Game machine
Patent Information
- Application Number
- JP2022102443
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-06-27
- Publication Date
- 2025-07-03
AI Technical Summary
Existing gaming machines lack novel selection effects that provide engaging and understandable visual cues for players regarding the reliability and outcome of lottery results.
A gaming machine with a transparent display device allowing partial visibility through an image display part, using a transmissive display to indicate selection results and execute selection performances, enhancing player understanding through visible transitions and reliability indicators.
The gaming machine executes novel selection effects that enhance player engagement by clearly indicating the reliability of lottery outcomes, making the selection process more understandable and engaging.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Gaming machines capable of executing a selection effect that results in one of a plurality of options being selected are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-160144 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 novel selection effects. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized by comprising a transparent display device that can convert part or all of its display area into a transparent section that allows visibility behind it and an image display section that 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 the target element has been selected by making a target element from among a plurality of option elements visible through the transparent section without being covered by the image display section. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing novel selection effects. [Brief explanation of the drawings]
[0007] [Figure 1]1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] 10A is a diagram for explaining the gaming state (transition of the gaming state), and FIG. 10B is a diagram for explaining the bonus area. [Figure 4] (a) 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 from diagonally 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 displayed on the first display device (transmissive portion, image display portion (semi-transmissive portion / opaque portion)) (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)). [Figure 5] FIG. 10 is a diagram illustrating a selection effect. [Figure 6] FIG. 10 is a diagram (continuation of FIG. 5) for explaining the selection effect. [Figure 7] FIG. 10 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. 10 is a diagram for explaining specific example 1-3. [Figure 10] 10A and 10B are diagrams for explaining specific examples 1-4 and 1-5. [Figure 11] FIG. 10 is a diagram for explaining image presentation. [Figure 12] FIG. 11 is a diagram for explaining image presentation. [Figure 13] This is a diagram for explaining the post-effect (post-reach effect) that is executed after the image effect reaches a combined conclusion. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 15]FIG. 10 is a diagram for explaining specific example 2-2. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 17] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 18] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 19] A diagram for explaining the state of reserved patterns. [Figure 20] This is a diagram to explain the preview effect that occurs before the composite effect. [Figure 21] FIG. 10 is a diagram for explaining a composite effect. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 23] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 25] 10A and 10B are diagrams for explaining a movable body and a return operation means. [Figure 26] FIG. 10 is a diagram illustrating the movable effects. [Figure 27] FIG. 10 is a diagram for explaining special effects. [Figure 28] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 29] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 30] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 31] (a) is a time chart for explaining the process from the special jackpot game to the transition to the special game state, and (b) is a diagram showing the content of the image displayed at each point in time shown in (a). [Figure 32] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 33] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 34] FIG. 10 is a diagram for explaining specific example 5-4. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a starting area 904, a big prize area 906, an outlet 907, etc. The game area 902 is also provided with a plurality of game pins as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various ways depending on the conditions when it collides with the game pins.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning hole such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is triggered by a win / lose determination means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special symbol 1" start area) and a second start area 904b (the so-called "special symbol 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose determination information) is acquired from a random number source. If the numerical value is the same as the predetermined jackpot numerical value, the jackpot is determined; if it is different, the jackpot is determined. In this embodiment, the results of the win / lose lottery are reported in the order in which the numerical values are acquired (so-called fluctuation begins). However, if there is win / lose determination information for which the results of the win / lose lottery have not yet been reported, the newly acquired win / lose determination information is stored as reserved information in a storage means provided on a control board (not shown). The storage of reserved information in the storage means is displayed as reserved symbol 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 symbol 70, a reserved symbol 71 (a symbol indicating the existence of the so-called "relevant reserved variable") corresponding to information in which the in-variation effect (from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the result of the lottery, that is, the effect during one variation; hereinafter, also referred to as "variation") that notifies the result of the lottery has started but the notification of the result of the lottery has not been completed (hereinafter, also referred to as in-variation reserved information) and a pre-variation reserved symbol 72 corresponding to information in which the in-variation effect that notifies the result of the lottery has not started (hereinafter, also referred to as pre-variation reserved information) are displayed (see FIG. 2). Note that the in-variation reserved information (in-variation reserved symbol 71) is not strictly a "reserved" because the corresponding in-variation effect has already started, but is generally referred to as the "relevant reserved variable" or the like, and therefore is treated as included in the concept of "reserved" in this embodiment. In this embodiment, the basic shapes of the pending-changing symbol 71 and the pending-before-change symbol 72 are the same, and in order to distinguish between them, the pending-changing symbol 71 is displayed larger than the pending-before-change symbol 72. The basic shapes of the pending-changing symbol 71 and the pending-before-change symbol 72 may be completely different.
[0015] There is an upper limit to the maximum number of pre-change reserved information that can be stored. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) that can be obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) that can be obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to either special chart 1 or special chart 2, one reserved pattern during change 71 and up to four reserved patterns before change 72 may be displayed (see FIG. 2).
[0016] The pre-change reserved pattern 72 is displayed at a position (consumption order position) according to the order in which the notification of the corresponding winning / losing lottery result is completed first (so-called consumption order). In this embodiment, the closer it is to the changing reserved pattern 71, the earlier it is consumed. 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 consumption order position.
[0017] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed on the display device. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR), each containing multiple decorative symbols 80, begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (e.g., three identical decorative symbols 80). If a loss occurs, the combination will be other than the combination that results in a jackpot (a combination other than the combination that results in a jackpot). The decorative symbols 80 may be combinations of numbers, characters, etc. Note that 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 symbols 70 and decorative symbols 80 may be omitted to make the drawings easier to understand. However, while a variable effect is being executed, the decorative symbols 80 are displayed in a variable manner in at least one of the first display area 111 and the second display area 121. The decorative symbols 80 may change in size or appearance as appropriate depending on the effect being executed (so as not to impede the visibility of the effect being executed).
[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 it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high-base state (high probability, time reduction) in which it is easy for the game ball to enter the starting area 904. 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, this is a state in which a so-called "left-handed shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after a first win / loss 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 in which a so-called "right hit" should be performed. Therefore, the special gaming state can be said to be a gaming state in which the aim is to win a jackpot after passing through the second win / lose lottery. The special gaming state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered by the gaming ball entering the normal starting area 905, so it is relatively easy for the gaming ball to enter the second starting area 904b.
[0020] In this embodiment, a normal jackpot and a special jackpot are provided as jackpots. A normal jackpot is a jackpot that transitions to a normal gaming state after a jackpot game ends. A special jackpot is a jackpot that transitions to a special gaming state after a jackpot game ends (however, a V win, as described below, is required). A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / lose lottery is a special jackpot. Except in special cases such as winning a lottery based on the reserved information stored in the storage means immediately after transitioning to the gaming state (the so-called remaining reserved lottery), the normal gaming state is a gaming state in which the aim is to win the first win / lose lottery, so a jackpot obtained in the normal gaming state is a normal jackpot or a special jackpot. The special gaming state is a gaming state in which the aim is to win the second win / lose lottery, so a jackpot obtained in the special gaming state is a special jackpot.
[0021] The special gaming state ends when the winning / losing lottery results in a predetermined number of consecutive losses (e.g., 100 losses). When the special gaming state ends, the game transitions to the normal gaming state. If a jackpot (special jackpot) is won before the predetermined number of consecutive losses after the transition to the special gaming state, the game transitions again to the special gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win the second winning / losing lottery before the predetermined number of consecutive losses after the transition to the special gaming state. Note that, unless otherwise specified in the following explanation, this gameplay (specification) is merely an example. For example, it may be a so-called probability loop machine.
[0022] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (e.g., 10 balls) enter the jackpot area 906 after it is opened (a winning condition) or a predetermined time has passed since the jackpot area 906 was opened (a time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (R). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. 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 jackpot game, a bonus area 15 provided within the large prize area 906 is opened in a predetermined round (hereinafter referred to as a specific round). The letter "V" is marked near the bonus area 15 (see FIGS. 1 and 3(b)), and the "V" is used 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)). The large prize area 906 has two exit areas, and a gaming ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is designated as the bonus area 15 (see FIG. 3(b)). Each of the exit areas is equipped with a sensor, and a gaming ball that passes through one of the exit areas is treated as having entered the large prize area 906. In other words, the gaming ball that has entered the bonus area 15 has also entered the big prize area 906.
[0024] The condition for transitioning to the special game state after the special jackpot game ends is that the game ball enters the bonus area 15 in a specific round (see FIG. 3(b)). The bonus area 15 is open for a sufficiently long time in a specific round, and if the game ball is shot toward the bonus area 15 continuously (in this embodiment, if the ball is shot "right"), the game ball will almost certainly enter the bonus area 15 (entry of the game ball into 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 its opening time is extremely short), making it virtually impossible for the game ball to enter the bonus area 15.
[0025] 2)Display device The gaming machine 1 according to this embodiment includes a first display device 11 and a second display device 12 (see FIGS. 1 and 4(a)). In the following description, the area on the first display device 11 where an image can be displayed is referred to as a first display area 111, and the area on 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 can be seen by a player facing the gaming machine 1. In the following description, when the term "image" is simply used without any specific indication, 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 format (one that can display a limited 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 mean that the second display device 12 may be a transmissive display device).
[0028] The first display area 111 and the second display area 121 partially or entirely overlap in the front-to-back 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 portion of the first display area 111 is positioned so as to overlap behind a game board 90 (a plate that forms the main body of the game board 90) made of a colorless and transparent material (see FIG. 1). In other words, a portion 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 shown in figures other than FIG. 1.
[0029] The first display area 111 and the second display area 121 are positioned with a shift in position from each other. 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 may appear to be positioned closer to the player than the image displayed in the second display area 121 (an image visible through a transparent portion M or a semi-transparent portion N1, which will be described later) (the image displayed in the first display area 111 appears to protrude) (see FIG. 4(a-1)). It can be said that a sense of depth is expressed by displaying visible images in both the first display area 111 and the second display area 121. However, if the player faces the image completely head-on (assuming the line of sight is perpendicular to the image), the images displayed in both display areas appear to be displayed as a single 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 components located behind it (including an 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 perspective (even if an area in which an image (color) is displayed is controlled, the portion that appears almost colorless and transparent to the player is considered to be the transparent portion M). Therefore, components located behind the transparent portion M (that overlap the transparent portion M in the front-to-back direction) are visible to the player almost as they are (see area A1 in FIG. 4(b-3)).
[0031] Furthermore, the first display device 11 can have part or all of the first display area 111 as an image display area N that allows the player to see components located behind the transparent area M (see FIG. 4(b-1)). It is also possible for the first display area 111 to have a mixture of transparent areas M and image display areas N. The image display area N is a portion where some image appears to be displayed from the player's viewpoint. Because the image is displayed, the player will have poor visibility of components located behind the transparent area M (overlapping the image display area N in the front-to-back direction).
[0032] Furthermore, the image display section N is divided into a semi-transparent section N1 and an opaque section N2. It is also possible to have an image display section N in which semi-transparent sections N1 and opaque sections N2 are mixed. The semi-transparent section N1 allows components located behind it to be seen through the displayed image, but is less visible than the transparent section M. From the player's perspective, it is a section that appears colored and transparent (colored and semi-transparent). In other words, it is a section that is less visible than the transparent section M because of the semi-transparent image passing through it (see area A2 in Figure 4(b-3)). The more white elements (brighter) in the image displayed in the semi-transparent section N1, the higher the transparency (transmittance) of the semi-transparent section N1 tends to be, and the more black elements (darker) there are, the lower the transparency (transmittance) of the semi-transparent section N1 tends to be.
[0033] The opaque portion N2 is a portion that provides poorer visibility of components located behind the semi-transparent portion N1, and is a portion that makes it extremely difficult or impossible to see the components located behind through the displayed image (it is not completely opaque (completely opaque), but includes a state in which you cannot see what is behind unless you stare at it, i.e., a state in which it is substantially opaque). From the player's perspective, it is a portion where only the image displayed by the opaque portion N2 is visible, and anything behind it is covered by the image and cannot be seen (see area A3 in Figure 4(b-3)). In this embodiment, the second display area 121 is set to overlap the first display area 111 in its entirety. Therefore, if the entire first display area 111 were made opaque, 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 part 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), but this means that it is essentially invisible (not visible), and also includes a state in which it is slightly transparent.
[0034] Except for some drawings, the first display area 111 (first display device 11) and the image displayed in the first display area 111 are generally shown with dotted lines, and the second display area 121 (second display device 12) and the image displayed in the second display area 121 are generally shown 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 the effects during fluctuation that notify a certain winning / losing lottery result (target winning / losing lottery result). However, they can also be effects that can occur in situations other than during fluctuation, such as during a jackpot game.
[0036] 3-1) Selection The selection effect transitions from a pre-result stage in which multiple options are displayed to a post-result stage in which a selection result is reached indicating that one of the multiple options has been selected. Note that the selection effect in this embodiment automatically selects one of the options (automatic selection), and does not allow the player to select any option. In the following description, elements representing multiple options are sometimes referred to as option elements, option elements selected in the selection result as target elements, and option elements 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 images 20 include characters, designs, etc. that directly or indirectly suggest the effect when the image is selected. In this embodiment, the option images 20 include characters that suggest the reliability (the probability that the target win / loss lottery result will be a jackpot) when selected. Specifically, option images 20 including any of "Unfortunate," "Reach," "Chance," "Hot Potential," and "Hit" are displayed. The reliability when selected increases in the order of "Unfortunate," "Reach," "Chance," "Hot Potential," and "Hit." Note that when "Unfortunate" is selected, a miss is confirmed (reliability = 0%). When "Hit" is selected, a jackpot is confirmed (reliability = 100%). When "Reach," "Chance," or "Hot Potential" 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 effect is executed. In this embodiment, the pattern (combination) of the option images 20 displayed may change each time a selection presentation 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 presentation (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 referred to as 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 fixed, or may be variable each time a selection presentation occurs.
[0039] The first display area 111 displays a covering image 25, which is an image (opaque image) represented by an opaque portion N2. In this embodiment, the covering image 25 is a solid black image (represented by hatching in the drawings). At the beginning of the selection presentation (the first half of the pre-result stage), the covering image 25 is displayed over the entire first display area 111. Thereafter, the four option images 20 are displayed in the second display area 121. Therefore, at the beginning of the selection presentation, all option images 20 are covered by the covering image 25 (see FIG. 5(b)), and it is therefore impossible (difficult) to know what option images 20 are displayed and where they are located.
[0040] Then, in the latter half of the pre-result stage, a part of the covered 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 presentation is referred to as an exposed portion 26). That is, the covered image 25 is made into a form as if a part has been hollowed out (a hollow has been 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 permissible for a part of the exposed portion 26 to protrude outside the first display area 111 (a cut-off state)). Therefore, the exposed portion 26 also looks as if it is a part lit by a "spotlight." 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 covered image 25 changes such that the position of the exposed portion 26 displaces over time. Therefore, the portion 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 prevents the contents of two or more option images 20 from being grasped at once through the exposed portion 26. In other words, although it is possible to grasp the contents of one option image 20 that overlaps the largest area with the exposed portion 26, the contents of the other option images 20 are not grasped. When a certain option image 20 is in an exposed state, the contents of that option image 20 can be grasped. Furthermore, 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 (they may be configured to be completely unexposed, or they 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 appears to be illuminated by a "spotlight," so the exposed option image 20 appears to be illuminated by a spotlight.
[0042] In the latter half of the pre-result stage, the exposure portion 26 is displaced so that all of the option images 20 are exposed at one time (so that all of the 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 exposure portion 26 in this way, 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] Immediately before the transition to the post-result stage (immediately before the result is revealed), the exposed portion 26 is displaced irregularly to create an exciting effect suggesting that the exposed portion 26 may soon stop. In this embodiment, multiple exposed portions 26 are formed (appearing as if multiple spotlights are being generated) so that the player can sense that the result is about to be revealed (see FIG. 6(c)).
[0044] The transition 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 designated as the target element is exposed (see FIG. 6(d)). In other words, the option image 20 designated as the target element has a larger exposed range (the range visible through the transparent portion M) that is not covered by the covering image 25 than the option images 20 designated as non-target elements, thereby indicating that the option image 20 designated as the target element has ultimately been selected as the selection result. In this embodiment, the option images 20 designated as non-target elements are entirely covered. Furthermore, 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 states of FIGS. 5(c) to 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 for transition to the post-result stage.
[0045] As described above, the selection presentation in this embodiment suggests the reliability of the jackpot in the target winning / losing lottery result depending on 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 fluctuations.
[0046] In this way, the selection presentation in this embodiment is a novel and easy-to-understand presentation that uses 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] The following describes specific examples in which the above selection performance is improved, embodied, modified, etc. Note that a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.
[0048] 〇Specific example 1-1 It may be a selection effect (arbitrarily selectable selection effect) that allows the player to select a preferred option. For example, the option image 20 in the exposed state can be changed (selection operation can be performed) by operating the operation means 60 for selection operation (for example, a cross key 62 (see FIG. 1)) provided on the gaming machine 1 (see FIGS. 7(a)→7(b)). In other words, the exposed portion 26 is displaced in response to the operation of the operation means 60 for selection operation. Then, the selection of the option image 20 in the exposed state is confirmed by operating the operation means 60 for decision operation (for example, a push button 61 (see FIG. 1)).
[0049] 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 will). This example can be applied to selection effects that are executed to make the subsequent progress of the effects suit the player's preferences, 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 their favorite character.
[0050] 〇Specific example 1-2 In the above embodiment, the selection presentation shows the options using images (option images 20) displayed in the second display area 121, but the options may also be shown using elements other than images. For example, unlike the above embodiment, a plurality of decorative members 28 with 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, it is conceivable that each decorative member 28 represents a different character, and the subsequent developments will differ (the reliability will differ) depending on which character is selected in the selection presentation.
[0051] The selection effect results in one of the plurality of decorative members 28 being exposed (see FIG. 8(b)). That is, the decorative member 28 designated as the target element is exposed over a larger area that is not covered by the image display unit N than the decorative members 28 designated as the non-target element, thereby indicating that the decorative member 28 designated as the target element has been selected (that the decorative member 28 designated as the non-target element has not been selected).
[0052] In addition, as in the above embodiment, 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), 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 In the above embodiment, the covering image 25 is described as an image (opaque image) represented by the non-transparent portion N2. However, 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 the covering image 25 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)). Therefore, it is possible to achieve a presentation that enables the viewer to understand that the option image 20 overlapping the exposed portion 26 has been selected.
[0054] Note that when doing as in this example, it is not necessary to have all of the option images 20 exposed at once by displacing the exposure portion 26 in the pre-result stage (so that all options are "introduced" through the exposure portion 26) as in the above embodiment (however, this does not mean that doing as in the above embodiment is not denied). This is because even if an option image 20 is covered by the covering image 25, it is possible to understand what content the option image 20 is displayed through the covering image 25 (see FIG. 9(a)). Therefore, for example, a presentation can be created in which, for example, a state in which all option images 20 are covered by the covering image 25 (semi-transparent portion N1) is suddenly transitioned to a state in which the exposure portion 26 is formed to match one option image 20, thereby indicating that that 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 displayed in black (see FIG. 10(a-1)) or in red (see FIG. 10(a-2)). The probability that a highly reliable option image 20 will be selected is higher in a selection effect in which a red cover image 25 is displayed than in a selection effect in which a black cover image 25 is displayed (the most reliable option image (the one with the highest value 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 will not be selected (option images 20 other than the option images 20 that are in an exposed state). By using this example, the covering image 25 does not cover the option that will be selected, but covers the options that will not be selected, which is a novel presentation style that suggests the probability that the option that will be 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 having a certain size of exposed portion 26 (a "small" exposed portion 26) (see FIG. 10(b-1)), or a covered image 25 having a larger exposed portion 26 (a "large" exposed portion 26) (see FIG. 10(b-2)). The probability that a highly reliable option image 20 will be selected is higher in a selection effect where either the "small" exposed portion 26 or the "large" exposed portion 26 is selected (the most reliable option image 20 (the one with the highest value to the player) is more likely to be selected among the multiple option images 20 presented).
[0058] Preferably, the setting is such that the probability that a highly reliable option image 20 will be 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 will be achieved, making the presentation easier to understand.
[0059] 3-2) Combined production The combined effect is an effect that 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 that is 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 that is 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 an opaque 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 interrupted). The reference image 32 representing a character is merely an example. Any image may be displayed as long as the player can recognize it as representing some object, such as a character. The inside of the "frame" is the hollow area 321. Because 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 background image 30 behind can be seen through the hollow area 321, so the reference image 32 appears to jump out in front. 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 portion N (in this embodiment, it is an opaque portion N2, but it may be a semi-transparent portion N1). The specific image 34 has a shape that allows the player to sense that it is the same shape as the hollow area 321. In this embodiment, the specific image 34 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 top of the display area (see FIG. 11(b)).
[0062] The third stage is the stage where the outcome of the image presentation is determined. The image presentation can result in either a combined outcome or a non-combined outcome. In a combined outcome, the specific image 34 gets stuck in the hollow area 321, resulting in a combined image 35 in which the reference image 32 and the specific image 34 are integrated. In a non-combined outcome, the combined image 35 is not formed. In this embodiment, a provocative effect occurs in which the movement speed of the specific image 34 slows near the hollow area 321 (slower than the movement speed in the second stage) (see FIG. 11(c)). A player who sees this provocative effect can sense that the specific image 34 may get stuck in the hollow area 321. In a combined outcome, the movement 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)). If a non-merged outcome is reached, the displacement of the specific image 34 does not stop, and the specific image 34 passes through the reference image 32 (hollow region 321) and continues to displace out of the display region (the specific image 34 disappears) (see FIG. 12(b)). As described above, in the first and second stages, the background image 30 was visible through the hollow region 321, but as the specific image 34 becomes stuck in the hollow region 321, the background image 30 cannot be seen through the hollow region 321.
[0063] In this embodiment, if the image effect reaches a non-combined ending, it is confirmed that the target win / loss lottery result is a loss. On the other hand, if the image effect reaches a combined ending, there remains a possibility that the target win / loss lottery result will be a loss. In this embodiment, a predetermined reach effect (hereinafter, the reach effect that can be executed after the image effect is referred to as a post-reach effect) indicating the target win / loss lottery result is executed depending on the outcome (see Figure 13). The specific form of this post-reach effect may be any. If the target win / loss lottery result is a jackpot, it will result in an advantageous ending indicating that a situation advantageous to the player has been reached, and if it is a loss, it will not result in this advantageous ending. A configuration may be provided in which two or more types of effects can occur as post-reach effects.
[0064] In this embodiment, the image effects relate to the post-reach effects. As described above, the reference image 32 represents the outer edge of one or more "characters." Whether or not the specific image 34 fits into the hollow area 321 of the reference image 32, completing the characters (leading to a combined ending), determines whether or not the game transitions to the post-reach effects. In the first and second stages, the background image 30 is visible through the hollow area 321 of the reference image 32, making the characters appear "incomplete." When the specific image 34 fits into the hollow area 321 so as to obscure the background image 30, thereby "completing" the characters (character string), the post-reach effects indicated by the characters are generated (the player can understand that the characters indicate one of multiple types of reach effects and do not indicate other types of reach effects). For example, the characters are at least a part of the title of the post-reach effects (see FIG. 13). By doing so, whether or not the title of the post-reach effect (at least a part of it) is completed determines whether or not the game will transition to the post-reach effect, making the game (effect) easy to understand. Also, since it is recognizable that the reference image 32 represents the above characters in the stage before the conclusion (first stage or second stage), the image effect can be considered to be a warning in advance that a post-reach effect may occur. Note that if two or more types of post-reach effects are provided, it is sufficient to provide two or more corresponding image effects (with different characters that are formed when the combined conclusion is reached) for each type.
[0065] In this embodiment, the post-event reach effect 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 effect, is displayed in the first display area 111, so the post-event reach effect is executed in the first display area 111 as is (the second display area 121 is not involved in the effect) (see FIG. 13).
[0066] The following describes specific examples in which the above image rendering-related matters are improved, embodied, modified, etc. Note that a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.
[0067] 〇Specific example 2-1 The image presentation in the above embodiment uses a first display device 11 (transmissive display device) and a second display device 12 located behind it, but it is also possible to have the various images displayed in the presentation 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 have 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 that constitutes the reference image 32 is set in front of the layer (image layer) that constitutes 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 that constitutes the specific image 34 is set in front of the layer that constitutes the background image 30. As a result, the part of the background image 30 where the specific image 34 is displayed is not visible.
[0070] In the third stage, the specific image 34 gets stuck in the hollow region 321, resulting in either a combined outcome in which the reference image 32 and the specific image 34 are integrated to form a combined image 35, or a non-combined outcome in which such a combined image 35 is not formed. If a combined outcome 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 pop out against 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 also 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 that constitutes the specific image 34 in front of the layer that constitutes 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 appearance of the combined image 35 differs significantly from the above-described embodiment. In the above-described embodiment, both the reference image 32 and the specific image 34 are displayed in the first display area 111 (the foreground display area), resulting in the combined image 35 appearing as if it were projecting forward relative to the background image 30. In contrast, in this example, the reference image 32 is displayed in the first display area 111 (the foreground display area), and the specific image 34 is displayed in the second display area 121 (the background display area). This results in the combined image 35 appearing as if the outer (outer edge) portion (reference image 32) is projecting forward relative to the inner portion (specific image 34) (the outer portion is emphasized relative to the inner portion) (see FIG. 15(c)). More specifically, the inner portion (specific image 34) of the combined image 35 (common image 34) is closer to the background image 30, and the outer (outer edge) portion (reference image 32) is closer to the background image 30.
[0074] 〇Specific example 2-3 In the case where the reference image 32 of the image effect represents multiple characters, whether one or more characters that are part of the multiple characters ultimately reach a combined ending determines whether there is a possibility that the target win / loss lottery result will be a jackpot (transition to a post-reach effect). For example, as in the above embodiment, the reference image 32 represents the outer edge of the letters "XYZ." It is assumed that the reference image 32 representing the "X" and "Y" portions of the reference image 32 and the specific image 34 corresponding to the hollow region 321 of the reference image 32 will combine (see FIGS. 16(a)-(c)). The combination of the reference image 32 and the specific image 34 of the "X" and "Y" portions may occur at different times, as in the example shown in FIG. 16, or may occur simultaneously (not shown).
[0075] Furthermore, regarding the portion representing "Z," if the reference image 32 and the specific image 34 combine, it is an outcome favorable to the player (see FIG. 16(d-1)), and if they do not combine, it is an outcome unfavorable to the player (see FIG. 16(d-2)). In other words, it is assumed that the game will transition to a post-reach effect, and that this is a branching point as to whether or not there is still a possibility that the target hit / miss lottery result will be a jackpot. By performing 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 part of the reference image 32) will combine, so that (even a player encountering image effects for the first time) they can roughly grasp the type of effect the image effects are, making the flow (purpose) of the effects 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 that constitutes the reference image 32 is set in front of the layer (image layer) that constitutes 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, resulting in either a combined ending where the reference image 32 and the specific image 34 are integrated to form a combined image 35, or a non-combined ending where such a combined image 35 is not formed. If 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 "character" as in this example, the character is constructed in such a way that the inner part of the character protrudes forward more than 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) represents characters, but it may represent something other than characters. For example, a reference image 32 shaped to fit the outer edge of a predetermined character may be displayed, and whether or not the specific image 34 fits into the hollow area 321 that is the inner part of the reference image 32 may be used as a branching image for determining whether or not a combination result is achieved (see FIGS. 18(a) and 18(b)). In other words, whether or not the reference image 32 and the specific image 34 combine to form a combined image 35 representing a predetermined character may be used as a branching image for determining whether or not a combination result is achieved.
[0080] Even in this example, it is preferable that the effect (post-effect) that occurs after the image effect reaches 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 the player's character and the enemy's character fight. In this way, the flow from the image effect to the post-effect becomes easy to understand.
[0081] 3-3) Composite Production The composite effect (see FIG. 21) is an effect that includes a pre-effect and a post-effect. Roughly speaking, after the pre-effect, a post-effect is executed in which the outcome of the pre-effect is reflected as a change in the target image. In this embodiment, the reserved symbol 70 is the target image. In other words, the composite effect is executed as a type of so-called reserve change effect. Since the reserve change effect cannot be executed unless the reserved symbol 70 is displayed, the composite effect is an effect that is executed during a change.
[0082] In this embodiment, before the composite effect (pre-effect) starts, a preview effect (see FIG. 20) is executed to notify the occurrence of the composite effect. The preview effect is an effect showing a target image. As described above, the composite effect in this embodiment is a hold change effect, and the preview effect is an effect showing the reserved pattern 70 (hereinafter also referred to as the target reserved pattern 70T) that is the target image in the composite effect. Specifically, the preview effect is executed by changing the state of the target reserved pattern 70T to the preview state 70w (see FIG. 20(b)). The currently changing reserved pattern 71 may be the target reserved pattern 70T, or the pre-changing reserved pattern 72 may be the target reserved pattern 70T. Note that in this embodiment, when the preview effect is being executed, the entire first display area 111 is made into the opaque 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 displayed by the opaque portion N2 is the reserved pattern 70).
[0083] Here, the possible modes of the reserved symbol 70 will be described. As shown in FIG. 19, the reserved symbol 70 is provided with a normal mode 70n and a special mode 70s. The normal mode 70n is the normal state of the reserved symbol 70 (the reserved symbol 70 is most likely to be in the normal mode 70n). The special mode 70s indicates that the corresponding winning / losing lottery result is more likely to be a jackpot than the normal mode 70n. In this embodiment, three 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 displays a "blue" color, the second special mode 72s is a mode that displays a "green" color, the third special mode is a mode that displays a "red" color, and the fourth special mode 74s is a mode that displays 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, when the fourth special mode 74s is displayed, it is determined that the corresponding winning / losing lottery result is a jackpot. In the drawings, each special mode 70s (color) is indicated by "letter."
[0084] The advance notice mode 70w is different from the normal mode 70n and each special mode 70s (see FIG. 19). Any advance notice mode 70w may be used as long as the player can recognize that it is different from the normal mode 70n and each special mode 70s. However, it is preferable that the advance notice mode 70w suggest a future composite effect. In this embodiment, the composite effect is named "special chance," and therefore the reserved symbol 70 designated as the advance notice mode 70w includes the character "toku." Note that, in this embodiment, the advance notice mode 70w predicts the occurrence of a reserve change effect executed as a composite effect, but does not predict the occurrence of other reserve change effects. By designating the target reserved symbol 70T as such an advance notice mode 70w (see FIG. 20(b)), the player can sense that a composite effect (reserve change effect) will occur in the future. Furthermore, even when two or more reserved symbols 70 are displayed, the player can know in advance which reserved symbol 70 is the target of the composite effect (reserve change effect). The preview effect may occur with the same fluctuation as the composite effect, or may occur with a different fluctuation.
[0085] The pre-effect (see Figures 21(a) and 21(b)) is an effect 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-effect) described below (in this embodiment, a selection image 40s described below) is displayed in the second display area 121, and it is permitted for some other images to be displayed in the first display area 111. Since the second display area 121 is located behind the first display area 111, all or part of the first display area 111 is made into a transparent area M, and an image for the pre-effect is displayed in at least part of the second display area 121, including the area overlapping with the transparent area M. In this embodiment, while the pre-effect is being executed, the part of the first display area 111 other than the part displaying the reserved symbol 70 and the decorative symbol 80 is made into the transparent area M. The pre-effect leads to one of a plurality of endings. In this embodiment, candidate images 40 representing multiple possible endings are displayed in the second display area 121 (see FIG. 21(a)). Selecting one of the candidate images 40 (see FIG. 21(b)) indicates which ending has been reached (hereinafter, the selected candidate image 40 is referred to as a selected image 40s). The candidate images 40 represent one of the modes of the reserved symbol 70. In this embodiment, candidate images 40 representing "blue," "green," "red," and "rainbow" colors may be displayed (note that the colors of each candidate image 40 are indicated by "letters" in the drawings). The number of candidate images 40 presented in the preliminary effect may be the same (constant) each time, or may vary each time. Furthermore, the combination (pattern) of candidate images 40 presented in the preliminary effect may be the same (constant) each time, or may vary each time. Furthermore, two or more candidate images 40 of the same type may be displayed (the more images displayed, the higher the probability of selection).
[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 highlighting the candidate image 40 more than the other candidate images 40. Various methods for creating this highlighting state are possible. In this embodiment, the highlighted state of the candidate image 40 is indicated by displaying a "cursor C" along the outer edge of the candidate image 40 (see FIG. 21(b)). Other possible methods include making the brightness of the highlighted candidate image 40 higher than the brightness of the other candidate images 40, or making the highlighted candidate image 40 larger than the other candidate images 40. Note that the selection of one candidate image 40 as the selected image 40s may be indicated by leaving only one candidate image 40 among the multiple candidate images 40 and erasing the other candidate images 40.
[0087] The post-effect is an effect executed in the first display area 111. Specifically, the target image represented by the image display portion N in the first display area 111 undergoes a change according to the outcome of the pre-effect. Note that "executed in the first display area" here means that the change in the target image is displayed 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 symbol 70, the reserved symbol 70 is displayed in the first display area 111. At least in a state where a composite effect can occur, the reserved symbol 70 is displayed in the first display area 111. In this embodiment, while the pre-effect is being executed, the reserved symbol 70 is made a semi-transparent portion N1 (see FIGS. 21(a) and 21(b)). In other words, a portion of the candidate image 40 described above can be seen through the reserved symbol 70 (the reserved symbol 70 is prevented from obscuring the candidate image 40). On the other hand, while the preceding performance is not being executed (when the composite performance is not being executed or during the subsequent performance that constitutes the composite performance), the reserved pattern 70 is made into the non-transparent portion N2 (see Figures 20 and 21(c)). In other words, during the preceding 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 into the semi-transparent portion N1, but in other situations, the reserved pattern 70 is made into the non-transparent portion N2 so that the appearance of the reserved pattern 70 is clearly shown to the player.
[0088] If the outcome of the first performance is that a candidate image 40 exhibiting a "blue" color is selected as the selected image 40s, the subsequent performance will involve the target reserved symbol 70T changing from the preview mode 70w to the first special mode 71s. If the outcome of the first performance is that a candidate image 40 exhibiting a "green" color is selected as the selected image 40s, the subsequent performance will involve the target reserved symbol 70T changing from the preview mode 70w to the second special mode 72s. If the outcome of the first performance is that a candidate image 40 exhibiting a "red" color is selected as the selected image 40s, the subsequent performance will involve the target reserved symbol 70T changing from the preview mode 70w to the third special mode 73s. If the outcome of the first performance is that a candidate image 40 exhibiting a "rainbow" color is selected as the selected image 40s, the subsequent performance will involve the target reserved symbol 70T changing from the preview mode 70w to the fourth special mode 74s. FIG. 21 shows an example in which a candidate image 40 in red color is selected as the selected image 40s in the first performance, and the target reserved pattern 70T changes to the third special pattern 73s in the second performance.
[0089] In this embodiment, the composite effect (pre-effect and post-effect) occurs in one change, but the change that causes the pre-effect and the change that causes the post-effect may be different. In other words, a composite effect spanning two consecutive changes may occur, such as when the pre-effect reaches its conclusion and the previous change ends, and the post-effect occurs in the change (post-change) following the previous change.
[0090] In this way, the composite performance in this embodiment is interesting in that the type of outcome of the pre-performance executed in the second display area 121 is reflected (reflected in the post-performance) as a change in the target image displayed in the first display area 111. Also, the composite performance is a performance that ultimately leads to the "result" shown in the post-performance (in this embodiment, the appearance of the reserved pattern 70 after the change corresponds to the "result"), and since the pre-performance showing the "cause" that led to this result is executed in a display area (display device) different from the post-performance, it is also easy to understand in that the pre-performance showing the "cause" and the post-performance showing the "result" are executed in different display areas (display devices).
[0091] The following describes specific examples in which the above-described composite effects have been improved, embodied, modified, etc. Note that a configuration may be adopted in which a plurality of the techniques described using the following specific examples are combined.
[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 symbol 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 this time, it is preferable that the target image (the target reserved symbol 70T in the preview mode 70w) displayed in the second display area 121 be visible through the first display area 111. In other words, the area where the target image overlaps in the first display area 111 is made transparent M or semi-transparent N1 so that the target image can be seen. However, unlike this, it is not prohibited to set the target image 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 pre-performance (selected 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 pre-performance is being executed, and a change in the state of the target reserved pattern 70T (reserved change performance) occurs. Even in this example, the pre-performance showing the "cause" and the post-performance showing the "result" are executed in separate display areas (display devices), making it easy to understand.
[0095] 〇Specific example 3-2 In the above embodiment, the composite effect has been described as the reserved symbol 70 being the target image, but other images may be the target image. For example, a performance in which the color of a character image representing the character's lines or the like indicates the reliability of the jackpot result of the lottery is known, and it is conceivable that the character image is the target image. In other words, a composite effect is generated in which a subsequent effect occurs in which the character image changes to the color shown at the end of the previous effect.
[0096] 〇Specific example 3-3 The outcome of the preceding effect may suggest the subsequent progress of the subsequent effect. For example, a composite effect may occur during a battle between a player's character and an enemy character. Although not shown, before the preceding effect occurs, a battle effect is in progress in the first display area 111. During the battle effect, a preceding effect occurs in the second display area 121 as an effect for determining the player's character's attack (see FIGS. 23(a) and 23(b)). The attack determined in the preceding effect (see FIG. 23(b)) is reflected in the battle effect in the first display area 111 (see FIG. 23(c)) (the player's character attacks the enemy character with the determined attack). In other words, a composite effect is achieved in which the battle effect following the preceding effect is executed as the subsequent effect. By varying the probability (victory probability) of the player's character winning depending on the type of attack selected, the outcome of the preceding effect can be said to suggest the victory probability. Furthermore, 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 with no change to the target image. For example, a candidate image 40 bearing the word "unfortunate" may be displayed. If the "unfortunate" candidate image 40 is selected as the selected image 40s in the pre-effect (see FIG. 24(a)), no change occurs to the target image (see FIG. 24(b)). Note that the "change" here is limited to a change in a direction favorable to the player (a change indicating an increased likelihood of a jackpot in the winning / losing lottery results). For example, in the above embodiment, when the target image (target reserved symbol 70T) is set to a preview mode 70w indicating that it is the target of a composite effect, a change that returns the target image to its previous mode before the preview mode 70w (returning the target reserved symbol 70T from the preview mode 70w to the normal mode 70n) is not included in the "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 return 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 mean that the target image will change, so it is possible to create an effect that will 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 provided 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 housed in a housing space formed on the upper side of the frame of the gaming machine 1 (hereinafter referred to as the upper frame). When in the presentation mode, the movable body 50 protrudes from the upper frame, 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] Assuming the movable body 50 is provided as described above, the game machine is provided with a return operation means 65, which is a type of operation means 60 operable by a player and which, when operated while the movable body 50 is in a presentation mode, returns the movable body 50 to its basic 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 presentation mode to its basic mode can do so by operating the return operation means 65 (see FIGS. 25(b)-(c)). A data display that displays game data such as the number of jackpots is generally installed on the top of a gaming machine. If a player wishes to see the data display but the data display is difficult to see because the movable body 50 is in a presentation mode, the player can simply operate the return operation means 65 to return the movable body 50 to its basic mode. Additionally, a player who dislikes the movable body 50 being conspicuous in a presentation mode can simply operate the return operation means 65 to return the movable body 50 to its basic mode.
[0101] Since the configuration of the movable body 50 and the return operation means 65 themselves is publicly known, detailed explanation of their specific structure will be 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 special effects on the premise that it is equipped with a return operation means 65. In this embodiment, the special effects can occur during the variable effects. 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 describing the special effects is depicted as being displayed in the second display area 121 (the first display area 111 is not shown)). In other words, it is sufficient that they be 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 where the variable effects are displayed.
[0103] In this embodiment, a moving effect (see FIG. 26) that changes the moving body 50 from the basic state to a performance state can occur as an effect constituting the during-variation effect. The occurrence of this moving effect is a prerequisite for the occurrence of a special effect. This moving effect can occur when the result of the during-variation effect is not yet clear. For example, it does not occur when the reach effect has reached a conclusion favorable to the player and it has been determined that it is a jackpot. When a moving effect occurs in the during-variation effect corresponding to a certain win / loss lottery result (target win / loss lottery result), the probability (reliability) that the target win / loss lottery result will be a jackpot is higher than when this moving effect does not occur. In other words, the moving effect can occur as a so-called chance-up effect. However, this moving effect is not a jackpot confirmation effect that, when it occurs, confirms that the target win / loss lottery result is a jackpot. In other words, a moving effect can occur even in a losing variation. Any trigger may be used to generate this moving effect. In this embodiment, a moving effect 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 effect state). Also, in this embodiment, two or more moving effects will not occur in one change.
[0104] It should be noted that the effect of the movable body 50 changing from the basic state to the effect state may occur when the result of the winning or losing has been determined (such an effect of the movable body 50 occurring when the result of the winning or losing has been determined is referred to as a separate moving effect). However, such a separate moving effect is not a effect that is a prerequisite for the occurrence of a special effect. In other words, the "moving effect" and the "separate moving effect" have in common that the movable body 50 changes from the basic state to the effect state, but the former is a prerequisite for the occurrence of a special effect, while the latter is not a prerequisite for the occurrence of a special effect (it is an effect that is not linked to the occurrence of a special effect).
[0105] When a moving performance is executed, unless the return operation means 65 is operated, the movable body 50 remains in the performance mode until a predetermined period of time has elapsed since the performance mode was entered. In this embodiment, the predetermined period is set to 10 seconds (a fixed time). Unless the return operation means 65 is operated, the movable body 50 automatically returns to the basic mode (automatically performs a return operation) upon the end of the predetermined period.
[0106] The special effect can be generated when the return operation means 65 is operated while the movable body 50 is in a performance mode after a moving effect has occurred. In this embodiment, the special effect only occurs when the result of the target hit / miss lottery is a jackpot. In other words, the special effect is a jackpot confirmation effect that does not occur with a miss variation. In this embodiment, the moving effect occurs with a hit variation, and the special effect occurs whenever the return operation means 65 is operated while the movable body 50 is in a performance mode (see Figure 27 (a-1)). The special effect is an effect (dedicated effect) that will not occur unless the return operation means 65 is operated. Furthermore, the special effect will not occur unless the return operation means 65 is operated while the movable body 50 is in a performance mode. In other words, the special effect is an effect that occurs in conjunction with the return operation of the movable body 50, but is separate from the return operation. In this embodiment, even when a moving effect occurs and the movable body 50 is in an effect mode, no image that prompts the user to operate the return operation means 65 is displayed in the display area (see Figure 26(b)).
[0107] In this 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 a special effect is being executed. Various specific aspects of the special image 52 are conceivable. The special effect in this embodiment is a jackpot confirmation effect, and includes content suggesting that a jackpot has been confirmed. In this embodiment, when a moving effect occurs, a battle effect is executed in which the player's character and the enemy's character fight (in the case of a jackpot, the player's character wins; in the case of a loss, the player's character loses). An image containing the words "Victory Confirmed" is displayed as the special image 52, suggesting that a jackpot has been confirmed. The characters and their surroundings may be colored rainbow (a commonly used color to indicate a jackpot) or the like to emphasize that a jackpot has been 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 not be the displacement of a member other than the movable body 50 (a movable member other than the movable body 50). This is because if it is done in this way, the player may mistakenly believe that the other movable member has been moved by the operation of the return operation means 65. In addition, 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 the effect mode. In other words, no special effect will occur (see Figure 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)). The special effect is executed based on the operation of returning the movable body 50 from the effect state to the basic state, so the special effect ends when the movable body 50 returns to the basic state. This makes it easier 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 have the special image 25 continue to be displayed until it is determined that a jackpot has been won.
[0109] In this way, the special effects in this embodiment are generated when the return operation means 65 is operated to return the movable body 50 to the basic state (original position). From the player's perspective, the special effects are generated when the operation to return the movable body 50 to its original state is performed, so they can be said to be unexpected effects that occur at unexpected times.
[0110] The following describes specific examples in which the above-described special effects have been improved, embodied, modified, etc. Note that the following specific examples may be used to create a configuration in which a plurality of techniques described below are combined and applied.
[0111] Specific example 4-1 In the above embodiment, it was explained that a moving effect occurs when a winning variation occurs, 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 present invention is configured so that even if a moving effect occurs when a winning variation occurs, 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, when a moving effect occurs due to a winning variation and the movable body 50 is in an effect mode, the operation of the return operation means 65 triggers the execution of a predetermined lottery (special effect execution lottery) with a winning probability of less than 100%. If the special effect execution lottery is won, the special effect is executed (see FIG. 28(b-1)), and if not won, the special effect is not executed (see FIG. 28(b-2)).
[0113] With the settings as in the above embodiment, if a moving effect occurs and the movable body 50 is in an effect mode and the return operation means 65 is operated but no special effect occurs, the result of the target win / loss lottery will be confirmed as a loss (a player who knew of the existence of the special effect and operated the return operation means 65 will lose interest at that point). By doing as in this example, even if a moving effect occurs and the return operation means 65 is operated when the movable body 50 is in an effect mode and no special effect occurs, there is a possibility of winning, so it is possible to prevent the player from losing interest.
[0114] Specific example 4-2 The setting is such that the special effect is not a jackpot confirmation effect. In other words, the setting is such that the special effect can occur even if there is a miss fluctuation. However, if the return operation means 65 is operated when the movable effect occurs and the movable body 50 is in the effect mode, and this triggers the occurrence of the special effect, the probability that the target hit / miss lottery result will be a jackpot (higher jackpot reliability) is set compared to when the special effect 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 result of the target hit / miss lottery can be a jackpot.
[0116] Specific example 4-3 Although it has been explained that the special effects in the above embodiment can be generated when the return operation means 65 is operated while the movable body 50 is in a performance mode, they may also be generated when the return operation means 65 is operated even when the movable body 50 is not in a performance mode. In other words, a special effect will occur if the return operation means 65 is operated during a winning fluctuation, regardless of whether a moving effect occurs or whether the movable body 50 is in a performance mode.
[0117] By doing as in this example, "the movable body 50 being in a performance mode" is no longer a condition for whether or not a special effect will occur (because it is not necessary to determine whether or not a special effect will be executed based on whether or not the movable body 50 is in a performance mode), making it easier to control the special effect compared to 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 generally 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 this example is done, special effects will not occur frequently.
[0118] However, as in the above embodiment, if 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 become a set, 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 its basic state, i.e., that the movable body 50 is in the middle of performing a returning operation. The returning operation element may be any element that helps the player understand that the movable body 50 is performing a returning operation. For example, the characters "XX storing" (XX is the name of the movable body 50) are used as the returning operation element (see FIG. 29(b-1)). In this way, the special effect is an easy-to-understand presentation format in which the image indicating that the returning operation is in progress indicates to the player that a jackpot has been confirmed (the special image 52 serves both to indicate that the returning 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, it is preferable to execute a normal effect in which an image (hereinafter referred to as normal image 53) including a recovery operation element (in the above example, "XX is being stored") that shows the same content as the special image 52 is displayed (see FIG. 29(b-2)). Any method may be used to set the difference between the appearance of 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 (characters) 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 becomes 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 It is also possible to make it possible for a special effect to occur in a state other than during the variation effect. The occurrence of a special effect may be such that it notifies the player of the occurrence of an event that is advantageous to the player. For example, during a jackpot game (during a round), a special effect can be used as an effect that notifies the player that a jackpot that is 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, a special effect can be made to occur during a jackpot game as an effect that makes it appear as if the player has won a normal jackpot, but actually notifies the player that the player has won a special jackpot.
[0122] During a jackpot game, a moving effect occurs in which the moving 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, 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 a special effect occurs or not. The special effect functions as an effect that warns the player of a promotion before the promotion notification effect, which is predetermined to occur.
[0124] 5) Display during jackpot game A jackpot game, which is triggered when the lottery results in a jackpot, involves multiple unit games (rounds) in which the jackpot area 906 is opened until a predetermined closing condition is met. The period during which the jackpot game is played is broadly divided into an opening period, a winning period, and a closing period. The opening period (not shown) is the so-called opening period before the start of the first unit game (one round). The winning period (see Figure 31(a)) is the period from the start of the first unit game (one round) to the end of the last unit game (final round). Specifically, it is the period from the opening of the jackpot area 906 in the first round to the closing of the jackpot area 906 in the final round (when the closing condition for the final round is met). In the case of a 10-round jackpot, in which ten unit games are played, the final round is the "10th round."
[0125] The terminal period (see Figure 31(a)) is the so-called ending period, which is the period from the end of the final round (referring to the time when the large prize area 906 of the final round is closed) until a certain time has passed. In this embodiment, the length of the terminal period is set to 3 seconds. In other words, the jackpot game ends when a certain time has passed after the end of the final round. No variable effects are executed while the jackpot 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), variable effects based on the pending information will not start until the end of the terminal period.
[0126] Below, various displays that are displayed during a special jackpot (a consecutive jackpot, not a so-called first jackpot) won in a special game state will be explained. Note that the display may be displayed in either the first display area 111 or the second display area 121, as long as it is displayed so that it can be seen by the player (in each drawing, it is shown as being displayed in the second display area 121 (the first display area 111 is not shown)). In other words, it may be displayed anywhere on the display device (display area) of the gaming machine 1, as long as it is displayed so that it can be seen by the player.
[0127] As described above, the special jackpot opens the bonus area 15 in a specific round, and transitions to a special game state after the special jackpot game ends on the condition that the game ball enters the bonus area 15 (V entry). In this embodiment, the specific rounds are set to 9 rounds.
[0128] In the specific round, a message is displayed indicating that the game ball should be aimed at the bonus area 15 (see Figure 31 (b-1)). As mentioned above, in the specific round, if the game ball is continuously shot toward the bonus area 15 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, the transition to the special game state is confirmed in the 9th round (the right to transition to the special game state is acquired).
[0129] A game status image 56 is displayed in the 10th round (final round) after the 9th round (see FIG. 31(b-2)). The game status image 56 indicates that a transition to a special game state will occur in the future. That is, the V win in the 9th round indicates that a transition to the special game state will occur after the jackpot game ends, and this is indicated "during the winning period." In this embodiment, the game status image 56 is erased upon the end of the 10th round. That is, the game status image 56 is not displayed during the final period after the winning period. The game status 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 status image 56 includes the characters "XX RUSH." For example, a game status image 56 such as "XX RUSH Entry" or "XX RUSH Continued" is displayed.
[0130] The end of the 10th round (final round) triggers the end of the winning period, and the transition to the terminal period begins (see FIG. 31(a)). During the terminal 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 decorative symbols 80 that are on standby in preparation for the start of the first during-variation performance. In this embodiment, the winning / losing lottery result is announced based on the combination of three decorative symbols 80, so three decorative symbols 80 are on standby on the left, center, and right sides of the display area. Here, the three standby decorative symbols 80 displayed during the terminal period are not of the same type (not a set of three identical decorative symbols 80, but at least two of them are different types). If the three decorative symbols 80 were the same type, it would appear as if a winning combination was being displayed to indicate that a jackpot game was in progress, making it difficult to sense that the symbols were on standby in preparation 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] Furthermore, the standby image 57 displayed during the terminal period may include a pre-change reserved symbol 72 in addition to the decorative symbol 80 (see FIG. 31(b-3)). While the during-change performance is being executed, the pre-change reserved information stored in the storage means is displayed in the display area as a pre-change reserved symbol 72. If pre-change reserved information is stored in the storage means, the pre-change reserved symbol 72 is also displayed during the terminal period. However, the pre-change reserved symbol 72 displayed is limited to that displayed in the game state after the end of the jackpot game. In this embodiment, the special game state is a game state in which the player aims to win a jackpot by hitting the right button in response to the second win / lose lottery (special symbol 2 lottery), and the second pre-change reserved information (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72 (special symbol 1 reserved is not displayed). Therefore, the pre-change reserved symbol 72 indicating the presence of the second pre-change reserved information stored in the storage means is also displayed during the terminal period. If the basic form of the pre-change reserved symbol 72 differs 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 symbol 72), the pre-change reserved symbol 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 a certain number of second pre-change reserved information is usually stored in a special jackpot game acquired in the special game state. The same number of pre-change reserved symbols 72 as the number of second pre-change reserved information stored in the storage means are displayed. If no second pre-change reserved information is stored in the storage means, the pre-change reserved symbol 72 is not displayed. Furthermore, since the terminal period is a state in which the during-change performance is not being executed, the during-change reserved symbol 71 is not displayed. The display position (consumption order position) of each pre-change reserved pattern 72 displayed during the terminal period is the same as the display position (consumption order position) of each pre-change reserved pattern 72 displayed during the change performance.
[0132] Furthermore, the standby image 57 displayed during the terminal period includes a background image 30 displayed as a background for the decorative symbols 80 and the pre-variation reserved symbols 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 normal background images (background images 30 that are not displayed during the special game state) are displayed during the normal game state, and one or more special background images 30s (background images 30 that are not displayed during the normal game state) are displayed during the special game state. During the terminal period of the special jackpot game, the special background image 30s is displayed, and no normal background image is displayed. In this embodiment, the normal background image (background image 30 shown in FIG. 11) represents "daytime," and the special background image 30s represents "nighttime."
[0133] During the terminal period, the standby image 57 (decorative symbol 80, pre-change reserved symbol 72, background image 30 (special background image 30s)) is displayed as described above, and thus the game is already ready for "change start" during the terminal period. Therefore, upon the end of the terminal period (the end of the special jackpot game), as shown in FIG. 31(b-4), the three decorative symbols 80 that have been displayed since the terminal period begin to change against the background of the special background image 30s. Furthermore, with regard to the pre-change reserved symbol 72 that have been displayed since the terminal period, the end of the terminal period triggers a shift in the order of consumption. That is, the earliest pre-change reserved symbol 72 among the pre-change reserved symbols 72 displayed during the terminal period becomes the current-changing reserved symbol 71, and the remaining pre-change reserved symbols 72 are shifted up one position in the order of consumption. Note that the image (insert image) separating the terminal period (special jackpot game) from the first current-changing performance is not displayed. In other words, the standby image 57 is displayed continuously from the end period until the start of the first variable performance. As this type of insert image, an image warning the player not to forget to take the prepaid card, an image of a brand logo 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 occur) in which a special jackpot is won.
[0134] The terminal period of a jackpot game is the period after the end of the final round, and is not a period during which substantial profits (balls are paid out) 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 fluctuation during the terminal period as in this embodiment, the jackpot game appears to the player as if it has already ended and fluctuations will begin soon, which reduces the risk of the player perceiving the terminal period as long.
[0135] In this embodiment, the pre-change reserved symbol 72 is displayed as the waiting image 57, but such a pre-change reserved symbol 72 may not be displayed. That is, the reserved symbol 70 may be displayed upon the end of the terminal period (end of the jackpot game). Even if the pre-change reserved symbol 72 is not displayed, the display of the decorative symbol 80 is likely to give the player the impression that they are waiting for the start of the change. However, by displaying the pre-change reserved symbol 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 jackpot game has already ended.
[0136] In this embodiment, a game status image 56 indicating a special game state is displayed during the winning period. Such a game status image 56 (an image indicating the game state to which the game transitions after the jackpot game ends) is generally displayed during the terminal period. However, in this embodiment, the terminal period displays a standby image 57 to make it appear as if the jackpot game has ended. Therefore, it is preferable not to display the game status image 56 (an image that suggests that the jackpot game has not yet ended) during the terminal period. Since the game status image 56 indicates that a special game state is about to begin, it is preferable to display it as close as possible to the end of the jackpot game (the start of the special game state). Therefore, it is preferable to display it during the final round, as in this embodiment.
[0137] Furthermore, the game status 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, unless there is an abnormality, it is likely that a V win will occur and a transition to the special game state will be confirmed, so there is no contradiction in displaying the game status image 56 indicating a transition to the special game state. Note that, if a so-called "break" occurs, in which a V win is missed, it is advisable to control so that the game status image 56 is not displayed.
[0138] The following describes specific examples of improvements, specific embodiments, modifications, etc., made to the display during the jackpot game. Note that the following specific examples may be used in combination with a plurality of techniques.
[0139] Specific example 5-1 In the above embodiment, it has been explained that the standby image 57 is displayed upon transition 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 Figures 32(c) and (d)). In this way, it is possible to create a situation in which it appears as if the player is waiting for the start of a 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 ninth 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 after that point (second half), the standby image 57 is displayed (see FIG. 32(c)). On the other hand, although not shown, if any of the rounds up to the eighth round is the specific round, the game status image 56 may be displayed in the ninth round, and the standby image 57 may be displayed from the start of the final round.
[0141] Specific example 5-2 In the above embodiment, it has been explained that the display of the waiting image 57 etc. is 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 jackpot game. After the normal jackpot 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 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 wins will occur can be displayed as special image 58 during the terminal period. By doing so, if the standby image 57 (default image) (see Figure 33(b-1)) is not displayed during the terminal period and the special image 58 (see Figure 33(b-2)) is displayed, a gameplay is realized in which it is confirmed that an event advantageous to the player will occur.
[0145] Specific example 5-4 The combination of decorative symbols 80 (decorative symbols 80 waiting for the start of the variation) displayed during the final period (obviously, this is not a combination that notifies the result of the lottery) suggests the probability of an event advantageous to the player occurring. Examples of events advantageous to the player include the aforementioned consecutive wins within the reserved lottery.
[0146] For example, the probability of an event advantageous to the player occurring is higher when the three decorative symbols 80 displayed in the terminal period are all odd-numbered decorative symbols 80 (see FIG. 34(b)) than when they are all even-numbered decorative symbols 80 (see FIG. 34(a)). The setting may also be such that an event advantageous to the player is confirmed to occur when the decorative symbols 80 are odd-numbered. In this way, an interesting gameplay is realized in which the player is likely to pay attention to the decorative symbols 80 (combinations of decorative symbols 80) waiting in preparation for the start of variation.
[0147] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0148] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0149] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay in which a jackpot can be won via a small win (the gameplay of a so-called "two-type gaming machine" in which a jackpot is won by causing a gaming ball to enter the bonus area 15 (V area) that opens when a small win is won) is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to the winning of a jackpot (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), the winning of a jackpot described in the above embodiment will include winning a small win ("jackpot" 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 capable of using a part or all of its display area as a transparent section that allows the rear to be seen, and an image display section that 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 alternative elements is selected and that non-target elements, which are alternative elements other than the target element, are not selected, wherein the selection result indicates that the target element is selected and the non-target elements are not selected by making the target element visible through the transparent section to have a larger range than the non-target elements without being covered by the image display section. The gaming machine is capable of implementing a 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 can be seen through the transparent portion at least once. This allows you to understand 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 transparent display device. In this way, by providing a separate display device behind the transmissive display device, the options can be presented by the 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 part 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 become stuck in the hollow area, leading to a combination ending 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 transparent display device that can make 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 that is located behind the first display device, and in the first stage, the reference image in which the hollow area is made the transparent portion 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 to jump 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 that can make 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 2-3 is 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, the combined image formed by combining the reference image and the specific image is presented in a manner that makes it appear as if it is jumping out in front of the 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 jump out in front of the reference image.
[0158] ·Means 3-1 A gaming machine comprising: 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; a second display device having a second display area located rearward of the first display device; and an effect execution means that executes a composite effect including a pre-effect that is executed in one of the first display area and the second display area, and a post-effect that is 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 the 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 one of the first and second display areas is reflected in a change in the target image displayed in the other.
[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 existence of a winning / losing lottery information that is information used for a winning / losing lottery and for which the corresponding winning / losing lottery result has not yet been announced, the reserved pattern is one of several types of patterns that have different probabilities of the corresponding winning / losing lottery result being a winning result, and the subsequent performance is a performance in which the reserved pattern changes to a type 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 multiple types of candidate images are displayed and then one of the multiple types of candidate images is selected as the selected image, and the post-performance is a performance in which a change occurs in the target image depending on the type of selected image. In this way, the outcome 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. Because the outcome 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 characterized by comprising: a movable body that can change from one of a basic mode and a presentation mode to the other, and that is in a state that can be touched by a player when in the presentation mode; a return operation means that, when operated while the movable body is in the presentation mode, returns the movable body to the basic mode; and a presentation execution means that, when the return operation means is operated, can execute a special presentation that is a presentation different from the movable body returning to the basic mode. The special effects that can be executed by the gaming machine are triggered by the operation of a return operation means for returning the movable body to its basic state, and are therefore interesting because they occur at times that the player does not expect.
[0162] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that a moving effect is executed to change the movable body from the basic state to the effect state as an effect that constitutes the during-variation effect from when the decorative pattern that notifies the result of the win / loss lottery starts to change until it stops in a state according to the result of the win / loss lottery, and the moving effect can occur in either the during-variation effect where the result of the win / loss lottery is a win or a loss, and the special effect can occur in the during-variation effect where the result of the win / loss lottery is a win, but does not occur in the during-variation effect where the result of the win / loss lottery is a loss. By doing so, a game feature is realized in which a special effect occurs at a timing that the player does not expect, and a win is confirmed.
[0163] ·Means 4-3 A 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 operation can be used as a special image.
[0164] ·Means 5-1 a display means having a display area; a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information obtained when a gaming ball enters a starting area; an effect execution means for executing an in-variation effect from when the decorative pattern displayed in the display area starts to change until it stops in a manner according to the win / lose lottery result; and a winning game execution means for executing a winning game which is executed when the win / lose lottery result by the win / lose lottery means is a win, and which has a winning period including one or more unit games in which a predetermined winning area is opened until a closing condition is met, and a terminal period which is the period after the last unit game in the winning period has ended, wherein during the terminal period of the winning game, the decorative pattern is displayed in the display area, waiting to start changing in the first in-variation effect which is executed after the terminal period has ended. According to the above gaming machine, the end period appears as if the winning game has already ended and the machine is waiting for the start of the variable performance, so it is possible to reduce the possibility that the player will feel that the end period is long.
[0165] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that it is equipped with a storage means for storing a predetermined number of winning / losing lottery information as reserved information for which the in-variation performance for the corresponding winning / losing lottery result has not yet begun, and if the reserved information is stored in the storage means during the terminal period of the winning game, a pre-variation reserved pattern indicating the existence of the reserved information is displayed in the display area. By displaying the reserved symbols during the end period, it is possible to enhance the impression that the winning game has already ended.
[0166] ·Means 5-3 A gaming machine according to means 5-1 or 5-2, characterized in that during the winning period, a game status image showing the game status 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 preferable 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. Benefit Area 20 Choice Images (21-24 First Choice Images - Fourth Choice Images) 25 Coverage Images 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 symbols (71 Reserved symbols during change 72 Reserved symbols 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
Claim 1: A winning / losing lottery means for conducting a winning / losing lottery based on winning / losing lottery information acquired upon the entry of a game ball into the start area; A display means having a display area on which a decorative symbol for notifying the winning / losing lottery result by the winning / losing lottery means is displayed; An effect execution means for executing an in-variation effect from the start of the variation of the decorative symbol until it stops in a manner corresponding to the winning / losing lottery result; A privilege game execution means for executing a privilege game upon winning the winning / losing lottery by the winning / losing lottery means; A storage means for storing, up to a predetermined number, the winning / losing lottery information for which the in-variation effect has not started as reserved information for the corresponding winning / losing lottery result; Comprising: The privilege game includes a winning period in which a plurality of unit games in which a predetermined winning area is opened are executed, and the privilege game ends when the last unit game ends; After the privilege game ends, the first variation, which is the first in-variation effect after the end of the privilege game, is started; Even if the reserved information is stored in the storage means when the winning period ends, the first variation is not started until a predetermined end period ends; During the end period, the decorative symbol waiting for the start of the first variation can be displayed; A gaming machine characterized by the above. Claim 2: The gaming machine according to claim 1, characterized in that when the reserved information is stored in the storage means, a reservation display indicating the existence of the reserved information can be displayed during the end period. Claim 3: As a gaming state for playing aiming to win the winning / losing lottery by the winning / losing lottery means, a normal gaming state and a special gaming state more advantageous to the player than the normal gaming state are provided. In the special gaming state, a special background image that is not displayed in the normal gaming state is displayed as the background of the decorative symbol. During the end period in which the special gaming state will be entered after the end of the privilege game, the special background image can be displayed as the background of the decorative symbol waiting for the start of the first variation. The gaming machine according to claim 1 or claim 2, characterized by the above.