Game machine
Patent Information
- Application Number
- JP2022194185
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-05
- Publication Date
- 2025-12-11
AI Technical Summary
Gaming machines often cause player frustration when a hold is expected to result in a win but ultimately ends in a loss, leading to disappointment and dissatisfaction.
The gaming machine incorporates a winning lottery system with fluctuating performance elements, including decorative patterns and pending symbols, that suggest a high probability of winning through various modes and effects, and employs forced downgrade control to prevent the display of pending symbols during unfavorable outcomes, thereby managing player expectations.
This approach effectively reduces player frustration by managing expectations and providing a more engaging gaming experience, even in cases where the outcome is unfavorable.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is known a gaming machine in which a so-called reservation indicates that a situation has arisen in which a win can be expected (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-040768 A Summary of the Invention [Problem to be solved by the invention]
[0004] To provide a gaming machine capable of suppressing the frustration of a player when a pending jackpot becomes a miss even though the jackpot is expected to be a hit. [Means for solving the problem]
[0005] The gaming machine according to the present invention, which has been made to solve the above problems, comprises a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information acquired when a gaming ball enters a predetermined area, a performance execution means for executing a performance during the change from when the decorative symbols start to change until they stop in a mode according to the win / lose lottery result, and a display means for displaying the existence of the win / lose lottery information in which the performance during the change for the corresponding win / lose lottery result has started but has not yet ended as a pending changing pattern, and the modes of the pending changing patterns include one or more normal modes and a mode in which the corresponding win / lose lottery result is more likely to be a win than when it is in the normal mode. One or more types of special modes are set to indicate that a winning combination will occur, and as a performance constituting the during-variation performance, a specific reach performance can be executed which leads to a favorable ending or an unfavorable ending which is the outcome if the favorable ending is not reached, and if a favorable ending is reached, the result of the win / lose lottery is confirmed to be a win. In the during-variation performance in which the specific reach performance occurs, if the during-variation reserved pattern is set to the special mode before the specific reach performance reaches its conclusion, specific control can be executed to prevent the during-variation reserved pattern in the special mode from being displayed after the specific reach performance reaches the unfavorable ending. Effect of the Invention
[0006] The gaming machine according to the present invention can reduce the frustration of a player when a pending jackpot turns out to be a miss despite the fact that the jackpot is in a state where a win is expected. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 13 is a diagram for explaining an insertion image. [Diagram 5]FIG. 13 is a diagram for explaining a specific effect. [Figure 6] FIG. 5 is a diagram for explaining a specific presentation of a non-changing pattern. [Figure 7] FIG. 5 is a diagram for explaining a specific effect of a special change pattern. [Figure 8] 11 is a diagram for explaining the timing at which an inserting image is displayed and erased. FIG. [Figure 9] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 10] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 11] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 12] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 13] A diagram to explain the appearance of reserved patterns. [Figure 14] This is a diagram showing an example of a specific reach presentation (a case where the pending pattern during fluctuation is in a special state). [Figure 15] FIG. 14(d-2) is a diagram for explaining the forced downgrade control. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 17] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 18] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 19] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 20] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 21] FIG. 1 is a diagram for explaining the production style (stage) and style image. [Figure 22] FIG. 13 is a diagram for explaining a style image change presentation. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-2. [Diagram 25]FIG. 13 is a diagram for explaining specific example 3-3. [Figure 26] FIG. 27 is a diagram for explaining specific example 3-3 (an example different from FIG. 25). [Figure 27] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 28] FIG. 13 is a diagram for explaining a target image presentation. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-1. [Diagram 30] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 31] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 32] FIG. 13 is a diagram for explaining specific example 4-6. [Diagram 33] FIG. 13 is a diagram for explaining a countdown effect. [Diagram 34] 13 is a diagram for explaining numerical effects (normal patterns, special patterns). FIG. [Diagram 35] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 36] FIG. 13 is a diagram for explaining specific example 5-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired, but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information to be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 71 during change is displayed larger than the reserved pattern 72 before change, but the basic form of both is the same. The basic form of the reserved pattern 71 during change and the reserved pattern 72 before change may be completely different. In addition, the pending pattern 71 (pending pattern during change) is not strictly speaking a "pending" (pending information), but is generally called the "pending pattern" (recognized as a type of pending), and is therefore included in the concept of "pending". Also, the order in which the winning / losing lottery results corresponding to the pending pattern before change 72 are notified (the so-called "pending order") is earlier on the right.
[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).
[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) is a predetermined combination (in this embodiment, three of the same kind of decorative symbols 80). When a loss occurs, the combination is other than that (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.
[0019] In this embodiment, the special game state is entered after all jackpot games are completed. The special game state is ended when the winning / losing lottery result is a loss a predetermined number of times (100 times in this embodiment). When the special game state is ended, the normal game state is entered. If the jackpot is won before the predetermined number of consecutive losses after the transition to the special game state, the game state is entered again (the count of the predetermined number is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win a jackpot before the predetermined number of consecutive losses after the transition to the special game state. Note that, unless otherwise specified in the following description, the gaming characteristics (specifications) are merely one example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a gaming machine (one-type / two-type mixed machine) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won. In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.
[0020] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots are 10-round jackpots.
[0021] 2) The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Specific production The gaming machine 1 according to this embodiment can execute a specific performance (see Figs. 5 to 7) as a performance constituting the performance during change. In the following description of the specific performance, the performance during change including the specific performance is called the target change performance (target change), and the winning / losing lottery result corresponding to the target change (the winning / losing lottery result notified by the target change) is called the target winning / losing lottery result. The specific performance in this embodiment is a kind of reach performance (super reach performance), and after a video (performance video) dedicated to the performance is output, it leads to an advantageous ending (see Figs. 6(b-1) and 7(d-1)) in which a video showing that a situation advantageous to the player is reached is displayed, or an unfavorable ending (see Figs. 6(b-2) and 7(d-2)) in which a video showing that an advantageous ending has not been reached is displayed (note that the advantageous ending of the specific performance includes a so-called reversal pattern in which an unfavorable ending is assumed to have been reached but is then reversed). The player may be prompted to operate an operating means such as a push button (see Fig. 1), and the operation may be used as a trigger to transition to the ending. The specific performance leads to a favorable ending when the target hit / miss lottery result is a big hit, and leads to an unfavorable ending when the target hit / miss lottery result is a miss. The specific performance in this embodiment is a so-called battle performance in which an ally character (indicated with "ally" in the drawings) and an enemy character (indicated with "enemy" in the drawings) fight each other, and the victory of the ally character (the defeat of the enemy character) is considered to be a favorable ending, and the defeat of the ally character (the victory of the enemy character) is considered to be an unfavorable ending. The performance image output until the specific reach performance reaches its ending is an image in which the ally character and the enemy character are fighting. In other words, the performance image can be said to be an image indicating that the specific performance is progressing toward the ending. The same performance image is output every time, except for the part indicating the occurrence of a so-called chance up. If the reserved pattern 70 and the decorative pattern 80 are displayed during the specific performance, the reserved pattern 70 and the decorative pattern 80 are displayed superimposed on the performance image.
[0023] In the specific performance, any one of the multiple types of insert images 15 (see FIG. 4) may be displayed at an intermediate stage before the conclusion. In this embodiment, any one of the multiple types of insert images 15 is displayed without fail in the specific performance. However, a specific performance in which the insert image 15 is not displayed may be configured. In this embodiment, three types of insert images 15, a first insert image 151 (see FIG. 4(a)), a second insert image 152 (see FIG. 4(b)), and a third insert image 153 (see FIG. 4(c)), which are different from each other, are provided as the multiple types of insert images 15. The specific form of each insert image 15 may be any. In this embodiment, the various insert images 15 are images in which an ally character is enlarged and the background colors of the ally characters are different from each other. Specifically, the first insert image 151 has a background of "green", the second insert image 152 has a background of "purple", and the third insert image 153 has a background of "red". Although the details will be described later, the probability that a specific performance will result in a favorable outcome, that is, the probability that the target winning / losing lottery result will be a jackpot (so-called (jackpot) reliability) basically increases in this order (the third insertion image 153 is the highest). A configuration may be provided in which an insertion image 15 of a type that will confirm a jackpot when displayed is provided.
[0024] In this embodiment, one of multiple types of insert images 15 is displayed immediately before a specific effect reaches its conclusion. By looking at the type of insert image 15, the player can sense how much he or she can expect to reach a favorable ending, and then move on to the ending. In this embodiment, the insert image 15 is displayed in a part of the display area 911 so as to overlap in front of the effect video. Therefore, even if the insert image 15 is displayed, a part of the effect video is displayed in the range where the insert image 15 does not overlap (the area in the display area 911 where the insert image 15 is not displayed) (see FIG. 5(c) etc.). In other words, even when the insert image 15 is displayed, a part of the effect video is visible.
[0025] As the display pattern of the insert image 15 in the specific performance, a non-change pattern and a special change pattern may occur. Each pattern will be explained below. The state where the performance image is displayed without displaying the insert image 15 is regarded as the basic state. The non-change pattern is a state where a certain type of insert image 15 is displayed (hereinafter, the state where the insert image 15 is displayed is referred to as the "inserted state") from the basic state (see FIG. 5(b)) (see FIG. 5(c)). After the inserted state, the basic state is returned to (see FIG. 5(d), FIG. 6(a)), and the result (advantageous result (see FIG. 6(b-1)) or unfavorable result (see FIG. 6(b-2))) is entered. In this way, the non-change pattern is one where the insert image 15 is displayed only once (only one type) throughout a series of specific performances (displayed only once at the timing of FIG. 5(c)). The probability of reaching an advantageous result (the jackpot reliability of the target winning / losing lottery result) differs depending on the type of insert image 15 displayed here. The probability of reaching a favorable outcome is higher when the second insert image 152 is displayed than when the first insert image 151 is displayed, and higher when the third insert image 153 is displayed than when the second insert image 152 is displayed.
[0026] On the other hand, the special change pattern progresses as follows. First, it transitions from a basic state (see FIG. 5(b)) to an insertion state (see FIG. 5(c)) in which a certain type of insertion image 15 is displayed. After the insertion state, it returns to the basic state (see FIG. 5(d) and FIG. 7(a)). Up to this point, the flow is the same as that of the non-change pattern. In other words, even in the case of a special change pattern, up to this point, it appears to the player that a reliability suggestion is given by a certain type of insertion image 15 being displayed, just like in the non-change pattern (reliability suggestion by the insertion image 15 displayed at the time of FIG. 5(c)).
[0027] In the special change pattern, after returning to the basic state, the insertion image 15 is displayed again (see FIG. 7(b)). In other words, after returning to the basic state, it transitions to the insertion state again. Then, after the insertion state, it returns to the basic state (see FIG. 6(c)) and transitions to an ending (a favorable ending (see FIG. 7(d-1)) or an unfavorable ending (see FIG. 7(d-2))). If the first inserted image 15 (insertion image 15 displayed at a specified timing) is the first inserted image 15a, the second inserted image 15 is the second inserted image 15b, and the state in which the first inserted image 15a is displayed is the first inserted state, and the state in which the second inserted image 15b is displayed is the second inserted state, the special change pattern progresses as follows: basic state (see Figure 5(b)) → first inserted state in which the first inserted image 15a is displayed (see Figure 5(c)) → basic state (see Figures 5(d) and 7(a)) → insertion state after the second inserted image 15b is displayed (see Figure 7(b)) → basic state (see Figure 7(c)) → conclusion (see Figures 7(d-1) and (d-2)). The non-changing pattern progresses as follows: basic state (see FIG. 5(b)) → inserted state in which inserted image 15 is displayed (see FIG. 5(c)) → basic state (see FIG. 5(d) and FIG. 6(a)) → conclusion (see FIG. 6(b-1) and (b-2)) (the non-changing pattern does not have the concept of a previous inserted state or a later inserted state, or a previous inserted image 15a or a later inserted image 15b).
[0028] Here, in the special change pattern, the type of the previous insertion image 15a (see FIG. 5(c)) and the type of the subsequent insertion image 15b (see FIG. 7(b)) are different. In this embodiment, the subsequent insertion image 15b is made to have a higher reliability than the previous insertion image 15a. Therefore, in this embodiment, when the special change pattern occurs, the first insertion image 151 and the second insertion image 152 can be displayed as the previous insertion image 15a (see FIG. 5(c)), and the third insertion image 153 is not displayed (because the third insertion image 153 has the highest reliability). From another perspective, if a configuration is adopted in which an insertion image 15 with a higher reliability than the third insertion image 153 is provided, the third insertion image 153 can be displayed as the previous insertion image 15a.
[0029] When a special change pattern occurs, either the second insertion image 152 or the third insertion image 153 can be displayed as the subsequent insertion image 15b (see FIG. 7(b)), and the first insertion image 151 will never be displayed (because the first insertion image 151 has the lowest reliability). The type of insertion image 15 displayed as the subsequent insertion image 15b indicates the probability of an advantageous outcome (the jackpot reliability of the target win / lose lottery result). The probability of an advantageous outcome is higher when the third insertion image 153 is displayed as the subsequent insertion image 15b than when the second insertion image 152 is displayed. In this embodiment, the previous insertion image 15a displayed in the special change pattern is a "temporary" one (a "pretend"), and the reliability is indicated by the type of subsequent insertion image 15b displayed thereafter.
[0030] In addition, in the non-change pattern, any of the first insert image 151 to the third insert image 153 may be displayed as the insert image 15 (the insert image 15 displayed once) suggesting the reliability. In view of this, the special change pattern in which the first insert image 151 is not displayed as the subsequent insert image 15b suggesting the reliability is a so-called chance-up pattern (the non-change pattern is the "default" and the special change pattern is the "chance-up"). When a specific effect occurs, it is preferable to set the probability that it becomes the "default" non-change pattern higher than the probability that it becomes the "chance-up" special change pattern. In this embodiment, when a specific effect occurs, the probability that it becomes the non-change pattern is set to 90% or more. Therefore, when a specific effect occurs, most of the time it becomes a non-change pattern, and the player rarely encounters a special change pattern.
[0031] In this way, the specific presentation in this embodiment suggests the probability of a favorable outcome (jackpot reliability of the target winning / losing lottery result) depending on the type of the inserted image 15. Presentations in which an image suggesting reliability changes to suggest an increase in reliability are well known, and the special change pattern in this embodiment returns to the basic state once (see Fig. 5(d) and Fig. 7(a)) after a state in which a certain type of inserted image 15 (previous inserted image 15a) is displayed (previous inserted state) (see Fig. 5(c)), so the player feels that the type of inserted image 15 will not change at that point. In other words, since the player is highly likely to feel that the display of the inserted image 15 has ended and that the type of inserted image 15 will not change (previous inserted image 15a is the final reliability suggestion) since the player is returned to the basic state, the transition to a state in which a different type of inserted image 15 (later inserted image 15b) is displayed (later inserted state) can be a presentation form that is surprising to the player (who does not expect the change).
[0032] The timing at which the insertion image 15 is displayed and erased in the non-change pattern and special change pattern may be set as follows. In either pattern, these timings are controlled based on the presentation image. In other words, the point in time at which a frame of the presentation image (the same part of the presentation image) that the player recognizes as being in the same state is output is considered to be the same timing (see FIG. 8(a)). In other words, the point in time at which the presentation image has progressed to the same degree is considered to be the same timing.
[0033] The timing when the inserting image 15 is displayed in the non-changing pattern (transition from the basic state to the inserting state) coincides with the timing when the previous inserting image 15a is displayed in the special changing pattern (transition from the basic state to the previous inserting state) (timing T1 in FIG. 8). In other words, in either the non-changing pattern (see FIG. 8(b-1)) or the special changing pattern (see FIG. 8(b-2)), the inserting image 15 is displayed when the performance video progresses to a certain point. In other words, it is impossible to tell whether it is a non-changing pattern or a special changing pattern based on the display timing of the inserting image 15.
[0034] In addition, the timing at which the inserting image 15 is erased in the non-change pattern (returning from the inserted state to the basic state) coincides with the timing at which the previous inserting image 15a is erased in the special change pattern (returning from the previous inserted state to the basic state) (timing T2 in FIG. 8). In other words, the part (one frame) of the performance image displayed at the time when the inserting state ends in the non-change pattern is the same as the part (one frame) of the performance image displayed at the time when the previous inserting state ends in the special change pattern (the image (one frame) showing the same scene is in a displayed state). Because of this configuration, even in the case of a special change pattern, at the time when the previous inserting image 15a is erased (timing T2), it is indistinguishable from the non-change pattern. For example, if a player has encountered a non-change pattern but has never encountered a special change pattern, he or she will likely predict that even in the case of a special change pattern, after the insert image 15 (previous insert image 15a) is erased and the game returns to the basic state, the game will move directly to the conclusion. Therefore, the transition to a state in which the insert image 15 (later insert image 15b) is displayed again (later insert state) will be a surprising event that the player does not anticipate.
[0035] In the case of a non-change pattern, after the insert image 15 is erased (after timing T2 in FIG. 8 is reached), the game ends in the basic state (see FIGS. 8(a) and (b-1)). In the case of a special change pattern, after the previous insert image 15a is erased (after timing T2 in FIG. 8 is reached), the next insert image 15b is displayed upon reaching timing T3, and the next insert image 15b is erased upon reaching timing T4. After it is erased, the game ends in the basic state (see FIGS. 8(a) and (b-2)).
[0036] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0037] 〇Specific example 1-1 A direct change pattern may occur as a display pattern of the insert image 15 in the specific performance. The direct change pattern is common to the special change pattern in that the type of the insert image 15 once displayed changes (changing from the previous insert image 15a to the later insert image 15b). If a non-change pattern is one in which the type of the insert image 15 does not change in a series of specific performances, and a change pattern is one in which the type of the insert image 15 does change, then the concept included in the change pattern includes the special change pattern described in the above embodiment and the direct change pattern described in this example.
[0038] The direct change pattern transitions from a basic state (see FIG. 9(a)) to a previous insertion state in which a previous insertion image 15a is displayed (see FIG. 9(b)). Thereafter, without returning to the basic state, the pattern transitions to a subsequent insertion state in which a subsequent insertion image 15b is displayed (see FIG. 9(c)). The special change pattern and the direct change pattern differ in whether or not a basic state exists between the previous insertion state and the subsequent insertion state. It is preferable that the probability of a direct change pattern occurring (the probability of that pattern occurring in one specific performance) is higher than the probability of a special change pattern occurring. In other words, it is preferable to set the probability of encountering a direct change pattern higher than that of a special change pattern.
[0039] By making it possible for such a direct change pattern to occur, a player who encounters the direct change pattern is highly likely to assume that when the type of insert image 15 changes in a specific presentation, the change from one type of insert image 15 to another type of insert image 15 occurs directly (without any time in between). In such a situation, when a special change pattern occurs in another specific presentation, the player is highly likely to feel that the insert image 15 does not change because the state returns from a state in which a certain type of insert image 15 (previous insert image 15a) is displayed (previous insert state) to a basic state, but from there, a state in which a different type of insert image 15 (later insert image 15b) is displayed (later insert state) occurs, greatly betraying the player's prediction. In other words, the existence of a direct change pattern can be a game that contributes to further increasing the player's surprise when a special change pattern occurs.
[0040] 〇Specific example 1-2 In the above embodiment, the special change pattern is described as returning to the basic state after the later insertion state in which the later insertion image 15b is displayed, and then transitioning to the ending, but it may be configured to transition to the ending without returning to the basic state after the later insertion state. Since the change in the inserting image 15 is shown to the player by displaying the later insertion image 15b, it is not necessary to return to the basic state, and it may be configured to transition directly to the ending.
[0041] 〇Specific example 1-3 When comparing cases in which the type of the insertion image 15 displayed in the non-changing pattern is the same as the type of the subsequent insertion image 15b displayed in the special changing pattern, the latter is set to have a higher reliability than the former. In the case in which the second insertion image 152 is displayed in the non-changing pattern and the case in which the first insertion image 151 is changed to the second insertion image 152 (subsequent insertion image 15b) in the special changing pattern, the final displayed insertion image 15 is the second insertion image 152, but the special changing pattern is set to have a higher reliability than the non-changing pattern (in the example shown in FIG. 10, the former has a reliability of 20% and the latter has a reliability of 35%). In addition, in the case where the third insertion image 153 is displayed in a non-change pattern and in the case where the first insertion image 151 or the second insertion image 152 (the previous insertion image 15a) changes to the third insertion image 153 (the later insertion image 15b) in a special change pattern, the final inserted image 15 displayed is the third insertion image 153, which is the same; however, the special change pattern is set to have a higher reliability than the non-change pattern (in the example shown in Figure 10, the former has a reliability of 50% and the latter has a reliability of 75%).
[0042] In this way, a presentation in which a certain type of insert image 15 is displayed as a result of a change in the insert image 15 (special change pattern) is more advantageous to the player than a certain type of insert image 15 being displayed from the beginning (non-change pattern).
[0043] 〇Specific example 1-4 In the special change pattern, even if the type of the subsequent insertion image 15b is the same, if the type of the previous insertion image 15a is different, the reliability is set to be different. For example, in the configuration in which three types of the first insertion image 151 to the third insertion image 153 are provided as the insertion image 15 as in the above embodiment, the reliability is set to be different when a special change pattern occurs in which the previous insertion image 15a is the first insertion image 151 and the subsequent insertion image 15b is the third insertion image 153, and when a special change pattern occurs in which the previous insertion image 15a is the second insertion image 152 and the subsequent insertion image 15b is the third insertion image 153 (see FIG. 11). In other words, the two are the same in that the third insertion image 153 is displayed as the subsequent insertion image 15b, but the image displayed as the previous insertion image 15a is different, so the reliability is different.
[0044] In this example, the higher the reliability, the greater the difference in reliability between the previous insert image 15a and the subsequent insert image 15b (the difference in reliability when displayed in a non-changing pattern). In the above example, the higher the reliability is set when a special changing pattern occurs in which the previous insert image 15a is the first insert image 151 and the subsequent insert image 15b is the third insert image 153 than when a special changing pattern occurs in which the previous insert image 15a is the second insert image 152 and the subsequent insert image 15b is the third insert image 153 (in the example shown in FIG. 11, the former has a reliability of 80% and the latter has a reliability of 50%). In this way, the greater the degree of reliability increased by changing from the previous insert image 15a to the subsequent insert image 15b, the more advantageous it is for the player.
[0045] 〇Specific example 1-5 In the above embodiment, it has been explained that the insert image 15 (second insert image 152, third insert image 153) that can be displayed as the later insert image 15b in the special change pattern can also be displayed in the non-change pattern, but the image displayed as the later insert image 15b in the special change pattern is a "dedicated special image" that is not displayed in the non-change pattern (hereinafter, the image is referred to as the special insert image 15S). For example, in the above embodiment, it has been explained that the first insert image 151 is "green", the second insert image 152 is "purple", and the third insert image 153 is "red", but the special insert image 15S of "gold" that is different from any of these insert images 15 is displayed as the later insert image 15b (see FIG. 12(d)). In this way, when a special change pattern occurs, the special insert image 15S that is not displayed in the non-change pattern is displayed, so that the occurrence of the special change pattern is more clearly indicated to the player. In this example, the third insertion image 153 (the most reliable image among the insertion images 15 that can be displayed in the non-changing pattern) can be displayed as the previous insertion image 15a (see FIG. 12(b)). Even if the third insertion image 153 is displayed as the previous insertion image 15a, the third insertion image 153 can be changed to the special insertion image 15S.
[0046] In this example, it is preferable to set the special change pattern to be more reliable than the non-change pattern, regardless of the type of the insertion image 15 displayed in the non-change pattern. As described above, the special change pattern displays a special image (special insertion image 15S) that is not displayed in the non-change pattern, so that the special change pattern is more reliable than the non-change pattern, which makes the game easier to understand (the special insertion image 15S functions as a special image that suggests that it is more reliable than any of the first insertion image 151 to the third insertion image 153). Note that the special change pattern may be set to determine a big win when it occurs. That is, the special insertion image 15S may be set to function as a premium image that determines a big win.
[0047] 2-2) Forced downgrade control In this embodiment, the state of the reserved pattern 70 suggests the reliability of the winning / losing lottery result corresponding to the reserved pattern 70. One or more normal states 70n and one or more special states 70s are set as the states that the reserved pattern 70 can be (see FIG. 13). Note that the configuration itself in which the reliability is suggested by the state of the reserved pattern 70 is well known, so it will be explained briefly below. The normal state 70n is the normal state of the reserved pattern 70. That is, the reserved pattern 70 has the highest probability of being the normal state 70n. The special state 70s is a state that suggests that the corresponding winning / losing lottery result is more likely to be a jackpot (higher reliability) than when it is in the normal state 70n. In this embodiment, three special states 70s are provided as the special states 70s: a first special state 71s, a second special state 72s, and a third special state 73s, and the reliability increases in this order (the third special state 73s is the highest). A special mode 70s for determining a jackpot may be provided, in which the corresponding winning / losing lottery result is determined to be a jackpot. However, in the case where such a special mode 70s for determining a jackpot is provided, if the variable reserved pattern 71 becomes the special mode 70s for determining a jackpot, the forced downgrade control, the details of which will be described later, will not be executed. A configuration may be adopted in which the specific mode of the normal mode 70n and the special mode 70s changes depending on the so-called stage (mode) (a configuration may be adopted in which the normal mode 70n and the special mode 70s according to the stage (mode) are provided). In this embodiment, the normal mode 70n is "white", the first special mode 71s is "blue", the second special mode 72s is "green", and the third special mode 73s is "red" (in the drawings, the colors of the special modes 70s are indicated by letters, and the normal mode 70n is unmarked). A known reserved change performance in which the state of the reserved pattern 70 changes in a direction in which the reliability increases may also occur (note that the forced downgrade control, which will be described in detail later, is a change in a direction in which the reliability decreases, so it is not included in the reserved change performance). In this embodiment, both the changing reserved pattern 71 and the pre-changing reserved pattern 72 can be the above-mentioned normal mode 70n and special mode 70s.
[0048] A specific reach performance may occur as a performance constituting the during-change performance. In the following description of the forced rank down control, a during-change performance including a specific reach performance is referred to as a target during-change performance, and a winning / losing lottery result corresponding to the target during-change performance is referred to as a target winning / losing lottery result. Note that a plurality of types of performances may occur as the specific reach performance. The specific reach performance leads to a favorable ending (see FIG. 14(c-1)) in which an image showing that the player has become in a favorable situation is displayed, or an unfavorable ending (see FIG. 14(c-2)) in which an image showing that the player has become in a disadvantageous situation is displayed, which is an ending in the case where the favorable ending is not reached. When the specific reach performance leads to a favorable ending, the target winning / losing lottery result is determined to be a big win (see FIG. 14(d-1)). When the specific reach performance leads to an unfavorable ending, the target winning / losing lottery result is determined to be a loss, except in the case where a reversal performance occurs as described later (see FIG. 15(b)). In the following description, unless otherwise specified, the term "unfavorable ending" refers to a case where a reversal effect does not occur (a case where the target hit / miss lottery result is a miss). The specific reach effect may take any form. In this embodiment, the specific reach effect is an effect in which a specified character attempts a mission (see Figures 14(a)(b)), and success results in a favorable ending (see Figure 14(c-1)), and failure results in an unfavorable ending (see Figure 14(c-2)). In addition, a battle effect in which a character on the player's side fights a character on the enemy's side may be considered as a specific reach effect.
[0049] When the specific reach performance is executed, a forced downgrade control may be executed for the changing reserved symbol 71. The forced downgrade control will be explained below. The forced downgrade control is as follows: (1) Before the specific reach performance reaches its conclusion (before the favorable / unfavorable outcome is determined), the variable reserved pattern 71 is in the special mode 70s (in this embodiment, any one of the first special mode 71s to the third special mode 73s). (2) A specific reach performance leads to an unfavorable outcome. In other words, it is not executed if the variable reserved pattern 71 is not in the special pattern 70s (normal pattern 70n) before the specific reach performance reaches its conclusion (the variable reserved pattern 71 cannot be "downgraded" in the first place), and it is not executed if the specific reach performance reaches a favorable conclusion.
[0050] The reserved change performance (different from the reserved downgrade control) that changes the state of the reserved pattern 70 only changes in the direction of increasing the reliability, so if the specific reach performance is in the special mode 70s at the time of starting, the condition that the changing reserved pattern 71 is in the special mode 70s before the specific reach performance reaches its conclusion (condition (1) above) is met. Also, although not shown, in this embodiment, a reserved change performance can occur even during the specific reach performance. Therefore, even if the changing reserved pattern 71 is in the normal mode 70n at the start of the specific reach performance, the changing reserved pattern 71 may become the special mode 70s as a result of the occurrence of a reserved change performance for the changing reserved pattern 71 during the specific reach performance (before the conclusion is reached) (the above condition (1) may be met midway during the specific reach performance).
[0051] If the result of the target win / loss lottery is a miss, the specific reach performance will lead to an unfavorable ending. In other words, when the variable reserved pattern 71 is in a special mode 70s (see FIG. 14(b)), an unfavorable ending will be reached in which an image indicating that an unfavorable ending has been reached is displayed (see FIG. 14(c-2)). Note that in this embodiment, even when an image indicating that an unfavorable ending has been reached is displayed, the variable reserved pattern 71 in the special mode 70s is displayed (.
[0052] After that, the scene change image 20 is displayed in the display area 911 (see FIG. 14(d-2)). When the scene change image 20 is displayed, the changing reserved pattern 71 is not displayed. In this embodiment, when the scene change image 20 is displayed, the pre-changing reserved pattern 72 is not displayed either. Note that when the scene change image 20 is displayed, the reserved number or the like is displayed small near the outer edge of the display area 911, this does not constitute the display of the reserved pattern 70. In other words, the reserved pattern 70 (changing reserved pattern 71, changing reserved pattern 71) is not displayed here refers to the reserved pattern 70 that is the subject of the reserved change performance not being displayed, and does not refer to the display or non-display of the reserved pattern 70 that is displayed small so as not to be noticeable to the player (hereinafter, the same applies when referring to the display or non-display of the reserved pattern 70). The specific form of the scene change image 20 may be any. In this embodiment, a solid black image is displayed in the entire display area 911 as the scene change image 20. The time for which the scene change image 20 is displayed is about one second.
[0053] After the scene switching image 20 is erased, the three decorative symbols 80 constituting the combination indicating that the target winning / losing lottery result is a losing one are in a pseudo-stop state (see FIG. 15(a)). The pseudo-stop state refers to a state in which the symbols are not completely stopped but appear to the player to be stopped (for example, a state in which they are slightly swaying). In this embodiment, the specific reach performance is a reach performance, so the three decorative symbols 80 are in a pseudo-stop state in a reach-loss combination (a combination in which two of the three are the same type of decorative symbols 80 and one is a different decorative symbol 80). After this, the three decorative symbols 80 stop completely (see FIG. 15(b)). This "complete stop" means that the target change performance ends. If pre-change reserved information (pre-change reserved symbols 72) exists, the next change performance (next change) will start immediately after the target change performance (target change) ends (see FIG. 15(c)). Although not shown, if there is no pre-change reserved information (pre-change reserved pattern 72), the next start winning will trigger the next change during performance (next change). In this way, the period from when the scene change image 20 is erased until the target change ends can be said to be a waiting period for the start of the next change (this waiting period is also the last period (end period) including the end point of the target change during performance). Therefore, during the waiting period, an image of the same type (image that is the same as the player) as the background image 29 displayed at the start of the change is displayed as the background of the three decorative patterns 80 (decorative patterns 80 that constitute a reach-miss combination) (note that the background image 29 is omitted in some drawings). In this embodiment, the length of the waiting period is also about 1 second.
[0054] Here, during the waiting period, the state of the changing reserved pattern 71 is the normal state 70n (see FIG. 15(a)). That is, the changing reserved pattern 71, which was in the special state 70s before the scene change image 20 was displayed, is "downgraded" to the normal state 70n (changing in the direction of decreasing reliability) during the waiting period after the scene change image 20 is erased. In other words, although the changing reserved pattern 71 was in the special state 70s before the specific reach performance reached its conclusion, at the end of the target changing performance (the point at which the changing reserved pattern 71 is erased), the changing reserved pattern 71 is controlled to be in the normal state 70n (see FIG. 15(b)). This is the forced downgrading control.
[0055] The reason for such forced downgrade control is as follows. When the variable reserved pattern 71 becomes the special pattern 70s, it means that the target hit / miss lottery result is more likely to be a jackpot than when it is in the normal pattern 70n (when it is in a normal state), so the player expects the specific reach performance to reach a favorable ending. However, if the specific reach performance reaches an unfavorable ending contrary to that expectation, the player will be disappointed. If the variable reserved pattern 71 of the special pattern 70s is displayed even after the failure ending is reached (the variable reserved pattern 71 of the special pattern 70s is displayed in the state of FIG. 15(a)), the player who sees it may become even more depressed (irritated) (the player may realize (remember) that the jackpot did not result even though the reserved pattern of the special pattern 70s was displayed, and may feel even more regretful). In order to prevent such a situation from occurring, after a failed ending is reached, the variable reserved pattern 71 is forcibly downgraded to the normal mode 70n by forced downgrading control so that the player is not reminded that the variable reserved pattern 71 in the special mode 70s was being displayed.
[0056] Furthermore, in this embodiment, even when forced downgrade control is performed, there exists a state in which the changing reserved pattern 71 is not displayed (a state in which the scene switching image 20 is displayed) between a state in which the changing reserved pattern 71 of the special mode 70s is displayed and a state in which the changing reserved pattern 71 of the normal mode 70n is displayed (see FIG. 14(d-2)). Therefore, this is not a control (presentation) that shows that the changing reserved pattern 71 changes directly from the special mode 70s to the normal mode 70n. In other words, this is a control in which the changing reserved pattern 71 is made the normal mode 70n so as not to stand out.
[0057] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned forced downgrade control will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0058] 〇Specific example 2-1 As described in the above embodiment, (1) Before the specific reach performance reaches its conclusion, the variable reserved pattern 71 is in the special pattern 70s. (2) A specific reach performance leads to an unfavorable outcome. Even if the above two conditions are satisfied, the forced downgrade control may not be executed. Specifically, if the result of the target lottery is a jackpot, the forced downgrade control may not be executed.
[0059] In the case of the specific reach performance, if a favorable ending is reached, the target winning / losing lottery result is determined to be a jackpot. On the other hand, if an unfavorable ending is reached, basically (in most cases), the target winning / losing lottery result is a miss, but there are cases where a reversal performance occurs in which the unfavorable ending is overturned and the target winning / losing lottery result is notified as a jackpot (see FIG. 16(d)). In short, an unfavorable ending without a reversal performance (a normal unfavorable ending) is set to be a "miss," and an unfavorable ending with a reversal performance (a special unfavorable ending) is set to be a "jackpot." Note that this type of reversal performance itself is well known, and various types of reversal performance have been proposed, so a detailed explanation will be omitted. The reversal performance occurs after the scene change image 20 (see FIG. 16(b)) is erased, and then the reach-losing combination in a pseudo-stop state is displayed together with the changing pending pattern 71 (see FIG. 16(c)). (See FIG. 16(d)) After the reversal performance is started, the winning combination indicating that the result of the target winning / losing lottery is a jackpot is displayed as a confirmed combination (displayed in a completely stopped state), and the target changing performance ends.
[0060] If the above conditions (1) and (2) are met but the target winning / losing lottery result is a jackpot (i.e., a reversal effect occurs), the forced rank down control is not executed (see Fig. 16(a)(c)). As described above, the forced rank down control is executed to prevent the player from becoming further disappointed when he sees the changing reserved pattern 71 of the special mode 70s because the target winning / losing lottery result is a loss, so it can be said that there is no need to execute the forced rank down control even when a reversal effect occurs and the target winning / losing lottery result is a jackpot. In this case, if the variable reserved pattern 71 is in the special mode 70s (satisfying the condition (1) above) before the specific reach performance reaches its conclusion, and the specific reach performance reaches a failed conclusion (satisfying the condition (2) above), after the scene change image 20 (see FIG. 16(b)) is erased, if the variable reserved pattern 71 is in the special mode 70s rather than the normal mode 70n (as in FIG. 16(c)), a reversal performance will occur (see FIG. 16(d)). In other words, if a player knows this "rule," he or she can find out in advance whether a reversal performance will occur by paying attention to the mode of the variable reserved pattern 71 after the scene change image 20 is erased.
[0061] In addition, even if the forced rank down control is executed, the reversal effect may occur. In this case, even if the variable reserved pattern 71 is in the normal state 70n after the scene switching image 20 is erased, the reversal effect may occur and the target hit / miss lottery result may be notified as a big hit.
[0062] 〇Specific example 2-2 A configuration is adopted in which not all of the multiple types of special modes 70s but some of them are subject to the compulsory downgrade control (the other part is not subject to the compulsory downgrade control). Specifically, among the multiple types of special modes 70s, some counted from those with high reliability are special modes 70s that are subject to the compulsory downgrade control (hereinafter referred to as target special modes), while the rest are special modes 70s that are not subject to the compulsory downgrade control (hereinafter referred to as non-target special modes).
[0063] For example, as in the above embodiment, in the case where three types of the first special mode 71s to the third special mode 73s are provided as the special mode 70s, the third special mode 73s is the target special mode, but the first special mode 71s and the second special mode 72s are the non-target special modes. In this case, when the pending pattern 71 is the third special mode 73s, if the specific reach performance reaches an unfavorable ending, the forced downgrade control is executed (the pending pattern 71 is in the normal mode 70n at the end of the target fluctuation) (see FIG. 17(a)→(b)→(c-2)). However, when the pending pattern 71 is the first special mode 71s or the second special mode 72s, the forced downgrade control is not executed even if the specific reach performance reaches an unfavorable ending (the pending pattern 71 is in the first special mode 71s or the second special mode 72s at the end of the target fluctuation) (see FIG. 17(a)→(b)→(c-1)).
[0064] The forced rank down control is intended to prevent the player from being further disappointed when the target winning / losing lottery result is a loss (the specific reach performance has reached an unfavorable end), and it is considered that the player will not be so disappointed when a special mode 70s with a relatively low reliability is displayed (the player will be greatly disappointed when a special mode 70s with a relatively high reliability is displayed), and it can be considered to be as in this example. From this point of view, it is necessary to thoroughly consider which special mode 70s will greatly disappoint the player when the result is a loss (the player has reached an unfavorable end) along with the reliability of each special mode 70s. If it is considered that the player may be greatly disappointed even when the second special mode 72s (green) is displayed, it is sufficient to configure the second special mode 72s as well as the third special mode 73s as the target special mode.
[0065] 〇Specific example 2-3 As described in the above embodiment, (1) Before the specific reach performance reaches its conclusion, the variable reserved pattern 71 is in the special pattern 70s. (2) A specific reach performance leads to an unfavorable outcome. If the above two conditions are met, the variable reserved pattern 71 is not displayed (see FIG. 18(c)) after an unfavorable ending is reached (see FIG. 18(a)). That is, unlike the forced downgrade control of the above embodiment, the variable reserved pattern 71 is not forced to be downgraded from the special mode 70s to the normal mode 70n, but is not displayed until the target variation ends after the variable reserved pattern 71 that was in the special mode 70s reaches a failure ending (the variable reserved pattern 71 is not displayed at the position where the variable reserved pattern 71 would normally be displayed). If the variable reserved pattern 71 is not displayed, the player will not be able to recognize that the variable reserved pattern 71 was in the special mode 70s after a failure ending is reached, so that the player's regret can be prevented from increasing.
[0066] However, if this example is used, the player may feel uncomfortable in the situation where the variable reserved pattern 71 is not displayed, and may remember that the variable reserved pattern 71 was the special pattern 70s. On the other hand, the above-mentioned forced downgrade control displays the variable reserved pattern 71 of the normal pattern 70n after a failure conclusion is reached, so the player does not feel uncomfortable that the variable reserved pattern 71 is not displayed, and in that respect it is superior to this example.
[0067] 〇Specific example 2-4 During the specific reach, the changing reserved pattern 71 is not displayed (see FIG. 19(b)(c)). It is preferable that not only the changing reserved pattern 71 but also the pre-changing reserved pattern 72 is not displayed (i.e., the reserved pattern 70 is not displayed). The forced downgrade control can be executed when the changing reserved pattern 71 is in the special mode 70s at the time when the specific reach performance starts (when the changing reserved pattern 71 immediately before developing (transitioning) to the specific reach performance is in the special mode 70s) (see FIG. 19(a)). In other words, in the target variation, the last time when the changing reserved pattern 71 is displayed is the time when the specific reach performance starts (immediately before the start), so that the forced downgrade control can be executed when the mode of the changing reserved pattern 71 at that time is the special mode 70s. Then, after the specific reach performance ends in failure (see FIG. 19(c)), during the waiting period in preparation for the start of the next fluctuation, the pending pattern 71 during fluctuation is set to the normal pattern 70n (see FIG. 19(d)).
[0068] In this way, if the changing reserved pattern 71 is not displayed during the specific reach performance, the forced downgrade control may be performed when the changing reserved pattern 71 is in the special mode 70s at the final time when the changing reserved pattern 71 in the target change is displayed. In addition, in the case of this example, since the changing reserved pattern 71 is not displayed during the specific reach performance, there is an advantage that it is not necessary to provide a state in which the scene switching image 20 is displayed as in the above embodiment. In other words, even if the state in which the image of the unfavorable ending is displayed is directly followed by a transition to a waiting period, a state in which the specific reach performance is being performed (a state in which the changing reserved pattern 71 is not displayed) (see Figures 19(b)(c)) exists between the state in which the changing reserved pattern 71 of the special mode 70s is displayed (see Figure 19(a)) and the state in which the changing reserved pattern 71 of the normal mode 70n is displayed (see Figure 19(d)), so the performance form in which the changing reserved pattern 71 changes directly from the special mode 70s to the normal mode 70n is not achieved. In other words, the specific reach performance also functions as a state intervening between the special mode 70s and the normal mode 70n (a state in which the changing reserved pattern 71 is temporarily not displayed).
[0069] 〇Specific example 2-5 In the above embodiment, it has been explained that the changing reserved pattern 71 is displayed even in a state where an unfavorable ending has been reached (a state where an image showing that an unfavorable ending has been reached is displayed), but in a state where an unfavorable ending has been reached, the changing reserved pattern 71 is not displayed. It is preferable that not only the changing reserved pattern 71 but also the pre-changing reserved pattern 72 is not displayed. In other words, the specific reach performance is configured such that the changing reserved pattern 71 is displayed (see FIG. 20(a)) before the ending is reached, but the changing reserved pattern 71 is hidden (see FIG. 20(b)) when the ending is reached. In this case, the changing reserved pattern 71 is in the special mode 70s at the final point where it is displayed, and when an unfavorable ending is reached, forced downgrade control is executed (see FIG. 20(c)).
[0070] In the case of this example, since the changing reserved pattern 71 is not displayed in the state where an unfavorable ending has been reached (the state where an image showing that an unfavorable ending has been reached is displayed), there is an advantage that it is not necessary to provide a state where the scene switching image 20 is displayed as in the above embodiment. In other words, even if the state where the image showing that an unfavorable ending has been reached is directly transitioned to the waiting period after the state where the image showing that an unfavorable ending has been reached is displayed, there is a state where the changing reserved pattern 71 is not displayed (the state where an image showing that an unfavorable ending has been reached is displayed) (see FIG. 20(b)) between the state where the changing reserved pattern 71 of the special mode 70s is displayed (see FIG. 20(a)) and the state where the changing reserved pattern 71 of the normal mode 70n is displayed (see FIG. 20(c)), so the changing reserved pattern 71 does not change directly from the special mode 70s to the normal mode 70n. In other words, the unfavorable ending also functions as a state where the changing reserved pattern 71 is interposed between the special mode 70s and the normal mode 70n (the state where the changing reserved pattern 71 is temporarily hidden).
[0071] 2-3) Style image change production The gaming machine 1 according to this embodiment can execute a style image change performance as a performance constituting the during-change performance. The style image change performance is a performance that uses the style image 30 that is normally displayed in the display area 911. The basic form of the during-change performance during the normal game state differs depending on which of the multiple performance styles (see FIG. 21(a)) is set. The performance style is generally called a stage or a mode (the concept of such a stage or mode is publicly known). In this embodiment, three types of performance styles are provided as the multiple types of performance styles: A stage (see FIG. 21(a-1)), B stage (see FIG. 21(a-2)), and C stage (see FIG. 21(a-3)). The basic form of the during-change performance when each stage is set may be any. In this embodiment, the A stage is based on the motif of character A, the B stage is based on character B, and the C stage is based on character C (A, B, and C are the names (names) of each character). When a certain stage is set, a dedicated background image (an image displayed as the background of the decorative pattern 80) corresponding to the stage is displayed, and a corresponding character frequently appears, which is the basic mode of the performance during the change. In addition, the stage may be associated with a place (city, country, etc.) or a time (morning, noon, night, etc.).
[0072] The style image 30 is an image (see FIG. 21) that is normally displayed in the display area 911 to indicate the currently set performance style (stage). In this embodiment, the style image 30 includes the characters "XX stage", which is the name of the corresponding stage. That is, during the performance in which the A stage is set, the style image 30 includes the characters "A stage" (see FIG. 21(a-1)), during the performance in which the B stage is set, the style image 30 includes the characters "B stage" (see FIG. 21(a-2)), and during the performance in which the C stage is set, the style image 30 includes the characters "C stage" (see FIG. 21(a-3)). The multiple types of style images 30 have unique parts 31 that are different from each other and a common part 32 that is common to each other. The unique parts 31 are parts that represent the unique names of the various performance styles (stages), that is, the parts "A", "B", and "C", and the common part 32 is the "stage" part (see FIG. 21(b)). The player can grasp the current presentation style from the unique portion 31. Also, the player can recognize from the common portion 32 that each style image 30 represents the name of a "stage."
[0073] Of course, a certain type of style image 30 will not be displayed in a state where a stage that does not correspond to the certain type of style image 30 is set (for example, in a state where the A stage is set, the style image 30 of "B stage" or "C stage" will not be displayed). In this embodiment, the style image 30 is displayed near the outer edge of the display area 911. It is preferable that the style image 30 is displayed from the start to the end of the variable performance, but it is acceptable for it to be temporarily not displayed. In this embodiment, the style image 30 is not displayed during the super reach performance (the style image 30 is erased when it develops into a super reach), and the style image 30 is displayed in other states. In other words, the style image 30 is displayed at least in a state where it is not clear whether a reach (two of the three decorative patterns 80 indicating the winning / losing lottery result are the same type) will be established or not.
[0074] The style image change performance is a performance that changes the style image 30 to a suggestion image 35 (see FIG. 22). The suggestion image 35 is a so-called chance-up performance that suggests that the probability ((jackpot) reliability) of the winning / losing lottery result (hereinafter referred to as the target winning / losing lottery result) corresponding to the variation performance including the style image change performance (hereinafter referred to as the target variation performance (target variation)) becoming a jackpot has increased (higher reliability compared to when the style image change performance does not occur). The suggestion image 35 in this embodiment is an image including the characters "Chance Stage". As described above, the style image 30 is an image including the unique portion 31 of "A" to "C" and the common portion 32 of "Stage". It can be said that the suggestion image 35 is an image that maintains the common portion 32 of the style image 30 and changes one of the unique portions 31 "A" to "C" to "Chance" (characters suggesting the target winning / losing lottery result) (see FIG. 22(c)).
[0075] In this embodiment, the start of the style image change performance is substantially simultaneous with the start of the target change performance. That is, the start of the target change performance triggers the style image 30 to change to the suggestion image 35. However, there is no change in the performance style between the target change performance and the previous change performance (hereinafter referred to as the previous change performance (previous change)). That is, it is assumed that no stage change occurs between the previous change and the target change, and the style image change performance may occur at the boundary between the previous change and the target change. That is, even though no stage change has occurred, an event occurs in which the style image 30 changes (to the suggestion image 35) (see FIG. 22(b)→(c)). Note that the style image change performance may be configured to start not between changes (between the previous change and the target change) as in this embodiment, but during the change.
[0076] In this way, the gaming machine 1 in this embodiment can execute an interesting presentation (style image change presentation) that gives players hope for the outcome of the lottery, by changing the style image 30 indicating the current presentation style into a suggestion image 35 (see Figures 22(b) and (c)).
[0077] In particular, the style image change presentation in this embodiment is configured to maintain the common part 32 of the style image 30 while changing the unique part 31 to become the suggestive image 35, so the player is unlikely to notice that the change is occurring (the suggestive image 35 is being displayed). In other words, this is a presentation form in which not everyone notices that it is occurring (only certain players notice that it is occurring). In addition, the presentation can be executed in a situation where any of the multiple types of style images 30 is displayed (the suggestive image 35 is configured to maintain the common part 32 of the style image 30 while changing the unique part 31 (see Figures 21(b) and 22(b)(c)), so any of the multiple types of style images 30 can be changed to the suggestive image 35).
[0078] In addition, the style image change performance in this embodiment occurs when the target change starts when there is no change in the performance style from the previous change (see Fig. 22(b)(c)). In other words, since the style image 30 changes to the suggestion image 35 with the start of the change in a situation where the performance style is maintained, the player is unlikely to notice the change in the suggestion image 35 (only certain players notice the occurrence).
[0079] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned aspects of the style image change performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0080] 〇Specific example 3-1 A configuration is provided in which a plurality of types of suggestion images 35 are provided as the suggestion images 35. For example, a first suggestion image 351 (see FIG. 23(b-1)) and a second suggestion image 352 (see FIG. 23(b-2)) in a form different from the first suggestion image 351 are provided. The plurality of suggestion images 35 all have the same part as the common part 32 of the style image 30, and the forms of the part in which the unique part 31 of the style image 30 is changed are different from each other. For example, if images of "A stage", "B stage", and "C stage" are displayed as the style image 30 as in the above embodiment, the first suggestion image 351 is an image in which the common part 32, "stage", is maintained, while the unique part 31 (any of "A" to "C") is changed to "chance", and the second suggestion image 352 is an image in which the unique part 31 is changed to "super hot".
[0081] When a style image change effect occurs, the reliability of the target winning / losing lottery result differs depending on the type of suggestive image 35 displayed. For example, the reliability is set to be higher when the second suggestive image 352 is displayed (see FIG. 23(b-2)) than when the first suggestive image 351 is displayed (see FIG. 23(b-1)). In this way, a player who notices the occurrence of the style image change effect will also pay attention to what type of suggestive image 35 is displayed.
[0082] 〇Specific example 3-2 The style image 30 has a character portion 30a (characters such as "A stage") representing the production style described in the above embodiment, and a main portion 30b displayed as a background of the character portion 30a (see FIG. 24(a)). The character portion 30a can be said to include the unique portion 31 and the common portion 32 described above. In this way, the style image 30 has a form in which the character portion 30a representing the production style is drawn on the main portion 30b serving as a base. For example, if the main portion 30b is in a form such as a "signboard" (signboard body), the configuration will look like the characters representing the stage are drawn on the "signboard". From another perspective, the main portion 30b can be said to indicate the range in which the character portion 30a representing the production style is displayed. It is preferable that the form of the main portion 30b is maintained even if the production style changes (even if a stage change occurs). In other words, when the production style changes, the production form is such that the main portion 30b is maintained while the character portion 30a drawn on the main portion 30b changes.
[0083] Similarly, the suggestion image 35 has a text portion 35a (such as "Chance Stage") indicating that there is a chance of an increase, and a main body portion 35b displayed as the background of the text portion 35a (see FIG. 24(b)). Here, the appearance of the main body portion 35b of the suggestion image 35 is the same as the appearance of the main body portion 30b of the style image 30. If the main body portion 30b of the style image 30 is in the form of a "signboard" as described above, then the appearance of the main body portion 35b of the suggestion image 35 will also be the same.
[0084] Because of this configuration, when a style image change effect occurs (when a change occurs from the style image 30 to the suggestive image 35), the appearance of the main body parts 30b, 35b is maintained, but the characters drawn on the main body parts 30b, 35b change (changing from the character part 30a as the style image 30 to the character part 35b as the suggestive image 35). Even if a change occurs to the suggestive image 35, the appearance of the main body part 35b of the suggestive image 35 is the same as the appearance of the main body part 30b of the style image 30, so that it is possible to achieve an effect in which the player does not easily notice that a change has occurred from the style image 30 to the suggestive image 35.
[0085] 〇Specific example 3-3 When the style image change effect occurs, an image acting on the style image 30 (hereinafter, action image 38) is displayed. That is, as a result of the action image 38 acting on the style image 30, the style image 30 appears to have changed to the suggestive image 35. For example, an object displaced toward the style image 30 is displayed as the action image 38, and as a result of the collision of the object (see FIG. 25(a)), the style image 30 appears to have changed to the suggestive image 35 (see FIG. 25(b)). By displaying such an action image 38, the player can easily notice the occurrence of the style image change effect. That is, if it is desired to make it easier for the player to notice the occurrence of the style image change effect, it is sufficient to display the action image 38 as in this example and then cause the change to the suggestive image 35 to occur, and if it is desired to make it difficult for the player to notice the occurrence of the style image change effect (to make it so that only certain players notice), it is sufficient to make the change to the suggestive image 35 occur without warning as in the above embodiment.
[0086] As another example, a presentation form in which a character that "rewrites" characters is displayed as the action image 38 can be considered. That is, since the change from the style image 30 to the suggestion image 35 is a change in characters (a change in the inherent part 31 of the style image 30), a character that performs an action of "rewriting" the characters is displayed (see FIG. 26(b)). If the main body parts 30b, 35b (for example, a "signboard") are configured to be displayed as described in the above specific example 3-2, the presentation form will be one in which the character appears to be rewriting the characters drawn on the main body parts 30b, 35b (rewriting the characters of the "signboard") (see FIG. 26). In this way, it is possible to easily convey to the player that the characters are changing.
[0087] 〇Specific example 3-4 In the above embodiment, it has been described that the suggestion image 35 and the style image 30 have the same characters (the characters "stage" in the above embodiment), but they do not have to have the same characters. For example, an image including the characters "Your chance has come" may be displayed as the suggestion image 35. In this way, even if the suggestion image 35 and the style image 30 do not have the same characters, if the suggestion image 35 is displayed in the position where the style image 30 is normally displayed when a style image change performance occurs, the player can understand that the suggestion image 35 is a result of the change in the style image 30.
[0088] In particular, if the configuration is such that the main body portions 30b, 35b (e.g., a "signboard") are displayed as described in specific example 3-2 above, the characters of the style image 30 and the characters of the suggestive image 35 are both drawn against the background of the main body portions 30b, 35b, so that the player can easily understand that the suggestive image 35 is a variation of the style image 30.
[0089] 〇Specific example 3-5 The state of the suggestion image 35 differs depending on the presentation style that is set when the style image change presentation occurs. If three presentation styles (stages) of stage A, stage B, and stage C are provided as in the above embodiment, suggestion images 35 of different states corresponding to each of the three presentation styles are provided. Suggestion image A corresponds to stage A, suggestion image B corresponds to stage B, and suggestion image C corresponds to stage C (see FIG. 27). In this way, a style image change presentation of a type corresponding to the current presentation style occurs.
[0090] In the case of this example, the common portion 32 of the form image 30 can be changed to different characters (characters suggesting the result of the lottery) to form various suggestion images 35. For example, if the form image 30 including the characters "A stage", "B stage", and "C stage" is displayed as in the above embodiment, the suggestion image A can include the characters "A chance", the suggestion image B can include the characters "B chance", and the suggestion image C can include the characters "C chance" (see FIG. 27).
[0091] 2-4) Target image production In the gaming machine 1 according to the present embodiment, a target image presentation can be executed as a presentation constituting a during-change presentation. In the following description of the target image presentation, a during-change presentation including a target image presentation will be referred to as a target during-change presentation (target change), and a winning / losing lottery result corresponding to the during-change presentation will be referred to as a target winning / losing lottery result.
[0092] The target image effect is an effect in which an effect image 40 representing a predetermined effect target is displayed in the display area 911 (see FIG. 28(a)). In this embodiment, the effect image 40 includes a predetermined character (hereinafter referred to as the target character) and its background. As will be described later, the target image effect is an effect in which the appearance of the effect image 40 changes over time, but the effect maintains a state in which the player can recognize that the effect image 40 represents the predetermined effect target (in this embodiment, the target character and its background).
[0093] The performance image 40 includes a first image portion 41, a second image portion 42, and a boundary portion 43 (see FIG. 28(a)). In this embodiment, the target image performance is divided into a pre-stage, which is the stage (state) before the conclusion, and an end stage, which is the stage (state) after the conclusion is reached, and the performance image 40 is displayed in the pre-stage. In other words, the state in which the performance image 40 having the first image portion 41, the second image portion 42, and the boundary portion 43 is displayed is the pre-stage in which the conclusion has not yet been reached.
[0094] In this embodiment, in the preliminary stage, the performance image 40 is displayed in the entire display area 911. However, this does not deny a configuration in which the performance image 40 is displayed in part of the display area 911. A part of the performance image 40 is the first image portion 41, and another part is the second image portion 42. In other words, the first image portion 41 and the second image portion 42 are displayed in different places in the display area 911. As will be described later, the first image portion 41 and the second image portion 42 are in a relationship in which when one becomes larger, the other becomes smaller, and therefore the two are not displayed in the same place in the display area 911.
[0095] Between the first image portion 41 and the second image portion 42, there is a boundary portion 43 which is a linear image (see FIG. 28(a)). In other words, the boundary portion 43 can be said to be an image which separates the first image portion 41 and the second image portion 42. The image which represents a predetermined performance target is separated by the boundary portion 43 (linear image), and one side of the image is the first image portion 41 and the other side is the second image portion 42, which can be said to be the performance image 40. The first image portion 41 and the second image portion 42 both represent the above-mentioned predetermined target, but have different colors. In this embodiment, the first image portion 41 is assumed to have a "blue" color, and the second image portion 42 is assumed to have a "red" color. The portion to which the "color" is applied can be appropriately selected. It is sufficient that the "color" is applied to the extent that the player can roughly grasp that the former is blue and the latter is red. In the drawings, the first image portion 41 (blue) is indicated by a dotted line, and the second image portion 42 (red) is indicated by a solid line.
[0096] In this embodiment, the boundary portion 43 is "annular" (see FIG. 28(a)). Therefore, it can be said that the boundary portion 43 divides the area into an inner region and an outer region. That is, one of the inner and outer regions of the boundary portion 43 is the first image portion 41, and the other is the second image portion 42. In this embodiment, the inner side of the boundary portion 43 is the first image portion 41, and the outer side is the second image portion 42. Therefore, in the preliminary stage, the central side of the display area 911 is "blue" and the outer side is "red", and the image as a whole represents the target of the performance.
[0097] In the preliminary stage of the target image presentation, the boundary portion 43 of the presentation image 40 is displaced. The boundary portion 43 in this embodiment is annular, and the boundary portion 43 is displaced so as to increase the size of the "ring" (such as a change from FIG. 28(a-1) to (a-2)) or decrease it (such as a change from FIG. 28(a-2) to (a-1)). When the boundary portion 43 (ring) increases, the first image portion 41 on the inside increases, while the second image portion 42 on the outside decreases. On the other hand, when the boundary portion 43 (ring) decreases, the first image portion 41 on the inside decreases, while the second image portion 42 on the inside increases. Even if the size of the boundary portion 43 (ring) changes in this way, the state in which the presentation target is represented by the first image portion 41 and the second image portion 42 is maintained. If the first image portion 41 and the second image portion 42 are made to have different colors as in this embodiment, the size of the range colored by each image portion will change, but the state in which the player can recognize that these image portions represent the performance target (target character) will be maintained regardless of the size of the boundary portion 43. From another perspective, the state in which one character (target character) is represented by the first image portion 41 and the second image portion 42 separated by the boundary portion 43 will be maintained.
[0098] In this way, the preliminary stage is a stage in which the changes of "first image portion 41 gets larger and second image portion 42 gets smaller" and "first image portion 41 gets smaller and second image portion 42 gets larger" are repeated (see FIG. 28(a)). As will be described later, in the conclusion stage, either the first image portion 41 or the second image portion 42 is enlarged until it constitutes the entire performance image 40, and the preliminary stage can be said to be a stage (enticement performance) in which the player is "teasing" in advance that either the first image portion 41 or the second image portion 42 will get larger.
[0099] After the preliminary stage, the end stage (see FIG. 28(b)) is reached where the boundary portion 43 disappears. The end stage is a first end (see FIG. 28(b-1)) or a second end (see FIG. 28(b-2)). The first end and the second end are different in the manner in which the boundary portion 43 is reached until it is erased. The first end is reached through a change in which the boundary portion 43 gradually becomes larger, making it look as if the boundary portion 43 has moved outside the display area 911. The increase in the boundary portion 43 means that the first image portion 41 inside the boundary portion 43 becomes larger, so that a change occurs in which the first image portion 41 appears to be expanded to the entire display area 911. Since the first image portion 41 in this embodiment is blue, it can also be said that the first end is reached when an image in which the performance target is displayed in blue is displayed.
[0100] On the other hand, the second ending is an ending reached through a change in which boundary portion 43 gradually becomes smaller and thus appears to have disappeared. The fact that boundary portion 43 becomes smaller means that second image portion 42 outside boundary portion 43 becomes larger, and therefore a change occurs in which second image portion 42 appears to have expanded to cover the entire display area 911. Since second image portion 42 in this embodiment is red, it can also be said that the second ending is reached when an image in which the performance target is displayed in red is displayed.
[0101] In this way, the first ending is an ending in which the border 43 becomes larger, causing the image corresponding to the first image portion 41 in the preliminary stage to expand (remain) and reach a state in which the performance target is represented by said image, and the second ending is an ending in which the border 43 becomes smaller, causing the image corresponding to the second image portion 42 in the preliminary stage to expand (remain) and reach a state in which the performance target is represented by said image. As in this embodiment, by making the first image portion 41 and the second image portion 42 different colors, both endings have in common the point that the border 43 is erased and the image representing the performance target is displayed, but since the colors of the images representing the performance target are different, the fact that the two are different endings can be clearly distinguished by the player.
[0102] The first and second endings are considered to be events that are more advantageous to the player than the other. In this embodiment, the probability (reliability) that the target winning / losing lottery result will be a jackpot is set to be higher when the second ending is reached than when the first ending is reached (see FIG. 28(b)). In other words, the presentation is such that a jackpot can be expected more when the ending where a "red" image representing the performance target is displayed is reached than when the ending where a "blue" image representing the performance target is reached. It may be set such that a loss is confirmed when the first ending is reached. It may also be set such that a jackpot is confirmed when the second ending is reached.
[0103] In this way, the target image presentation (preliminary stage) in this embodiment is an interesting presentation in which the presentation image 40 representing the presentation target (target character) is divided into a first image portion 41 and a second image portion 42 by a boundary portion 43, and the displacement of the boundary portion 43 causes a change in which one of the first image portion 41 and the second image portion 42 becomes larger while the other becomes smaller.
[0104] In particular, in this embodiment, boundary portion 43 is ring-shaped, so that as the inner portion (first image portion 41) becomes larger, the outer portion (second image portion 42) becomes smaller, and conversely, as the outer portion (second image portion 42) becomes larger, the inner portion (first image portion 41) becomes smaller, creating an interesting effect.
[0105] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned target image rendering. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0106] 〇Specific example 4-1 In the above embodiment, it has been described that the first image portion 41 and the second image portion 42 have different colors, but the method of emphasizing the difference between the first image portion 41 and the second image portion 42 is not limited to this. For example, it is possible to adopt an embodiment in which the lines representing the performance target (lines representing the performance target) are thicker in the second image portion 42 than in the first image portion 41 (see FIG. 29). Although not shown, it is also possible to adopt an embodiment in which the first image portion 41 is a light image (an image that appears translucent) and the second image portion 42 is a dark image.
[0107] 〇Specific example 4-2 In the above embodiment, the boundary portion 43 is described as being annular, but may be configured in a different manner. For example, the boundary portion 43 may be configured to divide the display area 911 in two (the boundary portion 43 extending from one outer edge to another outer edge of the display area 911), and the first image portion 41 may be provided on one side of the boundary portion 43, and the second image portion 42 may be provided on the other side. However, when the boundary portion 43 is configured as annular as in the above embodiment, it can be said that it is easier to understand (more emphasized) that the first image portion 41 and the second image portion 42 are widening (the first image portion 41 and the second image portion 42 are narrowing) when the boundary portion 43 is displaced, and in this respect, it can be said that it is advantageous to make the boundary portion 43 annular.
[0108] 〇Specific example 4-3 In the above embodiment, it has been described that the conclusion stage is when the boundary portion 43 is erased and an image corresponding to the first image portion 41 is displayed, or when an image corresponding to the second image portion 42 is displayed, but the game may end without reaching such a state. For example, the game may be configured such that the performance image 40 including the first image portion 41, the second image portion 42, and the boundary portion 43 is abruptly erased and the target image performance ends (abruptly ends).
[0109] Alternatively, the configuration may be such that the disappearance of the boundary portion 43 is an advantageous ending for the player, and the sudden end is an unfavorable ending for the player. For example, the configuration may be such that the appearance of an image corresponding to the second image portion 42 (red) is an advantageous ending for the player, while the unfavorable ending is an unfavorable ending in which the performance image 40 (the first image portion 41, the second image portion 42, and the boundary portion 43) is suddenly disappeared and the performance ends if the advantageous ending is not reached.
[0110] 〇Specific example 4-4 A configuration is provided in which a plurality of types of modes are provided as the mode of the boundary portion 43. For example, a presentation mode is provided in which a first boundary portion 431 may be displayed and a second boundary portion 432 (having a mode different from that of the first boundary portion 431) may be displayed. A setting is also made such that a probability of reaching an ending advantageous to the player (the second ending in the above embodiment) is higher when either the first boundary portion 431 or the second boundary portion 432 is displayed than when the other is displayed. In this way, a presentation mode is provided in which the player is likely to pay attention to the mode of the boundary portion 43 as well.
[0111] There are various methods for setting the difference in appearance between the first boundary portion 431 and the second boundary portion 432. Although not shown, for example, it is possible to set the first boundary portion 431 and the second boundary portion 432 in different colors. It is also possible to set the difference in appearance by utilizing the unique form of the boundary portion 43 (the form being a "linear" image for "separating" the first image portion 41 and the second image portion 42). Specifically, the first boundary portion 431 and the second boundary portion 432 are configured to have different thicknesses (see FIG. 30).
[0112] 〇Specific example 4-5 An image (hereinafter, referred to as an opportunity image 48) that suggests that the probability of the target image presentation leading to a favorable ending has increased is configured to be displayed. In the preliminary stage, the probability of the player leading to a favorable ending is set to be higher when the opportunity image 48 is displayed (see FIG. 31(b)) than when the opportunity image 48 is not displayed (see FIG. 31(a)).
[0113] The opportunity image 48 may be an image that encourages the boundary 43 to be displaced in a direction that leads to a favorable outcome. If, as in the above embodiment, the second outcome in which the boundary 43 becomes smaller and disappears is considered to be a more favorable outcome for the player than the first outcome in which the boundary 43 becomes larger and disappears, an opportunity image 48 indicating that the boundary 43 is about to be displaced in a direction that leads to a smaller outcome may be displayed (see FIG. 31(b)). Although not shown, if, contrary to the above embodiment, the first outcome in which the boundary 43 becomes larger and disappears is considered to be a more favorable outcome for the player than the second outcome in which the boundary 43 becomes smaller and disappears, an opportunity image 48 indicating that the boundary 43 is about to be displaced in a direction that leads to a larger outcome may be displayed.
[0114] 〇Specific example 4-6 The configuration is such that an introduction stage (see FIG. 32(a)) in which the border portion 43 is not displayed is provided before a preliminary stage (see FIG. 32(b)) in which the performance image 40 including the border portion 43 is displayed. Specifically, the introduction image 49 is an image (introduction image 49) that represents the performance target and does not include the border portion 43 (see FIG. 32(a)). In this way, the transition from the introduction stage to the preliminary stage results in a performance form in which the image representing the performance target is split by the border portion 43, and as a result, it appears as if it has been separated into a first image portion 41 and a second image portion 42.
[0115] The introduction image 49 may be in the same form as the image displayed at the conclusion stage (a form that is seen as the same by the player). For example, it is conceivable to make the introduction image 49 (see FIG. 32(a)) in the same form as the image displayed when the first conclusion is reached (a blue image showing the presentation target corresponding to the first image section 41) (see FIG. 32(c-1)). In this way, a presentation form is achieved in which the presentation target changing from blue (the introduction image 49) (see FIG. 32(a)) to red (see FIG. 32(c-2)) is an advantageous conclusion for the player, and returning to the blue image (see FIG. 32(c-1)) is an unfavorable conclusion for the player. Although not shown, it is conceivable to make the opposite configuration, that is, to make the introduction image 49 in the same form as the image displayed when the second conclusion is reached (a red image showing the presentation target corresponding to the second image section 42). In this way, a presentation form is achieved in which the introduction image 49 shows in advance an image (a target image) that will be an advantageous conclusion for the player.
[0116] 2-5) Numerical effects As described above, the gaming machine 1 according to this embodiment is a so-called ST machine, and the special gaming state (high probability / high base state) ends when a predetermined number of consecutive misses occur. In this embodiment, the predetermined number (so-called ST number) is 100 times. In the following description, the remaining number of times in the special gaming state may be referred to as the remaining number of times. In other words, the remaining number of times is a value that decreases each time the result of the win / lose lottery in the special gaming state is a miss, and when it becomes 0, the special gaming state ends.
[0117] In the special game state, when the remaining number of times reaches a specified value, a "countdown effect" is executed to emphasize that the remaining number of times is small. In this embodiment, the countdown effect is executed when the remaining number of times is 10 (the countdown starts from "10"). Specifically, when a new variation-in-progression effect is started, the remaining number of times (remaining number of times image) is displayed large in the center of the display area 911 (see Fig. 33(b) and (d)). If the numerical value representing the remaining number of times is the performance numerical value 50, the performance numerical value 50 that decreases every time the specified condition that a new variation starts is met is displayed. In the special game state, the remaining number of times is displayed small near the outer edge of the display area 911 before the countdown effect is started (see Fig. 33(a)). It is assumed that the remaining number of times displayed before the countdown effect is started does not correspond to the performance numerical value 50.
[0118] The gaming machine 1 according to this embodiment can execute a performance (hereinafter referred to as a numerical performance) that suggests a winning / losing lottery result (target winning / losing lottery result) by using the remaining number of times (performance value 50). The numerical performance is divided into a normal pattern (default mode) and a special pattern (special mode). The occurrence of a special pattern is considered to be a so-called chance increase that suggests that the probability that the target winning / losing lottery result will be a jackpot has increased. In this embodiment, when a numerical performance of a special pattern occurs, it is confirmed that the target winning / losing lottery result notified through the variable performance including the numerical performance will be a jackpot. In other words, the numerical performance becoming a special pattern is considered to be a so-called premium performance. However, it may be set to be such that the probability that the target winning / losing lottery result will be a jackpot is higher in the special pattern than in the normal pattern, and the special pattern does not necessarily guarantee a jackpot. In addition, even if the numerical performance becomes a normal pattern, there is a possibility that the target winning / losing lottery result will be a jackpot (it does not guarantee a loss). In this embodiment, even if the result of the lottery for the variation that is the subject of the countdown performance is a jackpot, it is set so that 90% or more of the time it will be the normal pattern, and it is extremely rare for it to be a special pattern.
[0119] When a countdown effect occurs (when the remaining number of times is 10 or less), the timing when the variable effect during the change starts is defined as the time when the specified condition is satisfied. That is, if the satisfaction of the condition that the remaining number of times decreases by 1 is defined as the specified condition, the time when the specified condition is satisfied is the start time of the change. The numerical effect controls the display timing (the time when the display starts) of the remaining number of times based on the start time of the change.
[0120] In the normal pattern, the display of the remaining number of times starts when reaching the normal time which is the time when T1 hours have elapsed from the start time of the change (see Fig. 34(a)). In the special pattern, the display of the remaining number of times starts when reaching the special time which is the time when T2 hours (T1 ≠ T2) have elapsed from the start time of the change (see Fig. 34(b)). In this embodiment, T1 < T2. In short, in the special pattern, the timing when the remaining number of times is displayed is later than that in the normal pattern. The difference between T1 and T2 is preferably 1 second or less. That is, in the special pattern, a delay (a delay to the extent that not every player can notice) that gives the player a sense of discomfort in the display timing of the remaining number of times occurs. In this embodiment, T1 = 0.1 second and T2 = 0.6 second. That is, in the special pattern, the display timing of the remaining number of times is delayed by 0.5 seconds (T2 - T1 seconds) compared to always (normal pattern). Due to this degree of delay, even in the change that becomes the special pattern, the remaining number of times is displayed in the state before the three decorative symbols 80 (see Fig. 34(b-1)) that notify the winning or losing lottery result (loss) of the previous change start to move outside the display area 911 when starting to change (see Fig. 34(b-2)). Note that the length of the time during which the remaining number of times (effect numerical value 50) is displayed is the same for both the normal pattern and the special pattern (in this embodiment, in both the normal pattern and the special pattern, the remaining number of times (effect numerical value 50) is erased 1 second after the start of the display). That is, both in the normal pattern and the special pattern, there is a gap (delay) of T2 - T1 seconds (0.5 seconds in this embodiment) between the time when the display of the remaining number of times (effect numerical value 50) starts and the time when it is erased.
[0121] In addition, T1=0, that is, the remaining number of times (performance value 50) may be displayed at the same time as the start of the fluctuation. In this case, the remaining number of times (performance value 50) is displayed at the same time as the start of the fluctuation for the normal pattern, and the remaining number of times (performance value 50) is displayed after the start of the fluctuation for the special pattern, so there is a characteristic that the difference between the normal pattern and the special pattern is clearer than when T1≠0 as in this embodiment.
[0122] In this embodiment, if the remaining number of times (performance value 50) is the same, the appearance (font, size, color, and display position in the display area 911 of the characters representing the number) is the same whether it is a normal pattern (when displayed at a normal time) or a special pattern (when displayed at a special time) as long as the number represented is the same. That is, there is no difference in the display appearance of the remaining number of times (performance value 50) itself between the state of FIG. 34(a-2) and the state of FIG. 34(b-2), so it is not possible to tell from the display appearance of the remaining number of times (performance value 50) whether a normal pattern or a special pattern has occurred. From another perspective, in a certain variation (a variation in which the remaining number of times is N) in which a countdown performance is executed, the element (the difference between the two patterns) that allows the player to distinguish between a normal pattern and a special pattern is basically only the timing at which the remaining number of times (performance value 50) is displayed.
[0123] In this manner, in this embodiment, based on the point in time when the specified conditions are met, an interesting presentation (numerical presentation) can be executed in which the presentation value 50 (remaining number of times) is sometimes displayed after T1 time has elapsed (considered to be the normal pattern), and the presentation value 50 (remaining number of times) is sometimes displayed after T2 time has elapsed (considered to be a special pattern).
[0124] In addition, in this embodiment, the start point of the numerical presentation is the time when the specified conditions are met (reference point), so it is easier for the player to notice the occurrence of a special pattern (compared to when other points in time are used as the reference point).
[0125] In addition, in the numerical presentation in this embodiment, since the presentation number 50 (remaining number of times) has the same appearance if the number it represents is the same, the only way to distinguish between a normal pattern and a special pattern is basically by the display timing of the presentation number 50 (remaining number of times).
[0126] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned numerical performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0127] Specific example 5-1 In the above embodiment, it was explained that a numerical effect occurs when the remaining number of times in the special game state (ST) becomes less than 10 and a countdown effect is executed, but the configuration may be such that a numerical effect can occur regardless of the remaining number of times.
[0128] 〇Specific example 5-2 In the above embodiment, the effect value 50 is described as the remaining number of STs, but as long as it is a value that decreases each time a certain condition (specified condition) is met, it is possible to execute a numerical effect in which any other value is set as the effect value 50. For example, in an effect in which a number that counts down to the timing when a certain event occurs is displayed, a numerical effect using the countdown number may be generated.
[0129] Also, in an effect where a count-up number is displayed instead of a countdown, a numerical effect using the count-up number may be executed. For example, after a predetermined reset condition (the previous big win or power ON) is established, a numerical effect using a number indicating the number of fluctuations up to the present may be executed.
[0130] Specific example 5-3 The performance value 50 does not necessarily need to be continuously displayed. It may be configured to be displayed when a predetermined "number of intervals" is reached. For example, if the performance value 50 is configured to display the remaining number of special game states as in the above embodiment, when the remaining number of special game states reaches the predetermined "number of intervals" (for example, with a variation (interval variation) where the units digit is 0 such as 90 times, 80 times, 70 times...), the remaining number (performance value 50) is displayed. In such a configuration, as a chance-up effect (which may be a premium effect as in the above embodiment) suggesting that the probability of the win / lose lottery result corresponding to the interval variation being a big win has increased, it is assumed that a special pattern can occur. However, in this case, it becomes impossible to suggest the reliability by numerical performance only in the interval variation.
[0131] 〇Specific Example 5-4 In the above embodiment, it was explained that T1 < T2, but a configuration where T1 > T2 (T1 ≠ 0) may also be adopted. In this case, the special pattern (see Fig. 35(b)) has a configuration where the timing at which the remaining number is displayed is "earlier" than the normal pattern (see Fig. 35(a)). That is, it becomes an effect form where the chance-up (premium) is that the timing at which the remaining number is displayed is earlier than normal. Similar to the above embodiment, the difference between T1 and T2 is preferably 1 second or less.
[0132] 〇Specific Example 5-5 In the above embodiment, it was explained that the performance value 50 (remaining number) has the same aspect regardless of whether it is a normal pattern or a special pattern as long as the represented numerical value is the same, but a configuration where the aspects are different between the normal pattern and the special pattern may also be adopted. For example, when displaying the remaining number "N", if it is a normal pattern, the character color representing the numerical value of "N" is black (see Fig. 36(a-2)), while if it is a special pattern, the character color representing the numerical value of "N" is red (see Fig. 36(b-2)).
[0133] By doing as in this example, the difference between the normal pattern and the special pattern is not only expressed as a difference in the display timing of the effect value 50 (remaining number of times), but also as a difference in its appearance, so it can be said that it is easier for players to notice the occurrence of a special pattern than in the above embodiment. If it is desired to have an appearance in which only certain players notice the occurrence of a special pattern (not many players notice the occurrence of a special pattern), then as in the above embodiment, the effect value 50 (remaining number of times) can be configured to have the same appearance regardless of whether it is a normal pattern or a special pattern, as long as the numerical value it represents is the same.
[0134] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0135] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0136] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine") is well known, detailed explanations are omitted, but for example, if the small win is won (except in the case of an irregular event such as a malfunction of the game machine or the player not playing as instructed), it is set to lead to the acquisition of the big win (a setting in which the winning of the small win and the winning of the big win can be regarded as essentially the same), the winning of the big win described in the above embodiment includes winning the small win.
[0137] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0138] ·Means 1-1 a display means having a display area; and an effect execution means for executing a specific effect that leads to an advantageous ending advantageous to the player after a predetermined effect image is displayed in the display area, or an unfavorable ending which is an outcome if the advantageous ending is not reached, wherein the specific effect may display one of a plurality of types of insert images midway before reaching the outcome, suggesting the likelihood of reaching the advantageous ending, and the display patterns of the insert images in the specific effect include a non-changing pattern in which a basic state in which none of the plurality of types of insert images are displayed and the effect image is displayed changes to an insert state in which a certain type of insert image is displayed, then returns to the basic state, and then leads to the outcome, and a special changing pattern in which a previous insert state in which a certain type of insert image is displayed as a previous insert image changes from the basic state, then returns to the basic state, and then changes to a subsequent insert state in which a different type of insert image from the previous insert image is displayed as a subsequent insert image, and then leads to the outcome. When a certain type of insert image is displayed and then the game returns to the basic state, there is a high probability that the player will not expect that certain type of insert image to change. The special change pattern is an interesting presentation form in which a later insert image is displayed to a player who is highly likely not to have predicted the change in the insert image.
[0139] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the same part of the presentation image is displayed at the time when the insertion state of the non-changing pattern ends and the time when the previous insertion state of the special changing pattern ends. By doing this, even if a special change pattern occurs, it will be indistinguishable (or difficult to distinguish) from a non-change pattern at the time when the previous insertion state ends (at the time when the previous insertion image is erased).
[0140] ·Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that the display pattern of the insertion image in the specific performance is a direct change pattern in which the insertion image changes from the basic state to a previous insertion state in which a certain type of insertion image is displayed as a previous insertion image, and then, without returning to the basic state, to a subsequent insertion state in which a different type of insertion image from the previous insertion image is displayed as a subsequent insertion image, and then leading to the conclusion. By doing this, a player who comes into contact with a direct change pattern is highly likely to recognize that the change in the type of inserted image occurs directly (without returning to the basic state). Since a special change pattern betrays the predictions of a player with such a recognition, it is expected that the surprise received by the player will be even greater.
[0141] ·Means 2-1 The present invention is provided with a winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a game ball enters a predetermined area, a performance execution means for executing a performance during the change from when the decorative pattern starts to change until it stops in a mode according to the winning / losing lottery result, and a display means for displaying the existence of the winning / losing lottery information in which the performance during the change for the corresponding winning / losing lottery result has started but not yet ended as a pending changing pattern, and the modes of the pending changing patterns include one or more kinds of normal modes and one or more modes indicating that the corresponding winning / losing lottery result is more likely to be a winning than when it is in the normal mode. A gaming machine in which several types of special modes are set, and the modes constituting the during-variation performance are modes leading to a favorable ending or an unfavorable ending which is the outcome if the favorable ending is not reached, and it is possible to execute a specific reach performance which confirms that the result of the win / lose lottery will be a win if a favorable ending is reached, and if the during-variation performance in which the specific reach performance occurs has the during-variation reserved pattern set to the special mode before the specific reach performance reaches its conclusion, then after the specific reach performance reaches the unfavorable ending, it is possible to execute forced downgrade control which displays the during-variation reserved pattern in the normal mode. By executing the above-mentioned forced downgrade control, the currently changing reserved pattern is displayed in a normal state after the specific reach performance has ended in failure, so that it is emphasized that the currently changing reserved pattern was in a special state but ended in an unfavorable state, reducing the risk of the player becoming irritated (increasing regret).
[0142] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that, as an effect that can occur when the result of the win / lose lottery is a win, a reversal effect can be executed in which the specific reach effect is overturned after it has reached an unfavorable ending, and if the variable reserved pattern is set to the special mode before the specific reach effect reaches its ending, the reversal effect occurs if the forced downgrade control is not executed after the specific reach effect has reached the unfavorable ending. In this way, the fact that the forced downgrade control is not executed (the pending symbol during the change is not in the normal state after a failed outcome is reached) acts as a hint (warning) of a reversal performance, resulting in an interesting gameplay.
[0143] ·Means 3-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing an effect during the change from when the decorative pattern starts to change until it stops in a manner corresponding to the result of a win / lose lottery, wherein the basic form of the effect during the change differs depending on which of a plurality of presentation styles is set, and the gaming machine is capable of executing a style image change effect which suggests the probability that the result of the win / lose lottery will be a win by changing a style image which indicates the currently set presentation style into a suggestive image. The gaming machine can execute an interesting presentation (a format image changing presentation) that utilizes a format image that is an image that indicates a presentation format.
[0144] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the style images corresponding to each of the multiple types of presentation styles have unique parts that are different from each other and common parts that are common to each other, and the suggestion image is a variation of the unique parts of the style images. By doing this, it is possible to create a presentation form in which the occurrence of a style image change presentation (the change of the style image to a suggestive image) is difficult for players to notice (a presentation form in which only certain players notice its occurrence).
[0145] ·Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that when a certain variable performance ends and the next variable performance begins without changing the performance style, the style image can change to the suggestive image at the start of the next variable performance. By doing this, the style image changes to a suggestive image as soon as the change begins while the presentation style is maintained, making it possible to create a presentation format in which players are less likely to notice the occurrence of a style image change presentation (a presentation format in which only certain players notice its occurrence).
[0146] ·Means 4-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing a target image effect in which an effect image representing a predetermined effect target is displayed in the display area, the effect image including a first image portion, a second image portion, and a boundary portion existing between the first image portion and the second image portion, and the target image effect is an effect that includes a mode in which the boundary portion is displaced while maintaining a state in which the effect target is represented by the first image portion and the second image portion. According to the gaming machine, it is possible to execute an interesting effect in which the first image portion and the second image portion, which represent the effect target, become larger while the other becomes smaller.
[0147] ·Means 4-2 2. The gaming machine of claim 1, wherein the boundary portion is annular, one of the first image portion and the second image portion being inside the boundary portion and the other being outside the boundary portion. By doing this, an interesting presentation is created in which as the inner portion (first image portion) becomes larger, the outer portion (second image portion) becomes smaller, and vice versa.
[0148] ·Means 4-3 The gaming machine described in claim 1 or 2, characterized in that the target image presentation begins with a preliminary stage in which the boundary portion is displaced while maintaining the state in which the presentation target is represented by the first image portion and the second image portion, and then leads to a conclusion stage in which the boundary portion is erased, and that the fact that the first image portion is expanded to erase the boundary portion and reach the conclusion stage is considered to be an event more advantageous to the player than the fact that the second image portion is expanded to erase the boundary portion and reach the conclusion stage. By doing so, a presentation form is created in which the player is likely to pay attention to whether the first image portion or the second image portion expands.
[0149] ·Means 5-1 A gaming machine that displays an effect value that decreases or increases each time a specified condition is met, and is characterized in that the probability of an event advantageous to a player occurring is higher when the effect value is displayed upon reaching a special time T2 hours after the specified condition is met than when the effect value is displayed upon reaching a normal time T1 hours after the specified condition is met, where T1 ≠ T2. According to the gaming machine, an interesting gaming experience can be realized in which the timing at which the performance values are displayed indicates the probability of an event occurring that is advantageous to the player.
[0150] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that a normal gaming state and a special gaming state which is more advantageous than the normal gaming state are provided as gaming states in which the player aims to win or lose a lottery result, the special gaming state is a gaming state which ends when the lottery result is a miss a predetermined number of times in succession, the presentation value is a value which decreases each time the lottery result is a miss in the special gaming state, and the time when the specified condition is met is the time when the decorative pattern which notifies the lottery result in the special gaming state starts to change. By setting the start point of the fluctuation as the point at which the specified conditions are met in this way, it becomes easier to grasp whether the timing of the display of the performance value is delayed or advanced.
[0151] ·Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that the performance value displayed when it is reached at the normal time and the performance value displayed when it is reached at the special time have the same appearance if the numbers they represent are the same. By doing this, it becomes impossible to distinguish whether the performance value is displayed at a normal time or a special time due to differences in the form of the performance value.) [Explanation of symbols]
[0152] 1. Gaming machines 10. Production footage 15 Inserted image (15a: Previous insert image, 15b: Later insert image) 20 Scene change images 30 Stylized Images 31 Inherent Part 32 Common area 35 Suggested Images 40 Production images 41 First Image Section 42 Second Image Section 43 Boundary 50 Performance Value 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 70n Normal mode 70s special mode (71s~73s first special mode ~ third special mode) 80 Decorative Designs 91 Display device 911 Display area
Claims
[Claim 1] A display means having a display area; a target image effect execution means for executing a target image effect in which an effect image including a portion representing a target character that is an effect target is displayed in the display area; Equipped with The effect image includes a first image portion, a second image portion having a color different from that of the first image portion, and a boundary portion existing between the first image portion and the second image portion, The target image effect is an effect including a mode in which the boundary portion is displaced while maintaining a state in which the target character is represented by a part of the first image portion and a part of the second image portion across the first image portion and the second image portion, which have different colors, The boundary portion has a configuration in which a portion located inside the outer edge of the target character and a portion located outside the outer edge of the target character are connected to each other. A gaming machine characterized by: