Game machine
Patent Information
- Application Number
- JP2023149330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-14
- Publication Date
- 2025-03-27
Smart Images

Figure 2025042365000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, the following Patent Document 1 describes that when a jackpot is announced with a specific symbol (7 symbol), it is confirmed that it will be a 16-round variable jackpot. In this way, it is common to set it so that when a jackpot is announced with a specific symbol, it is confirmed that it is a specific jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-105864 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can reduce the possibility that a player will mistakenly believe that he or she has acquired a specific privilege. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises an informing means for informing the result of a win / lose lottery based on a combination of decorative patterns selected from a plurality of decorative pattern groups, each of which includes a plurality of types of decorative patterns, and a game state setting means for setting a normal game state and a special game state which is more advantageous than the normal game state, as game states in which the player aims to win the win / lose lottery result, and is characterized in that the group of decorative patterns displayed in the normal game state includes a specific decorative pattern as one of the plurality of decorative patterns, while the group of decorative patterns displayed in the special game state does not include the specific decorative pattern as one of the plurality of decorative patterns. Effect of the Invention
[0006] The gaming machine according to the present invention can reduce the possibility that a player will mistakenly believe that he or she has acquired a particular privilege. [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] This is a diagram for explaining the game state (transition of the game state) and the allocation of jackpots. [Figure 4] This is a diagram to explain that a specific decorative pattern that is displayed in the normal game state is not displayed in the special game state. [Diagram 5] 13 is a diagram for explaining that a specific decorative pattern can be recognized by a player as a pattern of high value. [Figure 6] 13A and 13B are diagrams for explaining a first bonus image and a second bonus image. [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 13 is a diagram for explaining numerical presentation. [Figure 11] FIG. 10 is a diagram for explaining the numerical presentation. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 15] FIG. 11 is a diagram for explaining specific example 2-10. [Figure 16] FIG. 13 is a diagram for explaining a specific effect. [Figure 17] FIG. 16 is a diagram for explaining a specific effect. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-7. [Diagram 23] FIG. 13 is a diagram for explaining specific example 3-8. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-9. [Diagram 25] FIG. 13 is a diagram for explaining a specific image presentation. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 30] FIG. 1 is a diagram for explaining basic properties of a count image. [Diagram 31] FIG. 13 is a diagram for explaining a count image in a special aspect. [Diagram 32] This is a diagram to explain that even with a normal count image, a special effect can occur when a corresponding win occurs. [Diagram 33] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 34] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 35] FIG. 13 is a diagram for explaining specific example 5-5. [Diagram 36] FIG. 13 is a diagram for explaining specific example 5-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] The gaming machine 1 also includes one or more operating means 60 such as push buttons that can be operated by the player, and a speaker 65 that outputs various sounds.
[0013] 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.
[0014] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. The winning / losing lottery information acquired when a game ball enters the first starting area 904a is the first winning / losing lottery information, and the winning / losing lottery based on the first winning / losing lottery information is the first winning / losing lottery (special chart 1 lottery). The win / lose lottery information obtained when the game ball enters the second starting area 904b is referred to as second win / lose lottery information, and the win / lose lottery based on the second win / lose lottery information is referred to as the second win / lose lottery (special chart 2 lottery).
[0015] In this embodiment, the results of the win / lose lottery will be announced in the order in which the numbers are obtained, but if there is win / lose lottery information for which the results have not yet been announced, the newly acquired win / lose lottery information will be stored in a memory means provided on a control board (not shown) as pending information (strictly speaking, pre-variation pending information, as described later).
[0016] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "relevant reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a so-called performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the winning / losing lottery is executed at the time when the during-change performance starts. Therefore, although the reserved information during the change is not strictly speaking a "reserved" pattern, it is generally referred to as the "relevant reserved change" pattern, and therefore the reserved pattern 71 during the change is treated as a type of reserved pattern 70. In this embodiment, the pending pattern 71 is displayed larger than the pending pattern 72 before the change, but the basic form of both is the same. The basic form of the pending pattern 71 before the change and the pending pattern 72 before the change may be completely different. Also, the pending pattern 71 may not be displayed.
[0017] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (so-called special chart 1 reserved. Of the first winning / losing lottery information, it corresponds to the corresponding during-change performance that has not started.) obtained by winning the first start area 904a is four, and the maximum number of second pre-change reserved information (so-called special chart 2 reserved. Of the second winning / losing lottery information, it corresponds to the corresponding during-change performance that has not started.) obtained by winning the second start area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to either special chart 1 or special chart 2, one during-change reserved pattern 71 and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved patterns 72 are set so that the pattern indicating the presence of the first pre-change reserved information (special chart 1 reserved) is displayed on the left side of the display area 911, and the pattern indicating the presence of the second pre-change reserved information (special chart 2 reserved) is displayed on the right side of the display area 911. The setting may be such that a pre-change reserve pattern 72 corresponding to either the first pre-change reserve information or the second pre-change reserve information is displayed depending on the game state, and the pre-change reserve pattern 72 corresponding to the other is not displayed (for example, a setting in which a pre-change reserve pattern 72 corresponding to the first pre-change reserve information is displayed in the normal game state, and a pre-change reserve pattern 72 corresponding to the second pre-change reserve information is displayed in the special game state).
[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) is a predetermined combination (in this embodiment, three of the same kind of decorative symbols 80). When a loss occurs, the combination is other than that (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0019] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0020] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot (probability of winning a win / lose lottery) is low, and is a low-base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot (probability of winning a win / lose lottery) is high, and is a high-base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. In this embodiment, the jackpot probability (low probability) in the normal game state is about 1 / 319, and the jackpot probability (high probability) in the special game state is about 1 / 70. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, the so-called "left hit" is performed. In the special game state, the game ball is launched aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. In the special game state, the game ball is likely to win the lottery for opening the second starting area 904b triggered by entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily. In this embodiment, the special game state is called "XX RUSH".
[0021] In this embodiment, a normal jackpot and a special jackpot are provided as the jackpot. After the normal jackpot game ends, the game state transitions to the normal game state, and after the special jackpot game ends, the game state transitions to the special game state. A jackpot acquired through the first winning / losing lottery (special drawing 1 lottery) may be either a normal jackpot or a special jackpot (see FIG. 3(b-1)), but a jackpot acquired through the second winning / losing lottery (special drawing 2 lottery) is set to be a special jackpot (see FIG. 3(b-2)). In other words, the second winning / losing lottery has a higher probability of being a special jackpot that is advantageous to the player than the first winning / losing lottery. Since the normal game state is a game state that aims to acquire a jackpot after the first winning / losing lottery, a jackpot acquired in the normal game state is basically either a normal jackpot or a special jackpot, and when a normal jackpot is acquired, the game state transitions to the normal game state after the jackpot game ends, and when a special jackpot is acquired, the game state transitions to the special game state after the jackpot game ends (see FIG. 3(a)). On the other hand, since the special game state is a game state in which the player aims to win a jackpot after a second winning / losing lottery, a jackpot won in the special game state basically becomes a special jackpot, and after the jackpot game ends, the player transitions back to the special game state (see Figure 3(a)).
[0022] The special game state ends when the winning / losing lottery results are a loss a predetermined number of times (100 times in this embodiment) in succession (see FIG. 3(a)). When the special game state ends, the game state transitions to the normal game state. If the player wins a jackpot before the predetermined number of consecutive losses after transitioning to the special game state, the game state transitions again to the special game state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win a jackpot before the predetermined number of consecutive losses after transitioning to the special game state (an ST machine with the ST number of times=100 in this embodiment).
[0023] In addition, unless otherwise specified in the following description, the game characteristics (specifications) are merely an example. For example, it may be a so-called variable probability loop machine. It may also be a V variable probability machine. It may also be a gaming machine (with "two types of" game characteristics) equipped with a so-called small win, in which a big win can be won by a gaming ball entering a specified area when the small win is won. In addition, it may be configured to have a game state different from the normal game state and the special game state, for example, a low probability game state in which the probability of winning a big win is low, and a high base state (low probability, with time reduction) in which a gaming ball is likely to enter the starting area 904.
[0024] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In the jackpot game, a unit game in which the big prize area 906 (see FIG. 1; the big prize area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either C (C=10 in this embodiment) game balls enter the big prize area 906 after the big prize area 906 is opened (winning condition) or a predetermined time has passed after the big prize area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the big prize area 906 in the jackpot game, the winning condition is established before the time condition is established. That is, 10 game balls enter the big prize area 906 in one unit game. The number of prize balls P paid out when one game ball enters the big prize area 906 can be set appropriately (P=15 in this embodiment). A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in a big win game can be set appropriately, but in this embodiment, all of them are set to 10 rounds.
[0025] 2) The following describes the effects that can be executed by the gaming machine 1 according to the present 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.
[0026] 2-1) Specific decorative designs Each decorative pattern group 80g includes multiple types of decorative patterns 80. Whether the types of decorative patterns 80 are the same or different is determined by the "numbers" of the decorative patterns 80. If the numbers included in the decorative patterns 80 are the same, they are the same type of decorative patterns 80, and if they are different, they are different types of decorative patterns 80. Note that the font, etc. representing the numbers may change depending on the game state or stage, but if the numbers are the same even if the font, etc. are different, they are considered to be the same type of decorative patterns 80. Note that, as mentioned above, decorative patterns 80 may be a combination of numbers and characters, etc., but whether the types are the same or not is determined by the numbers. In the following explanation, various decorative patterns 80 may be indicated by writing "numbers," such as "decorative pattern 80 of "1."
[0027] In this embodiment, the types of decorative symbols 80 that can be displayed are seven types: the "1" decorative symbol 80, the "2" decorative symbol 80, ..., the "7" decorative symbol 80. In the normal state, the decorative symbols are displayed in increasing order of the number (the decorative symbol 80 with the largest number is followed by the "1" decorative symbol 80). Among them, the "7" decorative symbol 80 is a specific decorative symbol 80t. In the normal game state, each decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) includes all seven types of decorative symbols 80 (see FIG. 4(a)). On the other hand, in the special game state, each decorative symbol group 80g includes six types of decorative symbols 80 excluding the specific decorative symbol 80t (the "7" decorative symbol 80) (see FIG. 4(b)). In this way, the decorative pattern 80 of "7" which is the specific decorative pattern 80t is displayed in the normal game state (it can be a part of the pattern combination that notifies the result of the winning or losing lottery), but is not displayed in the special game state (it does not constitute a pattern combination that notifies the result of the winning or losing lottery). The reason for this is as follows.
[0028] In the normal game state, a specific decorative pattern 80t (decorative pattern 80 of "7") is displayed, and when a reach for the specific decorative pattern 80t (a state in which the decorative patterns 80 selected and displayed from two of the three decorative pattern groups 80g are the same type and are not selected from the other decorative pattern group 80g) is achieved (see Figure 5(a-1)), the probability (reliability) that the result of the lottery will be a jackpot is higher than when a reach is achieved with any of the decorative patterns 80 other than the specific decorative pattern 80t (decorative pattern 80 of "1" to decorative pattern 80 of "6"; hereinafter, sometimes referred to as non-specific decorative pattern 8u) (see Figure 5(a-2)).
[0029] Also, in the normal game state, when a jackpot is announced by a winning combination of three specific decorative symbols 8t (decorative symbols 80 of "7") (see FIG. 5(b-1)), a special jackpot is confirmed. In other words, when a jackpot is announced by displaying a winning combination of specific decorative symbols 8t, it is confirmed that it is the most advantageous jackpot among two or more jackpots (normal jackpot and special jackpot in this embodiment) that can be obtained through the normal game state (first winning / losing lottery (special symbol 1 lottery)). On the other hand, when a jackpot is announced by displaying a winning combination of non-specific decorative symbols 8u, it is not confirmed that it is the most advantageous jackpot (see FIG. 5(b-2)).
[0030] In this way, in the normal game state, the specific decorative symbol 8t has the highest reliability when a reach is achieved, and when used when a jackpot is announced, it is the highest jackpot that can be obtained through the first win / loss lottery. Therefore, the player can recognize that the specific decorative symbol 8t is more valuable than the other decorative symbols 80.
[0031] The jackpot won in the special game state (the jackpot won after the second winning / losing lottery) is a 10-round special jackpot (see FIG. 3(b)). In other words, the jackpot won is fixed. However, in this embodiment, during a so-called reserved consecutive win, two jackpots may be grouped together and shown to the player as one jackpot. In other words, if a 10-round jackpot (early jackpot) is won in the special game state, the game will transition to the special game state again after the jackpot game ends. However, if the reserved information already acquired (second pre-variation reserved information (special chart 2 reserved) stored in the storage means) contains a corresponding winning / losing lottery result that is a jackpot, it is virtually guaranteed that a further 10-round jackpot (later jackpot) will be won in the special game state, so the early jackpot and the later jackpot are notified together to make it look like a single jackpot with a large profit has been won. In addition, when a jackpot is won in the special game state, the previous jackpot can be said to be an "already acquired jackpot" that has already been obtained, and the subsequent jackpot can be said to be a "planned jackpot" that is scheduled to be obtained in the future.
[0032] When a jackpot is won, a bonus image is displayed to inform the player of the content of the acquired jackpot (bonus). A first bonus image 11 (see FIG. 6(a)) and a second bonus image 12 (see FIG. 6(b)) are provided as bonus images displayed when a jackpot is won in a special game state. The second bonus image 12 is an image that may be displayed during a reserved consecutive win (it is not displayed when the reserved consecutive win has not been confirmed). As described above, a reserved consecutive win makes the two jackpots, the first and second, appear as "one jackpot with a large profit" (hereinafter, sometimes referred to as a special bonus), so the second bonus image 12 is intended to make it appear as if the "one jackpot with a large profit" has been obtained.
[0033] The second bonus image 12 in this embodiment includes a name display (referred to as second name display 121 to distinguish it from the first name display 111 described later) showing the name of the special bonus that can be obtained (see FIG. 6(b)). Since the special bonus is apparently a jackpot with the highest profit (a special jackpot worth 20 rounds) that can be obtained on the gaming machine 1 according to this embodiment, the second name display 121 is intended to suggest this point. The second name display 121 is made to include "MAX", "maximum", "super", etc. In this embodiment, the second name display 121 is made to read "MAX XX Bonus".
[0034] In addition, the second bonus image 12 in this embodiment includes a bonus display (called a second bonus display 122 to distinguish it from a first bonus display 112 described later) that numerically represents the bonus obtained (see FIG. 6(b)). The second bonus display 122 preferably represents the number of prize balls obtained during a big win game. As described above, in this embodiment, if the game balls are shot toward the big win area 906 as instructed, 10 game balls will enter the big win area 906 in one unit game (one round of game), so that one unit game will provide "10 (C) x 15 (P) = 150 balls". Since the special bonus includes 20 unit games (20 rounds), 150 x 20 (R) = 3000 balls (1500 balls for the first big win plus 1500 balls for the second big win, totaling 3000 balls). In other words, since a minimum of 3000 prize balls can be obtained (not taking into account so-called over-winning), the number “3000” is displayed as the second profit display 122 .
[0035] Like the second bonus image 12, the first bonus image 11 also includes a name display (first name display 111 to distinguish it from the above-mentioned second name display 121) and a profit display (first profit display 112 to distinguish it from the above-mentioned second profit display 122). The first bonus image 11 is displayed in a situation where a reserved consecutive win is not confirmed (however, the first bonus image 11 may be set to be displayed when a reserved consecutive win occurs). In other words, it is displayed in a situation where it is confirmed that one 10-round special jackpot will be obtained, but it is not confirmed that a jackpot will be obtained thereafter. As described above, the second bonus image 12 can be said to virtually display the "already obtained win" and the "planned win" as one unit, while the first bonus image 11 can be said to display the part equivalent to the "already obtained win".
[0036] The first name display 111 indicates that the profit that the player can obtain is lower than that of the second name display 121 (special bonus). As described above, the second name display 121 includes words such as "MAX", "maximum", and "super", whereas the first name display 111 does not include such words. In this embodiment, the first name display 111 is "XX bonus" (see FIG. 6(a)). In other words, the first name display 111 and the second name display 121 differ in the presence or absence of the word "MAX".
[0037] The first profit display 112 indicates the number of winning balls obtained by one 10-round jackpot. The (minimum) number of winning balls obtained by 10 unit games when playing as instructed is 10(C)×15(P)×10(R)=1500, so the character "1500" is displayed as the second profit display 122 (see FIG. 6(a)).
[0038] In this way, in the special game state, when a reserved consecutive win occurs, the second bonus image 12 is displayed to make the first and second jackpots look like "one big jackpot with a large profit" (special bonus) (as if a single jackpot that is more advantageous than the case where the first bonus image 11 is displayed is obtained). Because of this setting, when a winning combination of the specific decorative pattern 8t (decorative pattern 80 of "7") is displayed in the special game state and a jackpot is announced, some players may think that the acquisition of the special bonus is confirmed (particularly, as described above, in this embodiment, the specific decorative pattern 8t constitutes a highly reliable reach in the normal game state, and is a "high-value pattern" that confirms that the most advantageous jackpot out of two or more jackpots is obtained when a winning combination is formed, so that the probability that the player will think this is high). In reality, the special bonus is two jackpots, and at the time when the fluctuation corresponding to the first jackpot begins, it may not be determined whether the second jackpot will be obtained, so the announcement of the jackpot by the winning combination of the specific decorative pattern 8t is not made. If the special decorative pattern 8t winning combination is not notified, there is no point in displaying the special decorative pattern 8t. In this embodiment, the special decorative pattern 8t is not displayed in the special game state. This reduces the possibility that the player will mistakenly think that he or she has won a special privilege by displaying the winning combination of the special decorative pattern 8t.
[0039] In addition, in this embodiment, the multiple types of decorative patterns 80 include different numbers for each type, and the "7" decorative pattern 80 is the specific decorative pattern 8t, and the "7" decorative pattern 80 includes the largest number among the multiple types of decorative patterns 80 displayed in the normal game state (the decorative patterns 80 (non-specific decorative patterns 8u) other than the "7" decorative pattern 80 (specific decorative pattern 8t) are the "1" to "6" decorative patterns 80). By doing so, there is an advantage that even in the special game state in which the specific decorative pattern 8t is not displayed, there is no "jump" in the numbers (the variably displayed numbers can be "continuous") (see FIG. 4(b)). For example, if the decorative pattern 80 "1" to "9" is displayed in the normal game state, if the decorative pattern 80 "7" (specific decorative pattern 8t) is not displayed in the special game state, there will be a gap between "1" to "6" and "8" and "9" (the numbers will no longer be consecutive), which may cause the player to feel uncomfortable. By doing as in this embodiment (making "7", the number of the specific decorative pattern 8t, the largest number), each of the multiple types of decorative patterns 80 displayed in the special game state will correspond to a consecutive number starting from "1", so this risk can be reduced.
[0040] The following describes specific examples of improvements, specific embodiments, and modifications of the specific decorative pattern 8t. In addition, to the extent possible, the following specific examples may be used to apply a combination of multiple techniques.
[0041] 〇Specific example 1-1 In the above embodiment, it has been explained that in the special game state, a second bonus image 12 is displayed which makes the first and second jackpots during a so-called pending consecutive win appear as one jackpot (special bonus), but the configuration may be such that no such display is made.
[0042] For example, suppose that two or more types of jackpots are provided as jackpots that can be obtained in the special game state (jackpots that can be obtained after a second winning / losing lottery). In such a configuration, if the player is notified of a jackpot win by the specific decorative pattern 8t, the player will predict the type of jackpot that has been obtained (the player may be disappointed if the jackpot is not the most advantageous one), so it is possible to make the specific decorative pattern 8t not displayed in the special game state (the jackpot is not notified by the specific decorative pattern 8t).
[0043] 〇Specific example 1-2 It is assumed that two jackpots are made to look like one jackpot in addition to the so-called reserved consecutive wins. For example, as shown in FIG. 7(a), a first special game state (with high probability and time reduction) is provided in which the number of continuations (meaning the number of consecutive losses that will end the state) is N1 and the next jackpot is not guaranteed (there is a possibility of transitioning to a normal game state without winning a jackpot), and a second special game state is provided in which the number of continuations is N2 and the next jackpot is virtually guaranteed. The second special game state includes not only a setting of N2=∞, but also a setting in which the number of continuations is sufficiently large that it is virtually impossible for the winning / losing lottery result to be a loss N2 times in a row based on the jackpot probability in the second special game state (for example, a setting in which the jackpot probability in the second special game state is 1 / 100 and the number of continuations is N2=10,000) (a state in which the probability of a consecutive win (continuation) is 99.9% or more is considered to be the second special game state). The jackpots that can be obtained through the special game state (second win / lose lottery) include a first special jackpot, in which the game state after the jackpot game ends becomes a first special game state, and a second special jackpot, in which the game state after the jackpot game ends becomes a second special game state.
[0044] When the second special jackpot is won, it is virtually guaranteed that the game will move to the second special game state and a jackpot will be won in the second special game state, so the first jackpot (second special jackpot; already won jackpot) and the second jackpot (a jackpot to be won in the second special game state; a planned jackpot) can be displayed as if they were one jackpot (special bonus). For example, the profits obtained from the two jackpots can be displayed together. If the (minimum) number of winning balls obtained from the first jackpot and the second jackpot are each "1500", then "3000" can be displayed (see FIG. 7(b)).
[0045] In such a configuration, if a big win is notified by the specific decorative pattern 8t, there is a risk that the player will think that the acquisition of a special privilege is confirmed, so the specific decorative pattern 8t is not displayed in the special game state.
[0046] 〇Specific example 1-3 In the above embodiment, the first and second jackpots in a so-called reserved consecutive win are displayed as one jackpot (special bonus), but three or more jackpots may be displayed as one jackpot. For example, if three 10-round jackpots (150 balls per round) are displayed as one jackpot, a bonus image including the number "4500" is displayed.
[0047] Even in such a configuration, when a jackpot is indicated by the specific decorative pattern 8t, there is a risk that the player may mistakenly believe that a jackpot with the greatest apparent benefit has been confirmed, so the specific decorative pattern 8t may not be displayed in the special game state as described in the above embodiment.
[0048] 〇Specific example 1-4 In the above embodiment, it has been explained that the specific decorative symbol 8t is not displayed in the special game state, but in a different configuration, the specific decorative symbol 8t is displayed when a predetermined condition is satisfied. Specifically, in the special game state, the specific decorative symbol 8t is basically not displayed (normally), but is displayed only when a predetermined condition is satisfied.
[0049] As an example of such a configuration, for example, when a specific decorative pattern 8t is displayed in a certain variation (see FIG. 8(b)), a setting can be considered in which the reliability of the winning / losing lottery result corresponding to that variation is higher (than a variation (normal state) (see FIG. 8(a)) that is not displayed). In other words, a configuration in which the display of the specific decorative pattern 8t functions as a so-called "chance up." When the specific decorative pattern 8t is displayed, a setting may be made in which the winning / losing lottery result corresponding to that variation is confirmed to be a jackpot (the display of the specific decorative pattern 8t functions as a confirmation effect (premium effect)).
[0050] 〇Specific example 1-5 In the special game state, a type of decorative pattern 80 (hereinafter referred to as a special decorative pattern 81) that is not displayed in the normal game state is displayed. In other words, in the special game state, a non-specific decorative pattern 8u and a special decorative pattern 81 are displayed. For example, assume that a pattern including the number "0" is the special decorative pattern 81 (see FIG. 9(b)). In this case, in the normal game state, decorative patterns 80 of "1" to "7" (specific decorative pattern 8t and non-specific decorative pattern 8u) are displayed (see FIG. 9(a)), and in the special game state, decorative patterns 80 of "0" to "6" (non-specific decorative pattern 8u and special decorative pattern 81) are displayed (see FIG. 9(b)).
[0051] In this way, the number of types of decorative patterns 80 displayed in the normal game state becomes the same as the number of types of decorative patterns 80 displayed in the special game state (a decrease in the number of types of decorative patterns 80 displayed in the special game state is prevented). If two or more types of decorative patterns 80 are set as the specific decorative patterns 8t, two or more types of special decorative patterns 81 may be prepared.
[0052] 2-2) Numerical effects In this embodiment, a numerical value effect (see FIG. 10 and FIG. 11) can be executed as an effect constituting the effect during the change. The numerical value effect can occur as an effect constituting the effect during the change in the normal game state, but it may also occur as an effect constituting the effect during the change in the special game state.
[0053] The numerical performance is a performance value N displayed in the display area 911 (see FIG. 10(b) and the like). The performance value N may be displayed on a device other than the main display device 91 (the display device 91 on which the decorative pattern 80 is displayed). The performance value N indicates the probability of a specific event occurring. The numerical performance in this embodiment is executed as a kind of reach performance (super reach performance). If the winning / losing lottery result corresponding to the performance during variation (target variation) including the numerical performance is the target winning / losing lottery result, if the target winning / losing lottery result is a big win, it will lead to a favorable ending (see FIG. 11(c-1)), and if it is a loss, it will lead to an unfavorable ending (see FIG. 11(c-2)) (the favorable ending includes a so-called reversal pattern in which an unfavorable ending is assumed to have been reached once and then reversed). In this embodiment, reaching a favorable ending (the performance for the favorable ending is executed) is regarded as the specific event. Since reaching an advantageous conclusion is a notification that the target winning / losing lottery result is a jackpot, it can be said that the (notification of) the target winning / losing lottery result being a jackpot is the specific event. As described later, in the numerical presentation, the presentation value N changes, and the final value (hereinafter, sometimes referred to as the final value) indicates the probability that the specific event will occur. In this embodiment, the larger the final value, the higher the probability that the specific event will occur. In this embodiment, the specific event is reaching an advantageous conclusion, which is an event that is advantageous to the player, so that the presentation value N (final value) becoming larger is advantageous to the player. In this embodiment, the initial value of the presentation value N is "0", and the maximum value is "100". In other words, the presentation value N can change within the range of "0" to "100".
[0054] The numerical performance is a performance in which decorative patterns 80 are displayed. Some of the multiple types of decorative patterns 80 are set as target patterns 85. Among the multiple types of decorative patterns 80, patterns other than the target patterns 85 are set as non-target patterns. The target patterns 85 may be one type, or two or more types. In this embodiment, the decorative patterns 80 of "3" and "7" are set as target patterns 85. The other decorative patterns 80 of "1", "2", "4", "5", and "6" are non-target patterns.
[0055] In the numerical performance, a predetermined number of unit performances are repeated. In one unit performance, a combination of three decorative symbols 80 (hereinafter, sometimes referred to as a unit combination) is displayed (see FIG. 10(c), FIG. 10(e), FIG. 10(g), FIG. 11(a)). In other words, in the numerical performance, unit combinations are continuously displayed. In this embodiment, a combination of three decorative symbols 80 selected from each of the three decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) is displayed as a unit combination. Note that each decorative symbol 80 constituting the unit combination is in a pseudo-stop (temporary stop) state and is not completely stopped. The pseudo-stop (temporary stop) state refers to a well-known state in which the symbol slightly swings and does not completely stop, but appears to be stopped to the player. Since the fluctuation does not end in the unit performance, the unit combination displayed in each unit performance is displayed as a pseudo-stop (temporary stop).
[0056] In the present embodiment, the numerical performance is executed 10 times. That is, 10 unit combinations are shown. When the unit combination includes the target pattern 85, a change occurs according to the number included in the target pattern 85. Since each decorative pattern 80 constituting the unit combination is displayed at a predetermined position (left, center, right) in the display area 911, when the target pattern 85 becomes a predetermined mode (displayed at a predetermined position), a change occurs in the performance numerical value N according to the number included in the target pattern 85. Note that "three of the same decorative patterns 80" (a winning combination) are not displayed as a unit combination so that the player does not mistakenly think that the result of the winning / losing lottery is a big win.
[0057] In this embodiment, if the target symbol 85 is included in the unit combination, the number of the target symbol 85 is added to the performance value N. That is, if the decorative symbol 80 of "3" is included in the unit combination, the performance value N is "+3" (see FIG. 10(e)), and if the decorative symbol 80 of "7" is included in the unit combination, the performance value N is "+7" (see FIG. 10(c)). In this embodiment, if the unit combination includes two or more target symbols 85, the sum of the numbers of each target symbol 85 is added to the performance value N. For example, if the unit combination includes one decorative symbol 80 of "3" and one decorative symbol 80 of "7", the performance value N is "+10" (see FIG. 11(a)). Also, for example, if the unit combination includes two decorative symbols 80 of "3" and one decorative symbol 80 of "7", the performance value N is "+13" (not shown). In this embodiment, since the decorative patterns 80 constituting the unit combination are three, a unit combination including up to three target patterns 85 (a unit combination including one of the decorative patterns 80 "3" and the decorative pattern 80 "7" and two of the other) may be displayed. The maximum change in one unit performance is when a unit combination including one decorative pattern 80 "3" and two decorative patterns 80 "7" is formed, in which case the performance value N becomes "+17".
[0058] In this embodiment, as a result of a unit performance, it may occur that the unit combination does not include the target symbol 85 at all. If the target symbol 85 is not included in the unit combination in a certain unit performance (if all of the decorative symbols 80 constituting the unit combination are non-target symbols), the performance value N does not change in that unit performance (see FIG. 10(g)). Since an increase in the performance value N can be said to be an advantageous event for the player, it can be said that the target symbol 85 being included in the unit combination is a more advantageous result for the player than the target symbol 85 not being included in the unit combination.
[0059] Such unit performances are repeated, and the performance value N (see FIG. 11(a)) at the end of 10 unit performances becomes the final value (see FIG. 11(b)). In this embodiment, the final value is set to directly represent the probability (%) of reaching a favorable outcome. For example, if the final value is "63", the probability of reaching a favorable outcome is set to about 63%. In this embodiment, reaching a favorable outcome means that the target winning / losing lottery result is a jackpot, so the probability represented by the final value is the reliability itself. Note that, when performing the numerical performance, the final value is internally determined in advance based on the target winning / losing lottery result. Based on the internally determined final value, it is determined how many times the target pattern 85 (the decorative pattern 80 of "3" and the decorative pattern 80 of "7") will be displayed as a unit combination. For example, if the final value is internally determined to be "63," then based on that, it is decided to display, for example, the decorative pattern 80 of "3" seven times and the decorative pattern 80 of "7" six times as part of a unit combination (3 x 7 + 7 x 6 = 63), and control is performed so that this is reflected as a unit combination in each unit performance.
[0060] In this embodiment, since the final value indicates the probability of reaching a favorable outcome, it is confirmed that a favorable outcome will be reached when the final value is "100". In this embodiment, since a favorable outcome is reached when the target winning / losing lottery result is a jackpot, it can be said that the final value being "100" is a type of so-called premium effect (determined effect).
[0061] In the numerical performance in this embodiment, after all unit performances are completed, before the end is reached, the player is prompted to operate the operation means 60 (push button) with the final value displayed (see FIG. 11(b)). When the operation means 60 is operated during the operation valid period, the game moves to the end (advantageous end / unfavorable end), and the target winning / losing lottery result is revealed. In other words, a branching performance (which is a winning / losing branch in this embodiment) before the end is revealed is executed. If the operation means 60 is not operated during the operation valid period, the game may move to the end when the operation valid period ends. When the end is reached, the fluctuation stops, and a combination of decorative patterns 80 indicating the winning / losing lottery result is displayed (determined display). When the advantageous end is reached, a set of three of the same decorative patterns 80 (winning combination) is determinatively displayed (see FIG. 11(c-1)). When the unfavorable end is reached, a combination other than the winning combination (losing combination) is determinatively displayed (see FIG. 11(c-2)).
[0062] The numerical presentation in this embodiment described above is an interesting presentation in which the probability of a specific event occurring is suggested by the presentation number N, and the manner in which the presentation number N changes is determined by the "numbers" contained in the decorative pattern 80 (target pattern 85).
[0063] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned numerical performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0064] 〇Specific example 2-1 It has been explained that the numerical presentation in the above embodiment is a type of super reach presentation (which notifies the result of the win / loss lottery, and the specific event is that the result of the win / loss lottery becomes a jackpot), but the object (i.e., the specific event) suggested to occur by the numerical presentation does not have to be the result of the win / loss lottery.
[0065] For example, the numerical performance indicates whether or not it will develop into a specified super reach performance by its conclusion (the execution of the specified super reach performance is configured as a specific event). In other words, if a favorable conclusion is reached, the specified super reach performance is executed (there remains a possibility that the target winning / losing lottery result will be a jackpot), and if an unfavorable conclusion is reached, the specified super reach performance is not executed (the target winning / losing lottery result is confirmed to be a loss). In this way, the final value in the numerical performance indicates the probability that the specified super reach performance will occur.
[0066] 〇Specific example 2-2 In the above embodiment, it has been explained that the performance value N (final value) indicates the probability of a specific event occurring (leading to a favorable outcome), but the performance value N need not represent the probability itself as long as it indicates the likelihood of a specific event occurring. For example, the probability of a specific event occurring when the final value is in the range of 50 to 59 is 50%, and the probability of a specific event occurring when the final value is in the range of 60 to 69 is 60%, so that the probability is the same even if the final value is different when it is within a predetermined range.
[0067] The final value may be set to a special value (a value other than "100") that will definitely result in the occurrence of a specific event. For example, if the final value is "77", then it is decided that a specific event will occur. In this case, if the final value is a value other than the special value, the larger the final value, the higher the probability that the specific event will occur.
[0068] 〇Specific example 2-3 The configuration may be such that the number included in the target symbol 85 and the value added to the effect value N when the target symbol 85 assumes a predetermined state are not exactly the same. For example, when the decorative symbol 80 of "7" is displayed, the value of "700" may be added to the effect value N. However, when two or more types of decorative symbols 80 are used as the target symbol 85, the magnitude relationship between the numbers included in each decorative symbol 80 that is the target symbol 85 and the value added to the effect value N when each decorative symbol 80 assumes a predetermined state shall be maintained. For example, when the decorative symbol 80 including the number "n" and the decorative symbol 80 including the number "m" are used as the target symbol 85 (n < m), the value "M" that is added to the effect value N when the decorative symbol 80 including the number "m" assumes a predetermined state is larger than the value "N" that is added to the effect value N when the decorative symbol 80 including the number "n" assumes a predetermined state (N < M). More preferably, the value of the specified multiple (α) of the number included in the decorative symbol 80 is added to the effect value N (let N = n × α and M = m × α (the specified multiple (α) is constant)).
[0069] However, as in the above embodiment, the configuration in which the number included in the decorative symbol 80 is directly added to the effect value N has the advantage that the effect is easier to understand (the "rule" (characteristic) is easier to understand).
[0070] 〇Specific Example 2-4 In the numerical effect in the above embodiment, it has been described that the numbers of one or more target symbols 85 included in the unit combination are reflected in the change of the effect value N, but a different configuration may be adopted. For example, among the decorative symbols 80 constituting the unit combination shown in the unit effect, when the middle decorative symbol 80C becomes the target symbol 85, the number of the target symbol 85 may be reflected in the effect value N (see Fig. 12(a)). That is, (even if the target symbol 85 is displayed as the left decorative symbol 80L or the right decorative symbol 80R, the change in the effect value N does not occur (see Fig. 12(b))), and whether the target symbol 85 is displayed at a predetermined position as the middle decorative symbol 80R (whether the target symbol 85 assumes a predetermined state) is the branch for whether the effect value N changes or not.
[0071] In this way, one unit performance may be configured as a performance of whether or not one target symbol 85 is displayed (multiple target symbols 85 are not displayed in one unit performance). This makes the performance easier to understand than the numerical performance in the above embodiment. However, if the performance numerical value N is set as in the above embodiment, it is possible to have a large increase in the performance numerical value N by displaying multiple target symbols 85 in one unit performance (switching from a low-promise situation to a high-promise situation all at once), which has the advantage of allowing for a variety of performance forms.
[0072] 〇Specific example 2-5 The decorative pattern 80 that is the target pattern 85 includes an element (hereinafter referred to as a common element) that the decorative pattern 80 that is the non-target pattern does not have. For example, the target pattern 85 is red overall, but the non-target pattern is not red overall (see FIG. 13; in FIG. 13, the target pattern 85 is hatched, and the non-target pattern is not hatched (white)). In other words, the target pattern 85 includes a red image element as a common element, but the non-target pattern does not include the red image element. It is preferable that the non-target patterns also include common elements. For example, the non-target patterns are blue overall.
[0073] The aspect of the target pattern 85 (the aspect including the common element) is unique during the numerical performance, and the decorative pattern 80 (the decorative pattern 80 of "3" and the decorative pattern 80 of "7" in the above embodiment) that is the target pattern 85 in the numerical performance is in a different aspect when the numerical performance is not being performed. For example, the decorative pattern 80 that is the target pattern 85 shows a different color when the numerical performance is not being performed, but the aspect is changed so that it shows the same color during the numerical performance.
[0074] By doing as in this example, the distinction between the target pattern 85 and other patterns (non-target patterns) in the numerical presentation becomes clear, making the numerical presentation easier to understand.
[0075] 〇Specific example 2-6 The type (pattern) of the decorative pattern 80 that is the target pattern 85 can be changed every time a numerical performance is performed. For example, the type of the decorative pattern 80 that is the target pattern 85 can be changed every time a numerical performance is performed (see FIG. 14), such that a first pattern in which the decorative pattern 80 of "3" and "7" is the target pattern 85, a second pattern in which the decorative pattern 80 of "5" and "7" is the target pattern 85, or a third pattern in which the decorative pattern 80 of "3", "5" and "7" is the target pattern 85 can occur. In addition, when performing as in this example, it is preferable to adopt a configuration like the above specific example 2-5 so that the distinction between the target pattern 85 and other patterns is clear.
[0076] In addition, in the case of this example, which decorative pattern 80 is set as the target pattern 85 can also suggest the outcome of the numerical performance (the magnitude of the final value). For example, it can be set so that the more types of decorative patterns 80 set as the target pattern 85, the greater the final value. Also, for example, it can be set so that the greater the sum of the numbers contained in the decorative patterns 80 set as the target pattern 85 (in the above example, the sums of the first pattern, the second pattern, and the third pattern are "10," "12," and "15," respectively), the greater the final value.
[0077] By doing this, when a numerical performance occurs, it is interesting to note which decorative pattern 80 becomes the target pattern 85, which makes the performance more interesting.
[0078] 〇Specific example 2-7 All of the multiple types of decorative patterns 80 are the target patterns 85. In other words, regardless of which type of decorative pattern 80 is in the predetermined state, a change in the performance value N occurs according to the numbers contained in the decorative pattern 80. If a change occurs according to the target pattern 85 contained in the unit combination as in the above embodiment, the larger the sum of the numbers of the decorative patterns 80 contained in the unit combination, the greater the change in the performance value N will be.
[0079] By doing this, there is no need to distinguish between the target pattern 85 and other patterns, which has the advantage that the numerical presentation is simplified and the presentation becomes easier to understand.
[0080] 〇Specific example 2-8 The number of times a unit performance occurs can be changed for each numerical performance. For example, the number of times a unit performance occurs can be 5, 10, or 15, and the number of times is determined by lottery for each numerical performance.
[0081] Since the number of unit effects can be said to be the number of opportunities for the target symbol 85 to become a predetermined mode and for the effect value N to change, it is preferable to set the number of unit effects to be greater, so that the more the unit effects occur, the greater the change in the effect value N is likely to be (the greater the final value is likely to be). By doing so, it becomes a performance form that players hope will increase the number of unit effects.
[0082] 〇Specific example 2-9 In the above embodiment, it has been explained that the larger the final value, the higher the probability of the specific event occurring, but the opposite setting, that is, the smaller the final value, the higher the probability of the specific event occurring, may be used. In this case, since the target symbol 85 becoming a predetermined pattern and the performance value N increasing is an undesirable event for the player, the performance form is one in which the player hopes that the target symbol 85 will not become a predetermined pattern.
[0083] 〇Specific example 2-10 In the above embodiment, when the target pattern 85 becomes a predetermined pattern, the number contained in the target pattern 85 is added to the performance value N. However, conversely, the number contained in the target pattern 85 may be subtracted from the performance value N. For example, the performance value N is set to a predetermined initial value (e.g., "100") (see FIG. 15(a)), and the number contained in the target pattern 85 is subtracted from the performance value N every time the target pattern 85 becomes a predetermined pattern in each unit performance (when the decorative pattern 80 of "7" becomes a predetermined pattern, "7" is subtracted from the performance value N) (see FIG. 15(b)).
[0084] In this example, the larger the final value of the performance value N, the higher the probability of the specific event occurring. Conversely, the smaller the final value of the performance value N, the higher the probability of the specific event occurring. If the former setting is used, the target symbol 85 becoming a predetermined pattern and the performance value N becoming smaller is an undesirable event for the player, so this is a performance form that the player hopes will not have the target symbol 85 become the predetermined pattern. If the latter setting is used, the target symbol 85 becoming a predetermined pattern and the performance value N becoming smaller is an undesirable event for the player, so this is a performance form that the player hopes will have the target symbol 85 become the predetermined pattern.
[0085] 2-3) Specific production In this embodiment, a specific effect can be executed as an effect constituting the effect during the change. The specific effect can occur as an effect constituting the effect during the change in the normal game state, but may also occur as an effect constituting the effect during the change in the special game state.
[0086] The basic aspect of the specific performance is that the display changes from a reference state (see FIG. 16(a)) in which the reference image 30 is displayed in the display area 911 of the display device 91 to a displaced state (see FIG. 16(b)) in which the reference image 30 is displayed as if displaced with respect 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, an image displayed in the entire display area 911 in the reference state is set as the reference image 30 (see FIG. 16(a)). The reference image 30 may be either a still image or a moving image, but the content of the image represented by the reference image 30 from the reference state to the displaced state is maintained in a state in which it can be recognized as the same by the player. In this way, the player gets the impression that the image displayed in the reference state has been displaced (shifted) with respect to the display area 911. The reference state can also be considered as a state in which the reference image 30 is not displaced with respect to the display area 911, that is, a state in which the reference image 30 is displayed in substantially the entire display area 911.
[0087] There are various possible ways of displacing the reference image 30 as a whole relative to the display area 911. In this embodiment, the reference image 30 is displayed as if it has been displaced backward (rearward) relative to the display area 911 (display device 91) (see FIG. 16(a)(b)). It can also be said that the display is such that the reference image 30 appears to have been zoomed out backward from the reference state to the displaced state (the reference image 30 gradually becomes smaller). In the displaced state, a frame image 30K is displayed along the outer edge of the reference image 30 (see FIG. 16(b)). The frame image 30K indicates that the frame image 30K is a part that corresponds to the outer edge of the display area 911 in the reference state. In this embodiment, the frame image 30K is not displayed in the reference state. In other words, the specific effect is an effect in which the reference image 30 is displayed as if it has been displaced relative to the display area 911, so in order to express the displacement, the frame image 30K is displayed in the displaced state. The player gets the impression that the outer edge of the display area 911 in the reference state has shifted to the point displayed as the frame image 30K in the displaced state. Since the display area 911 has a roughly rectangular shape when viewed roughly, if the reference image 30 is displayed as if displaced to the back as in this embodiment, the frame image 30K in the displaced state has a rectangular shape smaller than the display area 911. In this embodiment, the shape of the frame image 30K changes from the reference state to the displaced state so as to gradually move away from the outer edge of the display area 911 (so that the inner area gradually becomes smaller).
[0088] As the reference image 30 is in the displaced state, a non-reference area 911a is generated in the display area 911 where the reference image 30 is not displayed (see FIG. 16(b)). That is, the reference image 30 is displaced with respect to the display area 911 from the reference state to the displaced state (the reference image 30 shifts with respect to the display area 911), and as a result, a non-reference area 911a where the reference image 30 is not displayed is generated in the displaced state. The non-reference area 911a can be said to be an area (range) in the display area 911 where the reference image 30 was displayed in the reference state. The non-reference area 911a can be said to be an area between the outer edge of the reference image 30 (frame image 30K) and the outer edge of the display area 911. In this embodiment, the reference image 30 gradually becomes smaller from the reference state to the displaced state, and therefore a square ("square" shaped) non-reference area 911a is generated.
[0089] The specific presentation leads to a successful ending that is advantageous to the player, or a failed ending that is an ending when the successful ending is not reached. The reference image 30 includes a condition element 31 that represents the condition for the successful ending (see FIG. 16(a)(b)). Since reaching a successful ending is an advantageous event for the player, the condition element 31 can be said to represent the "goal" that the player should aim for. In this embodiment, the condition element 31 including the characters "Destroy the enemy" is displayed. The player who sees this can understand that the condition for success (goal) is to destroy the enemy. In the case of a successful ending, an image indicating that the enemy has been destroyed (the enemy becomes "0") is displayed (see FIG. 17(b-1)). In the case of a failed ending, an image indicating that the enemy could not be destroyed (the enemy remains) is displayed (see FIG. 17(b-2)). In this embodiment, the condition element 31 is erased with the start of the operation effective period (the period during which the operation of the operation means 60 is reflected in the presentation). In addition, in this embodiment, the condition element 31 is displayed from the reference state, but the condition element 31 may not be displayed when in the reference state, and may be displayed when the displacement state is reached.
[0090] The reference image 30 also includes a performance element 32 (see Figures 16(a) and (b)). As will be described later, a specific performance is one in which the player is prompted to operate the operation means 60, and it is the performance element 32 that can change in response to the operation of the operation means 60. The performance element 32 (initial state) in this embodiment represents multiple enemies. The performance element 32 and the condition element 31 are related. In this embodiment, it can be said that the character "enemy" in the condition element 31 and the "enemy" in the performance element 32 represent the same target.
[0091] In the specific presentation, in the displaced state, an operation image 35 is displayed in the non-standard area 911a to prompt the player to operate the operation means 60 (see FIG. 16(c)). The operation image 35 is an image representing the operation means 60 to be operated. Since the operation means 60 in this embodiment is a push button, an operation image 35 representing the push button is displayed. The operation image 35 may be a deformed version of the operation means 60 to the extent that the player can recognize the object to be operated. By displaying such an operation image 35, the player understands that he is in a situation where he needs to operate the operation means 60.
[0092] In this embodiment, in addition to the operation image 35, a time image 36 and an operation mode image 37 are displayed in the non-standard area 911a (see FIG. 16(c)). The time image 36 indicates the lapse (remaining) of the operation valid period during which the operation of the operation means 60 can be reflected in the presentation. In this embodiment, an image of a "meter" that changes as the operation valid period lapses is displayed as the time image 36. The time image 36 may directly indicate the remaining operation valid period as a numerical value. The operation mode image 37 indicates the operation mode of the operation means 60 required of the player. In this embodiment, the operation mode image 37 including the character "continuous hit" is displayed to encourage continuous operation of repeating the operation of the operation means 60. Note that the operation mode image 37 may be different depending on the operation mode of the operation means 60 required of the player. If the operation mode image 37 is to encourage a single operation (single operation), for example, the operation mode image 37 including the character "press" is displayed, and if the operation mode image 37 is to encourage a maintenance operation of maintaining the operation state, for example, the operation mode image 37 including the character "long press" is displayed.
[0093] The performance element 32 can change by operating the operation means 60 during the effective operation period. As described above, the performance element 32 in this embodiment represents a plurality of "enemies", and the "enemies" may be decreased by operating the operation means 60 during the effective operation period (see Fig. 16(c) and Fig. 17(a)). In this embodiment, the reference image 30 includes a specific numerical value 33 representing the number of the "enemies". The specific numerical value 33 changes from an initial value ("100" in this embodiment) (see Fig. 16(b)) by operating the operation means 60 during the effective operation period. In this embodiment, the specific numerical value 33 gradually decreases by operating the operation means 60 during the effective operation period (see Fig. 16(c) and Fig. 17(a)). The number of "enemies" as the performance element 32 and the specific numerical value 33 are linked. In this embodiment, the specific numerical value 33 is set to decrease by one "enemy" every time the specific numerical value 33 decreases by 10. As described later, the successful ending is when the specific numerical value 33 becomes "0," and when the specific numerical value 33 becomes "0," the "enemy" which is the performance element 32 disappears. In other words, if the specific numerical value 33 does not become "0," some of the "enemies" which are the performance elements 32 will remain displayed.
[0094] Whether the specific performance will lead to a successful ending is determined internally in advance. The specific performance in this embodiment is a type of reach performance (super reach performance). If the target winning / losing lottery result (the winning / losing lottery result corresponding to the variation including the specific performance) is a big win, the successful ending is reached, and if it is a loss, the failure ending is reached. In this embodiment, regardless of the internally determined ending (success ending / failure ending), the enemy, which is the performance element 32, and the specific value 33 may decrease due to the operation of the operation means 60 during the operation effective period until the specific value 33 becomes "1" (if the operation means 60 is operated sufficiently, the performance progresses until the specific value 33 becomes "1"). If it is internally determined that the successful ending will be reached, the operation of the operation means 60 during the operation effective period is triggered by the specific value 33 being in a state of "1" (a state in which one enemy, which is the performance element 32, remains), and the lottery for transition to the ending is executed due to the winning of the lottery. When a successful ending is reached, the "enemy" which is the performance element 32 disappears, and the specific value 33 becomes "0". In addition, in this embodiment, the word "annihilation" is displayed to inform the player that the goal represented by the condition element 31 has been achieved (see FIG. 17(b-1)). If the successful ending is internally determined and the ending transition lottery is not won, the game transitions to the successful ending upon the expiration of the effective operation period. If a failed ending is internally determined, no change occurs no matter how many times the operation means 60 is operated when the specific value 33 is "1" (when one enemy which is the performance element 32 remains), and the game transitions to the failed ending upon the expiration of the effective operation period (see FIG. 17(b-2)).
[0095] In this embodiment, after the conclusion is reached, the state returns to the standard state (the frame image 30K is not displayed), and the variation ends. In other words, the combination of the decorative patterns 80 indicating the winning or losing lottery result is displayed after the standard state is restored (see FIG. 17(c-1)(c-2)).
[0096] Unlike the present embodiment, the end of the specific performance does not have to notify the result of the target winning / losing lottery (the specific performance does not have to be a super reach performance). It is sufficient if the specific performance is a successful ending, which is more advantageous to the player than a failed ending. For example, the setting may be such that the probability of the target winning / losing lottery result being a jackpot is higher when the specific performance is a successful ending than when it is a failed ending.
[0097] In this way, in the specific performance in this embodiment, the operation image 35 is displayed in the non-reference area 911a, resulting in a performance form in which the division between the reference image 30 (the "main" image of the performance) reflecting the operation of the operating means 60 and the image requesting the operation is clearly and easily distinguished (the frame image 30K functions as a division between the reference image 30 and the operation image 35). It can also be seen as a clever use of the non-reference area 911a that is generated when the reference image 30 changes to a displaced state from the reference image 30 as an area for displaying the operation image 35.
[0098] In addition, in this embodiment, the condition element 31 (condition for success) is displayed in addition to the reference image 30, so it is easy to understand that the success of the presentation (the player's goal) is when the reference image 30 reaches the content represented by the condition element 31.
[0099] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0100] 〇Specific example 3-1 The reference image 30 may include at least one of the decorative pattern 80 and the reserved pattern 70 (see FIG. 18. Note that this figure shows an example in which both the decorative pattern 80 and the reserved pattern 70 are included in the reference image 30). In other words, by changing from the reference state (see FIG. 18(a)) to the displaced state (see FIG. 18(b)), at least one of the decorative pattern 80 and the reserved pattern 70 will also be displaced with respect to the display area 911. Even during the operation valid period (the state in which the operation image 35 is displayed in the non-reference area 911a), at least one of the decorative pattern 80 and the reserved pattern 70 is included in the reference image 30 (see FIG. 18(c)). In this way, the "deviation" of the reference image 30 with respect to the display area 911 can be more clearly shown. To enhance the effect, it is preferable that the reference image 30 includes both the decorative pattern 80 and the reserved pattern 70.
[0101] 〇Specific example 3-2 Reference image 30 may be displayed in a part of display area 911 in the reference state. In other words, only a part of the image displayed in display area 911 in the reference state may be displaced as reference image 30. During the valid operation period, operation image 35 is displayed in non-reference area 911a (area where reference image 30 was displayed in the reference state) that is generated by displacing the part of the image.
[0102] 〇Specific example 3-3 The reference image 30 may be displayed as if it has been displaced along a planar direction (a surface direction perpendicular to the front-rear direction), or may be displayed as if it has been tilted with respect to the planar direction (frame image 30K is displayed in a substantially parallelogram shape in the displaced state).Furthermore, the reference image 30 may be displayed as if a part of it has been positioned outside the display area 911 due to the displacement of the reference image 30 (a part of it is cut off).
[0103] 〇Specific example 3-4 In the displaced state, the condition element 31 is displayed in the non-reference area 911a (see FIG. 19(b)). That is, in the displaced state, the reference image 30 does not include the condition element 31, but the condition element 31 is displayed outside the outer edge (frame image 30K) of the reference image 30. The condition element 31 indicates the conditions for a successful ending and can be said to be like a "title" (theme) of the performance, so it is also conceivable to display the condition display outside the reference image 30, which is the main image.
[0104] 〇Specific example 3-5 When the operation means 60 is operated to satisfy a predetermined condition during the operation valid period, the outer edge shape of the reference image 30 (the shape of the frame image 30K) is changed. For example, if the outer edge (frame image 30K) of the reference image 30 in the displaced state is substantially rectangular (see FIG. 20(a)), the outer edge (frame image 30K) of the reference image 30 becomes a parallelogram (see FIGS. 20(b) and (c)) when the operation means 60 is operated to satisfy a predetermined condition. Note that this change is temporary, and the reference image 30 returns to the original displaced state (the state of FIG. 20(a)) unless a new operation that satisfies the predetermined condition is performed immediately.
[0105] If the effect requires "repeated taps" (continuous operations) as in the above embodiment, such a change occurs each time the operation means 60 is operated once. On the other hand, if the effect requires "long press" (maintenance operation) of the operation means 60, such a change may occur each time the operation state of the operation means 60 continues for a specified time. In this way, an effect is achieved in which the reference image 30 (frame image 30K) appears to be shaking due to the operation of the operation means 60 (an effect in which the player feels as if he or she is shaking the reference image 30 (frame image 30K)). The operation of the operation means 60 triggers changes in the effect element 32 and the specific numerical value 33, resulting in an effect in which the "shaking" of the reference image 30 and the changes in the effect element 32 and the specific numerical value 33 occur together.
[0106] The reason why the configuration of this example is possible is that the operation effective period is set when the reference image 30 is in a displaced state (when the frame image 30K is displayed). Also, since the operation image 35 is displayed in the non-reference area 911a (if the above embodiment is used, the time image 36 and the operation mode image 37 are also displayed in the non-reference area 911a), even if the reference image 30 is in a "shaking" state (the state of FIG. 20(b)(c)), the operation image 35 (time image 36, operation mode image 37) will not be difficult to see (if the reference image 30 includes the operation image 35 (time image 36, operation mode image 37), the operation image 35 included therein will be difficult to see if the reference image 30 "shakes").
[0107] 〇Specific example 3-6 As shown in Fig. 21, the configuration is such that the reference state is returned to when the conclusion is reached. In other words, the frame image 30K disappears (is erased) when the conclusion is reached. Transitioning to the conclusion means that the valid operation period ends, so it can also be said that the reference state is returned to when the valid operation period ends. By doing as in this example, the valid operation period (before transitioning to the conclusion) is linked to the reference image 30 being in a displaced state (not having returned to the reference state), making the presentation easier to understand.
[0108] 〇Specific example 3-7 The size of the reference image 30 (frame image 30K) in the displaced state (the range that the reference image 30 occupies in the display area 911) may vary. For example, the reference image 30 (first reference image 301) having a certain size in the displaced state may be displayed (see FIG. 22(b-1)), and the second reference image 302 larger than the first reference image 301 may be displayed (see FIG. 22(b-2)).
[0109] The probability of a successful outcome is different when one of the first reference image 301 and the second reference image 302 is displayed than when the other is displayed. By doing this, when the displacement state is reached, an interesting presentation can be achieved in which the player will also pay attention to the size of the reference image 30.
[0110] 〇Specific example 3-8 The appearance of the frame image 30K in the displaced state may be different. For example, the first frame image 301K may be displayed in the displaced state (see FIG. 23(b-1)), and the second frame image 302K in an appearance different from the first frame image 301K may be displayed (see FIG. 23(b-2)). There are various methods for setting the difference in the appearance of the frame image 30K. Possible methods include making the "thickness" or "color" of the frame image 30K different.
[0111] In addition, the probability of a successful outcome is different when one of the first frame image 301K and the second frame image 302K is displayed than when the other is displayed. By doing so, when the displacement state is reached, an interesting presentation form can be achieved in which the player will also pay attention to the state of the frame image 30K.
[0112] 〇Specific example 3-9 As the performance progresses (approaching the conclusion), the size of the reference image 30 (frame image 30K) (the range that the reference image 30 occupies in the display area 911) gradually changes (see FIG. 24). In other words, the size of the reference image 30 can be changed in response to the operation of the operating means 60 during the effective operation period. If it is to be the same as the above embodiment, it is sufficient that the size of the reference image 30 can be changed when a change in the performance element 32 (a decrease in the number of "enemies") occurs (when the specific numerical value 33 changes by a predetermined amount). Note that the operation image 35 (time image 36 and operation mode image 37) is displayed in the non-standard area 911a, and therefore does not change in size even if the size of the reference image 30 changes.
[0113] In this way, by changing the size of the reference image 30 (frame image 30K) by operating the operating means 60 during the valid operation period, it is possible to create a presentation that makes it easy to understand that the presentation is progressing (approaching the conclusion).
[0114] As the performance progresses, the size of the reference image 30 may be gradually reduced (see FIG. 24), or conversely, the size of the reference image 30 may be gradually increased (not shown). If the performance element 32 (specific numerical value 33) is to be gradually reduced as in the above embodiment, the reference image 30 including the performance element 32 (specific numerical value 33) may be gradually reduced so that the reduction of the performance element 32 (specific numerical value 33) is emphasized by the reduction of the reference image 30. In contrast, if the performance element 32 (specific numerical value 33) is to be gradually increased, the reference image 30 including the performance element 32 (specific numerical value 33) may be gradually increased so that the increase of the performance element 32 (specific numerical value 33) is emphasized by the enlargement of the reference image 30.
[0115] 〇Specific example 3-10 Although it has been explained that the specific performance in the above embodiment can have different endings (leading to a successful ending or an unfavorable ending), it may also be a performance with a fixed ending (a performance in which the ending is the same every time).
[0116] 2-4) Specific image presentation In this embodiment, a specific image effect can be executed as an effect constituting the variable effect. The specific image effect can occur as an effect constituting the variable effect in the normal game state, but may also occur as an effect constituting the variable effect in the special game state.
[0117] The specific image effect (see Figures 25(b) to (g)) is an effect in which a specific image 40 is displayed in the display area 911. In this embodiment, the background image (omitted in figures other than those explaining the specific image effect) displayed as the background of the changing decorative pattern 80 is set as the specific image 40 (the image layer of the decorative pattern 80 is set to precede the image layer of the specific image 40). However, this does not deny the possibility of using something other than the background image as the specific image 40 as a specific image effect.
[0118] The specific image 40 includes a first image portion 41 and a second image portion 42. It can also be said that the specific image 40 is separated (divided) into the first image portion 41 and the second image portion 42. Before the specific image performance starts (immediately before the start), the background image is not separated in this manner, and when the specific image performance starts, the background image (specific image 40) is separated into the first image portion 41 and the second image portion 42. In other words, it can be said that the separation of the background image (specific image 40) into the first image portion 41 and the second image portion 42 indicates the start of the specific image performance.
[0119] The first image portion 41 and the second image portion 42 have different color tones. Each portion constituting the specific image 40 may be the first image portion 41 or the second image portion 42. Even if a portion (the same portion) represents a certain object, the color tones will be different when it is the first image portion 41 and when it is the second image portion 42. For example, even if a portion represents the same character that is identified by the player, the color tones of the character will be different when the portion is included in the first image portion 41 and when it is included in the second image portion 42. In this embodiment, the second image portion 42 is brighter than the first image portion 41. Note that "different color tones" here includes not only different color tones (brightness and shading) but also different hues. In the drawings, the first image portion 41 is represented by a solid line and the second image portion 42 is represented by a dotted line. The specific image 40 has a linear boundary portion 43 representing the boundary between the first image portion 41 and the second image portion 42. The boundary portion 43 is annular. Therefore, one of the first image portion 41 and the second image portion 42 is outside the "ring" and the other is inside the "ring" (in this embodiment, the first image portion 41 is outside the "ring" and the second image portion 42 is inside the "ring"). In this embodiment, the boundary portion 43 has an approximately triangular shape (see Figures 25(b) to (g)). Since the specific image 40 is the background of the decorative pattern 80, the boundary portion 43 included in the specific image 40 is also considered to exist after the decorative pattern 80 (the image layer of the decorative pattern 80 is before the image layer of the boundary portion 43).
[0120] Assuming that there is no difference in color tone (boundary portion 43) between the first image portion 41 and the second image portion 42, the specific image 40 is continuous as one image (smoothly continuous without a large change in color tone at the boundary). In other words, a specific image presentation is a state in which images that are originally continuous are separated by a difference in color tone (boundary portion 43). In this embodiment, the specific image 40 is a background image, and the background image represents various presentation elements (objects, characters, scenery, etc.), and it can be said that the presentation elements are represented across the first image portion 41 and the second image portion 42 (through the boundary portion 43).
[0121] The specific image presentation is one in which the boundary 43 is displaced (continuously) over time (the position relative to the display area 911 is changed) (see Figs. 25(b) to (g)). The displacement of the boundary 43 means that the range in which the first image portion 41 and the second image portion 42 are displayed also changes over time. In this embodiment, the boundary 43 is displaced while maintaining its size (area). Therefore, the size (area) of the displayed portion of the first image portion 41 and the second image portion 42 is maintained, but the position changes. The orientation of the boundary 43 also changes over time. The boundary 43 in this embodiment is substantially triangular, and the orientation of the "triangle" also changes over time. In this way, if the boundary 43 is polygonal, it is preferable to make the "orientation" change over time.
[0122] The displacement of the boundary 43 is such that the outer edge of the display area 911 is likened to a "wall." The boundary 43 is displaced so as to approach one side edge (target side edge) of the display area 911. After a part of the boundary 43 reaches the target side edge, the boundary 43 is displaced so as to move away from the target side edge (in the example shown in FIG. 25, the displacement of the boundary 43 in FIG. 25(b)-(d) is a displacement in which the upper side edge of the display area 911 is the target side edge, and the displacement of the boundary 43 in FIG. 25(e)-(g) is a displacement in which the lower side edge of the display area 911 is the target side edge). The specific image presentation includes a period in which such a displacement of the boundary 43 occurs. In other words, the presentation form is such that the boundary 43 hits the (virtual) "wall" (one side wall) and bounces off twice or more times. Furthermore, by doing so, it is possible to produce a presentation in which the boundary 43 appears to be some kind of "object" that is being bounced off a "wall" (the boundary 43 appears to be displaced irregularly).
[0123] In this embodiment, the specific image performance occurs as a so-called chance-up performance. That is, the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to a variation (target variation) including the specific image performance is higher than the reliability of the winning / losing lottery result corresponding to a variation not including the specific image performance. In this embodiment, when the specific image performance occurs, the specific image 40 (first image portion 41, second image portion 42, border portion 43) that was not displayed until the start of the target variation (not displayed in the variation immediately before the target variation) is displayed (see FIG. 25(a)(b)). In this embodiment, when the specific image performance occurs, it is set to determine that one or more types of super reach performances are executed in the target variation (see FIG. 25(h)). Since the background image that is the specific image 40 is displayed until a predetermined time point before the start of the super reach performance (a predetermined time point after the reach is established), the specific image 40 (first image portion 41, second image portion 42, border portion 43) is displayed until that time point.
[0124] In this way, the specific image presentation in this embodiment is interesting in that what is otherwise a continuous image is separated into a first image portion 41 and a second image portion 42 by changing the color tone, and the boundary portion 43 changes over time.
[0125] Furthermore, the specific image presentation in this embodiment is interesting in that the outer edge of the display area 911 appears to be a "wall" that bounces off the boundary portion 43 (as if the boundary portion 43 were an "object").
[0126] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific 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.
[0127] 〇Specific example 4-1 The specific image presentation can occur as a look-ahead presentation. The specific image 40 (first image portion 41, second image portion 42, border portion 43) is displayed even in one or more future variations that are executed before the target variation for the target winning / losing lottery result that is the subject of the chance increase by the specific image presentation. In other words, the specific image 40 is displayed continuously from one or more future variations to the target variation (across multiple variations) (see FIG. 26). In this way, the display of the specific image 40 (continuation of the displacement of the border portion 43) functions as an indication that the so-called look-ahead is continuing.
[0128] 〇Specific example 4-2 As in the above specific example 4-1, in a configuration in which a specific image presentation can occur as a pre-reading presentation, the specific image presentation is started by acquiring the winning / losing lottery information (reserved information) corresponding to the target winning / losing lottery result. In other words, when the game ball enters the starting area 904 and the reserved pattern 70 (target reserved) corresponding to the target winning / losing lottery result (target change) is acquired, the specific image 40 (first image portion 41, second image portion 42, border portion 43) is displayed (the border portion 43 is displayed and its displacement starts) at approximately the same time (see FIG. 27). Then, the specific image presentation continues until a predetermined time point of the target change (the displacement of the border portion 43 continues until a predetermined time point of the target change).
[0129] In this way, the specific image presentation functions as an easy-to-understand indication that the situation is one in which there is hope for a good result in the winning / losing lottery corresponding to the target reservation that triggered the presentation to begin.
[0130] Specific example 4-3 The specific image 40 may include a decorative pattern 80. In this case, when a certain decorative pattern 80 overlaps with a boundary portion 43, the part outside the boundary portion 43 in the certain decorative pattern 80 becomes (a part of) the first image portion 41, and the part inside the boundary portion 43 in the certain decorative pattern 80 becomes (a part of) the second image portion 42 (see FIG. 28(a)). In other words, decorative patterns 80 with different color tones may be displayed with the boundary portion 43 as a separator, and the position of the separator changes as the decorative pattern 80 and the boundary portion 43 are displaced.
[0131] The specific image 40 may also include a reserved pattern 70. In this case, when a reserved pattern 70 overlaps with the boundary 43, the part outside the boundary 43 in the reserved pattern 70 becomes the first image portion 41 (part of it), and the part inside the boundary 43 in the reserved pattern 70 becomes the second image portion 42 (part of it) (see FIG. 28(b)). In other words, reserved patterns 70 with different color tones may be displayed with the boundary 43 as a separator, and the position of the separator changes as the boundary 43 is displaced.
[0132] 〇Specific example 4-4 The specific image presentation can also be as follows. However, the specific image presentation described in the above embodiment is more distinctive and interesting as a presentation.
[0133] The boundary portion 43 does not have to be annular. For example, the boundary portion 43 may be linear, reaching from one side edge of the display area 911 to the opposite side edge, and a specific image presentation may be provided in which one side of the boundary portion 43 is the first image portion 41 and the other side is the second image portion 42.
[0134] The boundary portion 43 does not have to be displaced. In other words, a specific image presentation can be achieved in which the range in which the first image portion 41 and the range in which the second image portion 42 is displayed in the display area 911 do not change (the first image portion 41 and the second image portion 42 do not displace).
[0135] The size of the boundary portion 43 may change over time. In other words, the size of the boundary portion 43 (the size of the inner area in which the second image portion 42 is displayed) may increase (or decrease) over time as the boundary portion 43 displaces.
[0136] 〇Specific example 4-5 The reliability of the target winning / losing lottery result is suggested by the aspect of the specific image presentation. In this way, when the specific image presentation occurs, the player will be likely to pay attention to the specific aspect of the presentation.
[0137] For example, the reliability of the target winning / losing lottery result is set higher when the boundary portion 43 is in the second mode than when the boundary portion 43 is in the first mode. Various methods for setting the difference in the mode of the boundary portion 43 are conceivable. For example, as shown in FIG. 29(a), it is conceivable to configure the boundary portion 43 of the first mode (see FIG. 29(a-1)) and the boundary portion 43 of the second mode (see FIG. 29(a-2)) to have different colors or thicknesses. As another example, as shown in FIG. 29(b), it is conceivable to configure the boundary portion 43 of the first mode (see FIG. 29(b-1)) and the boundary portion 43 of the second mode (see FIG. 29(b-2)) to have different sizes (the size of the inner area in which the second image portion 42 is displayed).
[0138] Although not shown, the reliability may be suggested by the state of at least one of the first image portion 41 and the second image portion 42. For example, the reliability of the target winning / losing lottery result may be set to be higher when the state of the second image portion 42 is the second state than when the state of the second image portion 42 is the first state.
[0139] It may be set so that two kinds of specific image effects may occur in which the relationship between the first image portion 41 and the second image portion 42 is reversed. For example, as shown in FIG. 29(c), a specific image effect X (see FIG. 29(c-1)) may occur in which the first image portion 41 has a color tone A and the second image portion 42 has a color tone B, and a specific image effect Y (see FIG. 29(c-2)) may occur in which the second image portion 42 has a color tone A and the first image portion 41 has a color tone B. If the difference between the color tone A and the color tone B is a difference in brightness, the relationship between the brightness of the outside and inside of the boundary portion 43 between the specific image effect X and the specific image effect Y is reversed. Assuming such a configuration, the setting is made so that the reliability of the target winning / losing lottery result is higher when the specific image effect X or the specific image effect Y occurs than when the other occurs.
[0140] 2-5) Special performance hints If the winning / losing lottery result is a jackpot, a jackpot game is executed. A jackpot game is a unit game (round (game)) in which the large prize area 906, which is a predetermined prize area that is normally closed (a game ball cannot win unless it is a jackpot), is opened until a closing condition is met, and is repeated one or more times. As described above, the jackpot in this embodiment is a 10-round jackpot (a jackpot in which the unit game is repeated 10 times). As one of the closing conditions, it is set that C game balls (C=10 in this embodiment) win from the start of the unit game (opening of the large prize area 906) (winning condition). As another closing condition, a time condition is set that a predetermined time has elapsed from the start of the unit game (opening of the large prize area 906), but as described above, if game balls are shot continuously to a certain extent aiming at the large prize area 906, the winning condition is met before the time condition is met and the unit game ends. In other words, if the player shoots game balls as instructed (if he follows the right-hit game instructions issued during a jackpot game), he can make at least C game balls enter the big prize area 906 in one unit game. Note that in a certain unit game, the big prize area 906 is closed when the entry of the Cth game ball is detected, but during the closing operation, a further game ball may enter. In other words, more than C balls may enter in one unit game. Such a winning (winning of C+1 balls or more) is called an over-winning.
[0141] In a unit game, the count image 50 is displayed in the display area 911 (see FIG. 30). C count images 50 are displayed at the start of the unit game (when no game ball has entered the big prize area 906 in the unit game). Every time a game ball enters the big prize area 906 in the unit game (hereinafter, in the explanation of the special performance suggestion, simply saying "entering" refers to entering the big prize area 906), one count image 50 changes (see FIG. 30(b)(c)). In the following explanation, when a count image 50 changes in response to the occurrence of a certain winning, the winning and the count image 50 are said to "correspond". Note that the change in the count image 50 mentioned here includes not only the count image 50 changing from its original state (original state) to another state, but also the count image 50 being erased ("disappearing" is also a type of change). Because of this configuration, when the appearance of all of the C count images 50 in a certain unit game changes, it means that C game balls have entered the large prize area 906 in that unit game (the closing condition has been met).
[0142] In this embodiment, a jackpot obtained in a normal game state (a jackpot obtained through a first winning / losing lottery) is either a normal jackpot or a special jackpot. When the manner of notification of a jackpot is a winning combination of specific decorative symbols 8t (decorative symbol 80 of "7") (see FIG. 5(b-1)), it is determined to be a special jackpot. On the other hand, when the manner of notification of a jackpot is a winning combination of non-specific decorative symbols 8u (see FIG. 5(b-2)), the jackpot may be either a normal jackpot or a special jackpot.
[0143] In a jackpot game in which a win is announced by a winning combination of non-specific decorative symbols 8u (see FIG. 5(b-2)), a special effect (see FIG. 31(b-1) and FIG. 32(b-2)) may occur. Specifically, if the winning jackpot is a normal jackpot, a special effect does not occur, but if it is a special jackpot, a special effect may occur. In other words, a jackpot announced by a winning combination of non-specific decorative symbols 8u (see FIG. 5(b-2)) is not clearly notified to the player which jackpot it is until midway through (although it is internally determined whether it is a normal jackpot or a special jackpot), and when a special effect occurs, it is determined that it is a special jackpot. A special jackpot is a jackpot that transitions to a game state (special game state) that is advantageous to the player after the jackpot game ends (normal jackpots and special jackpots are different in this respect), so the occurrence of a special effect can also be said to be a notification that a game state will transition to an advantageous state after the jackpot game ends. Therefore, the occurrence of a special effect can be said to be an advantageous event for the player.
[0144] The state of the count image 50 (referring to the state (original state) before it changes due to the occurrence of a corresponding winning prize) is not fixed. In this embodiment, it is either a normal state 51 or a special state 52 (see Figures 31 and 32. Figure 31 shows an example in which one count image 50 in the special state 52 is displayed). The difference between the normal state 51 and the special state 52 may be anything as long as it is understandable to the player.
[0145] The special effects are generated when the game ball enters the big winning area 906 (a win is detected). It is also possible to configure the game so that the special effects do not occur in some rounds (for example, the special effects may occur in rounds 4 to 9, but do not occur in rounds 1 to 3 and 10). The probability that a special effect occurs as a result of a certain win is higher when the corresponding count image 50 is in the special mode 52 than when it is in the normal mode 51 (the probability that a special effect occurs as a result of a win in the situation of FIG. 31(a) is higher than the probability that a special effect occurs as a result of a win in the situation of FIG. 32(a)). In this way, when the count image 50 in the special mode 52 is displayed, an interesting gameplay can be realized in which the player can expect the special effect to occur.
[0146] However, in this embodiment, even if the count image 50 is in the normal mode 51, a special effect may occur in response to a winning corresponding to the count image 50 (see FIG. 32(a)(b-1)). Although not shown, for example, in a certain unit game, when one of C count images 50 is in the special mode 52 and the others are in the normal mode 51, a special effect may not occur in response to a winning corresponding to the count image 50 in the special mode 52, and a special effect may occur in response to a winning corresponding to the count image 50 in the normal mode 51 thereafter. In this way, by configuring the game so that a special effect may occur in response to a winning corresponding to the count image 50 in the normal mode 51, a surprising gameplay can be realized. Also, in this embodiment, even if the count image 50 is in the special mode 52, a special effect may not occur in response to a winning corresponding to the count image 50 (see FIG. 31(a)(b-2)).
[0147] In addition, if the winning that triggers the special effect is set as a "target winning", when the special effect is to be generated (in the case of a special jackpot), which winning is the target winning is determined in advance by a lottery or the like (determined internally so that the player does not know). Specifically, it is determined in advance that the "Xth winning in XX round" is the target winning, and the special effect is basically generated when the winning occurs. However, there are cases where the player does not play as instructed, the target winning does not occur in the unit game (round) where the special effect should have occurred, and the unit game ends due to the establishment of a time condition. In this case, the special effect is generated when the unit game ends (the time condition is established). For example, in a case where the target winning is the "9th winning in 5 rounds", if the number of winnings in the 5th round of the unit game is 8 or less and the time condition is established, the special effect is generated when the time condition is established and the 5th round of the unit game ends.
[0148] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned special performance suggestions 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.
[0149] Specific example 5-1 As explained above, the event that is notified by the occurrence of a special effect is the acquisition of a special jackpot (a transition to a favorable gaming state after the end of a jackpot game), but the event that is notified is not limited to those in the above embodiment as long as it is an event that is favorable to the player.
[0150] As an example, it is conceivable to use a special effect to notify the number of unit plays (number of rounds) of a jackpot game. For example, assume that a 5-round jackpot (a jackpot with a relatively small number of rounds) and a 10-round jackpot (a jackpot with a relatively large number of rounds) are provided as jackpots. The player is not clearly notified which jackpot he has won, and if a special effect occurs before the 5th unit play, it is a 10-round jackpot, and if it does not occur, it is a 5-round jackpot. In other words, the presence or absence of a special effect notifies the player of whether an event advantageous to the player, that is, the jackpot will continue after the 5th round, will occur.
[0151] 〇Specific example 5-2 In the above embodiment, it has been explained that the occurrence of a special effect means that a special big win is confirmed (the occurrence of an advantageous event is confirmed), but the special effect may not necessarily be confirmed as a special big win (advantageous event). For example, the special effect (see FIG. 33(b)) is assumed to be an effect that leads to a successful ending (see FIG. 33(c-1)) or a failed ending (see FIG. 33(c-2)). If the successful ending is reached, a special big win (advantageous event) is confirmed, and if the failed ending is reached, a special big win (advantageous event) is not confirmed. It is assumed that the probability of a special effect occurring is higher when the count image 50 of the special mode 52 is displayed than when the count image 50 of the normal mode 51 is displayed (see FIG. 33(a) for the normal mode 51 and the special mode 52).
[0152] The special effect is preferably one that uses a count image 50 that corresponds to the winning that triggered the special effect. For example, the count image 50 may have a capsule-like shape, and a special effect may occur in which the contents of the capsule are examined (see FIG. 33(b)). Depending on the contents of the capsule, an ending in which the acquisition of a special jackpot (special game state) is announced is determined as a successful ending (see FIG. 33(c-1)), and an ending other than that is determined as a failed ending (see FIG. 33(c-2)).
[0153] Furthermore, even in this example, if a special effect occurs, there is a possibility that it will be a special jackpot, so it can be said that the occurrence of a special effect is advantageous to the player (the occurrence of a special effect is more preferable to the player than the special effect not occurring).
[0154] Specific example 5-3 In the above embodiment, it has been explained that even when the count image 50 is in the normal mode 51, a special effect may occur in response to a corresponding winning (see Fig. 32(a)(b-1)). However, in a different configuration, a special effect will only occur in response to a corresponding winning only when the count image 50 is in the special mode 52. In this case, it is only necessary to pay attention to whether or not a special effect will occur in response to a corresponding winning when the count image 50 is in the special mode 52, thereby realizing easy-to-understand gameplay.
[0155] 〇Specific example 5-4 A configuration is provided in which a plurality of types of special modes 52 are provided, and the probability of a special effect occurring is indicated by the type of special mode 52. For example, special modes X and Y are provided as special modes 52, and the probability of a special effect occurring (an event advantageous to the player occurring) triggered by a corresponding win is higher when the count image 50 of special mode Y is displayed than when the count image 50 of special mode X is displayed (see FIG. 34(a)). Various methods are conceivable for setting the differences between the special modes 52. For example, it is conceivable that the colors are different for each type, such as the count image 50 of special mode X being blue and the count image 50 of special mode Y being red.
[0156] It is also conceivable that the count image 50 of the special mode 52 includes a different value for each type. The value indicates the probability that the special effect will occur. For example, a special mode A including a value of "25", a special mode B including a value of "50", and a special mode C including a value of "75" are provided, and the larger the value, the higher the probability that the special effect will occur (the occurrence of an event advantageous to the player) (see FIG. 34(b)). The value may directly represent the probability that the special effect will occur, or may represent a rough guide. It is sufficient that a special mode 52 with a larger value has a higher probability of causing a special effect to occur as a result of the corresponding winning than a special mode 52 with a smaller value. A configuration may be provided in which a special mode 52 that determines that a special effect will occur as a result of the corresponding winning (for example, a special mode 52 with a value of "100") is provided.
[0157] 〇Specific example 5-5 As explained above, when a target winning does not occur in a unit game (round) where a special effect should occur, the special effect occurs (an event advantageous to the player occurs) when the unit game ends due to the establishment of a time condition. However, when a target winning does not occur (see FIG. 35(a)), regardless of the type of target winning (regardless of the specific form of the target winning), a special effect occurs (see FIG. 35(c)) when a predetermined specified timing is reached (see FIG. 35(b)). For example, when a target winning does not occur, whether the target winning is the "p-th winning in the N1 round" or the "q-th winning in the N2 round" (N1 ≠ N2), the special effect occurs at the specified timing (when the target winning does not occur, the special effect occurs at the same timing regardless of which round the target winning is set). In this way, when a target winning does not occur, the occurrence of the special effect is carried over until the specified timing.
[0158] The specified timing is set after the end of a round in which a target winning can be set. As an example, if the target winning can be set in rounds 4 to 9, a predetermined time point after the end of the 9th round of the unit game (the start of the 10th round of the unit game) is set as the specified timing. For example, the end of the 10th round of the unit game (see FIG. 35(b)) is set as the specified timing.
[0159] 〇Specific example 5-6 The number of count images 50 of the special mode 52 displayed indicates the occurrence of a special effect (the occurrence of an event advantageous to the player). For example, in one unit game, C count images 50 are displayed, and when t or more of the C count images are special modes 52, it is determined that a special effect will occur (see FIG. 36 (showing an example where t=3)). In this way, a presentation form is achieved in which the player will pay attention to how many of the C count images 50 are special modes 52.
[0160] In the case where it is set that a special effect is confirmed to occur when t or more of the C count images 50 displayed in a certain unit game are special modes 52, it is preferable to set the target winning to be the one corresponding to the last special mode 52 (the tth special mode 52) in the certain unit game (see FIG. 36). By doing so, the winning corresponding to the 1st to t-1th special modes 52 will result in a disappointing situation (the player will be depressed) where no special effect occurs, but then the winning corresponding to the last special mode 52 will result in a special effect, overturning the situation.
[0161] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0162] 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.
[0163] 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").
[0164] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0165] ·Means 1-1 A gaming machine comprising: a notification means for notifying the result of a win / lose lottery based on a combination of decorative patterns selected from a plurality of decorative pattern groups, each of which includes a plurality of types of decorative patterns; and a game state setting means for setting a normal game state and a special game state which is more advantageous than the normal game state, as game states in which the player aims to win the win / lose lottery result, wherein the group of decorative patterns displayed in the normal game state includes a specific decorative pattern as one of the plurality of decorative patterns, but the group of decorative patterns displayed in the special game state does not include the specific decorative pattern as one of the plurality of decorative patterns. According to the gaming machine described above, it is possible to reduce the possibility that a player will mistakenly believe that he or she has acquired a particular privilege.
[0166] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the multiple types of decorative patterns include different numbers for each type, and the specific decorative pattern includes the largest number among the multiple types of decorative patterns displayed in the normal gaming state. By doing this, each of the multiple types of decorative patterns (decorative patterns other than the specific decorative patterns) displayed in the special game state will contain consecutive numbers (there will be no "jumps" in the numbers), reducing the risk of the player feeling uncomfortable.
[0167] ·Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that a reach is established when the decorative patterns selected from the two decorative pattern groups are of the same type, and when a reach is established for the specific decorative pattern in the normal gaming state, the probability that the result of the win / lose lottery will be a win is higher than when a reach is established for any type of decorative pattern other than the specific decorative pattern. In this way, since the decorative pattern that is considered to have the highest reliability when a reach is achieved is likely to be perceived by the player as a high-value pattern, it is advisable to treat it as a specific decorative pattern and not display it in the special game state.
[0168] ·Means 1-4 A gaming machine as described in any one of means 1-1 to 1-3, characterized in that when the result of the win / lose lottery in the special game state is a win, a profit display may be made including not only the already-acquired win, which is the win, but also any planned wins to be obtained after the already-acquired win. In this way, when two wins (a win already obtained and a win planned) are made to appear as if they were one win in the special game state, if a win is announced by a specific decorative pattern, the player may mistakenly believe that the win (one pseudo win) has been confirmed, so it is preferable not to display the specific decorative pattern in the special game state.
[0169] ·Means 2-1 A gaming machine comprising: an indication means for indicating the result of a win / lose lottery by displaying multiple types of decorative patterns in a varying manner and then stopping them in a manner corresponding to the result of the win / lose lottery; and an effect execution means for executing a numerical effect that suggests the probability of a specific event occurring based on a performance value, wherein at least a portion of the multiple types of decorative patterns are set as target patterns, and each time the target pattern takes a predetermined form, a change in the performance value occurs based on the number contained in the target pattern, and the final performance value suggests the probability of the specific event occurring. The gaming machine can execute an interesting numerical presentation that utilizes the fact that the decorative symbols include "numbers."
[0170] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the numerical presentation is a continuous presentation of combinations of multiple decorative patterns, and the presentation numerical value changes according to the numbers contained in one or more of the target patterns included in the combination. In this way, a combination may contain multiple target symbols, resulting in a richly varied presentation in which the presentation value may change significantly.
[0171] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that two or more of the decorative patterns that are part of the multiple decorative patterns are designated as target patterns, and the other decorative patterns are designated as non-target patterns, and while the numerical performance is being executed, the two or more decorative patterns designated as the target patterns include common elements that the non-target patterns do not have. By doing this, the difference between the non-target symbols and the target symbols becomes clear, so it is easy to understand that the target symbols affect the change in the performance value (it is easy to understand the characteristics (rules) of the performance).
[0172] ·Means 3-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player; and an effect execution stage which executes a specific effect in which a reference image is displaced relative to the display area from a reference state in which a reference image is displayed in the display area, thereby creating a non-reference area in which the reference image is not displayed in the display area, and which is characterized in that in the displacement state, an operation image which encourages the player to operate the operation means is displayed in the non-reference area. The gaming machine described above can execute easy-to-understand effects (specific effects) in which the reference image (the "main" image of the effect) and the images for requesting operations are clearly separated.
[0173] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the specific presentation leads to a successful ending that is advantageous to the player or a failed ending that is the outcome if the successful ending is not reached, and the reference image includes condition elements that represent the conditions for reaching the successful ending. By doing so, it is easy to understand that the success of the presentation (the player's goal) is when the reference image reaches the content represented by the condition element.
[0174] ·Means 3-3 The gaming machine described in Means 3-2 is characterized in that the probability of reaching the successful conclusion differs when a first reference image is displayed as the reference image in the displaced state and when a second reference image different in size from the first reference image is displayed as the reference image. By doing so, an interesting presentation will be achieved in which the player will likely pay attention to the size of the reference image when the displacement state is reached.
[0175] ·Means 3-4 The gaming machine according to any one of means 3-1 to 3-3, wherein the reference image includes a presentation element that can change in response to operation of the operating means.
[0176] ·Means 4-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing a specific image effect in which a specific image is displayed in the display area, wherein the specific image has a predetermined effect element displayed across a first image portion and a second image portion having a different color tone from the first image portion, and the specific image effect is an effect in which the boundary between the first image portion and the second image portion displaces over time. The gaming machine described above can execute an interesting effect in which a specific image is divided into a first image portion and a second image portion, and the boundary therebetween changes over time.
[0177] ·Means 4-2 The gaming machine described in Means 4-1, characterized in that the boundary portion is displaced while maintaining its size.
[0178] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2, wherein the specific image presentation includes a period during which the boundary portion displaces so as to approach a target side edge, which is one side edge of the display area, and after a part of the boundary portion reaches the target side edge, the boundary portion displaces so as to move away from the target side edge. In this way, an interesting effect can be achieved in which the boundary (boundary portion) between the first image portion and the second image portion appears to be some kind of object.
[0179] ·Means 5-1 a winning / losing lottery means for drawing a winning / losing lottery when a predetermined condition is satisfied; and a winning game execution means for executing a winning game in which a predetermined winning area that is normally closed is opened when the winning / losing lottery result by the winning / losing lottery means is a winning game, wherein the winning game is a unit game in which the winning area is opened until a closing condition is satisfied, the winning game is a unit game in which a winning ball enters the winning area C times after the start of the unit game, and C count images corresponding to each of the C winnings that may occur in the unit game are displayed at the start of the unit game, and each time a winning occurs, the corresponding count image changes to indicate the occurrence of the winning, and during the winning game, a special effect that is advantageous to a player may occur, and the probability of the special effect occurring in response to the occurrence of the corresponding winning is higher when the count image is in a special mode different from the normal mode than when the count image is in a normal mode. According to the gaming machine, an interesting gaming experience can be realized in which the state of the count image indicates the probability of a special effect occurring as a result of a corresponding win.
[0180] ·Means 5-2 The gaming machine described in Means 5-1, wherein the special aspect of the count image includes a numerical value indicating the probability that the special effect will occur. By doing this, the count image (special aspect) makes it easier to understand the indication that a special effect is occurring. [Explanation of symbols]
[0181] 1. Gaming machines 11 First bonus image 12 Second bonus image N Performance value 30 Reference Images 31 Conditional Elements 32 Production Elements 33 Specific Numbers 30K frame image 35 Operation Images 36 hour images 37 Operation mode images 40 Specific Images 41 First Image Section 42 Second Image Section 43 Border 50 Count Images 51 Normal mode 52 Special Conditions 60 Operating means 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative Designs 80t Special decorative design 85 Target Design 91 Display device 911 Display area 911a Non-standard area
Claims
1. a notification means for notifying a winning / losing lottery result based on a combination of decorative symbols selected from a plurality of decorative symbol groups each including a plurality of kinds of decorative symbols; a game state setting means for setting a normal game state and a special game state that is more advantageous than the normal game state as game states in which a player plays a game aiming to win a lottery result; Equipped with The decorative symbol group displayed in the normal gaming state includes a specific decorative symbol as one of the plurality of decorative symbols, The group of decorative symbols displayed in the special game state does not include the specific decorative symbol as one of the plurality of decorative symbols. A gaming machine characterized by:
2. The plurality of types of decorative patterns each include a different number, 2. The gaming machine according to claim 1, wherein the specific decorative symbol includes the largest number among the plurality of types of decorative symbols displayed in the normal gaming state.
3. The reaching is achieved when the decorative symbols selected from the two decorative symbol groups are of the same type. The gaming machine according to claim 1, characterized in that when a reach for the specific decorative pattern is achieved in the normal gaming state, the probability that the result of the lottery will be a win is higher than when a reach for any type of decorative pattern other than the specific decorative pattern is achieved.
4. A gaming machine as claimed in any one of claims 1 to 3, characterized in that when the result of the win / lose lottery in the special gaming state is a win, a profit display may be made including not only the already-acquired win, which is the win, but also any planned wins to be obtained after the already-acquired win.
Citation Information
Patent Citations
Pinball game machine
JP2016105864A