Game machine
Patent Information
- Application Number
- JP2022200065
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-15
- Publication Date
- 2025-12-23
AI Technical Summary
Existing gaming machines lack engaging gameplay experiences after a winning game, particularly in how they display lottery results and subsequent events.
A gaming machine that includes performance execution means to display decorative patterns fluctuating until they stop, with a win/lose lottery result determining the outcome, and features a winning game that can be repeated multiple times, followed by a fake standby image with a swinging decorative pattern to indicate potential advantageous events.
Enhances gameplay interest by providing dynamic and unpredictable outcomes, including reversal effects and pseudo-standby images that suggest favorable events, thereby maintaining player engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] If the winning / losing lottery result is a winning game, a winning game is executed. After the winning game ends, the decorative pattern indicating the winning / losing lottery result starts to change (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-178875 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of realizing an interesting gaming experience by the image displayed after the end of a winning game. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises 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 according to the result of a win / lose lottery, and a winning game execution means for executing a winning game which is executed when the result of the win / lose lottery is a win, and which executes one or more unit games in which a predetermined winning area is made available for the gaming ball to enter until a closing condition is met, and is characterized in that when a pseudo waiting image including a decorative pattern in a swinging state is displayed when a predetermined condition is met after the last unit game of the winning games has ended, an advantageous event which is advantageous to the player occurs. Effect of the Invention
[0006] According to the present invention, it is possible to realize an interesting gameplay by using the image displayed after the end of a winning game. [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 special combinations and normal combinations. [Diagram 5] This is a diagram to explain the performance during a specific jackpot (up until the conclusion). [Figure 6] This is a diagram to explain the flow of the game (waiting image, pseudo waiting image) after the performance during a specific jackpot ends in failure. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 13 is a diagram showing an example of a specific performance. [Figure 11] FIG. 13 is a diagram showing an example of a doubtful presentation. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 17] A diagram showing the pre-selection period of the selection presentation. [Figure 18]This is a diagram showing the post-selection period of the selection performance (wherein (d) is the post-performance after the post-selection period has ended). [Figure 19] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-8. [Figure 24] FIG. 13 is a diagram for explaining image presentation. [Diagram 25] FIG. 25 is a diagram for explaining image presentation (continuation of FIG. 24). [Figure 26] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-4. [Figure 28] FIG. 28 is a diagram for explaining a specific example 4-4 (an example different from FIG. 27). [Figure 29] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 30] FIG. 29 is a diagram for explaining specific example 4-5 (continuation of FIG. 29). [Diagram 31] FIG. 13 is a diagram for explaining specific example 4-6. [Diagram 32] FIG. 32 is a diagram for explaining a specific example 4-6 (an example different from FIG. 31). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (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. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired by the game ball entering the first starting area 904a is sometimes referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired by the game ball entering the second starting area 904b is sometimes referred to as the second winning / losing lottery (special chart 2 lottery).
[0014] In this embodiment, the results of the win / lose lottery will be announced in the order in which the numbers are obtained, but if there is win / lose lottery information for which the results have not yet been announced, the newly acquired win / lose lottery information will be stored in a memory means provided on a control board (not shown) as pending information (strictly speaking, pre-variation pending information, as described later).
[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 during change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination showing the winning / losing lottery result, that is, the performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern before change 72 corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the reserved pattern during change (reserved pattern 71 during change) is not strictly included in the concept of "reserved", but is generally referred to as "reserved change" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be configured to be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before change are notified (the so-called pending "consumption order") is earlier for the patterns located to the right.
[0016] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).
[0017] When both the first pre-change reserve information and the second pre-change reserve information are stored in the storage means, the winning / losing lottery result based on the second pre-change reserve information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.
[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, 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). In this embodiment, the various decorative symbols 80 include any of the numbers "1" to "9". Decorative patterns 80 with the same numbers are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).
[0019] 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.
[0020] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low-base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high-base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, it is a state in which so-called "left shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first winning / losing lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is the state where so-called "right hit" should be performed. Therefore, the special gaming state can be said to be a gaming state where the aim is to win a jackpot after the second winning / losing lottery. The special gaming state is a state where it is easy to win the lottery to open the second starting area 904b triggered by the gaming ball entering the normal starting area 905, so the gaming ball enters the second starting area 904b relatively easily. Since a predetermined number of prize balls are paid out when the gaming ball enters the second starting area 904b, the special gaming state can be played without reducing the number of balls held (compared to the normal gaming state) (it is a high base state).
[0021] The gaming machine 1 according to the present embodiment is a so-called probability loop machine (a type of specification in which a high probability state (special game state) that is advantageous to the player is looped with a predetermined probability). In the present embodiment, a normal jackpot and a special jackpot are provided as the jackpot. A normal jackpot is a jackpot that transitions to a normal game state after the jackpot game ends. A special jackpot is a jackpot that transitions to a special game state after the jackpot game ends. The jackpot obtained by winning the first winning / losing lottery and the jackpot obtained by winning the second winning / losing lottery are both normal jackpots at 20% and special jackpots at 80%. In other words, the gaming machine 1 according to the present embodiment is a probability loop machine with a so-called probability entry rate of 80% and a probability loop probability of 80%. Note that, unless otherwise specified in the following description, the game characteristics (specifications) are merely an example. For example, it may be a so-called V probability loop machine in which the probability entry rate and the probability loop probability are different. Also, the machine may be a so-called ST machine in which a special game state (high probability state) ends when a predetermined number of consecutive misses occur.
[0022] When the winning / losing lottery result is a jackpot, a jackpot game is executed. The jackpot game is a repeat of one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in the jackpot game, the winning condition is established before the time condition is established. The unit game is also called a round (game). The number of unit games (number of rounds) included in various jackpot games can be set appropriately (so-called round allocation can be any type), so an explanation will be omitted.
[0023] 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.
[0024] 2-1) Fake waiting image A jackpot won in a normal game state (low probability, no time reduction) is called a "first win". If the combination of decorative patterns 80 that notifies the first win is a special combination, the first win is determined to be a special jackpot, but if the combination of decorative patterns 80 is a normal combination, it is not determined to be a special jackpot (it may be either a special jackpot or a normal jackpot). In this embodiment, a set of three decorative patterns 80 that include "odd" numbers is considered to be a special combination (see FIG. 4(a)), and a set of three decorative patterns 80 that include "even" numbers is considered to be a normal combination (see FIG. 4(b)).
[0025] When a first win is announced by a normal combination (see FIG. 4(b)), a predetermined effect (hereinafter referred to as a specific jackpot effect) (see FIG. 5) is executed in the jackpot game (during a round) executed as a result of the first win. Basically, the specific jackpot effect notifies the player whether the jackpot won is a normal jackpot or a special jackpot. In other words, when a first win is announced by a normal combination, there is a possibility that it will be either a normal jackpot or a special jackpot, so basically, this is notified by the specific jackpot effect executed during the jackpot game. Therefore, the specific jackpot effect is not executed at the time of the first win (special jackpot confirmed) when a win is announced by a special combination (see FIG. 4(a)). In addition, whether the first winning combination that is notified of a winning is a normal jackpot or a special jackpot can be determined by the lighting pattern of multiple light-emitting devices (LEDs, etc.) before the notification is made by the special jackpot performance (so-called segment determination), but such lighting patterns are not considered to be equivalent to the notification by the special jackpot performance. The notification by the performance executed on the main display device 91 is considered to be equivalent to the notification by the special jackpot performance (clear notification of whether or not it is a special jackpot, regardless of whether the lighting pattern is known, is considered to be equivalent to the notification by the special jackpot performance).
[0026] The specific big win performance leads to a favorable ending (see FIG. 5(b-1)) or an unfavorable ending (see FIG. 5(b-2)), which is an ending when the favorable ending is not reached. The favorable ending may be any aspect that indicates that the situation is favorable to the player, and the unfavorable ending may be any aspect that indicates that the situation is not favorable to the player. The specific big win performance may be any aspect. The specific big win performance in this embodiment is a performance (see FIG. 5(a)) that prompts the player to operate the operation means 60 (push button in this embodiment), and leads to an ending (favorable ending or unfavorable ending) when the operation of the operation means 60 during the operation valid period satisfies a predetermined condition. Note that if the operation of the operation means 60 during the operation valid period does not satisfy the predetermined condition, the end of the operation valid period is the trigger for transition to the ending. In this embodiment, one operation of the operation means 60 (single operation) is required, and transition to the ending is triggered by the detection of one operation of the operation means 60. Alternatively, a continuous operation (repeated tap) or a sustained operation (long press) may be required.
[0027] In the advantageous ending, the success image 17 is displayed in the display area 911. In this embodiment, an image representing a special game state is displayed as the success image 17. Since the special game state is a state called "○○RUSH", an image including the characters "○○RUSH" is displayed as the success image 17 (see FIG. 5(b-1)). In other words, when the advantageous ending is reached, it is notified that the first win is a special jackpot (the special game state will be entered after the jackpot game ends). In the unfavorable ending, the success image 17 is not displayed, and the failure image 18 is displayed. In this embodiment, the failure image 18 including the character "unfortunate" is displayed (see FIG. 5(b-2)). When an unfavorable ending is reached, it is determined that the first win is a normal jackpot, except when a reversal effect described later occurs (however, in this embodiment, a reversal effect does not occur in more than 90% of cases when an unfavorable ending is reached). In other words, the basic aspect of the unfavorable outcome is to inform the player that the first win is a normal big win (the game state will not shift to a special game state after the big win game ends) by displaying the failure image 18.
[0028] Even if the first hit is a special big win, the performance during the specific big win may lead to an unfavorable ending. In this case, a reversal performance (see FIG. 6(c-2)) occurs to reverse the unfavorable ending (the ending indicating that the special game state will not be entered) and to indicate a transition to the special game state. The reversal performance may be any type that indicates that a situation has become favorable for the player. In this embodiment, the reversal performance is executed by outputting a predetermined sound effect (a sound effect dedicated to the reversal performance) from the speaker 65 (see FIG. 1) and displaying an image (reversal image 19) including the words "Enter XX RUSH" in the display area 911.
[0029] The flow of the game when the specific jackpot performance results in an unfavorable ending will be described below. When the first hit is a normal jackpot, the specific jackpot performance will result in an unfavorable ending. In this embodiment, it is set to reach an unfavorable ending before the end of the last unit game (last round) that constitutes the jackpot game. After the last unit game (see FIG. 6(a)) is ended, the standby image 11 is displayed in the display area 911 in response to the establishment of a predetermined condition (see FIG. 6(b-1)). In this embodiment, the establishment of the predetermined condition is determined to be the lapse of a specified time (3 seconds) after the end of the last unit game.
[0030] After the big win game ends, the variation during performance (hereinafter, the first variation during performance after the big win game ends may be simply referred to as the first variation) will start (see FIG. 6(c-1)). If pre-variation reserved information is stored in the storage means, the first variation will start automatically, and if pre-variation reserved information is not stored, the first variation will start when a game ball newly enters the starting area 904. The standby image 11 (see FIG. 6(b-1)) is an image including a decorative pattern 80 that is waiting for the start of the first variation. That is, the standby image 11 is an image that is displayed before the start of the first variation, and is an image including the decorative pattern 80 and the background image 15 that is displayed as the background of the decorative pattern 80. Therefore, the first variation will be started as it is (without displaying another image, etc.) from the state in which the standby image 11 is displayed. As described above, in this embodiment, in more than 90% of cases where an unfavorable ending is reached, a reversal performance does not occur, so it is the "default" to display the standby image 11. In this embodiment, a plurality of presentation styles (referred to as stages, modes, etc.) are provided, and a presentation during a change according to the currently set presentation style is executed, and a background image 15 corresponding to each of the plurality of presentation styles is provided. The background image 15 included in the standby image 11 is a background image 15 corresponding to a specific style (specific stage), which is one of the plurality of presentation styles. At least in the first change (a change in the normal game state), the background image 15 (the same as the background image 15 included in the standby image 11) is displayed (a change in the specific stage is executed). In this embodiment, the same type of background image 15 is continuously displayed in changes after the first change until a change in the presentation style (a so-called stage (mode) change) condition is established.
[0031] The three decorative symbols 80 included in the standby image 11 are the winning combination that notifies the first win. As described above, in this embodiment, when a first jackpot is notified in a normal winning combination, a specific jackpot performance is executed, so the standby image 11 includes three even-numbered decorative symbols 80. Here, the decorative symbols 80 included in the standby image 11 are in a stationary state (see FIG. 6(b-1)). That is, the positions at which the decorative symbols 80 are displayed in the display area 911 do not change (until the first variation starts). The first variation starts as a trigger for the displacement (scrolling) of the decorative symbols 80. Note that the standby image 11 is displayed before the first variation starts, so strictly speaking, it is displayed during the jackpot game (during the ending period after the final round of the jackpot game).
[0032] On the other hand, if the first hit is a special jackpot but the performance during the specific jackpot ends in an unfavorable way, a reversal performance will occur, but the flow of the game up to the occurrence of the reversal performance is similar to that in the case where the reversal performance does not occur. Specifically, it is as follows. Even if the first hit is a special jackpot, an unfavorable ending will occur before the end of the last unit game (last round) constituting the jackpot game. After the end of the last unit game (see FIG. 6(a)), a pseudo standby image 12 (the difference from the standby image 11 will be described later) is displayed in the display area 911 in response to the establishment of a predetermined condition (see FIG. 6(b-2)). The predetermined condition is the same as when the standby image 11 is displayed (in this embodiment, the establishment of the predetermined condition is the passage of a specified time (3 seconds) after the end of the last unit game). That is, the timing at which the pseudo standby image 12 is displayed is the same as the timing at which the standby image 11 is displayed.
[0033] The fake waiting image 12 (see FIG. 6(b-2)) is an image similar to the waiting image 11, and is common to the waiting image 11 in that it includes a decorative pattern 80 and a background image 15 that is the background of the decorative pattern 80. The background image 15 included in the fake waiting image 12 is considered to be of the same type as the waiting image 11 (identified by the player (corresponding to the same presentation style)). Also, like the waiting image 11, the decorative pattern 80 included in the fake waiting image 12 is considered to be the same as the winning combination that notified the first winning. Therefore, in this embodiment, it includes three even-numbered decorative patterns 80.
[0034] However, the decorative pattern 80 included in the fake waiting image 12 is in a swaying state (see FIG. 6(b-2)). This is different from the waiting image 11 (see FIG. 6(b-1)) in which the decorative pattern 80 is stationary. That is, the waiting image 11 and the fake waiting image 12 are different in that the decorative pattern 80 is stationary or not, and are common in other respects (the type of decorative pattern 80 displayed depends on the type of decorative pattern 80 displayed at the time of the first win and may change, but this is not considered to be a difference). The swing of the decorative pattern 80 included in the fake waiting image 12 is slight (about 1 mm) and not large. That is, not everyone will notice that the decorative pattern 80 is moving (unless you look closely at the image, you will not notice that the decorative pattern 80 is moving).
[0035] After such a pseudo waiting image 12 is displayed, a reversal effect occurs (see FIG. 6(c-2)). That is, it appears as if an unfavorable outcome has been reached and there is no transition to the special game state, but this is reversed and a transition to the special game state is shown (an event advantageous to the player occurs). After the reversal effect is executed, the first fluctuation in the special game state begins (see FIG. 6(d)).
[0036] Thus, in this embodiment, when the performance during a specific big win reaches an unfavorable conclusion, the standby image 11 (see FIG. 6(b-1)) is basically displayed and fluctuations in the normal game state begin, but a pseudo standby image 12 (see FIG. 6(b-2)) similar to the standby image 11 may also be displayed, and when the pseudo standby image 12 is displayed, a reversal performance occurs (a transition to a special game state) is achieved. The pseudo standby image 12 differs from the standby image 11 (wherein the decorative pattern 80 is stationary) in that the decorative pattern 80 is oscillating, and therefore the occurrence of a reversal performance is quickly suggested to a player who notices the oscillating decorative pattern 80.
[0037] The reason why the decorative pattern 80 of the pseudo standby image 12 is made to "sway" is as follows. The standby image 11 is an image indicating that the decorative pattern 80 is waiting for the first change (see FIG. 6(c-1)) and the change has not yet started, so the decorative pattern 80 is made to "stand still" (see FIG. 6(b-1)). The decorative pattern 80 of the pseudo standby image 12 is made to "sway" (see FIG. 6(b-2)) to show that the image is not waiting for the first change while resembling the standby image 11 (it cannot be said that the image is waiting for the first change because the reversal performance occurs before the first change). Therefore, even if a player does not know at all that the display of the pseudo standby image 12 leads to the occurrence of the reversal performance, he or she may be able to sense that the situation is different from normal (it is not simply waiting) by seeing that the decorative pattern 80 is not stationary but moving.
[0038] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned pseudo standby image 12. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0039] 〇Specific example 1-1 In the above embodiment, it has been explained that the reversal effect does not occur when the standby image 11 is displayed after the performance during the specific big win has reached an unfavorable ending, but the configuration may be such that the reversal effect can occur even when the standby image 11 is displayed. In other words, the configuration may be such that the occurrence of the reversal effect can be expected even when the standby image 11 is displayed.
[0040] In addition, in the above embodiment, it has been explained that if the pseudo waiting image 12 is displayed after the specific jackpot performance has reached an unfavorable ending, a reversal performance will occur. However, the configuration may be such that a reversal performance may not occur even if the pseudo waiting image 12 is displayed.
[0041] As described above, even in the case of a configuration in which a reversal effect may occur even when the standby image 11 is displayed, and a reversal effect may not occur even when the pseudo standby image 12 is displayed, the setting is made such that the probability of a reversal effect occurring is higher when the pseudo standby image 12 is displayed than when the standby image 11 is displayed. In other words, the performance form in which the pseudo standby image 12 is more likely to result in a reversal effect than the standby image 11 is maintained.
[0042] 〇Specific example 1-2 In the above embodiment, it has been explained that when the pseudo waiting image 12 is displayed, an event advantageous to the player occurs, namely a reversal effect (a transition to a special game state), but there are other possible events that may be suggested to occur by the pseudo waiting image 12.
[0043] For example, it is possible to configure the system so that the occurrence of a so-called consecutive wins in reserved balls is suggested. If any of the pre-variation reserved ball information acquired at the end of a jackpot game is a jackpot, a so-called consecutive wins in reserved balls occurs, and if the pseudo standby image 12 is displayed, the consecutive wins in reserved balls occurs. It is only necessary to configure the system so that the consecutive wins in reserved balls occurs when the pseudo standby image 12 is displayed, and the probability of the consecutive wins in reserved balls occurring is higher than when the standby image 11 is displayed.
[0044] However, since the decorative pattern 80 in the pseudo standby image 12 is not stationary, it can be said that it suggests that the machine is not in a standby state for the first change. In light of this, it can be said that it is more preferable for the event suggested by the pseudo standby image 12 to occur before the first change, such as the reversal effect in the above embodiment.
[0045] 〇Specific example 1-3 In the above embodiment, it has been explained that the pseudo standby image 12 is different from the standby image 11 (where the decorative pattern 80 is stationary) in that the decorative pattern 80 is oscillating, but it is possible to consider that the "movement" of the decorative pattern 80 is not different, but that the basic aspect of the decorative pattern 80 itself is different. In other words, at least one of the basic components of the pattern, such as the color or font of the decorative pattern 80, is configured to be different between the decorative pattern 80 included in the standby image 11 (see FIG. 7(a)) and the decorative pattern 80 included in the pseudo standby image 12 (see FIG. 7(b)).
[0046] In this case, since the standby image 11 is an image waiting for the first change (the state where the standby image 11 is displayed is directly transferred to the first change), it is preferable that the decorative pattern 80 included in the standby image 11 is a normal form that can be displayed in the during-change performance, and the decorative pattern 80 included in the pseudo standby image 12 is a special form (dedicated form) that is not displayed in the during-change performance. For example, the decorative pattern 80 included in the standby image 11 is configured to be the same font as the decorative pattern 80 that can be displayed in the during-change performance, but the decorative pattern 80 included in the pseudo standby image 12 is configured to be a special font different from any of the decorative patterns 80 that can be displayed in the during-change performance (that is, strictly speaking, the pattern included in the pseudo standby image 12 is not a pattern that indicates the winning or losing lottery result). By doing so, when a pattern that has never been seen before is displayed after the final round of the big win game is completed (when the state of the decorative pattern feels strange), a reversal performance occurs.
[0047] 〇Specific example 1-4 The standby image 11 and the pseudo standby image 12 have different background images 15. In other words, the difference between the standby image 11 and the pseudo standby image 12 appears not in the decorative pattern 80 but in the background image 15 (see FIG. 8).
[0048] In this case, since the standby image 11 is an image that is waiting for the first change (the state where the standby image 11 is displayed is directly transferred to the first change), it is preferable that the background image 15 included in the standby image 11 is in a normal state (normal background) that can be displayed in the during-change performance, and the background image 15 included in the pseudo standby image 12 is in a special state (dedicated background) that is not displayed in the during-change performance. For example, the background image 15 included in the standby image 11 (see FIG. 8(a)) and the background image 15 included in the pseudo standby image 12 (see FIG. 8(b)) have the same depicted subject (scenery, etc.), but at least some of the colors are different, and the background image 15 of the pseudo standby image 12 is not displayed in the during-change performance. By doing so, when a never-before-seen background image 15 is displayed after the final round of the big win game is over (when the player feels uncomfortable with the background image 15), a reversal performance occurs.
[0049] 〇Specific example 1-5 A plurality of types of pseudo standby images 12 are provided. For example, a first pseudo standby image 121 (see FIG. 9(a)) may be displayed, and a second pseudo standby image 122 (see FIG. 9(b)) different from the first pseudo standby image 121 may be displayed. The first pseudo standby image 121 and the second pseudo standby image 122 are different from the standby image 11, and have a swaying decorative pattern 80. The difference between the first pseudo standby image 121 and the second pseudo standby image 122 may be anything (however, the difference in the type of decorative pattern 80 (combination of decorative patterns 80) is not included in the difference in the form of the pseudo standby image 12). For example, the second pseudo standby image 122 has a larger swing of the decorative pattern 80 than the first pseudo standby image 121.
[0050] On the premise of such a configuration, the probability of an event advantageous to the player (corresponding to a reversal effect in the above embodiment) occurring is higher when the second pseudo-non-waiting image 122 is displayed than when the first pseudo-non-waiting image 121 is displayed (note that, when such a setting is made, there is a possibility that an advantageous event will not occur at least when the first pseudo-non-waiting image 121 is displayed). By doing so, even if the waiting image 11 is not displayed and the pseudo-non-waiting image 12 is displayed, the type of the pseudo-non-waiting image 12 will also be the type of effect that the player will pay attention to.
[0051] 〇Specific example 1-6 In the above embodiment, it has been explained that when the decorative pattern 80 is in a stationary state, the reverse performance does not occur, and when it is in a shaking state, the reverse performance occurs, but the opposite setting, that is, when the decorative pattern 80 is in a shaking state, the reverse performance does not occur, and when it is in a stationary state, the reverse performance occurs. However, if the reverse performance does not occur, the initial fluctuation starts as it is, so it can be said that it is natural as a flow of performance to prevent the reverse performance from occurring when the decorative pattern 80 is in a stationary state as in the above embodiment (it is natural to make the flow from stationary state to start of fluctuation).
[0052] 2-2) Creation of doubts The gaming machine 1 according to this embodiment is capable of executing a specific performance and a questionable performance as performances constituting the performance during the change. The specific performance (see FIG. 10) is a type of reach performance that indicates the winning / losing lottery result (the winning / losing lottery result corresponding to the performance during the change including the specific performance. Hereinafter, it may be referred to as the target winning / losing lottery result) depending on its outcome. If the target winning / losing lottery result is a jackpot, it will reach a successful outcome (see FIG. 10(c-1)) indicating that the situation is favorable to the player, and if the target winning / losing lottery result is a miss, it will reach a failed outcome (see FIG. 10(c-2)) indicating that the situation is unfavorable to the player. Note that the successful outcome includes a reversal pattern in which a failed outcome is assumed to have been reached once, but is then reversed. In this way, the specific performance has the possibility of reaching a successful outcome indicating that the target winning / losing lottery result is a jackpot, but the probability of reaching the successful outcome (i.e., the (jackpot) reliability of the specific performance) is extremely low. The reliability of the specific performance should be 5% or less, more preferably 1% or less (1% or less in this embodiment). Because of this setting, even if a specific performance occurs, it almost always leads to a failure ending, and it is extremely rare to encounter a successful ending. The specific form of the specific performance may be any. In this embodiment, a specific character challenges a mission, and if it succeeds, it is a successful ending, and if it fails, it is a failed ending.
[0053] The questionable performance is a performance that is provided on the premise that a specific performance may occur, and is a performance in which a questionable display 21 is displayed. The questionable performance in this embodiment is a performance in which a certain character (hereinafter referred to as character A, indicated with "A" in the drawings) utters a word (a line).
[0054] The doubt display 21 is a display that indicates doubt as to whether the special effect can lead to an ending (successful ending) in which the result of the winning / losing lottery is a jackpot, and is shown as if it were a line uttered by character A. In this embodiment, the words "I wonder if XX will really win" are displayed as doubt display 21 in a speech bubble from character A in the display area 911 (see FIG. 11(b)). Note that "XX" is the name of the special effect (preferably something that is displayed as the title of the special effect, but it will suffice as long as the wording allows the player to recognize (infer) that it refers to a special effect). In this way, it is shown that character A is doubtful as to whether the special effect can lead to a jackpot (a successful ending). By seeing this display, the player not only senses that the specific effect (XX) is unlikely to result in a jackpot (its reliability is quite low), but also that there is a possibility that it will result in a jackpot (reliability is not 0%) (if the player is doubtful about whether it will actually be a jackpot, it is natural to interpret this as meaning that there is a possibility of it being a jackpot, although the probability is low).
[0055] In this embodiment, the pseudo performance may occur during a target fluctuation performance (a fluctuation performance including a specific performance) (a specific performance and a questionable performance may occur in the same fluctuation), or may occur during a fluctuation performance that is not a target fluctuation performance (a fluctuation performance not including a specific performance). Even when a pseudo performance is executed during a target fluctuation performance, the period during which the questionable performance is executed and the period during which the specific performance is executed do not overlap. In other words, the questionable performance is executed while the specific performance is not being executed.
[0056] In this way, the specific effects that can be executed by the gaming machine 1 according to this embodiment are effects with extremely low reliability, and rarely lead to a successful ending. In other words, even if a player encounters a specific effect several times, there are many cases where all of them end up in failure, and the player may feel that there is no possibility that the specific effect will lead to a successful ending (it will never be a big win). Since this feeling by the player leads to a decrease in the entertainment value, a questionable effect is deliberately executed in which a display (doubt display 21) is displayed that questions whether the specific effect can really lead to a successful ending, and the game is designed so that the player who encounters the questionable effect will perceive the specific effect as having a possibility of leading to a successful ending (reliability is not ≠ 0%).
[0057] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned matters related to the false performance. In addition, 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.
[0058] 〇Specific example 2-1 In the doubtful performance, a positive display 22 is displayed after a doubtful display 21 is displayed. The positive display 22 indicates that the specific performance may lead to an ending (successful ending) in which the target winning / losing lottery result is a jackpot. The doubtful performance in which the positive display 22 is displayed may be a conversational performance in which different characters converse with each other. For example, a doubtful display 21 is displayed to indicate that a character X is saying "I wonder if XX will really win" (see FIG. 12(a)). Then, a positive display 22 is displayed to indicate that a character Y is saying "You'll win" (see FIG. 12(b)). In other words, after a doubtful display 21 is displayed, which doubts whether the specific performance will lead to a "jackpot", a positive display 22 is displayed to indicate that the specific performance may lead to a "jackpot", so that a "conversation" is established, and the positive display 22 conclusively indicates to the player that the specific performance may lead to a successful ending. By displaying such a positive display 22, the player can know more clearly that there is a possibility that a specific presentation will lead to a successful conclusion (compared to the case where the positive display 22 is not displayed as in the above embodiment).
[0059] 〇Specific example 2-2 As explained in the above specific example 2-1, the doubtful presentation may include a positive indication 22. However, the doubtful presentation may include a positive indication 22 or may not include a positive indication 22. In other words, the doubtful presentation may end after the doubtful presentation 21 is made (first embodiment) (see FIG. 13(a)(b-1)), or may include a positive indication 22 after the doubtful presentation 21 (second embodiment) (see FIG. 13(a)(b-2)).
[0060] In the case of such a configuration, when a questionable performance occurs during a certain variation performance and the questionable performance is determined to include a positive display 22 (becomes the second mode) (see FIG. 13(a)(b-2)), a specific performance occurs during the variation performance and the specific performance reaches a successful conclusion (see FIG. 13(c-2)). In other words, when the questionable performance becomes the second mode, the specific performance reaches a successful conclusion and a jackpot is notified. In this way, when a positive display 22 is made to affirm that the specific performance may reach a successful conclusion, the specific performance actually reaches a successful conclusion (the event indicated as possible to occur by the positive display 22 actually occurs afterwards), making it an interesting performance form. Note that when the questionable performance becomes the first mode (see FIG. 13(a)(b-1)), the specific performance does not necessarily reach a successful conclusion. When a questionable performance becomes the first mode during a certain performance during fluctuation, the configuration may be such that there is a possibility that a specific performance will not occur during that performance during fluctuation, or the configuration may be such that a specific performance will occur during that performance during fluctuation but will not necessarily lead to a successful ending (see Figure 13 (c-1)).
[0061] Unlike this example, it is also possible to set it so that the positive display 22 is always displayed when a questionable performance occurs (so that the questionable performance always becomes the second mode (not the first mode)), and a specific performance occurs with the same fluctuation after the questionable performance, leading to a successful ending. In this case, the questionable performance (the performance in which the positive display 22 is displayed) will function as a de facto big win confirmation performance.
[0062] Also, unlike this example, when the positive display 22 is displayed (second mode) when a questionable performance occurs, the probability that the specific performance will reach a successful conclusion is high compared to when the positive display 22 is not displayed (first mode), but it may not necessarily lead to a successful conclusion (confidence ≠ 100%). In other words, the display of the positive display 22 may be set to be merely a so-called chance increase.
[0063] 〇Specific example 2-3 As explained in the above specific example 2-1, the configuration is such that the positive indication 22 may be displayed in the doubtful performance. The positive indication 22 may be of multiple types, and any of the positive indications 22 may be displayed in the doubtful performance. For example, the first positive indication 221 of "Maybe you will win" may be displayed (see FIG. 14(b-1)), and the second positive indication 222 of "You will definitely win" may be displayed (see FIG. 14(b-2)). When a specific performance occurs in a variation in which the doubtful performance is executed, the probability that the specific performance will reach a successful conclusion is higher when the second positive indication 222 is displayed than when the first positive indication 221 is displayed in the doubtful performance (see FIG. 14(c-1)(c-2)). The configuration may be such that when the second positive indication 222 is displayed, it is determined that the specific performance will reach a successful conclusion. In this way, the type (mode) of the positive indication 22 suggests the probability that the specific performance will reach a successful conclusion.
[0064] If doing as in this example, when a questionable performance occurs, it may be possible for a specific performance to always occur with the same fluctuation (as in FIG. 14), or it may not be possible for a specific performance to occur with the same fluctuation (a specific performance may or may not occur with the same fluctuation). If doing as in the former, the type of affirmative display 22 is configured to suggest the likelihood that a specific performance that occurs thereafter without fail will lead to a successful conclusion. If doing as in the latter, the type of affirmative display 22 is configured to suggest the likelihood that a specific performance will lead to a successful conclusion if it occurs thereafter (assuming only that it has occurred).
[0065] 〇Specific example 2-4 After the doubtful display 21 is made in the doubtful performance, the affirmative display 22 as explained in the above specific example 2-1 may be made (see FIG. 15(b-1)), or a display different from the affirmative display 22 (a display that does not indicate that the specific performance may lead to an ending (successful ending) in which the target winning / losing lottery result is a jackpot. Hereinafter, referred to as the negative display 23) may be made (see FIG. 15(b-2)). For example, after the doubtful display 21 of the character X's line "I wonder if XX will really win", the affirmative display 22 of the character Y's line "It will win" may be made, or the negative display 23 of the character Y's line "Hmm" may be made. Then, when the specific performance occurs in the variation in which the doubtful performance is executed, the probability that the specific performance will reach a successful ending is higher when the affirmative display 22 is made in the doubtful performance than when the negative display 23 is made (see FIG. 15(c-1)(c-2)). It may be set so that it is confirmed that the specific performance will reach a successful conclusion when the positive display 22 is displayed. In this way, the probability that the specific performance will reach a successful conclusion is suggested depending on whether the positive display 22 or the non-positive display 23 is displayed.
[0066] If doing as in this example, when a questionable performance occurs, it may be possible to make it so that a specific performance always occurs with the same fluctuation (as in FIG. 15), or it may not necessarily occur with the same fluctuation (a specific performance may or may not occur with the same fluctuation). If doing as in the former, whether or not positive display 22 is made is configured to suggest the likelihood that a specific performance that occurs thereafter without fail will lead to a successful conclusion. If doing as in the latter, whether or not positive display 22 is made is configured to suggest the likelihood that a specific performance will lead to a successful conclusion if it occurs thereafter (assuming only that it has occurred).
[0067] 〇Specific example 2-5 A plurality of types of doubtful display 21 are provided, and one of the plurality of doubtful display 21 is displayed in the doubtful performance. For example, the first doubtful display 211, "XX rarely hits the mark," may be displayed (see FIG. 16(b-1)), and the second doubtful display 212, "I wonder if XX really hits the mark," may be displayed (see FIG. 16(b-2)). When a specific performance occurs in a variation in which a doubtful performance is executed, the probability that the specific performance will reach a successful conclusion is higher when the second doubtful display 212 is displayed than when the first doubtful display 211 is displayed in the doubtful performance (see FIG. 16(c-1)(c-2)). It may be set such that when the second doubtful display 212 is displayed, it is determined that the specific performance will reach a successful conclusion. In this way, the type (mode) of the doubtful display 21 suggests the probability that the specific performance will reach a successful conclusion.
[0068] If doing as in this example, it is possible to make it so that when a questionable performance occurs, a specific performance always occurs with the same fluctuation (as in FIG. 16), or it is possible that a specific performance does not necessarily occur with the same fluctuation (a specific performance may or may not occur with the same fluctuation). If doing as in the former, the type of questionable indication 21 is configured to suggest the likelihood that a specific performance that occurs without fail thereafter will lead to a successful conclusion. If doing as in the latter, the type of questionable indication 21 is configured to suggest the likelihood that a specific performance will lead to a successful conclusion if a specific performance occurs thereafter (assuming only that it has occurred).
[0069] 2-3) Selection The gaming machine 1 according to this embodiment is capable of executing a selection effect (see Figs. 17 and 18) as an effect constituting the during-variation effect. It should be noted that, except for cases where a unique configuration is used to indicate that the during-variation effect is in progress, the selection effect described below can also be executed during a jackpot game or the like, rather than during the during-variation effect. In this embodiment, the selection effect is such that multiple options are presented, and one of the multiple options is automatically selected (it is not a player's choice).
[0070] The period during which the selection performance is carried out is divided into a pre-selection period (see FIG. 17) and a post-selection period that follows the pre-selection period (see FIG. 18 (excluding (d))). The pre-selection period is a period during which multiple options that may be selected are shown to the player (the options are "introduced" to the player). The post-selection period is a period during which the selected option (which is one of the multiple options shown in the pre-selection period) is shown to the player.
[0071] At least during the pre-selection period, the display area 911 is divided into a first area 911a and a second area 911b (see FIG. 17). In this embodiment, the upper side of the display area 911 is the first area 911a, and the lower side is the second area 911b (the lower side of the first area 911a is the second area 911b). The first area 911a and the second area 911b are divided by a predetermined partition image 35. In this embodiment, a partition image 35 is displayed that divides the display area 911 into upper and lower halves (extending from one side to the other side in the width direction). The upper side of the partition image 35 is the first area 911a, and the lower side is the second area 911b. The display area 911 may include an area that does not belong to either the first area 911a or the second area 911b.
[0072] Any number of options may be presented in the selection performance. The number of options may change each time the selection performance is performed. In the following, the selection performance will be described assuming that three options (option A, option B, and option C) are presented. In this embodiment, the options are characters, and option A is character A, option B is character B, and option C is character C (characters A to C are different characters). In the pre-selection period, first option images 31 representing each of the multiple options are displayed in the first area 911a, and second option images 32 representing each of the multiple options are displayed in the second area 911b (see FIG. 17). If three options (options A to C) are presented as described above, three first option images 31 are displayed in the first area 911a, and three second option images 32 are displayed in the second area 911b. Specifically, the first area 911a displays a first option image 31A representing option A, a first option image 31B representing option B, and a first option image 31C representing option C, and the second area 911b displays a second option image 32A representing option A, a second option image 32B representing option B, and a second option image 32C representing option C.
[0073] The first option image 31 and the second option image 32 have different ways of expressing the options (basic aspects). The first option image 31A and the second option image 32A, the first option image 31B and the second option image 32B, and the first option image 31C and the second option image 32C all express the same options, but the ways in which the options are expressed are different. In this embodiment, the first option image 31 is an image including characters that express the name of the option, and the second option image 32 is an image including a portion that expresses the aspect (appearance) of the option (see FIG. 17). As described above, each option in this embodiment is a character, and the first option image 31A includes characters that express the name of character A (hereinafter, the characters are referred to as "character A"), the first option image 31B includes characters that express the name of character B (hereinafter, the characters are referred to as "character B"), and the first option image 31C includes characters that express the name of character C (hereinafter, the characters are referred to as "character C"). On the other hand, second option image 32A includes the appearance of character A (represented in the drawings with the letter "A"), second option image 32B includes the appearance of character B (represented in the drawings with the letter "B"), and second option image 32C includes the appearance of character A (represented in the drawings with the letter "C").
[0074] In the pre-selection period, the three first option images 31 are variably displayed in the first area 911a, and the three second option images 32 are variably displayed in the second area 911b. In this embodiment, the three first option images 31 are variably displayed in the first area 911a so as to enter the first area 911a from the right and exit the first area 911a from the left. In such a variably displayed state, it can be said that one of the three first option images 31 is in a state in which it stands out more than the other first option images 31 (hereinafter, referred to as an emphasized state). Specifically, among the multiple first option images 31, the image with the largest portion displayed in the first area 911a can be said to be in an emphasized state in which it stands out more than the other images. Since the three first option images 31 are variably displayed as described above, the first option image 31 in the emphasized state changes over time. In this embodiment, the first option image 31 in the highlighted state changes as follows: first option image 31A (see FIG. 17(a)) → first option image 31B (see FIG. 17(b)) → first option image 31C (see FIG. 17(c)) → first option image 31A (see FIG. 17(d)).
[0075] Similarly, in the pre-selection period, in the second area 911b, the three second option images 32 are variably displayed so as to enter the second area 911b from the right and exit from the left of the second area 911b. In such a state of variably displayed, it can be said that any one of the three second option images 32 is in an emphasized state that stands out more than the other second option images 32. Specifically, among the multiple second option images 32, the image having the largest size of the portion displayed in the second area 911b can be said to be in an emphasized state that stands out more than the other images. Since the three second option images 32 are variably displayed as described above, the second option image 32 in the emphasized state changes over time. In this embodiment, the second option image 32 in the emphasized state changes as follows: second option image 32A (see FIG. 17(a)) → second option image 32B (see FIG. 17(b)) → second option image 32C (see FIG. 17(c)) → second option image 32A (see FIG. 17(d)).
[0076] In this embodiment, in the pre-selection period, the first option image 31 in the highlighted state in the first area 911a and the second option image 32 in the highlighted state in the second area 911b are made to represent the same type of option. That is, the change speed is controlled so that the option images representing the same type of option in the first area 911a and the second area 911b are highlighted at the same timing (so that the option images representing the same type of option change "synchronized"). Therefore, in the pre-selection period, the change occurs over time as follows: "first option image 31A and second option image 32A are highlighted" (see FIG. 17(a)) → "first option image 31B and second option image 32B are highlighted" (see FIG. 17(b)) → "first option image 31C and second option image 32C are highlighted" (see FIG. 17(c)) → "first option image 31A and second option image 32A are highlighted" (see FIG. 17(d)). In this way, the first option image 31 and the second option image 32 representing the same option are displayed as a set (highlighted together) to the player, and the option is presented to the player. In particular, in this embodiment, the first option image 31 representing the "name" (name) and the second option image 32 representing the option itself (appearance) are displayed in a variable manner as a set, so that the "introduction" of the option to the player is easy to understand.
[0077] After the pre-selection period, the system transitions to the post-selection period. In this embodiment, the transition to the post-selection period is triggered by the stopping of the change of the first option image 31 in the first area 911a and the change of the second option image 32 in the second area 911b. Specifically, the transition to the post-selection period is triggered by the state in which one first option image 31 is displayed in the first area 911a and one second option image 32 is displayed in the second area 911b (see FIG. 18(a)). As described above, in the pre-selection period, the option images are displayed in each area so that the first option image 31 and the second option image 32 representing the same type of option are highlighted at the same time. Therefore, when the change of each area is stopped, one first option image 31 displayed in the first area 911a and one second option image 32 displayed in the second area 911b represent the same type of option. In this way, one first option image 31 displayed in the first area 911a and one second option image 32 displayed in the second area 911b represent the same type of option, so the player can understand that the option has been selected. Naturally, if the selected option is different, the options represented by the first option image 31 and the second option image 32 displayed in the first area 911a and the second area 911b in the post-selection period will be different (FIG. 18 shows an example in which option B (first option image 31B, second option image 32B) is selected, but other options (options A and C) may also be selected (the type of option displayed in the post-selection period may change with each selection performance)).
[0078] After the transition to the post-selection period (when the change stops), one of the displayed first option image 31 and the second option image 32 is enlarged. In this embodiment, the second option image 32 is enlarged. Specifically, the second option image 32 displayed in the second area 911b is displayed so as to gradually become larger toward the first area 911a (so as to cover the first option image 31 displayed in the first area 911a) (see FIG. 18(b)), and finally the first option image 31 disappears (and the partition image 35 disappears) and the second option image 32 is displayed in the display area 911 (see FIG. 18(c)). This allows the player to clearly recognize that the option represented by the second selection image has been selected.
[0079] In this embodiment, after the selection performance, a post-performance is executed. The type of post-performance executed depends on the result of the selection performance (selected option). In this embodiment, the post-performance is a performance in which the selected target appears. Specifically, a so-called battle performance in which the selected character appears as an enemy character confronting the character on the player's side (ally character) is executed as the post-performance. That is, when character A is selected in the selection performance, a battle performance A (post-performance A) in which the ally character and enemy character A fight is executed as the post-performance, when character B is selected in the selection performance, a battle performance B (post-performance B) in which the ally character and enemy character B fight is executed as the post-performance, and when character C is selected in the selection performance, a battle performance C (post-performance C) in which the ally character and enemy character C fight is executed as the post-performance (FIG. 18(d) shows battle performance B (battle performances A and D are not shown)). It is preferable that the battle performances A to C (post-performances A to C) have different jackpot reliability. In this way, which of options A to C is selected in the selection performance indicates the subsequent outcome (reliability). The post-performance in this embodiment is a so-called reach performance, and the conclusion of the post-performance is based on the result of the win / lose lottery. Specifically, if the result of the win / lose lottery is a jackpot, the conclusion is that the ally character wins, and if it is a miss, the conclusion is that the ally character loses. Unlike this embodiment, the character selected in the selection performance may appear as an ally character (the player's character may change depending on the result of the selection performance).
[0080] In the case of the present embodiment where the second option image 32 is enlarged during the post-selection period, the selected target (the character in this embodiment) itself is emphasized. As described above, in this embodiment, the character that appears in the post-selection performance executed after the selection performance is displayed in the selection performance, so that the enlargement of the second option image 32 during the post-selection period emphasizes the character that appears in the post-selection performance.
[0081] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned selection 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.
[0082] 〇Specific example 3-1 In the above embodiment, it has been described that the first option image 31 represents the name of the option, and the second option image 32 represents the appearance of the option, but if the basic aspects are different (the player can grasp the difference between the two images), a different configuration from the above embodiment is also conceivable. For example, an image representing a part of the option (target) (e.g., the "face" of a character) is displayed as the first option image 31, while an image representing the whole of the option (target) (e.g., the whole body of a character) is displayed as the second option image 32 (see FIG. 19). In this way, during the pre-selection period, a part of the target (option) that can be selected is highlighted by the first option image 31, and the whole is represented by the second option image 32, resulting in an easy-to-understand presentation form.
[0083] 〇Specific example 3-2 In the above embodiment, it has been explained that in the pre-selection period, a plurality of first option images 31 are variably displayed in the first area 911a, and a plurality of second option images 32 are variably displayed in the second area 911b, and one option image is highlighted in each area (the option image to be highlighted in each area changes over time), but it is sufficient that the configuration is such that all of the plurality of option images in each area are highlighted at once.
[0084] For example, one of the multiple option images (an option image in a highlighted state) may be displayed in each area, and the others may not be displayed. In the first area 911a, the first option image 31 is configured to be displayed (highlighted) in a sequential order, such as "A displayed, B·C hidden" → "B displayed, A·C hidden" → "C displayed, A·B hidden" → "A displayed, B·C hidden". Similarly, in the second area 911b, the second option image 32 is configured to be displayed (highlighted) in a sequential order, such as "A displayed, B·C hidden" → "B displayed, A·C hidden" → "C displayed, A·B hidden" → "A displayed, B·C hidden". The first option image 31 and the second option image 32 representing the same type of option are displayed (highlighted) at the same time.
[0085] 〇Specific example 3-3 In the above embodiment, the first area 911a and the second area 911b are vertically aligned. However, the first area 911a and the second area 911b may be horizontally aligned.
[0086] Also, a configuration may be adopted in which an area other than the first area 911a and the second area 911b is provided as an area in which a plurality of option images representing each of a plurality of types of options are displayed. In other words, three or more areas may be provided as an area in which a plurality of option images are displayed.
[0087] 〇Specific example 3-4 In the above embodiment, the movement direction of the multiple first option images 31 in the first area 911a and the movement direction of the multiple second option images 32 in the second area 911b during the pre-selection period are the same (from right to left), but the movement directions may be different. For example, the multiple first option images 31 move from right to left in the first area 911a, whereas the multiple second option images 32 move from left to right in the second area 911b (see FIG. 20). Even in this case, the first option image 31 and the second option image 32 representing the same type of option are highlighted at the same timing. As a result, when the movement stops (when the transition to the post-selection period occurs), one first option image 31 displayed in the first area 911a and one second option image 32 displayed in the second area 911b represent the same type of option.
[0088] By using this example, the difference between the first area 911a and the second area 911b in the pre-selection period is emphasized. In other words, it becomes clearer that each of the multiple options is represented by multiple images (first option image 31, second option image 32).
[0089] 〇Specific example 3-5 Unlike the above embodiment, in the pre-selection period, the option represented by the first option image 31 highlighted in the first area 911a and the option represented by the second option image 32 highlighted in the second area 911b are different (the timing at which option images representing the same type of option are highlighted does not match between the first area 911a and the second area 911b) (see FIG. 21). Even in this example, the effect of representing various options in different ways in the first option image 31 (first area 911a) and the second option image 32 (second area 911b) is achieved. However, it can be said that it is easier to understand what various options are represented in the pre-selection period if the first option image 31 and the second option image 32 representing the same type of option are highlighted at the same timing as in the above embodiment.
[0090] 〇Specific example 3-6 In the above embodiment, it has been described that the second option image 32 is enlarged (the first option image 31 is erased) during the post-selection period, but the first option image 31 may be enlarged (the second option image 32 is erased). If the first option image 31 includes characters representing the name of the option (character) as in the above embodiment, the name of the selected option is enlarged during the post-selection period (see FIGS. 22(a)-(c)).
[0091] In the case of this example, it is preferable that the first mode of the post-performance utilizes the first option image 31 (name). In the case of the above embodiment, since the selected first option image 31 represents the name of the enemy character that appears in the post-performance executed thereafter, a title image including the name of the enemy character represented by the first option image 31 (for example, an image including the characters "Defeat XX" (XX represents the name of the enemy character included in the first option image 31)) is displayed at the beginning of the post-performance (see FIG. 22(d)). In this way, the flow of the performance from the selection performance to the post-performance is smooth.
[0092] 〇Specific example 3-7 As explained in the above embodiment (see FIG. 18) and specific example 3-6 (see FIG. 22), enlargement of either the first option image 31 or the second option image 32 during the post-selection period may not be performed. In other words, the selection performance may end with both the first option image 31 and the second option image 32 displayed.
[0093] However, when both the first option image 31 and the second option image 32 are displayed in this manner, there is a risk that some players may mistakenly think that two options have been selected (they may see the first option image 31 and the second option image 32 as representing different options), so in order to prevent this situation from occurring, it is preferable to have one of the first option image 31 and the second option image 32 enlarged and displayed (and the other erased), as in the above embodiment (see Figure 18) and specific example 3-6 (see Figure 22).
[0094] 〇Specific example 3-8 In the above embodiment, the number of first option images 31 displayed in the first area 911a and the number of second option images 32 displayed in the second area 911b during the pre-selection period are the same (the same as the number of options presented). Alternatively, a selection presentation (special aspect) may be provided in which the number of first option images 31 displayed in the first area 911a and the number of second option images 32 displayed in the second area 911b are different.
[0095] For example, suppose that the options presented in the pre-selection period are four options A to D, and three first option images 31A to C are displayed in the first area 911a, while four second option images 32A to D are displayed in the second area 911b (see FIG. 23(a)). In other words, option images corresponding to all options are not displayed in the first area 911a, but option images corresponding to all options are displayed in the second area 911b (second option image 32D corresponding to option D is displayed). In this way, the option images (number of options) displayed in the first area 911a and the option images (number of options) displayed in the second area 911b do not match, resulting in a presentation that may give the player a sense of discomfort.
[0096] When doing as in this example, it is possible to use a presentation mode (first presentation mode) in which an option image is displayed in one area but not in the other area (option D in the above example) will not be selected in the end (see FIG. 23(b-1)). In other words, this is a presentation mode in which only options that have option images displayed in both the first area 911a and the second area 911b (options A to C in the above example) can be selected in the end.
[0097] Alternatively, it is also possible to use a presentation form (second presentation form) in which an option (option D in the above example) whose option image is displayed in one area but not in the other area is determined to be finally selected (see FIG. 23(b-2)). In other words, this is a presentation form in which a special option whose corresponding option image is displayed in either the first area 911a or the second area 911b but not in the other is finally selected.
[0098] 2-4) Image Presentation The gaming machine 1 according to this embodiment can execute image effects (see FIG. 24). The image effects in this embodiment occur as part of the effect during variation. The image effects are divided into a first stage, a second stage after the first stage, and a third stage after the second stage.
[0099] In the first stage, the reference image 40 is displayed in the display area 911 (see FIG. 24(a)). The reference image 40 in this embodiment is a background image 15 of the decorative pattern 80. In this embodiment, the background image 15 used as the reference image 40 for the image presentation may be displayed when a reach has not been achieved. In other words, when the three decorative pattern groups 80g are in a state of being variably displayed, the reference image 40 may be displayed. Note that in the drawings, the decorative pattern 80 is shown as being displayed small near the outer edge of the display area 911, but this is merely one example.
[0100] In the second stage after the first stage, the reference image 40 displayed in the first stage is divided. Specifically, the first line image 51 and the second line image 52 are displayed in the display area 911, thereby expressing the divided state of the reference image 40 (see Fig. 24(b)(c)). In this embodiment, the first line image 51 is displayed above the second line image 52. The first line image 51 and the second line image 52 do not intersect with each other (they are displayed apart). In this embodiment, both the first line image 51 and the second line image 52 are linear. In this embodiment, both the first line image 51 and the second line image 52 extend from one of the left edge and the right edge of the display area 911 to the other. If the portion of the reference image 40 on the first line image 51 side (the upper portion in this embodiment) is the first reference image portion 41, and the portion on the second line image 52 side (the lower portion in this embodiment) is the second reference image portion 42, then the second stage can be said to be a state in which the reference image 40 is divided into the first reference image portion 41 and the second reference image portion 42.
[0101] Between the first line image 51 and the second line image 52, the reference image 40 (background image 15) is not displayed, and an image that is clearly different from the reference image 40 (hereinafter referred to as specific image 53. It can be said that specific image 53 is an image that has no continuity with the adjacent reference image 40) is displayed (see Figures 24(b) and (c)). In other words, as a result of displaying the first line image 51 and the second line image 52, the area between the two line images in the reference image 40 (between the first reference image portion 41 and the second reference image portion 42) is cut out, and the specific image 53 appears as if it were displayed in that area. The specific image 53 in this embodiment is a solid black image.
[0102] In the second stage, the effect image 55 is displayed (see FIG. 24(c)). The effect image 55 is partially displayed between the first line image 51 and the second line image 52, and partially protrudes from the first line image 51 toward the first reference image portion 41, but does not protrude from the second line image 52 toward the second reference image portion 42. The image layer representing the effect image 55 is "in front" of the image layers representing the first reference image portion 41, the first line image 51, and the specific image 53, and "behind" the image layers representing the second line image 52 and the second reference image portion 42. The effect image 55 in this embodiment is an image representing a predetermined character. Although a part of the upper side of the character (above the second line image 52) is exposed in front of the first reference image portion 41, a part of the lower side of the character (below the second line image 52) appears to the player as if it is covered by the second reference image portion 42. Since the performance image 55 (specified character) moves, the size of the part above the second line image 52 (the part that appears to be exposed in front of the first reference image portion 41 (and the specific image 53)) and the size of the part below (the part that appears to be covered by the second reference image portion 42) change over time.
[0103] In this way, the reference image 40 (background image 15) which appears to be formed along a single plane in the first stage is presented as if the first reference image portion 41 is in the "back" (behind the staged image 55) and the second reference image portion 42 is in the "foreground" (in front of the staged image 55) in the second stage (see the "image of appearance" diagram on the right side of FIG. 24(c)). In other words, by dividing the reference image 40 into the first reference image portion 41 and the second reference image portion 42 with the specific image 53 interposed therebetween, and then displaying the staged image 55 in front of the first reference image portion 41 and behind the second reference image portion 42, a staged form can be constructed in which an image which is originally along a single plane appears to be shifted forward or backward.
[0104] In this embodiment, after the second stage, the third stage is entered (see FIG. 25(b)). The third stage is a state in which the first line image 51 and the second line image 52 displayed in the second stage are erased. In this embodiment, the first line image 51 and the second line image 52 are displaced toward each other (to make the specific image 53 smaller) at the end of the second stage (see FIG. 25(a)), and finally the two are erased together, and the third stage is entered. In this embodiment, even if the first line image 51 and the second line image 52 (specific image 53) are erased, the performance image 55 (character) remains. Therefore, the third stage is a state in which the performance image 55 is displayed against the background of the reference image 40 (background image 15) (see FIG. 25(b)).
[0105] The image presentation in this embodiment is a presentation form in which the presentation image 55, which was not displayed in the first stage, is displayed in the third stage with the reference image 40 as the background. Also, in the second stage, the presentation image 55 (see the "image of how it looks" diagram on the right side of FIG. 24(c)) appears to exist in front of the first reference image portion 41 and behind the second reference image portion 42 (i.e., appears to exist between a certain part and another part of the reference image 40 in the front-to-back direction), but by moving to the third stage, a mysterious presentation effect is expressed in which the presentation image 55 appears to exist in front of the reference image 40 (see the "image of how it looks" diagram on the right side of FIG. 25(b)). It can also be said that this is a presentation form in which the presentation image 55, which is used in the second stage to make the first reference image portion 41 and the second reference image portion 42 appear to be shifted forward and backward, is also used in the third stage.
[0106] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above image rendering-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0107] 〇Specific example 4-1 Although the image presentation in the above embodiment is described as being executed as a part of the variation presentation, it may be executed in a situation other than during the variation presentation. For example, it may be executed during a big win game.
[0108] 〇Specific example 4-2 In the above embodiment, it has been described that in the second stage, the first reference image portion 41 is on the top and the second reference image portion 42 is on the bottom (the effect image 55 protrudes on the top side), but the first reference image portion 41 may be on the bottom and the second reference image portion 42 on the top (the effect image 55 protrudes on the bottom side). However, if the effect image 55 represents a predetermined character as in the above embodiment, it is natural to have the effect in such a way that the top side of the character is exposed.
[0109] Furthermore, the reference image 40 may be divided into left and right, with the first reference image portion 41 and the second reference image portion 42 in a left-right relationship (either the first reference image portion 41 or the second reference image portion 42 may be on the left). Then, the effect image 55 is in a state where it protrudes onto the first reference image portion 41 side, but does not protrude onto the second reference image portion 42 side. For example, if the effect image 55 represents a specific character as in the above embodiment, then the effect will be such that one side of the character is exposed and the other side appears hidden (see FIG. 26).
[0110] Specific example 4-3 An image presentation may be made that does not include the third stage described in the above embodiment. That is, an image presentation may be made that does not transition to a state in which the first line image 51 and the second line image 52 disappear and the presentation image 55 is displayed against the background of the reference image 40 (ending at the second stage).
[0111] 〇Specific example 4-4 The image presentation may progress to the third stage (see FIG. 27(b-2)), or may not progress to the third stage (end at the second stage) (see FIG. 27(b-1)). In other words, the presentation is set as a "branch" depending on whether or not the presentation ends at the second stage.
[0112] In this example, the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to the variable performance including the image performance can be set to be different between when the game ends at the second stage without progressing to the third stage (when the performance image 55 is not displayed against the background of the reference image 40) (see FIG. 27(b-1)) and when the game progresses to the third stage (see FIG. 27(b-2)). For example, if the reliability of the winning / losing lottery result is set to be higher when the game progresses to the third stage than when the game ends at the second stage without progressing to the third stage, the performance form in which the winning / losing lottery result is displayed against the background of the reference image 40 becomes the performance form with the chance of increasing.
[0113] Also, unlike the above example, a configuration may be adopted in which the reliability suggestive effect of the target winning / losing lottery result can be enjoyed by progressing to the third stage. For example, the setting may be such that the reliability of the big win is higher when the performance image 55 is in the second mode (see FIG. 28(b-2)) than when the performance image 55 is in the first mode (see FIG. 28(b-1)) when progressing to the third stage (in the second stage, it is not clear whether the performance image 55 is in the first mode or the second mode). The difference between the first mode and the second mode may be any. For example, it may be a difference in the color of at least a part of the performance image 55 (see FIG. 28(b-1)(b-2)) or a difference in movement (not shown). In this way, whether or not to progress to the third stage is a performance form in which the reliability suggestive effect of the performance image 55 can be enjoyed or not. In addition, when an image performance occurs, the setting may be such that the game moves to the third stage without fail (a setting in which the reliability suggestive effect of the performance image 55 can be enjoyed).
[0114] 〇Specific example 4-5 As explained above, the image presentation in the above embodiment is such that the area between the two line images in the reference image 40 (between the first reference image portion 41 and the second reference image portion 42) is cut out and a specific image 53 is displayed in that area. However, the image presentation may be configured as follows.
[0115] One line image 50 is displayed on the reference image 40 displayed in the first stage (see FIG. 29(a)). This line image 50 is separated into two, becoming a first line image 51 and a second line image 52. The upper side of the first line image 51 in the reference image 40 (the part that will become the first reference image portion 41) is shifted upward as it is, and the lower side of the second line image 52 in the reference image 40 (the part that will become the second reference image portion 42) is shifted downward as it is (slides) (see FIG. 29(b)). Then, the performance image 55 is displayed (see FIG. 29(c)). That is, a part of the reference image 40 that is divided based on the point where the one line image 50 is displayed and another part are displaced (shifted) in a direction away from each other. Then, the above-mentioned specific image 53 and performance image 55 are displayed. In this way, the first reference image portion 41 and the second reference image portion 42 are shifted in the front-back direction, resulting in a performance form in which they appear to be separated from each other.
[0116] When transitioning from the second stage to the third stage, the first reference image portion 41 and the second reference image portion 42 are displaced in a direction approaching each other (see FIG. 30(a)), and finally become one (see FIG. 30(b)), and the line images (first line image 51, second line image 52) are erased (see FIG. 30(c)). In other words, the parts that were separated when transitioning from the first stage to the second stage approach each other and join together when transitioning from the second stage to the third stage, creating a presentation in which it appears as if they have become one again.
[0117] 〇Specific example 4-6 The reliability of the jackpot of the target winning / losing lottery result is suggested by the state of the specific image 53 in the second stage. For example, the reliability of the jackpot of the target winning / losing lottery result is set to be higher when the second specific image 532 in red is displayed than when the first specific image 531 in black is displayed (see FIG. 31). In this way, an interesting presentation form is achieved in which the reliability of the jackpot is suggested by the specific image 53 for showing the reference image 40 as if it were divided.
[0118] The method of setting the difference in the appearance of each specific image 53 is not limited to the above-mentioned color. For example, the first specific image 531 and the second specific image 532 may be different in size (display range) (see FIG. 32. Note that FIG. 32 shows an example in which the larger the specific image 53, the higher the reliability, but the opposite is also possible). The fact that the first specific image 531 and the second specific image 532 are different in size means that the size of at least one of the first reference image portion 41 and the second reference image portion 42 is different when the first specific image 531 is displayed and when the second specific image 532 is displayed. In this case, the way in which the reference image 40 is divided is a performance form that suggests the reliability of the jackpot of the target winning / losing lottery result.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0123] ·Means 1-1 The gaming machine is provided with 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 according to the result of a win / lose lottery, and a winning game execution means which is executed when the result of the win / lose lottery is a win, and which executes a winning game which repeats one or more unit games in which a predetermined winning area is made in a state in which a gaming ball can enter until a closing condition is met, and which is characterized in that when a predetermined condition is met after the last unit game of the winning game is completed, if a pseudo waiting image including a decorative pattern in a swaying state is displayed instead of a waiting image including a decorative pattern in a stationary state in preparation for the start of the change during effect, an advantageous event advantageous to the player occurs. According to the above gaming machine, when a pseudo waiting image (a swaying decorative pattern) is displayed instead of a waiting image after a winning game ends, it is possible to realize an interesting gameplay in which an advantageous event occurs.
[0124] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that during the winning game, a winning performance may be executed which leads to an advantageous outcome favorable to the player, or an unfavorable outcome which is the outcome in the event that the advantageous outcome is not reached, and when the pseudo waiting image is displayed after the winning performance leads to the unfavorable outcome, a reversal performance occurs which reverses the advantageous event of reaching the unfavorable outcome. In this way, the gameplay is such that the occurrence of a reversal effect is quickly indicated to a player who notices the display of the pseudo standby image (the swinging of the decorative symbols).
[0125] ·Means 2-1 This game machine is characterized by having an effect execution means for executing a specific effect that may lead to a conclusion in which the result of a win / loss lottery is shown to be a win, and a doubtful effect that displays doubt as to whether the specific effect will result in the result of the win / loss lottery being shown to be a win. According to the above gaming machine, it is possible to suppress a decrease in the entertainment value of the game caused by the player feeling that there is no possibility of a win being indicated by a specific presentation.
[0126] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that, in the doubtful performance, after the doubtful display is made, a positive display may be made to indicate that the specific performance may show that the result of the win / lose lottery is a win. By doing this, the player feels more certain that there is a possibility that a win will be indicated by the specific presentation.
[0127] ·Means 2-3 The gaming machine described in means 2-2 is characterized in that when the positive display is made during the variation performance from when the decorative pattern indicating a certain win / loss lottery result starts to vary until it stops in a manner corresponding to the certain win / loss lottery result, the specific performance occurs during the variation performance, and the specific performance indicates that the certain win / loss lottery result is a win. In this way, the positive display can be made to be a gameplay that is linked to a win through a specific presentation (the positive display can also function as a winning confirmation presentation).
[0128] ·Means 3-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing a selection effect including a pre-selection period in which a plurality of options are displayed in the display area, and a post-selection period in which the display area indicates that one of the plurality of options has been selected, wherein, before the selection period, a plurality of first option images representing each of the plurality of options are displayed in a first area that is a part of the display area, and a plurality of second option images representing each of the plurality of options are displayed in a second area that is a part of the display area and different from the first area. The gaming machine is capable of executing a novel selection presentation in which each option is represented by a first option image and a second option image during the pre-selection period.
[0129] ·Means 3-2 The gaming machine described in Means 3-1, characterized in that the pre-selection period is a period during which any one of the multiple first option images displayed in the first area is made to be in an emphasized state so as to stand out more than the other first option images, and the first option image in the emphasized state is made to change over time, and the pre-selection period is a period during which any one of the multiple second option images displayed in the second area is made to be in an emphasized state so as to stand out more than the other second option images, and the second option image in the emphasized state is made to change over time. In this way, during the pre-selection period, each option is displayed by highlighting the first option image and the second option image.
[0130] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the first option image in the highlighted state in the first area and the second option image in the highlighted state in the second area represent the same type of option. In this way, during the pre-selection period, a certain option is presented by highlighting both the first option image and the second option image.
[0131] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that during the post-selection period, one of the first option image and the second option image representing a certain type of option is enlarged to indicate that the option has been selected. In this way, by enlarging and displaying one of the first option image and the second option image during the post-selection period, the type of the selected option can be easily seen.
[0132] ·Means 4-1 A gaming machine capable of executing image effects including a first stage in which a reference image is displayed in a display area of a display means, and a second stage in which the reference image displayed in the first stage is divided, and a first line image and a second line image that do not intersect with each other are displayed in the display area, with a first reference image portion that is part of the reference image being displayed on the first line image side and a second reference image portion that is part of the reference image being displayed on the second line image side, wherein in the second stage, an effect image is displayed which is partially displayed between the first line image and the second line image, and which extends from the first line image onto the first reference image portion side but does not extend from the second line image onto the second reference image portion side. The above-mentioned image presentation is an interesting one in that in the first stage, the reference image appears to exist along a single plane (not shifted in the front-to-back direction), but in the second stage, due to the effect of the presentation image, the first reference image portion and the second reference image portion appear to be shifted forward and backward.
[0133] ·Means 4-2 2. The gaming machine according to claim 1, wherein the reference image is a background image displayed as a background for a decorative pattern indicating a winning or losing lottery result. By doing so, it is possible to produce an effect in which one part of the background image (first reference image portion) and another part (second reference image portion) appear to be shifted forward or backward.
[0134] ·Means 4-3 The gaming machine described in claim 1 or claim 2, characterized in that the image presentation includes a third stage in which, after the second stage, the first line image and the second line image are erased and the presentation image is displayed with the reference image as a background. By doing this, an interesting effect is achieved in which the effect image which appears to exist between the first reference image portion and the second reference image portion in the second stage appears to exist in front of the reference image in the third stage. [Explanation of symbols]
[0135] 1. Gaming machines 11 Waiting Image 12 Fake Waiting Image 15. Background Images 17 Successful images 18 Failed Images 19 Reverse Image 21 Display of doubt 22 Affirmative indication 31 First Choice Image 32 Second Choice Image 40 Reference Images 41 First reference image section 42 Second reference image section 51 Frontline Images 52 Second Line Image 55 Production images 60 Operating means 70 Reserved Design 80 Decorative Designs 91 Display device 911 Display area 911a First area 911b Second area
Claims
[Claim 1] A display means having a display area; a performance execution means capable of executing a selection performance including a pre-selection period in which a plurality of options are displayed in the display area and a post-selection period in which it is displayed in the display area that one of the plurality of options has been selected, and a post-performance after the selection performance; Equipped with During the pre-selection period, a plurality of first option images representing the plurality of options are displayed in a first area that is a part of the display area; a plurality of second option images representing the plurality of options are displayed in a second area that is a part of the display area and is different from the first area; The pre-selection period is a period during which any one of the plurality of first option images displayed in the first area is in an emphasized state that stands out more than the other first option images, and the plurality of first option images are displayed in a variable manner in a predetermined direction, so that the first option image in the emphasized state changes over time; a period during which any one of the plurality of second option images displayed in the second area is in an emphasized state that stands out more than the other second option images, and the plurality of second option images are displayed in a variable manner in a direction different from the predetermined direction, so that the emphasized second option image changes over time; The variable display of the plurality of first option images in the first area ends and one of the plurality of first option images is displayed as a first selection image, and the variable display of the plurality of second option images in the second area ends and one of the plurality of second option images is displayed as a second selection image, at the same time, and then the post-effect is executed in which targets represented by the first selection image and the second selection image are displayed. A gaming machine characterized by: