Game machine
Patent Information
- Application Number
- JP2022102431
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-06-27
- Publication Date
- 2025-06-24
AI Technical Summary
Existing gaming machines lack novel selection effects that provide clear and engaging visual cues to players regarding the selection of options and outcomes.
A gaming machine with a transparent display device allowing partial viewing from behind and a lower visibility image display part, where the target element is visibly larger than non-target elements, indicating selection results through a transparent part.
Enables novel selection effects that enhance player engagement by clearly distinguishing selected and non-selected options, providing a more immersive and understandable gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is known a gaming machine capable of executing a selection presentation that results in one of a plurality of options being selected (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-160144 A 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 capable of executing an innovative selection presentation. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a transparent display device in which part or all of the display area can be made up of a transparent section that allows visibility to the rear, and an image display section which has lower visibility than the transparent section, and an effect execution means that executes a selection effect that leads to a selection result indicating that a target element from among a plurality of option elements has been selected, and that non-target elements, which are option elements other than the target element, have not been selected, wherein the selection result indicates that the target element has been selected and the non-target elements have not been selected, by making the range of the target element that is not covered by the image display section and is visible through the transparent section larger than that of the non-target elements. Effect of the Invention
[0006] The gaming machine according to the present invention is capable of executing novel selection presentations. [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] 13A is a diagram for explaining a gaming state (a transition of a gaming state), and FIG. 13B is a diagram for explaining a bonus area. [Figure 4] 1A is a diagram for explaining the positional relationship between the first display device and the second display device ((a-1) is a diagram showing the positional relationship when the first display device and the second display device are viewed diagonally from above, and (a-2) is a diagram showing the size relationship when the first display device and the second display device are viewed from the front), and (b) is a diagram for explaining various states of the image (transmissive portion, image display portion (semi-transmissive portion / opaque portion)) displayed on the first display device (when the first display device shown in (b-1) and the second display device shown in (b-2) are overlapped, it appears as shown in (b-3)). [Diagram 5] FIG. 13 is a diagram for explaining a selection presentation. [Figure 6] FIG. 7 is a diagram for explaining the selection presentation (continuation of FIG. 5). [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] A diagram for explaining specific example 1-2 ((a) is a diagram for explaining the positional relationship between the transparent display device and the decorative member ((a-1) is a plan view, (a-2) is a front view), and (b) is a diagram showing a selection presentation using the decorative member). [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] 11A and 11B are diagrams for explaining specific examples 1-4 and 1-5. [Figure 11] FIG. 13 is a diagram for explaining image presentation. [Figure 12] FIG. 11 is a diagram for explaining image presentation. [Figure 13] This is a diagram to explain the post-effect (post-reach effect) that is executed after the image effect reaches a combined conclusion. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 16] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 17] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 18] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 19] A diagram to explain the appearance of reserved patterns. [Figure 20] A diagram to explain the preview performance that occurs before the composite performance. [Figure 21] FIG. 13 is a diagram for explaining a composite effect. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-1. [Diagram 23] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-4. [Diagram 25] 11A and 11B are diagrams for explaining a movable body and a return operation means. [Figure 26] A diagram to explain the movable effects. [Figure 27] FIG. 13 is a diagram for explaining special effects. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 30] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 31] 13A is a time chart for explaining the flow from the special jackpot game to the transition to the special game state, and FIG. 13B is a diagram showing the contents of the images displayed at each point in time shown in FIG. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-1. [Diagram 33] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 34] FIG. 13 is a diagram for explaining specific example 5-4. 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.
[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 starting area 904, a big prize area 906, an outlet 907, etc. The game area 902 is also provided with a number of game pegs as obstacles that change the way the game balls flow down when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game 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 hole 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 the winning / losing determination means provided on the control board (not shown) when the game ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special figure 1" starting area) and a second starting area 904b (the so-called "special figure 2" starting area) are provided as the starting area 904. When the game ball enters the starting area 904, a numerical value (winning / losing determination information) is acquired from a random number source, and if the numerical value is the same as the predetermined winning numerical value, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (so-called fluctuation is started), but if there is winning / losing determination information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing determination information is stored as reserved information in a storage means provided on the control board (not shown). The fact that reserved information is stored in the storage means is displayed as a reserved pattern 70. In this embodiment, the reserved symbol 70 is displayed on at least one of the first display device 11 (first display area 111) and the second display device 12 (second display area 121), which will be described in detail later.
[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "relevant reserved change") corresponding to information 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 indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, this may be referred to as "change") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed (hereinafter, this may be referred to as during-change reserved information), and a reserved pattern before change 72 corresponding to information in which the during-change performance that notifies the winning / losing lottery result has not started (hereinafter, this may be referred to as before-change reserved information) are displayed (see FIG. 2). Note that the reserved pattern during change (relevant reserved pattern 71) is not strictly a "reserved" because the corresponding during-change performance has already started, but since it is generally referred to as the "reserved change" or the like, this embodiment handles it as being included in the concept of "reserved". In this embodiment, the basic shapes of the pending-change pattern 71 and the pre-change reserved pattern 72 are the same, and in order to distinguish between them, the pending-change pattern 71 is displayed larger than the pre-change reserved pattern 72. The basic shapes of the pending-change pattern 71 and the pre-change reserved pattern 72 may be completely different.
[0015] The maximum number of pre-change reserved information is limited. 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 either the special chart 1 or the special chart 2, one reserved pattern 71 during change and up to four reserved patterns 72 before change may be displayed (see FIG. 2).
[0016] The pre-change reserved pattern 72 is displayed in a position (consumption order position) according to the order of earliest completion of notification of the corresponding winning / losing lottery result (so-called consumption order). In this embodiment, the closer it is to the changing reserved pattern 71, the earlier it is in the consumption order. The end of a certain changing performance (end of change) triggers a shift in the consumption order position of the reserved pattern 70. In other words, the pre-change reserved pattern 72 with the earliest consumption order becomes the changing reserved pattern 71, and the other pre-change reserved patterns 72 are shifted one by one in the consumption order position.
[0017] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed on the display device. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally, one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If the player wins a jackpot, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If the player loses, the combination will be other than the one (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc. In this embodiment, the decorative symbols 80 are displayed on at least one of the first display device 11 (first display area 111) and the second display device 12 (second display area 121), which will be described in detail later.
[0018] In some drawings, the reserved pattern 70 and the decorative pattern 80 may be omitted in order to make the drawings easier to understand. However, while the variable performance is being performed, the decorative pattern 80 is displayed in a variable manner in at least one of the first display area 111 and the second display area 121. The decorative pattern 80 may change in size or shape as appropriate depending on the performance being performed (so as not to impede the visibility of the performance being performed).
[0019] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3(a)). 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 a so-called "left hit" 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.
[0020] 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 (however, a V win, which will be described later, is a condition). A jackpot obtained by winning the first winning / losing lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second winning / losing 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 winning / losing 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 winning / losing lottery, so a jackpot obtained in the special game state is a special jackpot.
[0021] 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 an example. For example, it may be a so-called variable probability loop machine.
[0022] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In the 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 multiple 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 the 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. The unit game is also called a round (R), etc. The number of unit games (number of rounds) included in the jackpot game can be set appropriately. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.
[0023] The gaming machine 1 according to this embodiment is a so-called V-variable machine. In a special big win game, the bonus area 15 provided in the big win area 906 is opened in a predetermined round (hereinafter referred to as a specific round). The letter "V" is attached near the bonus area 15 (see FIG. 1 and FIG. 3(b)), and the "V" is used as a word to indicate the bonus area 15 to the player. The bonus area 15 is normally closed (see FIG. 3(a)), but is temporarily opened in a specific round (see FIG. 3(b)). Two exit areas are provided in the big win area 906, and a gaming ball that enters the big win area 906 will pass through one of the two exit areas. One of the two exit areas is set as the bonus area 15 (see FIG. 3(b)). A sensor is provided in each of the exit areas, and a gaming ball that passes through one of the exit areas is treated as having won the big win area 906. In other words, a gaming ball that enters the bonus area 15 also enters the big prize area 906 .
[0024] The condition for transitioning to the special game state after the special jackpot game is that the game ball enters the bonus area 15 in a specific round (see FIG. 3(b)). The opening time of the bonus area 15 in a specific round is sufficiently long, and if the game ball is shot toward the bonus area 15 continuously to a certain extent (if the game ball is shot to the right in this embodiment), the game ball will almost certainly enter the bonus area 15 (entering the bonus area 15 is sometimes referred to as "V entry"). Therefore, winning a special jackpot virtually guarantees transition to the special game state. In a normal jackpot, the bonus area 15 is not opened (or the opening time is extremely short), and it is virtually impossible for the game ball to enter the bonus area 15.
[0025] 2)Display device The gaming machine 1 according to this embodiment is equipped with a first display device 11 and a second display device 12 (see Fig. 1 and Fig. 4(a)). In the following description, the area in the first display device 11 where an image can be displayed is referred to as a first display area 111, and the area in the second display device 12 where an image can be displayed is referred to as a second display area 121. Each display area refers to a range that is visible to a player facing the gaming machine 1. In the following description, when the term "image" is used without any specific specification, it is intended to include both moving images and still images.
[0026] The first display device 11 is a transmissive display device. In this embodiment, a known transmissive liquid crystal display device is used. It is also possible to use other transmissive display devices, such as a transmissive organic EL display device or a transmissive inorganic EL display device, as the first display device 11. However, the first display device 11 is not one that can display only one or more images in a fixed form (one that can display a finite number of images, such as an illumination panel), but one that can display any image (one that can display an infinite number of images).
[0027] The second display device 12 is disposed behind the first display device 11. In this embodiment, a liquid crystal display device is used as the second display device 12. As described above, the first display device 11 (first display region 111) is a transmissive display device that exhibits a transmissive function, but the second display device 12 (second display region 121) does not exhibit such a transmissive function (however, this does not deny the second display device 12 being a transmissive display device).
[0028] The first display area 111 and the second display area 121 overlap in part or in whole in the front-to-rear direction. In this embodiment, the first display area 111 is larger than the second display area 121, and both display devices are arranged so that the entire second display area 121 overlaps the first display area 111. In this embodiment, a part of the first display area 111 is positioned so as to overlap behind a game board 90 (a plate constituting the main body of the game board 90) formed of a colorless and transparent material (see FIG. 1). In other words, a part of the first display area 111 (an image displayed in the first display area 111) is visible through the game board 90. Note that the game board 90 is not illustrated in the drawings other than FIG. 1.
[0029] The first display area 111 and the second display area 121 are positioned with a shift in front and rear. Therefore, depending on the direction of the player's line of sight with respect to the image, the image displayed in the first display area 111 appears to be located in front of the image displayed in the second display area 121 (an image seen through a transparent portion M or a semi-transparent portion N1 described later) (the image displayed in the first display area 111 appears to be protruding) (see FIG. 4(a-1)). It can also be said that a sense of depth is expressed by displaying a visible image in both the first display area 111 and the second display area 121. However, if the player faces the image completely straight ahead (if the line of sight is perpendicular to the image), the images displayed in both display areas appear to be displayed as one unit (see FIG. 4(a-2)).
[0030] The first display device 11 can have a part or all of the first display area 111 as a transparent portion M (transparent area) that allows the player to see the components located behind (including the image displayed in the second display area 121; the same applies below) (see FIG. 4(b-1)). In this embodiment, the transparent portion M is a portion that appears colorless and transparent from the player's viewpoint (even if an image (color) is displayed in the area for control purposes, the portion that appears almost colorless and transparent to the player is the transparent portion M). Therefore, the components located behind the transparent portion M (overlapping the transparent portion M in the front-to-back direction) are viewed by the player almost as they are (see area A1 in FIG. 4(b-3)).
[0031] Furthermore, the first display device 11 can have a part or all of the first display area 111 as an image display section N that allows the user to see components located behind the transparent section M (see FIG. 4(b-1)). It is also possible for the first display area 111 to have a mixture of transparent sections M and image display sections N. The image display section N is a section where some kind of image appears to be displayed from the player's viewpoint. Because the image is displayed, the visibility of the components located behind the transparent section M (that overlap the image display section N in the front-to-back direction) is poor.
[0032] The image display section N is divided into a semi-transparent section N1 and a non-transparent section N2. It is also possible to use an image display section N in which the semi-transparent section N1 and the non-transparent section N2 are mixed. The semi-transparent section N1 is a section that allows the player to see the member located behind through the displayed image, but has lower visibility than the transparent section M. From the player's point of view, it is a section that appears colored and transparent (colored and semi-transparent). In other words, it is a section that has lower visibility than the transparent section M because of the semi-transparent image (see the A2 area in FIG. 4(b-3)). The more white elements of the image displayed in the semi-transparent section N1 (brighter), the higher the transparency (transmittance) of the semi-transparent section N1 tends to be, and the more black elements there are (darker), the lower the transparency (transmittance) of the semi-transparent section N1 tends to be.
[0033] The non-transparent portion N2 is a portion that provides poorer visibility of components located behind the semi-transparent portion N1, and is a portion in which it is extremely difficult or impossible to see the components located behind through the displayed image (it is not completely non-transparent (completely non-transparent), but includes a state in which the rear cannot be seen unless one stares at it, i.e., a state in which it is substantially non-transparent). From the player's viewpoint, it is a portion in which only the image represented by the non-transparent portion N2 is visible, and anything behind it is covered by the image and cannot be seen (see the A3 area in FIG. 4(b-3)). In this embodiment, the entire second display area 121 is set to overlap the first display area 111, so if the entire first display area 111 were made the non-transparent portion N2, the second display area 121 (the image displayed in the second display area 121) would not be visible. In the following, when at least a portion of the first display area 111 is an opaque portion N2, anything behind the opaque portion N2 will be described as being invisible (not visible); however, this means that it is essentially invisible (not visible), and also includes a state in which it is slightly transparent.
[0034] In addition, except for some drawings, the first display area 111 (first display device 11) and the image displayed in the first display area 111 are basically illustrated with dotted lines, and the second display area 121 (second display device 12) and the image displayed in the second display area 121 are illustrated with solid lines.
[0035] 3) Various performances using the first and second display devices The following describes various effects using the first display device 11 and the second display device 12. The various effects described below can occur as part of a variation effect that notifies a certain winning / losing lottery result (target winning / losing lottery result). However, they can also occur in situations other than during variation, for example, during a big win game.
[0036] 3-1) Selection The selection presentation transitions from a pre-result stage in which multiple options are shown to a post-result stage in which a selection result is reached indicating that one of the multiple options has been selected. Note that in this embodiment, the selection presentation automatically selects one of the options (automatic selection), and does not allow the player to select any option. In the following description, elements that represent multiple options are sometimes referred to as option elements, option elements selected in the selection result as target elements, and option elements that were not selected as non-target elements.
[0037] In this embodiment, the multiple option elements are represented by images (option images 20) displayed in the second display area 121 (second display device 12) (see the right side of FIG. 5(b)). The option image 20 includes characters, designs, etc. that directly or indirectly suggest the effect when the image is selected. In this embodiment, the option image 20 includes characters that suggest the reliability (probability that the target hit / miss lottery result will be a jackpot) when selected. Specifically, option images 20 including any of "unfortunate", "reach", "chance", "hot", and "win" are displayed. The reliability when selected is highest in the order of "unfortunate", "reach", "chance", "hot", and "win". When "unfortunate" is selected, a miss is confirmed (reliability = 0%). When "win" is selected, a jackpot is confirmed (reliability = 100%). When "reach", "chance", or "hot" is selected, there is a possibility of either a jackpot or a miss, and when these option images 20 are selected, a reach is established and a reach performance is executed. In this embodiment, the pattern (combination) of the option images 20 displayed may change each time a selection performance occurs. However, the pattern of the option images 20 may be configured to be constant. Also, two or more option images 20 of the same type may be displayed in one selection performance (when two or more option images 20 of the same type are displayed, this indicates that there is a high probability that the option image 20 will be selected).
[0038] In this embodiment, a total of four option images 20 are displayed in the upper left, upper right, lower left, and lower right of the second display area 121 (see the right side of FIG. 5(b)). The option images 20 displayed in the upper left, upper right, lower left, and lower right of the second display area 121, respectively, are a first option image 21, a second option image 22, a third option image 23, and a fourth option image 24. The number of option images 20 may be constant, or may be variable each time a selection performance occurs.
[0039] In the first display region 111, a covering image 25, which is an image (opaque image) represented as a non-transparent portion N2, is displayed. In this embodiment, the covering image 25 is a solid black image (represented by hatching in the drawings). At the beginning of the selection performance (the first half of the pre-result stage), the covering image 25 is displayed over the entire first display region 111. Thereafter, the above four option images 20 are displayed in the second display region 121. Therefore, at the beginning of the selection performance, all option images 20 are covered by the covering image 25 (see FIG. 5(b)), and it is therefore not possible (difficult) to grasp what option images 20 are displayed and at what positions.
[0040] After that, in the latter half of the pre-result stage, a part of the covering image 25 is erased. That is, a part of the first display area 111 is made into a transparent portion M (hereinafter, the part made into the transparent portion M in the selection performance is referred to as an exposed portion 26). That is, the covering image 25 is made into a state in which a part is hollowed out (a cavity is formed). The exposed portion 26 may have any shape. In this embodiment, the exposed portion 26 is made into a substantially circular shape (however, it is permitted that a part of the exposed portion 26 is in a state in which it appears as if it protrudes outside the first display area 111 (a cut-off state)). Therefore, the exposed portion 26 also looks like a place where a "spotlight" is shining. The image displayed in the first display area 111 can be viewed through the exposed portion 26.
[0041] In the latter half of the pre-result stage, the shape of the covering image 25 changes so that the position of the exposed portion 26 is displaced over time. Thus, the part of the first display region 111 that is visible through the exposed portion 26 changes over time. The size of the exposed portion 26 in this embodiment is set to a size that does not allow the contents of two or more option images 20 to be grasped at once through the exposed portion 26. That is, although there is a possibility that the contents of one option image 20 that overlaps with the exposed portion 26 can be grasped, the contents of the other option images 20 cannot be grasped. When a certain option image 20 is in an exposed state, the contents of the certain option image 20 can be grasped. Also, when a certain option image 20 is in an exposed state, the other option images 20 are not in an exposed state until their contents can be fully grasped (it may be configured to be not exposed at all, or may be configured to be partially exposed but not exposed until their contents can be fully grasped). As described above, the exposed portion 26 is a portion that looks as if it is being hit by a "spotlight," so the option image 20 in the exposed state appears as if it is being hit by a spotlight.
[0042] In the latter half of the pre-result stage, the exposed portion 26 is displaced so that all option images 20 are exposed at one time (so that all options are "introduced") (see Figs. 5(c) to 6(b)). This allows the player to understand the appearance of each option image 20 (which was not visible in the first half of the pre-result stage). Furthermore, by displacing the exposed portion 26 in this manner, the player can predict which option image 20 will be selected in the future, making the flow of the selection presentation easier to understand.
[0043] Just before the transition to the post-result stage (just before the result is revealed), the exposed portion 26 is displaced irregularly, and a provocative effect is executed that suggests that the exposed portion 26 may soon stop. In this embodiment, a plurality of exposed portions 26 are formed (as if a plurality of spotlights were being generated) so that the player can sense that the result is about to be revealed (see FIG. 6(c)).
[0044] The shift to the post-result stage is a trigger for the displacement of the exposed portion 26 to stop. Specifically, the displacement of the exposed portion 26 stops when the option image 20 that is the target element is exposed (see FIG. 6(d)). In other words, the option image 20 that is the target element is made larger in the range that is not covered by the covering image 25 and is exposed (the range that is visible through the transparent portion M) than the option image 20 that is the non-target element, thereby indicating that the selection result has finally reached the selection of the option image 20 that is the target element. In this embodiment, the option image 20 that is the non-target element is made to be in a state where it is entirely covered. Also, in this embodiment, the size of the exposed portion 26 in the post-result stage (the size of the exposed portion 26 in the state of FIG. 6(d)) is larger than the size of the exposed portion 26 in the pre-result stage (the size of the exposed portion 26 in the state of FIG. 5(c) to FIG. 6(c)). In this way, by making the larger exposed portion 26 (compared to the pre-result stage) match the option image 20 that is the target element, it is easy to understand that the selection of the option image 20 exposed by the exposed portion 26 has been confirmed. Note that the player may be prompted to operate the operation means 60 (push button 61 (see FIG. 1) or the like) at the stage of FIG. 6(c), and the operation of the operation means 60 may serve as a trigger to transition to the post-result stage.
[0045] As described above, the selection presentation in this embodiment suggests the reliability of the jackpot of the target winning / losing lottery result by the finally selected option image 20, so which option image 20 will be selected is internally determined in advance. By looking at the selected option image 20, the player can understand how much they can expect from the current fluctuation.
[0046] In this way, the selection presentation in this embodiment is an innovative and easy-to-understand presentation that utilizes the transparent portion M of the first display device 11 (first display area 111), which is a transparent display device, to indicate which option has been selected.
[0047] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above selection performance-related matters will be described. Note that a configuration in which a plurality of techniques described using the following specific examples are applied in combination may be used.
[0048] 〇Specific example 1-1 It may be a selection presentation (arbitrarily selectable selection presentation) that allows the player to select a preferred option. For example, the option image 20 in the exposed state can be changed (selected) by operating the operation means 60 for the selection operation (e.g., the cross key 62 (see FIG. 1)) provided on the gaming machine 1 (see FIG. 7(a)→(b)). In other words, the exposed portion 26 is displaced in response to the operation of the operation means 60 for the selection operation. Then, the selection of the option image 20 in the exposed state is confirmed by operating the operation means 60 for the decision operation (e.g., the push button 61 (see FIG. 1)).
[0049] In addition, when performing as in this example, the selection result cannot indicate the reliability of the target winning / losing lottery result (naturally, since the player makes the selection at his / her own discretion). This example can be applied to selection effects that are executed to make the progress of the subsequent effects to the player's liking, regardless of the player's direct profit (profit related to the ball payout). For example, it can be applied to selection effects in which the player selects his / her favorite character.
[0050] 〇Specific example 1-2 In the above embodiment, the selection presentation shows the options by images (option images 20) displayed in the second display area 121, but the options may be shown by elements other than images. For example, unlike the above embodiment, a plurality of decorative members 28 having different configurations are provided behind the transparent display device (first display device 11) (see FIG. 8(a)). The plurality of decorative members 28 may be of any type. For example, each decorative member 28 may represent a different character, and the subsequent development may differ (have different reliability) depending on which character is selected in the selection presentation.
[0051] The selection presentation results in one of the plurality of decorative members 28 being exposed (see FIG. 8(b)). That is, the decorative members 28 designated as target elements are made to have a larger exposed area that is not covered by the image display unit N than the decorative members 28 designated as non-target elements, thereby indicating that the decorative members 28 designated as target elements have been selected (the decorative members 28 designated as non-target elements have not been selected).
[0052] In addition, when the options are displayed as images on a display device (second display device 12) provided behind the transparent display device (first display device 11) as in the above embodiment, there is an advantage that the number and types of options can be easily changed (the number of selection presentation patterns can be easily increased).
[0053] 〇Specific example 1-3 Although it has been described that the covering image 25 in the above embodiment is an image (opaque image) represented by the non-transparent portion N2, the covering image 25 may be an image (semi-transparent image) represented by the semi-transparent portion N1 (see FIG. 9). That is, the option image 20 located behind can be seen through the covering image 25. Even in this case, the portion overlapping the exposed portion 26, which is the transparent portion M, appears clearer than the portion overlapping the covering image 25, which is the semi-transparent portion N1 (see FIG. 9(b)), so that a presentation form can be achieved that allows the viewer to understand that the option image 20 overlapping the exposed portion 26 has been selected.
[0054] In addition, when performing as in this example, it is not necessary to displace the exposed portion 26 in the pre-result stage to expose all the option images 20 at once (so that all options are "introduced" through the exposed portion 26) as in the above embodiment (however, this does not mean that performing as in the above embodiment is denied). This is because even if the option images 20 are covered by the covering image 25, it is possible to understand what content the option images 20 are displayed through the covering image 25 (see FIG. 9(a)). Therefore, for example, it is possible to shift from a state in which all the option images 20 are covered by the covering image 25 (semi-transparent portion N1) to a state in which the exposed portion 26 is suddenly formed to match one option image 20, thereby indicating that the option image 20 has been selected.
[0055] 〇Specific example 1-4 The state of the cover image 25 in the pre-result stage suggests the option image 20 to be selected. For example, the cover image 25 may be a black cover image 25 (see FIG. 10(a-1)) or a red cover image 25 (see FIG. 10(a-2)). The probability that a highly reliable option image 20 will be selected is higher in a selection presentation in which a red cover image 25 is displayed than in a selection presentation in which a black cover image 25 is displayed (the most reliable option image (the most valuable to the player) is more likely to be selected among the multiple option images 20 presented).
[0056] The covering image 25 covers the option images 20 that are not selected (option images 20 other than the option images 20 that are in an exposed state). By doing as in this example, the covering image 25 that does not cover the option that is selected but covers the options that are not selected, it is a novel presentation form that suggests the probability that the option that is selected will be advantageous to the player.
[0057] 〇Specific example 1-5 The size of the exposed portion 26 in the pre-result stage suggests the option image 20 to be selected. For example, the exposed portion 26 may be a covered image 25 in which a certain size of exposed portion 26 (exposed portion 26 "small") is formed (see FIG. 10(b-1)), or a covered image 25 in which a larger exposed portion 26 (exposed portion 26 "large") is formed (see FIG. 10(b-2)). In addition, the probability that a highly reliable option image 20 will be selected is higher in a selection presentation in which the exposed portion 26 "small" or the exposed portion 26 "large" is selected (the probability that the most reliable option image (the one with the highest value to the player) will be selected among the multiple option images 20 presented is higher).
[0058] Preferably, the setting is made such that the probability that a highly reliable option image 20 is selected is higher for a "large" exposed portion 26 than for a "small" exposed portion 26 (see FIG. 10(b)). Since the exposed portion 26 indicates the selected option image 20, the larger (more conspicuous) the exposed portion 26 is, the higher the probability that a result advantageous to the player is achieved, making the presentation easier to understand.
[0059] 3-2) Combined production The combined performance includes the following first to third stages. In the first stage, a background image 30 and a reference image 32 are displayed. The background image 30 is an image displayed as if it were the background of the reference image 32. In this embodiment, the background image 30 is displayed over the entire second display area 121 (second display device 12) (see FIG. 11(a)). The background image 30 is also an image displayed as the background of the changing decorative pattern 80 (for ease of understanding, the decorative pattern 80 is not shown in the drawing. Note that the decorative pattern 80 may be displayed in either the first display area 111 or the second display area 121).
[0060] The reference image 32 is displayed in the first display area 111 (first display device 11). The reference image 32 is an image that appears to have a hollowed-out interior (hereinafter, the hollowed-out portion is referred to as a hollow area 321) (see FIG. 11(a)). Specifically, the reference image 32 is a portion displayed by the image display section N (which is a non-transparent section N2 in this embodiment, but may be a semi-transparent section N1), and is a frame-shaped image formed to form the outer edge of one or more characters (however, the "frame" may be partially broken). The reference image 32 representing a character is merely an example. It is sufficient that the player can recognize that the image represents some object, such as a character. The inside of the "frame" is the hollow area 321. Since the hollow area 321 is a transparent section M, the background image 30 displayed in the second display area 121 can be seen through the hollow area 321. In this way, the reference image 32 appears to jump out in front because the background image 30 can be seen through the hollow area 321. In this embodiment, the reference image 32 (hollow area 321) is stationary (does not displace).
[0061] In the second stage after the first stage, the specific image 34 is displayed in the first display area 111 (first display device 11). The specific image 34 is displayed by the image display section N (non-transparent section N2 in this embodiment, but may be semi-transparent section N1). The specific image 34 is shaped so that the player can sense that it is the same shape as the hollow area 321. The specific image 34 in this embodiment is substantially the same in size and shape as the hollow area 321. The specific image 34 is displaced toward the reference image 32 (hollow area 321). In this embodiment, the specific image 34 is displaced so as to gradually approach the reference image 32 from the upper side of the display area (see FIG. 11(b)).
[0062] The third stage is a stage where the outcome of the image presentation is clear. The image presentation leads to a combined outcome or a non-combined outcome. The combined outcome is a state where the specific image 34 gets stuck in the hollow area 321 and the reference image 32 and the specific image 34 are integrated to form a combined image 35. The non-combined outcome is a state where such a combined image 35 is not formed. In this embodiment, a provocative effect occurs in which the moving speed of the specific image 34 decreases near the hollow area 321 (it is slower than the moving speed in the second stage) (see FIG. 11(c)). A player who sees the provocative effect can sense that the specific image 34 may get stuck in the hollow area 321. When the combined outcome is reached, the displacement of the specific image 34 stops when it overlaps the hollow area 321, and the reference image 32 and the specific image 34 are integrated (see FIG. 12(a)). When a non-merged conclusion is reached, the displacement of specific image 34 does not stop, and specific image 34 passes through reference image 32 (hollow region 321) and displaces beyond the display region (specific image 34 disappears) (see FIG. 12(b)). As described above, in the first and second stages, background image 30 was visible through hollow region 321, but as specific image 34 becomes stuck in hollow region 321, background image 30 cannot be seen through hollow region 321.
[0063] In this embodiment, if the image presentation results in a non-combined ending, it is confirmed that the target winning / losing lottery result is a miss. On the other hand, if the image presentation results in a combined ending, there remains a possibility that the target winning / losing lottery result is a miss. In this embodiment, a predetermined reach effect (hereinafter, the reach effect that can be executed after the image presentation is referred to as a post-reach effect) that indicates the target winning / losing lottery result is executed depending on the ending (see FIG. 13). The specific form of the post-reach effect may be any. If the target winning / losing lottery result is a jackpot, it will be an advantageous ending that indicates that a situation advantageous to the player has been reached, and if it is a miss, it will not be an advantageous ending. A configuration may be provided in which two or more types of effects can occur as the post-reach effect.
[0064] The image presentation in this embodiment is related to the post-event reach presentation. As described above, the reference image 32 represents the outer edge of one or more "characters", and whether or not the specific image 34 fits into the hollow area 321 of the reference image 32 and the character is completed (reaches a combined ending) is considered to be a branch point for whether or not the post-event reach presentation will occur. In the first and second stages, the background image 30 is visible through the hollow area 321 of the reference image 32, so that the character appears to be in an "unfinished" state. When the specific image 34 fits into the hollow area 321 so as to cover the background image 30, and the character (character string) is "completed", the post-event reach presentation suggested by the character is generated (the player can understand that the character indicates one of a plurality of types of reach presentations, and does not indicate any other type of reach presentation). For example, the character is at least a part of the title of the post-event reach presentation (see FIG. 13). In this way, whether or not the title of the post-event reach performance (at least a part of it) is completed determines whether or not the game will move to the post-event reach performance, making the game (performance) flow easy to understand. Also, since it is recognizable that the reference image 32 represents the above characters at the stage before the conclusion (first stage or second stage), the image performance can be considered as a warning in advance that a post-event reach performance may occur. If two or more types of post-event reach performance are provided, it is sufficient to provide two or more types of image performance (with different characters that are configured when the combined conclusion is reached) corresponding to each of them.
[0065] In this embodiment, the post-event reach-making performance is executed by an image displayed in the first display area 111. As described above, the combined image 35 (reference image 32+specific image 34), which is a character string (character string) suggesting the post-event reach-making performance, is displayed in the first display area 111, so the post-event reach-making performance is executed in the first display area 111 as is (the second display area 121 is not involved in the performance) (see FIG. 13).
[0066] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above image rendering-related matters will be described. Note that a configuration may be made in which a plurality of techniques described using the following specific examples are applied in combination.
[0067] 〇Specific example 2-1 The image presentation in the above embodiment uses a first display device 11 (a transmissive display device) and a second display device 12 provided behind it, but it is also possible for the various images displayed in the presentation to be displayed on a single display device (hereinafter, in the description of this example, the display device will be referred to as display device 13 and its display area as 131) (it is also possible to create an image presentation that does not use a transmissive display device).
[0068] In the first stage, the background image 30 and the reference image 32 are displayed in the display area 131 (see FIG. 14(a)). The layer constituting the reference image 32 is set in front of the layer (image layer) constituting the background image 30. This allows the background image 30 to be viewed through the hollow area 321 of the reference image 32.
[0069] In the second stage, the specific image 34 displacing toward the reference image 32 is displayed in the display area 131 (see FIG. 14(b)). The layer constituting the specific image 34 is set in front of the layer constituting the background image 30. As a result, the portion of the background image 30 where the specific image 34 is displayed cannot be seen.
[0070] In the third stage, the specific image 34 gets stuck in the hollow region 321, leading to either a combined ending in which the reference image 32 and the specific image 34 are integrated to form a combined image 35, or a non-combined ending in which such a combined image 35 is not formed. When a combined ending is reached, the specific image 34 gets stuck in the hollow region 321, and the background image 30 cannot be seen through the hollow region 321 (see FIG. 14(c)).
[0071] Furthermore, rather than a configuration in which image presentation is performed by a single display device 131 as in this example, the above embodiment is superior in that it has a greater effect of making the reference image 32 appear to protrude from the background image 30.
[0072] 〇Specific example 2-2 In the above embodiment, it has been described that the specific image 34 is displayed in the first display area 111 (first display device 11), but the specific image 34 may be displayed in the second display area 121 (second display device 12) (see FIGS. 15(a) and 15(b)). That is, the background image 30 and the specific image 34 are displayed in the second display area 121. By setting the layer constituting the specific image 34 in front of the layer constituting the background image 30, it is possible to create an aspect in which it appears as if a part of the background image 30 is covered by the specific image 34.
[0073] In this example, the aspect of the combined image 35 is significantly different from that of the above embodiment. In the above embodiment, since both the reference image 32 and the specific image 34 are displayed in the first display area 111 (the display area in front), the combined image 35 as a whole appears to be protruding forward with respect to the background image 30. On the other hand, in this example, the reference image 32 is displayed in the first display area 111 (the display area in front), and the specific image 34 is displayed in the second display area 121 (the display area in the back), so the combined image 35 is expressed in such a way that the outer (outer edge) part (reference image 32) appears to be protruding forward with respect to the inner part (specific image 34) (the outer part is emphasized with respect to the inner part) (see FIG. 15(c)). More specifically, the inner part (specific image 34) of the combined image 35 appears to be closer to the background image 30, and the outer (outer edge) part (reference image 32) appears to be located even closer to the background image 30.
[0074] 〇Specific example 2-3 In the case where the reference image 32 of the image performance represents a plurality of characters, whether or not one or more characters that are part of the plurality of characters finally reach a combined conclusion is a branching point as to whether or not the target winning / losing lottery result has a possibility of being a big win (transition to a post-reach performance). For example, as in the above embodiment, the reference image 32 represents the outer edge of the characters "XYZ". Of these, it is assumed that the reference image 32 of the part representing "X" and "Y" and the specific image 34 corresponding to the hollow area 321 of the reference image 32 are to be combined (see Figs. 16(a) to (c)). The combination of the reference image 32 of the part representing "X" and "Y" and the specific image 34 may occur at different times as in the example shown in Fig. 16, or may occur simultaneously (not shown).
[0075] Regarding the portion representing "Z", if the reference image 32 and the specific image 34 are combined, it is an ending favorable to the player (see FIG. 16(d-1)), and if they are not combined, it is an ending unfavorable to the player (see FIG. 16(d-2)). In other words, it is a branching off into a post-reach performance, where there is a possibility that the target hit / miss lottery result will be a jackpot or not. By doing as in this example, first, a part of the reference image 32 and the specific image 34 (a part of the specific image 34 corresponding to the hollow area 321 of the reference image 32) are combined, so that (even a player who is new to image performance) can roughly grasp what type of performance the image performance is, and the flow (purpose) of the performance becomes easy to understand.
[0076] 〇Specific example 2-4 Together with the background image 30, the reference image 32 is displayed in the second display area 121. The layer constituting the reference image 32 is set in front of the layer (image layer) constituting the background image 30. This allows the background image 30 to be viewed through the hollow area 321 of the reference image 32 (see FIG. 17(a)).
[0077] In the second stage, the specific image 34 displacing toward the reference image 32 is displayed in the first display area 111 (see FIG. 17(b)). In the third stage, the specific image 34 gets stuck in the hollow area 321, leading to either a combined ending in which the reference image 32 and the specific image 34 are integrated to form a combined image 35, or a non-combined ending in which such a combined image 35 is not formed. When a combined ending is reached, the specific image 34 gets stuck in the hollow area 321, and the background image 30 cannot be seen through the hollow area 321 (see FIG. 17(c)).
[0078] In this way, a combined image 35 is constructed in which the specific image 34 inside the reference image 32 displayed in the second display area 121 appears to protrude forward. If the combined image 35 is a "letter" as in this example, a character is constructed in which the inner part of the character protrudes forward from the outer edge of the character.
[0079] 〇Specific example 2-5 In the image presentation in the above embodiment, the reference image 32 (combined image 35) is described as representing characters, but it may represent something other than characters. For example, the reference image 32 may be displayed in a shape that follows the outer edge of a specific character, and the image presentation (see Figs. 18(a) and 18(b)) may be such that whether or not the specific image 34 fits into the hollow area 321 that is the inner part of the reference image 32 determines whether or not the combination ends. In other words, the image presentation may be such that whether or not the combination image 35 representing a specific character is constructed by combining the reference image 32 and the specific image 34 determines whether or not the combination ends.
[0080] Even in this example, it is preferable that the effect (post-effect) that occurs after the image effect has reached the combined conclusion is related to the combined image 35. For example, if a combined image 35 representing a specific character is constructed, an effect in which that character appears is generated as a post-effect (see FIG. 18(c)). More specifically, it is possible to have that character appear as one of the characters in a battle effect in which a character on the player's side fights a character on the enemy's side. In this way, the flow from the image effect to the post-effect becomes easy to understand.
[0081] 3-3) Composite Production The composite performance (see FIG. 21) is a performance that includes a front performance and a back performance. Roughly speaking, after the front performance, a back performance is executed in which the outcome of the front performance is reflected as a change in the target image. In this embodiment, the reserved pattern 70 is the target image. In other words, the composite performance is executed as a type of so-called reserved change performance. If the reserved pattern 70 is not displayed, the reserved change performance cannot be executed, so the composite performance is a performance that is executed during the change.
[0082] In this embodiment, before the composite performance (pre-performance) starts, a notice performance (see FIG. 20) is executed to notice the occurrence of the composite performance. The notice performance is a performance showing a target image. As described above, the composite performance in this embodiment is a reserve change performance, and the notice performance is a performance showing the reserved pattern 70 (hereinafter, also referred to as the target reserved pattern 70T) that is the target image in the composite performance. Specifically, the state of the target reserved pattern 70T is set to the notice mode 70w (see FIG. 20(b)) as the notice performance. The changing reserved pattern 71 may be the target reserved pattern 70T, and the pre-changing reserved pattern 72 may be the target reserved pattern 70T. Note that, in this embodiment, when the notice performance is being executed, the entire first display area 111 is set to the non-transparent portion N2, and the second display area 121 is in a state where it is impossible or difficult to see (a part of the image represented by the non-transparent portion N2 is the reserved pattern 70).
[0083] Here, the possible modes of the reserved pattern 70 will be described. As shown in FIG. 19, the reserved pattern 70 has a normal mode 70n and a special mode 70s. The normal mode 70n is the normal state of the reserved pattern 70 (the reserved pattern 70 has the highest probability of being in the normal mode 70n). The special mode 70s is a mode that suggests that the corresponding winning / losing lottery result is more likely to be a jackpot than the normal mode 70n. In this embodiment, three types of special modes are provided: a first special mode 71s, a second special mode 72s, a third special mode 73s, and a fourth special mode 74s. The first special mode 71s is a mode that presents a "blue" color, the second special mode 72s is a mode that presents a "green" color, the third special mode is a mode that presents a "red" color, and the fourth special mode 74s is a mode that presents a "rainbow" color. The reliability increases in this order (the first special mode 71s is the lowest, and the fourth special mode 74s is the highest). In addition, the fourth special mode 74s is a mode in which the corresponding winning / losing lottery result is determined to be a big win when it is displayed. In the drawings, each special mode 70s (color) is indicated by "letters".
[0084] The notice mode 70w is a mode different from the normal mode 70n and each special mode 70s (see FIG. 19). The notice mode 70w may be any mode as long as the player can recognize that it is a mode different from the normal mode 70n and each special mode 70s, but it is preferable that it suggests a composite performance that will occur in the future. In this embodiment, the composite performance is named "special chance", so the reserved pattern 70 set as the notice mode 70w includes the character "special". Note that the notice mode 70w in this embodiment is a notice of the occurrence of a reserved change performance executed as a composite performance, and is not a notice of the occurrence of other reserved change performances. By setting the target reserved pattern 70T as such a notice mode 70w (see FIG. 20(b)), the player can sense that a composite performance (reserved change performance) will occur in the future. In addition, even if two or more reserved patterns 70 are displayed, it is possible to know in advance which reserved pattern 70 is the target of the composite performance (reserved change performance). In addition, the preview performance may occur with the same fluctuation as the composite performance, or may occur with a different fluctuation.
[0085] The pre-performance (see FIG. 21(a)(b)) is a performance executed in the second display area 121. Note that "executed in the second display area" here means that an image showing the ending (of the pre-performance) described later (selection image 40s described later in this embodiment) is displayed in the second display area 121, and it is permitted that some other images are displayed in the first display area 111. Since the second display area 121 is located behind the first display area 111, all or a part of the first display area 111 is made into a transparent part M, and an image for the pre-performance is displayed in at least a part of the second display area 121 including an area overlapping with the transparent part M. In this embodiment, while the pre-performance is being executed, the part other than the part displaying the reserved pattern 70 and the decorative pattern 80 in the first display area 111 is made into the transparent part M. The pre-performance leads to one of a plurality of endings. In this embodiment, the candidate images 40 showing a plurality of possible endings are displayed in the second display area 121 (see FIG. 21(a)), and one of the candidate images 40 is selected (see FIG. 21(b)) to show which ending has been reached (hereinafter, the selected candidate image 40 is referred to as the selected image 40s). The candidate image 40 shows one of the aspects of the reserved pattern 70. In this embodiment, a candidate image 40 showing a "blue" color, a candidate image 40 showing a "green" color, a candidate image 40 showing a "red" color, and a candidate image 40 showing a "rainbow" color may be displayed (note that in the drawings, the color of each candidate image 40 is shown by "letters"). The number of candidate images 40 presented in the pre-performance may be the same (fixed) every time, or may be changed every time. In addition, the combination (pattern) of the candidate images 40 presented in the pre-performance may be the same (fixed) every time, or may be changed every time. Furthermore, two or more candidate images 40 of the same type may be displayed (the more images are displayed, the higher the probability of being selected).
[0086] Any method may be used to indicate which of the multiple candidate images 40 has been selected as the selected image 40s. In this embodiment, the selection of one candidate image 40 is indicated by making the one candidate image 40 more emphasized than the other candidate images 40. Various methods for creating the emphasized state are also possible. In this embodiment, the candidate image 40 is indicated to be in an emphasized state by displaying a "cursor C" along the outer edge of the one candidate image 40 (see FIG. 21(b)). In addition, various methods are possible, such as making the brightness of the candidate image 40 in the emphasized state higher than the brightness of the other candidate images 40, or making the candidate image 40 in the emphasized state larger than the other candidate images 40. Note that, among the multiple candidate images 40, only one candidate image 40 may remain and the other candidate images 40 may be erased to indicate that the one candidate image 40 has been selected as the selected image 40s.
[0087] The post-performance is a performance executed in the first display area 111, and specifically, a performance in which a change occurs in the target image represented by the image display section N in the first display area 111 according to the outcome of the pre-performance. Note that "executed in the first display area" here means that the change in the target image is shown in the first display area 111, and it is permitted that some other images are displayed in the second display area 121. As described above, since the target image in this embodiment is the reserved pattern 70, the reserved pattern 70 is displayed in the first display area 111. At least in a state in which a composite performance can occur, the reserved pattern 70 is displayed in the first display area 111. In this embodiment, while the above-mentioned pre-performance is being executed, the reserved pattern 70 is made a semi-transparent section N1 (see FIG. 21(a)(b)). In other words, a part of the above-mentioned candidate image 40 can be seen even through the reserved pattern 70 (the reserved pattern 70 prevents the candidate image 40 from becoming difficult to see). On the other hand, while the above-mentioned pre-performance is not being performed (when the composite performance is not being performed or during the post-performance that constitutes the composite performance), the reserved pattern 70 is made the non-transparent portion N2 (see Fig. 20 and Fig. 21(c)). In other words, during the pre-performance, which is a situation in which attention should be drawn to the image (candidate image 40) displayed in the first display area 111, the reserved pattern 70 is made the semi-transparent portion N1, but in other situations, the reserved pattern 70 is made the non-transparent portion N2 so that the aspect of the reserved pattern 70 is clearly shown to the player.
[0088] If the outcome of the first performance is that the candidate image 40 exhibiting the color "blue" is selected as the selected image 40s, the target reserved pattern 70T changes from the notice mode 70w to the first special mode 71s as the latter performance. If the outcome of the first performance is that the candidate image 40 exhibiting the color "green" is selected as the selected image 40s, the target reserved pattern 70T changes from the notice mode 70w to the second special mode 72s as the latter performance. If the outcome of the first performance is that the candidate image 40 exhibiting the color "red" is selected as the selected image 40s, the target reserved pattern 70T changes from the notice mode 70w to the third special mode 73s as the latter performance. If the outcome of the first performance is that the candidate image 40 exhibiting the color "rainbow" is selected as the selected image 40s, the target reserved pattern 70T changes from the notice mode 70w to the fourth special mode 74s as the latter performance. FIG. 21 shows an example in which a candidate image 40 exhibiting a "red" color is selected as a selected image 40s in the first performance, and the target reserved pattern 70T changes to a third special pattern 73s in the second performance.
[0089] In this embodiment, the composite performance (pre-performance and post-performance) occurs in one change, but the change that causes the pre-performance and the change that causes the post-performance may be different. In other words, a composite performance spanning two consecutive changes may occur, such as when the pre-performance reaches its conclusion and the previous change ends, and the post-performance occurs in the change (post-change) next to the previous change.
[0090] In this way, the composite performance in this embodiment is interesting in that the type of ending of the front performance executed in the second display area 121 is reflected as a change in the target image displayed in the first display area 111 (reflected in the rear performance). Also, the composite performance is a performance that ultimately leads to the "result" shown in the rear performance (in this embodiment, the appearance of the reserved pattern 70 after the change corresponds to the "result"), and since the front performance showing the "cause" that resulted is executed in a different display area (display device) from the rear performance, it is also easy to understand that the front performance showing the "cause" and the rear performance showing the "result" are executed in different display areas (display devices).
[0091] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned composite performance-related matters. Note that the following specific examples may be used to apply a combination of multiple techniques.
[0092] 〇Specific example 3-1 In the above embodiment, it was explained that the pre-performance is executed in the second display area 121 and the post-performance is executed in the first display area 111, but the configuration can also be reversed, i.e., the pre-performance is executed in the first display area 111 and the post-performance is executed in the second display area 121.
[0093] The reserved pattern 70, which is the target image, is displayed in the second display area 121. In the pre-performance, multiple candidate images 40 are displayed in the first display area 111 (see FIG. 22(a)), and one of them is selected as the selected image 40s (see FIG. 22(b)). At that time, it is preferable to make the target image (target reserved pattern 70T in the preview mode 70w) displayed in the second display area 121 visible through the first display area 111. That is, the range where the target image overlaps in the first display area 111 is made a transparent portion M or a semi-transparent portion N1 so that the target image can be seen. However, unlike this, it is not denied that the target image can be set to be difficult or impossible to see while the pre-performance is being executed.
[0094] In the post-performance, a change occurs in the target reserved pattern 70T, which is the target image, depending on the type of outcome of the previous performance (selection image 40s) (see FIG. 22(c)). In the example shown in FIG. 22, the target reserved pattern 70T can be seen through the first display area 111 from a certain stage while the previous performance is being executed, and a change in the appearance of the target reserved pattern 70T (reserved change performance) occurs. Even in this example, it is easy to understand that the previous performance showing the "cause" and the post performance showing the "result" are executed in different display areas (display devices).
[0095] 〇Specific example 3-2 In the above embodiment, the composite performance is described as the reserved pattern 70 being the target image, but other images may be the target image. For example, a performance that suggests the reliability of the jackpot result by the color of the character image showing the character's lines, etc. is known, and it is possible to use the character image as the target image. In other words, a composite performance is generated in which the character image changes to the color shown at the end of the previous performance.
[0096] 〇Specific example 3-3 The ending of the pre-performance may suggest the progress of the post-performance. For example, a composite performance may occur during a battle performance in which a player's character and an enemy's character fight. Although not shown, the battle performance is in progress in the first display area 111 before the pre-performance occurs. In the middle of the battle performance, a pre-performance occurs in the second display area 121 as a performance for determining an attack of the player's character (see FIG. 23(a)(b)). The attack determined in the pre-performance (see FIG. 23(b)) is reflected in the battle performance (see FIG. 23(c)) in the first display area 111 (the player's character attacks the enemy's character with the determined attack). In other words, a composite performance is performed in which the battle performance after the pre-performance is executed as the post-performance. Depending on which type of attack is selected, the probability (victory probability) of the player's character winning is different, so that the ending of the pre-performance suggests the victory probability. Also, if the setting is that "the player's character wins = the result of the lottery is a jackpot," then the outcome of the pre-show performance can be said to suggest the reliability of the jackpot.
[0097] 〇Specific example 3-4 The pre-effect may end in a manner that does not cause a change in the target image. For example, a candidate image 40 with the word "unfortunate" attached thereto may be displayed. When the candidate image 40 with the word "unfortunate" is selected as the selected image 40s in the pre-effect (see FIG. 24(a)), the target image does not change (see FIG. 24(b)). Note that the "change" here is limited to a change in a direction favorable to the player (a change indicating that the reliability of the winning / losing lottery result has increased). For example, in the case where the target image (target reserved pattern 70T) is set to a notice mode 70w that suggests that it is the target of the composite effect as in the above embodiment, a change that returns the target image to the mode before the notice mode 70w (returning the target reserved pattern 70T from the notice mode 70w to the normal mode 70n) is not included in the above "change". If the target image is configured not to be in the preview mode 70w as in the above embodiment, there is no need to revert from the preview mode 70w to the mode before it became the preview mode 70w, so the mode of the target image will be maintained as it is even after the previous performance has ended.
[0098] By using this example, the occurrence of a composite effect does not necessarily result in a change to the target image, so it is possible to create a presentation format that is likely to draw the player's attention to the conclusion of the previous effect.
[0099] 4)Special production The gaming machine 1 according to this embodiment is equipped with a movable body 50 that can automatically change from one of a basic mode (see FIG. 25(a)) and a presentation mode (see FIG. 25(b)) to the other. When the movable body 50 is in the presentation mode, it is in a state where it can be touched by a player. When in the basic mode, the movable body 50 is accommodated in a storage space formed on the upper side of the frame of the gaming machine 1 (hereinafter referred to as the upper frame portion). When in the presentation mode, the movable body 50 protrudes from the upper frame portion, and therefore can be touched by a player. The original position (normal state) of the movable body 50 is the basic mode, and the presentation position to which it moves when a predetermined presentation is executed is the presentation mode.
[0100] On the premise that the movable body 50 as described above is provided, the game machine is provided with a return operation means 65, which is a kind of operation means 60 that can be operated by a player and returns the movable body 50 to its basic state when operated while the movable body 50 is in a performance mode (hereinafter, this operation may be referred to as a return operation) (see Figs. 1 and 25). A player who wishes to return the movable body 50 in a performance mode to its basic state can return the movable body 50 to its basic state by operating the return operation means 65 (see Figs. 25(b)→(c)). Generally, a data display that displays game data such as the number of jackpots is installed on the upper side of a gaming machine. When a player wants to see the data display but the data display is difficult to see because the movable body 50 is in a performance mode, the player can return the movable body 50 to its basic state by operating the return operation means 65. In addition, a player who does not want the movable body 50 to be in a performance mode and thus to be conspicuous can return the movable body 50 to its basic state by operating the return operation means 65.
[0101] In addition, since the configuration of the movable body 50 and the return operation means 65 themselves is publicly known, detailed description of their specific structures, etc. is omitted. The movable body 50 and the return operation means 65 in this embodiment can be, for example, something like the "upper decorative unit 200 (left frame movable body 600L and right frame movable body 600R)" and "release button 68" described in "JP Patent Publication No. 2018-149407".
[0102] The gaming machine 1 according to this embodiment is capable of executing a special effect on the premise that it is provided with a return operation means 65. In this embodiment, the special effect can occur during a variable effect. The various images described below may be displayed in either the first display area 111 (first display device 11) or the second display area 121 (second display device 12) (each diagram for explaining the special effect is drawn as being displayed in the second display area 121 (illustration of the first display area 111 is omitted)). In other words, it is sufficient that they are displayed in the display area of the display device possessed by the gaming machine 1. In this embodiment, the decorative pattern 80 is displayed in the display area in which the decorative pattern 80 is displayed variably.
[0103] In this embodiment, as a performance constituting the performance during variation, a moving performance (see FIG. 26) that changes the movable body 50 from a basic state to a performance state may occur. The occurrence of the moving performance is a prerequisite for the occurrence of a special performance. The moving performance may occur in a state where the win or loss in the performance during variation is not clear. For example, it does not occur in a state where the reach performance has reached an end favorable to the player and it has been determined that it is a jackpot. When a moving performance occurs in a performance during variation corresponding to a certain win or loss lottery result (target win or loss lottery result), the probability (reliability) that the target win or loss lottery result will be a jackpot is higher than when it does not occur. In other words, the moving performance may occur as a so-called chance-up performance. However, the moving performance is not a jackpot confirmation performance that confirms that the target win or loss lottery result is a jackpot when it occurs. In other words, the moving performance may occur even in the case of a miss variation. Any trigger may be used to cause the moving performance to occur. In this embodiment, a moving performance occurs when a predetermined opportunity image 55 (see FIG. 26(b)) is displayed in the display area (the moving body 50 starts to change from the basic state to the performance state). In this embodiment, the moving performance does not occur more than once in one change.
[0104] In addition, the performance in which the movable body 50 changes from the basic state to the performance state may occur when the win or loss has been determined (such a performance of the movable body 50 that occurs when the win or loss has been determined is referred to as a separate movable performance). However, such a separate movable performance is not considered to be a performance that is a prerequisite for the occurrence of a special performance. In other words, the "movable performance" and the "separate movable performance" are common in that the movable body 50 changes from the basic state to the performance state, but they differ in that the former is a performance that is a prerequisite for the occurrence of a special performance, while the latter is not a performance that is a prerequisite for the occurrence of a special performance (it is a performance that is not linked to the occurrence of a special performance).
[0105] When a moving performance is executed, unless the return operation means 65 is operated, the movable body 50 remains in the performance state until a predetermined period of time has elapsed since the performance state was entered. In this embodiment, the predetermined period is set to 10 seconds (a fixed time). If the return operation means 65 is not operated, the movable body 50 automatically returns to the basic state (automatically performs a return operation) upon the end of the predetermined period.
[0106] The special effect may occur when the return operation means 65 is operated when the movable effect occurs and the movable body 50 is in the effect mode. In this embodiment, the special effect occurs only when the target hit / miss lottery result is a big win. In other words, the special effect is a big win confirmed effect that does not occur in a miss fluctuation. In this embodiment, when the movable effect occurs in a hit fluctuation and the return operation means 65 is operated in a state where the movable body 50 is in the effect mode, the special effect occurs without fail (see FIG. 27(a-1)). The special effect is an effect (dedicated effect) that does not occur unless the return operation means 65 is operated. In addition, the special effect is an effect that does not occur unless the return operation means 65 is operated in a state where the movable body 50 is in the effect mode. In other words, the special effect is an effect that occurs with the return operation of the movable body 50, and is separate from the return operation. In this embodiment, even if a moving performance occurs and the movable body 50 is in a performance state, an image that prompts the user to operate the return operation means 65 is not displayed in the display area (see FIG. 26(b)).
[0107] In the present embodiment, the special effect is a display of a predetermined special image 52 (see FIG. 27(a-1)). The special image 52 is displayed only when the special effect is executed. There are various specific aspects of the special image 52. The special effect in the present embodiment is a big win confirmation effect, and includes content that suggests that the big win is confirmed. In the present embodiment, when a moving effect occurs, a battle effect in which the player's character and the enemy's character fight (in the case of a big win, the end result is that the player's character wins, and in the case of a loss, the end result is that the player's character loses) is executed, and an image including the words "Victory Confirmed" is displayed as the special image 52 to suggest that the big win is confirmed. The words and their surroundings may be colored rainbow (commonly used as a color for a big win confirmation), etc., to emphasize that the big win is confirmed. In addition to or instead of displaying such an image, a predetermined special sound may be output from the speaker 69 (see FIG. 1) as a special effect. However, it is preferable that the special effect is not one in which a member other than the movable body 50 (a movable member other than the movable body 50) is displaced. This is because there is a risk that the player may mistakenly believe that the operation of the return operation means 65 has caused the other movable member to move. In the case of a miss variation, the above-mentioned special image 52 will not be displayed even if the return operation means 65 is operated when the movable body 50 is in a performance mode. In other words, no special effect will occur (see FIG. 27(b)).
[0108] In this embodiment, the special effect ends when the movable body 50 returns to the basic state (completion of the return operation). That is, the special image 52 is erased when the movable body 50 returns to the basic state (see FIG. 27(a-2)). Since the special effect is executed based on the operation of returning the movable body 50 from the effect state to the basic state, the special effect ends when the movable body 50 returns to the basic state. In this way, it is easy for the player to understand that the special effect has occurred based on the operation of "returning the movable body 50 to the basic state". However, this does not mean that it is not possible to continue displaying the special image 25 until it is determined that a jackpot has been won.
[0109] In this way, the special effects in this embodiment are generated by the operation of the return operation means 65 for returning the movable body 50 to the basic state (original position). From the player's point of view, since the special effects are generated by the operation for returning the movable body 50 to the original state, it can be said that they are unexpected effects that occur at unexpected times.
[0110] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned special effects. Note that the following specific examples may be used to apply a combination of multiple techniques.
[0111] 〇Specific example 4-1 In the above embodiment, it was explained that a moving effect occurs due to a winning fluctuation, and when the return operation means 65 is operated while the movable body 50 is in a performance state, a special effect will always occur. However, the configuration is such that even if a moving effect occurs due to a winning fluctuation and the return operation means 65 is operated when the movable body 50 is in a performance state, a special effect will not necessarily occur.
[0112] For example, a movable effect occurs due to a winning fluctuation, and when the movable body 50 is in the effect mode, a predetermined lottery (special effect execution lottery) with a winning probability of less than 100% is executed when the return operation means 65 is operated. If the special effect execution lottery is won, the special effect is executed (see FIG. 28(b-1)), and if it is not won, the special effect is not executed (see FIG. 28(b-2)).
[0113] In the above embodiment, if the return operation means 65 is operated when a moving effect occurs and the movable body 50 is in the effect mode, but the special effect does not occur, the result of the lottery is confirmed to be a miss (a player who knew of the existence of the special effect and operated the return operation means 65 loses interest at that point). By doing as in this example, even if the return operation means 65 is operated when a moving effect occurs and the movable body 50 is in the effect mode and the special effect does not occur, there is a possibility of a jackpot, so it is possible to prevent the player from losing interest.
[0114] 〇Specific example 4-2 The setting is such that the special performance is not a performance that confirms a big win. In other words, the setting is such that the special performance can occur even if the fluctuation is a miss. However, the setting is such that the probability that the target hit / miss lottery result is a big win (higher reliability of the big win) is higher (higher reliability of the big win) when the return operation means 65 is operated when the movable performance occurs and the movable body 50 is in the performance mode, and the special performance occurs as a result of the operation, than when the special performance does not occur.
[0115] By doing as in this example, the special effect functions as a so-called chance-up effect. Also, even if the return operation means 65 is operated when the movable body 50 is in the effect mode and the special effect does not occur, the gameplay can be realized in which the target hit / miss lottery result may be a big win.
[0116] 〇Specific example 4-3 Although it has been explained that the special effects in the above embodiment can be generated by operating the return operation means 65 when the movable body 50 is in a performance mode, they may be generated by operating the return operation means 65 even when the movable body 50 is not in a performance mode. In other words, regardless of whether a moving performance occurs or whether the movable body 50 is in a performance mode, if the return operation means 65 is operated during a winning fluctuation, a special effect will occur.
[0117] By doing as in this example, the condition for whether or not to generate a special effect is not "the movable body 50 being in a performance mode" (because it is not necessary to judge whether or not to execute a special effect based on whether or not the movable body 50 is in a performance mode), so the control of the special effect becomes easier than in the above embodiment. Since the original function of the return operation means 65 is to return the movable body 50 in a performance mode to the basic mode, it is usually considered that there is no point in operating the return operation means 65 if the movable body 50 is not in a performance mode, and it is highly likely that the return operation means 65 will be operated extremely rarely when the movable body 50 is not in a performance mode. Therefore, even if the example is done as in this example, the occurrence of special effects will not occur frequently.
[0118] However, if, as in the above embodiment, a special effect can occur on the condition that the movable body 50 is in an effect mode, the return action of the movable body 50 and the occurrence of the special effect are set together, which has the advantage that it is easier for the player to understand that the special effect has occurred based on the operation of the return operation means 65.
[0119] 〇Specific example 4-4 The special image 52 displayed during the special effect includes an element (hereinafter referred to as a "returning operation element") indicating that the movable body 50 has returned to the basic state, i.e., that the return operation is in progress. The return operation element may be of any aspect that helps the player understand that the movable body 50 is in the process of returning. For example, the characters "XX being stored" (XX is the name of the movable body 50) are set as the return operation element (see FIG. 29(b-1)). In this way, the special effect is an easy-to-understand presentation form in which the image indicating that the return operation is in progress indicates to the player that a jackpot has been confirmed (the special image 52 serves both to indicate that the return operation is in progress and to indicate that a jackpot has been confirmed).
[0120] Even during a recovery operation that does not involve a special effect, a normal effect may be executed in which an image (hereinafter referred to as normal image 53) including a recovery operation element (in the above example, "XX being stored") that expresses the same content as the special image 52 is displayed (see FIG. 29(b-2)). Any method may be used to set the difference in appearance between the special image 52 and the normal image 53. For example, the special image 52 differs from the normal image 53 in that the recovery operation element (letters) or its surroundings are rainbow colored. In this way, the special effect is a form of effect in which the image indicating that a recovery operation is in progress is an image (special image 52) that is different from the usual image (normal image 53), suggesting that a jackpot has been confirmed.
[0121] 〇Specific example 4-5 The special effect may be generated in a state other than during the variation effect. The occurrence of the special effect may be any effect that notifies the player of the occurrence of an event advantageous to the player. For example, during a jackpot game (round), a special effect can be used as an effect that notifies the player that a jackpot advantageous to the player has been won (notifying the player of a so-called "promotion") (see FIG. 30). As in the above embodiment, if a normal jackpot and a special jackpot are provided as jackpots, the special effect can be generated during the jackpot game as an effect that makes it appear as if the player has won a normal jackpot, but actually notifies the player that a special jackpot has been won.
[0122] During a jackpot game, a moving effect occurs in which the movable body 50 is in an effect mode (see FIG. 30(a)). In other words, a moving effect occurs to celebrate the winning of a jackpot. Based on this premise, when the return operation means 65 is operated to return the moving effect to the basic mode, this can trigger a special effect to notify the player that a special jackpot has actually been won (see FIG. 30(b)).
[0123] After the special effect occurs, an effect (promotion notification effect) that actually notifies the player of a "promotion" occurs (see Figure 30 (c)). Such a promotion notification effect occurs even if the return operation means 65 is not operated and a special effect does not occur. In other words, the promotion notification effect occurs regardless of whether or not a special effect occurs. The special effect functions as an effect that announces the occurrence of a promotion before the promotion notification effect, which is determined to occur in advance.
[0124] 5) Display during jackpot game The jackpot game, which is executed when the winning / losing lottery result is a jackpot, is a multiple repetition of unit games (rounds) in which the big prize area 906 is opened until a predetermined closing condition is met. The period during which the jackpot game is executed is roughly divided into an opening period, a winning period, and a closing period. The opening period (not shown) is a so-called opening period before the first unit game (one round) starts. The winning period (see FIG. 31(a)) is a period from the start of the first unit game (one round) to the end of the last unit game (last round). Specifically, it is a period from the opening of the big prize area 906 in the first round to the closing of the big prize area 906 in the last round (the closing condition for the last round is met). In the case of a 10-round jackpot in which 10 unit games are executed, the last round is the "10th round".
[0125] The terminal period (see FIG. 31(a)) is the so-called ending period, which is the period from the end of the final round (referring to the closing point of the large prize area 906 in the final round) until a certain amount of time has elapsed. In this embodiment, the length of the terminal period is set to 3 seconds. In other words, the big win game ends when a certain amount of time has elapsed after the end of the final round. No variable performance is executed while the big win game is being played. Therefore, even if pending information (win / lose lottery information) is stored in the storage means at the end of the winning period (= start of the terminal period), the variable performance based on the pending information will not start until the end of the terminal period.
[0126] Various displays during a special jackpot (not a so-called first jackpot but a consecutive jackpot) won in a special game state will be described below. The display may be displayed in either the first display area 111 or the second display area 121, so long as it is displayed so that the player can see it (in each figure, it is shown as being displayed in the second display area 121 (the first display area 111 is omitted from the illustration)). In other words, it may be displayed anywhere on the display device (display area) of the gaming machine 1, so long as it is displayed so that the player can see it.
[0127] As described above, the special big win opens the bonus area 15 in a specific round, and transitions to a special game state after the special big win game ends on the condition that the game ball enters the bonus area 15 (V winning). In this embodiment, the specific round is set to 9 rounds.
[0128] In the specific round, a display is displayed indicating that the game ball should be shot aiming at the bonus area 15 (see FIG. 31(b-1)). As described above, in the specific round, if the game ball is shot toward the bonus area 15 continuously for a certain period of time, a V win will almost certainly occur. In other words, unless the player ignores the shooting instruction (right hit instruction) or some kind of abnormality occurs, a transition to the special game state is confirmed in the 9th round (the right to transition to the special game state is acquired).
[0129] The game state image 56 is displayed in the 10th round (final round) after the 9th round (see FIG. 31(b-2)). The game state image 56 is an image indicating that the game state will be changed to a special game state in the future. That is, the game state image 56 indicates that the game state will be changed to the special game state after the big win game ends due to the V winning in the 9th round, during the winning period. In this embodiment, the game state image 56 is erased when the 10th round ends. That is, the game state image 56 is not displayed during the final period after the winning period. The game state image 56 may directly or indirectly indicate the special game state. In this embodiment, since the special game state is named "XX RUSH", the game state image 56 includes the characters "XX RUSH". For example, the game state image 56 such as "XX RUSH Entry" or "XX RUSH Continue" is displayed.
[0130] The winning period ends with the end of the 10th round (final round), and the period moves to the end period (see FIG. 31(a)). In the end period, an image (standby image 57) is displayed in preparation for the start of the first during-variation performance executed after the special jackpot game ends (see FIG. 31(b-3)). The standby image 57 includes a decorative pattern 80 that waits for the start of the first during-variation performance. In this embodiment, the winning / losing lottery result is notified by the combination of three decorative patterns 80, so three decorative patterns 80 are in a standby state on the left, center, and right sides of the display area. Here, the three waiting decorative patterns 80 displayed in the end period are not of the same type (not a set of three of the same decorative patterns 80, but at least two of them are different types). If the three decorative patterns 80 are of the same type, it would appear as if a winning combination is displayed to indicate that a jackpot game is being played, and it would be difficult to sense that they are waiting for the start of the variation. The pattern (combination) of the three decorative designs 80 may be the same each time, or may be different each time.
[0131] In addition, the waiting image 57 displayed in the end period may include the pre-change reserved pattern 72 in addition to the decorative pattern 80 (see FIG. 31(b-3)). While the during-change performance is being performed, the pre-change reserved information stored in the storage means is displayed in the display area as the pre-change reserved pattern 72, and if the pre-change reserved information is stored in the storage means, the pre-change reserved pattern 72 is displayed even in the end period. However, the pre-change reserved pattern 72 displayed is limited to that displayed in the game state after the end of the big win game. In this embodiment, the special game state is a game state in which the player aims to win a big win triggered by the second win / lose lottery (special chart 2 lottery) by hitting the right side, and the second pre-change reserved information (special chart 2 reservation) is displayed as the pre-change reserved pattern 72 (special chart 1 reservation is not displayed), so the pre-change reserved pattern 72 indicating the existence of the second pre-change reserved information stored in the storage means is displayed even in the end period. If the basic form of the pre-change reserved pattern 72 is different between the normal game state and the special game state (a form for the normal game state and a form for the special game state are prepared as the basic form of the pre-change reserved pattern 72), the pre-change reserved pattern 72 is displayed in the form for the special game state. Since the special game state is a high base state in which the game ball easily enters the second starting area 904b, it can be said that in the special big win game acquired in the special game state, it is normal that a certain number of second pre-change reserved information is stored. The pre-change reserved patterns 72 are displayed in the same number as the number of second pre-change reserved information stored in the storage means. If the second pre-change reserved information is not stored in the storage means, the pre-change reserved pattern 72 is not displayed. In addition, since the end period is a state in which the during-change performance is not executed, the during-change reserved pattern 71 is not displayed. The display position (consumption order position) of each pre-change reserved pattern 72 displayed during the end period is the same as the display position (consumption order position) of each pre-change reserved pattern 72 displayed during the change performance.
[0132] In addition, the standby image 57 displayed during the end period includes a background image 30 displayed as a background of the decorative pattern 80 and the pre-variation reserved pattern 72. The background image 30 is the same as the special background image 30s displayed during the special game state (see FIG. 31(b-3)). In this embodiment, one or more types of normal background images (background images 30 that are not displayed in the special game state) displayed in the normal game state and one or more types of special background images 30s (background images 30 that are not displayed in the normal game state) displayed in the special game state are provided, and during the end period of the special big win game, the special background image 30s is displayed and the normal background image is not displayed. In this embodiment, the normal background image (background image 30 shown in FIG. 11) represents "day", and the special background image 30s represents "night".
[0133] In this manner, the standby image 57 (decorative pattern 80, pre-change reserved pattern 72, background image 30 (special background image 30s)) is displayed during the end period, so that the preparation for "start of change" is already completed during the end period. Therefore, when the end period ends (when the special jackpot game ends), as shown in FIG. 31 (b-4), the three decorative patterns 80 that have been displayed since the end period start changing with the special background image 30s as the background. In addition, with regard to the pre-change reserved pattern 72 that has been displayed since the end period, the end of the end period causes the advancement of the consumption order position. In other words, the pre-change reserved pattern 72 that is earliest in the consumption order among the pre-change reserved patterns 72 displayed during the end period becomes the changing reserved pattern 71, and the other pre-change reserved patterns 72 are advanced one by one in the consumption order position. In addition, the image (insert image) that separates the end period (special jackpot game) from the first change performance is not displayed. In other words, the standby image 57 is displayed continuously from the end period to the start of the first variable performance. As this type of insert image, an image to warn the player not to forget to take the prepaid card, a brand logo image such as a manufacturer's corporate image, etc. are known, but in this embodiment, this type of insert image is displayed at the so-called first win, but is not displayed during a special jackpot game (when consecutive wins are played) in which a special jackpot is won.
[0134] The end period of the big win game is the period after the final round is over, and is not a period during which substantial profits (balls) can be obtained, so if the period feels long, the player may become irritated. By displaying the standby image 57 that is waiting for the start of the fluctuation during the end period as in this embodiment, the big win game has already ended, and it appears to the player that the fluctuation will start soon, so the risk of the player feeling that the end period is long can be reduced.
[0135] In this embodiment, the pre-change reserved pattern 72 is displayed as the waiting image 57, but such a pre-change reserved pattern 72 may not be displayed. That is, the reserved pattern 70 may be displayed at the end of the terminal period (end of the big win game). Even if the pre-change reserved pattern 72 is not displayed, the display of the decorative pattern 80 is likely to give the player the impression that the player is waiting for the start of the change. However, by displaying the pre-change reserved pattern 72 in the terminal period as in the above embodiment, it can be said that the player is more likely to get the impression that the big win game has already ended.
[0136] In addition, in this embodiment, a game state image 56 indicating a special game state is displayed during the winning period. Such a game state image 56 (an image indicating a game state to which a game will transition after the end of a big win game) is generally displayed during the end period, but since the end period in this embodiment displays a waiting image 57 to make it look as if the big win game has ended, it is preferable not to display the game state image 56 (an image that reminds one that the big win game has not ended) during the end period. Since the game state image 56 indicates that a special game state will start soon, it is preferable to display it as close as possible to the end of the big win game (the start of the special game state). Therefore, it is preferable to display it during the final round, as in this embodiment.
[0137] Moreover, the game state image 56 is displayed in the round (10th round in this embodiment) following the specific round (9th round in this embodiment) in which the bonus area 15 is opened. In other words, if there is no abnormality, it is likely that a V win will occur and a transition to a special game state will be confirmed, so there is no contradiction with displaying the game state image 56 indicating a transition to a special game state. In addition, if a so-called burst occurs in which a V win is missed, it is preferable to control so that the game state image 56 is not displayed.
[0138] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the display during the jackpot game. Note that the following specific examples may be used to apply a combination of multiple techniques.
[0139] Specific example 5-1 In the above embodiment, it has been described that the standby image 57 is displayed when the player moves to the terminal period, but the standby image 57 may be displayed from the middle of the winning period. For example, the standby image 57 may be displayed continuously from the time the final round (the 10th round in the above embodiment) is being executed until the terminal period (see Fig. 32(c)(d)). By doing so, it is possible to create a situation in which the player appears to be waiting for the start of the fluctuation from the middle of the winning period.
[0140] Even in this example, the game status image 56 is displayed before the standby image 57 is displayed. The game status image 56 should be displayed in the round after the specific round ends. Therefore, if the 9th round (the round before the final round) is the specific round as in the above embodiment (see FIG. 32(a)), the game status image 56 is displayed until a certain point in the final round (first half) (see FIG. 32(b)), and the standby image 57 is displayed after that point (second half) (see FIG. 32(c)). On the other hand, although not shown, if any of the rounds up to the 8th round is the specific round, the game status image 56 may be displayed in the 9th round, and the standby image 57 may be displayed from the start of the final round.
[0141] 〇Specific example 5-2 In the above embodiment, the display of the waiting image 57, etc. is explained as being controlled during a special jackpot game obtained in a special game state, but similar control can also be performed during a special jackpot game obtained in a normal game state.
[0142] In addition, the same control can be performed in the normal big win game. After the normal big win game ends, the game shifts to the normal game state, so the background image 30 displayed in the end period is the normal background image.
[0143] Specific example 5-3 The setting is made such that there may be a case where the above-mentioned standby image 57 is not displayed during the terminal period. That is, when a predetermined condition is met, the standby image 57 (see FIG. 33(b-1)) is not displayed during the terminal period, and an image different from the standby image 57 (hereinafter, referred to as a special image 58) (see FIG. 33(b-2)) is displayed.
[0144] For example, when a so-called "reserved consecutive wins" occurs in which the corresponding winning / losing lottery result is a jackpot among the reserved information (reserved information before second variation) stored in the so-called storage means, an image suggesting that a reserved consecutive win will occur can be displayed as special image 58 during the terminal period. In this way, if the standby image 57 (default image) (see FIG. 33(b-1)) is not displayed during the terminal period and the special image 58 (see FIG. 33(b-2)) is displayed, a gameplay in which the occurrence of an event advantageous to the player is confirmed is realized.
[0145] 〇Specific example 5-4 The combination of decorative symbols 80 (decorative symbols 80 waiting to start changing) displayed during the end period (obviously, this is not a combination that notifies the result of the lottery) suggests the probability that an event advantageous to the player will occur. An example of an event advantageous to the player is the aforementioned consecutive wins in the reserved lottery.
[0146] For example, the probability of an event advantageous to the player occurring is higher when all three decorative patterns 80 displayed in the terminal period are odd-numbered decorative patterns 80 (see FIG. 34(b)) than when all three decorative patterns 80 are even-numbered decorative patterns 80 (see FIG. 34(a)). It may also be set so that an event advantageous to the player will definitely occur when the decorative patterns 80 are odd-numbered. In this way, an interesting gameplay is realized in which the player will likely pay attention to the decorative patterns 80 (combinations of decorative patterns 80) waiting to start varying.
[0147] Although the embodiment of the present invention has been described in detail above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the gist of the present invention.
[0148] 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.
[0149] 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 15 (V area) that opens 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").
[0150] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0151] ·Means 1-1 A gaming machine comprising: a transparent display device in which part or all of the display area can be made into a transparent section that allows the rear to be seen, and an image display section which has lower visibility than the transparent section; and an effect execution means that executes a selection effect that leads to a selection result indicating that a target element from among a plurality of option elements is selected, and that non-target elements, which are option elements other than the target element, have not been selected, wherein the selection result indicates that the target element has been selected, and that the non-target elements have not been selected, by making the range of the target element that is not covered by the image display section and is visible through the transparent section larger than that of the non-target elements. The gaming machine described above is capable of implementing novel and easy-to-understand selection presentation using a transmissive display device.
[0152] ·Means 1-2 The gaming machine described in Means 1-1 is characterized in that, at a stage before the selection result is reached, the range of the transparent portion is changed so that each of the multiple option elements is visible through the transparent portion at least once. In this way, the user can see what options are available before the selection result is known.
[0153] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that option images representing a plurality of the option elements are displayed on a separate display device provided behind the transmissive display device. In this way, by providing a separate display device behind the transmissive display device, options can be presented by images displayed on the separate display device.
[0154] ·Means 2-1 A gaming machine capable of executing a combination performance including a first stage in which a reference image is displayed so that a portion of the background image is visible through an inner hollow area, a second stage in which a specific image that displaces toward the reference image is displayed, and a third stage in which the specific image may get stuck in the hollow area, leading to a combination conclusion in which a combined image is formed by integrating the reference image and the specific image. According to the gaming machine, it is possible to execute an interesting effect in which the reference image, which is displayed as if it is jumping out in front of the background image, and the specific image may be combined.
[0155] ·Means 2-2 The gaming machine described in claim 1 is characterized in that it comprises a first display device having a first display area, which is a transmissive display device capable of making part or all of the first display area a transmissive area that allows the rear to be seen, and a second display device having a second display area provided rearward of the first display device, and in the first stage, the reference image in which the hollow area is made the transmissive area is displayed in the first display area, and the background image is displayed in the second display area. This enhances the effect of making the reference image appear as if it is jumping out in front of the background image.
[0156] ·Means 2-3 The gaming machine described in Means 2-1 is characterized in that it comprises a first display device having a first display area, which is a transparent display device capable of making part or all of the first display area a transparent portion that allows the rear to be seen, and a second display device having a second display area located behind the first display device, and the reference image and the background image are displayed in the second display area. In this way, the reference image and the background image can be displayed in the same display area (second display area).
[0157] ·Means 2-4 The gaming machine described in Means 2-2 or Means 2-3, characterized in that the specific image is displayed in the first display area. In the case of Means 2-4 which refers to Means 2-2, a combined image formed by combining a reference image and a specific image is produced in such a way that it appears as if it is jumping out in front of a background image. In the case of Means 2-4 which refers to Means 2-3, a combined image is constructed in which the specific image appears to be popping out in front of the reference image.
[0158] ·Means 3-1 A gaming machine comprising: a first display device having a first display area, the first display device being a transparent display device capable of making part or all of the first display area a transparent portion that allows the rear to be seen; a second display device having a second display area provided rearward of the first display device; and an effect execution means for executing a composite effect including a pre-effect executed in one of the first display area and the second display area, and a post-effect executed in the other of the first display area and the second display area, wherein the pre-effect leads to one of a plurality of endings, and the post-effect causes a change in a target image displayed in the other of the first display area and the second display area according to the type of ending of the pre-effect. The composite effects that the gaming machine can execute are interesting in that the outcome of a previous effect executed in either the first or second display area is reflected in a change in the target image displayed in the other area.
[0159] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the target image is a reserved pattern that indicates the presence of win / lose lottery information, which is information used for a win / lose lottery and for which the corresponding win / lose lottery result has not yet been announced, the reserved pattern is one of several types of patterns that differ in the probability that the corresponding win / lose lottery result will be a win, and the subsequent performance is a performance in which the reserved pattern changes to a pattern that corresponds to the type of outcome of the previous performance. In this way, a composite effect (post-effect) can be executed as a so-called hold change effect.
[0160] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2 is characterized in that the pre-performance is a performance in which a plurality of candidate images are displayed, followed by a conclusion in which one of the plurality of candidate images is selected as a selected image, and the post-performance is a performance in which a change occurs in the target image according to the type of the selected image. In this way, the result of the image selection in either the first or second display area is reflected in the change in the target image displayed in the other display area. Since the result of the image selection and the change in the target image are shown in different display areas, the two can be clearly distinguished, making the flow of the presentation easy to understand.
[0161] ·Means 4-1 A gaming machine comprising: a movable body that can be changed from one of a basic state and a presentation state to the other, and that is in a state where it can be touched by a player when in the presentation state; a return operation means that returns the movable body to the basic state when the movable body is operated while in the presentation state; and a presentation execution means that, when the return operation means is operated, can execute a special presentation that is a different presentation from the movable body returning to the basic state. The special effects that the gaming machine can execute occur when the return operation means for returning the movable body to its basic state is operated, and therefore occur at times that the player does not expect, which is an interesting feature.
[0162] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that a moving performance that changes the movable body from the basic mode to the performance mode is executed as a performance that constitutes the during-variation performance from when the decorative pattern that notifies the win / lose lottery result starts to change to when it stops in a mode according to the win / lose lottery result, and the moving performance can occur in either the during-variation performance where the win / lose lottery result is a win or the during-variation performance where the win / lose lottery result is a miss, and the special performance can occur in the during-variation performance where the win / lose lottery result is a win, but does not occur in the during-variation performance where the win / lose lottery result is a miss. In this way, a game feature is realized in which a special effect occurs at a timing that the player does not expect, thereby confirming a win.
[0163] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2, characterized in that the special image displayed during the special effect includes a return operation element indicating that the movable body is in the process of returning to the basic state. In this way, an image indicating that the movable body is in the returning motion can be used as a special image.
[0164] ·Means 5-1 a winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information obtained when a gaming ball enters a starting area; an effect execution means for executing an in-flight effect from when the decorative pattern displayed in the display area starts to fluctuate until it stops in a manner corresponding to the winning / losing lottery result; and a winning game execution means for executing a winning game which is executed when the winning / losing lottery result by the winning / losing lottery means is a winning game, the winning game having a winning period including one or more unit games in which a predetermined winning area is open until a closing condition is met, and a terminal period which is the period after the last unit game of the winning period ends, wherein during the terminal period of the winning game, the decorative pattern is displayed in the display area, waiting to start fluctuating in the first in-flight effect executed after the terminal period ends. According to the above gaming machine, the terminal period appears as if the winning game has already ended and the machine is waiting for the start of the variable performance, which reduces the possibility that the player will feel that the terminal period is long.
[0165] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that it is equipped with a memory means for storing a predetermined number of winning / losing lottery information as reserved information for which the during-variation performance for the corresponding winning / losing lottery result has not yet begun, and if the reserved information is stored in the memory means during the end period of the winning game, a pre-variation reserved pattern indicating the presence of the reserved information is displayed in the display area. By displaying the reserved symbols during the end period, the impression that the winning game has already ended can be enhanced.
[0166] ·Means 5-3 The gaming machine described in Means 5-1 or 5-2, characterized in that during the winning period, a game state image showing the game state to which the game will transition after the winning game ends is displayed in the display area. In order to make the end period appear as if the winning game has already ended, it is advisable to display a game state image during the winning period before the end period. [Explanation of symbols]
[0167] 1. Gaming machines 11 First display device 111 First display area M Transparent part N Image display area (N1 semi-transparent area N2 opaque area) 12 Second display device 121 Second display area 15. Bonus Area 20 Choice Images (21-24 First Choice Image to Fourth Choice Image) 25 Covering Image 26 Exposed part 30 Background image (normal background image) 30s special background image 32 Reference Images 321 Cavity area 34 Specific Images 35 Combined Image 40 candidate images 40s Selected Images 50 Movable body 52 Special Images 56 Game status image 57 Waiting Image 60 Operating means 61 Push Button 62 Cross key 65 Return operation means 69 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 70n Normal mode 70s special mode (71s~74s first special mode ~ fourth special mode) 70w preview mode 70T Target reserved pattern (target image) 80 Decorative Designs
Claims
Claims 1: A winning or losing lottery means for performing a winning or losing lottery based on winning or losing lottery information obtained when a game ball enters a starting area; A display means having a display area where a decorative symbol for notifying a winning or losing lottery result by the winning or losing lottery means is displayed; A variation effect execution means for executing a variation effect until the decorative symbol stops in a winning mode when the winning or losing lottery result is a win after starting to vary, and in a losing mode when it is a loss; Comprising: As a game state in which a game ball is launched aiming at the starting area and the game is played aiming at the winning or losing lottery result by the winning or losing lottery means being a win, a normal game state and a special game state more advantageous to the player than the normal game state are provided; When a winning variation effect, which is the variation effect in which the decorative symbol stops in the winning mode, is executed, a winning game is executed after the winning variation effect; In the winning game, a round game in which a winning area that is normally closed is opened until a predetermined closing condition is satisfied is repeated a plurality of times, and a winning period that ends when the final round game, which is the last round game, ends is provided; As the winning game, a special winning game in which the game state after the end of the winning game becomes the special game state is provided; The special winning game is provided with an end period from the end of the final round game until the start of the first variation effect in the special game state; During the end period of the special winning game, the decorative symbol in a standby state for the first variation effect in the special game state is displayed A gaming machine characterized by the above. Claims 2: The gaming machine according to claim 1, characterized in that a special game state image indicating entry into the special game state is displayed during the winning period.