, the game is in.
[0263] It is not necessary to have a unique state image set for every second specific game state. For example, as shown in Figure 77(b), suppose state image A331 (see Figure 77(b-1)) and state image X334 (see Figure 77(b-2)) are provided as state images. State image A331 is displayed only in second specific game state A, but state image X334 can be displayed in either second specific game state A or second specific game state B. In this case, when state image A331 is displayed, it can be understood that the player is in second specific game state A, where the probability of a special effect occurring is relatively high, but when state image X334 is displayed, the game becomes an enjoyable experience where the player has to guess whether the player is in second specific game state A or second specific game state B.
[0264] Specific Examples 8-9 As an effect that may occur in the second specific game state (second game state), there is a special effect (see Figure 78(a)) and an effect that has the same execution time (execution time) (hereinafter referred to as a corresponding effect) (see Figure 78(b)). The special effect and the corresponding effect have the same effect when they occur, but the displayed images are different (the special effect outputs an image unique to that effect (special image), and the corresponding effect outputs an image unique to that effect (corresponding image)). For example, as in the embodiment described above, if the special effect is a premium effect that guarantees a jackpot, then the corresponding effect is also a premium effect.
[0265] In the second specific game state, either a special performance or a corresponding performance may be executed when predetermined conditions are met. Specifically, the special performance is executed when the execution lottery held when the predetermined conditions are met is won. The probability of winning this execution lottery increases in the order of Second Specific Game State A < Second Specific Game State N < Second Specific Game State B. If the execution lottery is not won, the corresponding performance is executed. Therefore, the probability of the corresponding performance being executed increases in the reverse order of the special performance (Second Specific Game State A > Second Specific Game State N > Second Specific Game State B). For example, as shown in Figure 78(c), in the second specific game state B, the probability of a special effect occurring during a winning spin is 20%, and the probability of a corresponding effect occurring is 5% (neither the special effect nor the corresponding effect occurs in 75% of winning spins). In the second specific game state N, the probability of a special effect occurring during a winning spin is 10%, and the probability of a corresponding effect occurring is 10% (neither the special effect nor the corresponding effect occurs in 80% of winning spins). In the second specific game state A, the probability of a special effect occurring during a winning spin is 5%, and the probability of a corresponding effect occurring is 20% (neither the special effect nor the corresponding effect occurs in 75% of winning spins).
[0266] In this way, by preparing a special effect and an effect with the same execution time (a corresponding effect), and ensuring that the corresponding effect is executed when the special effect is not executed, control becomes easier for each second specific game state (if the special effect is not executed, the corresponding effect should be executed).
[0267] Specific Examples 8-10 The same control may be applied not only when a second specific jackpot is won in the normal game state (when transitioning from the normal game state to the second specific game state), but also when a second specific jackpot is won in the first specific game state (when transitioning from the first specific game state to the second specific game state). In other words, the probability of a special performance occurring in the second specific game state that follows may differ depending on the type of super reach performance (specific reach performance) that notified the jackpot (second specific jackpot) in the first specific game state.
[0268] <Customizable Confirmed Animation> The gaming machine 1 according to this embodiment is equipped with a so-called customization function. As one type of customization function, there is a customization for guaranteed animations (premium animations) that, when they occur during a variation animation in the normal game state, guarantee a jackpot in the corresponding win / loss lottery result (target win / loss lottery result). This means the probability of occurrence per winning variation. Since the jackpot probability is fixed, the level of the probability of occurrence per winning variation directly corresponds to the level of the probability of occurrence per variation (including both losing and winning variations). Since a guaranteed animation guarantees a jackpot when it occurs, it will not occur during a losing variation. The term "guaranteed animation" used here (including various guaranteed animations in the explanation of guaranteed animation customization (including both target guaranteed animations and non-guaranteed target animations described later)) refers to an animation that occurs during a winning variation (before the win / loss lottery result is announced as a win by the decorative symbols 80 (before the decorative symbols 80 of the winning combination are displayed)).
[0269] The method of using the customization of guaranteed win animations by the player (the procedure for setting up customization) may be any. In this embodiment, the procedure is as follows: When the push button 61 is operated while the variable animation is not being performed (standby state), the customization screen is displayed (see Figure 79(a)). From there, the player selects and confirms a premium upgrade item (option) (in this embodiment, the selection operation (cursor movement) is performed using the directional keys 62, and the confirmation operation is performed using the push button 61). Then, either the "OFF" or "ON" item (option) becomes selectable (see Figure 79(b)). "OFF" is the default state, and "ON" is the probability-up state. The probability of a guaranteed win animation (the target guaranteed win animation described later) occurring is higher in the probability-up state than in the default state. The default state can also be seen as a state with a low probability of occurrence (probability-down state) compared to the probability-up state. The names of each state can be changed as appropriate. In addition, it may be possible to set (change) the guaranteed win animation customization even when the variable animation is being performed (during variation). However, even if customization is changed during a variation, the changes will not be reflected (the probability of a confirmed outcome will not change) until all notifications of the win / loss lottery results corresponding to the pre-variation hold information (pre-variation hold) stored in the memory device at the time the change is accepted have been completed.
[0270] Multiple types of confirmation animations are provided that can occur during fluctuations in the normal game state (preferably ten or more types). The specific form of each confirmation animation can be anything (in the following description, each type of confirmation animation will be indicated with an alphabet letter). Confirmation animations that a player would likely perceive as the same type are considered to be of the same type. All of the multiple types of confirmation animations in this embodiment (including both target confirmation animations and non-target confirmation animations described later) are recognizable by sight, and confirmation animations with the same visual form (those whose images displayed in the display area 911 as confirmation animations are perceived as the same by the player) are considered to be of the same type. In this embodiment, not all of the multiple types of confirmation animations are subject to confirmation animation customization. Hereinafter, among the multiple types of confirmation animations, those that are subject to confirmation animation customization will be referred to as target confirmation animations, and those that are not subject to confirmation animation customization will be referred to as non-target confirmation animations. Two or more target confirmation animations are provided. In this embodiment, confirmation animations A to J are target confirmation animations (as an example, confirmation animation A in which confirmation image 34A is displayed is shown in Figure 80(a-1)). Furthermore, there may be only one type of non-asymmetry confirmation effect, or there may be two or more types. In this embodiment, the three confirmation effects X to Z are non-asymmetry confirmation effects (as an example, confirmation effect X in which confirmation image 34X is displayed is shown in Figure 80(a-2)).
[0271] In this embodiment, it is possible for two or more target confirmation animations to occur in a single winning spin (the same spin) (for example, confirmation animation A and confirmation animation B may occur in the same spin). However, there may be target confirmation animations that do not occur together in the same spin (for example, it may be set so that confirmation animation C and confirmation animation D do not occur in the same spin). Similarly, in this embodiment, two or more non-asymmetrical confirmation effects may occur in a single winning spin (the same spin) (for example, confirmation effect X and confirmation effect Y may occur in the same spin). However, there may be non-asymmetrical confirmation effects that do not occur together in the same spin (for example, it may be set so that confirmation effect X and confirmation effect Z do not occur in the same spin).
[0272] Changing the customization of the guaranteed win animation will change the probability of two or more of the target guaranteed win animations (guaranteed win animations A to J) occurring at once (see the column for target guaranteed win animations in Figure 80(b)). If you change from the default state (OFF) to the probability-up state (ON), the probability of all target guaranteed win animations (guaranteed win animations A to J in this embodiment) will increase. If you change from the probability-up state (ON) to the default state (OFF), the probability of all target guaranteed win animations (guaranteed win animations A to J in this embodiment) will decrease. In contrast, changing the customization of the guaranteed win animation animation will not change the probability of non-target guaranteed win animations (guaranteed win animations X to Z) occurring (see the column for non-target guaranteed win animations in Figure 80(b)). In other words, whether the default state (OFF) or the probability-up state (ON) is set, the probability of non-target guaranteed win animations (guaranteed win animations X to Z in this embodiment) will not change.
[0273] Furthermore, the probability of occurrence of non-targeted confirmed effects (confirmed effects X to Z in this embodiment) cannot be changed by customizations other than confirmed effect customization. In other words, the probability of occurrence of non-targeted confirmed effects does not change by confirmed effect customization or other customizations, so the player cannot change the probability of occurrence. For example, if there is a separate customization (hold change customization) that can change the probability that the mode of the display during the spin 71 or the display before the spin 72 becomes the fourth special mode, then the display during the spin 71 or the display before the spin 72 becoming the fourth special mode is not considered a non-targeted confirmed effect. Also, non-targeted confirmed effects are not of the type of effect rules that guarantee a win (for example, effect rules that are established by a combination of multiple types of effects, such as a win being guaranteed if both the P effect and the Q effect occur in the same spin (the P effect and Q effect alone do not guarantee a win)). Also, non-targeted confirmed effects are not the establishment of a reach for a specific decorative symbol 80 (for example, in a configuration where a win is guaranteed when a reach for the "7" symbol is established, the establishment of a reach for the "7" symbol is not considered a non-targeted confirmed effect).
[0274] In this embodiment, the player is not shown, through displays related to the customization of the guaranteed win animation, that the probability of certain guaranteed win animations (guaranteed win animations X to Z in this embodiment) occurring will not change even if the customization of the guaranteed win animation is changed (the display area 911 of the gaming machine 1 does not display the fact that the probability of certain guaranteed win animations occurring will not change due to customization, nor does it display any images suggesting this). Furthermore, the player is not shown that guaranteed win animations are distinguished into target guaranteed win animations and non-target guaranteed win animations (no images showing target guaranteed win animations or non-target guaranteed win animations are displayed). These things are not shown even during customization (in the customization images) (see Figure 79). Therefore, a player would normally assume that changing the customization of the guaranteed win animation will also change the probability of these guaranteed win animations (guaranteed win animations X to Z).
[0275] Thus, in this embodiment, changing the customization of the guaranteed win animation does not change the probability of all guaranteed win animations occurring; rather, the probability of some guaranteed win animations (non-targeted guaranteed win animations) occurring remains unchanged. Therefore, even in the default state (a state with a relatively low probability of occurrence), players may get the impression that guaranteed win animations occur surprisingly often because non-targeted guaranteed win animations are included, or even in the probability-up state (a state with a relatively high probability of occurrence), players may get the impression that guaranteed win animations do not occur very often because non-targeted guaranteed win animations are included, thus achieving a surprising gameplay experience.
[0276] Furthermore, since the probability of a non-targeted confirmed animation occurring does not change, whether or not a targeted confirmed animation occurs in a given winning spin does not affect whether or not a non-targeted confirmed animation occurs in the same winning spin. In other words, both a targeted confirmed animation and a non-targeted confirmed animation can occur in the same winning spin (for example, if a targeted confirmed animation A occurs in a given winning spin, a non-targeted confirmed animation X may occur in the same spin), and regardless of whether or not a targeted confirmed animation occurs in a given winning spin, the probability of a non-targeted confirmed animation occurring in that spin remains constant (the occurrence of a targeted confirmed animation in a given winning spin does not increase or decrease the probability of a non-targeted confirmed animation occurring in that spin).
[0277] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned customization of the confirmed outcome animation. Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0278] 〇Specific Example 9-1 The customization of the guaranteed animation may include a selection of three or more states with different probabilities of occurrence for the target guaranteed animation (three or more options). For example, there may be a default state (OFF), a probability-up state (high probability), and a probability-down state (low probability) (see Figure 81(a)). The probability of the target guaranteed animation occurring increases in the order of "probability-down state < default state < probability-up state" (see the column for the target guaranteed animation in Figure 81(b)). In the probability-down state (low probability), at least some of the guaranteed animations designated as the target guaranteed animation may not occur (probability of occurrence 0%).
[0279] Even in a configuration where there are three or more states (options) with different probabilities of occurrence for the target confirmation animation, the probability of occurrence for the non-target confirmation animation remains the same regardless of which state (option) is selected (see the column for non-target confirmation animations in Figure 81(b)). As in the embodiment described above, if there are three types of confirmation animations X to Z as non-target confirmation animations, then the probability of occurrence for these three types of confirmation animations remains the same regardless of whether the default state (OFF), the probability-up state (high probability), or the probability-down state (low probability) is selected.
[0280] 〇Specific Example 9-2 It is assumed that there is only one type of guaranteed win animation that is considered a non-targeted guaranteed win animation. In other words, out of multiple types of guaranteed win animations, one is a non-targeted guaranteed win animation, and the other types of guaranteed win animations are targeted guaranteed win animations (see Figure 82). In this way, even if the guaranteed win animation customization is changed, only one type of animation will maintain its occurrence probability, so it can be said that the change in gameplay due to customization changes will be greater than in the configuration of the above embodiment (a configuration in which there are two or more non-targeted guaranteed win animations).
[0281] Specific Example 9-3 At least one of the non-targeted confirmed animations is an animation that confirms that the player has won the most advantageous jackpot among the jackpots that can be obtained in the game state subject to the confirmed animation customization (a jackpot in which the game state after the jackpot ends is the most advantageous game state among the game states that can be transitioned from the current game state). As in the embodiment described above, if the confirmed animation customization is in the normal game state and the most advantageous jackpot among the jackpots that can be obtained in the normal game state is the second specific jackpot, then when a confirmed animation that is considered a non-targeted confirmed animation (for example, confirmed animation X (see Figure 80(a-2))) occurs, the win of the second specific jackpot is confirmed (confirmed animation Z does not occur unless it is a variation that results in the second specific jackpot). In this way, even if the customization of the guaranteed win animation is changed, the probability of the predetermined guaranteed win animation (the guaranteed win animation that players would most like to see) occurring remains unchanged (this prevents a situation where changing the customization of the guaranteed win animation significantly reduces the opportunities to encounter the predetermined guaranteed win animation that guarantees the most advantageous jackpot).
[0282] All non-targeted guaranteed win animations may be treated as animations that guarantee the player has won the most advantageous jackpot (however, not all targeted guaranteed win animations guarantee the player has won the most advantageous jackpot). In this case, all non-targeted guaranteed win animations whose occurrence probability does not change even if the guaranteed win animation customization is changed will be treated as animations that guarantee the player the most advantageous jackpot when they occur.
[0283] 〇Specific Example 9-4 Target confirmation effects include effects that cannot be perceived by the player's sight (for example, effects that can be perceived by the player's sense of touch but do not cause any visual changes (examples include effects where air or other substances are ejected from a predetermined part, or where a predetermined lamp lights up in a specific manner)). On the other hand, non-target confirmation effects are all effects that can be perceived by the player's sight.
[0284] If players do not notice the occurrence of non-confirmed target effects, the meaning of maintaining their occurrence probability diminishes (the meaning of ensuring that the occurrence probability does not change even if the confirmed effect customization is changed diminishes). Therefore, as in this example, it is preferable to make non-confirmed target effects easy for players to notice (effects that can be recognized as occurring visually).
[0285] 〇Specific Example 9-5 In a configuration where multiple types of guaranteed win animations are set as non-asymmetric guaranteed win animations, it is assumed that only one type of non-asymmetric guaranteed win animation can occur in the same spin (one winning spin). For example, as in the above embodiment, if three types of guaranteed win animations X to Z are set as non-asymmetric guaranteed win animations, then guaranteed win animation X and guaranteed win animation Y will not occur in the same spin, guaranteed win animation X and guaranteed win animation Z will not occur in the same spin, and guaranteed win animation Y and guaranteed win animation Z will not occur in the same spin.
[0286] If non-targeted confirmation effects occur in the same spin, it may give the impression that the probability of each non-targeted confirmation effect occurring is low (even though the probability of occurrence should be the same regardless of customization). (For example, if confirmation effect X and confirmation effect Y occur in the same spin, the occurrence of one of the effects may not be remembered.) To reduce this risk, it is best to limit the number of non-targeted confirmation effects that can occur in the same spin to only one, as in this example.
[0287] 〇Specific Example 9-6 The probability of each non-target confirmed animation occurring is set to be higher than any of the probability of each target confirmed animation occurring in the probability-up state. For example, in the configuration where confirmed animations A to J are provided as target confirmed animations and confirmed animations X to Z are provided as non-target confirmed animations, the probability of each of confirmed animations X to Z occurring is set to be higher than any of the probability of each of confirmed animations A to J occurring in the probability-up state (see Figure 83).
[0288] In this way, the relatively high probability of a confirmed animation occurring is designated as an unassigned confirmed animation, meaning that even if the confirmed animation customization is changed, the presence of unassigned confirmed animations makes it easier to get the impression that confirmed animations occur surprisingly often, even in the default state (a state with a relatively low probability of occurrence). (Conversely, even in the probability-up state (a state with a relatively high probability of occurrence), the presence of unassigned confirmed animations makes it easier to get the impression that confirmed animations do not occur very often, resulting in a gameplay experience where these animations are more likely to occur.)
[0289] 〇Specific Example 9-7 A configuration may be provided in which a guaranteed win animation customization as described in the above embodiment is available in a specific game state (either the first specific game state or the second specific game state). In other words, some of the guaranteed win animations that may occur during the variation animation in a specific game state are designated as targeted guaranteed win animations, and the other guaranteed win animations are designated as non-targeted guaranteed win animations. The probability of the former occurring changes with the guaranteed win animation customization, but the probability of the latter occurring does not change with the guaranteed win animation customization.
[0290] 〇Specific Example 9-8 It is possible to apply similar settings to customizations other than the confirmed animation. For example, if there is a reserve change customization that allows you to change the probability of the reserve change animation occurring (the probability of it occurring per spin), then it is possible to apply the same settings to the reserve change animation as well. For example, a reserve change animation that changes to one of the special display modes 70s (first special display mode 701s to fourth special display mode 704s) shown in Figure 4 is considered a target reserve change animation. On the other hand, suppose there is a special display mode that is different from any of the special display modes 70s shown in Figure 4 (with a higher reliability than the normal display mode 70n), and a reserve change animation that changes to this special display mode is considered a non-target reserve change animation. The probability of the target reserve change animation occurring changes with the reserve change customization, but the probability of the non-target reserve change animation occurring does not change.
[0291] Specific Example 9-9
[0292] It is known that images indicating a confirmed jackpot (confirmation images) include an image element of a confirmed color (hereinafter, multiple types of confirmation images including the image element of the confirmed color will be collectively referred to as confirmation color image 34R). The confirmed color is generally rainbow. At least some of the multiple types of confirmation effects designated as target confirmation effects (confirmation effects A to J in the above embodiment) are effects in which the confirmation color image 34R is displayed (see Figure 84(a)). On the other hand, the confirmation effects designated as non-target confirmation effects (confirmation effects X to Z in the above embodiment) are all effects in which the confirmation color image 34R is displayed (confirmation images that do not include a confirmed color will be referred to as confirmation colorless image 34N) (see Figure 84(b)). In other words, among the multiple types of confirmation effects, all confirmation effects in which the confirmation color image 34R is displayed are designated as target confirmation effects and not as non-target confirmation effects.
[0293] In this way, the probability of a confirmed win (included in the target confirmed win animations) occurring, which is easily understood as a confirmed win because the confirmed color image 34R is displayed, can be changed through customization. On the other hand, all non-confirmed target animations are confirmed win animations in which the confirmed color image 34R is not displayed (confirmed colorless image 34N is displayed), and their occurrence probability cannot be changed even by using customization.
[0294] Specific Examples 9-10 Multiple types of confirmed animations designated as non-targeted confirmed animations may all occur at the same timing (predetermined timing). The prescribed timing is any timing that the player can understand as being the same timing during the variation animation. For example, the time when a reach is established could be considered the prescribed timing. If there are three types of confirmed animations designated as non-targeted confirmed animations, namely confirmed animation X (an animation in which confirmed image 34X is displayed), confirmed animation Y (an animation in which confirmed image 34Y is displayed), and confirmed animation Z (an animation in which confirmed image 34Z is displayed), then when a non-targeted confirmed animation occurs, it shall be triggered by reaching the prescribed timing (see Figure 85(a)) and one of confirmed animations X to Z will occur (two or more non-targeted confirmed animations will not occur at the same time triggered by reaching the prescribed timing) (see Figures 85(b-1) to (b-3)).
[0295] Unlike non-targeted confirmed animations, the multiple types of confirmed animations designated as target confirmed animations do not all occur at the same time. In addition, it is preferable that none of the multiple types of confirmed animations designated as target confirmed animations occur at the specified timing (the same timing at which non-targeted confirmed animations may occur) (if confirmed animations A to J may occur as target confirmed animations as in the above embodiment, then it is preferable that none of confirmed animations A to J occur at the specified timing). For example, if the specified timing is when a reach is established, as in the example shown in Figure 85, then it is preferable that none of the confirmed animations designated as target confirmed animations occur when a reach is established.
[0296] This approach ensures that even if you change the customization of the guaranteed win animation, the probability of a guaranteed win animation (non-targeted guaranteed win animation) occurring at a certain timing (a predetermined timing) remains unchanged, resulting in a unique gameplay experience.
[0297] <Temporary Change Effect> The gaming machine 1 according to this embodiment can execute a change effect (a reserved change effect) as an effect (a so-called chance-up effect) that suggests that the probability (reliability) of the win / loss lottery result corresponding to the pre-change display 72 (the win / loss lottery result based on the win / loss lottery information that is indicated to be stored in the storage means by the pre-change display 72; hereinafter sometimes referred to as the target win / loss lottery result) has increased, depending on the manner of the pre-change display 72. The change effect can be distinguished into a normal change effect (a normal reserved change effect) and a temporary change effect (a temporary reserved change effect). In this embodiment, the change effects (normal change effect, temporary change effect) described below occur in the normal game state, but they may also occur in a specific game state.
[0298] As shown in Figure 4, the pre-change display 72 is normally (default) set to the normal display mode 70n, and a special display mode 70s different from the normal display mode 70n is considered a chance-up (suggesting an increased reliability of the corresponding win / fail lottery result). Note that there may be multiple types of normal display mode 70n and each special display mode 70s (for example, modes corresponding to so-called stages may be set). Except in cases where a temporary change effect occurs, which will be described in detail later, the pre-change display 72 can only change its mode in a direction that increases reliability. In the following explanation of change effects (normal change effect, temporary change effect), the pre-change display 72 that is the target of the effect may be called the target pre-change display 72U (target hold), and the win / fail lottery result corresponding to the target pre-change display 72U (win / fail lottery result whose reliability is suggested by the change effect) may be called the target win / fail lottery result.
[0299] The change animation (normal change animation, temporary change animation) indicates that the reliability of the target win / loss lottery result has increased when the target pre-change display 72U changes from the normal display mode 70n to the special display mode 70s (in this embodiment, one of the first special display mode 701s to the fourth special display mode 704s). In other words, both the normal change animation and the temporary change animation have in common that the target pre-change display 72U changes from the normal display mode 70n (see Figure 86(a)) to the special display mode 70s (see Figure 86(b-1)(b-2)) (Figure 86 shows an example where the target pre-change display 72U changes from the normal display mode 70n to the first special display mode 701s, but it can also change to other types of special display modes 70s). Therefore, the pre-variation display 72 (target pre-variation display 72U) that is the target of the change effect is initially in the normal display mode 70n (when there is an initial win (entry of a game ball into the first starting area 904a) that triggers the display of the target pre-variation display 72U). In other words, the pre-variation display 72 that is displayed in the special display mode 70s from the beginning is not the target of the normal change effect or the temporary change effect (this only means that it is not the target of the normal change effect or the temporary change effect, and does not negate the possibility of an effect occurring where the pre-variation display 72 is displayed in the special display mode 70s from the beginning).
[0300] In the normal change animation, the pre-change display 72U, which has changed from the normal display mode 70n (see Figure 86(a)) to the special display mode 70s (see Figure 86(b-1)), does not revert to the normal display mode 70n but remains in the special display mode 70s (see Figure 86(c-1)). The pre-change display 72U is displayed as the pre-change display 72 until the change animation corresponding to the target win / fail lottery result (hereinafter sometimes referred to as the target change (target change animation)) begins, and it does not revert to the normal display mode 70n until the target change begins. In this embodiment, after the target change begins, it is displayed as the in-change display 71, and it does not revert to the normal display mode 70n while it is being displayed as the in-change display 71 (it does not revert to the normal display mode 70n until the target change ends). Since the change from special display mode 70s to normal display mode 70n is a change that decreases reliability, the normal change effect can be said to be a general effect (a general hold change effect) in which no change that decreases reliability occurs. When a change occurs from normal display mode 70n to special display mode 70s in the normal change effect, a change sound effect (a sound effect exclusive to this effect) that emphasizes that the change has occurred is output from speaker 67 overlaid on the background music (BGM) of the variation effect (see Figure 86(b-1)). The configuration may be such that the same change sound effect is output regardless of which special display mode 70s changes, or it may be such that different change sound effects are output if the special display mode 70s changes (for example, the change sound effect output when changing to the first special display mode 701s is different from the change sound effect output when changing to the second special display mode 702s).
[0301] As described above, the normal change animation is a general hold change animation, so the reliability of the target win / loss lottery result when the animation occurs (the reliability at the time when the change occurs from the normal display pattern 70n to a certain special display pattern 70s) differs depending on the type of special display pattern 70s to which it has changed. In other words, as shown in Figure 4, the reliability increases in the order of the first special display pattern 701s, the second special display pattern 702s, the third special display pattern 703s, and the fourth special display pattern 704s (the reliability is 100% in the case of the fourth special display pattern 704s). When the normal change animation occurs from the normal display pattern 70n to a certain special display pattern 70s, a change from that certain special display pattern 70s to another special display pattern 70s with higher reliability (a change in the direction of further increasing reliability) may occur. However, a change from a certain special display pattern 70s to another special display pattern 70s with lower reliability will not occur.
[0302] On the other hand, the temporary change effect is one in which the target pre-change display 72U, which has changed from the normal display mode 70n (see Figure 86(a)) to the special display mode 70s (see Figure 86(b-2)), returns to the normal display mode 70n after a predetermined time (hereinafter referred to as the special display time) has elapsed (see Figure 86(c-2)). In this embodiment, the special display time is constant (1 second). In other words, the temporary change effect is when the target pre-change display 72U changes from the normal display mode 70n to the special display mode 70s (in this embodiment, one of the first special display mode 701s to the fourth special display mode 704s), and then returns to the normal display mode 70n after 1 second has elapsed. Note that in this embodiment, the change from the normal display mode 70n to the special display mode 70s as a temporary change effect will only occur if the remaining time of the currently executing change effect exceeds 1 second. Therefore, the change from the normal display mode 70n to the special display mode 70s and the return from the special display mode 70s to the normal display mode 70n occur during the same variation animation. Furthermore, in the temporary variation animation in this embodiment, when the display changes from the normal display mode 70n to the special display mode 70s, the aforementioned change sound effect (sound effect output in the normal variation animation) is not output (see Figure 86(b-2)). Also, when returning from the special display mode 70s to the normal display mode 70n, no sound effect to emphasize this is output. In other words, from the normal display mode 70n to the special display mode 70s, and from the special display mode 70s back to the normal display mode 70n, no sound effect to emphasize that the mode of the target pre-variation display 72U has changed is output (only the background music for the variation animation is continuously output, and no sound effect is output over the background music). Furthermore, in this embodiment, there is a possibility that the normal variation animation may occur after the temporary variation animation has occurred for the target pre-variation display 72U. In other words, the pre-change display 72U, which has returned to the normal display mode 70n, may subsequently change to the special display mode 70s.
[0303] In this embodiment, the reliability of the target win / loss lottery result when a temporary change effect occurs (when a change occurs from the normal display mode 70n to a certain type of special display mode 70s) differs depending on the type of special display mode 70s that changed from the normal display mode 70n, that is, the type of special display mode 70s that was temporarily displayed (displayed for 1 second in this embodiment). The reliability is higher for the second special display mode 702s than for the first special display mode 701s, higher for the second special display mode 703s than for the second special display mode 702s, and higher for the fourth special display mode 704s than for the second special display mode 703s. In other words, the reliability increases in the same order as the normal change effect.
[0304] In this embodiment, if the type of special display mode 70s that changes from the normal display mode 70n is the same, the reliability of the normal change effect and the special change effect are considered to be the same. That is, the reliability of the normal change effect and the special change effect when changing from the normal display mode 70n to the first special display mode 701s is the same, the reliability of the normal change effect and the special change effect when changing from the normal display mode 70n to the second special display mode 702s is the same, the reliability of the normal change effect and the special change effect when changing from the normal display mode 70n to the second special display mode 703s is the same, and the reliability of the normal change effect and the special change effect when changing from the normal display mode 70n to the fourth special display mode 704s is the same. As stated above, the reliability of the normal change effect that becomes the fourth special display mode 704s is 100%, so the reliability of the temporary change effect that becomes the fourth special display mode 704s is also 100%.
[0305] Thus, in this embodiment, the temporary change effect involves the target pre-change display 72U changing from the normal display mode 70n to the special display mode 70s, but returning to the normal display mode 70n after a predetermined time (special display time). Therefore, there is a possibility that the player may miss the fact that the display has changed to the special display mode 70s. In other words, it is an interesting effect in that the player may not recognize the indication of reliability (indication of a chance up) caused by the target pre-change display 72U changing to the special display mode 70s.
[0306] In particular, in this embodiment, when the appearance of the target pre-change display 72U changes during the temporary change effect, no sound effect is output to emphasize the change (the change sound effect output from speaker 67 during the normal change effect is not output). Therefore, this effect is likely to cause players to overlook the fact that a temporary change effect is occurring.
[0307] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned temporary change effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0308] Specific Example 10-1 。 English: A temporary change animation in which the target pre-change display 72U changes from the normal display mode 70n to a special display mode 70s with 100% reliability (in the above embodiment, the fourth special display mode 704s) will not occur (the special display modes 70s that can be displayed in the temporary change animation are limited to those with less than 100% reliability (in the above embodiment, the first special display mode 701s to the second special display mode 703s)) (see Figure 87). However, a normal change animation in which the target pre-change display 72 changes from the normal display mode 70n to a special display mode 70s with 100% reliability may occur. There is also the view that the animation in which the pre-change display 72 with 100% reliability is displayed (the premium pre-change display 72 is displayed) should be emphasized (made to stand out) and should not be in a display format that the player overlooks. If this view is taken into account, then a temporary change animation in which the target pre-change display 72U temporarily changes to a special display mode 70s with 100% reliability will not occur, as in this example.
[0309] However, as in the embodiment described above, if the pre-change display 72U of the target is a temporary change effect that can become a special display mode 70s (fourth special display mode 704s) with 100% reliability, then the gameplay will be such that if the player does not overlook the fact that the pre-change display 72U of the target has become a special display mode 70s with 100% reliability, they will know in advance that the result of the target win / loss lottery is a guaranteed win.
[0310] Specific Example 10-2 The reliability of the target win / loss lottery result will differ between a normal change animation and a temporary change animation, where the type of special display animation 70s that changes from the normal display animation 70n (excluding the special display animation 70s with 100% reliability (the fourth special display animation 704s in the above embodiment)) is the same. For example, the reliability of the target win / loss lottery result will differ between a normal change animation that changes from the normal display animation 70n to the first special display animation 701s and a temporary change animation that changes from the normal display animation 70n t...
Claims
1. A display means having a display area on which decorative patterns are displayed for notifying the result of a lottery by a lottery means, A performance execution means that performs a specific stage performance which progresses in stages and is more advantageous to the player as the final stage reached increases, and a specific pre-performance which occurs before the specific stage performance occurs. Equipped with, The aforementioned specific stage presentation can progress up to the Pth stage (P ≥ 3), The aforementioned specific pre-show includes a pre-result part in which N types of pre-images (where N ≥ 2 and N ≠ P) are displayed in the display area, and a result part in which, after the pre-result part, one of the N types of pre-images is selected as the selected image and displayed in the display area. Depending on the type of pre-show image displayed in the display area as the selected image in the aforementioned specific pre-show, the expected value of the attainment stage differs. A gaming machine characterized by the following features.
2. The specified stage presentation is such that at least a portion of the intermediate stages (referring to the stages excluding the first stage and the P stage) are not considered to be the final stage. The gaming machine described in feature 1.
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