Game machine
Patent Information
- Application Number
- JP2022009201
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-01-25
- Publication Date
- 2025-01-06
AI Technical Summary
Players may find it difficult to understand the outcome of their operations in gaming machines, particularly when determining winning or losing results, especially for those unfamiliar with the operation or with limited experience.
The gaming machine variably displays decorative patterns and operation images to indicate a ready-to-win state, with specific patterns and images changing to indicate successful outcomes, prompting players to operate the machine in a predetermined manner.
The solution provides an easy-to-understand operation effect, clearly indicating winning or losing results, enhancing player engagement and understanding.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Operational effects that require a player to operate an operating means are well known. One type of such operational effect is one in which the result of the operation of the operating means is revealed as a result of the lottery, that is, one used for winning / losing branching (see, for example, Patent Document 1 below). However, there is a risk that it may be difficult for a player (a player who has never come across the relevant operational effect or has only come across it a few times) to tell whether the operation effect is used for winning / losing branching or not. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-000295 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can execute easy-to-understand operation presentations. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, displays three decorative pattern groups, each containing multiple types of decorative patterns, in a variable manner, and if the result of the win / lose lottery is a win, the three decorative patterns selected from each of the three decorative pattern groups will be of the same type, and a reach will be achieved when the two decorative patterns selected and displayed from two of the multiple decorative pattern groups are of the same type.The gaming machine is equipped with an operation means that can be operated by a player, an introduction effect in which a successful outcome is set when an operation image representing the operation means takes on a predetermined pattern, and an effect execution means that executes an operation effect that is executed when the introduction effect reaches a successful outcome and prompts the player to operate the operation means, and is characterized in that if the introduction effect reaches a successful outcome, it is indicated that the operation image will take on the predetermined pattern and the achievement of the reach will be indicated. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing easy-to-understand operation presentations. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] FIG. 10 is a diagram for explaining the introduction effect. [Figure 5] This is a diagram to explain the operation presentation after the introductory presentation ends successfully. [Figure 6] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-3-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-3-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3-3. [Figure 10] FIG. 10 is a diagram for explaining a virtual effect. [Figure 11] FIG. 11 is a diagram for explaining a virtual effect (continuation of FIG. 10). [Figure 12] FIG. 1 is a diagram (part 1) for explaining specific example 2-1. [Figure 13] FIG. 2 is a diagram (part 2) for explaining specific example 2-1. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-3. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. Note that in the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a display device 91, which is the main display device, a start area 904, a big win area 906, an outlet, and the like. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pins as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pins.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a random number source. If the numerical value is the same as the predetermined jackpot numerical value, it is a jackpot; if it is different, it is a loss. In this embodiment, the announcement of the win / lose lottery results begins in the order in which the numerical value is acquired. However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information, as described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 70 displayed are a during-change reserved symbol 71 (a symbol indicating the existence of the "relevant change reserved symbol") corresponding to the win / loss lottery information (hereinafter also referred to as during-change reserved information) for which the during-change effect (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the win / loss lottery result, i.e., the effect during one change; hereinafter also referred to as "change" or "rotation") has started but the notification of the win / loss lottery result has not been completed, and a pre-change reserved symbol 72 corresponding to the win / loss lottery information (hereinafter also referred to as pre-change reserved information) for which the during-change effect (hereinafter also referred to as pre-change reserved information) for which the win / loss lottery result has not started (see FIG. 2). In this embodiment, the during-change reserved symbol 71 is displayed larger than the pre-change reserved symbol 72, but the basic shapes of both are the same. The basic shapes of the during-change reserved symbol 71 and the pre-change reserved symbol 72 may be completely different. Also, the pending pattern 71 may not be displayed during the change. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before the change is completed (the so-called pending "consumption order") is earlier the one located to the right.
[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R, lined up from left) will be a predetermined combination (in this embodiment, a set of three decorative symbols 80 of the same type). If a loss occurs, the combination will be something other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high-base state (high probability, time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left-hand shot" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right-hand shot" is performed. The special game state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so it is relatively easy for the game ball to enter the second starting area 904b.
[0019] In this embodiment, a transition to a special gaming state occurs after all jackpot games have ended. The special gaming state ends when the lottery results in a predetermined number of consecutive losses (e.g., 100 times). When the special gaming state ends, a transition to a normal gaming state occurs. If a jackpot is won before a predetermined number of consecutive losses occur after the transition to the special gaming state, the game transitions again to the special gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win a jackpot before a predetermined number of consecutive losses occur after the transition to the special gaming state. Note that, unless otherwise specified in the following description, the gameplay (specifications) are merely examples. For example, the gaming machine may be a so-called probability loop machine. It may also be a V probability variable machine. It may also be a gaming machine (a type 1 / type 2 mixed machine) equipped with a so-called small win feature in which a jackpot can be won by having the gaming ball enter a predetermined area when the small win is won. In addition, a gaming state different from the normal gaming state and the special gaming state may be set, for example, a low probability gaming state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the gaming ball is likely to enter the starting area 904.
[0020] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (e.g., 10 balls) enter the jackpot area 906 after the jackpot area 906 is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots.
[0021] 2) Introduction and operation The gaming machine 1 according to this embodiment is capable of executing an introduction effect (see FIG. 4) and an operation effect (see FIG. 5) as effects constituting the during-variation effect. In this embodiment, when an introduction effect occurs during a certain during-variation effect, an operation effect may occur during the same during-variation effect (although an operation effect may not occur). In the following description, the during-variation effect is referred to as the target during-variation effect, and the result of the winning / losing lottery corresponding to the target during-variation effect is also referred to as the target winning / losing lottery result. Note that the operation effect is an effect in which the player is prompted to operate the operating means 10, and the operation effect may occur without the introduction effect. However, the term "operation effect" below refers to an operation effect that assumes the occurrence of the introduction effect. In this embodiment, the introduction effect begins when the target variation effect begins. In other words, the introduction effect is executed during a period including the start of the target variation effect.
[0022] The introduction effect (see FIG. 4) ends either in a successful ending (see FIG. 4(c-1)) or in a failed ending (an ending that does not result in a successful ending) (see FIG. 4(c-2)). When the introduction effect occurs, an operation image 20 representing the operation means 10 is displayed. In this embodiment, the operation means 10 operable by the player include a first operation means 11 and a second operation means 12 (see FIG. 1). The first operation means 11 is a general push button (operated by pressing downward). The second operation means 12 is operated in the depth direction. Note that the same operation object may be configured such that a different operation mode is treated as a different operation means 10. In this embodiment, the operation effect that may occur assuming the occurrence of the introduction effect prompts the operation of the first operation means 11 (push button). Therefore, the operation image 20 displayed in the introduction effect is a first operation image 21 representing the first operation means 11 (see FIG. 4(a)). The operation image 20 may be slightly deformed as long as it allows the player to understand that it represents the corresponding operation means 10.
[0023] The introduction performance is set such that a successful ending is when the first operation image 21 assumes a predetermined state, and a failed ending is when the predetermined state does not occur. In this embodiment, the predetermined state is when the variably displayed first operation image 21 stops and is displayed at a predetermined position that is approximately the center of the display area 911. That is, if the introduction performance results in a successful ending, the first operation image 21 stops and is displayed at the predetermined position (see FIG. 4(c-1)), whereas if the introduction performance results in a failed ending, the first operation image 21 does not stop and is displayed at the predetermined position (see FIG. 4(c-2)). In this embodiment, when the introduction performance starts, the first operation image 21 is displayed so as to move from top to bottom of the display area 911 (moving and moving from top to bottom) (see FIG. 4(a)). If the introduction performance results in a successful ending, the movement stops and is displayed at the predetermined position (see FIG. 4(c-1)). If the introduction performance results in a failed ending, the movement does not stop and the image slides downward (see FIG. 4(c-2)). Also, just before the outcome is revealed, a teasing effect is generated (see FIG. 4(b)) indicating that the first operation image 21 is about to stop at a predetermined position (the speed of change decreases near the predetermined position), which allows the player to understand that the first operation image 21 is about to stop at a predetermined position.
[0024] Furthermore, in the introductory performance of this embodiment, an image indicating the predetermined position (hereinafter referred to as the guide image 29) is displayed before the outcome is determined (see FIG. 4(a) and the like). For example, an image representing the first operating means 11, which is semi-transparent so that the background image (not shown) is visible through it, is displayed as the guide image 29 at the predetermined position (the guide image 29 is indicated by a "dotted line" in the drawings). If the introductory performance leads to a successful outcome, the first operation image 21 will stop at the predetermined position, and the first operation image 21 and the guide image 29 will overlap, resulting in the first operation image 21 being displayed at the predetermined position. If the introductory performance leads to a failed outcome, the first operation image 21 will not stop at the predetermined position, and will simply pass by the predetermined position (the guide image 29) (moving outside the display area 911) (see FIGS. 4(c-1) and (d)). By displaying such a guide image 29 (an image that imitates the first operation image 21), the player can easily understand that stopping the first operation image 21 at the position (predetermined position) where the guide image 29 is displayed will result in a happy ending.
[0025] In the introduction performance, whether or not a reach has been achieved is indicated at the same time as whether or not the first operation image 21 has become a predetermined pattern. As described above, in this embodiment, the result of the lottery is announced based on the combination of three decorative symbols 80 selected from each of the three decorative symbol groups 80g. When the two decorative symbols 80 selected and displayed from two of the three decorative symbol groups 80g are the same type (in this embodiment, they are the same "number" symbol), a "reach" (achievement) is considered to have been achieved. In this embodiment, when the left decorative symbol 80L selected from the left decorative symbol group 80gL and the right decorative symbol 80R selected from the right decorative symbol group 80gR are the same type, a reach is achieved, and when they are not the same type, a reach is not achieved.
[0026] In the introduction effect, a left decorative pattern 80L that may constitute a reach and a right decorative pattern 80R of the same type (two candidate patterns that may become reach symbols) are displayed together with the first operation image 21. That is, decorative patterns 80 with the same number are displayed on the left and right. Before the outcome is determined, the left decorative pattern 80L and the right decorative pattern 80R are displayed variably along with the first operation image 21. As described above, in this embodiment, the first operation image 21 moves from top to bottom, and the left decorative pattern 80L and the right decorative pattern 80R also move from top to bottom accordingly (see FIG. 4(a)). The left decorative pattern 80L, the first operation image 21, and the right decorative pattern 80R are displayed variably from top to bottom, arranged horizontally from left to right in the display area 911. In the teasing effect, it is indicated that the left decorative pattern 80L is likely to stop on the left side of the first operation image 21, and the right decorative pattern 80R is likely to stop on the right side (see FIG. 4(b)).
[0027] If the introduction effect ends in success, a reach is indicated as being achieved. That is, the first operation image 21 is stopped at a predetermined position, and the left decorative pattern 80L and the right decorative pattern 80R of the same type (same number) are stopped on both sides of the first operation image 21 in the width direction (sandwiching the first operation image 21) ("stopped" of the decorative pattern 80 includes a pseudo-stop (e.g., a state where the decorative pattern 80 is not completely stopped but appears to the player as stopped; the same applies below), indicating that a reach has been achieved (see FIG. 4(c-1)). On the other hand, if the introduction effect ends in failure, a reach is indicated as being unachieved. That is, the first operation image 21 does not stop at a predetermined position, and the left decorative pattern 80L and the right decorative pattern 80R are not of the same type. In this embodiment, the left decorative pattern 80L stops as it is (stops to the left of the first operation image 21), but the right decorative pattern 80R does not stop but moves out of the display area 911 (see FIG. 4(c-2)). Instead, a different type of symbol from the left decorative symbol 80L is displayed as a right decorative symbol 80R on the right side of the first operation image 21. In other words, in the case of a failure outcome, the left decorative symbol 80L and the right decorative symbol 80R displayed on both sides of the width direction of the first operation image 21 are of different types, indicating that the reach has not been achieved (see FIG. 4(d)).
[0028] If the introduction performance ends in failure, different types of left decorative pattern 80L and right decorative pattern 80R are displayed, followed by a middle decorative pattern 80C, and a "losing combination" is formed by the three decorative patterns 80 (see Figure 4(d)). This notifies the user that the result of the target winning / losing lottery is a losing combination. In other words, the introduction performance ends in failure when the result of the target winning / losing lottery is a losing combination.
[0029] If the introduction effect ends successfully (see FIG. 4(c-1)), an operation effect (see FIG. 5) is executed. Specifically, when a reach is achieved and the first operation image 21 stops at a predetermined position, the first operation image 21 is used to prompt the player to operate the first operation means 11 (see FIG. 5(a)). In this embodiment, the start of the operation effect is used as a trigger to set an operation valid period (a period during which the operation of the first operation means 11 is reflected in the effect), and a meter image 25 indicating the elapsed (remaining) period of the operation valid period and an operation mode image 26 indicating the operation mode of the first operation means 11 required of the player are displayed. The operation effect in this embodiment requires a single operation of the first operation means 11, so an operation mode image 26 (for example, an image including the word "press") indicating the single operation is displayed (see FIG. 5(a)). If the required operation mode is different, a different operation mode image may be displayed. For example, if a continuous operation of continuously operating the first operating means 11 is required, an operation mode image including the word "rapid hit" may be displayed, and if a sustained operation of maintaining the operated state of the first operating means 11 is required, an operation mode image including the word "long press" may be displayed. When a player sees these first operation image 21, meter image 25, and operation mode image 26, the player will understand that he or she is in a situation where he or she should operate the first operating means 11.
[0030] The result of the operation performance is displayed when an operation of the first operating means 11 that satisfies a predetermined condition is performed during the valid operation period of the operation performance (see FIG. 5(b)). As described above, the operation performance in this embodiment requires a single operation, and therefore the result of the operation performance is displayed when a single operation of the first operating means 11 is detected during the valid operation period. Note that if no operation of the first operating means 11 is performed during the valid operation period, the result of the operation performance is displayed when the valid operation period ends.
[0031] The operation effect leads to a favorable result (see FIG. 5(c-1)) or an unfavorable result (see FIG. 5(c-2)) for the player. The result of the operation effect indicates the result of the target win / loss lottery. In other words, the operation effect is a "win / lose branch" in which the result of the target win / loss lottery is determined. If the result of the target win / loss lottery is a jackpot, the result is favorable, and if it is a loss, the result is unfavorable. As an advantageous result, a reversal pattern may be provided in which an unfavorable result appears to have been reached but is then reversed. In this embodiment, if the operation effect leads to a favorable result, a jackpot combination consisting of three decorative symbols 80 is displayed. Specifically, a center decorative symbol 80C of the same type as the left decorative symbol 80L and right decorative symbol 80R that were displayed when the introductory effect led to a successful conclusion is displayed, and the three decorative symbols 80 indicate that the target win / loss lottery is a jackpot (see FIG. 5(c-1)). On the other hand, if the operation effect results in an unfavorable outcome, a losing combination of the three decorative symbols 80 is displayed. Specifically, a middle decorative symbol 80C, which is different from the left decorative symbol 80L and right decorative symbol 80R that were displayed when the introductory effect resulted in a successful outcome, is displayed, and the three decorative symbols 80 indicate that the target win / loss lottery has resulted in a loss (see FIG. 5(c-2)). Note that the combination of decorative symbols 80 displayed when the operation effect results in an unfavorable outcome is a losing combination resulting in a reach (a so-called "reach miss" combination in which the left decorative symbol 80L and the right decorative symbol 80R are the same type and the middle decorative symbol 80C is a different type) (see FIG. 5(c-2)), while the combination of decorative symbols 80 displayed when the introductory effect results in a failure is a losing combination resulting in a reach failure (a combination in which the left decorative symbol 80L and the right decorative symbol 80R are different types) (see FIG. 4(d)), and the basic aspects are different. From this, it is clear that the operation effect is a type of reach effect (an unfavorable ending to the introductory effect is a miss where the reach does not occur).
[0032] In summary, when the result of the lottery is a miss, the introduction effect during the target change will result in a failure, or after the introduction effect has reached a success, the operation effect will lead to an unfavorable outcome.When the result of the lottery is a jackpot, the introduction effect will result in a success, and after the introduction effect has reached a favorable outcome, the operation effect will lead to an advantageous outcome.
[0033] In this embodiment, the above-mentioned operation presentation is used to determine the result of the lottery when the operation of the operation means 10 satisfies a predetermined condition, i.e., to branch off between winning and losing.The operation presentation begins after the introductory presentation indicates that a reach has been achieved (if the reach has not been achieved, the operation presentation does not begin), so it is easy to see that the operation presentation is occurring as a branch off between winning and losing.
[0034] Furthermore, in this embodiment, the operation effect is started when the operation image 20 in a predetermined state is displayed between the left decorative pattern 80L and the right decorative pattern 80R, which are the same type of decorative patterns 80 indicating the establishment of a reach, so that it is more clearly indicated that the operation effect is being executed in response to the establishment of a reach.
[0035] The following describes specific examples in which the above-described introductory and operational presentations have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0036] 〇Specific example 1-1 The flow from the introduction performance to the operation performance in the above embodiment, to the result of the operation performance leading to the announcement of the winning or losing lottery result, should be applied to the "high-speed consumption" fluctuation pattern in which the fluctuation time (referring to the time required for the fluctuation performance) is extremely short, that is, it should be applied to the fluctuation pattern in which the fluctuation time required for the target fluctuation performance is short. Specifically, it is as follows.
[0037] A plurality of candidate times (candidate times for winning) with different lengths are set as the fluctuation time (winning fluctuation time) when the winning / losing lottery result is a jackpot. For example, N types of candidate times are set, from candidate time 1 (shortest) to candidate time N (longest), in order of length (see Figure 6). If the winning / losing lottery result is a jackpot, one of the candidate times is set as the actual winning fluctuation time, and the fluctuation effect is executed. Based on this, the fluctuation time when the jackpot is notified after the introductory effect and operation effect is set to the shortest candidate time (candidate time 1). In other words, the notification of a jackpot after the introductory effect and operation effect is configured as the pattern requiring the shortest time until the jackpot is notified. If the operation effect is executed during a short fluctuation time, the operation effect will occur immediately after the start of the fluctuation, making it difficult for the player to perceive that the operation effect is occurring as a winning / losing branch (since operation effects that occur immediately after the start of the fluctuation are generally not winning / losing branches). However, as explained in the above embodiment, the operation display occurs after the establishment of a reach is indicated in the introductory display, so the risk of the player feeling this way can be reduced.
[0038] The variable time in the case of a winning variation including the introduction effect and the operation effect may be set to be one of two or more candidate times counted from the shortest, which is a part of the above-mentioned multiple candidate times. For example, the variable time in the case of a winning variation including the introduction effect and the operation effect may be set to be either candidate time 1 (the shortest candidate time) or candidate time 2 (the next shortest candidate time after candidate time 1).
[0039] The fluctuation time in the case of a losing variation including an introduction effect and an operation effect does not have to be the shortest of the candidate times that can be set as the fluctuation time of a losing variation (candidate time for a losing variation). Since a losing variation is usually set to have a relatively short fluctuation time compared to a winning variation, it is preferable that a variation in which an introduction effect and an operation effect do not occur also be set to be short.
[0040] Specific Example 1-2 (a more specific example of Specific Example 1-1) The setting is such that the notification of a jackpot after the introduction effect and the operation effect occurs only in a specific game state. For example, as in the above embodiment, the configuration is such that the normal game state and a special game state that is more advantageous to the player than the normal game state can be set, and the fluctuations including the introduction effect and the operation effect do not occur in the normal game state but can occur in the special game state.
[0041] In this case, among the candidate times for winning variation that can be set in the special game state, the in-variation effect in which the shortest candidate time is set as the variation time should include the above-mentioned introduction effect and operation effect without exception. In other words, if the setting is such that the introduction effect and operation effect occur only in some of the multiple game states (those in which at least one of the "win / lose lottery probability" and the "base" is different are considered to be different game states), the introduction effect and operation effect will occur when it is the shortest winning variation time in the specific game state in which the introduction effect and operation effect can occur.
[0042] 〇Specific example 1-3 When the introduction performance is a successful conclusion, there is a certain relationship between the type of decorative symbol 80 (left decorative symbol 80L and right decorative symbol 80R) that becomes the reach symbol and the mode of the operation performance. For example, the following configuration can be considered.
[0043] Example 1-3-1 It is assumed that there is a certain relationship between the type of decorative pattern 80 (left decorative pattern 80L and right decorative pattern 80R) that becomes a reach pattern when the introduction effect is successful and the operation means 10 that is requested to be operated in the operation effect. For example, it is assumed that operation effects that can occur after the introduction effect include a first operation effect that requests operation of the first operation means 11 and a second operation effect that requests operation of the second operation means 12. Based on this premise, if the number included in the decorative pattern 80 that becomes a reach pattern is an "even number" (see FIGS. 7(a) and (b)), the first operation effect (see FIG. 7(c)) occurs, and if the number is an "odd number" (see FIGS. 7(d) and (e)), the second operation effect (see FIG. 7(f)) occurs. In other words, it is assumed that the type of operation means 10 that is requested to be operated differs depending on the type of decorative pattern 80 that becomes a reach pattern.
[0044] In this case, it is preferable to set the jackpot reliability of the target win / lose lottery result (the likelihood that the operation presentation will lead to a favorable outcome) differently depending on the type of operation means 10 to which the operation request is made. For example, the jackpot reliability is set higher when the operation of the second operation means 12 is requested (when the second operation presentation occurs) than when the operation of the first operation means 11 is requested (when the first operation presentation occurs) (see Figures 7(c) and 7(f)). In this case, the gameplay is such that players have higher expectations of a jackpot being announced via the operation presentation when the decorative symbols 80 that constitute the reach symbol contain "odd" numbers than when they contain "even" numbers. From another perspective, the gameplay is such that players hope more strongly for a successful outcome when "odd" decorative symbols 80 are displayed in the introductory presentation than when "even" decorative symbols 80 are displayed.
[0045] Some decorative patterns 80 may be configured to correspond to the type of operation means 10 (type of operation effect) for which an operation request is made, but other decorative patterns 80 may not be configured to correspond to the type of operation means 10 (type of operation effect) for which an operation request is made. For example, when the number included in the decorative pattern 80 that becomes a reach pattern is an "even number," either the first operation effect or the second operation effect may occur (the type of operation means 10 that becomes a reach pattern is not determined), but when the number included in the decorative pattern 80 that becomes a reach pattern is an "odd number," the second operation effect may occur (no operation request is made to the first operation means 11).
[0046] Example 1-3-2 A certain relationship exists between the type of decorative pattern 80 (left decorative pattern 80L and right decorative pattern 80R) that becomes a reach symbol when a successful outcome is achieved and the appearance of the operation image 20 displayed in the operation effect. For example, as a first operation effect that may occur after the introduction effect and requires operation of the first operation means 11, first operation effect A, in which the first operation image 21 representing the first operation means 11 is displayed in white, and first operation effect B, in which the first operation image 21 is displayed in red, may occur. Based on this premise, if the number included in the decorative pattern 80 that becomes a reach symbol is an even number (see FIGS. 8(a) and 8(b)), first operation effect A (see FIG. 8(c)) occurs, and if the number is an odd number (see FIGS. 8(d) and 8(e)), first operation effect B (see FIG. 8(f)) occurs. In other words, the appearance of the first operation image 21 representing the first operation means 11 that is required to be operated varies depending on the type of decorative pattern 80 that becomes a reach symbol.
[0047] In this case, it is preferable to set the jackpot reliability of the target win / lose lottery result (the likelihood that the operation presentation will lead to a favorable result) differently depending on the mode (type) of the operation image 20 displayed. For example, the jackpot reliability is set to be higher when the first operation image 21 "red" is displayed (when first operation presentation B occurs) than when the first operation image 21 "white" is displayed (when first operation presentation A occurs) (see FIGS. 8(c) and 8(f)). In this case, the gameplay is such that players can have higher expectations of a jackpot being announced via the operation presentation when the decorative symbols 80 that constitute the reach symbol contain "odd" numbers than when they contain "even" numbers. From another perspective, the gameplay is such that players hope more strongly for a successful outcome when "odd" decorative symbols 80 are displayed in the introductory presentation than when "even" decorative symbols 80 are displayed.
[0048] Some decorative patterns 80 may be configured to correspond to the mode of the displayed operation image 20, but other decorative patterns 80 may not be configured to correspond to the mode of the displayed operation image 20. For example, when the number included in the decorative pattern 80 that becomes a reach pattern is an "even number," both the first operation image 21 "white" and the first operation image 21 "red" may be displayed (the mode of the displayed operation image 20 is not determined), but when the number included in the decorative pattern 80 that becomes a reach pattern is an "odd number," an operation effect may occur in which the first operation image 21 "red" is displayed (the first operation image 21 "white" is not displayed).
[0049] Example 1-3-3 A certain relationship is assumed between the type of decorative pattern 80 (left decorative pattern 80L and right decorative pattern 80R) that becomes a reach pattern when a successful outcome is achieved and the required operation mode displayed in the operation effect. For example, as operation effects that can occur after the introduction effect, a single operation effect that requires a single operation of the first operation means 11 and a continuous operation effect that requires continuous operation of the first operation means 11 can occur. Based on this assumption, if the number included in the decorative pattern 80 that becomes a reach pattern is an "even number" (see Figures 9(a) and (b)), a single operation effect will occur (see Figure 9(c)), and if it is an "odd number" (see Figures 9(d) and (e)), a continuous operation effect will occur (see Figure 9(f)). In other words, the operation mode of the first operation means 11 that the player is required to perform will differ depending on the type of decorative pattern 80 that becomes a reach pattern.
[0050] In this case, it is preferable to set the jackpot reliability of the target win / lose lottery result (the likelihood that the operation presentation will lead to a favorable result) differently depending on the mode (type) of the operation image 20 displayed. For example, the jackpot reliability can be set higher when a continuous operation presentation occurs than when a single operation presentation occurs (see FIGS. 9(c)(f)). In this case, the gameplay is such that the player can have higher expectations of the jackpot being announced through the operation presentation when the decorative pattern 80 that constitutes the reach pattern contains an odd number of numbers than when it is an even number. From another perspective, the gameplay is such that the player strongly desires a successful outcome when an odd number of decorative patterns 80 are displayed in the introductory presentation than when an even number of decorative patterns 80 are displayed.
[0051] Some decorative patterns 80 may be configured to correspond to the operation mode required in the operation presentation, but other decorative patterns 80 may not be configured to correspond to the operation mode required in the operation presentation. For example, if the number included in the decorative pattern 80 that becomes the reach pattern is an "even number," both a single operation presentation and a continuous operation presentation may occur (the required operation mode is not determined), but if the number included in the decorative pattern 80 that becomes the reach pattern is an "odd number," a continuous operation presentation may occur (a single operation presentation may not occur).
[0052] 〇Specific example 1-4 In the above embodiment, it was explained that the result of the operation effect (advantageous result / unfavorable result) that occurs when the introduction effect is successful indicates the result of the win / loss lottery (leading to a pattern corresponding to the win / loss lottery result). However, if the operation effect results in a favorable result, the reliability of the win / loss lottery result is only higher than if the operation effect results in an unfavorable result, and even if the result is favorable, it may not necessarily be a jackpot. For example, if the result is unfavorable, a loss is confirmed, and if the result is favorable, the result of the win / loss lottery is determined based on the outcome of the effect executed thereafter (if the operation effect is the first half of a reach effect, the result of the win / loss lottery is determined based on the second half of the reach effect). Even in this case, when the introduction effect is successful and the operation effect is executed, the establishment of a reach is indicated, so it is possible to clearly indicate to the player that the operation effect is occurring as a reach effect.
[0053] 〇Specific example 1-5 In the above embodiment, it has been explained that the type of decorative pattern 80 that can become a reach symbol is displayed while the introductory effect (teasing effect) is being executed (for example, in the example shown in FIG. 4, the decorative pattern 80 of "4" is displayed as a candidate reach symbol), but the type of decorative pattern 80 that can become a reach symbol may not be displayed (cannot be distinguished by the player) while the introductory effect is being executed. Specifically, the introductory effect indicates whether the first operation image 21 will become a predetermined pattern, but does not indicate the type of decorative pattern 80 that can become a reach symbol, and the type of decorative pattern 80 that constitutes a reach symbol becomes clear when the first operation image 21 becomes a predetermined pattern (when a successful outcome is achieved).
[0054] In this example, it is preferable to configure the operation effects so that they have a high probability of producing a favorable result (i.e., a high reliability of a jackpot) depending on the type of decorative symbol 80 that constitutes the reach. For example, if a reach is achieved with a "7" decorative symbol 80, the operation effects are more likely to produce a favorable result than if a reach is achieved with any other type of decorative symbol 80. This achieves a gameplay feature in which, when a successful outcome is achieved, the player will pay attention to which type of decorative symbol 80 constitutes the reach. Furthermore, if the type of decorative symbol 80 that can become a reach symbol is identified in the pre-effect, the probability of a successful outcome may be predicted (for example, if a "7" decorative symbol 80, which has a high reliability of a jackpot when a successful outcome is achieved, is displayed in the pre-effect as a candidate reach symbol, the player will lose hope of a successful outcome). However, this example also has the effect of making such prediction impossible.
[0055] 3) Virtual Production The gaming machine 1 according to this embodiment is capable of executing a virtual effect as a component of a variation effect. In the following description of the virtual effects, a variation effect (one variation effect) including a virtual effect is sometimes referred to as a target variation effect, and the winning / losing lottery result corresponding to the target variation effect is sometimes referred to as a target winning / losing lottery result. The virtual effect is an effect in which a virtual gaming machine 30 representing a gaming machine (another model) different from the gaming machine 1 according to this embodiment is displayed as an image in the display area 911. The virtual effect is broadly divided into a post-event state in which a pre-event effect is executed and a post-event state in which a post-event effect is executed. However, as will be described in detail later, a transition to the post-event state is not always necessary. In this embodiment, a virtual effect may occur (a pre-event effect may be initiated) when a reach is achieved (see FIG. 10(a)), in which a left decorative pattern 80L selected from the left decorative pattern group 80gL and a right decorative pattern 80R selected from the right decorative pattern group 80gR and a right decorative pattern 80R are the same type.
[0056] After a reach is achieved, a pre-effect is executed in which the virtual gaming machine 30 is displayed as an image in the display area 911. The entire virtual gaming machine 30 is realistically displayed. In this embodiment, the virtual gaming machine 30 is variably displayed so as to move from top to bottom at the center of the width of the display area 911 (see FIG. 10(b)). Since the virtual gaming machine 30 is variably displayed between the left decorative pattern 80L and the right decorative pattern 80R, which are reach symbols in the width direction, the virtual gaming machine 30 looks as if it were a type of center decorative pattern 80C (although it is not actually the center decorative pattern 80C).
[0057] The display indicates that the variably displayed virtual gaming machine 30 is likely to stop at a position (predetermined position) between the left decorative symbol 80L and the right decorative symbol 80R, where the speed of the movement slows. In other words, a provocative effect is executed to suggest to the player that the virtual gaming machine 30 may stop at the predetermined position. If the virtual gaming machine 30 reaches a conclusion in which it stops at the predetermined position (a stop conclusion) (see FIG. 10(c-1)), the game transitions to a post-event state. On the other hand, if the virtual gaming machine 30 does not reach a conclusion in which it does not stop at the predetermined position (a non-stop conclusion) (see FIG. 10(c-2)), the game does not transition to the post-event state. In other words, the pre-event effect in this embodiment can be considered a branching effect that determines whether or not the game will transition to the post-event state. In this embodiment, if the non-stop conclusion is reached, the virtual gaming machine 30 is displayed as if it were displaced downward (slid down) and moved out of the display area 911 and disappeared (see FIG. 10(c-2)). Then, a middle decorative pattern 80C of a type different from the left decorative pattern 80L and the right decorative pattern 80R that constitute the reach is displayed, and it is announced that the result of the lottery is a miss (see FIG. 10(d)). In other words, the pre-performance reaches a non-stop ending when the result of the lottery is a miss.
[0058] If the pre-effect reaches a non-stop ending (see FIG. 10(c-1)), the state transitions to a post-effect state, and the post-effect state is executed. In this embodiment, before the state transitions to the post-effect state, the following transition effect is executed. The image representing the virtual gaming machine 30 includes a virtual cabinet portion 31 representing the cabinet of the virtual gaming machine 30 and a virtual display portion 32 representing the display device (display area) of the virtual gaming machine 30. After the virtual gaming machine 30 stops at a predetermined position, the virtual display portion 32 gradually becomes larger (zooms up (enlarges)) (see FIGS. 11(a) and 11(b)), and the virtual display portion 32 is displayed as if it had expanded to fill the entire display area 911 (of the gaming machine 1). In other words, as a result of the expansion of the virtual display portion 32 of the virtual gaming machine 30, a transition effect is executed in which the virtual display portion 32 appears to coincide with the display area 911 of the gaming machine 1 (the actual gaming machine) according to this embodiment. Since the virtual display unit 32 expands to cover the entire display area 911, the virtual enclosure unit 31 is accordingly erased (made invisible). After the transition effect, the state transitions to a post-effect state, and a post-effect effect is executed.
[0059] In this embodiment, the virtual gaming machine 30 is one that has been released to the market in the past. The post-event performance is a performance that the virtual gaming machine 30 (real machine) was capable of executing. In other words, a performance that the virtual gaming machine 30 (real machine) previously released to the market was capable of executing is executed as a post-event performance by the gaming machine 1 according to this embodiment (see FIGS. 11(c), (d-1), and (d-2)). The post-event performance may be a performance that the gaming machine previously released to the market represented by the virtual gaming machine 30 was capable of executing as is, or may be a performance with some modifications (remakes) added. It is sufficient that a player who has experienced the performance of the past gaming machine represented by the virtual gaming machine 30 can understand that the performance is a performance of the gaming machine previously released to the market. In this embodiment, a type of reach performance that the virtual gaming machine 30 (real machine) was capable of executing is executed as a post-event performance. Because it is a reach performance, the result of the lottery for determining whether or not the target wins or losses will be determined. The post-effect performance in this embodiment (a reach performance that the virtual gaming machine 30 (actual machine) could execute) is a so-called battle performance in which an ally character (indicated by the character "aji" in the drawings) who is a character on the player's side fights an enemy character (indicated by the character "enemy" in the drawings) (see FIG. 11(c)). If the result of the target winning / losing lottery is a jackpot, the result is a win in which the ally character wins (including a reversal pattern in which the ally character appears to have lost but this is overturned) (see FIG. 11(d-1)). If the result of the target winning / losing lottery is a miss, the result is a lose in which the ally character loses (the enemy character wins) (see FIG. 11(d-2)).
[0060] It is well known that a performance of a gaming machine previously released on the market is executed. In this embodiment, a post-performance is executed after a virtual gaming machine 30 representing a gaming machine previously released on the market is stopped at a predetermined position, so that it is possible to clearly indicate that the post-performance is a performance of the virtual gaming machine 30 (a gaming machine previously released on the market). In particular, in this embodiment, the post-performance is executed after a change (transition performance) is executed in which the virtual display unit 32 of the virtual gaming machine 30 gradually changes to become larger and the virtual cabinet unit 31 disappears, so that it is easier to understand that the post-performance is a performance of the virtual gaming machine 30.
[0061] Furthermore, in this embodiment, a post-effect is executed when a reach is achieved (the same type of left decorative pattern 80L and right decorative pattern 80R are displayed) and the virtual gaming machine 30 stops at a predetermined position, so it is possible to clearly show that the post-effect is being executed as a reach effect.
[0062] The following describes specific examples in which the above virtual effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0063] 〇Specific example 2-1 It is assumed that multiple types of virtual gaming machines 30 are prepared as virtual gaming machines 30 that can be displayed in a pre-state (pre-effect). For example, a pre-effect in which a first virtual gaming machine 301 (see FIG. 12(a)) is displayed may be executed, or a pre-effect in which a second virtual gaming machine 302 (see FIG. 12(d)) (different from the first virtual gaming machine 301) is displayed may be executed. The type of post-effect executed when the pre-effect reaches a stop ending differs depending on the type of virtual gaming machine 30 displayed. When the pre-effect in which the first virtual gaming machine 301 is displayed reaches a stop ending (see FIG. 12(a)), a transition effect (see FIG. 12(b)) is executed, and then a first post-effect (see FIG. 12(c)) is executed. When the pre-effect in which the second virtual gaming machine 302 (see FIG. 12(d)) reaches a stop ending, a transition effect (see FIG. 12(e)) is executed, and then a second post-effect different from the first post-effect (see FIG. 12(f)) is executed. The first virtual gaming machine 301 and the second virtual gaming machine 302 each represent different models that were previously released on the market. The first post-event effect is an effect that the gaming machine represented by the first virtual gaming machine 301 could have performed, and the second post-event effect is an effect that the gaming machine represented by the second virtual gaming machine 302 could have performed. Note that the first post-event effect is not an effect that the gaming machine represented by the second virtual gaming machine 302 could have performed, and the second post-event effect is not an effect that the gaming machine represented by the first virtual gaming machine 301 could have performed. By using this example, gameplay that allows the player to experience the effects of multiple types of gaming machines previously released on the market is realized.
[0064] In this example, the probability that the result of the target winning / losing lottery will be a jackpot (jackpot reliability) may differ depending on the type of post-event performance that is executed. For example, by making the jackpot reliability higher when the second post-event performance is executed than when the first post-event performance is executed (see FIGS. 12(c) and 12(f)), a gameplay is realized in which the player will more strongly desire that the pre-event performance will reach a stop ending when the second virtual gaming machine 302 is displayed than when the first virtual gaming machine 301 is displayed in the pre-event performance.
[0065] Furthermore, in the case of this example, two or more types of virtual gaming machines 30 may be displayed at the beginning of the pre-state (pre-effect), and one of the virtual gaming machines 30 may be displayed at a predetermined position when transitioning to the post-state (any of the multiple types of virtual gaming machines 30 may be selected) (see FIG. 13). In other words, it is also possible to have an effect in which, at the beginning of the pre-state, it is unknown which type of virtual gaming machine 30 out of the multiple types of virtual gaming machines 30 will correspond to a post-effect that may occur in the future.
[0066] 〇Specific example 2-2 It is assumed that a certain type of gaming machine (gaming machine X previously released on the market) is provided as the virtual gaming machine 30 that can be displayed in the pre-performance. Note that the virtual gaming machine 30 that can be displayed in the pre-performance may be only one type of gaming machine X, or gaming machine X may be one type of multiple types of gaming machines that can be displayed as described in the above specific example 2-1.
[0067] A virtual gaming machine 30 representing gaming machine X is displayed in the pre-effect and reaches a stop conclusion (see FIG. 14(a)), followed by a transition effect (see FIG. 14(b)) to transition to a post-effect state. In this case, post-effect A (see FIG. 14(c-1)) may be executed as the post-effect, or post-effect B (see FIG. 14(c-2)) different from post-effect A may be executed. Post-effect A and post-effect B are both effects that gaming machine X previously released on the market was capable of executing. In other words, two or more types of effects that virtual gaming machine 30 (actual machine) was capable of executing are set as post-effects, and one of the two or more types is executed upon transition to the post-effect state. This example achieves gameplay that allows players to experience two or more types of effects that gaming machine X previously released on the market was capable of executing.
[0068] In this example, the probability that the result of the target winning / losing lottery will be a jackpot (jackpot reliability) may differ depending on the type of post-event performance to be executed. For example, the jackpot reliability is higher when post-event performance B is executed than when post-event performance A is executed (see FIGS. 14(c-1) and 14(c-2)). This realizes the gameplay that the player desires, in which post-event performance A is not executed and post-event performance B is executed when the virtual gaming machine 30 representing gaming machine X is displayed and the game transitions to the post-event state. Note that in this example, the type of post-event performance to be executed when the game transitions to the post-event state is not indicated at the pre-event performance or transition performance stage (the stage of FIGS. 14(a) and 14(b)). (Whether post-event performance A or post-event performance B is executed in the future, the pre-event performance in which gaming machine X is displayed as the virtual gaming machine 30 is executed.) In other words, unlike the above specific example 2-1, the type of post-event performance to be executed when the game transitions to the post-event state cannot be known while the pre-event performance is being executed.
[0069] 〇Specific example 2-3 A representation of the gaming machine 1 (a gaming machine actually played by a player) may be displayed as the virtual gaming machine 30. For example, as described in the above embodiment, a virtual effect (hereinafter sometimes referred to as a normal virtual effect) may be generated in which a gaming machine previously released on the market (a past gaming machine) is displayed as the virtual gaming machine 30 (see FIG. 15(a)), and a virtual effect (hereinafter sometimes referred to as a special virtual effect) may be generated in which a representation of the gaming machine 1 (current gaming machine) currently being played by the player is displayed as the virtual gaming machine 30 (see FIG. 15(d)).
[0070] Since the special virtual effect is the gaming machine 1 that the player is currently playing, the post-effect of the special virtual effect is an "original effect" (see FIG. 15(f)), not an effect of a past gaming machine. The post-effect of a normal virtual effect is an effect of a gaming machine that was previously released on the market, and will give a sense of deja vu to players who have encountered those machines, whereas the post-effect of the special virtual effect is an original effect. In other words, whether the post-effect is an "old effect" (past effect) (see FIG. 15(c)) or a "new effect" (original effect) (see FIG. 15(f)) is executed depends on whether the virtual gaming machine 30 is a "past gaming machine" (see FIG. 15(a)) or a "new gaming machine" (the gaming machine currently being played) (see FIG. 15(d)), which realizes an interesting gameplay.
[0071] In this example, it is preferable to set the jackpot reliability of the target winning / losing lottery result to be different when a post-event effect of a normal virtual effect occurs and when a post-event effect of a special virtual effect occurs. If the "new effect" is to be considered valuable, the post-event effect of the special virtual effect should be given a higher reliability, as shown in Figure 15(c)(f). Conversely, if the post-event effect of a normal virtual effect is given a higher reliability, the "old effect" (past effect) will be more valuable.
[0072] 〇Specific example 2-4 In the above embodiment, it has been explained that if the image representing the virtual gaming machine 30 stops at a predetermined position in the pre-state (pre-effect), the game transitions to the post-state, and if it does not stop (if a non-stop result occurs), the game does not transition to the post-state, but it is also possible to prevent the non-stop result from occurring. In other words, it is also possible to set the game to transition to the post-state (post-effect) without exception when a pre-effect occurs.
[0073] 〇Specific example 2-5 In the above embodiment, it has been explained that the virtual effect (pre-effect) is executed when a reach is achieved, but the virtual effect may be executed regardless of whether a reach is achieved or not. However, if it is to clearly indicate (emphasize) that the virtual effect (post-effect) is occurring as a type of reach effect, it is preferable to use the configuration as in the above embodiment.
[0074] 4) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0075] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0076] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is acquired (a jackpot game is executed) when a jackpot is acquired (a jackpot game is executed), but a jackpot may also be acquired via a so-called small win. Since the gameplay that allows a jackpot to be acquired via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted, but for example, if a small win is won (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), if the setting is such that this leads to the acquisition of a jackpot (a setting in which winning a small win and winning a jackpot can essentially be considered the same), then winning a jackpot as described in the above embodiment is deemed to include winning a small win.
[0077] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0078] ·Means 1-1 A gaming machine in which three groups of decorative patterns, each containing a plurality of types of decorative patterns, are displayed in a variable manner, and if the result of the lottery is a win, the three decorative patterns selected from each of the three groups of decorative patterns will be the same type, and a reach will be achieved when two decorative patterns selected and displayed from two of the plurality of groups of decorative patterns are the same type, the gaming machine comprising: an operation means that can be operated by a player; an introductory effect in which a successful outcome is set when an operation image representing the operation means takes a predetermined form, and a failed outcome is set when the predetermined form is not achieved; and an effect execution means that executes an operation effect that is executed when the introductory effect reaches a successful outcome, and that prompts the player to operate the operation means; and when the introductory effect reaches a successful outcome, it is indicated that the operation image will take the predetermined form and the reach will be achieved. According to the gaming machine, it is possible to clearly show the player that the operation effect is occurring as a reach effect.
[0079] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that if the introductory performance leads to the failed ending, the failure of the reach is displayed. By doing so, if the reach is not achieved, an easy-to-understand gameplay is realized in which no operation effect (as a reach effect) occurs.
[0080] ·Means 1-3 A gaming machine according to means 1-1 or 1-2, characterized in that the result of the lottery is displayed when an operation of the operating means that satisfies a predetermined condition is performed in the operation presentation. In this way, an operation effect can be generated as a so-called win / lose branch.
[0081] ·Means 1-4 The winning fluctuation time required from when the three decorative pattern groups start to fluctuate until the fluctuation stops and the result of the winning / losing lottery is announced as a winning one is set to one of a plurality of candidate times, and if the shortest of the plurality of candidate times is set to be the winning fluctuation time, the result of the winning / losing lottery is announced as a winning one after the introductory performance and the operation performance. The above-mentioned introductory effects and operation effects may be set to notify a win when the win fluctuation time is short.
[0082] ·Means 1-5 The gaming machine described in any one of means 1-1 to 1-4 is characterized in that the establishment of the reach is achieved when two of the three decorative pattern groups, the first decorative pattern selected and displayed from the first decorative pattern group and the second decorative pattern selected and displayed from the second decorative pattern group, are of the same type, and when the introductory performance leads to the successful conclusion, the operation image in the specified form is displayed between the first decorative pattern and the second decorative pattern, which indicate the establishment of the reach. By doing this, when the operation image assumes a predetermined form to suggest the occurrence of an operation effect, it is emphasized that a reach has been achieved (reducing the risk that the player will miss the realization of the reach).
[0083] ·Means 2-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing a virtual effect that transitions from a pre-state in which a virtual gaming machine representing another gaming machine is displayed in the display area to a post-state in which a post-effect is executed, wherein in the pre-state, the virtual gaming machine is displayed as having a virtual display unit representing the display area of the virtual gaming machine and a virtual cabinet unit representing the cabinet of the virtual gaming machine, and the virtual display unit displayed in the pre-state gradually becomes larger as the virtual display unit disappears, and the gaming machine transitions to the post-state. According to the gaming machine, it is possible to clearly show that the effect (post-effect) of the virtual gaming machine is occurring.
[0084] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that in the pre-state, one of multiple types of virtual gaming machines is displayed, and the type of post-effect executed in the post-state differs depending on the type of virtual gaming machine displayed in the pre-state. By doing so, a gaming experience is realized in which the player will likely pay attention to what type of virtual gaming machine is displayed.
[0085] ·Means 2-3 A gaming machine as described in means 2-1 or 2-2, characterized in that even if the type of virtual gaming machine displayed in the pre-state is the same, the type of post-effect that can be executed in the post-state can be different. In this way, a gaming experience is realized in which it is not known what kind of post-performance corresponding to the displayed virtual gaming machine will be executed until the post-performance actually starts.
[0086] ·Means 2-4 The gaming machine described in means 2-1 to 2-3 is characterized in that the virtual gaming machine is displayed variably in the pre-state, and when the virtual gaming machine stops at a predetermined position, the state transitions to the post-state, but when the virtual gaming machine does not stop at the predetermined position, the state does not transition to the post-state. In this way, whether or not the virtual gaming machine stops at a predetermined position becomes a branching effect as to whether or not the game moves to the post-event state.
[0087] ·Means 2-5 Three groups of decorative patterns, each containing multiple types of decorative patterns, are displayed in a variable manner, and if the result of the lottery is a win, the three decorative patterns selected from each of the three groups of decorative patterns will be of the same type, and a reach will be achieved when the two decorative patterns selected and displayed from two of the multiple groups of decorative patterns, the first decorative pattern and the second decorative pattern, are of the same type, and the pre-state can occur after the reach is achieved, and when the virtual gaming machine stops at the specified position between the first decorative pattern and the second decorative pattern, which indicates the achievement of the reach, the gaming machine will transition to the post-state. By doing so, it is possible to clearly show that the virtual effect is occurring as a reach effect. [Explanation of symbols]
[0088] 1. Gaming machines 10 Operating means (11 First operating means 12 Second operating means) 20 Operation image (21 First operation image 22 Second operation image) 25 Meter Image 26 Operation mode image 29 Reference image 30 Virtual gaming machines 31 Virtual Cabinet 32 Virtual display 70 Reserved symbols (71 Reserved symbols during change 72 Reserved symbols before change) 80 decorative patterns (80L left decorative pattern, 80R right decorative pattern, 80C middle decorative pattern group) 91 Display device 911 Display area
Claims
1. A gaming machine in which a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each of which includes a plurality of types of decorative patterns, are variably displayed, and when a winning / losing lottery result indicates a winning, the first decorative pattern, the second decorative pattern, and the third decorative pattern selected from the first decorative pattern group, the second decorative pattern group, and the third decorative pattern group, respectively, are of the same type, It is determined that a reach is established when the first decorative pattern and the second decorative pattern selected from the first decorative pattern group and the second decorative pattern group are the same type of reach pattern, This can occur on the condition that the reach is realized, and it is possible to execute a specific operation presentation that prompts the player to operate an operation means that the player can operate, The specific operation presentation prompts the player to operate the operation means by displaying an operation image representing the operation means at a predetermined position between the first decorative symbol and the second decorative symbol, which are the reach symbols. A gaming machine characterized by:
2. The gaming machine described in claim 1, characterized in that the first decorative pattern group and the second decorative pattern group are displayed in a variably manner, and the operation image is displayed in a variably manner between the first decorative pattern group and the second decorative pattern group while it is not clear whether the reach will be established.
3. The gaming machine described in Claim 2, characterized in that if the reach is not achieved, the operation image does not stop at the specified position and the specific operation presentation is not executed.
