Game machine

The gaming machine addresses the lack of clear game progress indication by using instruction images with directional and change elements, enhancing player understanding and engagement.

JP2025037281APending Publication Date: 2025-03-18SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023144087
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-06
Publication Date
2025-03-18

AI Technical Summary

Technical Problem

Existing gaming machines lack a clear indication of game progress using instruction images, making it difficult for players to understand their game status and objectives.

Method used

A gaming machine that includes a target area for the gaming ball and displays an instruction image when the ball is fired towards the target area. The instruction image features a directional element indicating the firing direction and a change element that changes mode when the ball enters the target area, providing clear visual cues to the player.

Benefits of technology

The gaming machine effectively communicates game progress and objectives to players, enhancing their gaming experience by providing clear visual feedback and encouraging strategic gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025037281000001_ABST
    Figure 2025037281000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of indicating in an easily understandable manner, a game progress state using an instruction image.SOLUTION: A game machine 1 comprises: a target region (specific region 906t, for example) to which game balls can enter; and display means for displaying an instruction image 10 when a situation is a situation where the game balls should be shot to the target region. The instruction image 10 includes: a direction element 11 which indicates a direction where the game balls should be shot; and a change element 12 whose mode changes when the game balls enter the target region as a trigger.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] As described in Patent Document 1 below and the like, a gaming machine is known in which an instruction image (see FIG. 59) is displayed when a gaming ball should be shot aiming at a target area. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-064930 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 that is capable of clearly indicating the progress of a game using an instruction image. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a target area into which a gaming ball can enter, and a display means for displaying an instruction image when the situation is such that the gaming ball should be launched toward the target area, and the instruction image includes a directional element indicating the direction in which the gaming ball should be launched, as well as a variable element whose appearance changes when the gaming ball enters the target area. Effect of the Invention

[0006] The gaming machine according to the present invention can clearly show the progress of a game by using an indication image. [Brief description of the drawings]

[0007] [Figure 1]1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] FIG. 13 is a diagram for explaining a specific region. [Figure 4] 13 is a diagram for explaining the game state (transition of the game state) and the allocation of jackpots. FIG. [Diagram 5] A diagram for explaining the fall effect and the fall encouraging effect. [Figure 6] FIG. 13 is a diagram for explaining an instruction image; [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 11] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 12] FIG. 13 is a diagram for explaining specific example 1-8. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-3. [Figure 16] 13 is a diagram for explaining a selection effect executed before an image effect. FIG. [Figure 17] FIG. 13 is a diagram for explaining image presentation. [Figure 18] FIG. 17 is a diagram for explaining image presentation. [Figure 19] 13 is a diagram for explaining the ending effect executed after the image effect. FIG. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 22]FIG. 13 is a diagram for explaining specific example 3-7. [Figure 23] A diagram to explain the appearance of reserved patterns. [Figure 24] This is a diagram to explain a hold change effect (hold change failure effect) using an image displacement effect. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-1-1. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-1-2. [Figure 27] FIG. 11 is a diagram for explaining specific example 4-1-3. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 29] This is a diagram to explain the composite presentation (the right side of each diagram shows the range of images representing each scene). [Diagram 30] FIG. 29 is a diagram for explaining a composite effect (continuation of FIG. 29). [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 32] FIG. 31 is a diagram for explaining specific example 5-2 (continuation of FIG. 31). [Diagram 33] FIG. 13 is a diagram for explaining the results suggested by the partition image. [Diagram 34] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 35] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 36] FIG. 13 is a diagram for explaining specific example 5-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.

[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.

[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.

[0013] 2) Win / lose lottery The winning / losing lottery is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of ​​the so-called "special chart 1") and a second starting area 904b (a starting area of ​​the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the first starting area 904a, first winning / losing lottery information is acquired, and a first winning / losing lottery (special chart 1 lottery) is executed based on the first winning / losing lottery information. When a game ball enters the second starting area 904b, second winning / losing lottery information is acquired, and a second winning / losing lottery (special chart 2 lottery) is executed based on the second winning / losing lottery information.

[0014] The probability of winning the jackpot in the first lottery is about 1 / 319, and any other lottery is a loss. It is possible to win a small prize in the first lottery, but the small prize is essentially a loss (it is impossible to make the game ball enter the specific area 906t described later, and it is not connected to winning the jackpot). In other words, the first lottery is a lottery in which a jackpot can be won only by winning the jackpot.

[0015] The probability of winning the jackpot in the second winning / losing lottery is about 1 / 319, the same as the probability of winning the jackpot in the first winning / losing lottery, the probability of winning a small prize is about 1 / 40, and the probability of falling off (strictly speaking, it is a falling off small prize, but hereinafter it will simply be called "falling off." In the following, when "small prize" is mentioned, it means one that leads to winning a jackpot, and "falling off small prize" will be excluded.) is about 1 / 150, and anything other than that is a miss. As will be described later, in this embodiment, winning a small prize leads to winning a jackpot (winning a small prize is almost considered to be the same as winning a jackpot). In other words, the gaming machine 1 in this embodiment is a "type one, type two hybrid machine" that has a "two-type" function that makes it possible to win a jackpot via a small prize.

[0016] 3) Decorative patterns In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally, one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If the winning / losing lottery result is a winning (if the winning (big win or small win) occurs), the combination of the decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) selected and stopped from each decorative symbol group 80g becomes a predetermined combination (in this embodiment, a set of three decorative symbols 80 of the same type). In the case of a fall or a miss, the combination will be other than the winning combination (in this embodiment, in the case of a fall, the combination will be "2-4-6" from the left, and other combinations (other than the winning combinations) are misses). The decorative pattern 80 may be a combination of numbers and characters, etc.

[0017] In the following explanation, the performance during the change refers to the performance from when the decorative pattern 80 (decorative pattern group 80g) starts to change until it completely stops in the combination that indicates the win / lose lottery result, that is, the performance during one change (sometimes simply referred to as "change" or "rotation").

[0018] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.

[0019] 4)Pending When new winning / losing lottery information is acquired during the variation performance, it is stored as reserved information in a storage means (not shown) up to a predetermined number (N pieces). The first winning / losing lottery information is stored in the storage means as the first reserved information, and the second winning / losing lottery information is stored in the storage means as the second reserved information. In this embodiment, the maximum number of first reserved information and second reserved information that can be stored is four (N=4). When both the first reserved information and the second reserved information are stored in the storage means, the variation corresponding to the second winning / losing lottery result corresponding to the second reserved information is executed first, and the second winning / losing lottery result is notified before the first winning / losing lottery result (this is the so-called "special chart 2 priority consumption").

[0020] The reserved pattern 70 is displayed in the display area 911 (see FIG. 2, etc.). The reserved pattern 70 indicates the presence of winning / losing lottery information for which the corresponding winning / losing lottery result has not yet been notified. The reserved pattern 70 is divided into a changing reserved pattern 71 and a pre-changing reserved pattern 72. The pre-changing reserved pattern 72 indicates the presence of reserved information stored in the storage means. The changing reserved pattern 71 indicates the presence of winning / losing lottery information corresponding to the currently executed changing performance. When a certain changing performance starts, the winning / losing lottery corresponding to the changing performance is executed. In other words, the winning / losing lottery information corresponding to the currently executed changing performance is not strictly "reserved" because the winning / losing lottery has already been executed (the winning / losing lottery has been executed but has not been notified to the player), but since a pattern indicating the presence of the winning / losing lottery information is generally referred to as "the changing reserved" or the like, in this embodiment, it is referred to as a "changing reserved pattern 71" and treated as a type of reserved pattern 70.

[0021] In the normal game state (described later), the reserved pattern 70 (reserved pattern of special chart 1) indicating the presence of the first winning / losing lottery information (first reserved information) is displayed in the display area 911. That is, the reserved pattern 71 during change and up to four reserved patterns 72 before change are displayed. In the special game state (described later), the reserved pattern 70 (reserved pattern of special chart 2) indicating the presence of the second winning / losing lottery information (second reserved information) is displayed in the display area 911. That is, the reserved pattern 71 during change and up to four reserved patterns 72 before change are displayed. The modes of the "reserved pattern of special chart 1" and the "reserved pattern of special chart 2" may be different or the same. In this embodiment, in the normal game state, the "reserved pattern of special chart 1" is displayed on the left side of the display area 911 (see FIG. 2, etc.), and in the special game state, the "reserved pattern of special chart 2" is displayed on the right side of the display area 911 (see FIG. 5, etc.).

[0022] 5) Game status and type of jackpot In this embodiment, a normal game state (first game state) and a special game state (second game state) that is more advantageous to the player than the normal game state are provided as game states in which the player aims to win a jackpot (see FIG. 4(a)). The normal game state (excluding the "remaining reserved chance state" described later. The same applies below when simply referring to the normal game state) is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a "left hit" should be performed so that the game ball flows down the left side of the display area 911. The special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a "left hit" should be performed so that the game ball flows down the right side of the display area 911.

[0023] The normal area 905 is provided at a position where the game ball can enter by "hitting to the right" (see FIG. 1). When the game ball enters the normal 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 normally closed (the game ball cannot enter), but if the game ball is shot toward the second starting area 904b (hit to the right) in a state where it is opened after winning the normal lottery, the game ball can enter relatively easily. In the special game state, the probability of winning the normal lottery is extremely high (said to be 90% or more), and the second starting area 904b is frequently opened. In other words, the special game state is a state in which the game ball can easily enter the second starting area 904b. Since a predetermined number of prize balls (about 1 to 3 balls) are paid out when a game ball enters the second starting area 904b, the special game state is a so-called "high base state" in which the player can play without losing many balls (compared to the normal game state). On the other hand, the normal game state is set so that it is difficult to win the normal lottery, or even if it is won, the opening time of the second starting area 904b is extremely short (in this embodiment, the winning probability of the normal lottery is set to 0%). In other words, it is practically impossible to make the game ball enter the second starting area 904b even if it is hit to the right. Therefore, the normal game state is a state in which the game ball should be launched (hit to the left) aiming at the first starting area 904a, and is a so-called "low base state" in which it is more difficult for the game ball to enter the starting area than in the special game state.

[0024] The normal gaming state is a low probability state in which the actual probability of winning a jackpot is "about 1 / 319", while the special gaming state, as described below, is a state in which it is possible to win a jackpot (about 1 / 319) directly (hereinafter, sometimes referred to as "direct win") and also to win a jackpot via a small win (about 1 / 40). Therefore, the special gaming state is a high probability state in which the actual probability of winning a jackpot is "about 1 / 319 + about 1 / 40". Therefore, it can be said that the normal gaming state is a "low probability / low base state" and the special gaming state is a "high probability / high base state". The special gaming state in this embodiment is called "〇〇 RUSH".

[0025] There are two types of jackpots: normal jackpot and special jackpot. A normal jackpot is a jackpot where the game state after the jackpot game ends is a normal game state. A special jackpot is a jackpot where the game state after the jackpot game ends is a special game state (see Figure 4).

[0026] The big win game is a multiple repetition of unit games in which the big win area 906 (see FIG. 1; the big win area 906 is normally closed) is opened until a predetermined closing condition is established. The closing condition is established when either C game balls (the value of C is called "count" or the like. In this embodiment, C=10) enter the big win area 906 after the big win area 906 is opened (winning condition) or a predetermined time has passed after the big win area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the big win area 906 in the big win game, the winning condition is established before the time condition is established. That is, 10 game balls enter the big win area 906 in one unit game. The unit game is also called a round (game). The number of rounds (round allocation) of each big win game may be set in any way, so a description thereof will be omitted.

[0027] 6) Small Win When a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened, and the specific area 906t (see FIG. 3) provided in the large prize area 906 is opened. The letter "V" is written near the specific area 906t (see FIG. 1 and FIG. 3), and the "V" is used as a word to indicate the specific area 906t to the player. The specific area 906t is normally closed (see FIG. 3(a)), but is opened in the small prize game (see FIG. 3(b)). The large prize area 906 has two exit areas, and a game ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is the specific area 906t. A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the large prize area 906. In other words, a gaming ball that has entered the specific area 906t has also entered the big prize area 906. It is designed so that if gaming balls are continuously shot toward the big prize area 906 in a small prize game, at least one gaming ball will definitely enter the specific area 906t.

[0028] When a gaming ball enters the specific area 906t (see FIG. 3(b)), a big win game is executed. In other words, not only can a big win be won by a winning / losing lottery, but a big win can also be acquired via a small win (to acquire a big win, it is sufficient for one gaming ball to enter the specific area 906t). Note that a specific area 906t may be provided outside the big prize area 906. A small win game can also be considered as a unit game for one round of a big win game acquired via the small win game. For example, a 10-round jackpot (a jackpot in which a unit game is executed 10 times) via a small jackpot is a jackpot in which a small jackpot game (a game in which the large prize area 906 is opened and the specific area 906t is opened) is the first round of unit games, and the opening of the large prize area 906 executed as the subsequent jackpot game is executed as the second to tenth rounds of unit games (if the game ball does not enter the specific area 906t, the second to tenth rounds of unit games are not executed and the game ends with only the small jackpot game). The small jackpot game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is satisfied, as in the unit games constituting the jackpot game. If game balls are continuously shot, the winning condition will be satisfied first, so in the small jackpot game, the player can get the same prize balls as in one unit game.

[0029] 7) Gameplay (Specifications) Below, although some of the above explanations are overlapped, the basic playability (specifications) of the gaming machine 1 according to this embodiment will be explained. In the normal game mode, the player hits the left hand side aiming at the first starting area 904a, aiming to win a jackpot through the first win / loss lottery (see FIG. 4(a)). The jackpot won through the first win / loss lottery (approximately 1 / 319) is either a normal jackpot or a special jackpot. The ratio (allocation) may be any, but in this embodiment, it is set to 50% for a normal jackpot and 50% for a special jackpot (see FIG. 4(b)). When a normal jackpot is won, the game returns to the normal game mode after the jackpot game ends.

[0030] If a special jackpot is won, the game moves to a special game state after the jackpot game ends (see FIG. 4(a)). In the special game state, the player hits the right hand side, aiming at the second starting area 904b, and aims to win a jackpot through the second winning / losing lottery. That is, before the player hits a fall of about 1 / 150 (the result of the winning / losing lottery being a fall is called "hitting a fall"), the player plays with the aim of winning a jackpot (direct win) of about 1 / 319 and a small win of about 1 / 40. Since the player can win a jackpot even if he hits a small win of about 1 / 40, the second winning / losing lottery can be said to be a de facto high probability lottery that is more advantageous to the player than the first winning / losing lottery. In other words, the special game state, which aims to win a jackpot through the second winning / losing lottery, which is a de facto high probability lottery, can be said to be a state more advantageous to the player than the normal game state, which aims to win a jackpot through the first winning / losing lottery. In this embodiment, all jackpots obtained after the second winning / losing lottery are (100%) considered to be special jackpots (see Figure 4(b)), so after the jackpot game ends, the game will transition to a special game state again (this will result in a ``consecutive jackpot'').

[0031] If a fall of about 1 / 150 occurs in the special game state, the game state transitions to the normal game state after the end of the variation (hereinafter, sometimes referred to as the "fall variation") (see FIG. 4(a)). In other words, if the winning / losing lottery result is "fall", the special game state (a high base state in which it is easy to get the game ball to enter the second starting area 904b) ends without going through the big win game and transitions to the normal game state (a low base state in which it is practically impossible to get the game ball to enter the second starting area 904b). However, as will be described in detail later, the fall variation is long enough that the player is prompted to fill up the second reserved information (meaning a state in which the maximum number (four) is stored in the storage means). Therefore, even if the fall variation ends and the game transitions to the normal game state, four pieces of second reserved information are normally stored (if the game is played as instructed). Since the second winning / losing lottery is executed based on the second reserved information, it can be said that a maximum of four (effectively) "high probability lotteries" (lotteries in which a player can win a big win by winning a small win with a probability of about 1 / 40 in addition to winning a big win (direct win) with a probability of about 1 / 319) can be taken. This is the "remaining reserved chance." Although the "remaining reserved chance" is strictly speaking a normal game state, since a high probability lottery is executed while the second reserved information remains, a background image (background of decorative pattern 80) different from the normal game state (a state in which the player should hit left) is displayed until the remaining reserved chance ends. This suggests to the player that the player is still in the "chance" state.

[0032] If a player wins a jackpot (direct hit) with a chance of about 1 / 319 or a small win with a chance of about 1 / 40 during the remaining reserved chance, it will be a special jackpot because it will be a jackpot that has gone through a second winning / losing lottery (see Figure 4(b)). Therefore, after the jackpot game ends, the game will transition to a special game state again (see Figure 4(a)). If all four second winning / losing lotteries during the remaining reserved chance end in losses (including a fall), and the player is unable to win a jackpot, the game will transition to a normal game state (a state in which the player should hit left) after the fourth fluctuation during the remaining reserved chance ends (it is recommended that an image encouraging the player to hit left be displayed after the fourth fluctuation ends).

[0033] Note that this type of gameplay (specifications) is merely an example. Except for those that are only possible with this type of gameplay, the effects and the like described below can be executed even with games that have different gameplay.

[0034] 8) The following describes the effects that can be executed by the gaming machine 1 according to this embodiment. Note that only some of the effects described below may be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and the decorative symbols 80 may be omitted.

[0035] 8-1) Instruction image In the case of a fall variation in the special game state, a fall effect (see Figure 5 (b) (c-1)) is executed. The fall effect is the same as the fall prompting effect up to a certain point. The part that is the same as the fall prompting effect is called the pre-event part (see Figure 5 (b)), and the part after the pre-event part is called the post-event part (see Figure 5 (c-1)). The post-event part is the part where the result of whether or not a fall will occur is known (informed to the player), and the pre-event part is the part where the result is not known (not informed to the player). Therefore, it can be said that the boundary between the pre-event part and the post-event part is the "branch" where the result is known. If we define the outcome in which a fall occurs as a fall result and the outcome in which a fall does not occur as a fall avoidance result, then a fall performance (see Figure 5(b)(c-1)) is a performance in which the posterior part is the fall result (see Figure 5(c-1)), and a fall encouraging performance (see Figure 5(b)(c-2)) is a performance in which the posterior part is the fall avoidance result (see Figure 5(c-2)). A fall encouraging performance occurs during a fall encouraging variation, which suggests to the player that a fall is about to occur ("inciting" a fall). A fall encouraging variation is not a fall variation (a variation that subtracts a fall), but a miss variation.

[0036] The fall effect and fall teasing effect may take any form. In the pre-event portion, a teasing effect (an effect in which the word "WARNING" is displayed) is generated to suggest that a fall may occur (see FIG. 5(b)). In the case of a fall effect, a performance in a form indicating that a "fall" has occurred is generated in the post-event portion (in this embodiment, a performance in which the word "END" is completed to indicate that the special game state has ended) to notify the player that a fall has occurred (see FIG. 5(c-1)), and in the case of a fall teasing effect, a performance in a form indicating that a "fall" has been avoided is generated in the post-event portion to notify the player that a fall did not occur (see FIG. 5(c-2)). After that, the next fluctuation begins (see FIG. 5(d-2)).

[0037] In the falling variation, the instruction image 10 is displayed in the display area 911. In this embodiment, the display of the instruction image 10 starts in the advance portion of the falling performance (see FIG. 5(b)). The instruction image 10 is an image displayed to prompt the player to fill up the second reserved information (a state in which the maximum number of N (N=4 in this embodiment) is stored in the storage means). As described above, after the end of the falling variation, the game transitions to the normal game state, but the amount of the second reserved information stored in the storage means becomes a remaining reserved chance for the player to receive a lottery (high probability lottery) that is advantageous to the player. Therefore, in the falling variation, the instruction image 10 is displayed to prompt the player to fill up the second reserved information stored in the storage means at the end of the falling variation. In other words, not filling up the second reserved information by the end of the falling variation is a loss for the player (because it puts the player in a situation where he or she cannot receive four high probability lotteries that he or she would normally be able to receive).

[0038] The instruction image 10 (see FIG. 6) includes a direction element 11 and a variable element 12. The direction element 11 and the variable element 12 are provided integrally (meaning that they are not separate elements that constitute the instruction image 10). The direction element 11 represents the direction in which the game ball should be launched. It can also be seen as pointing to the area to be aimed (target area). In this embodiment, the target area is the second start area 904b, and the second start area 904b is provided at a position where the game ball can enter by hitting it to the right, so the direction element 11 represents an "arrow" pointing to the right (to the right of the vertical line) (see FIG. 6). In this embodiment, the word "charge" is displayed inside the direction element 11 (arrow), suggesting that the player is in a situation where he or she should save the reserved ball. Furthermore, in this embodiment, the instruction image 10 is displayed together with "hit right," so that the player can easily understand that the player is in a situation where he or she should hit right.

[0039] The change elements 12 (see FIG. 6) change their appearance when the game ball enters the second start area 904b, which is the target area. The instruction image 10 in this embodiment includes N change elements 12. That is, the number is the same as the number that the storage means can store as the second reserved information (however, the change elements 12 are not displayed as the reserved pattern 70). In this embodiment, N=4, so the instruction image 10 includes four change elements 12. Note that the reserved information is also acquired by the game ball entering the first start area 904a (the first reserved information is acquired), but since the first start area 904a is not the target area, the number of first reserved information that the storage means can store is not included in the above N. All of the N change elements 12 are provided inside the outer edge of the direction element 11 (arrow).

[0040] The change element 12 changes from one state (pre-change state) to another state (post-change state). The pre-change state and the post-change state may be any state as long as the player can recognize that they are different states. In this embodiment, the pre-change state and the post-change state represent the same object (mark), and the pre-change state is a state in which the mark is semi-transparent (shown by dotted lines in the drawings), and the post-change state is a state in which the mark is opaque (shown by solid lines in the drawings). In other words, the change from the pre-change state to the post-change state is configured to be a change from a semi-transparent state to an opaque state.

[0041] At the time when the instruction image 10 is displayed (initial state of the instruction image 10), all four (N) change elements 12 are in the pre-change state (see FIG. 6(a)). After the instruction image 10 is displayed, each time a game ball enters the second starting area 904b, which is the target area, one change element 12 changes from the pre-change state to the post-change state (see FIGS. 6(b)-(e)). Since there are four change elements 12, when the instruction image 10 is displayed and the four game balls enter the second starting area 904b, all of the change elements 12 change to the post-change state.

[0042] In this embodiment, regardless of the number of second reserved information stored in the storage means at the time when the instruction image 10 is displayed (hereinafter, sometimes referred to as the initial second reserved number), all four of the change elements 12 of the instruction image 10 in the initial state are in the pre-change state (see FIG. 6(a)), and when four game balls enter the second starting area 904b, all of the change elements 12 are changed to the post-change state (see FIG. 6(e)). In other words, regardless of the initial second reserved number, four game balls are prompted to enter the second starting area 904b. For example, if the initial second reserved number is four (full), there is no need to enter a new game ball into the second starting area 904b (the number of second reserved information does not increase even if a new game ball is entered into the second starting area 904b), but even in such a case, all four of the change elements 12 of the instruction image 10 in the initial state are considered to be in the pre-change state, and it is prompted to change all of them to the post-change state. Regardless of the initial second reserved number, if four game balls enter the second start area 904b, the number of second reserved information stored in the storage means will be maximized (full) (no more new second reserved information will be acquired by the falling fluctuation), so in this embodiment, the instruction image 10 is set to prompt the player to change all four change elements 12 to the changed state. By doing so, there is an advantage that it is not necessary to control the state of the instruction image 10 in the initial state (the state of the change elements 12) according to the initial second reserved number. Note that in this embodiment, if game balls are continuously launched toward the second start area 904b (target area) for a certain period of time, four game balls will enter the second start area 904b before the pre-portion ends, and all the change elements 12 will change to the changed state, and the completion element 13 (described later) will be displayed.

[0043] Thus, in this embodiment, the instruction image 10 includes a directional element 11 indicating the direction in which the game ball should be launched, as well as a variable element 12 whose appearance changes when the game ball enters the second starting area 904b, which is the target area (the directional element 11 and the variable element 12 are provided integrally), so that it is easy to understand that the game is in a situation where the game ball should be launched in the direction indicated by the directional element 11 (the progress of the game) until all of the variable elements 12 change.

[0044] In this embodiment, when all four change elements 12 change to the post-change state, the instruction image 10 changes to a state including a completion element 13 (completion image) (the completion element 13 is displayed inside the outer edge of the direction element 11 (arrow)) (see FIG. 6(f)). The completion element 13 may be displayed after the fourth change element 12 changes to the post-change state, or the completion element 13 may be displayed approximately at the same time as the fourth change element 12 changes to the post-change state. The completion element 13 is an element that is not included in the instruction image 10 before all four change elements 12 change to the post-change state. The completion element 13 indicates that the game ball has sufficiently entered the second start area 904b, which is the target area (the second reserved information has become full). For example, a completion element 13 including characters such as "Complete", "Charge Complete", "OK", and "Reserved Full" is displayed. By configuring the completion element 13 to be displayed in this manner, the player can understand that the second reserved information has been sufficiently acquired. In this embodiment, after the completion element 13 is displayed, the instruction image 10 is erased when a predetermined time has elapsed.

[0045] The following describes specific examples in which the matters related to the above-mentioned instruction image 10 are improved, embodied, modified, etc. In addition, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0046] 〇Specific example 1-1 In the above embodiment, the instruction image 10 is described as being provided with N variable elements 12, but may be configured to be provided with more than N variable elements 12 (see FIG. 7). The reason why N variable elements 12 are provided is to make the second reserved information stored in the storage means full (N balls) regardless of the initial second reserved number by making N game balls enter the target area (second start area 904b).

[0047] Even if the instruction image 10 has M changing elements 12, which is more than N, if M game balls enter the target area (second start area 904b) and all the changing elements 12 are changed to the changed state, the second reserved information stored in the storage means will be full, so there is no disadvantage to the player. Rather, by doing as in this example, the second reserved information will be full even if all M changing elements 12 are not changed to the changed state, so there is an advantage that the second reserved information can be more reliably created (with "room to spare") and a state where it is full.

[0048] 〇Specific example 1-2 In the above embodiment, it has been described that the instruction image 10 in the initial state has N variable elements 12 in the pre-change state regardless of the initial second reserved number, but the number of variable elements 12 in the pre-change state may be changed according to the initial second reserved number. Specifically, the instruction image 10 in the initial state is configured so that the variable elements 12 are in the pre-change state as many as are necessary until the second reserved information reaches a state in which N items are stored in the storage means (full state). In the above embodiment, when N=4, if the initial second reserved number=0, the instruction image 10 in the initial state has four variable elements 12 in the pre-change state (see FIG. 8(a)), if the initial second reserved number=1, the instruction image 10 in the initial state has three variable elements 12 in the pre-change state (see FIG. 8(b)), if the initial second reserved number=2, the instruction image 10 in the initial state has two variable elements 12 in the pre-change state (see FIG. 8(c)), if the initial second reserved number=3, the instruction image 10 in the initial state has one variable element 12 in the pre-change state (see FIG. 8(d)), and if the initial second reserved number=4, all the instruction images 10 in the initial state are in the pre-change state (see FIG. 8(e)). Note that if the initial second reserved number=4, the second reserved information is already full and there is no need to enter any more game balls into the second starting area 904b, so the instruction image 10 may not be displayed (the instruction image 10 in the initial state as in FIG. 8(e) is not displayed).

[0049] By doing this, the number of second reserved information required until the second reserved information is full (the number of game balls that need to enter the second starting area 904b) can be easily grasped based on the number of change elements 12 in the pre-change state contained in the initial state instruction image 10.

[0050] 〇Specific example 1-3 Although the indication image 10 in the above embodiment has been described as including N change elements 12, it may include one change element 12 (see FIG. 9). When the second reserved information stored in the storage means changes from a state where it is not full (a state where it is three or less) to a state where the second reserved information is full, the one change element 12 changes from a pre-change state (see FIG. 9(a)) to a post-change state (see FIG. 9(b)). In other words, the change of the one change element 12 to the post-change state is the indication image 10 indicating that the second reserved information is full.

[0051] In this example, when the initial second reservation number is 4, that is, when the second reservation information is full from the beginning, one change element 12 may be changed from the pre-change state to the post-change state when one game ball enters the second start area 904b. In other words, even if the second reservation information is full from the beginning, at least one game ball may be allowed to enter the second start area 904b, which is the target area. In contrast, when the second reservation information is full from the beginning, the instruction image 10 may not be displayed because there is no need to enter any more game balls into the second start area 904b, which is the target area.

[0052] 〇Specific example 1-4 In the above embodiment, it has been described that the instruction image 10 is displayed in the pre-fall performance, but the instruction image 10 may be displayed in the post-fall performance (see FIG. 5(c-1)). In other words, after the player is notified that a "fall" has occurred (after it is confirmed that a "fall" has been drawn), the instruction image 10 may be displayed to prompt the player to fill up the second reserved information.

[0053] 〇Specific example 1-5 When all the change elements 12 included in the instruction image 10 change to the post-change state, the change elements 12 change (are replaced) by the completion elements 13. That is, unlike the above embodiment in which the change elements 12 in the post-change state remain and new completion elements 13 are displayed, the completion elements 13 are displayed in place of the change elements 12 in the post-change state (see FIG. 10).

[0054] By doing this, when the game ball enters the target area (second starting area 904b), the variable element 12 changes, and when all of the variable elements 12 change, the completion element 13 is displayed in place of the variable elements 12, making it easier to see that the game ball has sufficiently entered the target area (second starting area 904b).

[0055] 〇Specific example 1-6 As in the above embodiment, the completion element 13 is configured not to be included in the instruction image 10. In other words, when all the change elements 12 of the instruction image 10 change to the post-change state, an image indicating that the game ball has sufficiently entered the target area (second start area 904b) may be displayed separately from the instruction image 10.

[0056] 〇Specific example 1-7 The variable element 12 is configured to suggest the winning / losing lottery result in the remaining reservation chance. For example, the post-change state is set to be either the first post-change state or the second post-change state, and the probability (reliability) of the corresponding winning / losing lottery result being a winning (big win or small win) is set to be higher in the second post-change state than in the first post-change state. The relationship between the variable element 12 and the corresponding winning / losing lottery result may be any. For example, it is considered that the post-change state of the variable element 12 whose state changes first corresponds to the winning / losing lottery result that is reported first in the remaining reservation chance, the post-change state of the variable element 12 whose state changes second corresponds to the winning / losing lottery result that is reported second in the remaining reservation chance, the post-change state of the variable element 12 whose state changes third corresponds to the winning / losing lottery result that is reported third in the remaining reservation chance, and the post-change state of the variable element 12 whose state changes fourth corresponds to the winning / losing lottery result that is reported fourth in the remaining reservation chance.

[0057] The difference between the first post-change state and the second post-change state may be any. For example, the former may be "blue" and the latter may be "red". In the example shown in FIG. 11, the post-change state of the variable element 12 whose state changes third is the second post-change state (red), and the other post-change states are the first post-change state (blue), so that the winning / losing lottery result notified third in the remaining reservation chance is expected to be a winning result (more than the other winning / losing lottery results).

[0058] 〇Specific example 1-8 The state of the instruction image 10 after all the variable elements 12 have changed to the post-change state suggests the probability (reliability) that one of the maximum four winning / losing lotteries executed in the remaining reserved chance will be a winning (big win or small win). For example, the instruction image 10 after all the variable elements 12 have changed to the post-change state includes the completion element 13, and the probability is set to be higher when the completion element 13 is in the second state (see FIG. 12(b)) than when it is in the first state (see FIG. 12(a)). The difference between the first state and the second state may be any. For example, it is considered that the former is "blue" and the latter is "red". In this way, the performance form is such that the player will also pay attention to the state of the instruction image 10 after the state of all the variable elements 12 has changed.

[0059] 8-2) Display of instruction images during fall-induced fluctuations The instruction image 10 is displayed not only in the fall variation but also in the fall prompt variation. As described above, in the fall variation, a fall performance is executed (see FIG. 5(b)(c-1)), and in the fall prompt variation, a fall prompt variation is executed (see FIG. 5(b)(c-2)). The fall performance and the fall prompt variation are the same performance in the preliminary part (up to a midpoint), and the instruction image 10 is displayed in the preliminary part (see FIG. 5(b)). In other words, the instruction image 10 is displayed in a state where it is not clear whether the current variation is a fall variation or a fall prompt variation (it is not clear whether the performance being executed is a fall variation or a fall prompt variation), so the instruction image 10 is displayed not only in the fall variation but also in the fall prompt variation.

[0060] The fall provocation fluctuation is a fluctuation that makes the player believe that he may have drawn a "fall", but in reality the corresponding winning / losing lottery result (second winning / losing lottery result) is simply a "loss" (the fall provocation fluctuation is a type of "loss fluctuation"). Therefore, even if the fall provocation fluctuation ends, the special game state will continue (it will not transition to the normal game state (remaining reserved chance)) (see Figure 5 (d-2)), so from that point of view, it can be said that there is no need to fill up the second reserved information (there is no disadvantage to the player if the second reserved information is not filled up).

[0061] However, if the instruction image 10 is displayed in the fall variation (fall performance) but not in the fall prompting variation (fall prompting variation), a situation will arise in which the result (fall result / fall avoidance result) can be known based on the presence or absence of the instruction image 10 before the result is known. In other words, if the instruction image 10 is displayed in the preliminary portion (the state of FIG. 5(b)), it is a fall variation (meaning that a "fall" has been drawn), and if the instruction image 10 is not displayed, it is a fall prompting variation (meaning that a "fall" has not been drawn), and there is no point in "prompting" the player to know whether or not there is a fall. Therefore, even if there is a fall prompting variation, the instruction image 10 is displayed to prompt the player to fill up the second reserved information (special chart 2 reserved).

[0062] The instruction image 10 displayed in the fall-inducing variation is in the same form as the instruction image 10 displayed in the fall-inducing variation. That is, it has a direction element 11 and N change elements 12, and the N change elements 12 change from the pre-change state to the post-change state every time the game ball enters the second starting area 904b (target area) (see Fig. 6(a) to (e)). When the N game balls enter the second starting area 904b after the instruction image 10 is displayed, all of the N change elements 12 become the post-change state (see Fig. 6(e)). When all of the N change elements 12 become the post-change state, the completion element 13 (completion image) is displayed (see Fig. 6(f)). If the instruction image 10 has more than N change elements 12 in accordance with the above-mentioned specific example 1-1, the instruction image 10 having more than N change elements 12 may be displayed in both the fall-inducing variation and the fall-inducing variation.

[0063] The following describes specific examples of improvements, specific embodiments, and modifications of the display of the instruction image 10 in the above-mentioned fall-inducing fluctuation. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0064] 〇Specific example 2-1 The instruction image 10 displayed in the fall-inducing variation is erased when the game ball moves to the post-event portion (when it is determined that the game ball is a fall-avoidance result) regardless of the state of entry of the game ball into the second starting area 904b (target area). Even if N game balls have not entered the second starting area 904b since the instruction image 10 was displayed (when all of the N change elements 12 have not changed to the post-change state), the instruction image 10 is erased when the game ball moves to the post-event portion (see FIG. 13(a)→(b-2)). The instruction image 10 displayed in the fall-inducing variation is displayed so as to be indistinguishable from the fall variation, and is not displayed to store the second reserved information (special chart 2 reserved), so when the game ball moves to the post-event portion and it is determined that the game ball is a fall-avoidance result, the instruction image 10 may be erased.

[0065] On the other hand, the instruction image 10 displayed in the falling variation may not be erased even when the game moves to the post-event portion. For example, if N game balls have not entered the second starting area 904b after the instruction image 10 is displayed (if all of the N change elements 12 have not changed to the post-change state), the instruction image 10 remains even when the game moves to the post-event portion (see FIG. 13(a)→(b-1)). If the second reserved information is not filled up by the end of the falling variation, the player will suffer a disadvantage, so the instruction image 10 remains even after the result (fall result) is known, and the player is encouraged to launch the game ball aiming at the second starting area 904b (target area).

[0066] In this way, the instruction image 10 displayed in the fall prompting variation is displayed solely to prevent the player from knowing in advance that the result will be a fall avoidance result (so that it cannot be distinguished from a fall variation until the result is known), so it may be erased once it is determined that the result will be a fall avoidance result. On the other hand, the instruction image 10 displayed in the fall variation is displayed to fill up the second reserved information (so that the player does not suffer any disadvantages), so it may be displayed in some cases even after it is determined that the result will be a fall.

[0067] 〇Specific example 2-2 The indication image 10 suggests the probability that a fall will be avoided (probability that it is a fall-inducing fluctuation). For example, the indication image 10 in the initial state displayed in the pre-state (a state in which it is not yet clear whether it is a fall-inducing fluctuation or a fall-inducing fluctuation) may be displayed in the first state or in the second state (a state different from the first state). The indication image 10 in the first state and the indication image 10 in the second state are common in that they have the same number of change elements 12 as the directional elements 11. In other words, the first state and the second state have the same part that expresses the essential function of the indication image 10, but have different appearances (appearances). For example, the difference between the first state and the second state may be expressed by the difference in "color" (in the drawings, the difference in color is expressed by the presence or absence of "hatching"). In addition, it is possible to set the size (size of the "arrow") between the first and second aspects to be different, the thickness or color of the outer edge (outer edge of the "arrow") to be different, or the color or font of the characters contained in the instruction image 10 to be different.

[0068] Then, the setting is made such that the probability that the fluctuation is not a fall fluctuation but a fall inducing fluctuation (the probability that the fluctuation will result in a fall avoidance result rather than a fall result) is higher when the instruction image 10 of the second mode is displayed in the advance portion than when the instruction image 10 of the first mode is displayed (see FIG. 14). In this way, the instruction image 10 not only has the function of filling up the second reserved information in preparation for the fall result, but also has the function of suggesting the probability of the fall result.

[0069] 〇Specific example 2-3 The completion element 13 (completion image) is assumed to suggest the probability that a fall will be avoided (probability that the fall is a nuisance fluctuation). After the instruction image 10 is displayed, the completion element 13 (completion image) is displayed when N game balls enter the target area (second start area 904b). The completion element 13 may be in the first mode or in the second mode. For example, the completion element 13 in the first mode is a character that is blue (see FIG. 15(a)), and the completion element 13 in the second mode is a character that is red (see FIG. 15(b)). The difference between the first mode and the second mode may be expressed by the difference in "color" (in the drawings, the difference in color is expressed by the presence or absence of "whiteout"). In addition, the size (character size) or font may be different between the first mode and the second mode.

[0070] Then, when N game balls enter in the preliminary portion and the completion element 13 is displayed, the probability that the change is not a fall change but a fall inciting change is higher (the probability that the result is a fall avoidance result rather than a fall result is higher) when the completion element 13 is in the second mode than when it is in the first mode (see FIG. 15). In this way, by making N game balls enter the target area (second start area 904b) according to the instruction image 10, a gameplay that allows the player to enjoy a suggestive effect of the probability of a fall result can be realized (the suggestive effect cannot be enjoyed unless N game balls enter the target area).

[0071] 8-3) Image Presentation The gaming machine 1 according to this embodiment is capable of executing image effects (see Figs. 17 and 18). The image effects are effects executed during a jackpot game. In this embodiment, they may occur in a jackpot (so-called first win) game acquired through a first win / lose lottery in a normal game state. As described above, a jackpot acquired through a first win / lose lottery in a normal game state may be either a normal jackpot or a special jackpot (see Fig. 4), and the image effects occur as part of the effects that notify whether the jackpot is a normal jackpot or a special jackpot. Hereinafter, when the image effects are simply referred to as a jackpot game, they refer to a jackpot game in which an image effect occurs.

[0072] In this embodiment, a selection effect (see Figs. 16(a)-(c)) occurs first in a jackpot game. If the period during which the selection effect is executed is defined as a selection period, then an image effect will occur after the selection period ends. As will be described later, the image effect in this embodiment is premised on occurring during a unit game (during a round). On the other hand, the selection effect is not premised on occurring during a unit game (during a round). For example, the selection effect may be executed during the opening of a jackpot game (before the first round of the unit game begins). However, this does not deny the selection effect being executed during a unit game. In this embodiment, the selection effect is executed during one or more consecutive unit games.

[0073] In the selection performance, a plurality of types of performance images 20 are presented as options (see FIG. 16(a)), and one of them is selected (see FIG. 16(c)). In this embodiment, three types of performance images, a first performance image 21 to a third performance image 23, are presented as options (see FIG. 16(a)), and these are displayed in a variable manner (see FIG. 16(b)). The variable display stops to indicate that one of the images has been selected (see FIG. 16(c)). The options presented may be changed each time a selection performance is performed. The various selection images may be in any specific form as long as it is possible to grasp that they are different in type from one another. Although details will be described later, in this embodiment, the final performance is executed after the image performance, and the performance image 20 represents an "attack" of the ally character against the enemy character in the final performance. The second performance image 22 represents a stronger "attack" than the first performance image 21, and the third performance image 23 represents a stronger "attack" than the second performance image 22. In the final performance, the victory of the ally character is an advantageous ending for the player, and the probability of the final performance leading to an advantageous ending is higher when the second performance image 22 is displayed in the final performance than when the first performance image 21 is displayed, and when the third performance image 23 is displayed in the final performance than when the second performance image 22 is displayed. If the probability of an advantageous ending is defined as "expectation level," the expectation level increases in the order of the first performance image 21, the second performance image 22, and the third performance image 23. The difference in the expectation level may be suggested by making the colors of the various selection images different (for example, the first performance image 21 is "blue," the second performance image 22 is "green," and the third performance image 23 is "red"). The selection performance is a performance in which one of a plurality of types of performance images 20 (options) is automatically selected (it is not a performance in which the player can arbitrarily select a preferred option). Hereinafter, the performance image 20 selected in the selection performance may be referred to as the selection image.

[0074] After one type of effect image 20 is selected as the selected image in the selection effect (after the selection period), the image effect is executed. As will be described in detail later, the image effect is an effect in which the type of effect image 20 may change (be promoted) when the game ball enters the big prize area 906 (target area), so before the image effect occurs (between the selection effect and the image effect), a display that explains the characteristics of the effect (image effect) that is about to start (in this embodiment, "Card Promotion Chance" and "Aim for the attacker" (the attacker is the big prize area 906) are displayed (see FIG. 16(d)).

[0075] The image presentation (see Figs. 17 and 18) may change from a state in which a certain type of presentation image 20 is displayed to a state in which a different type of presentation image 20 is displayed (hereinafter, this may be referred to as a "type change"). In other words, a type change may occur in which a type of presentation image 20 (see Fig. 17(a)) shown as a selection image in a selection presentation changes to a different type of presentation image 20. Note that the occurrence of a type change in an image presentation may be referred to as a change ending, and the absence of a type change may be referred to as a non-change ending. Type changes are set so that only changes in a direction advantageous to the player (so-called "promotion") occur. Therefore, it can be said that an image presentation resulting in a change ending is more advantageous to the player than a non-change ending. As described above, the expectation level increases in the order of the first performance image 21, the second performance image 22, and the third performance image 23, so in the image performance, a type change may occur in which the first performance image 21 (selected image) changes to the second performance image 22 or the third performance image 23, and a type change may occur in which the second performance image 22 (selected image) changes to the third performance image. Note that in this embodiment, when the third performance image 23 is selected in the selection performance, there is no performance image 20 with a higher expectation level, so the image performance is not executed (the final performance with the third performance image 23 is executed).

[0076] The image presentation is executed during a unit presentation (round) on the premise that a game ball enters the target area. In this embodiment, the big prize area 906 is the target area. The image presentation may be executed during one unit presentation, or during two or more consecutive unit presentations. Since the unit presentation is in progress, the big prize area 906 is open, and the player is instructed to shoot the game ball (hit to the right in this embodiment) aiming at the big prize area 906. In a unit game in which the image presentation is executed, when a game ball enters the big prize area 906, the action image 25 is displayed as a result (see FIG. 17(b)(c)). In this embodiment, the image presentation is executed in the fifth round of the unit game. In this embodiment, since C=10, the action image 25 is displayed 10 times (if the player plays the game as instructed, 10 winnings will occur, and the action image 25 is displayed for each winning, resulting in a total of 10 action images 25 being displayed). In this way, the number of times the action image 25 is displayed depends on the number of unit games in which the image presentation is executed. For example, if the image presentation is executed over two unit games in which C=10, the action image 25 is displayed 20 times in total. In this embodiment, the action image 25 is not displayed when a so-called over winning (C+1 or more game balls winning the big winning area 906 in one unit game) occurs. However, this does not deny the possibility of displaying the action image 25 even when an over winning occurs.

[0077] The selected image selected in the selection performance is displayed in the approximate center of the display area 911 in the image performance. The displayed action image 25 moves toward the selected image and acts on (collides with) the selected image (see Fig. 17(b)(c)). As a result, the selected image, which is a certain type of performance image 20, may change into a different type of selected image with a higher expectation.

[0078] In this embodiment, the type of the performance image 20 displayed at the end of the image performance (the type of the performance image 20 displayed in the final performance) is internally predetermined, and whether the image performance will end in a change or no change is also internally determined. For example, if the first performance image 21 is selected as the selected image (see FIG. 17(a)), and it is internally determined that the second performance image 22 is displayed at the end of the image performance (see FIG. 18(c-1)), any of the action images 25 displayed ten times in total acts (collides) on the first performance image 21 (see FIG. 18(a)), resulting in a change to the second performance image 22 (see FIG. 18(b-1)). In this embodiment, when it is determined that the game will end in a change, a change lottery is executed every time the game ball enters the big winning area 906, and when the change lottery is won, the type of the presentation image 20 is changed (see FIG. 18(b-1)) by the action (collision) of the action image 25 displayed as a trigger of the winning (see FIG. 18(a)), and the game ends in a change (see FIG. 18(c-1)). However, if the game has not won the change lottery until the last winning (if the game has not won the change lottery triggered by the first to ninth winnings in the unit game of the fifth round), the type of presentation image 20 is changed by the action (collision) of the action image 25 displayed as a trigger of the last winning. On the other hand, if the game ends in a non-change, the change lottery is not executed, and the same type of presentation image 20 continues to be displayed until the end (see FIG. 18(a), (b-2), (c-2)).

[0079] In this way, the presentation image 20 selected in the selection presentation (selected image) may be changed in the image presentation to a different type of presentation image 20 with a higher expectation. The image presentation can be seen as a way to further change the selection in the selection presentation in a direction more advantageous to the player.

[0080] After the image performance ends, the final performance (see FIG. 19) is executed. The final performance is in a form corresponding to the type of performance image 20 displayed at the end of the image performance. In the present embodiment, the final performance is a performance in which an ally character and an enemy character fight, and the ally character launches an attack corresponding to the type of performance image 20 displayed at the end of the image performance (see FIG. 19(a-1)(a-2)). In other words, the final performance is in a form corresponding to the type of performance image 20 displayed at the end of the image performance. As a result, the ally character wins (see FIG. 19(b-1)), or the ally character loses (see FIG. 19(b-2)). Note that the winning result includes a so-called reversal pattern in which a losing result is assumed to have been reached at one time but is then reversed. If the winning jackpot (the jackpot game in which the selection performance, image performance, and final performance are executed) is a special jackpot, the winning result is reached, and if it is a normal jackpot, the losing result is reached. Whether the jackpot won is a normal jackpot or a special jackpot is decided beforehand (it is just not clearly notified to the player), and the result (win result / lose result) will be accordingly. Therefore, after a win result, the game will be in a special game state (see FIG. 19(c-1)), and after a loss result, the game will be in a normal game state (see FIG. 19(c-2)).

[0081] The type of the effect image 20 displayed in the final effect indicates the probability (expectation level) of a winning result (special jackpot), and as described above, is set in the order of increasing first effect image 21, second effect image 22, and third effect image 23. Therefore, the gaming machine 1 determines the type of effect image 20 to be displayed in the final effect based on whether the winning jackpot is a special jackpot or not, and then determines the above-mentioned mode of selection effect and image effect to arrive at that type of effect image 20. Note that the mode of the final effect is merely an example. It is sufficient that the mode corresponds to the type of effect image 20 displayed at the time when the image effect is completed.

[0082] As explained above, the image presentation in this embodiment is such that a type change may occur in which one type of presentation image 20 changes to another type of presentation image 20, and this type change may occur when the game ball enters the big prize area 906 that is opened upon a big win game, which is an interesting feature.

[0083] Furthermore, if the image presentation is executed through a selection presentation as in this embodiment, the image presentation can be used to change the presentation image 20 selected in the selection presentation to one of a type that is more advantageous to the player.

[0084] In this embodiment, the type of presentation image 20 indicates the probability of a special jackpot (special game state), but it is sufficient if it indicates the probability of an event advantageous to the player occurring, and the suggested target can be changed as appropriate.

[0085] 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.

[0086] 〇Specific example 3-1 The image presentation may be triggered by a change in type when a gaming ball enters the target area, and may be configured such that an area other than the big prize area 906 is set as the target area. For example, the general prize area 909 (an area where a winning / losing lottery is not executed when a gaming ball enters, but a predetermined number of prize balls are paid out) may be configured as the target area. In other words, the image presentation may be triggered by a change in type of the presentation image 20 when a gaming ball enters the general prize area 909.

[0087] If the image presentation is to be executed during a big win game as in the above embodiment, the general winning area 909, which is the target area, needs to be located in a position where the game ball can enter when the game ball is shot aiming at the big winning area 906. If the big winning area 906 is located in a position to be targeted by a "right hit", the general winning area 909 located in a position where it can be entered by a "right hit" is the target area (see FIG. 1).

[0088] 〇Specific example 3-2 The image effects in the above embodiment are executed during a big win game (a unit game), but may be executed in a situation other than during a big win game. For example, they may be executed during a variable effect.

[0089] Since the big prize area 906 is not opened unless a big win game is being played, it is necessary to set an area other than the big prize area 906 as the target area. For example, since the second start area 904b is frequently opened in the special game state (high base state), it is possible to configure the image presentation with the second start area 904b as the target area to be executed during the variable presentation in the special game state.

[0090] 〇Specific example 3-3 In the image presentation in the above embodiment, the action image 25 is displayed when the gaming ball enters the big prize area 906, which is the target area, and the action image 25 acts on (collides with) the presentation image 20, which is described as causing a type change. However, such an action image 25 may not be displayed. A configuration may also be used in which the type of presentation image 20 may be changed suddenly when the gaming ball enters the big prize area 906.

[0091] 〇Specific example 3-4 In the big win game, an image (called a count image 27) for indicating the progress of the unit game (one round) is displayed. If C=10 as in the above embodiment, 10 count images 27 are displayed at the start of the unit game (see FIG. 20(a). FIG. 20(a) shows the round (round 5) in which the image performance is executed, but the same display is also performed in other rounds). Then, each time a game ball enters the big win area 906, one of the count images 27 is changed or erased. In this way, when all the count images 27 are changed or erased, the player can understand that the unit game is over. The display of such count images 27 is itself well known.

[0092] On the premise that such a count image 27 is displayed, in a unit game in which an image effect is executed, the count image 27 functions as an action image 25. If an image effect is executed in the unit game of the fifth round as in the above embodiment, ten count images 27 are displayed at the start of the fifth round (see FIG. 20(a)). When a game ball enters the big prize area 906, one count image 27 is displaced toward the effect image 20 and acts (collides) with the effect image 20 (see FIG. 20(b)(c)). As a result, the type of the effect image 20 may change. The action image 25 may be erased after acting (colliding) with the effect image 20. The number of count images 27 displayed in the original position is the number of wins until the winning condition of the unit game of the fifth round is established. In this way, it is possible to easily understand that the entry of a game ball into the big prize area 906 is an opportunity to change the effect image 20.

[0093] 〇Specific example 3-5 The state of the action image 25 can be changed. For example, a first action image 251 may be displayed as the action image 25 (see FIG. 21(a)), and a second action image 252 (different in state from the first action image 251) may be displayed (see FIG. 21(b)). Any method may be used to set the difference in state between the first action image 251 and the second action image 252. The first action image 251 and the second action image 252 may be configured to have different shapes (see FIG. 21). Although not shown, the first action image 251 and the second action image 252 may be configured to have the same shape but different colors.

[0094] When a game ball enters the big prize area 906, which is the target area, the probability that the type of the effect image 20 will change is higher when the second action image 252 is displayed than when the first action image 251 is displayed. In this way, the effect form is such that the player will also pay attention to the type (mode) of the action image 25.

[0095] 〇Specific example 3-6 In the image presentation, the type may change two or more times. For example, the first presentation image 21 is displayed at the start of the image presentation, and changes to the second presentation image 22 when a certain game ball enters the big prize area 906, and then changes to the third presentation image 23 when another game ball enters the big prize area 906 later.

[0096] 〇Specific example 3-7 A type of performance image 20 that is not presented in the selection performance may be displayed in the image performance. For example, in the selection performance, the first performance image 21 to the third performance image 23 are presented as options as in the above embodiment (see FIG. 22(a)). In addition to this, a fourth performance image 24 (having a higher expectation than any of the first performance image 21 to the third performance image 23) is provided as the performance image 20, and the fourth performance image 24 is not presented as an option in the selection performance, but may be displayed when a type change occurs in the image performance. In other words, after any of the first performance image 21 to the third performance image 23 is selected as a selection image in the selection performance (see FIG. 22(c)(d)), the selected image may change to a fourth selection image in the image performance (see FIG. 22(e)-(g)). Note that in the image performance, the first performance image 21 may change to the second performance image 22 or the third performance image 23, the second performance image 22 may change to the third performance image 23, and so on.

[0097] In this way, it is possible to provide a presentation form that may betray the player's expectations, in that the presentation image 20 that was not presented as an option in the selection presentation may suddenly be displayed in the image presentation. Also, since there is a fourth presentation image 24 that is higher than the third presentation image 23, it is meaningful to execute the image presentation even when the third presentation image 23 is selected in the selection presentation.

[0098] 8-4) Hold change effect using image displacement effect The gaming machine 1 according to this embodiment can execute a reserved change performance as a performance constituting the during-change performance. The reserved change performance itself is well known, so it will be explained briefly. The reserved change performance suggests that the probability (reliability) of the winning / losing lottery result corresponding to the target reserved pattern T being a winning one has increased by changing the state of the reserved pattern 70 (hereinafter, the reserved pattern 70 that is the target of the reserved change performance may be referred to as the target reserved pattern T). In this embodiment, both the during-change reserved pattern 71 and the pre-change reserved pattern 72 may be the target reserved pattern T. However, when two or more reserved patterns 70 are displayed, the player cannot determine which reserved pattern 70 is the target reserved pattern T before the reserve change performance occurs.

[0099] As the modes of the reserved pattern 70, a normal mode 70n (normal state) and a special mode 70s having a higher reliability than the normal mode 70n are provided (see FIG. 23). In this embodiment, as the special modes 70s, a first special mode 701s exhibiting blue, a second special mode 702s exhibiting green, and a third special mode 703s exhibiting red are provided (in the drawings, the colors are represented by "letters". Note that the normal mode 70n is "no mark" (no letters).). The reliability increases in the order of the normal mode 70n, the first special mode 701s, the second special mode 702s, and the third special mode 703s. A mode in which a jackpot is determined may be provided. Two or more normal modes 70n may be provided.

[0100] The gaming machine 1 according to this embodiment can execute an image displacement effect as an effect constituting the effect during the change. The image displacement effect in this embodiment (a reserve change effect using the image displacement effect) can occur during the change in the normal game state, but may also occur during the change in the special game state.

[0101] The image displacement performance is a performance in which the display area 911 changes from a reference state (see FIG. 24(a)) in which the reference image 30 is displayed to a displaced state (see FIG. 24(b)) in which the reference image 30 is displaced relative to the display area 911. The reference image 30 is an image displayed in the display area 911 in the reference state. In this embodiment, the image displacement performance occurs during the change of the decorative pattern 80, so the reference image 30 includes the decorative pattern 80, the reserved pattern 70, and the background of these (the background is omitted in drawings other than the drawings explaining the reserved change performance using the image displacement performance). Note that the number of reserved patterns 70 changes in various ways, and the occurrence of the image displacement performance during the change means that at least the reserved pattern 72 before the change (one reserved pattern 70) is in a displayed state. Therefore, the reference image 30 includes at least the reserved pattern 72 before the change (one reserved pattern 70). From the reference state to the displaced state, the continuity of the content represented by the reference image 30 (continuity of the performance during the change) is maintained. In this way, in the image displacement presentation, the changing decorative pattern 80, the reserved pattern 70 and their backgrounds are displaced together relative to the display area 911, giving the player the impression that the displayed image has shifted relative to the display area 911 (that a "screen shift" has occurred).

[0102] In the image displacement presentation in this embodiment, the reference image 30 is displayed as if it has been displaced (displaced two-dimensionally) along the planar direction of the display area 911 (the surface direction perpendicular to the front-rear direction). However, the reference image 30 may be displayed as if it has been displaced (displaced three-dimensionally) as if it is inclined with respect to the planar direction of the display area 911. The reference image 30 may also be displayed as if it has been displaced in the depth direction (the reference image 30 becomes smaller). As a result of the displacement of the reference image 30 relative to the display area 911, a portion representing the outer edge of the reference image 30 (hereinafter, sometimes referred to as the outer edge portion 31) is displayed in the displaced state. In the reference state, the outer edge of the reference image 30 and the outer edge of the display area 911 match, so the outer edge portion 31 is not displayed (see FIG. 24(a)), and the displaced state makes it appear as if at least a part of it is displayed (see FIG. 24(b)).

[0103] The displacement of the reference image 30 relative to the display area 911 in this manner means that in the displaced state, an area in which the reference image 30 is not displayed (hereinafter referred to as a non-reference area 911s) is generated in the display area 911 (see FIG. 24(b)). In other words, the non-reference area 911s, which is part of the display area 911, is an area in which part of the reference image 30 was displayed in the reference state, and is an area in which the reference image 30 is not displayed in the displaced state.

[0104] One side edge of the reference image 30 (outer edge portion 31) is set as the "target side edge 31t", and a non-reference area 911s is generated on the side of the target side edge 31t. The target side edge 31t is the edge on the side where the reserved pattern 70 is displayed. In this embodiment, since the reserved pattern 70 is displayed so as to be aligned along the lower side edge of the display area 911 in the reference state, the lower side edge of the reference image 30 is the "target side edge 31t" (see FIG. 24(b)).

[0105] The image displacement performance is such that a non-reference area 911s occurs on the target side edge 31t of the reference image 30 in the displaced state. In the reference state, the target side edge 31t of the reference image 30 is in a state where it coincides with one side edge of the display area 911 (hereinafter referred to as the specific side edge 911t). In this embodiment, in the reference state, the lower edge which is the target side edge 31t of the reference image 30 and the lower edge which is the specific side edge 911t of the display area 911 are in a state where they coincide (see FIG. 24(a)). From this state (reference state), the reference image 30 is displaced relative to the display area 911 so that the target side edge 31t of the reference image 30 moves away from the specific side edge 911t of the display area 911, thereby resulting in a displaced state. In this embodiment, the reference image 30 in the reference state is displayed as if it has been displaced straight upward relative to the display area 911. Therefore, in the displaced state, a non-reference area 911s is generated between the target side edge 31t (lower side edge) of the reference image 30 and the outer edge (lower side edge) of the display area 911 on the target side edge 31t side (see FIG. 24(b)). If the target side edge 31t of the reference image 30 moves away from the specific side edge 911t of the display area 911, the reference image 30 does not have to be displaced straight upward. It may be configured to be displaced diagonally upward.

[0106] The target side edge 31t corresponds to the position where the reserved pattern 70 is displayed. For example, if the reserved pattern 70 is displayed on the right edge side of the reference image 30 (display area 911), the right edge becomes the target side edge 31t. In this case, the reference image 30 is displaced toward the left of the display area 911 so that a non-reference area 911s is generated between the right edge of the reference image 30 and the right edge of the display area 911.

[0107] After the reference image 30 is in a displaced state, a specific image 35 is displayed in the non-reference area 911s (see FIG. 24(b)). In this embodiment, a specific image 35 representing a predetermined character is displayed. After the specific image 35 is displayed, a display is made in which the specific image 35 acts on the target reserved pattern T. In this embodiment, the character represented by the specific image 35 acts on the target reserved pattern T across the target side edge 31t of the reference image 30 (the character touches the target reserved pattern T). As a result of the specific image 35 acting on the target reserved pattern T in this manner, the state of the target reserved pattern T changes in a direction that increases its reliability (see FIG. 24(c-1)). This is a reserve change performance that utilizes an image displacement performance.

[0108] On the other hand, in this embodiment, even if the specific image 35 is displayed in the non-reference area 911s, an effect may occur in which the state of the target reserved pattern T does not change (hereinafter referred to as a reserved change failure effect). In this embodiment, the reserved change failure effect is an effect in which the specific image 35 moves toward a certain reserved pattern 70, but is bounced off the outer edge of the reference image 30 and ends without acting on the reserved pattern 70 (see FIG. 24(c-2)). In other words, it is an effect in which the outer edge of the reference image 30 functions like a "barrier," and the specific image 35 appears not to have reached the reserved pattern 70. In this embodiment, a display is made in which the specific image 35 is bounced off the target side edge 31t of the reference image 30.

[0109] Since a change in the state of the target reserved pattern T is a welcome event for the player, resulting in a reserved change presentation is a "success," while resulting in a reserved change failure presentation is a "failure." The point at which the specific image 35 is displayed in the non-standard area 911s is a "branching" point where it is not clear whether the result will be a "success" or a "failure."

[0110] After either the reserved change effect or the reserved change failure effect occurs, the reference image 30 returns to the reference state. When the reserved change effect occurs, the reference image 30 including the reserved pattern 70 whose state has changed (target reserved pattern T) returns to the reference state (see FIG. 24(d-1)). When the reserved change failure effect occurs, the reference image 30 including the reserved pattern 70 whose state has not changed returns to the reference state (see FIG. 24(d-2)). After returning to the reference state, the changing effect continues as is.

[0111] In this way, the gaming machine 1 of this embodiment can execute an interesting reserve change presentation that utilizes the characteristics of the image displacement presentation by displaying a specific image 35 in an area created by the occurrence of an image displacement presentation, and as a result of the specific image 35 acting on the target reserved pattern T, the appearance of the target reserved pattern T changes.

[0112] Furthermore, since the specific image 35 is displayed in the non-reference area 911s, if the pending change ends in failure (if the pending change results in a failed presentation), the outer edge of the reference image 30 acts as a "barrier" to make it appear as if the pending change has ended in failure.

[0113] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the matters related to the reserve change performance using the image displacement performance. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0114] 〇Specific example 4-1 When the image displacement effect occurs and the specific image 35 is displayed in the reference image 30 area, the probability of the reserved change effect (success) (the probability that the state of the target reserved pattern T changes without the reserved change failure effect. Hereinafter, this will be referred to as the success probability) is suggested. For example, it is possible to configure the following effect elements to suggest the success probability.

[0115] <Example 4-1-1> The form (shape) of the non-standard area 911s suggests the success probability. That is, the success probability is set to be higher when the non-standard area 911s (second performance element) is a different form than when the non-standard area 911s (first performance element) is a certain form. As an example, it is possible to set the success probability to be higher when the non-standard area 911s (second performance element) is relatively large (see FIG. 25(b)) than when the non-standard area 911s (first performance element) is relatively small (see FIG. 25(a)). Since the non-standard area 911s does not occur unless the image displacement performance occurs, the suggestion can be said to be a suggestion that skillfully utilizes the use of the image displacement performance.

[0116] The shape of the non-reference area 911s is determined by the degree of displacement of the reference image 30 in the image displacement performance (the difference between the reference state and the displaced state). A small non-reference area 911s means that the amount of displacement of the reference image 30 is small, and a large non-reference area 911s means that the amount of displacement of the reference image 30 is large.

[0117] <Example 4-1-2> The state of the outer edge of the reference image 30 in the displaced state suggests the probability of success. Since the outer edge of the reference image 30 includes the target side edge 31t, it can be said that the state of the target side edge 31t suggests the probability of success. The probability of success is set higher when the outer edge of the reference image 30 is in a different state (second performance element) than when it is in a predetermined state (first performance element). There are various methods for setting the difference in state. It is possible to make the "color" or "thickness" of the outer edge different. For example, the probability of success is set higher when the outer edge of the reference image 30 is relatively thick (second performance element) (see FIG. 26(a-2)) than when it is relatively thin (first performance element) (see FIG. 26(a-1)). Since the outer edge of the reference image 30 is not displayed unless an image displacement performance occurs (unless it is in a displaced state), it can be said that the suggestion is a suggestion that skillfully utilizes the use of the image displacement performance. Furthermore, since the outer edge of the reference image 30 appears to be a "barrier" that the specific image 35 must overcome in order for the hold change effect to occur (to achieve success), it can be said that the suggestion of the probability of success based on the state of the outer edge (barrier) is easy to understand and in line with the image of the effect.

[0118] As another example, it is possible to set the probability of success higher when the outer edge (target side edge 31t) of the reference image 30 is interrupted (second performance element) (see FIG. 26(b-2)) than when it is uninterrupted (first performance element) (see FIG. 26(b-1)). The outer edge of the reference image 30 appears to be a "barrier," and if the outer edge is interrupted, it appears easier for the specific image 35 to overcome the "barrier" and reach the reserved pattern 70. Therefore, the latter (interrupted) is set to have a higher probability of success than the former (uninterrupted). In the latter case, it may be set to never be a "failure" (always a "success").

[0119] <Example 4-1-3> The state of the specific image 35 suggests the success probability. That is, the success probability is set to be higher when a second specific image 352 (second performance element) in a different state is displayed (see FIG. 27(b)) than when a first specific image 351 (first performance element) is displayed (see FIG. 27(a)). As an example, it is considered to set the success probability to be higher when a second specific image 352 (second performance element) representing a different type of character from a certain type of character is displayed than when a first specific image 351 (first performance element) representing a certain type of character is displayed. The specific image 35 is displayed in the non-standard area 911s, and the non-standard area 911s does not occur unless an image displacement performance occurs, so the suggestion can be said to be a suggestion that skillfully utilizes the use of the image displacement performance.

[0120] In addition, the above-mentioned performance elements may be configured to suggest something other than the success probability. For example, it is conceivable that the state of the target reserved pattern T after the change in the case of the reserved change performance (when it becomes "success") is suggested. In other words, the configuration is such that the target reserved pattern T after the change is more likely to have a state of high reliability when the second performance element is used than when the first performance element is used. If the state of the target reserved pattern T before the change is the same, the reliability of the target reserved pattern T after the change is more likely to be higher when the second performance element is displayed and the target reserved pattern T changes than when the first performance element is displayed and the target reserved pattern T changes.

[0121] 〇Specific example 4-2 In the above embodiment, it has been described that the reserved change performance occurs after the image displacement performance in which the non-standard area 911s occurs on the target side edge 31t side (the side on which the reserved pattern 70 is displayed) of the reference image 30, but the reserved change performance using the image displacement performance can be achieved without such a configuration. For example, the reserved change performance is set to the reserved change performance in which the specific image 35 displayed in the non-standard area 911s acts on the target reserved pattern T displayed on the target side edge 31t side after the image displacement performance in which the non-standard area 911s occurs on the opposite edge side of the target side edge 31t.

[0122] However, as in the above embodiment, by creating the non-standard area 911s on the target side edge 31t side, the specific image 35 displayed in the non-standard area 911s is located near the reserved pattern 70, so that the probability that the specific image 35 will affect the reserved pattern 70 at the stage when the specific image 35 is displayed increases. In other words, by implementing the above embodiment, it is possible to provide a performance form that makes it easy to sense in advance that the specific image 35 suggests a reserved change.

[0123] 〇Specific example 4-3 In the above embodiment, the reserved change failure performance is described as one in which the specific image 35 bounces off the outer edge of the reference image 30 and ends without the specific image 35 acting on the reserved pattern 70, but the reserved change failure performance may be one in which the specific image 35 acts on the reserved pattern 70 (target reserved pattern T) (see FIG. 28(a)) but the state of the reserved pattern 70 does not change (see FIG. 28(b)(c)). However, the reserved change failure performance in which the specific image 35 bounces off the outer edge of the reference image 30 (the outer edge of the reference image 30 becomes a "barrier") as in the above embodiment uses the outer edge of the reference image 30 that is generated (displayed) by the occurrence of the image displacement performance, and therefore can be said to be interesting in that it utilizes the characteristics of the image displacement performance.

[0124] It is possible to have both a reserve change failure presentation as in the above embodiment (where the specific image 35 bounces off the outer edge of the reference image 30) (see Figs. 24 (c-2) and (d-2)) and a reserve change failure presentation as in this example (where the specific image 35 acts on the reserved pattern 70 but the state of the reserved pattern 70 does not change) (see Fig. 28). By doing this, firstly, the specific image 35 not bouncing off the outer edge becomes the first obstacle (first stage obstacle) for a reserve change to occur, and after overcoming this, the specific image 35 acts on the reserved pattern 70, causing the state of the reserved pattern 70 to change, becoming the second obstacle (second stage obstacle) for a reserve change to occur.

[0125] 〇Specific example 4-4 In the above embodiment, it has been described that the reserved change failure performance may occur, but the setting may be such that the reserved change failure performance does not occur (does not result in "failure"). In other words, when the image displacement performance occurs and the specific image 35 is displayed in the non-standard area 911s, the state of the target reserved pattern T changes to "success", and the setting may be such that it does not result in "failure".

[0126] 〇Specific example 4-5 The target reserved pattern T is set to be limited to the changing reserved pattern 71 (the pre-changing reserved pattern 72 is not set as the target reserved pattern T). By doing so, when a reserved change performance using an image displacement performance occurs, the specific image 35 acts on the changing reserved pattern 71 every time. Since there is only one changing reserved pattern 71 and its display position is the same, there is an advantage that the action of the specific image 35 during the reserved change performance can be made the same. In other words, as in the above embodiment, if the reserved pattern 70 that becomes the target reserved pattern T changes every time, the action of the specific image 35 must be set according to the display position of the target reserved pattern T, but by doing as in this example, there is an advantage that such control is not necessary.

[0127] 8-5) Composite Production The gaming machine 1 according to this embodiment can execute a composite performance as a performance constituting a variable performance. The composite performance in this embodiment can occur in a variable performance in a normal game state, but can also occur in a variable performance in a special game state (regardless of the game state in which the composite performance occurs).

[0128] In the composite performance, the first performance and the second performance proceed simultaneously. The first performance is executed in a first area 911a, which is a part of the display area 911, and the second performance is executed in a second area 911b, which is another part of the display area 911. In this embodiment, the left side of a center line (a line along the vertical direction) that roughly divides the display area 911 in the width direction is the first area 911a, and the right side is the second area 911b (see Figs. 29 and 30). While the composite performance (first performance and second performance) is being executed, a partition image 45 that partitions the first area 911a and the second area 911b is displayed (see Figs. 29 and 30). The partition image 45 in this embodiment is a linear image extending in the vertical direction. The first area 911a and the second area 911b are adjacent (contiguous) areas via the partition image 45.

[0129] In this embodiment, the composite presentation is executed as a "conversation presentation" in which character A (first character) and another character, character B (second character), converse. In the drawings, the first character is indicated with "A" and the second character is indicated with "B".

[0130] In both the first and second performances, "scene switching" is performed. In this embodiment, three scenes are prepared for each of the first and second performances. The first performance progresses from scene A1 to scene A2 to scene A3. In other words, the first partial image 41 changes from "aspect representing scene A1" (see FIG. 29(a)) to "aspect representing scene A2" (see FIG. 29(c)) to "aspect representing scene A3" (see FIG. 30(b)). The second performance progresses from scene B1 to scene B2 to scene B3. In other words, the second partial image 42 changes from "aspect representing scene B1" (see FIG. 29(a)) to "aspect representing scene B2" (see FIG. 29(c)) to "aspect representing scene B3" (see FIG. 30(b)). Scenes A1 and B1, scenes A2 and B2, and scenes A3 and B3 are in a corresponding relationship, and at least a part of the performances of the corresponding scenes are executed at the same time. Character A is displayed in the first area 911a in each of the scenes A1 to A3, and character A speaks different lines in each scene. That is, the first partial image 41 includes character A regardless of whether it is in a state showing any of the scenes A1 to A3, and includes lines corresponding to each scene. Also, character B is displayed in the second area 911b in each of the scenes B1 to B3, and character B speaks different lines in each scene. That is, the second partial image 42 includes character B regardless of whether it is in a state showing any of the scenes B1 to B3, and includes lines corresponding to each scene. The composite presentation is a presentation in which the dialogue between character A and character B appears as a "conversation." In this embodiment, each line is displayed as a character in the display area 911, but may be output as a sound from the speaker 65 (see FIG. 1).

[0131] The composite performance (first performance, second performance) progresses as follows. In the first stage (initial stage), the first partial image 41 represents the scene A1, and the second partial image 42 represents the scene B1 (see FIG. 29(a)). In order to clarify that it is a "conversation", one of the lines may be displayed before the other (the same applies to the second and third stages below). The scene is switched by moving from the first stage to the second stage. At this time, the first partial image 41 is displayed variably in a first direction, and the second partial image 42 is displayed variably in a second direction (a direction different from the first direction) (the direction in which the image is variably displayed is indicated by a dotted arrow in the drawing). That is, the image representing the scene A1 moves in the first direction, and the image representing the scene B1 moves in the second direction (see FIG. 29(b)). In this embodiment, the first direction is the upward direction, and the second direction is the downward direction. That is, the first direction and the second direction are in a relationship in which one is the opposite direction (directly opposite direction) to the other.

[0132] It should be noted that it is only the partial images that move in the first and second directions, and the positions at which the decorative pattern 80 and the reserved pattern 70 are displayed do not change. From another perspective, the first partial image 41 and the second partial image 42 can be said to be background images of the decorative pattern 80, and in the composite performance, the background images behave as described above.

[0133] In the first area 911a, the image representing the scene A1 is displayed by shifting upward, and as a result, the image representing the scene A2 appears on the lower side (see FIG. 29(b)). In the second area 911b, the image representing the scene B1 is displayed by shifting downward, and as a result, the image representing the scene B2 appears on the upper side (see FIG. 29(b)). That is, the image representing the scene A2 is displayed in an area created by the image representing the scene A1 moving in the first direction. The range in which the image representing the scene A1 is displayed gradually becomes smaller, while the range in which the image representing the scene A2 is displayed gradually becomes larger. Similarly, for the scenes B1 and B2, the image representing the scene B2 is displayed in an area created by the image representing the scene B1 moving in the second direction, and therefore the range in which the image representing the scene B1 is displayed gradually becomes smaller, while the range in which the image representing the scene B2 is displayed gradually becomes larger. Through such changes, a state is reached in which the image representing the scene A2 is displayed in the entire first area 911a, and the image representing the scene B2 is displayed in the entire second area 911b. In this way, the first partial image 41 represents the scene A2, and the second partial image 42 represents the scene B2, which is the second stage (see FIG. 29(c)).

[0134] After that, in the first area 911a, the image representing the scene A2 is displayed in a first direction (upward), and as a result, an image representing the scene A3 appears. In the second area 911b, the image representing the scene B2 is displayed in a second direction (downward), and as a result, an image representing the scene B3 appears. That is, in the first area 911a, the range in which the image representing the scene A2 is displayed gradually becomes smaller while the range in which the image representing the scene A3 is displayed gradually becomes larger (see FIG. 30(a)), and then the image of the scene A3 is displayed in the entire first area 911a (see FIG. 30(b)). In the second area 911b, the range in which the image representing the scene B2 is displayed gradually becomes smaller while the range in which the image representing the scene B3 is displayed gradually becomes larger (see FIG. 30(a)), and then the image of the scene B3 is displayed in the entire second area 911b (see FIG. 30(b)). Thus, the third stage (see FIG. 30(b)) is when the first partial image 41 represents scene A3 and the second partial image 42 represents scene B3. When the third stage is reached, the composite performance ends. The number of stages (the number of times the scene switches) can be changed as appropriate. The number of times may be changed for each performance.

[0135] As described above, in the composite performance in this embodiment, the first performance executed in the first area 911a and the second performance executed in the second area 911b proceed simultaneously, and when the scene changes, the first partial image 41 (first performance) is displayed and changed in a first direction, while the second partial image 42 (second performance) is displayed and changed in a second direction (see Figures 29(b) and 30(a)). This makes it possible to clearly distinguish between the first performance and the second performance, which are different in style (the characters are different in this embodiment).

[0136] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned composite performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0137] Specific example 5-1 The composite presentation can be used as a kind of so-called step-up presentation. The step-up presentation is a presentation that progresses step by step, and suggests the probability (reliability) that the winning / losing lottery result will be a winning one depending on the stage to which it progresses. If the first to third stages of presentation are provided as in the composite presentation described in the above embodiment, one of the following patterns will occur: "a pattern that ends at the first stage", "a pattern that progresses from the first stage to the second stage and ends at the second stage", or "a pattern that progresses from the first stage to the second stage, and from the second stage to the third stage and ends at the third stage", and the reliability will differ depending on the pattern that occurs. For example, the reliability will be set to increase as the stage progresses.

[0138] By using the composite presentation as a step-up presentation in this manner, a novel presentation form is created in which the occurrence of a step-up is indicated by the first partial image 41 and the second partial image 42 being displayed in different directions.

[0139] Specific example 5-2 After the composite performance is executed, a result performance showing the result is executed. When the composite performance ends (when the result performance starts), the partition image 45 is erased, and an image showing the result is displayed in a single area that combines the first area 911a and the second area 911b. For example, the performance may have the following flow:

[0140] A first partial image 41 showing character A is displayed in the first area 911a, and a second partial image showing character B is displayed in the second area 911b in a composite presentation (see Figs. 31(a)-(c), 32(a)(b)). Character A and character B compete (fight). The first partial image 41 is variably displayed in the first direction, and the second partial image 42 is variably displayed in the second direction (see Figs. 31(b) and 32(a)), and the scene is switched to progress through the first and second presentations. The composite presentation ends when it progresses to the final stage (see Fig. 32(b)). Then, the section image 45 is erased, and an image showing the result is displayed in the one area. For example, a result presentation A (see Fig. 32(c-1)) in which an image showing that character A has won is displayed, or a result presentation B (see Fig. 32(c-2)) in which an image showing that character B has won is displayed is executed. The result presentation may be executed in response to the operation of an operating means such as a push button 60 (see Fig. 1). In this way, the composite presentation can also be used as a "branch (presentation)" before multiple outcomes are known.

[0141] In the case of this example, it is sufficient if a certain result is more advantageous to the player than another result. In accordance with the above example, the execution of result performance A (see FIG. 32(c-1)) is set as a more advantageous event to the player than the execution of result performance B (see FIG. 32(c-2)). In this case, for example, a composite performance can be used as a reach performance (super reach performance). In accordance with the above example, the result of the win / lose lottery can be notified depending on the type of result performance executed after the composite performance, such that if the result of the win / lose lottery is a win, result performance A is executed, and if the result is a miss, result performance B is executed (FIGS. 31 and 32 show an example of use as a reach performance).

[0142] Furthermore, in the case of this example, the section image 45 can be configured to suggest the result. The setting is made so that the probability of a result advantageous to the player is higher when the first section image 451 is displayed as the section image 45 (see FIG. 33(a)) than when the second section image 452 (different in appearance from the first section image 451) is displayed (see FIG. 33(b)). Any method may be used to set the difference in appearance between the first section image and the second section image 452. Possible methods include making the "color" or "thickness" different.

[0143] Specific example 5-3 In the above embodiment, the composite performance is described as a performance in which the scenes of the first and second performances are switched at the same time, but they may be switched at different times. In accordance with the above embodiment, the first partial image 41 is displayed in a first direction (see FIG. 34(b)) to switch from scene A1 to scene A2, and then the second partial image 42 is displayed in a second direction (see FIG. 34(c)) to switch from scene B1 to scene B2, resulting in a state in which the images of scene A2 and scene B2 are displayed (see FIG. 34(d)). Although not shown, the first partial image 41 is then displayed in a first direction to switch from scene A2 to scene A3, and then the second partial image 42 is displayed in a second direction to switch from scene B2 to scene B3, resulting in a state in which the images of scene A3 and scene B3 are displayed.

[0144] If it is desirable to make the first and second performances appear to be progressing alternately, then this example may be used. If used as a "conversation performance" like the composite performance of the above embodiment, there is an advantage that it makes it appear as if words are being spoken alternately from one character and the other (closer to an actual "conversation").

[0145] In addition, when a composite performance is used as the step-up performance as explained in the above specific example 5-1, the progress of one of the first and second performances can be a step-up performance in which the progress is a one-step step-up. In accordance with the above example, the first and second performances progress alternately, such as the switch from scene A1 to scene A2 (see FIG. 34(b)) being the first step-up, and the switch from scene B1 to scene B2 (see FIG. 34(c)) being the next step-up, and so on. Therefore, the progress of both performances is not a one-step step-up, but rather the progress of one performance is a one-step step-up.

[0146] 〇Specific example 5-4 Through the composite presentation, the direction in which the first partial image 41 is displayed and the direction in which the second partial image 42 is displayed may not be constant. It is sufficient that the direction in which the first partial image 41 is displayed and the direction in which the second partial image is displayed are different at the same time. For example, when the scene A1 switches to the scene A2 and when the scene B1 switches to the scene B2, the image representing the scene A1 (and the image representing the scene A2) is displayed to be displayed to be swayed upward, and the image representing the scene B1 (and the image representing the scene B2) is displayed to be swayed downward (see FIG. 35(a)). Then, when the scene A2 switches to the scene A3 and when the scene B2 switches to the scene B3, the image representing the scene A2 (and the image representing the scene A3) is displayed to be swayed downward, and the image representing the scene B2 (and the image representing the scene B3) is displayed to be swayed upward (see FIG. 35(b)).

[0147] By doing this, although the direction in which the first partial image 41 is displayed and the direction in which the second partial image 42 is displayed are different at the same time, the direction in which each partial image is displayed changes each time the scene is switched, making for an interesting presentation form.

[0148] 〇Specific example 5-5 In the above embodiment, it has been explained that when switching scenes, an image representing a certain scene (the current scene) is displayed in a region created by the variably displayed image, and an image representing the next scene is displayed (see Figures 29(b) and 30(a)). However, it is also possible to have an image representing the next scene be displayed after a certain scene (the current scene) is variably displayed in a first or second direction and disappears from view (moves outside the display region 911).

[0149] For example, as shown in FIG. 36, an image representing scene A1 is displayed in a variable manner in a first direction, and an image representing scene B1 is displayed in a variable manner in a second direction (see FIG. 36(a)), and after both images are no longer displayed (see FIG. 36(b)), an image representing the next scene, scene A2, and an image representing scene B2 are displayed (see FIG. 36(c)).

[0150] 9) 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.

[0151] 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.

[0152] 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 obtained (a big win game is executed) when a big win is obtained, but a big win may be obtained via a so-called small win. Since the gameplay that allows a big win to be obtained via a small win (the gameplay of a so-called "two-type game machine") is well known, detailed explanations are omitted, but if a small win is won, for example, it is set to lead to the acquisition of a big win (except in the case of an irregular event such as a game machine malfunction or a player not playing as instructed) (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 "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win").

[0153] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0154] ·Means 1-1 A gaming machine comprising: a target area into which a gaming ball can enter; and a display means for displaying an instruction image when the gaming ball should be launched toward the target area, the instruction image including a directional element indicating the direction in which the gaming ball should be launched, as well as a variable element whose appearance changes when the gaming ball enters the target area. The instruction image displayed by the gaming machine includes not only a directional element indicating the direction in which the gaming ball is launched, but also a variable element whose appearance changes when the gaming ball enters the target, making it easy to understand the progress of the game.

[0155] ·Means 1-2 The gaming machine described in Means 1-1 is characterized in that when a gaming ball enters the target area, winning / losing lottery information to be used in the winning / losing lottery is obtained, and the winning / losing lottery information that has not yet been used in the winning / losing lottery is stored as reserved information up to a maximum of N pieces, and the instruction image includes at least N of the variable elements. By doing this, regardless of the number of pending information (pending number) stored in the storage means at the time the instruction image is displayed, when the state of all variable elements changes, the maximum number (N) of pending information will be stored in the storage means.

[0156] ·Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that, when the state of all of the variable elements contained in the instruction image changes, the instruction image changes to a state including a completion element indicating that the gaming ball has fully entered the target area. By doing so, it is possible to clearly show that the gaming ball has sufficiently entered the target area.

[0157] ·Means 2-1 the game machine is provided with a first starting area and a second starting area into which a game ball can enter, a lottery means for executing a first win / lose lottery based on first win / lose lottery information obtained by the game ball entering the first starting area, and a second win / lose lottery based on second win / lose lottery information obtained by the game ball entering the second starting area, a performance execution means for executing a variable performance until a plurality of types of decorative patterns are variably displayed and then stopped in a manner according to the win / lose lottery result, a storage means for storing a predetermined number of the second win / lose lottery information for which the corresponding variable performance has not yet started as second reserved information, and a game state setting means for setting a first game state in which a game ball should be launched toward the first starting area, and a second game state in which a game ball should be launched toward the second starting area, The second win / lose lottery is a lottery that is more advantageous to the player than the first win / lose lottery, and if the second win / lose lottery results in a fall in the second gaming state, a transition to the first gaming state occurs. In the second gaming state, a fall fluctuation, which is the during-fluctuation performance corresponding to the fall result, and a fall prompting fluctuation, which is not the during-fluctuation performance corresponding to the fall result but suggests the possibility of the fall fluctuation, may occur. In the fall fluctuation, an instruction image is displayed to cause the memory means to store the second reserved information in the predetermined number, and the instruction image is also displayed in the fall prompting fluctuation. A gaming machine characterized by: According to the above gaming machine, an instruction image is displayed not only for the fall variation but also for the fall-inducing variation, so that the reduction in entertainment value caused by the fact that it is possible to tell whether or not a fall result will occur based on the presence or absence of the instruction image is suppressed.

[0158] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that in the falling variation and the falling inducement variation, after the instruction image is displayed, a completion image is displayed when a specific number of gaming balls, which is equal to or greater than the predetermined number, enters the second starting area. If an image (completion image) indicating that a specific number of game balls have been advanced into the second starting area is displayed in the falling variation, it is preferable to display a similar image in the falling inducement variation as well.

[0159] ·Means 3-1 A gaming machine comprising: a winning game execution means for executing a winning game on the condition that the result of a win / lose lottery is a winning game; and an effect execution means for executing an image effect during the winning game by displaying one of a plurality of types of effect images to suggest the likelihood of an event advantageous to the player occurring; and the image effect can undergo a type change in which a state in which a certain type of effect image is displayed changes to a state in which a different type of effect image is displayed, and the type change can occur when the gaming ball enters a target area into which the gaming ball can enter when the gaming ball is launched in the launch mode required for the winning game. The gaming machine can execute an interesting effect (image effect) in which the type of effect image can change when the gaming ball enters the target area.

[0160] ·Means 3-2 The gaming machine described in Means 3-1 is characterized in that the target area is a prize area that is normally closed and opens when the winning game is executed. The winning area that opens upon a winning game can be set as the target area.

[0161] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2 is characterized in that the image presentation includes a selection period during which a player is presented with a number of types of presentation images as options to select one of them, and after the selection period, a type change may occur in which the presentation image selected during the selection period changes to a different type of presentation image. In this way, even if a certain type of presentation image is selected, it is possible to create a presentation format in which the selection may be changed by subsequent image presentations.

[0162] ·Means 4-1 A gaming machine comprising: a display device having a display area; a reserve control means for displaying in the display area as a reserved pattern the presence of a win / lose lottery information used in the win / lose lottery for which the corresponding win / lose lottery result has not yet been notified; and an effect execution means for executing an image displacement effect in which a reference image including the reserved pattern is displayed in the display area from a reference state in which the reference image is displayed in the display area to a displacement state in which the reference image is displaced relative to the display area, thereby creating a non-reference area in which the reference image is not displayed, wherein the image displacement effect can generate a reserve change effect in which a specific image displayed in the non-reference area acts on the reserved pattern, changing the appearance of the reserved pattern. According to the gaming machine, an interesting reserve change presentation can be executed by utilizing the characteristics of the image displacement presentation (the occurrence of a non-standard area).

[0163] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the reserved pattern is displayed along a target side edge, which is one side edge of the reference image, and in the displaced state, the non-reference area occurs on the target side edge side of the reference image. By doing this, a non-standard area is generated in a position close to where the reserved pattern is displayed, so that it is suggested in advance that the specific image displayed in the non-standard area may affect the reserved pattern.

[0164] ·Means 4-3 The gaming machine described in means 4-1 or 4-2 is characterized in that a reserve change failure performance may occur in which the specific image moves toward the reserved pattern, but is bounced off the outer edge of the reference image and ends without acting on the reserved pattern. By doing this, it is possible to create a presentation in which the outer edge of the reference image acts as a "barrier" causing the pending change to appear as if it has failed.

[0165] ·Means 5-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing a composite effect in which a first effect is executed in a first area that is a part of the display area, and a second effect is executed in a second area that is another part of the display area, wherein the first effect progresses by switching scenes as a first partial image displayed in the first area is displayed and changed in a first direction, and the second effect progresses by switching scenes as a second partial image displayed in the second area is displayed and changed in a second direction different from the first direction. By doing this, a composite effect can be created in which the first effect and the second effect can be more clearly distinguished.

[0166] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that, when the composite performance is being executed, a partition image separating the first area and the second area is displayed in the display area. In this way, a composite effect can be achieved in which the first area and the second area can be clearly distinguished.

[0167] ·Means 5-3 A gaming machine described in means 5-1 or 5-2, characterized in that the first presentation is a presentation in which a first character is represented by the first partial image, and the second presentation is a presentation in which a second character different from the first character is represented by the second partial image. In this way, it is conceivable that the characters appearing in the first and second performances may be different. [Explanation of symbols]

[0168] 1. Gaming machines 10 Instruction images 11 Directional Elements 12 Variables 13 Completion element (completion image) 20 Production images 25 Action images 30 Reference Images 31 Outer edge 31t Target side edge 35 Specific Images 41 First partial image 42 Second partial image 45 Plot images 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative Designs 91 Display device 911 Display area 911s non-standard area 911a First area 911b Second area

Claims

1. A target area into which the game ball can enter; a display means for displaying an instruction image when the game ball should be shot toward the target area; Equipped with The instruction image includes a directional element indicating the direction in which the game ball should be launched, as well as a variable element whose appearance changes when the game ball enters the target area.

2. When the game ball enters the target area, winning / losing lottery information to be used for the winning / losing lottery is acquired, A storage means is provided for storing the winning / losing lottery information that has not yet been used in the winning / losing lottery as reserved information up to a limit of N pieces, 2. The gaming machine according to claim 1, wherein the instruction image includes at least N of the variable elements.

3. The gaming machine described in claim 1 or claim 2, characterized in that, when the state of all of the variable elements contained in the instruction image changes, the instruction image changes to a state including a completion element indicating that the gaming ball has fully entered the target area.

Citation Information

Patent Citations

  • Game machine

    JP2018064930A