Game machine
Patent Information
- Application Number
- JP2023135175
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-23
- Publication Date
- 2025-03-07
AI Technical Summary
【0006】 本発明にかかる遊技機によれば、面白みのある保留変化演出を実行することが可能である。
Smart Images

Figure 2025030145000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A reserve change presentation is known that suggests that the reliability of the winning / losing lottery result corresponding to the reserved pattern has increased by changing the appearance of the reserved pattern (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-187095 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to provide a gaming machine capable of executing an interesting reserved change presentation. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display means having a display area for displaying reserved patterns indicating the existence of a win / lose lottery result that has not yet been notified, and an effect execution means for executing a reserve change effect that indicates that the probability of the target win / lose lottery result corresponding to the target reserved pattern being a win has increased by setting one of the reserved patterns as a target reserved pattern and changing the state of the target reserved pattern, wherein the reserved patterns are displayed at a consumption order position according to the consumption order, which is the order in which the notification of the corresponding win / lose lottery results is completed, and the reserve change effect is an effect in which the state of the target reserved pattern changes at a specific consumption order position that is one of the consumption order positions, and a specific image that displaces so as to approach the specific consumption order position is displayed before the target reserved pattern is displayed at the specific consumption order position, and a specific reserve change effect can be executed in which the state of the target reserved pattern changes when the target reserved pattern is displayed at the specific consumption order position and the specific image acts to change the state of the target reserved pattern. Effect of the Invention
[0006] According to the gaming machine of the present invention, it is possible to execute an interesting reserved change presentation. [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 on a display device. [Diagram 3] 13A is a diagram for explaining each game state and the transition between game states, and FIG. 13B is a diagram for explaining the allocation of jackpots. [Figure 4] 13 is a diagram for explaining a special area provided within the big prize area. FIG. [Diagram 5] FIG. 2 is a diagram for explaining a target region (non-target region). [Figure 6] FIG. 13 is a diagram for explaining specific example 1-2. [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. 11 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 11] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 12] 13 is a diagram for explaining the numerical presentation (normal pattern). FIG. [Figure 13] 13 is a diagram for explaining numerical effects (special patterns). FIG. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 15] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 17] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 18] This is a diagram to explain a specific presentation (when a favorable ending is reached). [Figure 19] This is a diagram to explain a specific performance (when an unfavorable ending occurs). [Figure 20] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 21] FIG. 21 is a diagram for explaining a specific example 3-1 (an example different from FIG. 20). [Figure 22] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 24] FIG. 13 is a diagram for explaining image presentation. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 28]A diagram to explain the order of consumption and the status of reserved patterns. [Figure 29] A diagram showing an example of a specific hold change presentation. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-8. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration Hereinafter, an embodiment of the gaming machine 1 according to the present invention will be described in detail with reference to the drawings. In the following description, the term "image" includes both still images and moving images, unless otherwise specified. 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 play). In addition, when it is said that "a gaming ball enters XX (wins a prize)", strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.
[0009] First, the basic configuration of the gaming machine 1 will be briefly described with reference to FIG. 1 and the like. The gaming machine 1 includes a gaming board (game panel) 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 is provided in a substantially arc shape, which constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902. A starting area 904, a big winning area 906, an outlet 907, and the like are provided in the gaming area 902. A display device 91 is fixed to the rear of the gaming board 90. A display area 911 of the display device 91 is visible through an opening 901 formed in the gaming board 90. The shape of the display area 911 can be changed as appropriate.
[0010] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors 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 big winning area 906, a predetermined number of prize balls are paid out by the payout device. In this embodiment, the starting area 904 is also a winning area.
[0012] 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. Specifically, a number (hereinafter, sometimes referred to as winning / losing lottery information) is obtained from a random number source when a game ball enters the starting area 904, and if the number is the same as a predetermined big win number, it is a big win, and if it is different, it is a loss. In this embodiment, two starting areas 904 are provided: a first starting area 904a (the so-called special figure 1 starting area) and a second starting area 904b (the so-called special figure 2 starting area).
[0013] In this embodiment, the winning / losing lottery result is notified by a combination of decorative patterns 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Decorative pattern groups 80g (three in this embodiment: a left decorative pattern group 80gL, a center decorative pattern group 80gC, and a right decorative pattern group 80gR), each of which includes multiple types of decorative patterns 80, are displayed in a variable manner, and the winning / losing lottery result is notified when one decorative pattern 80 (a total of three decorative patterns 80) is selected from each decorative pattern group 80g and the variation stops. In this embodiment, in the case of a big win, a combination (a winning combination) in which the three decorative patterns 80 are the same type is displayed. In the case of a loss, a combination other than the above (a losing combination) is displayed.
[0014] The performance executed from when the decorative pattern 80 (decorative pattern group 80g) starts to change until it stops in a manner according to the winning / losing lottery result is called a during-change performance (hereinafter, sometimes simply referred to as change or rotation). In this embodiment, the during-change performance corresponding to the order in which the winning / losing lottery information is acquired is started, but when a certain winning / losing lottery information is newly acquired, if a during-change performance based on the winning / losing lottery information acquired before that is started, the newly acquired winning / losing lottery information is stored in a storage means provided on a control board not shown as reserved information (hereinafter, sometimes simply referred to as reserved) (reserved information can be said to be a subordinate concept of winning / losing lottery information). The maximum number of reserved information to be stored (maximum reserved number) can be set appropriately. The maximum number of reserved information that can be stored in the storage means in this embodiment is four for each of the reserved acquired as a trigger of the game ball entering the first starting area 904a (so-called special pattern 1 reserved) and the reserved acquired as a trigger of the game ball entering the second starting area 904b (so-called special pattern 2 reserved). In addition, when both the special drawing 1 reservation and the special drawing 2 reservation are stored in the storage means, the winning / losing lottery result corresponding to the special drawing 2 reservation is notified preferentially (special drawing 2 is consumed preferentially).
[0015] In this embodiment, whether the acquired winning / losing lottery information is a jackpot or not is determined at the time when the corresponding during-change performance starts, but a winning / losing lottery may be performed when the winning / losing lottery information (reserved information) is acquired, and the winning / losing lottery result itself may be stored. The acquired winning / losing lottery information is also used as a numerical value for determining the specific content of the during-change performance. In this embodiment, winning / losing lottery information for which the corresponding during-change performance has started but has not yet ended is stored in the storage means as during-change information.
[0016] In this embodiment, the reserved pattern 70 indicating the presence of the winning / losing lottery information stored in the storage means is displayed in the display area 911 (see FIG. 2). The reserved pattern 70 is divided into a pre-change reserved pattern 71 indicating the presence of reserved information and a changing reserved pattern 72 indicating the presence of changing information. Note that the changing information is not strictly "reserved" because the winning / losing lottery has already been performed, but it is generally often referred to as "the changing reserved" or the like, so the one indicating the presence of the changing information is referred to as a changing reserved pattern 72 (a type of reserved pattern 70). In this embodiment, only the reserved pattern 70 corresponding to one of the reserved patterns of the special pattern 1 and the special pattern 2 is displayed according to the game state. Therefore, one changing reserved pattern 72 and a maximum of four pre-change reserved patterns 71 are displayed. A dedicated display means for displaying the reserved pattern 70 may be provided.
[0017] In addition, explanations of well-known components such as the lower tray and upper tray for storing game balls will be omitted. Also, in some drawings, illustrations of the reserved patterns 70 and the decorative patterns 80 may be omitted.
[0018] 2) Specifications (game status) In this embodiment, a basic state and an advantageous state that is more advantageous to the player than the basic state are provided as game states in which the player plays with the aim of winning the lottery result (see FIG. 3(a)). The advantageous state has a higher probability (jackpot probability) of winning the lottery result being a jackpot than the basic state. The probability of winning the lottery for each state can be set appropriately. In this embodiment, the jackpot probability (low probability) of the basic state is approximately 1 / 199, and the jackpot probability (high probability) of the advantageous state is approximately 1 / 49.
[0019] The basic state is a state in which the game ball should be launched aiming at the first starting area 904a. That is, the basic state is a state in which the aim is to win a winning / losing lottery (hereinafter, sometimes referred to as a first winning / losing lottery) triggered by the game ball entering the first starting area 904a, thereby aiming to win a jackpot. In this embodiment, the "left hit" is a state in which the game ball should be made to flow down the left side of the display area 911. The advantageous state is a state in which the game ball should be launched aiming at the second starting area 904b. That is, the advantageous state is a state in which the aim is to win a winning / losing lottery (hereinafter, sometimes referred to as a second winning / losing lottery) triggered by the game ball entering the second starting area 904b, thereby aiming to win a jackpot. In this embodiment, the aim is to "right hit" so that the game ball flows down the right side of the display area 911. To "right hit" in the basic state or to "left hit" in the advantageous state is disadvantageous (loss) for the player. If the player is not performing a play appropriate to the current game state, the player is given instructions to perform a play appropriate to the current game state (such as, hit left, hit right, etc.).
[0020] A normal starting area 905 is provided on the right side of the game area 902 (a position where a game ball may enter when hitting with the right hand). When a game ball enters the normal starting area 905, a normal lottery is executed. If the normal lottery is won, the second starting area 904b is opened. The second starting area 904b is a closed area (where a game ball cannot enter) in a normal state, and is opened if the normal lottery is won. In the advantageous state, the probability of winning the normal lottery is higher than in the basic state. Therefore, if the right hand is continuously hit in the advantageous state, the second starting area 904b is frequently opened, and the game ball enters the second starting area 904b relatively easily. In this embodiment, a predetermined number of prize balls are paid out when the game ball enters the second starting area 904b, so that in the advantageous state (hitting with the right hand), the number of balls in possession decreases slower (the number of prize balls per number of game balls shot is large) compared to the basic state (hitting with the left hand). That is, the advantageous state is a so-called "high base" state, and the basic state is a so-called "low base" state. In this embodiment, the average time required for the performance during the fluctuation (so-called fluctuation time) is also set to be shorter in the advantageous state than in the basic state. Therefore, in the advantageous state, the game progresses at a faster pace than in the basic state (the time from the announcement of one win / lose lottery result to the announcement of the next win / lose lottery result is shorter).
[0021] In this embodiment, a normal advantageous state and a special advantageous state are provided as advantageous states (see FIG. 3(a)). Either state ends when the winning / losing lottery result is a miss for a specified number of consecutive times, and the state transitions to the basic state. The normal advantageous state ends when the winning / losing lottery result is a miss for 70 consecutive times (specified number of times = 70). The special advantageous state ends when the winning / losing lottery result is a miss for 1000 consecutive times (specified number of times = 1000). As described above, the probability of a jackpot in an advantageous state is 1 / 49, so the probability of winning the next jackpot (so-called continuation (consecutive) probability) before 70 consecutive misses (before the normal advantageous state ends) when transitioning to the normal advantageous state is about 76%. On the other hand, the probability of winning the next jackpot (so-called continuation (consecutive) probability) before 1000 consecutive misses (before the special advantageous state ends) when transitioning to the special advantageous state is about 99.999999%. In other words, the special advantageous state will not end unless about 48 / 49 misses occur 1000 times in a row, but this almost never happens, so the special advantageous state is a state (special state) in which it is practically guaranteed that you will win the next jackpot (continue to win) before the state ends and you move to the basic state. Note that a state in which the probability of continuation (continue to win) is over 99% (a state in which the chance of the special advantageous state ending without winning a jackpot is less than 1%) is defined as a "state in which it is practically guaranteed that you will win the next jackpot."
[0022] The big win game is a round game (unit game) in which the normally closed big win area 906 is opened until a predetermined end condition is met, and the end condition is met when either a predetermined time has elapsed since the big win area 906 was opened, or a predetermined number of game balls have won since the big win area 906 was opened. However, if game balls are continuously shot aiming at the big win area 906 (if the balls are shot to the right in this embodiment), a predetermined number of game balls are set to win in the big win area 906 before a predetermined time has elapsed (before the time is up). The predetermined number is called a "count" or the like, and in this embodiment, the count is set to 10. In other words, if the player continuously shoots game balls aiming at the big win area 906, 10 game balls will win in the big win area 906 in one round game. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 10. Therefore, if the player continuously shoots game balls aiming at the big prize area 906, 10 x 15 = 100 prize balls will be paid out in one round of play. The above count number and the number of prize balls can be changed as appropriate.
[0023] In this embodiment, the types of jackpots that can be won are roughly divided into a basic jackpot and an advantageous jackpot. A basic jackpot is a jackpot in which the game state after the jackpot game ends transitions to a basic state. An advantageous jackpot is a jackpot in which the game state after the jackpot game ends transitions to an advantageous state. However, the condition for the game state after the advantageous jackpot game ends transitioning to an advantageous state is that the game ball enters the special area 60 that is opened during the jackpot game. The special area 60 is an area generally called "V (area)" (i.e., the gaming machine 1 according to this embodiment is a so-called V-variable machine). In this embodiment, the special area 60 is provided within the large prize area 906 (see FIG. 4). In addition, the character "V" (hereinafter referred to as the accompanying character 61) is added at a position overlapping with or near the special area 60 (see FIG. 1 and FIG. 4), and the accompanying character 61 allows the player to know the position of the special area 60 (the player can know that the special area 60 is an area called "V"). The special area 60 is normally closed, and when the special area 60 is closed, the game ball will not enter the special area 60 even if it enters the big prize area 906 (see FIG. 4(a)). On the other hand, when the special area 60 is open and a game ball enters the big prize area 906, the game ball almost always enters the special area 60 (see FIG. 4(b)). In this embodiment, in a big prize game (a big prize game) when a favorable big prize is won, the special area 60 is opened for a relatively long time in the first round when the big prize area 906 is opened (as shown in FIG. 4(b)). The round (game) in which the special area 60 is opened is called a V round, etc., and in this embodiment, the first round is the V round. If game balls are continuously shot aiming at the big prize area 906 in one round of play, the game ball will enter the special area 60 with almost 100% probability, so when an advantageous jackpot is won, the player will almost certainly move to an advantageous state after the jackpot game ends. Note that in the jackpot game when a basic jackpot is won (basic jackpot game), the special area 60 is not opened (or the opening time is made so short that the game ball cannot enter), so the game ball will not enter the special area 60 (unless there is fraudulent activity, etc.).Therefore, the game state after the basic jackpot game ends is the basic state.
[0024] Advantageous jackpots are divided into normal advantageous jackpots and special advantageous jackpots. A normal advantageous jackpot is one in which the game state after the jackpot game ends is a normal advantageous state. A special advantageous jackpot is one in which the game state after the jackpot game ends is a special advantageous state. Therefore, in terms of the game state of the jackpot game, it can be said that a special advantageous jackpot is a more advantageous jackpot for the player than a normal advantageous jackpot.
[0025] In the case of a jackpot in the first winning / losing lottery (special drawing 1 lottery), the jackpot allocation is 50% basic jackpot and 50% normal advantageous jackpot. In the case of a jackpot in the second winning / losing lottery (special drawing 2 lottery), the jackpot allocation is 95% normal advantageous jackpot and 5% special advantageous jackpot (see FIG. 3(b)). The number of rounds (unit number of games) for each jackpot game can be set appropriately. In this embodiment, in the case of a jackpot in the first winning / losing lottery (special drawing 1 lottery), the basic jackpot is 5 rounds (5R basic jackpot), and the normal advantageous jackpot is 10 rounds (10R normal advantageous jackpot). In addition, in the case of a jackpot in the second winning / losing lottery (special drawing 2 lottery), both jackpots are 10 rounds (10R normal advantageous jackpot, 10R special advantageous jackpot) (see FIG. 3(b)).
[0026] Normally, a player starts playing in the basic state. If a basic jackpot is won in the basic state, the game will return to the basic state after the jackpot play ends. If a normal advantageous jackpot is won in the basic state, the game will return to the normal advantageous state after the jackpot play ends. If a normal advantageous jackpot is won in the normal advantageous state, the game will return to the normal advantageous state after the jackpot play ends. If a special advantageous jackpot is won in the normal advantageous state, the game will return to the special advantageous state after the jackpot play ends. If a normal advantageous jackpot is won in the special advantageous state, the game will return to the normal advantageous state after the jackpot play ends. If a special advantageous jackpot is won in the special advantageous state, the game will return to the special advantageous state after the jackpot play ends. A transition to the basic state (the so-called streak ends) occurs when a set number of consecutive misses occur in the normal or special advantageous state; however, as mentioned above, it is virtually impossible for 1,000 consecutive misses to occur in the special advantageous state, so once a transition to an advantageous state has occurred, the streak will continue unless there are 70 consecutive misses in the normal advantageous state, in effect.
[0027] In this embodiment, the normal advantageous state is named "XX Rush" and the special advantageous state is named "Super XX Rush". In other words, the presence or absence of "Super" allows the player to distinguish which advantageous state the player has transitioned to. At the beginning of each advantageous state (including the ending of a big win game), the player is shown which advantageous state the player will transition to. In addition, in each advantageous state, the name indicating the game state is continuously displayed.
[0028] These specifications are merely an example. Except for those that cannot be achieved without these specifications, the effects and so on described below can be executed even with different specifications.
[0029] 3) Target area As described above, when a special advantageous jackpot is won (the condition is that the game ball enters the special area 60 during the special advantageous jackpot) (see FIG. 5(a)), the game moves to a special advantageous state in which the player is virtually guaranteed to win the lottery before moving to the basic state (see FIG. 5(b)). In the special advantageous state, the image displayed in the display area 911 is controlled as follows.
[0030] In the special advantageous state, a part of the display area 911 is designated as the target area 10 (see FIG. 5(c)). Specifically, a partition image 12 is displayed in the display area 911, and the inside of the partition image 12 is designated as the target area 10. In this embodiment, the partition image 12 is displayed in a substantially rectangular shape. Therefore, the target area 10, which is the area inside it, is also substantially rectangular. Below, the area in the display area 911 other than the target area 10 is referred to as the non-target area 11. In this embodiment, the size of the target area 10 is less than 1 / 2 the size of the entire display area 911. In other words, the non-target area 11 is larger than the target area 10, and the target area 10 looks like a "small monitor" provided in the display area 911.
[0031] In the special advantageous state, a performance during variation is executed within the target area 10 (see FIG. 5(c)). That is, three decorative pattern groups 80g are displayed in a variable manner within the target area 10, and a combination of decorative patterns 80 selected from each decorative pattern group 80g according to the winning / losing lottery result is displayed stationary. The special advantageous state is a state until the 1 / 49 high probability lottery is won, and all variations are executed within the target area 10.
[0032] In this embodiment, the reserved symbol 70 is also displayed in the target area 10 (see FIG. 5(c)). Therefore, the progress of the change can be understood only from the image displayed in the target area 10 (the image displayed in the non-target area 11 does not indicate the progress of the change).
[0033] On the other hand, in the special advantageous state, a vested profit image 15 representing the vested profit is displayed in the non-target area 11 (see FIG. 5(c)). The vested profit includes at least the profit obtained in the jackpot game (the most recent jackpot game) immediately before the transition to the special advantageous state. The transition to the special advantageous state means that the most recent jackpot is a 10R special advantageous jackpot, so the vested profit includes at least the profit obtained in the 10R special advantageous jackpot. The vested profit is a profit obtained by one or more jackpot games obtained after a predetermined condition is established. The predetermined condition can be set from various viewpoints. In this embodiment, the profit obtained by one or more jackpots obtained in an advantageous state without transitioning to the basic state (profit obtained by so-called consecutive wins) is regarded as the vested profit. The jackpot won in the basic state that triggered the transition to the advantageous state (the so-called first win. In this embodiment, a normal advantageous jackpot won in the basic state.) may be included in the vested profit. In this way, an image representing the profit obtained by the "consecutive wins" up to now is displayed in the non-target area 11.
[0034] In this embodiment, the total number of winning balls paid out in a big win game is displayed as "profit" (acquired profit). The number of winning balls may or may not include so-called over winnings. Also, the net increase in the number of winning balls may be displayed as profit, instead of the number of winning balls.
[0035] In this embodiment, the number of jackpots acquired after the establishment of a predetermined condition is also displayed as a "profit" (acquired profit) (in this embodiment, the number of jackpots is displayed as "bonus x 0" (where 0 is the number of jackpots) (see FIG. 5(c)). The number of jackpots is the so-called number of consecutive jackpots. The number of jackpots may include the so-called first jackpot. If the first jackpot is included in the "total number of prize balls", the first jackpot should also be included in the "number of jackpots acquired". On the other hand, if the first jackpot is not included in the "total number of prize balls", the first jackpot should not be included in the "number of jackpots acquired" (the "total number of prize balls" and the "number of jackpots acquired" should be linked). If the first jackpot is included, the transition to a special advantageous state means that at least two consecutive jackpots have been acquired (at least the first normal advantageous jackpot and the special advantageous jackpot have been won), so the number of jackpots displayed in the non-target area 11 is two or more.
[0036] The game (variation) in the special advantageous state proceeds with such a configuration of the target area 10 and the non-target area 11. Then, the big win game starts when the high probability lottery (1 / 49) is won (see FIG. 5(d)). In this embodiment, the target area 10 is provided (the section image 12 is displayed) even during at least a part of the big win game that is won in the special advantageous state. That is, the state in which the target area 10 is provided is maintained from the special advantageous state to the big win game (see FIG. 5(e)).
[0037] A name image 16 showing the name of the big win game (bonus) (which can also be said to be an image showing the start of the winning game) is displayed in the target area 10 (see FIG. 5(e)). Since the fact that the lottery has been won is notified in the target area 10, the name image 16 showing the name of the bonus obtained by the winning is displayed in the target area 10 as it is, making it easy to understand the flow of the game.
[0038] As described above, in a jackpot (advantageous jackpot) game won in the special advantageous state, the player is prompted to enter the special area 60. In this embodiment, an image (instruction image 17) indicating that the special area 60 should be targeted is displayed in the target area 10 (see FIG. 5(e)). When the game ball enters the special area 60, an image (entry completion image 18) informing the player is displayed in the target area 10 (see FIG. 5(f)). Since the special area 60 is an area called "V (area)", an entry completion image 18 including the letter "V" is displayed in the target area 10. After a predetermined time has elapsed since the entry completion image 18 was displayed, the partition image 12 may be erased, and the target area 10 may be eliminated. In this embodiment, the target area 10 is eliminated from the unit game (round) following the unit game in which the game ball entered the special area 60 (see FIG. 5(g)).
[0039] In this way, since the special special advantageous state is a state in which the next win (the win before the transition to the basic state) is virtually guaranteed, the during-variation performance is not something that the player should pay much attention to (it is simply a "bridge" until the next win), so the during-variation performance is executed in the target area 10, which is part of the display area 911, and is made to be less conspicuous (less conspicuous than being displayed in the entire display area 911) (see FIG. 5(c)). By making the during-variation performance in such an inconspicuous manner, the player assumes that the situation is one in which the during-variation performance should not be given much attention, making it easier to understand that the special advantageous state is a state in which the next win is guaranteed.
[0040] In addition, since the normal advantageous state is not a state in which the next win (the win before the transition to the basic state) is guaranteed, the player pays attention to the performance during the change. Therefore, the target area 10 is not provided, and the performance during the change is executed in the entire display area 911 (the change of the decorative pattern 80 is displayed using the entire display area 911). In the basic state, the performance during the change is also executed in the entire display area 911.
[0041] In this embodiment, in the special advantageous state, an already-gained profit image 15 (including at least the profit obtained in the game of the jackpot (special advantageous jackpot) immediately before the transition to the special advantageous state) is displayed in the non-target area 11 (see FIG. 5(c)). Since the acquisition of the next jackpot (the jackpot acquired before the transition to the basic state) is virtually guaranteed in the special advantageous state, the non-target area 11 is made to display, so to speak, the "progress" of the profit.
[0042] In addition, during a jackpot game (advantageous jackpot) acquired in a special advantageous state, a target area 10 is provided, and an entry completion image 18 (an image notifying that the gaming ball has entered the special area 60) is displayed in the target area 10 (see FIG. 5(f)). Since the entry completion image 18 is displayed in the target area 10 separated from other areas, the entry of the gaming ball into the special area 60 is emphasized and easy to understand.
[0043] The following describes specific examples in which the matters related to the target area 10 are improved, embodied, modified, etc., in the above manner. Note that, to the extent possible, a configuration may be formed in which a plurality of techniques described using the following specific examples are combined and applied.
[0044] 〇Specific example 1-1 Although the gaming machine 1 according to the above embodiment is described as a so-called V-type variable machine, the technical matters described in the above embodiment can also be applied to a configuration in which a jackpot can be won via a small jackpot (a configuration with so-called two types of playability). The two types of playability themselves are publicly known, so they will be briefly described. It is assumed that a small jackpot is set as the winning mode of the winning / losing lottery. When a small jackpot is won, a small jackpot game is executed. In the small jackpot game, the V area is opened. When a game ball enters the V area in the small jackpot game, a jackpot game is executed. In other words, a jackpot can be won on the condition that a game ball enters the V area in the small jackpot game. In the jackpot game won via a small jackpot, the unit game of the first round (the first unit game) corresponds to a small jackpot game. For example, in a 10-round jackpot won in a small jackpot game, the first round is a small jackpot game, and on the condition that a game ball enters the V area in the first round, rounds 2 to 10 are executed after the first round. In addition, when a small jackpot is won, which is assumed to lead to a big jackpot, the V area is opened for a comparatively long time, and if the game ball is continuously shot aiming at the V area, the game ball will almost certainly enter the V area.
[0045] On the premise that the game has two kinds of playability, the V area that opens when a small win is won is treated as the special area 60 described in the above embodiment. For example, the advantageous state has a jackpot probability of about 1 / 319 and a small win probability of about 1 / 19, and a special advantageous state with a continuation count of 1000 times is set as one of the advantageous states. Since the small win probability is higher than the jackpot probability, the special advantageous state can be said to be a game state in which the player plays with the aim of winning a small win (with the aim of winning a jackpot via a small win). However, since it is virtually impossible to lose 1000 times in a row without winning a small win of about 1 / 19, it can be said that a transition to the special advantageous state virtually guarantees the player's next jackpot. As in the above embodiment, in the special advantageous state, a performance during a change is executed in the target area 10. Also, a pre-acquired profit image 15 is displayed in the non-target area 11.
[0046] Also, as described above, when a small win is won in a special advantageous state, the game ball enters the V area (special area 60) in the small win game, and an entry completion image 18 indicating that the game ball has entered the V area may be displayed in the target area 10. In other words, the target area 10 may be provided in the small win game as well, and the entry completion image 18 may be displayed in the target area 10.
[0047] 〇Specific example 1-2 In the above embodiment, it has been described that the reserved symbol 70 is displayed in the target area 10 in the special advantageous state, but the reserved symbol 70 may not be displayed in the target area 10. The reserved symbol 70 may be displayed in the non-target area 11 (see FIG. 6(a)), or the reserved symbol 70 may not be displayed in either the target area 10 or the non-target area 11 (however, the image showing the reserved number displayed small in the corner of the display area 911 is not the reserved symbol 70) (see FIG. 6(b)).
[0048] Since the special advantageous state is a state in which the next winning (the winning before the transition to the basic state) is guaranteed, it is considered that the player does not care about the number of reserved balls, etc. Therefore, the reserved pattern 70 may not be displayed in the target area 10.
[0049] 〇Specific example 1-3 In the above embodiment, it has been explained that the notification of winning the winning / losing lottery in an advantageous state is made in the target area 10 (see FIG. 5(d)), but when the notification of winning the winning / losing lottery is made, the target area 10 may be eliminated. Specifically, it is as follows.
[0050] At the start of or during the winning variation in the special advantageous state, the section image 12 is erased (see FIG. 7(c)), and the target area 10 does not exist. Then, the winning combination of the decorative patterns 80 indicating that the winning / losing lottery has been won is displayed in the entire display area 911 (see FIG. 7(d)). On the other hand, in the special advantageous state, the target area 10 is maintained in a state in which it is provided while the losing variation is being executed (see FIG. 7(a)), and the losing combination is displayed in the target area 10 (see FIG. 7(b)). In this way, even if the next winning (the winning before the transition to the basic state) is practically guaranteed, winning the winning / losing lottery is a happy event for the player, so it is possible to make the announcement of the winning conspicuous by not making it in the target area 10 (announcement of a losing that the player will not pay attention to because the next winning is practically guaranteed is made in the target area 10 so as not to be conspicuous).
[0051] 〇Specific example 1-4 In the above embodiment, it has been described that the instruction image 17, which indicates that the special area 60 should be targeted, is displayed in the target area 10, but it may be configured so that it is not displayed in the target area 10. For example, it is conceivable to configure so that the instruction image 17 is displayed in the non-target area 11 (see FIG. 8(a)). It is also conceivable to configure so that in a situation where the special area 60 should be targeted, the target area 10 is eliminated (the partition image 12 is erased) and the instruction image 17 is displayed in the display area 911 (see FIG. 8(b)).
[0052] Since not allowing the game ball to enter the special area 60 is a big loss for the player, the instruction image 17 is not displayed in the target area 10 which is a part of the display area 911, so that the player is informed that the game ball should be allowed to enter the special area 60.
[0053] 〇Specific example 1-5 The configuration of the target area 10 (including the configuration of the section image 12) suggests the probability that an event advantageous to the player will occur. There are various methods for setting the difference in the configuration of the target area 10. For example, the shape of the target area 10 (the shape of the section image 12), the color or thickness of the section image 12, the image (background) in the target area 10, the position of the target area 10, etc. are considered to be different (FIG. 9 shows an example in which the size of the target area 10 is different). In addition, various events are considered to be set as events advantageous to the player. For example, in a case where there are multiple types of jackpots that can be obtained in a special advantageous state, it is considered that the most advantageous (highest value) jackpot among the multiple types of jackpots is awarded as an event advantageous to the player. If the configuration is such that a normal advantageous jackpot and a special advantageous jackpot can be obtained in a special advantageous state as in the above embodiment, it is considered that the acquisition of a special advantageous jackpot is an event advantageous to the player.
[0054] In the special advantageous state, the target area 10 may be in the first state (see FIG. 9(a)) or in the second state (see FIG. 9(b)) due to a winning variation, and the probability that an event advantageous to the player will occur is higher when the target area 10 is in the second state than when it is in the first state. The setting may be such that when it is in the second state, the occurrence of an event advantageous to the player is confirmed.
[0055] Also, in the case of this example, the first mode may be the "default" mode (normal state), and the second mode may be a special mode. For example, in a losing fluctuation in a special advantageous state, the target area 10 is in the first mode (it never becomes the second mode), and in a winning fluctuation, it may be in the first mode or it may become the second mode. In this way, the occurrence of a change from the first mode (normal state) to the second mode is an indication that the probability of an advantageous event occurring has increased (the change to the second mode is the so-called "chance up").
[0056] 〇Specific example 1-6 As described above, in the special advantageous state, the vested profit image 15 is displayed in the non-target area 11. The profit represented by the vested profit image 15 includes the profit obtained in the special advantageous state. For example, the prize balls obtained by the game ball entering the general winning area 92 (an area in which a predetermined number of prize balls can be obtained but which does not trigger a winning / losing lottery; see FIG. 1) that can be entered by the game ball's launch mode (right-handed in this embodiment) in accordance with the special advantageous state are added to the profit (see FIG. 10). Note that the prize balls obtained by the game ball entering other winning areas (for example, the starting area 904) may be added to the profit.
[0057] Since the vested profit image 15 is displayed in the relatively large non-target area 11 (larger than the target area 10) in the special advantageous state, it is preferable to make the profit obtained in the special advantageous state (profit obtained in the "intermediate state" until the next big win, which is virtually guaranteed to be obtained) also reflected in the vested profit image 15. In this way, it is possible to clearly show the player that a profit is being obtained even in the "intermediate state" until the next big win is obtained.
[0058] 〇Specific example 1-7 When a special jackpot is acquired, it is virtually guaranteed that the player will receive the benefit of at least two jackpots (the special jackpot (the first jackpot) and the next jackpot acquired after the special advantageous state). Based on this, it is possible to make a combination of at least two jackpots appear as if they were "one jackpot". For example, when a special jackpot is acquired, a display including a numerical value showing the number of prize balls (number of prize balls not considering over-winning) obtained from the first jackpot and the second jackpot is made. If the basic number of prize balls (number of prize balls not considering over-winning) obtained in one unit game (one round) is 150 (10 counts x 15 prize balls) and both the first jackpot and the second jackpot are 10-round jackpots, the minimum number of prize balls obtained from the first jackpot and the second jackpot is 3000, so a display including the character "3000" is made as if a bonus has been granted (see FIG. 11 (especially FIG. 11(c))). By doing this, strictly speaking, two jackpots (two 10-round jackpots) will appear to the player as if they were one jackpot.
[0059] In such a configuration, it is effective to perform the effect during the change in the special advantageous state as in the above embodiment. In other words, since the two big wins are to be made to look like one big win, it is preferable to make the change in the special advantageous state between the two big wins less noticeable. By performing the effect during the change in the target area 10 as in the above embodiment, it becomes less noticeable that the effect during the change is being performed between the two big wins.
[0060] 4) Numerical effects The gaming machine 1 according to this embodiment can execute the numerical value effects (see Figs. 12 and 13) described in detail below as effects constituting the during-variation effects. The numerical value effects are effects that can occur as effects constituting the during-variation effects in the basic state, but can also occur as effects constituting the during-variation effects in the advantageous state.
[0061] The numerical performance is a performance in which the player is prompted to operate the push button 65 (performance button), which is a type of operating means, during the operation valid period (the period during which the operation may be reflected in the performance) (the operating means for which the operation request is made may be any type, and the type of operating means for which the operation request is made may be configured to be changeable). In this embodiment, the player is prompted to repeatedly press the push button 65 (continuous operation) (see Fig. 12(b) and Fig. 13(b)). Note that this embodiment is provided with a known continuous pressing conversion function (a function that replaces a long press for a predetermined time with a single operation) that converts a long press (maintenance operation) of the push button 65 into continuous pressing, so that even if a long press operation is performed during the operation valid period, it is reflected in the performance. Note that, unless otherwise specified, the following explanation is for the case where the push button 65 is sufficiently operated during the operation valid period and the performance numerical value 20 increases with the intended probability.
[0062] The numerical performance is a performance that leads to a successful ending (see FIG. 12(d-1) and FIG. 13(d)) that is advantageous to the player, or a failure ending (see FIG. 12(d-2)) that is an ending when the successful ending is not reached. In this embodiment, the numerical performance occurs as a component of a variable performance (target variable performance (target fluctuation)) that corresponds to a certain winning / losing lottery result (target winning / losing lottery result), and leads to a successful ending if the target winning / losing lottery result is a jackpot, and leads to a failure ending if it is a miss. In other words, the numerical performance is a performance (a kind of reach performance) that notifies the winning / losing lottery result by its ending. Whether the numerical performance ultimately leads to a successful ending (normal successful ending, special successful ending) or a failure ending is internally predetermined based on the target winning / losing lottery result. Note that using the numerical performance as a reach performance is merely an example. It is a performance that suggests the probability of an event advantageous to the player occurring, and it is sufficient if the probability of the event occurring is higher in the case of a successful ending than in the case of a failure ending.
[0063] The numerical performance is a performance in which the performance value 20 (a natural number between 0 and 100 in this embodiment) may change due to the operation of the operating means during the effective operation period. Basically, the performance is a performance in which the player's goal is to make the performance value 20 reach a target value (see FIG. 12(d-1)), and this is considered to be a successful ending (hereinafter, a successful ending in which the performance value 20 reaches the target value may be referred to as a normal successful ending). That is, the basic configuration (normal pattern) of the performance is that the performance value 20 changes to approach the target value by repeatedly pressing the push button 65 during the effective operation period, and finally reaching the target value is a success, and not reaching the target value is a failure. In this embodiment, the target value is set to "100" (the maximum value of the performance value 20, so it does not change any more). In addition, the initial value of the performance value 20 (the value at the start of the performance) is set to "0". In this embodiment, the player is suggested in advance that "100" is the target value. For example, a display indicating that 100 is the goal (a display including a numerical target value), such as "Tap repeatedly to reach 100," is displayed to suggest to the player that the goal of the presentation is to reach "100" (see Figures 12(a) and 13(a)).
[0064] In this embodiment, a special pattern may occur as a pattern of numerical performance different from the above-mentioned normal pattern. The special pattern is a pattern in which the performance numerical value 20 stops at a special value (a value smaller than the target value) and does not change any more, resulting in a special successful ending. As described above, the basic configuration of numerical performance is that reaching the target value "100" is a success, and not reaching it is a failure. In contrast, a special ending is provided in which the change in the performance numerical value 20 stops at a special value (see FIG. 13(d)). In this embodiment, the special value is "77". Note that the special successful ending is an irregular ending, so the occurrence probability is low. In this embodiment, more than 95% of successful endings are normal successful endings, and the rest are special successful endings.
[0065] As described above, when a successful ending is reached, the performance value 20 reaches the target value or special value. A predetermined value before the target value or special value is reached is set as the pre-value. In this embodiment, the value just before the target value, "99" is set as the normal pre-value (see FIG. 12(c)), and the value just before the special value, "76" is set as the special pre-value (see FIG. 13(c)). Note that even when a failed ending is reached, the normal pre-value of "99" can still be reached.
[0066] In the state before the preset value (normal preset value "99" in the case of a normal pattern, special preset value "76" in the case of a special pattern) is reached (see Figures 12(b) and 13(b)), a progress lottery is executed in response to an operation of the operating means during the valid operation period. If the progress lottery is won, an increase value lottery is executed. In the increase value lottery, a value between "1" and "10" is determined. The value determined by the increase value lottery is added to the current performance value 20 and displayed. Note that the probability of winning the progress lottery may be set to 100%. Alternatively, a configuration may be adopted in which no increase value lottery is held and the performance value 20 increases by a certain fixed value when the progress lottery is won (for example, a configuration in which the performance value 20 is determined to increase by "1" at a time).
[0067] For a successful ending (normal successful ending, special successful ending), it is necessary that the final condition (described below) is met when the pre-value is reached. Therefore, if the final condition is not met, the target value or special value will not be reached immediately from a value smaller than the pre-value. For example, if a normal successful ending is determined internally, and the performance value 20 is "96" and the increment value lottery is "4" or more, it will be stopped at the normal pre-value of "99". Similarly, if a special successful ending is determined internally, and the performance value 20 is "74" and the increment value lottery is "3" or more, it will be stopped at the special pre-value of "76".
[0068] The winning probability of the progress lottery and the expected value of the increase shown as a result of the increase lottery may be configured to change for each performance. Also, the winning probability of the progress lottery and the expected value of the increase shown as a result of the increase lottery may be configured to differ depending on the outcome of the performance. For example, the winning probability of the progress lottery may be higher in the case of a successful outcome than in the case of a failed outcome, and the performance value 20 may be more likely to increase.
[0069] In the case of a normal pattern (normal successful ending or failure ending), the performance value increases by 20 each time the progress lottery is won (see FIG. 12(b)), and can reach the normal pre-value of "99" (see FIG. 12(c)). If it is internally determined that the game will end in a normal successful ending, a change from the normal pre-value of "99" to the target value of "100" can occur (see FIG. 12(d-1)), but if it is internally determined that the game will end in a failure, the normal pre-value of "99" will not change to "100" (see FIG. 12(d-2)).
[0070] Even if it is internally determined that the ending will be a normal success, the target value of "100" will not be reached unless a predetermined final condition is met after the normal pre-value of "99" is reached (the normal pre-value is maintained) (see FIG. 12(c)). In other words, unless the final condition is met, the performance value 20 will not reach the target value no matter how many times the push button 65 is operated. Note that such a final condition is not imposed until the normal pre-value is reached (the performance value 20 can change even if the final condition is not met before the normal pre-value is reached). In this embodiment, the final condition is met when the remaining operation valid period is equal to or less than a predetermined time. The predetermined time may be variable for each performance, but is preferably equal to or less than half the operation valid period. For example, when the operation valid period is 10 seconds, the predetermined time is set to 1 second. In this manner, unless the operation valid period is equal to or less than the predetermined time, the target value will not be reached even if the push button 65 is operated. In this embodiment, if it is internally determined that a normal successful ending will occur, the operation of push button 65 after the final condition is met triggers a change in performance value 20 to the target value (a change from FIG. 12(c) to (d-1) occurs). After the final condition is met, the operation of push button 65 triggers a predetermined lottery (with probability of winning ≠ 100%), and winning the lottery may change performance value 20 to the target value.
[0071] Because of this configuration, in the normal pattern presentation, the change in the presentation value 20 becomes slow at the normal pre-value, and the player may feel that the normal pre-value is a "resistance" (resistance value) that prevents the change. When it is determined internally that the ending will be a normal success, if the final condition is not met, even if the normal pre-value "99" is reached, the value will not change to the target value "100" no matter how many times the push button 65 is operated (the state of FIG. 12(c) is maintained), so the player feels that there is a "resistance" to the change at the normal pre-value. In other words, the player feels that the goal is prevented from being reached by "99" just before the goal "100". When it is determined internally that the ending will be a failure, the value will not change from "99" no matter how many times the push button 65 is operated, so this is a presentation that looks as if the player has failed because this is a "wall" that prevents the goal from being reached.
[0072] Even in the production of a special pattern (when it is internally determined that a special successful ending will be reached), after the special preliminary value "76" is reached (see FIG. 13(c)), the special value "77" (see FIG. 13(d)) will not be reached (the special preliminary value is maintained) unless a predetermined final condition is met. In other words, unless the final condition is met, the production value 20 will not reach the special value no matter how many times the push button 65 is operated. Note that such a final condition is not imposed until the special preliminary value is reached (the production value 20 can change even if the final condition is not met before the special preliminary value is reached). In this embodiment, the same final condition as in the case of a normal successful ending (the remaining effective operation period is a predetermined time or less) is set. In this way, unless the effective operation period is a predetermined time or less, the special value will not be reached even if the push button 65 is operated (the state of FIG. 13(c) is maintained). In this embodiment, if it has been internally determined that a special successful ending will occur, the operation of push button 65 after the final condition is met will trigger a change in performance value 20 to a special value (the change from FIG. 13(c) to (d) occurs). After the final condition is met, the operation of push button 65 will trigger a predetermined lottery (with probability of winning ≠ 100%), and winning the lottery may cause performance value 20 to change to a special value.
[0073] In this embodiment, the presentation mode in the case of a special successful ending (see FIG. 13(d)) is different from the presentation mode in the case of a normal successful ending (see FIG. 12(d)) (the presentation mode differs in parts other than the presentation value 20 and the decorative pattern 80). Reaching the target value is a normal successful ending, and reaching a special value is an irregular successful ending, so this is reflected in the presentation.
[0074] Because of this configuration, in the production of a special pattern (when it is internally determined that a special successful ending will be reached), the change in the production value 20 becomes slower due to the special preliminary value, and the player may feel that the special preliminary value is a "resistance" (resistance value) that prevents the change. Even if the special preliminary value "76" is reached, if the final condition is not established, the value will not change to the target value "77" no matter how many times the push button 65 is operated (the state of FIG. 13(c) is maintained), so the player feels that the special preliminary value is causing "resistance" to the change. As described above, the player is suggested in advance that the target (goal) is "100" (see FIG. 12(a) and FIG. 13(a)), but the player may feel that the increase in the value is prevented by "76" that is much earlier than that. In other words, depending on the player, the special preliminary value being set as "resistance" may cause the player to feel that the current production is of some special type.
[0075] In this embodiment, there is no failure ending in the special pattern. In other words, if the special pattern is played in a manner in which "76" is a resistance, the special pattern will result in a success ending (special success ending).
[0076] The above-mentioned numerical performance examples are only for cases where the push button 65 is operated sufficiently during the operation valid period and the performance value 20 increases with the expected probability. There are cases where the operation valid period ends without the performance value 20 reaching the preset value due to reasons such as insufficient operation of the push button 65 during the operation valid period or the probability of winning the progression lottery being accidentally lowered. In addition, when it is internally determined that a successful ending will be reached, there are cases where the performance value 20 does not reach the target value or special value and the operation valid period ends as a result of not operating the push button 65 after the establishment of the final condition even if the preset value is reached. In this embodiment, when it is internally determined that a normal successful ending will be reached, if the performance value 20 does not reach the target value at the end of the operation valid period, the end of the operation valid period is used as a trigger to forcibly change the performance value 20 to the target value, and the player is informed that the performance has been successful. Furthermore, in the case where it has been internally determined that a special successful ending will occur, if the performance value 20 has not reached the special value at the end of the effective operation period, the performance value 20 is forcibly changed to the special value at the end of the effective operation period, and the fact that the performance has been successful is indicated to the player.
[0077] The numerical presentation in this embodiment described above is basically structured so that if the presentation value 20 reaches the target value, it is a success, and if it does not reach the target value, it is a failure.However, what makes it interesting is that it provides a special success (an unexpected special successful ending) in which the presentation value 20 stops at a special value.
[0078] In addition, in this embodiment, when a special successful ending is reached, the special value is not reached unless the final condition is met after the special preliminary value is reached, so it may feel as if the special preliminary value is a "resistance" (resistance value) that prevents the special value from being reached. By doing this, it becomes a performance form in which the fact that a special successful ending will be reached (performance value 20 stops at "77") is suggested in advance (suggested by "76" being a resistance).
[0079] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned numerical performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0080] 〇Specific example 2-1 As explained above, the numerical presentation in the above embodiment is basically structured so that if the presentation value 20 reaches the target value, it is a success, and if it does not reach the target value, it is a failure. However, it may also be a presentation form in which there is a possibility of success even if the target value is not reached.
[0081] For example, after the final performance value 20 is shown (see FIG. 14(b)), a branch occurs (a branch performance is executed) (see FIG. 14(c)) before it is clear whether the result will be a success (see FIG. 14(d-1)) or a failure (see FIG. 14(d-2)). The final performance value 20 indicates the probability of success. As shown in the dotted frame on the right side of FIG. 14(c), success is confirmed when the performance value 20 reaches the target value (maximum value) or stops at a special value. In addition, even if the performance value 20, which increases by successive taps, does not reach the target value or stop at a special value, there is a possibility of success, and the probability of success is higher as the performance value 20 is larger. Even in such a performance form, since the basic configuration is to aim for the performance value 20 to reach the target value (maximum value) (normal pattern), stopping the performance value 20 at a special value (special pattern) is a performance form with an element of surprise.
[0082] 〇Specific example 2-2 In the above embodiment, it has been explained that the final condition is satisfied when the remaining operation effective period is equal to or less than a predetermined time, but it is conceivable to set other conditions as the final condition. For example, the final condition is satisfied when the lottery (final lottery) is won when the performance value 20 reaches a preliminary value (normal preliminary value, special preliminary value) and the push button 65 (operation means) is operated, and if it is internally determined that the ending will be successful, the winning of the final lottery triggers a transition to a successful ending (normal successful ending, special successful ending). In other words, unless the final lottery is won, the transition to a successful ending will not occur. The final lottery is made more difficult to win than the progress lottery (the final lottery is not executed until the performance value 20 reaches the preliminary value). In this way, the stage where the preliminary value is reached is felt as if it is "resistance".
[0083] 〇Specific example 2-3 The final conditions are different between the normal successful ending and the special successful ending. For example, in the case of a normal successful ending, the final condition is met when the performance value 20 reaches the normal preliminary value and the player wins the normal final lottery, which is triggered by the operation of the push button 65, and the player transitions to the normal successful ending by winning the normal final lottery (the performance value 20 becomes the target value) (see FIG. 15(a)). On the other hand, in the case of a special successful ending, the final condition is met when the performance value 20 reaches the special preliminary value and the player wins the special final lottery (which has a different winning probability from the normal final lottery), which is triggered by the operation of the push button 65, and the player transitions to the special successful ending by winning the special final lottery (the performance value 20 becomes the special value) (see FIG. 15(b)).
[0084] In this way, the ease of transitioning to a successful ending after the performance value 20 reaches the preset value differs between the normal successful ending and the special successful ending. For example, if the special final lottery is set to have a lower probability of winning than the normal final lottery, it is possible to set a performance in which transitioning to the ending is more difficult in the case of a special successful ending than in the case of a normal successful ending (it is more difficult to reach a special pattern).
[0085] 〇Specific example 2-4 In the case of a normal successful ending, the final condition may not be set. In other words, in the case of a special successful ending, after the pre-value (special pre-value) is reached, there is no transition to the special value unless the final condition is met, but in the case of a normal successful ending, after the pre-value (normal pre-value) is reached, there is a transition to the target value even if the final condition is not met (as long as the player wins the progression lottery). Since the target value of the numerical performance is suggested to the player in advance, there is no need to provide a "resistance" stage before the target value is reached, and the configuration may be such that the transition to the target value occurs even if the final condition is not met.
[0086] 〇Specific example 2-5 In the above embodiment, it has been explained that the numerical performance that becomes a special pattern leads to a successful ending (special successful ending), but even if it becomes a special pattern, it may be configured to have a failed ending (see Fig. 16). In other words, after the performance numerical value 20 reaches the preliminary special value (for example, "76" in the above embodiment), no matter how many times the push button 65 is operated, the performance numerical value 20 does not change any more, and it may end in failure (it may proceed as shown in Fig. 16(a)→(b-2)).
[0087] Even in this case, it is preferable to set the special pattern to have a higher probability of reaching a successful conclusion than the normal pattern. In other words, the setting is made such that the probability of reaching a successful conclusion is higher when the final condition is imposed at the special preliminary value (in the above embodiment, "76") (resulting in a situation like that of FIG. 16(a)) than when the final condition is imposed at the normal preliminary value (in the above embodiment, "99") (resulting in a situation like that of FIG. 12(c)). In other words, it is preferable to set a performance form that is more likely to lead to a successful conclusion when a special case occurs in which a point that is not immediately before the target value (in the above embodiment, "100") becomes "resistance."
[0088] 〇Specific example 2-6 In the above embodiment, in the case where it is internally determined that a successful ending will be reached, if the performance value 20 does not reach the target value or special value at the end of the operation valid period, the performance value 20 is forcibly changed to the target value or special value at the end of the operation valid period, that is, the transition to the normal successful ending or special successful ending is forcibly made, but the transition to the special successful ending is not assumed to occur as a forced transition. In other words, in the case where it is internally determined that a successful ending will be reached, if the operation of the operating means (push button 65) during the operation valid period is insufficient and the time is up (see FIG. 17(a)), the transition to the successful ending is forcibly made, but the successful ending is assumed to be the normal successful ending (the performance value 20 is forcibly made to reach the target value) (see FIG. 17(b)), and is not assumed to be the special successful ending (the performance value 20 is forcibly made to reach the special value).
[0089] By doing this, the special successful ending (performance value 20 becoming a special value) will not occur unless triggered by operation of push button 65 during the valid operation period (it will not occur when the time is up), so that players will have fewer opportunities to come into contact with it, thereby increasing its value.
[0090] 〇Specific example 2-7 The expected value of the profit that the player can enjoy is set to be higher in the case of a special successful ending than in the case of a normal successful ending. As in the above embodiment, when the target winning / losing lottery result is a jackpot, the expected value of the profit that the player can obtain is higher in the case of a jackpot notified by a special successful ending than in the case of a jackpot notified by a normal successful ending. For example, it is possible to configure the special successful ending to be more likely to be a normal advantageous jackpot rather than a basic jackpot (the probability of winning the jackpot that is more advantageous to the player out of the two types of jackpots is higher) than in the case of a normal successful ending. Also, different from this, it is possible to configure the special successful ending to be more likely to have a jackpot round number (the expected value of the number of rounds is higher) than in the case of a normal successful ending.
[0091] 5) Specific production The gaming machine 1 according to this embodiment is capable of executing a specific effect (see Figs. 18 and 19) which will be described in detail below as an effect constituting a variable effect. The specific effect is an effect that can occur as an effect constituting a variable effect in a basic state, but can also occur as an effect constituting a variable effect in an advantageous state.
[0092] The specific performance is a performance that leads to an advantageous ending (see FIG. 18(d)) that is advantageous to the player, or an unfavorable ending (see FIG. 19(d)) that is an ending when the advantageous ending is not reached. The advantageous ending also includes a mode in which an unfavorable ending appears to have been reached once, but is then reversed. In this embodiment, the specific performance occurs as a component of a variable-period performance (target variable-period performance (target variation)) that corresponds to a certain winning / losing lottery result (target winning / losing lottery result), and leads to an advantageous ending if the target winning / losing lottery result is a jackpot, and leads to an unfavorable ending if the target winning / losing lottery result is a miss. In other words, the specific performance is a performance (a type of reach performance) that notifies the winning / losing lottery result by its ending. Whether the specific performance ultimately leads to an advantageous ending or an unfavorable ending is internally predetermined based on the target winning / losing lottery result. The use of the specific performance as a reach performance is merely an example. This is a presentation that suggests the probability of an event occurring that is favorable to the player, and it is sufficient if the probability of that event occurring is higher in the case of a favorable outcome than in the case of an unfavorable outcome.
[0093] The period during which the specific performance is performed includes a first period and a second period following the first period. In some cases, a third period is provided after the second period. The first period is a period during which a specific event may occur, and is a period during which a player can find out that the specific event has occurred. The occurrence of a specific event is not something that anyone can easily find out. In other words, the specific event is of a type that makes it difficult for a player to find out that it has occurred. Even if a specific event occurs, the occurrence of the specific event is not notified to the player during the first period.
[0094] The specific presentation in this embodiment is a so-called "spot the difference" presentation. The first period is a period during which the player must find out whether or not an "error" (difference) has occurred. In the first period, two images (hereinafter referred to as image A 31 and image B 32) that are the subject of the "spot the difference" are displayed. In this embodiment, image A 31 is displayed on the left side of the display area 911, and image B 32 is displayed on the right side (see Figures 18(a) and 19(a)).
[0095] The occurrence of an "error" (difference) between the A image 31 and the B image 32 is regarded as the occurrence of a specific event. The absence of an "error" (difference) between the A image 31 and the B image 32 is regarded as the non-occurrence of a specific event. In the following description, the former may be referred to as "error present" and the latter as "no error present". Even if there is an "error present", the A image 31 and the B image 32 completely match except for the "error" (difference) (obviously, if there is no "error", the A image 31 and the B image 32 completely match). There are multiple locations (candidate locations for "error") that may occur as an "error" (difference). That is, even if there is an "error present", the location of the "error" (difference) may change with each production. In order to prevent the "error" (difference) from being easily found even when exposed to a certain degree of specific production, it is preferable that there are 10 or more candidate locations. In this embodiment, the A image 31 does not change with each production and is in a constant form. The appearance of the B image 32 can be changed for each production (the appearance of the B image 32 can be changed for each production depending on whether or not there is an "error" and the location of the error).
[0096] If the specific performance results in a favorable ending, one "mistake" (difference) is provided in image A 31 and image B 32 displayed in the first period (see FIG. 18(a) (see FIG. 18(e) for the location of the mistake)). That is, one location is selected from multiple candidates, and image A 31 and image B 32 with that location marked as an "error" are displayed. If the specific performance results in an unfavorable ending, image A 31 and image B 32 displayed in the first period will be exactly the same (see FIG. 19(a)), and no "mistake" (difference) will be provided.
[0097] In the first period (beginning of the performance), a display is made to inform the player that the performance is a "spot the difference" performance. For example, a display including the words "Find the difference" is made (see Fig. 18(a) and Fig. 19(a)). In addition, in this embodiment, if there is an "error" (difference), the result is advantageous (the target winning / losing lottery result is a jackpot), so a display is made to indicate that the occurrence of an "error" (difference) is an advantageous event for the player. For example, a display including the words "If there is an error, it's a jackpot" is made (see Fig. 18(a) and Fig. 19(a)). After this, a period of a predetermined length (10 seconds in this embodiment) is provided as part of the first period for finding the mistake, and a countdown display is made to indicate that the end of the period is approaching as actual time passes (see Fig. 18(b) and Fig. 19(b)). The first period ends when this period ends.
[0098] After the first period, the game moves to the second period. The second period is a period in which the outcome is revealed. If the outcome is determined according to the result of the target winning / losing lottery as in this embodiment, it can also be said to be a period in which the result of the target winning / losing lottery is notified. In this embodiment, an effect is executed in which the player is prompted to operate the operation means (operation of the push button 65) (see FIG. 18(c) and FIG. 19(c)). The operation of the push button 65 (single operation) during the operation valid period is used as a trigger to determine whether the outcome is favorable or unfavorable. If the outcome is favorable, an effect for the favorable outcome is executed (see FIG. 18(d)), and if the outcome is unfavorable, an effect for the unfavorable outcome is executed (see FIG. 19(d)). If the push button 65 is not operated during the operation valid period, the outcome is determined upon the end of the operation valid period. The operation of the operation means does not have to be used as a trigger to determine the outcome. Also, the operation of the operation means may be used as a trigger to determine the outcome, or the outcome may be determined without the operation of the operation means.
[0099] Reaching an advantageous ending in the second period (see Figure 18(d)) means that a "mistake" (difference) occurred in the first period (a specific event occurred). If a "mistake" (difference) occurred in the first period, the advantageous ending will be executed in the second period regardless of whether the player was able to discover it or not. On the other hand, reaching an unfavorable ending in the second period (see Figure 19(d)) means that a "mistake" (difference) did not occur in the second period (a specific event did not occur). If a "mistake" (difference) did not occur in the first period, the unfavorable ending will be executed in the second period regardless of whether the player was aware of it or not.
[0100] The specific presentation having such a configuration can be said to have the following characteristics. If the player discovers that a "mistake" (difference) has occurred (a specific event has occurred) in the first period, the player can know that a favorable ending will occur (the target winning / losing lottery result is a big win) before the favorable ending is executed in the second period. In other words, if the occurrence of a specific event that not everyone can discover is discovered in advance, the player can know that a favorable ending will be reached before the favorable ending is executed. On the other hand, if it is not known whether a "mistake" (difference) has occurred (a specific event has occurred) in the first period, there is a possibility that the "mistake" (difference) has occurred but has not been discovered, or there is a possibility that there was no "mistake" (difference). In other words, there is a possibility of either a favorable ending or an unfavorable ending (not being able to discover a "mistake" (difference) does not necessarily mean that an unfavorable ending will occur). Because of this configuration, if the occurrence of a specific event can be discovered in the first period, the player can know in advance that a favorable ending will be executed in the second period, and even if the occurrence of a specific event cannot be discovered in the first period, there is a possibility that a favorable ending will be executed in the second period.
[0101] If an "error" (difference) occurs in the first period (a specific event occurs), i.e., if an advantageous ending is achieved in the second period (see FIG. 18(d)), a third period is set after the second period. In the third period, an explanation of the specific event that occurred in the first period is given. In the case of a "spot the difference" game as in this embodiment, an answer is displayed (answer check) indicating which "error" (difference) occurred in the first period (see FIG. 18(e)). In this way, even a player who could not find the "error" (difference) in the first period can know what the "error" was in the third period. Since the occurrence of an "error" (difference) suggests whether an advantageous ending will be reached, the explanation of the specific event is given after it has been announced that an advantageous ending has been reached (after the second period).
[0102] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned specific 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.
[0103] 〇Specific example 3-1 In the above embodiment, the specific presentation is explained as being a "spot the difference" presentation executed in the first period, but it is not limited to a "spot the difference" presentation as long as the player finds out whether or not a certain event (specific event) has occurred (there may be cases where the player is unable to find the specific event even if it has occurred).
[0104] For example, the presentation may be such that there are some parts of the image that are "uncomfortable" (the "uncomfortable" may occur) (see FIG. 20) (the presentation of displaying such an image with "uncomfortable" is well known, so a detailed description is omitted. For example, a presentation may be such that a character that appears in the original work that is the motif of the gaming machine 1 is displayed, and the part of the character that is different from the original work is regarded as "uncomfortable"). Generally speaking, a normal image (default image) and a plurality of types of special images (the different part differs for each type of special image) that have one different part (point of difference) from the normal image are prepared as the images to be displayed, and the part of the special image that is different from the normal image is regarded as "uncomfortable". The occurrence of such "uncomfortable" is regarded as the occurrence of a specific event. If an image with "uncomfortable" is displayed in the first period (see FIG. 20(a)(b)), a favorable ending is executed in the second period (see FIG. 20(c)(d)). Although not shown, if an image with "uncomfortable" is not displayed in the first period, an unfavorable ending is executed in the second period. If a favorable outcome is achieved, in the third period, it is made clear which part of the displayed image was "unusual" (see FIG. 20(e)).
[0105] It is also possible to have a presentation in which a specific part of the displayed image gradually changes (see FIG. 21). In other words, the occurrence of such a change is considered to be the occurrence of a specific event. If the change occurs in the first period (see FIG. 21(a)(b)), a favorable ending is executed in the second period (see FIG. 21(c)(d)). Although not shown, if the change does not occur in the first period, an unfavorable ending is executed in the second period. If a favorable ending is achieved, the part of the displayed image that has changed is shown in the third period (see FIG. 21(e)).
[0106] 〇Specific example 3-2 In the above embodiment, it has been explained that if a specific event occurs in the first period (if there is a "mistake" (difference)), a favorable ending will be reached in the second period, and if a specific event does not occur (if there is no "mistake" (difference)), an unfavorable ending will be reached in the second period. However, the present invention is configured such that a favorable ending can be reached in the second period even if a specific event does not occur in the first period. In other words, if a specific event occurs in the first period, a favorable ending will be reached in the second period without fail. If a specific event does not occur in the first period, a favorable ending may be reached in the second period, but an unfavorable ending may also be reached (see FIG. 22).
[0107] By doing this, it is possible to reach a favorable outcome not only when it is not discovered that a specific event has occurred in the first period (that there is a "mistake" (difference)), but also when it is not discovered because the specific event has not occurred, even if it has not been discovered despite the specific event having occurred.
[0108] In this example, if the specific event does not occur in the first period, the probability of an unfavorable outcome in the second period should be higher than the probability of a favorable outcome. Even if a favorable outcome can be reached when the specific event does not occur, the probability is not that high (lower than the probability of an unfavorable outcome), so that the value of the specific event occurring in the first period is increased.
[0109] 〇Specific example 3-3 In the above embodiment, it has been described that a third period is set when a favorable outcome is achieved, and that a specific event that occurred in the first period is explained in the third period, but such a third period may not be set. In other words, even if a specific event occurs, no explanation of the specific event may be given (in the above embodiment, no display is given showing where the "mistake" (difference) was).
[0110] Once the specific event has been explained ("checked"), there is a risk that the interest of the specific presentation from the next time onwards will decrease (the presentation pattern will become clear), so it is possible not to provide the third period.
[0111] 〇Specific example 3-4 In the above embodiment, it has been explained that the third period is set when a favorable ending is obtained, and the third period is not set when an unfavorable ending is obtained, but the third period may be set even when an unfavorable ending is obtained. An unfavorable ending means that a specific event did not occur in the first period, and an explanation is provided that a specific event did not occur in the third period. In the above embodiment, a display is provided to indicate that there was no "mistake" (difference).
[0112] 〇Specific example 3-5 In the above embodiment, the specific performance is described as leading to a favorable ending if a specific event occurs in the first period, and leading to an unfavorable ending if the specific event does not occur, but the opposite may be set. In other words, the setting is such that a favorable ending occurs if a specific event does not occur in the first period, and an unfavorable ending occurs if a specific event occurs. In accordance with the above embodiment, the configuration is such that an unfavorable ending occurs if there is a "mistake" (difference), and a favorable ending occurs if there is no "mistake" (difference).
[0113] 〇Specific example 3-6 When a specific event occurs, a favorable outcome is achieved, but the expected value of the profit that the player can enjoy thereafter is set to be large depending on the type of the specific event that occurs (the aspect of the specific event). If a difference (mistake) between image A 31 and image B 32 is considered to be a specific event as in the above embodiment, the type of specific event is considered to be different if the difference is different.
[0114] In the case where the result of the target winning / losing lottery is a jackpot as in the above embodiment, the expected value of the profit the player can get from the jackpot is higher when a different type of specific event occurs (see FIG. 23(b)) than when a certain type of specific event occurs (see FIG. 23(a)). For example, it is possible to configure the game so that the probability of a normal advantageous jackpot rather than a basic jackpot is higher (the probability of winning the jackpot that is more advantageous to the player out of the two types of jackpots is higher) when a different type of specific event occurs than when a certain type of specific event occurs. Also, differently from this, it is possible to configure the game so that the number of rounds of the jackpot is more likely to be higher (the expected value of the number of rounds is higher) when a different type of specific event occurs than when a certain type of specific event occurs.
[0115] By doing so, a presentation form is created in which the player hopes that a specific event will occur in the first period, and if a specific event does occur, the player will also pay attention to the type (mode) of the event.
[0116] 〇Specific example 3-7 The specific event in the above embodiment is an event that occurs in an image and that the player can visually perceive as occurring, but the configuration may be such that an event other than such a visually perceivable event can occur as the specific event. For example, the specific event may be something that can be perceived by the player's hearing, such as a specific sound being output from the speaker 68 (see FIG. 1) or a change in the sound output from the speaker 68 (stopping of the sound). Also, the specific event may be something that can be perceived by the player's tactile sense, such as the occurrence of vibrations that can be felt by the player or the spurting out of air at a pressure that the player can feel.
[0117] 6) Image Presentation The gaming machine 1 according to this embodiment is capable of executing image effects, which will be described in detail below, as effects constituting the effect during fluctuation. The image effects are effects that can occur as effects constituting the effect during fluctuation in the basic state, but can also be effects that can occur as effects constituting the effect during fluctuation in the advantageous state.
[0118] The image presentation (see FIG. 24) is a presentation that leads to a favorable ending (see FIG. 24(b-1)) that is favorable to the player, or an unfavorable ending (see FIG. 24(b-2)) that is the outcome if the favorable ending is not reached. Note that the favorable ending also includes a situation in which an unfavorable ending appears to have been reached at first, but is then overturned. In this embodiment, the image presentation occurs as part of a variation during presentation (target variation during presentation (target variation)) that corresponds to a certain win / lose lottery result (target win / lose lottery result), and the probability (reliability) that the target win / lose lottery result will be a jackpot is higher when a favorable ending is reached than when an unfavorable ending is reached.
[0119] The image presentation is a presentation in which a presentation image 40 is displayed in the display area 911. The presentation image 40 includes a frame portion 41 and a main portion 42 (see FIG. 24). The frame portion 41 is an image having a "frame" (ring) shape. The shape (outer shape) of the frame may be any shape. In this embodiment, the "frame" is substantially hexagonal. It is sufficient if it roughly looks like a "frame," and some parts may be slightly interrupted. In the following description, the area inside the frame portion 41 is referred to as the inner area 41a. Strictly speaking, the inner area 41a is an area surrounded by the inner edge of the "frame" (the inner edge of the elongated part that constitutes the "frame").
[0120] The main part 42 represents some kind of target for presentation. In this embodiment, the main part 42 represents a predetermined character. At least a part of the main part 42 is displayed in the inner area 41a.
[0121] The state of the performance image 40 (the relationship between the frame portion 41 (inner region 41a) and the main portion 42) is roughly divided into a first state and a second state. The first state (see FIG. 24(a)(b-1)) is a state in which a part of the main portion 42 protrudes from the inner region 41a, and the part of the main portion 42 (the protruding part) appears to be located in front of the frame portion 41. The second state (see FIG. 24(b-2)) is a state in which the main portion 42 does not protrude from the inner region 41a, and the part of the main portion 42 appears to be located behind the frame portion 41. It can also be said that the second state is when a part of the main portion 42 is interrupted by the edge of the inner region 41a, and the first state is when there is no such interrupted part (the main portion protrudes without interruption).
[0122] The period during which the image presentation is carried out is divided into a preliminary period (see FIG. 24(a)) and a subsequent conclusion period (see FIG. 24(b-1)(b-2)). The preliminary period is the period before the conclusion is known. During the preliminary period, the presentation image 40 is in a first state. In this embodiment, during the preliminary period, the character represented by the main part 42 appears to be attempting something (for example, trying to jump over a river), which is represented in the first state (see FIG. 24(a)).
[0123] The conclusion period is a period in which the conclusion (advantageous conclusion / unfavorable conclusion) is revealed. If an advantageous conclusion is reached, the presentation image 40 is in the first state. As described above, in the preliminary period, the character represented by the main part 42 is shown making a challenge, and if an advantageous conclusion is reached, the first state shows the challenge as if it were successful (for example, jumping over a river) (see FIG. 24(b-1)). On the other hand, if an adverse conclusion is reached, the presentation image 40 is in the second state. As described above, in the preliminary period, the character represented by the main part 42 is shown making a challenge, and if an adverse conclusion is reached, the second state shows the challenge as if it were unsuccessful (for example, unable to jump over a river) (see FIG. 24(b-2)).
[0124] In this manner, the image presentation in this embodiment is in the first state in the preliminary period before the result is known, and if the result is favorable, the first state is maintained, but if the result is unfavorable, the image presentation is changed to the second state. In other words, the main part 42 that was protruding from the inner region 41a changes to a state within the inner region 41a, emphasizing that the player is in a disadvantageous situation (having failed), which is easy to understand.
[0125] 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.
[0126] 〇Specific example 4-1 In the image presentation in the above embodiment, the presentation image 40 is in the first state in the preliminary period, but the presentation image 40 may be in the second state in the preliminary period. That is, the presentation image 40 may be in the second state (see FIG. 25(a)) in the preliminary period, and may change to the first state (see FIG. 25(b-1)) in the case of a favorable ending, and may maintain the second state (see FIG. 25(b-2)) in the case of an unfavorable ending. In this way, in the case of a favorable ending, the main part 42 changes from being contained within the inner region 41a to being protruding, so that the favorable ending is emphasized (more than in the case of the above embodiment).
[0127] 〇Specific example 4-2 The state of the frame portion 41 before the outcome is known (i.e., in the preliminary period) is configured to suggest the probability of reaching a favorable outcome. The probability of reaching a favorable outcome is higher when the frame portion 41 is in a second state different from the first state than when it is in the first state. In this way, the frame portion 41 becomes a performance form that not only functions to create the first state / second state but also functions to suggest the probability of reaching a favorable outcome. Three or more frame portion 41 states (candidate states) with different probabilities of reaching a favorable outcome may be provided. The following are possible methods for setting the difference in the state of the frame portion 41.
[0128] As shown in Fig. 26(a), the thickness of the frame portion 41 is made different. For example, the frame portion 41 in the second state (see Fig. 26(a-2)) is set to be thicker than the frame portion 41 in the first state (see Fig. 26(a-1)). In this way, an interesting presentation is achieved in which the probability that the first state in which the main portion 42 protrudes will be maintained varies depending on the thickness of the frame portion 41.
[0129] As shown in Fig. 26(b), the overall shape of the frame portion 41 is made different. For example, the frame portion 41 in the first state is set to be substantially hexagonal (see Fig. 26(b-1)), and the frame portion 41 in the second state is set to be substantially rectangular (see Fig. 26(b-2)). This results in an interesting presentation in which the probability that the first state in which the main portion 42 protrudes will be maintained varies depending on the thickness of the frame portion 41. It can also be said that this presentation makes it easier to see the difference in the frame portion 41 (the difference between the first and second states) than the presentation shown in Fig. 26.
[0130] In addition, although not shown, it is also conceivable to change the color of the frame portion 41 (for example, black in the first embodiment and red in the second embodiment).
[0131] Specific example 4-3 As advantageous outcomes, a first advantageous outcome and a second advantageous outcome in a manner different from the first advantageous outcome may occur. The first advantageous outcome (see FIG. 27(a)) and the second advantageous outcome (see FIG. 27(b)) may have different degrees of protrusion of the main part 42. That is, the first advantageous outcome and the second advantageous outcome are provided with different distances between the edge of the inner region 41a and the part of the main part 42 farthest from the edge of the inner region 41a.
[0132] It is preferable to set the reliability of the target winning / losing lottery result to be higher when the first or second advantageous ending occurs than when the other occurs. In this way, when the advantageous ending occurs, an interesting presentation can be achieved in which the degree of protrusion of the main part 42 indicates the reliability.
[0133] 7) Specific hold change performance The gaming machine 1 according to this embodiment can execute a reserve change effect that suggests that the probability that the winning / losing lottery result corresponding to the reserved pattern 70 is a jackpot has increased by changing the state of the reserved pattern 70. A specific reserve change effect can occur as a type of this reserve change effect. In this embodiment, the specific reserve change effect can occur in a basic state, but it may also occur in an advantageous state. The specific reserve change effect will be described in detail below. In the following description, the target winning / losing lottery result refers to the winning / losing lottery result corresponding to the reserved pattern 70 (target reserved pattern T) that is the target of the specific reserve change effect.
[0134] The reserved pattern 70 is displayed at a position according to the "consumption order" which is the order in which the corresponding winning / losing lottery results are notified (see FIG. 28(a)). The display area 911 is provided with a consumption order position corresponding to each consumption order. If the changing reserved pattern 72 is displayed as in this embodiment, the changing reserved pattern 72 is the first in the consumption order. Also, the pre-change reserved pattern 71 is earlier in the consumption order as it is closer to the changing reserved pattern 72. In the following description, the patterns are referred to as the first consumption order position 751, the second consumption order position 752, the third consumption order position 753, the fourth consumption order position 754, and the fifth consumption order position 755 in order of earliest consumption order. An image provided in association with each consumption order position (for example, an image of a pedestal located under each consumption order position) may be displayed. If the changing reserved pattern 72 is not displayed, the position where the earliest consumption order of the pre-change reserved pattern 71 is displayed is the first consumption order position 751.
[0135] The reserved pattern 70 is divided into a normal mode 70n and a special mode 70s (see FIG. 28(b)). The normal mode 70n is the basic mode (default). The reserved pattern 70 has the highest probability of being in the normal mode 70n. A configuration in which two or more normal modes 70n are provided (for example, a configuration in which the normal mode 70n is different for each so-called stage) may be provided. The special mode 70s is a mode that suggests that the probability (reliability) that the target winning / losing lottery result is a jackpot is higher than that of the normal mode 70n. In this embodiment, a first special mode 701s that presents blue, a second special mode 702s that presents green, and a third special mode 703s that presents red are provided. The reliability is highest in the order of the first special mode 701s, the second special mode 702s, and the third special mode 703s. A special mode 70s that determines that the target winning / losing lottery result is a jackpot may be provided. In the drawings, the "color" of each special feature 70s is represented by letters. Two or more of each special feature 70s may be provided.
[0136] The specific reserved change performance is a performance in which the target reserved pattern T (reserved pattern 70 corresponding to the target winning / losing lottery result) changes its appearance at a specific digestion order position, which is one of multiple digestion order positions. Below, the specific reserved change performance will be explained using an example in which the first digestion order position 751 is set as the specific digestion order position (see Figure 29). The fact that the first digestion order position 751 is set as the specific digestion order position means that the target reserved pattern T changes its appearance when it becomes the changing reserved pattern 72 (when it becomes the so-called changing pending).
[0137] The specific reserved change performance starts before the target reserved pattern T is displayed in the specific digestion order position. In other words, it starts when the target reserved pattern T is displayed in a digestion order position that is later than the specific digestion order position. If the first digestion order position 751 is set as the specific digestion order position, the specific reserved change performance starts when the target reserved pattern T is displayed in the second digestion order position 752 to the fifth digestion order position 755. From another perspective, the specific reserved change performance is premised on the target reserved pattern T changing the digestion order position (performing a "movement" of the digestion order position), so it does not start when the target reserved pattern T is displayed in the first digestion order position 751 (the earliest digestion order position). Here, the specific reserved change performance that starts when the target reserved pattern T is displayed in the fourth digestion order position 754 will be described (see FIG. 29(a)).
[0138] When the specific reserved change performance starts, the specific image 50 is displayed (the display of the specific reserved change performance is the start of the specific reserved change performance). In other words, the specific image 50 is displayed before the target reserved pattern T is displayed at the specific digestion order position. In this embodiment, the specific image 50 representing a specific character is displayed as if it had entered from outside the display area 911 (the left end of the display area 911) (see FIG. 29(a)). The displayed specific image 50 is displaced so as to approach the specific digestion order position. In this embodiment, the digestion order position is located to the right as the digestion order of the earlier one is, and the specific image 50 is displaced to the right and does not displace to the left. In other words, if the direction in which the digestion order positions are arranged is the forward direction in which the digestion order is earlier and the opposite direction is the reverse direction, the specific image 50 is continuously displaced in the forward direction and does not displace in the reverse direction.
[0139] Although details will be described later, the specific image 50 continuously moves (does not stop) from when it is displayed until it reaches the final arrival position (see FIG. 29(d)). The final arrival position is in the vicinity of the specific digestive order position. Specifically, the final arrival position is a position among multiple digestive order positions that is closer to the specific digestive order position than any of the other digestive order positions.
[0140] The specific image 50 is displaced so as to reach the final arrival position at the specific time. The specific time is the time when the target reserved pattern T is displayed at the specific digestion order position. If the specific digestion order position is the first digestion order position 751, a certain time during the target change (the performance during the change for the winning / losing lottery result corresponding to the target reserved pattern T) is set as the specific time. Therefore, the speed of the displacement of the specific image 50 is set so that it reaches the final arrival position at the specific time. If the time required for one or more changes (previous changes) before the target reserved pattern T reaches the specific digestion order position is also taken into account (if the time required for the previous changes is "predicted"), the time until the specific time can be calculated, so the specific image 50 is displaced at a speed such that the specific image 50 reaches the final arrival position accordingly. Note that the speed does not have to be constant, but as described above, the specific image 50 is displaced continuously without stopping until it reaches the final arrival position. In other words, the specific image 50 is displaced continuously across two or more changes.
[0141] By doing this, the specific image 50 will continuously displace toward the final arrival position, while the target reserved pattern T will change (move up) its consumption order position along the way. In other words, both the specific image 50 and the target reserved pattern T have in common the fact that they displace in a direction approaching the specific consumption order position. On the other hand, the specific image 50 displaces without stopping, while the target reserved pattern T displaces temporarily each time the fluctuation ends. In other words, even while the target reserved pattern T is changing its consumption order position, the specific image 50 displaces in a direction approaching the specific consumption order position (towards the final arrival position) (see Figures 29(b)(c)).
[0142] When the specific image 50 reaches the final destination position, the target reserved pattern T is displayed at the specific digestion order position (see FIG. 29(d)). In this state, the specific image 50 acts on the target reserved pattern T, which causes the state of the target reserved pattern T to change. In this embodiment, the specific image 50 collides with the target reserved pattern T (see FIG. 29(e)), and as a result, the state of the target reserved pattern T changes (see FIG. 29(f)). The specific pattern acting on the target reserved pattern T includes not only a configuration in which the specific pattern itself directly acts on the target reserved pattern T as in this embodiment, but also a configuration in which it acts indirectly. For example, a performance mode in which a character represented by the specific image 50 throws some kind of object and it collides with the target reserved pattern T to change the state of the target reserved pattern T may be used.
[0143] The target reserved pattern T changes its state in a direction that increases the reliability (it does not change in a direction that decreases the reliability). In this embodiment, the target reserved pattern T in the specific reserved change performance is the normal state 70n before the change. In other words, it changes from the normal state 70n to one of the special states 70s (see FIG. 29(e)(f)). Note that the specific reserved change performance in this embodiment does not end without the state of the target reserved pattern T changing (ending in "failure"). In other words, when the specific image 50 is displayed, the state of the target reserved pattern T, which is one of the reserved patterns 70 displayed at that time, changes without fail. In this way, the occurrence of the reserved change is confirmed by the display of the specific image 50, resulting in an easy-to-understand performance form.
[0144] Also, in this embodiment, in the specific reserved change performance, before the specific image 50 acts on the target reserved pattern T, all reserved patterns 70 are in the normal state 70n (see Figures 29(a) to (d)). From another perspective, before the specific image 50 acts on a certain reserved pattern 70 and it is determined that the reserved pattern 70 is the target reserved pattern T, the target reserved pattern T and the other reserved patterns 70 have the same state and cannot be distinguished. Therefore, until the specific image 50 acts on a certain reserved pattern 70 (target reserved pattern T), it is difficult to know which of the displayed reserved patterns 70 will change (which is the target of the reservation change), and it can be said that this is a performance form that is difficult to predict.
[0145] In this way, the specific reserve change presentation in this embodiment is interesting in that a specific image 50 is displayed which displaces toward a specific consumption order position, and ultimately the appearance of the target reserve pattern T changes due to the action of the specific image 50.
[0146] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the above-mentioned specific hold change performance. In addition, to the extent possible, the following specific examples may be used to apply a combination of multiple techniques.
[0147] Specific example 5-1 In the example described in the above embodiment, the specific digestion order position is the first digestion order position 751, but other digestion order positions may be configured as specific digestion order positions. In other words, the state may not change when the pending pattern 72 is changed, but may change when the pending pattern 71 is changed. However, the digestion order position with the latest digestion order (the fifth digestion order position 755 in accordance with the above embodiment) is not considered to be the specific digestion order position. The specific pending change performance is characterized in that the specific image 50 is displayed before the target pending pattern T is displayed in the specific digestion order position (the specific image 50 is also displaced when the target pending pattern T advances the digestion order position), so the digestion order position with the latest digestion order among the multiple digestion order positions is not considered to be the specific digestion order position.
[0148] 〇Specific example 5-2 Although it has been explained that the specific reserved change performance in the above embodiment does not end without changing the state of the target reserved pattern T (ending in "failure"), it may be configured so that the state of the target reserved pattern T does not change (ending in "failure"). That is, it may be configured so that the state of the target reserved pattern T changes (see FIG. 30(a)(b)(c-1)), or the state of the target reserved pattern T does not change (the state of none of the reserved patterns 70 changes) and ends (see FIG. 30(a)(b)(c-2)).
[0149] Even if the result is "failure", it is preferable that the specific image 50 is displaced to the final arrival position. For example, it is possible to consider a performance form in which the specific image 50 displayed at the final arrival position moves toward the target reserved pattern T and collides with the target reserved pattern T (see FIG. 30(b)), resulting in a change in the state of the target reserved pattern T (see FIG. 30(c-1)), which is regarded as a "success", and the state of the target reserved pattern T does not change even after colliding with the target reserved pattern T (see FIG. 30(b)) (see FIG. 30(c-2)), which is regarded as a "failure". Also, although not shown, a performance form may be used in which the state of the target reserved pattern T changes when it collides with the target reserved pattern T (representing a "success"), and the state of the target reserved pattern T does not change when it does not collide with the target reserved pattern T (representing a "failure").
[0150] By doing this, the player focuses on which reserved pattern 70 is the target reserved pattern T until the specific image 50 reaches the final destination position, and after the specific image 50 reaches the final destination position, the player focuses on whether the appearance of the target reserved pattern T changes.
[0151] Specific example 5-3 In the above embodiment, in the specific hold change presentation, it has been explained that the specific image 50 continues to move (does not stop) until it reaches the final destination position, but it may also be configured so that it stops temporarily.
[0152] In the above embodiment, when the specific image 50 does not stop until it reaches the final arrival position, the specific digestion order position is revealed when the specific image 50 stops. In other words, when the specific image 50 stops, it is possible to provide an easy-to-understand presentation in which it is revealed that the target reserved pattern T will change at the digestion order position closest to the stopped specific image 50.
[0153] In contrast, if the specific image 50 is configured to stop before reaching the final destination position, even if the specific image 50 stops, it is not necessarily the case that the digestion order position closest to the specific image 50 is the specific digestion order position.
[0154] 〇Specific example 5-4 In the above embodiment, it has been described that the specific image 50 is continuously displaced in the forward direction and is not displaced in the reverse direction, but it may be configured such that it may be displaced in the reverse direction (see FIG. 31).
[0155] In the case where the specific image 50 is configured not to be displaced in the opposite direction as in the above embodiment, the number of possible specific digestion order positions decreases as the specific image 50 displaces (as time passes). In other words, the specific image 50 displaces and the "digestion order position that has already passed" no longer has the possibility of becoming a specific digestion order position, which is an easy-to-understand presentation.
[0156] On the other hand, if the specific image 50 is configured to be displaced in the opposite direction, even if the specific image 50 is in a "disposition that has already passed," it may be displaced in the opposite direction and become the specific disposition (see FIG. 31). In other words, the specific disposition is difficult to predict.
[0157] 〇Specific example 5-5 Unlike the above embodiment, the speed of displacement of the specific image 50 is assumed to be constant. By doing so, it is easy to predict how the specific image 50 will be displaced, so that it is easy to predict which reserved pattern 70 is the target reserved pattern T.
[0158] 〇Specific example 5-6 In the specific reserved change performance, before the specific image 50 acts on the target reserved pattern T, the target reserved pattern T is configured to be in a notice mode. It is preferable that the notice mode is a mode different from both the normal mode 70n and the special mode 70s. For example, it is possible to set the notice mode to a mode that exhibits the same color as the normal mode 70n but differs from the normal mode 70n in that it "flashes" (in the drawing, it is shown with the word "flashing").
[0159] By doing this, it becomes possible to easily see which reserved pattern 70 is the target reserved pattern T (however, the fun of predicting which of two or more reserved patterns 70 is the target reserved pattern T, as in the above embodiment, is eliminated).
[0160] 〇Specific example 5-7 In the above embodiment, the specific reserved change performance is described as a change of the target reserved pattern T from the normal mode 70n to one of the special modes 70s, but the target reserved pattern T may change from a certain special mode 70s to a special mode 70s with a higher reliability. In other words, a specific reserved change performance may occur in which the target reserved pattern T before the change is the special mode 70s.
[0161] However, if this example is done, the player will likely think that there is a high probability that the reserved pattern 70 in the special mode 70s is the target reserved pattern T, and therefore the characteristic of the above embodiment, in which all of the two or more reserved patterns 70 displayed in the state before the target reserved pattern T changes are in the normal mode 70n, making it difficult to predict which of the two or more reserved patterns 70 is the target reserved pattern T (the player enjoys predicting which of the two or more reserved patterns 70 is the target reserved pattern T), will be lost.
[0162] 〇Specific example 5-8 A configuration is provided in which a plurality of types of images are provided as images that can be displayed as specific image 50 (see FIG. 32). For example, a first specific image 51 showing a certain type of character (marked with "X" in the drawings) may be displayed as specific image 50, and a second specific image 52 showing a different type of character (marked with "Y" in the drawings) may be displayed.
[0163] In this example, the type of the specific image 50 can be used to suggest a change in the target reserved pattern T. For example, as shown in FIG. 32(a), it is possible to set that the state after the change of the target reserved pattern T is more likely to be highly reliable when the second specific image 52 is displayed (see FIG. 32(a-2)) than when the first specific image 51 is displayed (see FIG. 32(a-1)). In terms of the degree (stage) of reliability increase, the number of stages (expected value) of the change of the target reserved pattern T is higher when the first specific image 51 is displayed than when the second specific image 52 is displayed, such as when the normal state 70n becomes the first special state 701s, when it becomes the second special state 702s, when it becomes the third special state 703s, when it becomes the third special state 703s, when it becomes the first special state 70n, when it becomes the first special state 701s, when it becomes the first special state 701s, when it becomes the first special state 701s, when it becomes the second special state 702s, when it becomes the third special state 703 ...
[0164] Furthermore, if the setting is such that the state of the target reserved pattern T may not change and the game may end (ending in ``failure''), as in the above specific example 5-2, it can be considered that the configuration is such that there is a higher probability that the state of the target reserved pattern T will change (becoming ``success'' rather than ``failure'') when the second specific image 52 is displayed (see Figure 32(b-2)) than when the first specific image 51 is displayed (see Figure 32(b-1)), as shown in Figure 32(b).
[0165] By doing this, when a specific reserve change presentation is started (when a specific image 50 is displayed), a presentation form can be created that will draw the player's attention to the type of specific image 50.
[0166] 8) 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.
[0167] 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.
[0168] In the above embodiment, a big win and a miss are set as the mode of the winning / losing lottery result, and a big win is acquired (a big win game is executed) when the big win is acquired, but a big win may be acquired via a so-called small win. Since the game characteristics that allow a big win to be acquired via a small win (the game characteristics of a so-called "two-type game machine") are well known, detailed explanations are omitted. For example, if a small win is won (except for irregular events such as a game machine malfunction or a player not playing as instructed), it is set to lead to the acquisition of a big win (a setting in which the winning of a small win and the winning of a big win can be essentially regarded as the same), the winning of a big win described in the above embodiment is also considered to include winning a small win that leads to the acquisition of a big win. If a small win that is impossible or difficult to acquire (a small win that does not lead to the acquisition of a big win) is installed, winning the small win is not considered to be winning a big win.
[0169] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0170] ○Means 1-1 a game machine comprising: a display means having a display area; a notification means for notifying the result of a win / lose lottery by executing a variation effect in which a plurality of decorative patterns are displayed in a varying manner in the display area and then stopped in a manner according to the result of the win / lose lottery; a game state setting means capable of setting a basic state and an advantageous state more advantageous than the basic state as a game state in which the player aims to win the win / lose lottery; and as the advantageous states, there are provided a normal advantageous state which may transition to the basic state before the win / lose lottery is won, and a special advantageous state which is virtually guaranteed to result in winning the win / lose lottery before transitioning to the basic state, and in the special advantageous state, a portion of the display area is partitioned off as a target area, and the variation effect is executed within the target area. According to the gaming machine, the effect of the variation in the special advantageous state where the next win (the win before the transition to the basic state) is virtually guaranteed can be made inconspicuous. Therefore, it is easy to understand that the next win is virtually guaranteed.
[0171] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that, in the special advantageous state, a vested profit image representing a vested profit including at least the profit obtained in the winning game immediately before the transition to the special advantageous state is displayed in a non-target area, which is an area other than the target area in the display area. In the special advantageous state, the next win (the win before the transition to the basic state) is virtually guaranteed, and the player is unlikely to pay attention to the performance during the fluctuation, so it is advisable to show the player the vested profit.
[0172] ○Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that the target area is also provided in the winning game after the win / lose lottery is won in the special advantageous state, the player is prompted to enter the gaming ball into the special area in the winning game, and an entry completion image notifying the player that the gaming ball has entered the special area is displayed within the target area. By doing so, it is emphasized that the game ball has entered the special area.
[0173] ○Means 2-1 The gaming machine is characterized in that it comprises an operating means operable by a player, and an effect execution means for executing a numerical effect which prompts the player to operate the operating means and in which an effect value which may change as a result of the operation of the operating means is displayed, and that the possible successful endings of the numerical effect which are advantageous to the player can be a normal successful ending in which the effect value reaches a target value, and a special successful ending in which the effect value stops at a special value which is not the target value and does not change any further. The numerical effects that the gaming machine can execute are interesting in that they can lead to unexpected endings, such as stopping at a special value without reaching a target value.
[0174] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that even if the numerical presentation can result in a special successful ending, the presentation numerical value will not reach the special value unless the final condition is met when the presentation numerical value reaches a special pre-value that is earlier than the special value. By doing this, the possibility that the performance value will stop at a special value is indicated in advance (indicated by the change slowing down at the special advance value).
[0175] ○Means 2-3 The gaming machine described in means 2-2 is characterized in that the final condition is not met unless the remaining operation valid period during which the operation of the operating means may be reflected in the presentation is less than a predetermined time. By doing this, the performance value will not become a special value (the game will not transition to a special successful ending) unless the operation valid period falls below a predetermined time.
[0176] ○Means 3-1 A gaming machine capable of executing a specific presentation that leads to an advantageous ending advantageous to a player or an unfavorable ending that is an outcome if the advantageous ending is not reached, the specific presentation including a first period during which a specific event may occur and during which the player can discover that the specific event has occurred, and a second period that follows the first period and leads to either the advantageous ending or the unfavorable ending, and characterized in that if the specific event occurs in the first period, the advantageous ending is reached in the second period. The specific presentation of the gaming machine is interesting in that if a specific event occurs in the first period, the player can know in advance that a favorable outcome will be reached.
[0177] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that, when the specific event occurs during the first period, the specific presentation includes a third period that is set after the second period and explains the specific event that occurred during the first period. In this way, for players who are unable to discover that a specific event has occurred, a period of time may be provided for explaining the specific event that has occurred (a "check the answer" period).
[0178] ○Means 3-3 A gaming machine as described in Means 3-1 or 3-2, characterized in that even if the specific event does not occur in the first period, there is a possibility that the advantageous outcome will be reached in the second period. In this way, if it is not possible to discover that a specific event has occurred in the first period, not only when the specific event has occurred but it cannot be discovered, but also when the specific event has not occurred and therefore it cannot be discovered, it is possible to reach a favorable ending.
[0179] ○Means 4-1 A gaming machine characterized in that: a display means having a display area; an effect image is displayed in the display area; effect execution means for executing an image effect that leads to an advantageous ending advantageous to a player or an unfavorable ending which is the outcome if the advantageous ending is not reached; the effect image includes a main part represented using a frame and an inner area inside the frame, and is displayed in a first state in which a part of the main part protrudes from the inner area, or a second state in which the main part does not protrude from the inner area, and when the advantageous ending is reached, the effect image is in the first state, and when the unfavorable ending is reached, the effect image is in the second state. The above image presentation is easy to understand, as it emphasizes that a favorable outcome has been reached by the main part protruding from the inner area, and that an unfavorable outcome has been reached by the main part remaining within the inner area.
[0180] ○Means 4-2 2. The gaming machine according to claim 1, characterized in that a pre-period is provided prior to a conclusion period in which the conclusion is determined, and during the pre-period, the presentation image is set to a first state. By doing this, the main part that was protruding from the inner area during the preliminary period changes to a state that is contained within the inner area during the conclusion period, thereby emphasizing that an unfavorable ending has occurred to the player, making it easy to understand.
[0181] ○Means 4-3 A gaming machine according to means 4-1 or 4-2, characterized in that the probability of reaching the advantageous outcome is suggested by the state of the frame before the outcome is determined. In this way, the frame not only functions to create a first state / second state, but also to suggest the probability of reaching a favorable outcome.
[0182] ○Means 5-1 A gaming machine comprising: a display means having a display area for displaying reserved patterns indicating the existence of a win / lose lottery result that has not yet been notified; and an effect execution means for setting one of the reserved patterns as a target reserved pattern and changing the state of the target reserved pattern to execute a reserve change effect that suggests that the probability of the target win / lose lottery result corresponding to the target reserved pattern being a win has increased, wherein the reserved patterns are displayed at a consumption order position according to the consumption order, which is the order in which the notification of the corresponding win / lose lottery results is completed, and the reserve change effect is an effect in which the target reserved pattern changes its state at a specific consumption order position, which is one of the consumption order positions, and a specific image is displayed that displaces so as to approach the specific consumption order position before the target reserved pattern is displayed at the specific consumption order position, and the target reserved pattern is displayed at the specific consumption order position and the specific image acts to change the state of the target reserved pattern. The specific reserve change presentation that the gaming machine can execute is an interesting one in which a specific image is displayed that displaces toward a specific consumption order position, and ultimately the appearance of the target reserved pattern changes due to the action of the specific image.
[0183] ○Means 5-2 The gaming machine described in means 5-1 is characterized in that the specific image is displaced so as to approach the specific consumption order position even while the target reserved pattern is changing the consumption order position. The presentation becomes novel by continuously displacing the specific image even while the target reserved pattern is being displaced to the consumption order position.
[0184] ○Means 5-3 A gaming machine described in means 5-1 or 5-2, characterized in that in a state before the specific image acts on the target reserved pattern, the target reserved pattern and the other reserved patterns have the same appearance. By doing this, it becomes difficult to predict which reserved pattern is the target reserved pattern (it becomes a presentation where you can enjoy predicting which reserved pattern will change). [Explanation of symbols]
[0185] 1. Gaming machines 10. Target Area 11 Non-target areas 12 Plot images 15 Vested Interest Images 16 Name Image 17 Instruction images 18 Approach completion image 20 Performance figures 40 Production images 41 Frame 41a Inner area 42 Main part 50 Specific Images 60 Special Area 65 Push button (operation means) 70 Reserved pattern (71 Reserved pattern before change 72 Reserved pattern during change) 70n Normal mode 70s special mode (701s~703s first special mode ~ third special mode) T Target reserved pattern 751~755 First digestion order position~fifth digestion order position 80 Decorative Designs 904 starting area (904a first starting area 904b second starting area) 905 Normal starting area 906 Big Winners Area 91 Display device 911 Display area
Claims
1. A display means having a display area for displaying reserved symbols indicating the existence of a winning / losing lottery result that has not yet been notified; A presentation execution means for executing a presentation change presentation that indicates that the probability of the target winning / losing lottery result corresponding to the target reserved pattern being a winning one has increased by setting one of the reserved patterns as a target reserved pattern and changing the state of the target reserved pattern; Equipped with The reserved symbols are displayed at positions in accordance with the order of consumption, which is the order in which the notification of the corresponding winning / losing lottery results is completed. As the above-mentioned reserve change performance, The target reserved pattern changes its appearance at a specific digestion order position, which is one of the digestion order positions, A specific image is displayed that moves closer to the specific digestion order position before the target reserved pattern is displayed at the specific digestion order position, The target reserved pattern is displayed in the specific digestion order position, and the specific image acts to change the state of the target reserved pattern. A gaming machine capable of executing a specific reserve change presentation.
2. 2. The gaming machine according to claim 1, wherein the specific image is displaced so as to approach the specific consumption order position even while the target reserved symbol is changing the consumption order position.
3. 3. The gaming machine according to claim 1, wherein before the specific image acts on the target reserved pattern, the target reserved pattern and the other reserved patterns have the same appearance.
Citation Information
Patent Citations
Game machine
JP2018187095A