Game machine

JP2024000406A5Pending Publication Date: 2025-06-09SANSEI R&D KK
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Patent Information

Application Number
JP2022099165
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-06-20
Publication Date
2025-06-09

AI Technical Summary

Technical Problem

Existing gaming machines do not effectively facilitate an easy understanding of the flow leading up to the reach effect, making it difficult for players to grasp the progression towards specific winning outcomes.

Method used

The gaming machine incorporates a display system with decorative patterns, a specific ready-to-reach effect execution, and an introductory effect that sequentially displays candidate symbols, along with an introduction effect that highlights the potential reach symbols, enhancing player understanding of the progression to the reach effect.

Benefits of technology

This design makes the flow to the reach performance easier to understand by visually indicating potential winning outcomes through candidate symbols and their associated characters, improving player engagement and clarity.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

To provide a game machine capable of making it easy to understand a flow to a ready-to-win performance.SOLUTION: The game machine comprises: display means which has a display area for displaying a plurality of types of decoration symbols; specific ready-to-win performance execution means which executes a specific ready-to-win performance which displays two of the decoration symbols of the same type as ready-to-win symbols at different places in the display area; and introduction performance execution means which before the specific ready-to-win performance, executes an introduction performance which, one by one in order, represents candidate symbols of the two or more types of decoration symbols which may become the ready-to-win symbols.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] Gaming machines that execute reach effects as an effect that gives hope that the result of a win / lose lottery will be a win are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-166650 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that makes it possible to easily understand the flow leading up to the reach performance. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is characterized by comprising: a display means having a display area on which a plurality of types of decorative patterns are displayed; a specific reach performance execution means for executing a specific reach performance in which two of the same type of decorative patterns are displayed as reach patterns in different locations in the display area; and an introduction performance execution means for executing an introduction performance in which, prior to the specific reach performance, candidate patterns, which are two or more types of the decorative patterns that have the potential to become the reach patterns, are displayed one by one in sequence. Effect of the Invention

[0006] According to the present invention, it is possible to make the flow leading up to a reach effect (specific reach effect) easier to understand. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] 13 is a diagram for explaining the appearance of decorative patterns in a specific mode. FIG. [Diagram 5] FIG. 13 is a diagram for explaining the introduction performance. [Figure 6] FIG. 13 is a diagram for explaining branching effects. [Figure 7] FIG. 13 is a diagram for explaining a specific reach presentation. [Figure 8] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 10] FIG. 1 is a diagram (part 1) for explaining specific example 1-3. [Figure 11] FIG. 2 is a second diagram for explaining specific example 1-3. [Figure 12] FIG. 13 is a diagram for explaining image presentation. [Figure 13] This is a diagram to explain the completed image that is constructed when the image presentation ends successfully, and the specific operation presentation that is subsequently executed. [Figure 14] This is a reference example given for comparison to explain the effect of image presentation. [Figure 15] FIG. 1 is a diagram (part 1) for explaining specific example 2-1. [Figure 16] FIG. 2 is a second diagram for explaining specific example 2-1. [Figure 17] FIG. 1 is a diagram (part 1) for explaining specific example 2-2. [Figure 18] FIG. 2 is a second diagram for explaining specific example 2-2. [Figure 19] FIG. 1 is a diagram (part 1) for explaining specific example 2-3. [Figure 20]FIG. 2 is a second diagram for explaining specific example 2-3. [Figure 21] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 22] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 23] FIG. 13 is a diagram for explaining specific example 2-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[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 FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.

[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 winning balls are paid out by the payout device.

[0012] In addition, 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. For these, those with the same structure as known gaming machines can be applied.

[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (control circuit) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. A numerical value (winning / losing lottery information) is acquired from a random number source triggered by the entry of a game ball into the starting area 904, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired by the entry of a game ball into the first starting area 904a is sometimes referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired by the entry of a game ball into the second starting area 904b is sometimes referred to as the second winning / losing lottery (special chart 2 lottery).

[0014] In this embodiment, the results of the win / lose lottery will be announced in the order in which the numbers are obtained, but if there is win / lose lottery information for which the results have not yet been announced, the newly acquired win / lose lottery information will be stored in a memory means provided on a control board (not shown) as pending information (strictly speaking, pre-variation pending information, as described later).

[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 during change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination showing the winning / losing lottery result, that is, the performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the reserved pattern 71 during change is not strictly included in the concept of "reserved", but is generally referred to as "reserved change" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be configured to be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before change are notified (the so-called pending "consumption order") is earlier for the patterns located to the right.

[0016] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).

[0017] When both the first pre-change reserve information and the second pre-change reserve information are stored in the storage means, the winning / losing lottery result based on the second pre-change reserve information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.

[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by 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, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 start to fluctuate, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply saying "stop", it means that it stops completely, and so-called pseudo-stop state (a state in which it appears to the player to have stopped but is slightly shaking, etc.) is excluded). When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a loss, it will be a loss combination other than the combination that results in a big win. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7". The decorative patterns 80 with the same number are "same type" patterns (the decorative patterns 80 with different numbers are "different type" patterns).

[0019] In this embodiment, when a winning combination of decorative symbols 80 including odd numbers (decorative symbols 80 of "1", "3", "5", "7") is displayed as a confirmed combination (a combination that stops changing), it is confirmed as a special jackpot, which will be described in detail later. On the other hand, when a winning combination of decorative symbols 80 including even numbers (decorative symbols 80 of "2", "4", "6") is displayed as a confirmed combination, it is not confirmed as a special jackpot, and it may be a normal jackpot, which will be described in detail later. Specifically, when a winning combination of decorative symbols 80 including even numbers is displayed, a promotion effect may occur to notify that the jackpot won during the subsequent jackpot game was a special jackpot, and if the promotion effect does not occur, a normal jackpot is confirmed. This type of promotion effect is well known, and the content may be anything, so a description will be omitted. Since a special jackpot is more valuable to a player than a regular jackpot, it can be said that a winning combination of decorative patterns 80 including odd numbers is definitely displayed (a special jackpot is definitely displayed) is a more advantageous event to a player than a winning combination of decorative patterns 80 including even numbers is definitely displayed (a possible regular jackpot).

[0020] 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, the player can basically understand the lottery result by looking at the decorative symbols 80.

[0021] 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 the game ball is unlikely 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 the game ball is likely to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, it is a state in which so-called "left shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first winning / losing lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is the state where so-called "right hit" should be performed. Therefore, the special game state can be said to be a game state where the aim is to win a jackpot through the second win / lose lottery. The special game state is a state where it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.

[0022] In this embodiment, a normal jackpot and a special jackpot are provided as the jackpot. A normal jackpot is a jackpot that transitions to a normal game state after the jackpot game ends. A special jackpot is a jackpot that transitions to a special game state after the jackpot game ends. A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / lose lottery is a special jackpot. Except for special cases such as winning a lottery based on the reserved information stored in the storage means immediately after the game state transition (a lottery for the so-called remaining reserved portion), the normal game state is a game state that aims to win the first win / lose lottery, so a jackpot obtained in the normal game state is a normal jackpot or a special jackpot. The special game state is a game state that aims to win the second win / lose lottery, so a jackpot obtained in the special game state is a special jackpot.

[0023] The special game state ends when the winning / losing lottery result is a loss a predetermined number of times (for example, 100 times). When the special game state ends, the game state transitions to the normal game state. If a jackpot (special jackpot) is acquired before the predetermined number of consecutive losses occur after the transition to the special game state, the game state transitions again to the special game 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 the second winning / losing lottery before the predetermined number of consecutive losses occur after the transition to the special game state. Note that, unless otherwise specified in the following description, the game characteristics (specifications) are merely one example. For example, it may be a so-called variable probability loop machine. It may also be a so-called V variable probability machine.

[0024] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.

[0025] 2) Specific reach performance and introduction performance 2-1) Specific mode In the gaming machine 1 according to the present embodiment, a plurality of presentation modes (status that governs the style of the presentation during variation) that may be set in the normal game state are prepared. As one of the presentation modes, a specific mode is prepared. Although not shown, whether or not the specific mode is in progress can be grasped from a background image displayed as the background of the decorative pattern 80. That is, during the specific mode, a dedicated background image that is not displayed unless in the specific mode is displayed is displayed. As a presentation that constitutes the presentation during variation (one variation) in the state in which the specific mode is set, a specific reach presentation and an introduction presentation, which will be described in detail below, may occur. The conclusion of the specific reach presentation may notify that the winning / losing lottery result (hereinafter, sometimes referred to as the target winning / losing lottery result) corresponding to the presentation during variation is a jackpot. Note that the specific reach presentation and the introduction presentation may occur not only when such a specific mode is set. Also, the specific reach presentation and the introduction presentation may occur in the special game state.

[0026] 2-2) Decoration design during specific modes In the specific mode, the decorative pattern 80 is in the following form. In this embodiment, the decorative pattern 80 is in the following form only in the specific mode (specified as a form exclusive to the specific mode), but the decorative pattern 80 may be in the following form regardless of whether or not the specific mode is in effect. Also, although not shown, during a variation performance in the specific mode, a pattern other than the decorative pattern 80 (specified as a form exclusive to the specific mode) may be displayed in a variable manner to indicate that the pattern is varying (the variation has not ended).

[0027] Each decorative pattern 80 includes a main part and a sub-element part s associated with the main element part 80m (see FIG. 4). The main element part 80m indicates the type of pattern. As described above, in this embodiment, the difference between the types of decorative patterns 80 is determined based on the difference between numbers, so the main element part 80m is a part including numbers. The sub-element part s is a part representing a character. The same type of character is associated with the same type of decorative pattern 80, and different types of characters are associated with the decorative patterns 80. In this embodiment, the decorative pattern 80 of "1" is character A, the decorative pattern 80 of "2" is character B, the decorative pattern 80 of "3" is character C, and the decorative pattern 80 of "7" is character G, which are sub-element parts s. In each drawing, various characters are represented by letters. In addition, various characters may be changed in appearance within a range where the player can understand that they represent the same type of character. As described later, these characters may become enemy characters in a specific reach performance.

[0028] 2-3) Introduction Before the specific reach performance occurs, the introduction performance occurs. The introduction performance is a performance in which the decorative patterns 80 that may become reach patterns in the specific reach performance are shown one by one as candidate patterns (introduced to the player). In this embodiment, the left decorative pattern 80L and the right decorative pattern 80R are the same type as the reach, and the left decorative pattern 80L (decorative pattern 80 selected from the left decorative pattern group 80gL) and the right decorative pattern 80R (decorative pattern 80 selected from the right decorative pattern group 80gR) when the reach is established are set as reach patterns. In the introduction performance, the decorative patterns 80 that may become reach patterns of the specific reach performance are shown in order in the center of the display area 911 (between the positions where the reach patterns are displayed when the reach is established) (see FIG. 5). In this embodiment, all the decorative patterns 80 (all of the decorative patterns 80 of "1" to "7") may become reach patterns of the specific reach performance. Therefore, all the decorative patterns 80 are displayed in order. In this embodiment, the decorative pattern 80 of "1" is displayed in order (see FIG. 5(a)(b)), and the introduction performance ends when the decorative pattern 80 of "7" is displayed (see FIG. 5(c)).

[0029] In the introduction performance, the decorative patterns 80 are displayed in order, and the name (hereinafter referred to as the name image 10) representing the sub-element part s of the decorative pattern 80 is also displayed. That is, when the decorative pattern 80 of "1" is introduced, the name image 10 (name "XX Knight" (see FIG. 5(a))) representing the name of the sub-element part s of "character A" is displayed together with each decorative pattern 80. When the decorative pattern 80 of "2" is introduced, the name image 10 (name "XX Satan" (see FIG. 5(b))) representing the name of the sub-element part s of "character B" is displayed together with each decorative pattern 80. When the decorative pattern 80 of "7" is introduced, the name image 10 (name "□□ King" (see FIG. 5(c))) representing the name of the sub-element part s of "character G" is displayed together with each decorative pattern 80. Such a name image 10 is not possessed by the decorative pattern 80 in the normal state (the decorative pattern 80 in the state where the introduction performance is not being performed) (see FIG. 4). Therefore, the introductory performance can be said to be a performance that concretely indicates the name of the character, which cannot be understood by looking at the normal decorative pattern 80.

[0030] After all the decorative patterns 80 (candidate patterns) are displayed (the last decorative pattern 80 of "7" is displayed together with the name of the character G), a branching effect is executed as to whether or not a reach is established with any of the decorative patterns 80 (candidate patterns). The specific form of the branching effect may be any. In this embodiment, a certain type of decorative pattern 80 (candidate pattern) stops or pseudo-stops as the left decorative pattern 80L (see FIG. 6(a)), and whether or not a decorative pattern 80 of the same type stops or pseudo-stops as the right decorative pattern 80R is executed as a branching effect. When a successful ending (see FIG. 6(b-1)) in which the same type of decorative pattern 80 stops or pseudo-stops as the right decorative pattern 80R is reached, a reach is established, and a specific reach effect is executed. When a failed ending (see FIG. 6(b-2)) in which the same type of decorative pattern 80 does not stop or pseudo-stop as the right decorative pattern 80R is reached, a reach is not established, and the specific reach effect is not executed. In this embodiment, if a failure ending occurs, the losing combination is displayed and it is announced that the target winning / losing lottery result is a losing combination (the variation ends) (see FIG. 6(c)). In other words, if the branching effect reaches a successful ending, there is still a possibility that the target winning / losing lottery result will be a jackpot. Unlike this embodiment, it may be set so that when an introduction effect occurs, a reach is always achieved with one of the decorative patterns 80 (it will never result in a failure ending). In other words, it may be set so that when an introduction effect occurs, a specific reach effect always occurs.

[0031] 2-4) Specific reach performance The specific reach effect is an effect that leads to an ending according to the target winning / losing lottery result. Therefore, the player can understand the target winning / losing lottery result by the ending of the specific reach effect. In this embodiment, the specific reach effect is a battle effect in which the player's character (ally character) fights against the enemy character (enemy character) that faces it (see FIG. 7(b)). The battle effect leads to a winning ending in which the ally character wins (see FIG. 7(c-1)) or a losing ending in which the ally character loses (see FIG. 7(c-2)). Note that the winning ending includes a so-called reversal pattern in which a losing ending appears to have been reached but is then reversed. When a winning ending is reached, a winning combination indicating that the target winning / losing lottery result is a big win is displayed, and the variable performance ends. When a losing ending is reached, a losing combination indicating that the target winning / losing lottery result is a loss is displayed, and the variable performance ends.

[0032] Here, the enemy character appearing in the specific reach effect is the character represented by the sub-element portion s of the decorative pattern 80 that has been set as the reach effect. For example, when the decorative pattern 80 of "2" is set as the reach effect (see FIG. 7(a)), a battle effect (see FIG. 7(b)) is executed in which the enemy character facing the friendly character is character B. In this embodiment, an image showing the name of the enemy character is displayed (see FIG. 7(b)). The name is the same as the name image 10 (the name "XX Satan" (see FIG. 5(b))) that was displayed when the decorative pattern 80 that eventually became the reach effect was introduced in the introductory effect.

[0033] In this embodiment, the probability that a specific reach effect will result in a winning outcome (= the (jackpot) reliability of the target win / lose lottery result) differs depending on the type of enemy character. Therefore, it is important for the player which decorative pattern 80 is selected as the reach pattern. Note that all of the (seven) types of characters may be set to have different reliability, or two or more of the total types may be set to have the same reliability.

[0034] In addition, in this embodiment, after a battle between an ally character and an enemy character begins, the decorative pattern 80 displayed as a reach pattern does not include the sub-element portion s (see the upper left of FIG. 7(b)). In this embodiment, the reach state is indicated only by the main element portion 80m (numbers). Since the sub-element portion s of the decorative pattern 80 that has become a reach pattern appears in the battle, the sub-element portion s is removed from the decorative pattern 80 to prevent confusion (to prevent a state in which a character of the same type as a character appearing in the battle is displayed separately).

[0035] Although not shown, unlike the above configuration, the character represented by the sub-element part s of the decorative pattern 80 set as the reach pattern may be set as an ally character instead of an enemy character. That is, the type of ally character in the specific reach performance may change depending on the reach pattern. For example, when the decorative pattern 80 of "3" is set as the reach pattern, a battle performance in which the character C confronts the enemy character is executed. Even in such a configuration, it is preferable that the probability that the specific reach performance will lead to a winning conclusion (= the (jackpot) reliability of the target hit / miss lottery result) differs depending on the type of ally character. This makes it important for the player which decorative pattern 80 is selected as the reach pattern.

[0036] In this way, the gaming machine 1 of this embodiment executes an introductory performance in which two or more types of decorative patterns 80 (candidate patterns) that have the potential to become reach patterns are sequentially shown (introduced) before the specific reach performance is executed, making it easy to understand the flow leading up to the specific reach performance.

[0037] In particular, in this embodiment, the name (name image 10) of the character represented by the sub-element portion s is also displayed in the introduction performance, so the name of the character of each decorative pattern 80 (candidate pattern) that can become a reach pattern can be understood in the introduction performance. Since the character possessed by the decorative pattern 80 that is set as a reach pattern will appear in a specific reach performance, the introduction performance can be said to be a performance that introduces characters that will appear in the future.

[0038] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific reach effects and introduction effects will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0039] 〇Specific example 1-1 Although the specific reach effect in the above embodiment is described as a battle effect, it may be configured to execute an effect other than a battle effect as the specific reach effect. The specific reach effect may be an effect that leads to a conclusion indicating that the situation is favorable to the player when the target hit / miss lottery result is a jackpot, and an end that indicates that the situation is unfavorable to the player when the target hit / miss lottery result is a miss, and the form of the effect may differ depending on the decorative pattern 80 that is the reach pattern. For example, the effect may be such that the character (sub-element part s) of the decorative pattern 80 (see FIG. 8(a)) that is the reach pattern acts (challenges) toward a certain goal (see FIG. 8(b)), and leads to a conclusion indicating that the target hit / miss lottery result is a jackpot (see FIG. 8(c-1)), and leads to a conclusion indicating that the target hit / miss lottery result is a failure (see FIG. 8(c-2)). Furthermore, even when using this example, the names of the characters that appear can be displayed based on the names introduced using name image 10 during the introductory performance (see FIG. 8(b) ("△△Man" is displayed as the name of character E)).

[0040] 〇Specific example 1-2 In the introduction performance, decorative patterns 80 (candidate patterns) that may become reach patterns are shown (introduced) one by one, and the manner (introduction manner) differs depending on the type of decorative pattern 80. Specifically, the introduction manner differs depending on the reliability of the reach pattern.

[0041] For example, when the decorative pattern 80 of "7" is set as the reach pattern (when the character G appears in the specific reach performance), the reliability of the big win is higher (the probability that the specific reach performance will end in a winning outcome is higher) than when other types of decorative pattern 80 are set as the reach pattern (when any of the characters A to F appears in the specific reach performance). Based on this premise, in the introductory performance, the name image 10 of the character G when the decorative pattern 80 of "7" is displayed is set as "red characters" (see FIG. 9(b)), and the name images 10 of the characters A to F when other decorative patterns 80 are displayed are set as "black characters" (see FIG. 9(a)). In other words, the form of the name image 10 is made different between the former and the latter. Note that the difference in the form of the name image 10 here excludes the difference in the name itself represented by the name image 10 (the difference inevitably arising due to the difference in the name (characters) represented). It refers to the difference represented by the above-mentioned "color", "size", "font", etc.

[0042] By doing this, the player can sense that the "7" decorative pattern 80 is different from other decorative patterns 80 at a stage before the reach pattern is decided, making the series of effects from the introductory effect to the specific reach effect easier to understand.

[0043] The introduction mode may be different depending on the aspect of the part different from the name image 10. However, since the parts other than the name image 10 are elements (main element part 80m, sub-element part s) that the decorative pattern 80 originally has (elements that the normal decorative pattern 80 (see FIG. 4) has), it can be said that expressing that the introduction mode differs depending on the part other than the name image 10 is inferior in terms of clarity. In other words, it can be said that it is easier for the player to notice the difference in the introduction mode by expressing that there is a difference in the introduction mode depending on the aspect of the name image 10, which is an element (an image unique to the introduction performance) that is not possessed by the normal decorative pattern 80, as in this example.

[0044] 〇Specific example 1-3 In the above embodiment, it has been described that all kinds of decorative patterns 80 are shown (introduced) as candidate patterns in the introduction performance, but some (two or more kinds) of all kinds of decorative patterns 80 may be shown. For example, the decorative patterns 80 whose main element part 80m has an "odd" number may not be shown as a candidate pattern for the introduction performance, and the decorative patterns 80 whose main element part 80m has an "even" number may be shown as a candidate pattern for the introduction performance (see FIG. 10) (the opposite setting may be used, that is, the decorative patterns 80 whose main element part 80m has an "even" number may not be shown as a candidate pattern for the introduction performance, and the decorative patterns 80 whose main element part 80m has an "odd" number may be shown as a candidate pattern for the introduction performance). Also, the type (pattern) of the decorative patterns 80 shown as candidate patterns may be changed every time the introduction performance is performed. In such a configuration, the relationship (rule) between the candidate symbols (the symbols introduced in the introductory performance) and the specific reach performance (reach symbol) can be set, for example, as follows.

[0045] A) Example 1-3-1 (see Figure 11(a) "Reach Pattern Limited Setting") The decorative pattern 80 that was not shown (introduced) as a candidate pattern in the introduction performance is set not to be adopted as a reach pattern. In other words, in the specific reach performance that occurs after the introduction performance, any of the decorative patterns 80 shown as candidate patterns is set as a reach pattern, and the decorative pattern 80 that was not shown as a candidate pattern is not set as a reach pattern. In this way, the introduction performance functions as a performance that introduces patterns that can become reach patterns and does not introduce other patterns.

[0046] B) Example 1-3-2 (see Figure 11(b) "Reach pattern selection probability suggestion setting") Unlike the above specific example 1-3-1, even if the decorative pattern 80 was not shown (introduced) as a candidate pattern in the introduction performance, it is set that it can become a reach pattern. However, the decorative pattern 80 shown as a candidate pattern in the introduction performance is more likely to become a reach pattern than the decorative pattern 80 not shown as a candidate pattern. In other words, the introduction performance introduces in advance the decorative pattern 80 that is likely to become a reach pattern.

[0047] C) Example 1-3-3 (see Figure 11(c) "High reliability pattern suggestion setting") Unlike the above specific example 1-3-1, even if the decorative pattern 80 was not shown (introduced) as a candidate pattern in the introduction performance, it is set that it can become a reach pattern. Based on this premise, it is set that the probability that the specific reach performance will lead to a winning ending (higher reliability of the big win) is higher when the decorative pattern 80 shown as a candidate pattern in the introduction performance is set as a reach pattern than when the decorative pattern 80 not shown as a candidate pattern in the introduction performance is set as a reach pattern. In this way, the introduction performance functions as a performance that introduces in advance the decorative pattern 80 that will have high reliability if selected as a reach pattern.

[0048] D) Example 1-3-4 (see Figure 11(d) "Non-introduced pattern high reliability setting") The setting is the opposite of the above specific example 1-3-3. In other words, the setting is such that the probability of the specific reach effect leading to a winning conclusion is higher (the reliability of the big win is higher) when the decorative pattern 80 not shown as a candidate pattern in the introduction effect is set as the reach effect than when the decorative pattern 80 shown as a candidate pattern in the introduction effect is set as the reach effect. Since the introduction effect is such that some decorative patterns 80 are introduced and other decorative patterns 80 are not introduced, it gives the impression that the effect is based on the introduced decorative patterns 80. In contrast, by setting the reliability higher when the reach effect is achieved by the decorative pattern 80 not introduced, a game property in which the chance of the player being surprised is increased is realized. When the reach effect is achieved by the decorative pattern 80 not introduced, the setting may be such that the target hit / miss lottery result is determined to be a big win. Furthermore, if doing as in this example, as explained in specific example 1-3-2 above, it is preferable that the decorative pattern 80 shown as a candidate pattern in the introductory performance has a higher probability of being a reach pattern than the decorative pattern 80 not shown as a candidate pattern (the basic (default) is that the introduced decorative pattern 80 is the reach pattern, and any deviation from this is considered to be a "chance up").

[0049] 3) Image presentation 3-1) Specific operation effects The gaming machine 1 according to the present embodiment may execute an operation effect that prompts the player to operate a push button 61 (a button for effect), which is a type of the operation means 60. Before the operation effect occurs, an image effect, which will be described in detail below, may occur. Hereinafter, an operation effect that occurs after an image effect may be referred to as a specific operation effect. The specific operation effect and image effect may be executed as effects that constitute a variation effect, or may be executed while a variation effect is not being executed, such as during a big win game. In this embodiment, an image effect and a specific operation effect may occur as effects that constitute a variation effect. A winning / losing lottery result corresponding to a variation effect in which an image effect occurs may be referred to as a target winning / losing lottery result. In order to make the drawings easier to understand, the illustration of the decorative pattern 80 and the reserved pattern is omitted in the drawings that explain the image effect and the specific operation effect.

[0050] The specific operation presentation (see FIG. 13) is executed consecutively following the image presentation (see FIG. 12) if it has reached a successful conclusion. It is not executed if the image presentation does not reach a successful conclusion (if it has reached a failed conclusion). In other words, the image presentation is a branching presentation that determines whether or not the specific operation presentation is executed. In the specific operation presentation, the completed image 25 that is displayed when the image presentation reaches a successful conclusion prompts the operation of the push button 61.

[0051] 3-2) Divided images In the image presentation, a plurality of divided images 21 (unit images) are displayed in the display area 911. A state in which N divided images 21 (N is 2 or more) are displayed and a completed image 25, which will be described later, is constituted is set as a successful ending, and a state in which the completed image 25 is not constituted is set as a failed ending. In other words, whether or not the completed image 25 is constituted determines whether or not the successful ending is reached (whether or not a specific operation presentation is executed). In this embodiment, N=3.

[0052] Each divided image 21 includes a common element 211 and another element 212 that is different from the common element 211 (see FIG. 12). The common element 211 is an image component that is common (the same) to each divided image 21. In this embodiment, the common element 211 represents the entire push button 61. That is, from the player's point of view, each divided image 21 appears to have one push button 61. Note that there may be slight differences in the common elements 211 of each divided image 21, as long as they are perceived as the same by the player (as representing one push button 61).

[0053] The separate elements 212 are image components that are different from each other in each divided image 21 (appear to represent different objects to the player). In this embodiment, the push button 61 is divided into three (N divisions) and is regarded as the separate elements 212 of each divided image 21. Specifically, the image components representing the left part, the center part, and the right part of the push button 61 are regarded as the separate elements 212 of each partial divided image 21 (see FIG. 12). In other words, a combination of the separate elements 212 included in each of all divided images 21 represents one push button 61. In the following description, the divided image 21 including the separate element 212 representing the left part of the push button 61 may be referred to as the left divided image 21L, the divided image 21 including the separate element 212 representing the center part of the push button 61 may be referred to as the middle divided image 21C, and the divided image 21 including the separate element 212 representing the right part of the push button 61 may be referred to as the right divided image 21R. As described above, the common element 211 of each divided element also represents one push button 61, so the combination of the separate elements 212 contained in each of all divided images 21 can be said to represent the same object (push button) as the common element 211 contained in one divided image 21 (a single divided image 21).

[0054] 3-3) Transition from image presentation to specific operation presentation The image presentation in this embodiment progresses until two divided images 21 are displayed, regardless of the ending (successful ending or failure ending). Specifically, the left divided image 21L is displayed on the left side of the display area 911 first (see FIG. 12(a)), and then the right divided image 21R is displayed on the right side of the display area 911 (see FIG. 12(b)). After this, a teasing presentation is generated as to whether the middle divided image 21C will be displayed at a predetermined position between the left divided image 21L and the right divided image 21R (see FIG. 12(c)). In this embodiment, the middle divided image 21C moves from the top to the bottom of the display area 911, and a teasing presentation is generated as to whether the middle divided image 21C will stop at a predetermined position where the common elements 211 of each divided image 21 are aligned horizontally. In the case of a successful ending, the middle divided image 21C stops at a predetermined position (see FIG. 12(d-1)). In the case of a failure ending, the middle divided image 21C does not stop at the predetermined position, but moves to the outside of the display area 911 and is displayed as if it is no longer visible (see FIG. 12(d-2)). Note that the form of the teasing performance is merely an example. Any form may be used as long as it suggests to the player that the middle divided image 21C may be displayed at the predetermined position (the completed image 25 may be constructed). In addition, the performance of whether the middle divided image 21C is displayed last or not is merely an example. That is, the display order of the divided images 21 can be changed as appropriate (the display order may be changed each time an image performance is performed). In the case of a failure ending, the image performance ends and the specific operation performance is not executed. In this embodiment, it is notified that the target winning / losing lottery result is a loss (failure ending = loss confirmed). On the other hand, in the case of a success ending, there is a possibility that the target winning / losing lottery result is a big win. From this, it can be said that a success ending is a more advantageous ending to the player than a failure ending.

[0055] When the game reaches a successful conclusion, the separate elements 212 included in each of the three divided images 21 are combined (united) to form a completed image 25 (see FIG. 13(a)). As described above, the separate elements 212 of each divided image 21 represent the left part of the push button 61, the central part of the push button 61, and the right part of the push button 61, so that the completed image 25 formed by combining these represents one push button 61. In other words, the completed image 25 represents the same object as the common element 211 included in a single divided image 21. Note that "representing the same object" does not require that the completed image 25 formed by combining the separate elements 212 and the common element 211 are exactly the same. From the player's viewpoint, the two may have different aspects within a range that can be intuitively understood as representing the same object. In addition, the "object" in this embodiment is a tangible object such as a button, but it may be an intangible object (concept) such as a performance.

[0056] In this embodiment, the formation of the completed image 25 triggers the deletion of the common element 211 included in the single divided image 21 (see FIG. 13(a)). That is, when the three divided images 21 are displayed, three push buttons 61, which are the common element 211, are displayed, but the formation of the completed image 25 triggers the deletion of the push button 61, which is the common element 211 (leaving only the push button 61 represented by the completed image 25).

[0057] After that, a specific operation presentation is executed. Specifically, a completed image 25 constructed by an image presentation is used to prompt the operation of a push button 61 represented by the completed image 25 (see FIG. 13(b)). The specific operation presentation may take any form. In this embodiment, a single operation of the push button 61 during the valid operation period triggers the result of the specific operation presentation to be shown. The result may indicate the jackpot reliability of the target winning / losing lottery result (see FIG. 13(c)), or may show the target winning / losing lottery result itself (a configuration in which the branch immediately before the winning / losing result is determined is a specific operation presentation) (not shown).

[0058] In this way, the image presentation is a presentation in which whether or not the separate elements 212 included in the N divided images 21 are combined to form a completed image 25 representing one push button 61 determines whether or not the presentation transitions to a specific operation presentation. Since the separate elements 212 of the divided images 21 represent a part of the push button 61, it is difficult to understand what they represent just by looking at each of them (in the presentation mode such as the reference example shown in FIG. 14, it is difficult to understand that they represent a part of the push button). However, in this embodiment, it is easy to understand that the common element 211 included in each of the divided images 21 represents one push button 61, so it can be sensed from the common element 211 that the image presentation is a presentation in which the push button 61 may be formed in the future. In other words, the action of the common element 211 makes it easier to understand the "goal" of the image presentation.

[0059] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above image rendering-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0060] 〇Specific example 2-1 In the above embodiment, it was explained that the separate elements 212 of the N divided images 21 are combined to form the completed image 25, and that the object represented by the completed image 25 and the object represented by the common element 211 are the same (push button 61), but what is formed by the separate elements 212 is not limited to an image (completed image 25).

[0061] The separate element 212 included in one divided image 21 is one or more characters. For example, the separate element 212 of the left divided image 21L is the character "bo", the separate element 212 of the middle divided image 21C is the character "ta", and the separate element 212 of the right divided image 21R is the character "n" (see FIG. 15). The common element 211 included in each divided image 21 represents one push button 61 as in the above embodiment. In this way, when the image presentation reaches a successful conclusion, a character string is formed by combining the separate elements 212 included in each of the three divided images 21. In the above example, a character string that can be read as "button" from the left is formed (see FIG. 15(d-1)). The character string represents the "button" (push button 61), which is the same object as the common element 211 included in a single divided image 21. In this way, the separate elements 212 included in each divided image 21 can also be characters that form part of the “name” of the common element 211 .

[0062] In addition, when an image presentation is made up of a character string as in this example, a specific operation presentation can be made using the character string. That is, since the character string "button" is made up as described above, the specific operation presentation is made up of the character string "button" and displays "Press the button!" (see FIG. 16(b)).

[0063] The specific operation presentation can also be a presentation in which an operation is prompted using the common element 211. Since each of the common elements 211 represents one push button 61, a change occurs in which these elements become one (are combined) (see FIG. 16(a)), and a specific operation presentation is provided in which the operation of the push button 61 is prompted using this (see FIG. 16(b)). Note that even in the case of an image presentation in which a completed image 25 is constructed as in the above embodiment, a configuration in which an operation request is made using such a common element 211 can also be provided.

[0064] 〇Specific example 2-2 Although the image effects in the above embodiment have been described as indicating the occurrence of an operation effect (specific operation effect), they can also be used to indicate other effects. For example, an image effect in which a split image 21 as shown below is displayed can be used to indicate the occurrence of a battle effect in which a player's character and an enemy's character fight.

[0065] Each divided image 21 includes the character "VS" (short for "versus") as a common element 211. The left divided image 21L includes the character "ba" as a separate element 212, the middle divided image 21C includes the character "to" as a separate element 212, and the right divided image 21R includes the character "ru" as a separate element 212 (see FIG. 17). When the image presentation reaches a successful conclusion, the character string "battle" is formed by the separate elements 212 (see FIG. 17(d-1)), and a transition is made to a battle presentation (see FIG. 18). The common element 211 "VS" can be understood to represent a "battle" (fight), so it can be understood that the occurrence of a "battle" is suggested from only one divided image 21 (one common element 211).

[0066] In this example, the execution of the battle performance may be indicated by using the character string "battle" which is formed by combining the separate elements 212 of each divided image 21. For example, it may be indicated that "battle begins" (see FIG. 18(b)).

[0067] It is also advisable to indicate the execution of a battle presentation by the common elements 211. Since each of the common elements 211 represents the letters "VS," a change occurs in which these elements become one (are combined) (see FIG. 18(a)), and this is used to create a battle presentation indicating the occurrence of a battle between the player's character and the enemy's character (see FIG. 18(b)).

[0068] 〇Specific example 2-3 As in the above specific example 2-2, a battle performance may occur after the image performance, and an image performance may suggest a character that appears in the battle performance. For example, each divided image 21 may contain a divided enemy character that appears in the battle performance as separate elements 212, and each divided image 21 may contain a common element 211 that indicates the name of the enemy character (in the example of FIG. 19, the name is "boss") (see FIG. 19). When a successful ending is reached, an image of the enemy character (completed image 25) is constructed by combining the separate elements 212 of each divided image 21 (see FIG. 20(a)).

[0069] In this example, the execution of the battle performance may be indicated using an image of an enemy character (completed image 25) that is constructed by combining separate elements 212 of each divided image 21. In other words, a display may be provided to show the player that the character appearing in the battle performance (the character to be defeated) is the character represented by the completed image 25 (see FIG. 20(b)).

[0070] It is also advisable to indicate the name of a character that appears in the battle performance by the common elements 211. Since each of the common elements 211 represents the character "boss," which is the name of a character (character to be defeated) that appears in the battle performance, a change occurs in which these become one (are combined) (see FIG. 20(a)), and this is used to indicate that the character that appears is named "boss" (see FIG. 20(b)).

[0071] 〇Specific example 2-4 The probability that the target winning / losing lottery result is a jackpot is suggested depending on the aspect of the common element 211. For example, the probability that the image presentation will reach a successful conclusion is suggested depending on the aspect of the common element 211.

[0072] For example, as in the above embodiment, the common element 211 represents a "push button." The common element 211 may be configured to take a first form (see FIG. 21(a)) representing a push button 61 that is generally white, or a second form (see FIG. 21(b)) representing a push button 61 that is generally red, and the second form is set to be more likely to lead to a successful conclusion than the first form. Regardless of whether the common element 211 is the first form or the second form, there is no difference in the separate element 212 (the separate element 212 does not suggest reliability).

[0073] Since it is difficult to understand what the separate element 212 represents by itself, even if the reliability is suggested by the color or the like of the separate element 212, it will be difficult to understand (there is a risk that the player will not notice that the reliability is being suggested). On the other hand, the common element 211 is different from the separate element 212 in that the object (push button) represented by it can be grasped by itself, so it is sufficient to suggest the reliability using the common element 211 (the reliability is easily suggested).

[0074] 〇Specific example 2-5 The type of operation means 60 for which an operation request is made in a specific operation presentation can be changed each time. For example, a first specific operation presentation may occur in which a first operation means 61 (push button) is operated, and a second specific operation presentation may occur in which a second operation means 62 (see FIG. 1) different from the first operation means 61 is operated.

[0075] In accordance with this, a first image presentation and a second image presentation may occur as image presentations. If the first image presentation results in a successful conclusion, a first specific operation presentation occurs, and if the second image presentation results in a successful conclusion, a second specific operation presentation occurs. In other words, a plurality of types of image presentations may occur according to the type of presentation executed following the image presentation. Since the first specific operation presentation is intended to encourage the operation of the first operation means 61 (push button), the first image presentation is intended to display a divided image 21 including a common element 211 that alone represents the first operation means 61 (push button) and a separate element 212 that will represent the first operation means 61 (push button) when the completed image 25 is formed (see Figs. 12 and 13). Since the second specific operation presentation is intended to encourage the operation of the second operation means 62, the second image presentation is intended to display a divided image 21 including a common element 211 that alone represents the second operation means 62 and a separate element 212 that will represent the second operation means 62 when the completed image 25 is formed (see Fig. 22 (showing the flow after the transition to a successful conclusion)). In this way, the image presentation functions as a hint as to which operating means 60 is likely to be the one for which an operation request will be made in the future.

[0076] In this example, it is preferable to set the jackpot reliability of the target winning / losing lottery result to be higher when the first specific operation presentation and the second specific operation presentation occur than when one of them occurs. For example, the jackpot reliability is set to be higher when the second specific operation presentation occurs than when the first specific operation presentation occurs. By doing so, it is possible to expect a jackpot when a successful ending occurs when the second image presentation occurs than when the first image presentation occurs, so that a gameplay in which the player would more strongly hope for a successful ending when the second image presentation occurs is realized.

[0077] 〇Specific example 2-6 It is assumed that an image effect (special image effect) in which there is a "contradiction" between the common element 211 and the separate element 212 (a combination of the separate elements 212) may occur. For example, as explained in the above specific example 2-5, it is assumed that different operation means 60 (first operation means 61 and second operation means 62) are provided, and an image effect (special image effect) may occur in which one of the common element 211 and the separate element 212 (a combination of the separate elements 212) represents the first operation means 61, while the other represents the second operation means 62 (see FIG. 23).

[0078] In this manner, when only some of the divided images 21 are displayed (particularly when only one divided image 21 is displayed (see FIG. 23(a))), the content (operation means) represented by the separate element 212 contained in that divided image 21 is not clear, and so the player assumes that he will be prompted to operate the operation means 60 represented by the common element 211. However, as the number of divided images 21 displayed increases and the operation means 60 (completed image 25) composed of the separate elements 212 is grasped, the player realizes that the operation means 60 represented by the common element 211 and the operation means 60 represented by the separate element 212 are different (contradictory), resulting in an unexpected presentation.

[0079] Although not shown, the specific operation effect executed after the special image effect may prompt the operation of the first operation means 61 or the operation of the second operation means 62. Also, the setting may be such that the operation of the operation means 60 represented by the common element 211 is prompted, or the operation of the operation means 60 represented by the separate element 212 is prompted. Furthermore, the special image effect may be set to occur as a confirmation effect (premium effect) that confirms that the target hit / miss lottery result is a jackpot (a setting in which the "contradiction" between the common element 211 and the separate element 212 confirms the jackpot).

[0080] 〇Specific example 2-7 In the above embodiment, it has been explained that the specific operation presentation occurs when the image presentation reaches a successful conclusion, that is, even if the image presentation occurs, the specific operation presentation does not necessarily occur thereafter, but it may be configured so that the specific operation presentation occurs without fail when the image presentation occurs. In other words, the image presentation may be a notice of a presentation that will occur later by the common element 211 or the divided element (combined with the divided elements).

[0081] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0082] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0083] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine" that allows the big win to be acquired by making the game ball enter the privilege area (V area) that is opened when the small win is acquired) is well known, detailed explanation is omitted, but for example, if the setting is such that when a small win is won, it leads to the acquisition of a big win (except in the case of an irregular event such as a malfunction of the game machine or the player not playing as instructed) (a setting in which the winning of a small win and the winning of a big win can be regarded as essentially the same), the winning of the big win described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0084] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0085] ·Means 1-1 A gaming machine comprising: a display means having a display area on which a plurality of types of decorative patterns are displayed; a specific reach performance execution means for executing a specific reach performance in which two of the same types of decorative patterns are displayed as reach patterns in different locations in the display area; and an introduction performance execution means for executing an introduction performance in which, prior to the specific reach performance, two or more candidate patterns which are at least a part of the plurality of types of decorative patterns which may become the reach patterns are displayed one by one in sequence. In the gaming machine, decorative symbols (candidate symbols) that have the potential to become reach symbols are displayed one by one in the introductory performance, so that the flow leading up to the specific reach performance can be easily understood.

[0086] ·Means 1-2 The decorative pattern that is the candidate pattern includes a main element portion that indicates its type and a sub-element portion that accompanies the main element portion, and in the introduction performance, a name that represents the sub-element portion of the candidate pattern is displayed. By doing this, the names of the sub-element parts of each decorative pattern (candidate pattern) can be understood during the introductory performance.

[0087] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the specific reach presentation is a battle presentation in which a character on the player's side fights a character on the enemy's side opposing it, and the character represented by the secondary element portion of the decorative pattern that is the reach pattern is one of the character on the player's side and the character on the enemy's side. In this way, the introductory performance introduces characters who may potentially appear in the battle performance.

[0088] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the probability that the specific reach performance will lead to an outcome advantageous to the player differs between the occurrence of the specific reach performance in which any of the two or more candidate patterns shown in the introduction performance is set as the reach pattern and the occurrence of the specific reach performance in which the decorative pattern different from any of the two or more candidate patterns shown in the introduction performance is set as the reach pattern. In this way, the presentation will be such that the player will pay attention to whether or not the decorative symbol shown in the introductory presentation becomes a reach symbol.

[0089] ·Means 2-1 A gaming machine capable of executing an image presentation in which N (N is 2 or more) divided images can be displayed, each of the divided images including a common element shared by all of the divided images and a separate element different from the common element, and the combination of the separate elements included in each of the N divided images represents the same object as the common element included in a single divided image. According to the gaming machine described above, it is possible to provide an easy-to-understand image presentation in which the common elements allow a player to grasp in advance what the "combination of separate elements" is, which would be difficult to grasp unless all N divided images are collected.

[0090] ·Means 2-2 The gaming machine described in Means 2-1 is characterized in that a completed image formed by combining the separate elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common element provides a hint as to the completed image that will be formed by combining the separate elements.

[0091] ·Means 2-3 The gaming machine described in means 2-1 is characterized in that the different elements are one or more characters, and a character string formed by combining the different elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common element indicates in advance what the character string formed by combining the different elements represents (for example, what the name represents). [Explanation of symbols]

[0092] 1. Gaming machines 10 Name Image 21 split images (21L left split image 22C middle split image 22R right split image) 211 Common Elements 212 Other elements 25 Finished image 60 Operation means (61 First operation means (push button) 62 Second operation means) 80 Decorative pattern (80m main element, 80s secondary element) 91 Display device 911 Display area

Claims

1. display means having a display area in which a plurality of types of decorative patterns are displayed; specific reach effect execution means for executing a specific reach effect in which two of the same type of decorative patterns are displayed as reach patterns at different positions in the display area; introduction effect execution means for executing an introduction effect of sequentially showing one by one at least two types of candidate patterns, which are at least a part of the plurality of types of decorative patterns that may become the reach patterns, before the specific reach effect; branch effect execution means for executing a branch effect that leads to a reach establishment end where a reach is established in which any of the candidate patterns shown in the introduction effect becomes the reach pattern, or a reach non-establishment end where the reach is not established; A gaming machine characterized by comprising the above.

2. The decorative pattern that is the candidate pattern includes a main element part indicating its type and a sub-element part attached to the main element part. The gaming machine according to claim 1, wherein in the introduction effect, the name representing the sub-element part of the candidate pattern is displayed.

3. The probability of reaching a more advantageous end for the player is set higher for the specific reach effect in which a decorative pattern B different from the decorative pattern A is used as the reach pattern than for the specific reach effect in which the decorative pattern A, which is one type of the decorative patterns, is used as the reach pattern. The color of the name image of the decorative pattern A that was the candidate pattern in the introduction effect is different from the color of the name image of the decorative pattern B that was the candidate pattern. The gaming machine according to claim 2, characterized by the above.