Game machine
The gaming machine employs a display system that uses images with the same outer shape but different colors to create an engaging presentation, transitioning from monochrome to color to reveal specific images, thereby addressing the lack of engaging visual experiences in existing machines.
Patent Information
- Application Number
- JP2023158104
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2025-04-04
AI Technical Summary
Existing gaming machines lack an engaging presentation mechanism that utilizes images with the same outer shape but different colors to create an interesting visual experience.
A gaming machine equipped with a display system that executes specific image performances using images with a common outer shape but different colors, and transitions from a monochrome display to a color display to reveal the specific image, creating an engaging presentation.
The gaming machine achieves an interesting and engaging presentation by leveraging the visual contrast of images with the same outer shape but different colors, enhancing player experience.
Smart Images

Figure 2025049733000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines are known that display images that have the same appearance (shape) but different colors (for example, the "reserved" described in Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-122471 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to provide a gaming machine capable of executing an interesting presentation that utilizes the display of images that have the same external shape but at least some of which differ in color. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a display means having a display area, a specific image effect execution means for executing a specific image effect in which one of a plurality of specific images which have a common specific shape but differ in the color of a specified portion are displayed in a specified range of the display area, and a monochrome effect execution means for displaying the specified range in monochrome and displaying a preview image having the specific shape, and is characterized in that when the monochrome effect ends, the specified range becomes a color display and the image that was the preview image becomes one of the plurality of specific images, resulting in a state in which the specific image effect has been executed. Effect of the Invention
[0006] The gaming machine according to the present invention is capable of executing an interesting presentation that utilizes the fact that images having the same external shape but at least some of which differ in color are displayed. [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] FIG. 13 is a diagram for explaining pseudo-switching performance (switching performance). [Diagram 5] FIG. 5 is a diagram (continuation of FIG. 4) for explaining pseudo-switching performance (switching performance). [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 13 is a diagram for explaining a specific provocation effect. [Figure 11] This is a reference example (contrast) to explain the effect of specific provocative performances. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 15] 13A to 13C are diagrams for explaining the operation of the performance component. [Figure 16] FIG. 13 is a diagram for explaining an image tilt effect. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 18]FIG. 13 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-7. [Figure 22] FIG. 11 is a diagram for explaining types of specific images. [Diagram 23] 13 is a diagram for explaining a specific image effect executed together with a monochrome effect. FIG. [Figure 24] FIG. 13 is a diagram for explaining a specific example 4-1 (a diagram for explaining a non-specific image (shown in comparison with a specific image)). [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-1 (a diagram for explaining a normal pattern (normal change) and a special pattern (special change)). [Figure 26] This is a diagram to explain specific example 4-2 (a diagram showing a comparison of normal reserved patterns and special reserved patterns). [Figure 27] A figure for explaining specific example 4-2 (a figure showing an example of a hold change presentation of a normal pattern (normal change) and a hold change presentation of a special pattern (special change)). [Figure 28] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 30] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 31] FIG. 13A shows the background image displayed in each production style (stage), and FIG. 13B shows various style change images that can be displayed when the style changes. [Diagram 32] This is a diagram for explaining the flow of changes in production style (stage changes). [Diagram 33] A diagram to explain the specific presentation in the normal mode. [Diagram 34] A diagram to explain a specific presentation of a special aspect. [Diagram 35]FIG. 13 is a diagram for explaining specific example 5-1. [Diagram 36] A figure for explaining specific example 5-4 (a figure showing an example of a normal mode of hold change presentation). [Figure 37] A figure for explaining specific example 5-4 (a figure showing an example of a special mode of hold change presentation). [Figure 38] FIG. 5 is a diagram for explaining specific example 5-4 (a diagram for explaining an example in which the changed sound differs depending on the type of post-change hold). [Figure 39] FIG. 13 is a diagram for explaining specific example 5-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 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 the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b triggered by the game ball entering the normal starting area 905, so 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. The jackpot acquired through the first winning / losing lottery (special drawing 1 lottery) may be either a normal jackpot or a special jackpot, but the jackpot acquired through the second winning / losing lottery (special drawing 2 lottery) is set to be a special jackpot (see FIG. 3(b)). 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, the 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 result is a miss 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 a normal game state. If the jackpot is won before the predetermined number of consecutive misses after transitioning to the special game state, the game state transitions again to the special game state (the count of the predetermined number is reset). In other words, the game 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 misses after transitioning to the special game state (ST number=100 in this embodiment). Note that, unless otherwise specified in the following description, the game characteristics (specifications) are merely one example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a game machine (with "two types" of game characteristics) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won (a game machine with "two types" of game characteristics). In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.
[0023] When the winning / losing lottery result is a jackpot, a jackpot game is executed. A jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened, and the unit game is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either N (e.g., 10) game balls enter the jackpot area 906 after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all are 10 round jackpots.
[0024] 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.
[0025] 2-1) Pseudo-switching The gaming machine 1 according to the present embodiment can execute a pseudo-non-switching performance. The pseudo-non-switching performance is a performance similar to a switching performance. The switching performance is a performance executed when the special gaming state ends and transitions to the normal gaming state. As described above, the special gaming state ends when a predetermined number of times (100 times in this embodiment) of consecutive misses occur after the start of the special gaming state. The predetermined number of times (100 times in this embodiment) of fluctuations are considered to be final fluctuations, and a final fluctuation in which the winning / losing lottery result (hereinafter, also referred to as the final winning / losing lottery result) corresponding to the final fluctuation is a miss is called a final losing fluctuation, and a switching performance occurs at the final losing fluctuation. On the other hand, as will be described in detail later, if a final fluctuation in which the final winning / losing lottery result is a jackpot is called a final winning fluctuation, then the pseudo-non-switching performance occurs at the final winning fluctuation.
[0026] In the final losing variation, the decorative pattern 80 pseudo-stops in a losing combination (see FIG. 4(a)). As will be described later, in the final winning variation where the pseudo-switching performance occurs, the decorative pattern 80 pseudo-stops in a losing combination. Note that the pseudo-stop (also called a temporary stop) refers to a state where the player sees the ball as stopped even though the ball has not completely stopped (for example, a state where the ball is slightly swaying). The pseudo-stop state is a state where the performance during the variation has not ended. After that, a result performance showing the result of the special game state is executed (see FIG. 4(b)). The result performance displays information (result information 15) such as the number of consecutive wins from the special big win (first win) acquired in the normal game state and the total number of winning balls obtained. Note that the number of consecutive wins and the total number of winning balls may or may not include the number of winning balls for the first special big win. In addition, other information may be displayed as the result information 15. Furthermore, in the result performance in this embodiment, an image (end element 16) indicating that the special game state is ending is displayed. In this embodiment, the special game state is called "XX RUSH", so an image of "XX RUSH ended" is displayed.
[0027] After the result performance is executed, the switching performance is executed. In the switching performance, a switching image 10 is displayed (see FIG. 4(c) and FIG. 5(a)). In this embodiment, the switching image 10 is an image representing a "door." As described above, the result performance is executed before the switching performance is executed, and the switching image 10 representing a "door" that acts to cover the image displayed as the result performance is displayed. In other words, the result information 15 and the end element 16 are displayed as if they are not visible because they are covered by the switching image 10 (see FIG. 5(a)).
[0028] After that, the switching image 10 is displaced (see FIG. 5(b-1)). In this embodiment, the switching image 10 is displayed as if the "door" represented by the switching image 10 has opened. That is, the switching image 10 is displaced so that the portion of the switching image 10 that is framed out of the display area 911 and becomes invisible gradually becomes larger. By displacing the switching image 10 in this way, a background image (hereinafter referred to as a normal background image 12. Note that the normal background image 12 may be omitted in drawings other than those for explaining the switching performance) that is displayed in the normal game state appears in the area created by the displacement (see FIG. 5(c-1)). The switching image 10 is displaced so that the portion displayed in the display area 911 becomes smaller over time, so that the range in which the normal background image 12 is displayed becomes larger over time while the switching image 10 is displaced (see FIG. 5(b-1)). The background image is an image that is displayed as the background of the changing decorative pattern 80. The normal background image 12 is a background image that is displayed only in the normal game state (strictly speaking, the normal background image 12 is displayed in the final losing variation (switching performance) of the special game state, but is not displayed in other variations of the special game state). Therefore, when such a normal background image 12 is displayed, the player understands that the game has returned to the normal game state. Note that the transition from the special game state to the normal game state means that a special jackpot has been won in the normal game state, and since the game is usually played in the normal game state, it is highly likely that the player has already come into contact with the normal background image 12.
[0029] The final losing variation ends at any point between the start and the end of the switching performance. At the end of the final losing variation, the variation of the decorative pattern 80 that notifies the final winning / losing lottery result stops completely. At the end of the final losing variation, the decorative pattern 80 in the losing combination is displayed. In this embodiment, the final losing variation ends when the switching image 10 is displaced and the normal background image 12 appears (the "door" is open) (see FIG. 5(c-1)). Specifically, the decorative pattern 80 in the losing combination (losing state) that indicates that the final winning / losing lottery result is a losing combination is displayed against the normal background image 12 as a background. However, the timing at which the final losing variation ends can be changed as appropriate. The final losing variation may end while the result performance is being executed, not during the switching performance. If the final losing variation ends before the normal background image 12 is displayed, it is preferable to display the decorative pattern 80 in the losing combination small near the outer edge of the display area 911 so that the end of the final losing variation is not noticeable. In any case, the switching effect can be said to be an effect that indicates to the player that the special gaming state has ended and that the normal gaming state is about to begin.
[0030] Thereafter, the decorative pattern 80 starts to change with the normal background image 12 as the background (the first change starts after the transition to the normal game state) (see FIG. 5(d-1)). As described above, in this embodiment, the decorative pattern 80 in the losing combination appears together with the normal background image 12 as the switching image 10 is displaced, and the decorative pattern 80 can be said to be a decorative pattern 80 waiting to change for the first time in the normal game state.
[0031] The pseudo-non-switching effect is an effect that resembles such a switching effect, and is executed at the final winning variation. The pseudo-non-switching effect is never executed at the final losing variation. Note that in this embodiment, the pseudo-non-switching effect is not necessarily executed when the final winning / losing lottery result is a jackpot. There is a possibility that at the final variation, the pseudo-non-switching effect is not executed and it is announced that the final winning / losing lottery result is a jackpot.
[0032] The pseudo-switching effect is a kind of so-called reversal effect in which the winning / losing lottery result (final winning / losing lottery result) appears to be a loss and is then reversed. Therefore, when the pseudo-switching effect is executed, even if the final winning / losing lottery result is a loss, it is made to look like a loss. As in the case of the final loss change, the decorative pattern 80 pseudo-stops at a loss combination, and the winning / losing lottery result is displayed as if it is a loss (see FIG. 4(a)). In addition, a result effect similar to the final loss change is executed, and the number of consecutive wins and the total number of winning balls up to that point are displayed (see FIG. 4(b)). In reality, a special jackpot is acquired and the special game state continues (does not end), so there is no need to execute the result effect in reality, but by executing the result effect, it is made to look like the player that the final winning / losing lottery result is a loss and the special game state ends. When a pseudo-switching effect is executed, the result effect is executed to make it appear as if the special game state has ended, but the special game state does not actually end, so depending on how you look at it, it can also be said to show a "pseudo" result (a pseudo result) (it shows the "result" up to that point, assuming that the final variation was a miss).
[0033] After the result presentation, a pseudo-switching presentation is executed. At the beginning of the pseudo-switching presentation, a switching image 10 similar to that of the switching presentation is displayed (see FIG. 4(c) and FIG. 5(a)). In this embodiment, a switching image 10 representing a "door" that operates to cover the image displayed as the result presentation is displayed. In other words, the result information 15 and the end element 16 are displayed as if they are no longer visible because they are covered by the switching image 10. The presentation format from when a losing combination is pseudo-stopped, when a result presentation is executed, until switching image 10 covering the image of the result presentation is displayed (until the state of Figure 5(a) is reached) is the same for a final losing variation and a final winning variation, so at the point when switching image 10 covering the image of the result presentation is displayed, the player cannot distinguish whether it is a final losing variation or a final winning variation (note that "indistinguishable" here means that it cannot be distinguished by the presentation that is clearly shown to the player (the presentation that is displayed large in the display area 911), etc., and it also includes information that is displayed near the outer edge of the display area 911 or outside the display area 911 and that is not clearly shown to the player, in which the player can determine whether they have won or lost, which is considered to be "indistinguishable").
[0034] After that, the switching image 10 is displaced. In this embodiment, the "door" represented by the switching image 10 is displayed as if it has opened (see FIG. 5(b-2)). The displacement (motion) of the switching image 10 itself is the same as the displacement (motion) of the switching image 10 in the switching performance (if the time lapse from the start of the displacement of the switching image 10 is the same in the switching performance and the pseudo-switching performance, the state of the switching image 10 is the same). As a result of the displacement of the switching image 10 in this way, a decorative pattern 80 in a winning combination (winning state) indicating that the winning / losing lottery result is a winning combination appears (see FIG. 5(c-2)). As described above, in the switching performance, as a result of the displacement of the switching image 10, the normal background image 12 (and the decorative pattern 80 in a losing combination (losing state)) appears. On the other hand, in the pseudo-switching performance, as a result of the displacement of the switching image 10, the decorative pattern 80 in a winning combination appears (the normal background image 12 is not displayed). With the winning combination displayed, the final variation (final winning variation) ends, and the final lottery result is announced as a jackpot.
[0035] As described above, in the gaming machine 1 according to this embodiment, the switching image 10 is displayed when the special gaming state ends and the game state transitions to the normal gaming state. Specifically, the normal background image 12 appears as the switching image 10 shifts, and the player is informed that the special gaming state has been transitioned to the normal gaming state (change in gaming state). By utilizing the display of the switching image 10, in the pseudo-switching performance (final winning variation), the decorative pattern 80 in the winning state appears as a result of the switching image 10 being shifted. Such a pseudo-switching performance can be said to be an interesting performance that will surprise a player who expects that the normal background image 12 will appear (transition to the normal gaming state) as a result of the switching image 10 being shifted.
[0036] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the pseudo-switching performance (switching performance) 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.
[0037] 〇Specific example 1-1 The manner in which switching image 10 is displayed in switching performance or pseudo switching performance may differ. For example, a first switching image 11 (see FIG. 6(a)) and a second switching image 12 (see FIG. 6(b)) may be displayed as switching image 10. Any method may be used to set the difference in manner between first switching image 11 and second switching image 12. For example, the colors may be different (in the drawings, the difference in color is represented by the presence or absence of hatching).
[0038] And, when the second switching image 12 is displayed in the final variation, the probability that the variation is not a switching variation but a pseudo-switching variation (not a final losing variation but a final winning variation) is higher than when the first switching image 11 is displayed in the final variation. By doing so, it is possible to realize a game property in which the switching image 10 suggests that the player is in a situation where a pseudo-switching variation can be expected.
[0039] 〇Specific example 1-2 In the above embodiment, it has been described that the switching image 10 is displayed after the result performance is executed in the final variation (final loss variation, final winning variation), but the switching image 10 may be displayed when the result performance is executed. In other words, the result information 15 and the ending element 16 are displayed superimposed on the switching image 10 in a state where the switching image 10 is displayed (a state where the "door" is closed) (see FIG. 7(a)). After that, the switching image 10 is displaced (see FIG. 7(b-1)(b-2)), and in the case of a final loss variation, the normal background image 12 appears (see FIG. 7(c-1)), and in the case of a final winning variation, the decorative pattern 80 in the winning state is displayed (see FIG. 7(c-2)). By doing as in this example, the pseudo switching performance is such that the decorative pattern 80 in the winning state is displayed immediately after the result performance is executed, so that it gives a surprise to a player who thought that the special game state would end by seeing the result performance.
[0040] 〇Specific example 1-3 The pseudo-end performance includes a period in which the decorative pattern 80 in the winning state is displayed in front of the switching image 10. Specifically, it is as follows. The switching image 10 is displaced, and the decorative pattern 80 in the winning state (hereinafter, in the explanation of this example, simply referred to as the decorative pattern 80) is displayed in the resulting area (see FIG. 8(b)). The decorative pattern 80 gradually becomes larger, and, although temporarily, a part of the decorative pattern 80 in the winning state is overlapped in front of the switching image 10 being displaced (see FIG. 8(c)). Thereafter, the switching image 10 is displaced until it is completely invisible (completely framed out of the display area 911) (see FIG. 8(d)).
[0041] In this way, the decorative pattern 80, which was initially hidden behind the switching image 10, appears to jump out in front of the switching image 10 after it is exposed (appears to move forward after it is exposed). Since the display of the decorative pattern 80 in the winning state is pleasing to the player, the decorative pattern 80 is made to appear to jump out in front (toward the player), emphasizing that the winning / losing lottery result is a big win.
[0042] 〇Specific example 1-4 In the above embodiment, the pseudo-switching effect is described as occurring when the winning / losing lottery result (final winning / losing lottery result) corresponding to the final change is a jackpot, but it is sufficient that the winning / losing lottery result is determined to be a jackpot, and it is not limited to the final winning / losing lottery result. For example, it is possible to configure the pseudo-switching effect to occur when the reserved information stored in the storage means includes a corresponding winning / losing lottery result that is a jackpot (when a winning reserved is included in the reserved information).
[0043] For example, in the above embodiment, the second winning / losing lottery is executed for the number of second reserved information (hereinafter referred to as "remaining reserved") stored at the time when the final losing variation ends, even after the special game state ends, and if the second winning / losing lottery is won, it will be a special jackpot, and the special game state will continue. Therefore, if the remaining reserved information includes a winning / losing lottery result that is a jackpot, a pseudo-switching effect is generated to notify the jackpot. In this way, the pseudo-switching effect may be generated when any of the reserved information already obtained includes a jackpot.
[0044] 〇Specific example 1-5 As described in the above embodiment, the switching effect and the pseudo-switching effect are determined by the displacement of the switching image 10, and it is not possible to determine which effect it is until the displacement occurs. Based on this, it is assumed that which effect is being executed is suggested according to the length of time from a certain point in time (reference time point) to the point in time when the displacement of the switching image 10 starts (start time point).
[0045] For example, in the case of the switching effect, assume that the length from the reference time point to the start time point is T1 hours (see Fig. 9(a)). On the other hand, in the case of the pseudo-switching effect, assume that the length from the reference time point to the start time point is T2 hours (T1 < T2) (see Fig. 9(b)). In this case, if the reference image 25 does not start to be displaced even after T1 hours have elapsed from the reference time point, it is certain that the effect being executed is the pseudo-switching effect. From the perspective of the player, if the displacement (movement) of the switching image 10 does not occur easily, there is an expectation that it is the pseudo-switching effect, which is the form of the effect. In either case of the switching effect and the pseudo-switching effect, it may become T2 hours, but it may also be set that when it becomes T2 hours, the probability of it being the pseudo-switching effect is higher than when it becomes T1 hours.
[0046] The reference time point may be any point in time that occurs regardless of whether the switching effect or the pseudo-switching effect is being executed. For example, it is conceivable to set the time point when the switching image 10 completely covers the image for the result effect (the moment when the state shown in Fig. 5(a) is reached) as the reference time point.
[0047] 2-2) Specific exciting effect In this embodiment, a specific exciting effect can be executed as a component of the effect during variation. The specific exciting effect can occur as a component of the effect during variation in the normal game state, but it may also occur as a component of the effect during variation in the special game state.
[0048] The specific teasing effect is an effect that suggests to the player that a reach may be achieved. The reach is achieved when the decorative patterns 80 (first selected pattern 801, second selected pattern 802) selected and displayed from two of the three decorative pattern groups 80g (first decorative pattern group, second decorative pattern group) are the same type of decorative pattern 80 (see FIG. 10(c-1)). In other words, the manner in which the reach is achieved is a general one. In this embodiment, the reach is achieved when the left selected pattern (left decorative pattern 80L), which is one of the multiple types of decorative patterns 80 selected and displayed from the left decorative pattern group 80gL, and the right selected pattern (right decorative pattern 80R), which is one of the multiple types of decorative patterns 80 selected and displayed from the right decorative pattern group 80gR, are the same type. In other words, one of the left decorative pattern group 80gL and the right decorative pattern group 80gR is the first decorative pattern group, and the other is the second decorative pattern group.
[0049] In this embodiment, the first selection symbol 801 selected and displayed from the first decorative symbol group is in a pseudo-stop state when selected, and the second selection symbol 802 selected and displayed from the second decorative symbol group is in a pseudo-stop state when selected. As described later, after the end of the specific teasing performance, the result is a successful result in which a reach is achieved (see FIG. 10(c-1)) or a failure result in which a reach is not achieved (see FIG. 10(c-2)). In either case, the first selection symbol 801 and the second selection symbol 802 are in a pseudo-stop state when the third decorative symbol group (a decorative symbol group different from the first decorative symbol group and the second decorative symbol group. In this embodiment, the middle decorative symbol group 80gC) is displayed in a variable manner (a decorative symbol 80 selected from the third decorative symbol group (a third selection symbol 803) is not displayed). However, this does not deny the configuration in which the first selection symbol 801 and the second selection symbol 802 stop almost at the same time as they are selected.
[0050] A "prescribed order" and an "anti-prescribed order" are set for the multiple types of decorative patterns 80 contained in each decorative pattern group 80g (see FIG. 10(a)). The "prescribed order" in this embodiment is the order of the "numbers" contained in the various decorative patterns 80. The next order after the largest number is the smallest number. If the multiple types of decorative patterns 80 in this embodiment are arranged in a prescribed order, the order will be "1" decorative pattern → "2" decorative pattern → "3" decorative pattern → "4" decorative pattern → "5" decorative pattern → "6" decorative pattern → "7" decorative pattern → "1" decorative pattern... The reverse order of the prescribed order is the anti-prescribed order. In a normal state (normal variation without specific promotional performance), all decorative pattern groups 80g are displayed in a prescribed order. In other words, the direction of the display of the decorative pattern group 80g is usually set to the prescribed order, and it is an exception to set it to the anti-prescribed order.
[0051] The specific teasing effect is an effect in which one of the multiple types of decorative patterns 80 is designated as a "candidate pattern" and a player is suggested (teasing) that the candidate pattern is likely to be selected as the first selected pattern 801, and that the candidate pattern is likely to be selected as the second selected pattern 802 (see FIG. 10(b) (an example in which the decorative pattern 80 of "4" is designated as a candidate pattern)).
[0052] The specific teasing performance is roughly divided into a period (first period) in which it is not clear which type of decorative pattern 80 is the candidate pattern (see FIG. 10(a)), and a period (second period) in which it is clear which type of decorative pattern 80 is the candidate pattern (see FIG. 10(b)). The first period is a period in which the first decorative pattern group and the second decorative pattern group are displayed in a relatively high speed manner, so it is not clear which pattern will be selected. The second period can also be said to be a period in which the candidate patterns are displayed in predetermined positions in the display area 911 (in this embodiment, the left and right sides of the display area 911), indicating that the variation is likely to stop in that state.
[0053] As shown in FIG. 10(a), in the first period, the first decorative pattern group is displayed in a downward variably manner in a prescribed order. In other words, the variably manner of the first decorative pattern group is that the decorative pattern 80 displayed at a predetermined position on the left side of the display area 911 changes in a prescribed order (decorative pattern of "1" → decorative pattern of "2" → decorative pattern of "3" → decorative pattern of "4" ...), and the earlier decorative pattern 80 in the prescribed order is located lower than the later decorative pattern 80. On the other hand, in the first period, the second decorative pattern group is displayed in a downward variably manner in a counter-prescribed order. In other words, the variably manner of the second decorative pattern group is that the decorative pattern 80 displayed at a predetermined position on the right side of the display area 911 changes in a counter-prescribed order (decorative pattern of "7" → decorative pattern of "6" → decorative pattern of "5" → decorative pattern of "4" ...), and the earlier decorative pattern 80 in the counter-prescribed order is located lower than the later decorative pattern 80. In addition, a downward changing display does not only refer to a manner in which the decorative pattern 80 moves completely along the vertical direction (the direction of gravity), but also refers to a manner in which the decorative pattern 80 moves over time, moving away from the upper edge of the display area 911 and approaching the lower edge.
[0054] As shown in FIG. 10(b), in the second period, the speed of change of the first decorative symbol group and the second decorative symbol group, which have been displayed in a variable manner as described above, gradually decreases, suggesting that the decorative symbol 80, which is a candidate symbol, is likely to be selected as the first selected symbol 801 and the second selected symbol 802 at the same time. In other words, the timing at which the candidate symbol is selected as the first selected symbol 801 and the timing at which the candidate symbol is selected as the second selected symbol 802 are indicated are almost the same. It is preferable to display an effect image around the decorative symbol 80, which is a candidate symbol, suggesting that the symbol is likely to be selected (stop). When a player sees this, the player feels that the same symbols are displayed on the left and right and that a reach is likely to be established.
[0055] After the specific provocation performance ends, the result is a successful result in which the reach is achieved (see FIG. 10(c-1)) or a non-successful result in which the reach is not achieved (see FIG. 10(c-2)). In this embodiment, when the result is a successful result, the target winning / losing lottery result (meaning a winning / losing lottery result corresponding to a variation including the specific provocation performance) may be a jackpot, while when the result is a non-successful result, the target winning / losing lottery result is set to have no possibility of being a jackpot. In contrast, even when the result is a non-successful result, the target winning / losing lottery result may be set to have a possibility of being a jackpot (there may be a possibility that a jackpot is announced through a so-called reversal performance). However, the probability (reliability) that the target winning / losing lottery result is a jackpot is higher in the case of a successful result than in the case of a non-successful result. In this way, since a successful result is a result that is more advantageous to the player than a non-successful result, when a specific provocation performance occurs, the player hopes for a successful result.
[0056] A successful result indicates that the candidate symbols have been selected as the first selected symbol 801 and the second selected symbol 802. In this embodiment, the same type of decorative symbol 80 (the candidate symbols) is displayed on the left and right sides of the display area 911, and a linear image (a reach line image indicating that a reach has been achieved) connecting the two is displayed (see FIG. 10(c-1)). This allows the player to understand that a reach has been achieved. After that, a reach performance (description omitted) is executed and the result of the lottery is announced.
[0057] The non-established result is a result indicating that the candidate symbol was not selected as the first selected symbol 801 and the second selected symbol 802. In this embodiment, the first selected symbol 801 is set as the next type of decorative symbol 80 of the candidate symbol in the prescribed order. In other words, from a situation where the candidate symbol 80 is about to stop, a "one frame slip" occurs according to the prescribed order, and the next type of decorative symbol 80 of the decorative symbol 80 is displayed as the first selected symbol 801. If the decorative symbol "4" is set as the candidate symbol as in the above example, the decorative symbol "5" is set as the first selected symbol 801 and is displayed on the left side of the display area 911 (see FIG. 10(c-2)). On the other hand, the second selected symbol 802 is set as the next type of decorative symbol 80 of the candidate symbol in the reverse prescribed order. That is, in a situation where the decorative pattern 80 that is set as a candidate pattern is about to stop, a "one frame slip" occurs in a counter-order manner, and the next type of decorative pattern 80 after the decorative pattern 80 is displayed as the second selected pattern 802. If the "4" decorative pattern 80 is set as a candidate pattern as in the above example, the "3" decorative pattern is set as the second selected pattern 802 and is displayed on the right side of the display area 911 (see FIG. 10(c-2)). This allows the player to understand that the reach has not been achieved.
[0058] Thereafter, a third selection symbol 803 selected from the third decorative symbol group (middle decorative symbol group 80gC) is displayed, the variation stops with a losing combination (first selection symbol 801 to third selection symbol 803) formed, and notification that the target winning / losing lottery result is a losing combination ends (see FIG. 10(d-2)). Since the first selection symbol 801 and the second selection symbol 802 are different types of decorative symbol 80, a losing combination will occur regardless of the type of decorative symbol 80 displayed as the third selection symbol 803. The third decorative symbol group may be displayed in any order.
[0059] In this way, the specific teasing presentation in this embodiment is an innovative and interesting presentation format in which the first group of decorative patterns are displayed in a specified order, while the second group of decorative patterns are displayed in the opposite anti-specified order, and it is shown that the same patterns are likely to be selected.
[0060] Also, for example, as shown in FIG. 11 as a reference example, if the first decorative pattern group and the second decorative pattern group are assumed to be displayed in the same order, when the reach is not established, the number of sliding frames of one decorative pattern group 80g (meaning the "difference" between the decorative pattern 80 set as the candidate pattern and the decorative pattern 80 actually selected in the order of display. If they are displayed in the "order of numbers", the difference in the numbers becomes the number of sliding frames) must be different from the number of sliding frames of the other decorative pattern group 80g (because if this is not done, the first selected pattern 801 and the second selected pattern 802 will be the same type and the reach will be established). In other words, when the fluctuation of the first decorative pattern group and the second decorative pattern group does not stop (pseudo stop) at the candidate pattern and the candidate pattern slides to indicate that the reach is not established, it is necessary to control the number of sliding frames of one decorative pattern group 80g to "1" and the number of sliding frames of the other decorative pattern group to "2" as shown in FIG. 11, for example. On the other hand, if the present embodiment is adopted, the order in which the first decorative symbol group and the second decorative symbol group are displayed in a variable manner is different (different between the prescribed order and the anti-prescribed order), so even if the number of sliding frames of the first decorative symbol group and the second decorative symbol group are the same (the number of sliding frames is set to "1" in the present embodiment), the first selected symbol 801 and the second selected symbol 802 will not be the same, and the reach will not be established (see Fig. 10(b) and (c-2)). In other words, by adopting the present embodiment, there is an advantage that the number of sliding frames of the first decorative symbol group and the second decorative symbol group can be made the same even when the reach is not established. It is also possible to allow both the first decorative symbol group and the second decorative symbol group to slip two or more frames. However, generally, the fact that a symbol advantageous to the player does not stop is often expressed as "one frame shift", so if we follow that, it is sufficient to allow "one frame slip" to occur in both the first decorative symbol group and the second decorative symbol group as in the present embodiment.
[0061] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific provocation performances 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.
[0062] 〇Specific example 2-1 In the above embodiment, the specific promotional performance has been described as having the same direction (downward) in which the first decorative pattern group and the second decorative pattern group are displayed, but the direction of the first decorative pattern group and the direction of the second decorative pattern group are opposite to each other. For example, the first decorative pattern group is displayed downward, and the second decorative pattern group is displayed upward (see FIG. 12). Note that the upward display does not only refer to a mode in which the decorative pattern 80 moves completely along the vertical direction (gravity direction), but also refers to a mode in which the decorative pattern 80 moves away from the lower edge of the display area 911 and approaches the upper edge over time. Note that the direction of the third decorative pattern group may be any.
[0063] In this way, the first decorative pattern group, which is variably displayed in a prescribed order, and the second decorative pattern group, which is variably displayed in an anti-prescribed order, are displayed in opposite directions. In other words, since both the "order of the patterns" and the "variable direction" are "reversed," the difference between the first decorative pattern group and the second decorative pattern group can be made clearer. In addition, when this example is performed, the arrangement of the patterns in the first decorative pattern group and the arrangement of the patterns in the second decorative pattern group can be made the same (the numbers of the patterns are larger on one side in the vertical direction).
[0064] Even in this example, the number of sliding pieces of the first decorative symbol group and the second decorative symbol group can be made the same when the result is not achieved. In other words, even if the number of sliding pieces of the first decorative symbol group and the second decorative symbol group are made the same, the first selected symbol 801 and the second selected symbol 802 do not become the same symbol, and the reach is not achieved (see FIG. 12(b)(c-2)).
[0065] In addition, if the direction in which the first decorative pattern group is variably displayed and the direction in which the second decorative pattern group is variably displayed are opposite, the direction in which each decorative pattern group 80g is variably displayed can be set differently from the example shown in Fig. 12. Although not shown, for example, the first decorative pattern group variably displayed in a specified order may be variably displayed to the right, and the second decorative pattern group variably displayed in an anti-specified order may be variably displayed to the left. Note that the rightward variable display and the leftward variable display mentioned here do not only refer to a mode in which the decorative pattern 80 moves completely along the left-right direction (horizontal direction), but a rightward variable display is a mode in which the varying decorative pattern 80 moves away from the left edge of the display area 911 over time and approaches the right edge, and a leftward variable display is a mode in which the varying decorative pattern 80 moves away from the right edge of the display area 911 over time and approaches the left edge.
[0066] As the specific provocation effect, a specific provocation effect in which the first decorative pattern group and the second decorative pattern group are displayed in the same direction as shown in FIG. 10, and a specific provocation effect in which the first decorative pattern group and the second decorative pattern group are displayed in different (opposite) directions as shown in FIG. 12 may be configured to occur. In this case, the probability of a successful result being reached may be higher when one specific provocation effect occurs than when the other specific provocation effect occurs. In this way, a gameplay in which whether the first decorative pattern group and the second decorative pattern group are displayed in the same direction as each other indicates the probability of a reach being achieved can be realized.
[0067] 〇Specific example 2-2 In the case of a non-established result, one of the first decorative symbol group and the second decorative symbol group will have a "slip" while the other will not have a "slip" and the candidate symbol will be displayed as the selected symbol (see FIG. 13). Even in this way, the first selected symbol 801 and the second selected symbol 802 are not of the same type (see FIG. 13(c)), so that a reach is not established.
[0068] However, as in the above embodiment, when the result is not established, it is more clearly indicated that the "reach is not established" by making "slip" occur in both the first decorative symbol group and the second decorative symbol group, since it shows that the candidate symbol was not selected as either the first selected symbol 801 or the second selected symbol 802 (the symbol that was the target of "teasing" was not selected in either the first decorative symbol group or the second decorative symbol group). And, when "slip" occurs in both the first decorative symbol group and the second decorative symbol group in this way, there is an advantage that the "number of sliding frames" of both can be made the same (there is no need to take the trouble of making the "number of sliding frames" of both different).
[0069] 〇Specific example 2-3 The timing of whether or not a candidate symbol is selected as the first selected symbol 801 may be different from the timing of whether or not a candidate symbol is selected as the second selected symbol 802. However, as in the above embodiment, the timing of whether or not a candidate symbol is selected as the first selected symbol 801 is the same as the timing of whether or not a candidate symbol is selected as the second selected symbol 802. Therefore, it is very meaningful to make "slip" occur in both the first decorative symbol group and the second decorative symbol group when the result is not established.
[0070] 〇Specific example 2-4 When a non-established result is reached, a "return" is made to occur, not a "slip". A "return" is made when a pattern ahead of a candidate pattern is selected in a prescribed order or anti-prescribed order. It can also be said that a "return" is made when the type of pattern changes in the opposite direction to the direction of change. For example, as shown in FIG. 14, when the decorative pattern of "2" is set as a candidate pattern (see FIG. 14(b)), in the case of a non-established result, the decorative pattern of "1", which is one pattern before the decorative pattern of "2" in the prescribed order, becomes the first selected pattern 801, and the decorative pattern of "3", which is one pattern before the decorative pattern of "2" in the anti-prescribed order, becomes the second selected pattern 802 (see FIG. 14(c)).
[0071] Even in this example, the "number of return frames" of the first decorative symbol group and the second decorative symbol group can be made the same. In other words, since the first decorative symbol group is displayed in a specified order and the second decorative symbol group is displayed in an anti-specified order, even if the number of return frames of both is the same, the type of decorative symbol 80 set as the first selection symbol 801 and the type of decorative symbol 80 set as the second selection symbol 802 will be different.
[0072] 2-3) Image tilt effect In this embodiment, an image tilt effect can be executed as a component of the variable effect. The image tilt effect can occur as a component of the variable effect in the normal game state, but may also occur as a component of the variable effect in the special game state.
[0073] The image tilt effect is an effect that uses the effect member 20 (see FIG. 1, FIG. 15, etc.) (note that the effect member 20 is omitted from the illustration in FIG. 1 and other drawings that explain the image tilt effect). The effect member 20 is provided in front of the display area 911 so that it can move within a predetermined range. In this embodiment, the effect member 20 is displaced along a plane direction (a plane perpendicular to the front-rear direction) in front of the display area 911 (its position in the front-rear direction does not change). The effect member 20 is a member that is elongated in the left-right direction (longitudinal direction) in the original position (normal state). In other words, the axis that passes through the center of the width of the effect member 20 is along the left-right direction. As will be described later, when the image tilt effect is being performed, the effect member 20 is inclined with respect to the left-right direction (the longitudinal direction is inclined with respect to the left-right direction), but when the image tilt effect is not being performed, the longitudinal direction and the left-right direction of the effect member 20 are in a state that is approximately the same. Hereinafter, the state in which the longitudinal direction and the left-right direction of the performance member 20 are approximately aligned will be referred to as the parallel state (see Figs. 15(a) and (b)), and the state in which the longitudinal direction of the performance member 20 is inclined relative to the left-right direction (inclined state) will be referred to as the non-parallel state (see Fig. 15(c)). Also, the angle of the line (axis) along the longitudinal direction of the performance member 20 in the non-parallel state relative to the left-right direction will be referred to as the inclination angle (the inclination angle in the parallel state is 0°).
[0074] The performance element 20 can change from one of a parallel state and a non-parallel state to the other. The tilt angle in the non-parallel state can be changed within a predetermined range. Furthermore, it can be displaced in the vertical direction while remaining in the parallel or non-parallel state (maintaining the tilt angle). In the original position, the performance element 20 is in a parallel state along the lower edge of the display area 911 (see FIG. 15(a)). By displacing it upward from there, it comes to a state where it overlaps in front of the display area 911 (see FIG. 15(b)).
[0075] Any driving mechanism for the performance member 20 may be used as long as it can operate in this way. For example, it may be as follows. A rail 20R extending in the vertical direction is provided outside the left and right side edges of the display area 911, and both ends (left end and right end) of the performance member 20 are indirectly supported by the rail 20R via the relay member 21 (see FIG. 15). In addition, a first motor and a second motor (not shown) are provided as driving sources, and the power of the first motor is transmitted to the left end of the performance member 20, and the power of the second motor is transmitted to the right end of the performance member 20. If the first motor and the second motor are driven with the same drive amount, the performance member 20 moves in the vertical direction while remaining parallel. If the drive amount of the first motor and the second motor is made different, the performance member 20 becomes non-parallel. At least one of the two relay members 21 is provided so as to be slidable outward relative to the performance member 20, and is displaced outward when it becomes non-parallel. Once in the non-parallel state, if the first motor and the second motor are driven with the same drive amount, the performance member 20 moves up and down while remaining in the non-parallel state (while maintaining the tilt angle).
[0076] The image tilt effect (see FIG. 16) is an effect in which the display area 911 changes from a reference state (see FIG. 16(a)) in which the reference image 25 is displayed to a tilted state (see FIG. 16(b)(c)) in which the reference image 25 is tilted. The reference image 25 includes the decorative pattern 80 (at least one of the three decorative pattern groups 80g is displayed in a variable manner) and its background. The continuity of the change of the decorative pattern 80 is maintained even while the image tilt effect is being performed (the change does not stop or pseudo-stop during the image tilt effect). The reference image 25 in this embodiment also includes the reserved pattern 70. Even if new winning / losing lottery information (reserved information) is acquired during the image tilt effect, a new reserved pattern 70 is displayed (the increase in the reserved pattern 70 is reflected in the reference image 25 in the tilted state (described later)). When the tilted state (described later) is reached, a part or all of the decorative pattern 80 or the reserved pattern 70 may be cut off.
[0077] In the reference state, reference image 25 is displayed over the entire display area 911 (see FIG. 16(a)). In other words, the outer edge of reference image 25 coincides with the outer edge of display area 911 and is therefore not visible (not displayed).
[0078] The tilted state is a state in which the reference image 25 is tilted (tilted in the left-right direction) (the reference state is a state in which it is not tilted) (see Figures 16(b) and (c)). The reference image 25 is displaced two-dimensionally along a planar direction (a direction perpendicular to the front-back direction). The reference image 25 is maintained in such a manner that it is perceived by the player as representing the same thing from the reference state to the tilted state. In this embodiment, at least a part of the decorative pattern group 80g is displayed variably along the vertical direction in the reference state, but the tilted state causes the variable display direction of the decorative pattern group 80g to be tilted relative to the vertical direction. Also, when two or more reserved patterns 70 are displayed in the reference state, the two or more reserved patterns 70 are lined up along the horizontal direction, but the tilted state causes the line-up direction to be tilted relative to the horizontal direction.
[0079] In this embodiment, the reference image 25 is displaced so that one side in the left-right direction is lifted from the standard state to the tilted state (one of the lower left corner and the lower right corner of the reference image 25 is displaced so as to be located higher than the other). Therefore, in the tilted state, there is a portion in the display area 911 where the reference image 25 is not displayed. Also, a portion corresponding to at least a part of the outer edge of the reference image 25 is displayed in the display area 911 (a linear image representing the outer edge is displayed) (see FIG. 16(b)(c)). In other words, a portion that was not displayed in the standard state because it coincided with the outer edge (approximately rectangular shape) of the display area 911 appears as if it has appeared by being in the tilted state. In this embodiment, the reference image 25 is displaced so that one side in the left-right direction is lifted, so that at least a part or all of the lower edge of the reference image 25 is displayed. If the lower edge is the target edge 25T, the target edge 25T is also inclined with respect to the left-right direction. The inclination angle of the target edge 25T with respect to the left-right direction is the inclination angle of the reference image 25.
[0080] When the tilted state is reached, the performance member 20 is made non-parallel so as to follow the target side edge 25T of the reference image 25. In other words, the tilt angle of the reference image 25 and the tilt angle of the performance member 20 are made to be approximately the same (the tilt direction of the target side edge 25T and the longitudinal direction of the performance member 20 are approximately parallel) (see Fig. 16 (b) (c)). In this embodiment, the tilt angle of the reference image 25 (target side edge 25T) gradually increases from the reference state, and the tilt angle of the performance member 20 is made to increase in accordance with the increase in the tilt angle of the reference image 25. In other words, the reference image 25 and the performance member 20 are displaced so that the tilt angle of the reference image 25 (target side edge 25T) and the tilt angle of the performance member 20 match. The tilt angles of the reference image 25 and the performance member 20 change until they reach the target angle.
[0081] In the image tilt effect of this embodiment, the reference image 25 changes from a reference state (see FIG. 16(a)) toward a target angle (see FIG. 16(b)), and after it reaches the target angle (see FIG. 16(c)), the tilt angle gradually decreases (see FIG. 16(b)), returns to the reference state, and ends (see FIG. 16(a)). Specifically, the tilt angle of the reference image 25 gradually increases from a state in which the tilt angle is 0°, and after the tilt angle reaches its maximum (reaches the target angle), the tilt angle gradually decreases and returns to a tilt angle of 0°. The tilt angle of the effect member 20 also changes accordingly.
[0082] In this way, the image tilt effect in this embodiment is a performance in which the reference image 25 is tilted, and since the performance member 20 also tilts in accordance with the reference image 25, the effect of the performance member 20 makes it appear as if the reference image 25 has been tilted.
[0083] Furthermore, as in this embodiment, if the lower edge of the reference image 25 is configured as the target edge 25T (the reference image 25 is displayed above the performance member 20), the performance will appear as if the reference image 25 is being lifted up by the action of the performance member 20.
[0084] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned image tilt performance will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0085] 〇Specific example 3-1 The performance member 20 is normally set so that its longitudinal direction is along the vertical direction. In other words, it can be set to a parallel state along the vertical direction (see FIG. 17(a)) and a non-parallel state inclined with respect to the vertical direction (see FIG. 17(b)). The left or right edge of the reference image 25 is the target edge 25T. The image tilt performance is set so that the reference image 25 changes from a reference state in which the target edge 25T is along the vertical direction (see FIG. 17(a)) to a tilted state in which the target edge 25T is inclined with respect to the vertical direction (see FIG. 17(b)), and the performance member 20 gradually increases the tilt angle along the target edge 25T to change from the parallel state to the non-parallel state. Even in this example, the performance member 20 acts to make the reference image 25 look as if it is tilted.
[0086] 〇Specific example 3-2 In the image tilt effect, the displacement of the performance member 20 from the parallel state begins before the reference image 25 starts to change from the reference state to the tilted state. In the above embodiment, it was explained that the tilt angle of the reference image 25 and the tilt angle of the performance member 20 change so that they match, but the configuration is such that the tilt angle of the performance member 20 changes so that it is larger than the tilt angle of the reference image 25. Specifically, it is as follows.
[0087] After the performance member 20 starts to displace from the parallel state (tilt angle 0°) to increase its tilt angle (see FIG. 18(b)), the reference image 25 starts to displace from the reference state (tilt angle 0°) to increase its tilt angle (see FIG. 18(c)). In this way, the tilt angle of the performance member 20 changes so as to be maintained larger than the tilt angle of the reference image 25 (see FIGS. 18(b)-(f)), and the performance member 20 reaches the target angle first (see FIG. 18(f)) and its displacement stops, after which the reference image 25 reaches the target angle (see FIG. 18(g)).
[0088] It is preferable to do the same when returning to the reference state after reaching the target angle. After the performance member 20 starts to displace from the target angle to reduce its tilt angle (see FIG. 18(h)), the reference image 25 starts to displace from the target angle to reduce its tilt angle (see FIG. 18(i)). In this way, the tilt angle of the performance member 20 changes so as to be kept smaller than the tilt angle of the reference image 25 (see FIG. 18(h)-(l)), so that the performance member 20 reaches a tilt angle of 0° first (see FIG. 18(l)), and then the reference image 25 reaches a tilt angle of 0° (returns to the reference state) (see FIG. 18(m)).
[0089] By making the effect member 20 change before the reference image 25 does in this way, the impression that the inclination of the reference image 25 appears to be changed by the action of the effect member 20 can be enhanced.
[0090] 〇Specific example 3-3 In the above embodiment, the reference image 25 is described as being displayed in the entire display area 911 in the reference state, but it may be displayed in a part of the display area 911. For example, the display area is divided into an area (reserved area) where the reserved pattern 70 is displayed and an area (variable area) where the decorative pattern 80 is variably displayed, and in the image tilt performance, the image displayed in the variable area is the reference image 25. The state in which the reference image 25 is displayed in the entire variable area is the reference state, and the state in which the reference image 25 is tilted with respect to the variable area (display area 911) is the tilted state. The performance member 20 is controlled to be displaced according to the tilt angle of the reference image 25. The image displayed in the reserved area is not tilted even while the reference image 25 is in the tilted state.
[0091] In this way, an image tilt effect can be achieved by using an image displayed in a portion of display area 911 as reference image 25. However, in this example, the portion of the image displayed in display area 911 does not tilt even if performance member 20 is displaced, so it can be said that using an image displayed over the entire display area 911 as reference image 25 as in the above embodiment creates a stronger impression that the image is tilted by the action of performance member 20.
[0092] 〇Specific example 3-4 When the reference image 25 is tilted by the image tilt effect, a predetermined effect element 25e (an element in the reference image 25) included in the reference image 25 is displaced in a tilt direction. For example, the reference image 25 is assumed to include an effect element 25e representing a certain character (see FIG. 19(a)). When the image tilt effect is executed and the reference image 25 is tilted, the effect element 25e (character) is displaced in a tilt direction (diagonally downward). The reference image 25 may be triggered to reach a target angle (see FIG. 19(b)) and to start displacing the character (see FIG. 19(c)). Note that the "displacement" of the effect element 25e here refers to a relative displacement with respect to the entire reference image 25 (outer edge). In other words, the relative position of the effect element 25e with respect to the entire reference image 25 (outer edge) is different before (see FIG. 19(b)) and after (see FIG. 19(c)) the displacement of the effect element 25e is started. The relative position of the performance element 25e to the entire reference image 25 (outer edge) is different when comparing when the reference image 25 is in the reference state (see Figure 19(a)) with after it becomes tilted and displacement has begun (see Figure 19(c)).
[0093] By doing this, it becomes an interesting effect in which it appears as if the performance element 25e has been displaced due to the tilt of the image (reference image 25) (as if the performance element 25e has been displaced due to "gravity").
[0094] 〇Specific example 3-5 The tilt direction is changed by the image tilt effect. A change from one of a left tilt state in which the left end is lower than the right end of the lower edge (target edge 25T) of the reference image 25 to a right tilt state in which the right end is lower than the left end occurs. The tilt angle of the performance member 20 is also changed in accordance with the change in the reference image 25. In this way, a performance form can be created in which the performance member 20 changes like a "see-saw," and the reference image 25 supported by it also appears to change its tilt direction.
[0095] 〇Specific example 3-6 As described above, the performance member 20 can be displaced (slid) in the vertical direction while maintaining the tilt angle. Using this, in the image tilt performance, a period is created in which the reference image 25 is displaced in at least one of the upward and downward directions while maintaining the tilt angle. In other words, in accordance with the vertical displacement of the performance member 20 while maintaining the tilt angle, the reference image 25 is also displaced in the vertical direction while maintaining the tilt angle (see FIG. 20). The amount of displacement of the performance member 20 in the vertical direction is made to match the amount of displacement of the reference image 25 (target side edge 25T) in the vertical direction. In this way, a performance form can be created in which the reference image 25 appears to be lifted up or lowered by the performance member 20 while remaining in a tilted state.
[0096] 〇Specific example 3-7 As described above, the performance member 20 can be displaced (slid) in the vertical direction while remaining parallel (tilt angle = 0°). Using this, it is possible to perform a performance in which the reference image 25 is displaced in the vertical direction while the reference image 25 is not tilted (tilt angle = 0°), which is different from the image tilt performance (see FIG. 21). In other words, the reference image 25 is displaced in the vertical direction without being tilted in accordance with the vertical displacement of the performance member 20 while remaining parallel. The amount of displacement of the performance member 20 in the vertical direction is made to match the amount of displacement of the reference image 25 in the vertical direction. In this way, it is possible to perform a performance in which the reference image 25 appears to be lifted or lowered by the performance member 20 without tilting the reference image 25.
[0097] 2-4) Monochrome production In this embodiment, a monochrome effect and a specific image effect that may be executed together with the monochrome effect can be executed as components of the variable effect. The monochrome effect and the specific image effect can occur as components of the variable effect in the normal game state, but may also occur as components of the variable effect in the special game state.
[0098] The specific image presentation is a presentation in which any one of a plurality of types of specific images 30 (see FIG. 22) is displayed in a predetermined range of the display area 911. The plurality of types of specific images 30 have a common external shape (the external shape of the specific image 30 may be referred to as the specific external shape), but the colors of a predetermined portion (at least a part of the specific image 30) are different (the color is a chromatic color. Two or more types of chromatic colors may be combined). Since there is no image other than the specific image 30 that has a specific external shape, it is possible to know that the specific image 30 is displayed by its external shape, but if the color is not known, the type of the specific image 30 cannot be identified. The specific image 30 in this embodiment is an image that represents a predetermined character, and the type can be identified by the color of the character's clothes. In this embodiment, three types of specific images 30 are provided: a first specific image 31 (first character) (see FIG. 22(a)), a second specific image 32 (second character) (see FIG. 22(b)), and a third specific image 33 (third character) (see FIG. 22(c)). The first specific image 31 has a predetermined portion that is "blue," the second specific image 32 has a predetermined portion that is "green," and the third specific image 33 has a predetermined portion that is "red." In the drawings, the colors are represented by "letters." However, when the color cannot be distinguished, the "letters" are not shown (the "letters" are shown when the color can be distinguished). As will be described later, when a monochrome effect is being performed, the color cannot be distinguished, so the "letters" are not shown (the preview image 30a described later does not include the letters).
[0099] The specific image presentation is a so-called chance-up presentation. In other words, when the specific image 30 is displayed in a certain variation, the probability (reliability) that the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation is a jackpot is higher than when the specific image 30 is not displayed. Also, the reliability is higher when the second specific image 32 is displayed than when the first specific image 31 is displayed, and the reliability is higher when the third specific image 33 is displayed than when the second specific image 32 is displayed. In this embodiment, even if any of the first specific image 31 to the third specific image 33 is displayed, the jackpot is not confirmed (reliability 100%), but a configuration may be adopted in which the jackpot is confirmed when a certain specific image 30 is displayed.
[0100] The monochrome effect is a monochrome display of at least a part of the display area 911. The range of the monochrome display includes the above-mentioned predetermined range. In other words, the range including the range in which the specific image 30 is displayed in the specific image effect is monochrome (achromatic). The specific image 30 (preview image 30a described later) may change its position (may move), but it is made to move within a predetermined range. In this embodiment, the entire display area 911 is monochrome display (excluding images such as so-called small patterns that are images for showing game information and are not images displayed as effects). Therefore, while the monochrome effect is being executed, the decorative pattern 80 and the reserved pattern 70 are also monochrome display. In the drawings, images displayed in monochrome are represented by dotted lines (see FIG. 23(b)(c) and the like). In the normal state (a state in which the monochrome effect is not being executed), the entire display area 911 including the predetermined range is color display.
[0101] The flow when the specific image effect is executed together with the monochrome effect is as follows. First, the state (normal state) in which the entire display area 911 is displayed in color (see FIG. 23(a)) changes to a state in which a predetermined range of the display area 911 (the entire display area 911 including the predetermined range in this embodiment) is displayed in monochrome (see FIG. 23(b)). At the same time as or after the predetermined range is displayed in monochrome, an image having a specific outer shape but whose color is not known (hereinafter, sometimes referred to as a preview image 30a) is displayed in the predetermined range (see FIG. 23(c)). In other words, the "image having a specific outer shape" is displayed in monochrome. By displaying such a preview image 30a, the player appears to be in a situation in which one of multiple types of specific images 30 is displayed but the type is unknown (in the following explanation, the display of the preview image 30a may be described as the display of a specific image 30 (the display of one of multiple types of specific images 30)). As described above, the specific image presentation in this embodiment is a so-called chance-up presentation, and although a chance up has occurred due to the display of the specific image 30, it is sensed that the degree of this chance up (the type of specific image 30) cannot be grasped.
[0102] This state in which the monochrome effect is being executed (the state in which the preview image 30a is displayed in monochrome) is maintained for at least a predetermined time. In this embodiment, it is maintained for at least 5 seconds. By having the monochrome effect executed for a certain period of time, a player who sees the preview image 30a can sense that a specific image 30 (which has the same external shape as the preview image 30a) is being displayed, and can predict what type of specific image 30 is being displayed. In other words, if the monochrome effect were to end in an instant (for example, in less than one second), it would be impossible to enjoy the game while making such "predictions," so the monochrome effect is executed for a certain period of time.
[0103] After a predetermined time has elapsed, the monochrome presentation ends. When the monochrome presentation ends, a predetermined range becomes colored. As a result, the preview image 30a becomes one of multiple types of specific images 30 (the achromatic parts become chromatic (in this embodiment, blue, green, or red)) (see FIG. 23(d)). This change makes it appear to the player as if the color of the specific image 30 has become clear due to the color display. In other words, the change from monochrome display to color display makes it appear as if the type of the specific image 30, which was previously unknown, has now been revealed, providing an interesting gameplay.
[0104] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the monochrome effects described above. 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.
[0105] 〇Specific example 4-1 The specific image presentation is one in which a non-specific image 35 changes into one of a plurality of specific images 30. The non-specific image 35 (see FIG. 24(b)) has an outer shape (non-specific outer shape) different from the specific outer shape which is the outer shape of the specific image 30 (see FIG. 24(a)). On the premise that such a non-specific image 35 is displayed, a normal pattern in which a monochrome presentation is executed and a special pattern in which a monochrome presentation is executed are provided as specific image presentation patterns.
[0106] The normal pattern (see FIG. 25(a)) is one in which a normal change occurs in which the non-specific image 35 changes to one of a plurality of specific images 30 without a monochrome effect being performed. In other words, the non-specific image 35 (see FIG. 25(a-1)) changes to one of a plurality of specific images 30 (see FIG. 25(a-2)) while remaining in color display. Because no monochrome effect is performed, the color of the specific image 30 becomes clear the moment the non-specific image 35 changes to one of a plurality of specific images 30. In other words, a normal change is one in which the type of specific image 30 becomes clear the moment the change occurs.
[0107] The special pattern (see FIG. 25(b)) is a special change in which an image with a non-specific outer shape changes to an image with a specific outer shape while a monochrome effect is being executed. Specifically, it is as follows. An image with a non-specific outer shape is displayed in a predetermined range while a monochrome effect is being executed (see FIG. 25(b-2)). This makes the player see a non-specific image 35 being displayed. It is preferable that the non-specific image 35 is displayed (in color display state) before the monochrome effect is executed (see FIG. 25(b-1)), and then the monochrome effect is executed (see FIG. 25(b-2)). After this, while the monochrome effect is still executed, the image with a non-specific outer shape changes to an image with a specific outer shape (preview image 30a) (special change) (see FIG. 25(b-3)).
[0108] As a result, the player sees the non-specific image 35 as if it has changed into one of the multiple types of specific images 30. However, because the monochrome effect is being executed, at the moment when the special change occurs (the state of FIG. 25(b-3)), it is not clear which of the multiple types of specific images 30 it has changed into. After that, the monochrome effect ends (the image becomes colored), and one of the multiple types of specific images 30 is displayed (see FIG. 25(b-4)). In other words, the color that was not clear when the monochrome effect was being executed becomes clear, and it becomes clear which type of specific image 30 was being displayed.
[0109] As in this example, it is assumed that a pattern will occur in which the non-specific image 35 changes into the specific image 30 without going through a monochrome effect (which can be considered a general image change effect), and there is also a pattern in which the non-specific image 35 changes into the specific image 30 through a monochrome effect (a pattern in which it is not known what type of specific image 30 is being displayed at the time the special change occurs), thereby making it possible to provide a wide variety of ways in which the non-specific image 35 changes into the specific image 30, thereby improving the entertainment value of the game.
[0110] In this example, it is preferable that the probability that the specific image effect becomes a normal pattern (that a normal change occurs) is higher than the probability that the specific image effect becomes a special pattern (that a special change occurs). In other words, it is preferable that the normal pattern (see FIG. 25(a)) occurs more easily than the special pattern (see FIG. 25(b)). More preferably, the specific image effect is made to be a normal pattern 80% or more. By making the normal pattern more likely to occur, the normal pattern becomes the default mode and the player will be more likely to encounter normal changes, so (players who have encountered the normal pattern) can relatively easily recognize that a change from a non-specific image 35 to a specific image 30 has occurred even when a special change occurs in monochrome display.
[0111] Furthermore, when performing as in this example, the setting may be made such that the probability that the type of specific image 30 changed from the non-specific image 35 will be advantageous to the player is higher when a special pattern (see FIG. 25(b)) occurs than when a normal pattern (see FIG. 25(a)) occurs. In accordance with the above embodiment, the setting is made such that the probability that the type of specific image 30 after the change will be the third specific image 33 (the most reliable) is higher when a special pattern occurs than when a normal pattern occurs. In this way, the temporary monochrome display becomes an interesting presentation form that is advantageous to the player.
[0112] 〇Specific example 4-2 The specific image effect described in the above specific example 4-1 is configured to occur as a so-called reserved change effect (the reserved change effect itself is publicly known). The reserved pattern 70 to be changed may be either the changing reserved pattern 71 or the pre-changing reserved pattern 72 (it may be configured to be limited to one of them). As the reserved pattern 70, a normal reserved pattern 70n (normal state) and a special reserved pattern 70s with a higher reliability of the corresponding winning / losing lottery result than the normal reserved pattern 70n are provided. As the special reserved pattern 70s, a plurality of types with different reliability are provided. For example, three types are provided: a first special reserved pattern 701s, a second special reserved pattern 702s, and a third special reserved pattern 703s (see FIG. 26).
[0113] In the specific image presentation, the non-specific image 35 is a normal reserved pattern 70n, and the specific image 30 is a special reserved pattern 70s. The normal reserved pattern 70n and the special reserved pattern 70s have different shapes (the former is a non-specific shape, and the latter is a specific shape). The special reserved patterns 70s have a common shape (a common specific shape), but at least a part of the color is different (see FIG. 26). The colors of the parts are, for example, "blue" for the first special reserved pattern 701s, "green" for the second special reserved pattern 702s, and "red" for the third special reserved pattern 703s (the colors are expressed in letters in the drawings).
[0114] Based on this premise, in the specific image presentation of the normal pattern (see Figure 27(a)), a monochrome presentation is not executed (it remains in color display) and a normal change occurs in which the normal reserved pattern 70n (see Figure 27(a-1)) changes to one of multiple types of special reserved patterns 70s (see Figure 27(a-2)).
[0115] On the other hand, in the specific image performance of the special pattern (see FIG. 27(b)), a special change occurs in which the image of a non-specific outer shape (image of the outer shape of the normal reserved pattern 70n) (see FIG. 27(b-2)) changes to an image of a specific outer shape (image of the outer shape of the special reserved pattern 70s) (see FIG. 27(b-3)) while the monochrome performance is being executed. By doing so, the player sees that the normal reserved pattern 70n has changed to one of the special reserved patterns 70s. However, since the color of the image of the specific outer shape is not known, it is not known in the state of FIG. 27(b-3) to which type of special reserved pattern 70s it has changed. After this, the monochrome performance ends, and the display becomes color, and one of the multiple types of special reserved patterns 70s is displayed (see FIG. 27(b-4)). In other words, by identifying the color that was not known during the monochrome performance, it is possible to know which special reserved pattern 70s is displayed.
[0116] Regardless of whether it is a normal pattern or a special pattern, it is preferable to have the effect of the action image 75 (see Fig. 27 (a-1) and (b-2)) acting on the normal reserved pattern 70n (image of the outer shape of the normal reserved pattern 70n) to cause a change in appearance. This is because it is easier for the player to notice that a reserved change performance is occurring.
[0117] Specific example 4-3 A change from one type of specific image 30 to another type of specific image 30 can occur through a monochrome effect. Specifically, it is as follows. For example, assume that the first specific image 31 is in a displayed state (color display) (see FIG. 28(a)). After that, a monochrome effect is executed. That is, an image with a specific shape (preview image 30a) is displayed (see FIG. 28(b)). Then, the monochrome effect ends, and the display becomes color. The color display results in a state in which a specific image 30 (e.g., a third specific image 33) different from the type of specific image 30 previously displayed is displayed (see FIG. 28(c-1)). It is preferable that the change in the type of specific image 30 is limited to a direction in which the reliability is increased.
[0118] By performing the present example, the type (color) of the specific image 30 changes while the monochrome effect is being performed. However, unlike the above specific example 4-1, the outer shape of the image does not change while the monochrome effect is being performed. In other words, the player feels as if the type (color) of the specific image 30 has changed "without realizing it."
[0119] It is also possible to allow cases where the type of the specific image 30 does not change even after the monochrome effect ends and the display becomes color. In other words, the configuration may result in a change in the type of the specific image 30 (change result) before and after the monochrome effect (transition from FIG. 28(a)→(b)→(c-1)), or result in the type of the specific image 30 not changing before and after the monochrome effect (non-change result) (transition from FIG. 28(a)→(b)→(c-2)). If the change in the type of the specific image 30 is limited to a change in the direction of increasing reliability, it can be said that the change result is more advantageous to the player than the non-change result, so this is a performance form in which the player hopes that the type of the specific image 30 has changed when the monochrome effect ends. However, unlike this, it is not denied that the setting in which the type of the specific image 30 changes without exception when the monochrome effect occurs is set.
[0120] 〇Specific example 4-4 The monochrome effect and the specific image effect executed together with the monochrome effect can be executed as a so-called pre-reading effect. The pre-reading effect (the pre-reading effect itself is well known, so it will be explained briefly) is to suggest the probability that the target winning / losing lottery result will be a jackpot during one or more consecutive during-variation effects (future variations) prior to the during-variation effect (target variation) corresponding to the target winning / losing lottery result (in the drawing, the reserved pattern 70 (target reserved pattern) corresponding to the target winning / losing lottery result is indicated with a "T").
[0121] The state in which the preview image 30a is displayed in a monochrome presentation is continued across two or more variations (one or more future variations and the target variation) (see Figures 29(a)-(c)). The monochrome presentation ends at the start of the target variation or in the middle of the target variation, and the type (colour) of the specific image 30 becomes clear (see Figure 29(d)). The type of specific image 30 indicates the reliability of the result of the target win / lose lottery. In this way, an interesting presentation form can be achieved in which the continuation of the monochrome presentation indicates the continuation of the look-ahead presentation.
[0122] In this example, the more the number of future variations (the number of pre-read variations) is, the higher the reliability of the target winning / losing lottery result is set. By doing so, the longer the monochrome presentation continues, the higher the reliability becomes, so the player will hope for the monochrome presentation to continue (hope the timing of the color display will be delayed).
[0123] Although not shown, the reserved change effect described in the above specific example 4-2 can also be a pre-reading effect like this example. That is, the reserved pattern 70 (target reserved pattern T) corresponding to the target winning / losing lottery result is displayed in monochrome over two or more variations. That is, the target reserved pattern T is displayed in a specific shape over two or more variations, but its color is not visible. Then, after the target variation starts, the monochrome effect ends and the display becomes color, so that the color of the target reserved pattern T displayed as the changing reserved pattern 71 becomes clear.
[0124] 〇Specific example 4-5 The result of the specific image effect is suggested by the type (type) of the monochrome effect. For example, a first monochrome effect and a second monochrome effect different from the first monochrome effect may occur as the monochrome effect. The type of the specific image 30 revealed by the color display is more likely to be advantageous to the player when the second monochrome effect occurs than when the first monochrome effect occurs. In accordance with the above embodiment, the type of the specific image 30 revealed by the color display is more likely to be the third specific image 33 (highest reliability) when the second monochrome effect occurs than when the first monochrome effect occurs.
[0125] There are various conceivable methods for setting the difference in the mode of the monochrome presentation (the difference between the first monochrome presentation and the second monochrome presentation), but it is preferable that the difference in mode utilizes the "monochrome display". For example, it is conceivable to set one of the first monochrome presentation and the second monochrome presentation to have a brighter monochrome display (a higher proportion of "white") than the other (see FIG. 30). In other words, the brightness of the monochrome display suggests the type of specific image 30 that will become clear when it becomes a color display. Although not shown, as another example, it is conceivable to set one of the first monochrome presentation and the second monochrome presentation to have a larger range of monochrome display than the other.
[0126] By doing this, when the monochrome presentation is executed, the player predicts which specific image 30 is being displayed (the type of specific image 30 to which the preview image 30a will change) based on the state of the monochrome presentation.
[0127] 〇Specific example 4-6 When a monochrome effect is being executed, an image (hereinafter referred to as an execution image) indicating that the effect is being executed is displayed. The execution image is an image that directly or indirectly indicates that a monochrome effect is being executed (that the color of the specific image 30 (notice image 30a) cannot be seen because the monochrome effect is being executed). For example, an image including text such as "monochrome display in progress", "black and white display in progress", "color concealed", or "wait until color display" is displayed as the execution image. In this way, the player can easily understand that a monochrome display is being executed as an effect, and as a result, the color of the specific image 30 (notice image 30a) cannot be seen.
[0128] 2-5) Style changes and specific productions In this embodiment, multiple presentation styles are provided. Generally, presentation styles are referred to as "stages" or "modes," and the during-changing performance is executed with one of the multiple presentation styles set (such presentation styles (concepts such as stages and modes) are themselves publicly known). Note that in this embodiment, multiple presentation styles are provided as those that are set in the normal game state, but a configuration in which multiple presentation styles are provided as those that are set in the special game state may also be used. Note that images (backgrounds, etc.) representing the presentation styles are omitted in some of the drawings (images representing the presentation styles are shown in the drawings explaining "style changes and opening performance").
[0129] In this embodiment, three types of performance styles are provided: A stage, B stage, and C stage (see FIG. 31(a)). The basic form of the performance during change differs depending on which of the multiple performance styles is set. At least, the basic form of the background image displayed as the background of the decorative pattern 80 differs depending on the performance style. Although not shown, it is also possible to set the performance image 50 displayed when a certain condition is met differently for each performance style. In this embodiment, when a predetermined condition is met, a performance in which a predetermined character appears is executed, and if stage A is set, character A is displayed, if stage B is set, character B is displayed, and if stage C is set, character C is displayed. In order to make it easy to understand which performance style (stage) is set, the currently set performance style may be displayed in letters (for example, a display such as "XX stage" is displayed).
[0130] When the presentation style changes (hereinafter, sometimes referred to as a style change), a style change image 40 may be displayed in the display area 911. In this embodiment, each presentation style is called a "stage," so the style change is a so-called "stage change," and the style change image 40 is an image (stage change image) that indicates a stage change. Style change images 40 are provided corresponding to each presentation style. In this embodiment, a style change image A corresponding to stage A, a style change image B corresponding to stage B, and a style change image C corresponding to stage C are provided (see FIG. 31(b)). Each style change image 40 includes an element (different element for each type) that directly or indirectly suggests the corresponding presentation style. In this embodiment, each style change image 40 includes a character representing the corresponding stage.
[0131] A style change (see FIG. 32) is a change from a certain presentation style (the presentation style before the change, hereinafter sometimes referred to as the "previous presentation style" (previous stage)) (see FIG. 32(a)) to a different type of presentation style (the presentation style after the change, hereinafter sometimes referred to as the "later presentation style" (later stage)) (see FIG. 32(c)). When a style change image 40 is displayed, the style change image 40 corresponds to the later presentation style (see FIG. 32(b)). In other words, the style change image 40 corresponding to the "newly set presentation style" is displayed to show the player which presentation style will be newly set. In this embodiment, a style change image 40 is displayed without fail whenever a style change occurs. However, a configuration in which a style change may occur without the style change image 40 being displayed may also be used.
[0132] A change in which a previous presentation style is set is called a "previous change", and a change following the previous change in which a later presentation style is set is called a "later change". In other words, the boundary point between the previous change and the later change is the time when the presentation style is switched. In light of this, the style change image 40 may be displayed at the end of the previous change or at the beginning of the later change. In this embodiment, the style change image 40 is displayed during the beginning period of the later change (the period from the start of the later change until a predetermined time has passed) (see FIG. 32). Note that it is sufficient that the style change image 40 is displayed during at least a part of the beginning period, and it is not necessary that the style change image 40 is displayed continuously from the beginning to the end of the beginning period. Also, the time for which the style change image 40 is displayed is about a few seconds, and does not exceed 5 seconds.
[0133] In the style change variation, the style change image 40 is displayed in the whole or part of the display area 911. Regardless of the type of style change image 40 displayed, the location (position, size, range) where the style change image 40 is displayed is the same. The style change image 40 is preferably a size that occupies more than half of the display area 911. In this embodiment, the style change image 40 is set to cover the entire display area 911 (see FIG. 32(b)). The image layer of the style change image 40 is set in front of the image layers of various performances (including specific performances described later) that constitute the performance during variation. Therefore, while the style change image 40 is displayed, all or part of the performance image 50 being executed is covered by the style change image 40 and cannot be seen. In this embodiment, the image layer of the style change image 40 is set in front of the image layers representing the decorative pattern 80 and the reserved pattern 70.
[0134] The various effects constituting the during-change effect include one or more types of specific effects. The specific effect can occur while the style change image 40 is being displayed (in this embodiment, during the opening period described above). The specific effect is a specific effect in which a specific effect image 50 is displayed in the display area 911 and a specific effect sound is output from the speaker 65. In this embodiment, a dialogue effect is executed as one type of specific effect. The specific aspects of the dialogue effect will be described later.
[0135] A style change occurs when a style change condition is met. A specific performance is executed when the execution condition for that performance is met. In this embodiment, the fulfillment of one condition does not affect the fulfillment of the other condition, and each can be fulfilled independently. Therefore, a specific performance can occur in a change in which the style change image 40 is displayed (later change). Naturally, a specific performance can also occur in a change in which the style change image 40 is not displayed. Below, the above-mentioned dialogue performance is used as an example of a specific performance, and the form (basic form) of the specific performance when executed in a change in which the style change image 40 is not displayed and the form (special form) of the specific performance when executed in a change in which the style change image 40 is not displayed are explained.
[0136] In the basic mode of specific performance (see FIG. 33), a predetermined performance image 50 is actually displayed in the display area 911, and a predetermined performance sound is actually output from the speaker 65. In this embodiment, an image showing a predetermined character speaking lines (words) is displayed as the performance image 50 (see FIG. 33(b)). Specifically, an image showing the character and an image of a "speech bubble" for the lines are displayed. In addition, a sound representing the lines is output as the performance sound.
[0137] In the special mode of the specific effect (see FIG. 34), the image layer of the style change image 40 is in front of the image layer of the specific effect's effect image 50. As described above, the image layer of the style change image 40 is in front of the image layer of the effect image 50. Therefore, the effect image 50 (images of the character and the dialogue (speech bubble)) is covered by the style change image 40 and is in a state where it cannot be seen by the player. In this embodiment, the entire effect image 50 is covered by the style change image 40 (see FIG. 34(b)). Note that, since the image layer of the effect image 50 is covered by the style change image 40 and cannot be seen even if it is output, the image layer may not be output. However, in this case, it is necessary to control whether or not the image layer of the effect image 50 is output depending on whether or not the style change image 40 is displayed (whether or not the image layer of the style change image 40 is output), which is a large control burden. Therefore, in this embodiment, the image layer of the effect image 50 is output regardless of whether or not the style change image 40 is displayed. In this way, the effected image 50 cannot be seen, but the effected sound is output (see FIG. 34(b)). Since the effected sound represents the "lines" of the character, the image of the character and the lines (speech bubble) are not displayed, but the sound of the lines is output.
[0138] In this embodiment, multiple types of dialogue presentations with different dialogue content (wording) can occur as the dialogue presentation described above (all of the multiple types of dialogue presentations are specific presentations), and even in the case of a special mode, the content of the dialogue is output as audio, making it possible to understand the type of dialogue presentation being executed.
[0139] In this manner, in this embodiment, the specific performance is executed even if the style change image 40 for indicating the style change is displayed (the display of the style change image 40 and the execution of the specific performance are allowed to "overlap"). Therefore, there is no need to decide whether or not to execute the specific performance based on whether the style change image 40 is displayed, and control is easy.
[0140] In particular, in this embodiment, the style change image 40 is displayed during the initial period of the during-changing performance (later change), and a specific performance can be executed without waiting for the initial period to elapse (there is no need for control such as delaying the execution of a specific performance until the style change image 40 is erased), making control easy.
[0141] Furthermore, in this embodiment, even if a special effect (special mode) is executed together with the display of the style change image 40, the effect sound is output, so that it is possible to grasp that the special effect is being executed.
[0142] The following describes specific examples of improvements, specific embodiments, and modifications of the items related to style changes and specific performances. Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0143] Specific example 5-1 In the above embodiment, the specific performance of the special mode is described as one in which the entire performance image 50 is covered by the style change image 40, but it may also be configured so that only a part of the performance image 50 is covered by the style change image 40 (the performance image 50 is not displayed in the entire display area 911) (see FIG. 35(b)). By doing so, a performance mode is created in which a performance sound is output while a part of the performance image 50 is visible, so that even if a specific performance is executed together with the display of the style change image 40, it can be more clearly understood that the specific performance is being executed.
[0144] Specific example 5-2 In the above embodiment, it has been described that the style change image 40 is displayed in the beginning period of the later change, but it may be displayed in other periods. For example, it may be displayed in the end period of the earlier change (a part of the earlier change period including the end point of the earlier change). In this case, the effect that may occur in the end period is set as a specific effect, and if the specific effect is executed when the style change image 40 is displayed, it may be the special mode described in the above embodiment.
[0145] Specific example 5-3 As explained above, the specific presentation of the special aspect in the embodiment is such that the image layer of the style change image 40 is in front of the image layer of the presentation image 50, so that the presentation image 50 is covered by the style change image 40 and cannot be seen. However, it is also possible to set the image layer of the presentation image 50 to be in front of the image layer of the style change image 40, so that the presentation image 50 can be seen even when the style change image 40 is displayed.
[0146] However, since the style change image 40 indicates a change in style (a change in scene) and is usually given priority over normal effects, it is preferable to give it priority over the effect image 50 (the image layer is set in front) as in the above embodiment. In other words, in order to clearly indicate the style change while allowing the player to understand that a specific effect is occurring, it is preferable to control it as in the above embodiment (to use a specific effect of a special mode as in the above embodiment).
[0147] 〇Specific example 5-4 The specific performance may occur when the style change image 40 is displayed, and may be a normal mode in which the performance image 50 and the performance sound are output. For example, a so-called reserved change performance (a performance in which the reserved pattern 70 changes in a direction in which the reliability increases) may be configured as a type of specific performance. Note that the reserved change performance shown as an example in FIG. 36 and FIG. 37 is a performance in which the changing reserved pattern 71 is the target of the performance, but the pre-changing reserved pattern 72 may be the target of the performance.
[0148] The reserved pattern 70 before it is changed in the reserved change performance is called the pre-change reserved pattern, and the reserved pattern 70 after it is changed is called the post-change reserved pattern. In the reserved change performance (normal mode) executed in a state where the style change image 40 is not displayed, a change sound is output indicating that the change has occurred as the pre-change reserved (see FIG. 36(a)) changes to the post-change reserved (see FIG. 36(b)) (see FIG. 36(b)). In other words, the change from the pre-change reserved to the post-change reserved is visibly displayed in the display area 911 as the performance image 50 (the reserved pattern 70 immediately after the change is visibly displayed in the display area 911), and the change sound is output from the speaker 65 as the performance sound.
[0149] On the other hand, in the reserved change performance (special mode) executed while the style change image 40 is displayed, the performance image 50, i.e., the change from the reserved before change to the reserved after change (the reserved pattern 70 immediately after the change) is covered by the style change image 40 and cannot be seen, but a change sound is output from the speaker 65 as a performance sound (see FIG. 37(b)). By doing so, even if the change in the reserved pattern 70 cannot be seen in the style change image 40, the change sound is output, so the player can understand that a reserved change has occurred.
[0150] The state of the change sound may be different depending on the state of the changed reserved. For example, if the changed reserved is in the first special state, the first change sound (see FIG. 38(a)) is output, if it is in the second special state, the second change sound (see FIG. 38(b)) is output, and if it is in the third special state, the third change sound (see FIG. 38(c)) is output. In this case, even if the reserved change performance is executed while the style change image 40 is displayed (even if the reserved pattern 70 immediately after the change is not displayed), it is possible to grasp which state the changed reserved has become from the state of the performance sound output.
[0151] 〇Specific example 5-5 Assume that there are multiple types of specific effects that can be executed at the same timing (when the same condition is met). For example, assume that a first dialogue effect (first specific effect) (see FIG. 39(a)) and a second dialogue effect (second specific effect) (see FIG. 39(b)) are provided as effects that can be executed when the same condition, namely, the start of fluctuation, is met (immediately after the start of fluctuation). If the first dialogue effect is executed in a state where the style change image 40 is not displayed, it is considered to be in a normal mode (the performance image 50 is displayed in a visible state and a performance sound is output) (see FIG. 39(a-1)), and if it is executed in a state where the style change image 40 is displayed, it is considered to be in a special mode (the performance image 50 is not visible but a performance sound is output) (see FIG. 39(a-2)).
[0152] On the other hand, the second line performance is not executed when the style change image 40 is displayed. In other words, when the style change image 40 is not displayed, the performance image 50 is displayed in a visible state and a performance sound is output (see FIG. 39(b-1)), but when the style change image 40 is displayed, the second line performance is not executed (the performance shown in FIG. 39(b-2) is not executed).
[0153] In this way, the effects that may be executed at the same timing when the style change image 40 is not displayed may be divided into those that are executed even when the style change image 40 is displayed (first specific effects) and those that are not executed when the style change image 40 is displayed (second specific effects).
[0154] The first specific effect and the second specific effect can be classified from various viewpoints. For example, it is possible to consider that the first specific effect is more reliable than the second specific effect. In other words, a specific effect with a higher reliability than a certain threshold is the first specific effect, and a specific effect with a lower reliability than the threshold is the second specific effect. Since the first specific effect and the second specific effect can occur at the same time, the second specific effect can be considered as a default effect, and the first specific effect can be considered as a chance-up effect (for the second specific effect). By doing so, even when the style change image 40 is displayed, a specific effect with a higher reliability than a certain threshold is executed in a special manner. In other words, a relatively high reliability effect that the player will likely pay attention to is executed regardless of whether the style change image 40 is displayed, but a relatively low reliability effect is executed when the style change image 40 is not displayed, but is not executed when the style change image 40 is displayed.
[0155] 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.
[0156] 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.
[0157] 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").
[0158] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0159] ·Means 1-1 a display device having a display area for displaying a decorative pattern indicating a win / lose lottery result and a background image thereof; a game state setting means for setting a normal game state and a special game state which is more advantageous to the player than the normal game state as a game state in which the player plays with the aim of winning the win / lose lottery result; a switching effect execution means for executing a switching effect in which, when the special game state ends and the game state transitions to the normal game state, a switching image is displayed and then the switching image is displaced to reveal a normal background image which is the background image of the normal game state; and a pseudo-switching effect execution means for executing a pseudo-switching effect in which, after displaying the switching image, the switching image is displaced to reveal the decorative pattern in a winning state which indicates that the win / lose lottery result is a win. The pseudo-switching effect that the gaming machine can execute is an interesting one that provides a surprise to a player who expects the normal background image to appear as the switching image shifts.
[0160] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that when a second switching image having a different appearance from the first switching image is displayed as the switching image, there is a higher probability that the switching effect is not the pseudo switching effect but the pseudo switching effect. In this way, the switching image also functions as an indication of whether a switching performance or a pseudo-switching performance will occur.
[0161] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2, wherein the pseudo-switching performance includes a period during which the decorative pattern that appears is displayed in front of the switching image. In this way, the pseudo-switching effect is a performance form in which the decorative pattern hidden behind the switching image appears as if it has jumped out in front of the switching image after being exposed.
[0162] ·Means 2-1 A gaming machine in which a winning / losing lottery result is announced by a combination of decorative patterns selected from a plurality of decorative pattern groups each including a plurality of types of decorative patterns, the winning / losing lottery result being announced when a first selected pattern selected from a first decorative pattern group among the plurality of decorative pattern groups and a second selected pattern selected from a second decorative pattern group and displayed become the same type of decorative pattern, a specific provocative performance can be executed in which a candidate pattern which is one of the plurality of types of decorative patterns is displayed as the first selected pattern and the second selected pattern to suggest to a player that the winning / losing lottery result may be realized, a prescribed order is set for the plurality of types of decorative patterns, and in the specific provocative performance, the first decorative pattern group is variably displayed in the prescribed order to show that the candidate pattern is likely to become the first selected pattern, and the second decorative pattern group is variably displayed in an anti-prescribed order which is the reverse of the prescribed order to show that the candidate pattern is likely to become the second selected pattern. The specific teasing performance of the above gaming machine is an interesting one in which a first group of decorative symbols are displayed in a prescribed order, while a second group of decorative symbols are displayed in the opposite order, and it is shown that the same symbols are likely to be selected.
[0163] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that, if a reach is not achieved after the specific teasing performance, the first selected pattern becomes the decorative pattern of the next type after the candidate pattern in the specified order, and the second selected pattern becomes the decorative pattern of the next type after the candidate pattern in the anti-specified order. Since the next type of decorative pattern following the candidate pattern in the prescribed order and the next type of decorative pattern following the candidate pattern in the anti-prescribed order will be different, it is possible to create a state in which a reach is not achieved by causing a "one-frame slip" in both the first decorative pattern group and the second decorative pattern group.
[0164] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2, characterized in that in the specific teasing performance, the first decorative pattern group is displayed in a variable manner in a predetermined direction, and the second decorative pattern group is displayed in a variable manner in a direction opposite to the predetermined direction. By doing so, the difference between the first decorative pattern group and the second decorative pattern group can be made clearer.
[0165] ·Means 3-1 A gaming machine comprising: a display device having a display area; a performance member capable of moving within a predetermined range in front of the display area; and a performance execution means for executing an image tilt performance in which a reference image is displayed in the display area and then changed from a reference state to an inclined state in which the reference image is inclined, the performance member executing an image tilt performance along a target side edge, which is one side edge of the reference image, in the inclined state. The gaming machine can execute an interesting effect in which the reference image appears to be tilted by the action of the effect member.
[0166] ·Means 3-2 The gaming machine described in Means 3-1, characterized in that the target edge is the lower edge of the reference image. By doing so, the effect is such that it appears as if the reference image is being lifted up by the action of the effect member.
[0167] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2 is characterized in that in the image tilt effect, the displacement of the effect member begins before the reference image begins to change from the reference state to the tilted state. By doing so, the impression that the inclination of the reference image appears to have changed due to the effect of the effect member can be enhanced.
[0168] ·Means 4-1 A gaming machine comprising: a display means having a display area; a specific image effect execution means for executing a specific image effect in which one of a plurality of specific images which have in common a specific outer shape but differ in the color of a specific portion is displayed in a specific range of the display area; and a monochrome effect execution means for displaying the specific range in monochrome and displaying an image having the specific outer shape, wherein the monochrome effect ends and the specific range becomes a color display, thereby reaching a state in which the specific image effect in which one of the plurality of specific images is displayed has been executed. The gaming machine described above is capable of executing an interesting presentation in which, although it is clear that a specific image (a preview image having a specific shape) is being displayed, the type is unknown because the color cannot be discerned.
[0169] ·Means 4-2 The gaming machine described in Means 4-1 is characterized in that a non-specific image having a non-specific outer shape different from the specific outer shape can change into one of a plurality of types of the specific images, and the manner in which the non-specific image changes into the specific image can include a normal change in which the non-specific image changes into one of a plurality of types of the specific images without the monochrome effect being executed, and a special change in which, when the monochrome effect is executed, the image of the non-specific outer shape becomes an image of the specific outer shape, and then, when the monochrome effect ends, one of the plurality of types of the specific images is displayed. In this way, when a non-specific image changes into a specific image, a normal pattern that does not go through a monochrome effect and a special pattern that goes through a monochrome effect (a pattern in which there is a state in which it is unclear what type of specific image has changed into) are provided, thereby making it possible to provide a wide variety of change patterns and thereby improve the entertainment value of the game.
[0170] ·Means 4-3 The gaming machine described in Means 4-2 is characterized in that a reserved pattern indicating the presence of a corresponding winning / losing lottery result for which notification has not been completed is displayed in the specified range of the display area, and the probability that the corresponding winning / losing lottery result will be a winning one is higher when the reserved pattern is a special reserved pattern than when the reserved pattern is a normal reserved pattern, and the non-specific image is the normal reserved pattern, and the specific image is the special reserved pattern. In this way, it can be used for so-called hold change effects.
[0171] ·Means 5-1 A gaming machine comprising: a display device having a display area; and a performance execution means for executing a performance during variation in which a plurality of decorative patterns are displayed in the display area in a changing manner until they stop in a manner according to the result of a win / lose lottery, the basic manner of which differs depending on which of a plurality of performance styles is set, wherein when the performance style changes, a style change image may be displayed in the display area during the performance during variation, and a specific performance may be executed as part of the performance during variation, and the specific performance is executed even when the style change image is displayed. According to the gaming machine, when executing a specific performance, it is not necessary to take into consideration whether or not a style change image is displayed, which makes control easier.
[0172] ·Means 5-2 The gaming machine described in Means 5-1 is characterized in that the specific effect executed when the style change image is not displayed is a mode in which a predetermined effect image is displayed and a predetermined effect sound corresponding to the effect image is output, and the specific effect executed when the style change image is displayed is a mode in which the effect sound is output in a state in which the player cannot see part or all of the effect image due to the display of the style change image. By doing this, even if the style change image is displayed and part or all of the performance image cannot be seen, the performance sound is output, so it is possible to know that a specific performance is being executed.
[0173] ·Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that the style change image is displayed during an initial period from the start of the varying performance in which the new performance style is set until a predetermined time has elapsed, and the specific performance is executed during the initial period. In this way, by executing the specific performance while displaying the style change image during the initial period, there is no need for control such as delaying the execution of the specific performance until the initial period ends (until the style change image is erased). [Explanation of symbols]
[0174] 1. Gaming machines 10 Switching Images 12 Normal background image 15 Results information 16 End Elements 20. Production Materials 25 Reference Images 25T Target side edge 30 Specific Image (31-33 First Specific Image - Third Specific Image) 30a Preview image 35 Non-specific images 40 Style change images 50 Production images 65 Speaker 70 Reserved Design 70n Normal reserved pattern 70s Special reserved design 80 Decorative Designs 801 First choice design 802 Second choice design 803 Third choice design 91 Display device 911 Display area
Claims
[Claim 1] a display means having a display area; a specific image effect execution means for executing a specific image effect in which one of a plurality of specific images, which have a common feature of having a specific outer shape but differ in color of a specific portion, is displayed within a specific range in the display area; a monochrome effect execution means for displaying the predetermined range in monochrome and displaying a preview image having the specific outer shape; Equipped with When the monochrome presentation ends, the specified range is displayed in color, and the image that was the preview image becomes one of a plurality of specific images, resulting in a state in which the specific image presentation has been executed.
Citation Information
Patent Citations
Game machine
JP2021122471A