Game machine
The gaming machine's activation effect, triggered by an opportunity image, enhances player engagement by providing unexpected rewards during winning games or jackpot games, addressing the need for more engaging gameplay experiences.
Patent Information
- Application Number
- JP2025137603
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-21
- Publication Date
- 2025-11-07
- Estimated Expiration
- 2041-12-01
AI Technical Summary
Existing gaming machines lack an engaging activation effect that enhances player interest and provides unexpected yet rewarding gameplay experiences.
A gaming machine with a display device and effect execution means that displays an opportunity image, triggering an activation effect during a fluctuation period, which can occur either during a winning game or a subsequent jackpot game, providing an event advantageous to the player.
The implementation of an activation effect that can occur during a winning game or a jackpot game enhances player engagement and surprise, offering increased chances of winning and extended gameplay opportunities.
Smart Images

Figure 2025168381000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] The following Patent Document 1 describes a gaming machine equipped with an effect (hereinafter referred to as an activation effect) that is configured so that when a predetermined image (gift image) is displayed, an event advantageous to the player (hold change, pseudo consecutive wins, SP reach, etc.) occurs. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-134097 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting activation effect. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display device having a display area, an effect execution means for executing an effect during fluctuation from when the decorative pattern displayed in the display area starts to fluctuate until it stops in a manner that indicates the result of the win / lose lottery, and a winning game execution means for executing a winning game if the result of the win / lose lottery is a win, and is characterized in that an opportunity image is displayed in the display area, and an activation effect can be executed that shows as if an event advantageous to the player has occurred based on the opportunity image, and if the opportunity image is displayed but the activation effect based on the opportunity image does not occur during the fluctuation effect and the result of the win / lose lottery is a win, the activation effect occurs during the winning game and the occurrence of an advantageous event related to the winning game is notified. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing an interesting activation effect. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] FIG. 10 is a diagram for explaining the activation effect. [Figure 5] FIG. 10 is a diagram for explaining the activation effect (continuation of FIG. 4 (in the case of activation at normal timing)). [Figure 6] FIG. 10 is a diagram for explaining the activation effect (continuation of FIG. 4 (in the case of activation at special timing)). [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 10 is a diagram for explaining a pseudo-sequential effect (number of times image). [Figure 11] FIG. 10 is a diagram for explaining a continuous suggestion image. [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 16] FIG. 1 is a diagram for explaining the types of stages (performance styles). [Figure 17] FIG. 10 is a diagram for explaining a special stage change. [Figure 18] FIG. 1 is a diagram (reference diagram) for explaining an example of a conventional stage change. [Figure 19] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 22] 10A and 10B are diagrams for explaining the inner display mode, outer display mode, and covered display mode of the target decorative pattern. [Figure 23] FIG. 10 is a diagram for explaining specific symbol control. [Figure 24] FIG. 10 is a diagram for explaining specific example 4-3. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 26] FIG. 10 is a diagram for explaining a specific effect. [Figure 27] FIG. 10 is a diagram for explaining character presentation. [Figure 28] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 29] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 30] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 31] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 32] FIG. 10 is a diagram for explaining specific example 5-6. [Figure 33] 10A and 10B are diagrams for explaining image displacement effects (battle effects including image displacement effects). [Figure 34] FIG. 33 is a diagram (continuation of FIG. 33) for explaining an image displacement effect (a battle effect including an image displacement effect). [Figure 35] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 36] FIG. 10 is a diagram (part 1) for explaining specific example 6-2. [Figure 37] FIG. 6 is a second diagram for explaining specific example 6-2. [Figure 38]FIG. 10 is a diagram (part 1) for explaining specific example 6-3. [Figure 39] FIG. 6 is a second diagram for explaining specific example 6-3. [Figure 40] FIG. 10 is a diagram for explaining specific example 6-4. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. Note that, unless otherwise specified, the various images in the following description include 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 is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides 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 prize balls are paid out by the payout device.
[0012] Note that 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. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, the jackpot is determined; if it is different, the jackpot is determined as a loss. In this embodiment, the results of the win / lose lottery are announced in the order in which the numerical values are acquired (the in-variation performance described below is initiated). However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described below) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved symbols 10, a reserved symbol 11 (a symbol indicating the existence of the so-called "relevant reserved variable") corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 during the change) for which the during-change performance (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the winning / losing lottery result, the performance during one change; hereinafter also referred to as simply "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 (hereinafter also referred to as the reserved symbol 11 during the change), and a reserved symbol 12 before the change corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 before the change) for which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the order in which the notification of the winning / losing lottery result corresponding to the reserved symbol 12 before the change is completed (the so-called reserved "consumption order") is faster the closer it is to the reserved symbol 11 during the change.
[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 10 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 11 and up to four pre-change reserved symbols 12 may be displayed (see FIG. 2). The pre-change reserved symbol 12 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 12, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 12. Regardless of the game status, the pre-change reserve pattern 12 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 12 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 start to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination will be something other than the combination that results in a jackpot (a combination other than the combination that results in a jackpot).
[0017] It should be noted that images (so-called "small symbols") showing various types of information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in the drawings). The player can enjoy the game without being aware of these types of images. In other words, the player can basically understand the result of the lottery by looking at the decorative symbols 80. If the result of the lottery is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given the "privilege" of the jackpot game).
[0018] 2) Game status, etc. The game state in which a player plays with the aim of winning a jackpot is roughly divided into a normal game state and a special game state (see Figure 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 state in which the probability of winning a jackpot is low, and is a low-base state (low probability, no time-saving) in which it is difficult for the game ball to enter the starting area 904. The special game states are a first special game state and a second special game state. The first special game state is a high-probability state (probability-varying state) in which the probability of winning a jackpot is high, and is a high-base state (high probability, time-saving) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low-probability state in which the probability of winning a jackpot is low, and is a high-base state (low probability, time-saving) in which it is easy for the game ball to enter the starting area 904.
[0019] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called special game start area). In this embodiment, a so-called "left hit" is performed. When the game ball enters the first starting area 904a, first win / loss lottery information is acquired. Therefore, the normal game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called special game start area 1 lottery; hereinafter, sometimes referred to as the first win / loss lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called special game start area 2). In this embodiment, a so-called "right hit" is performed. When the game ball enters the second starting area 904b, second win / loss lottery information is acquired. Therefore, the special game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called special game start area 2 lottery; hereinafter, sometimes referred to as the second win / loss lottery). The special game state is a state in which it is easy to win the lottery to open 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. Note that any setting regarding the transition of the game state may be used, so an explanation will be omitted. Also, the game state set as described above is merely an example.
[0020] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability variable type." A normal jackpot and a special jackpot are set as jackpots. After a normal jackpot is won, the machine transitions to a second special gaming state (low probability, with time reduction) after the jackpot game ends. The second special gaming state continues until the lottery result is a loss a predetermined number of times in a row (in the following description, the number of losses from the start of a certain gaming state until the end of that gaming state without winning a jackpot is sometimes referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special gaming state (so-called time reduction numbers) is 100. After a special jackpot is won, the machine transitions to a first special gaming state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special gaming state (so-called ST numbers) is 150.
[0021] Of the jackpots (jackpot allocations) won in the first win / lose lottery (special chart 1 lottery), 50% are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%). Of the jackpots (jackpot allocations) won in the second win / lose lottery (special chart 2), 100% are special jackpots (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened during the jackpot game (if the game ball is fired aiming at the V area, it is opened for a time during which the game ball will almost certainly enter), and the game state after the jackpot game ends will be the special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to the extent that it is practically impossible for a game ball to enter, so that a game ball will not enter the V area and the game state after the jackpot game ends will be the normal game state.
[0022] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the lottery is approximately 1 / 319, and the probability of winning in a high probability state (first special game state) is approximately 1 / 100. Note that the specific value of the jackpot probability can be changed as appropriate.
[0023] When the lottery results in a jackpot, the jackpot game is executed by repeating one or more rounds (unit games) in which the normally closed jackpot area 906 is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined time has passed since the jackpot area 906 was opened (time condition) or a predetermined number of game balls have entered the jackpot area 906 since the jackpot area 906 was opened (win condition). However, if game balls are continuously fired at the jackpot area 906 (by hitting the ball to the right in this embodiment), a predetermined number of game balls will enter the jackpot area 906 before the predetermined time has passed (before the timer runs out). In other words, if the player plays as instructed, the win condition will be met before the time condition, and the closing condition will be met. This predetermined number is referred to as a "count," and in this embodiment, the count is set to 10. Furthermore, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 15. Therefore, if game balls are continuously fired aiming at the big prize area 906, at least 10 x 15 = 150 prize balls can be obtained in one unit game (more than this if a so-called over-win occurs). Naturally, the more rounds of big prize game, the more prize balls can be obtained, which is advantageous for the player.
[0024] It has been explained that 50% of the jackpots won in the first draw (Special Chart 1 draw) are regular jackpots and 50% are special jackpots, but all of them are 5-round (R) jackpots (all so-called first jackpots are 5-round). In other words, 50% are 5-round regular jackpots, and the remaining 50% are 5-round special jackpots. It has also been explained that 100% of the jackpots won in the second draw (Special Chart 2) (jackpot allocation) are special jackpots, but 50% are 5-round special jackpots, and the remaining 50% are 10-round special jackpots.
[0025] It should be noted that the above gameplay (specifications) is merely an example. It may not be a "V probability type," but may be configured so that the probability rate for the first win / loss lottery and the second win / loss lottery is the same. Also, instead of being an "ST" machine, it may be a so-called "probability loop machine." It may also be a gaming machine with so-called "two-type" functions (such as a "type one two-type mixed machine"). Except as otherwise specified in the following explanation, gameplay can be changed as appropriate.
[0026] 3) Activation performance The gaming machine 1 according to this embodiment is capable of executing an activation effect (see FIGS. 4 to 6). The activation effect will be described in detail below. The activation effect occurs on the condition that an opportunity image 20 is displayed in the display area 911 (see FIG. 4(b)). Conversely, if the opportunity image 20 is not displayed, the activation effect will not occur. The specific form of the opportunity image 20 may be any. It is preferable that the image be one that makes the player feel that something good will happen in the future. In this embodiment, the opportunity image 20 looks like a "weapon."
[0027] In this embodiment, the opportunity image 20 is displayed during the variation effect in the first special game state (the opportunity image 20 may also be displayed during the variation effect in the normal game state or the second special game state). The activation effect is displayed as if an event advantageous to the player has occurred by using the opportunity image 20 (weapon) (the opportunity image 20 is consumed). When the activation effect occurs (the advantageous event occurs), the opportunity image 20 is erased (assuming that the "weapon" has been used). In the following description, the use of the displayed opportunity image 20, i.e., the occurrence of the activation effect, may be simply referred to as "activation." After the opportunity image 20 is displayed, the player cannot know in advance the specific timing at which the activation will occur. Therefore, after the opportunity image 20 is displayed, the player enjoys the game while guessing the activation timing.
[0028] The timing at which the opportunity image 20 is activated can be broadly divided into normal timing (see FIG. 5) and special timing (see FIG. 6). When a new opportunity image 20 is displayed, the activation timing is normal timing in over 95% of cases. In other words, it can be said that the normal pattern of activation timing is the "default" (basic) presentation mode.
[0029] The normal timing (see Figure 5) is activated during the variation effect. The advantageous events associated with the activation effect that occurs during the variation effect are related to the acquisition of a jackpot. Since the first special gaming state is a state in which the player aims to acquire the next jackpot, advantageous events related to the acquisition of that jackpot will occur. In particular, the first special gaming state in this embodiment is a so-called ST state in which a consecutive jackpot is achieved by winning the next jackpot before a predetermined number of consecutive misses (150 times), so the player's main goal is to win a jackpot before the end of the first special gaming state. Events that appear to "help" the player acquire the jackpot will occur in association with the activation effect.
[0030] In this embodiment, an event indicating an increased probability (so-called (jackpot) reliability) of the hit / miss lottery result (target hit / miss lottery result) corresponding to the in-variation effect (target in-variation effect) in which the activation effect occurred will be a jackpot occurs along with the activation effect. Any specific form may be used. In this embodiment, in the first special game state, a battle effect (see FIG. 5(a)) may occur in which a player's character, an ally character (represented in the drawings with the character "aji"), and an enemy character (represented in the drawings with the character "enemy"), fight. If the player wins the battle (including a so-called revival (reversal)), a jackpot will be awarded. An activation effect may occur during the battle effect (see FIG. 5(b)). When an activation effect occurs during a battle effect, the probability of a winning outcome (see FIG. 5(c)) in which the ally character wins increases compared to when the activation effect does not occur (i.e., the jackpot reliability increases). However, although not shown, in this embodiment, even if an activation effect occurs, there is a possibility that the friendly character will be defeated (the target hit / miss lottery result will be a miss). Unlike this embodiment, when an activation effect occurs, the target hit / miss lottery result may be determined to be a jackpot. Furthermore, the content of the activation effect (advantageous event) may be configured to include multiple types of content with different jackpot reliability.
[0031] The special timing (see FIG. 6) is activated during a jackpot game. If the activation effect does not occur during the variable effect and the result of the lottery is a jackpot (see FIG. 6(b)), the jackpot game will begin. In this embodiment, however, the opportunity image 20 continues to be displayed during the jackpot game (the opportunity image 20 is "carried over." Note that, while a temporary state in which the opportunity image 20 is not displayed is permitted, it is displayed at least during the unit game in which the activation effect can occur) (see FIG. 6(c)). Then, the opportunity image 20 is activated during the jackpot game (hereinafter, the jackpot game in which the activation effect occurs may also be referred to as the target jackpot game), and an event advantageous to the player occurs (see FIG. 6(d)). Note that, in this embodiment, if the target jackpot game is started with the opportunity image 20 "carried over," the opportunity image 20 is always activated during the target jackpot game. In other words, when the opportunity image 20 is displayed and is not activated at the normal timing (during the variation effect), it will be activated at the special timing (target jackpot game).
[0032] Advantageous events associated with the activation effects occurring during jackpot games are regarded as being related to jackpot games. In the present embodiment, "round extension" occurs as an advantageous event. Specifically, the target jackpot game in which the activation effect is to occur is limited to a 10-round jackpot (10-round special jackpot). However, at the time when the target jackpot game is started, the jackpot game appears to be a 5-round jackpot (5-round special jackpot). In the present embodiment, the 10-round special jackpot is named "MAX BONUS" and the 5-round special jackpot is named "BIG BONUS". At the beginning of the target jackpot game, the characters "BIG BONUS" are displayed in the display area 911, making it appear to the player that it is a 5-round special jackpot (see Fig. 6(c)). And before the 5th unit game (the 5th unit game) ends, if the activation effect occurs and it is reported that the current jackpot being executed is actually a 10-round special jackpot, that is, "round extension" occurs ( "round extension" occurs as an advantageous event) (see Fig. 6(d)). As described above, when the lucky machine image 20 is displayed, if it does not activate at the normal timing (during the variable effect), it will activate at the special timing (target jackpot game). Therefore, if the lucky machine image 20 is displayed and then the jackpot is won without activation, it can be said that it is determined that the jackpot will be a 10-round jackpot (MAX round jackpot).
[0033] Summarizing the above point (activation at special timing), before the activation effect occurs, it is reported along with the activation effect that the jackpot game, which was shown as including X unit games (X-round jackpot), actually includes Y unit games (Y-round jackpot) where X < Y).
[0034] In this embodiment, whether or not to display the opportunity image 20 is determined after so-called foresight (the display of the opportunity image 20 can be considered a type of foresight effect). As described above, the activation effect (advantageous event) occurs during the target change effect or the target jackpot game, and the opportunity image 20 is displayed in a situation where the win / loss lottery information (reservation information) corresponding to the target change effect or the target jackpot game is displayed as the pre-change reserved pattern 12 (illustrated as the target reserve T) (see FIG. 4(a)). In other words, the opportunity image 20 is displayed after an effect that shows as if a new "weapon" has been acquired at a stage (a stage determined by "foresight") when it has been determined in advance that either "activation in a battle effect" or "activation indicating a round extension" will be performed in the future. Note that the player is not aware that the target is reserved (although the state of the reserved pattern 10 may suggest reliability, this state does not indicate that the target is reserved). Also, in the state where it is displayed as an opportunity image 20, the player cannot determine whether it will be activated in a battle performance (activated during the target change performance) or during a jackpot game (activated during the target jackpot game). In the case of normal timing, the activation performance occurs during the change performance when the target reserved T is displayed as the change-in-progress reserved pattern 11 (see Figures 4(c) and 5), and in the case of special timing, the result of the lottery corresponding to the target reserved T becomes a jackpot, and the activation performance occurs during the jackpot game (see Figures 4(c) and 6).
[0035] As such, since the activation effect basically occurs during the variation effect (at the "default" normal timing), when the opportunity image 20 is displayed, the player is likely to play while guessing which variation effect will be activated. However, in this embodiment, the activation may not occur during the variation effect (the opportunity image 20 is "carried over"), but may occur during a jackpot game (activation at a special timing), thereby realizing an interesting gameplay in which activation contrary to the player's expectations may occur. From another perspective, if the opportunity image 20 is acquired but is not used during the variation effect and a jackpot occurs (as in this embodiment), the player may feel as if they have lost out. However, in this embodiment, the opportunity image 20 is activated during a jackpot game, so this risk can be reduced.
[0036] In particular, in this embodiment, when the chance image 20 is activated at a normal timing, the probability that the target lottery result will be a jackpot increases (compared to when the chance image 20 is not activated), but there is also a possibility that the target lottery result will be a miss. In other words, while activation at a normal timing is advantageous in that it increases the reliability, there is also a possibility that the player will not obtain a substantial profit (jackpot). On the other hand, activation at a special timing ensures the enjoyment of a clear profit, namely, a "round extension" (resulting in a 10-round jackpot). Therefore, if a player knows that the chance image 20 can be activated not only during a variation effect but also during a jackpot game, when the chance image 20 is displayed, the player will be able to enjoy a gameplay experience in which they hope to win a jackpot without being activated during a variation effect.
[0037] The following describes specific examples in which the above-described activation effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0038] 〇Specific example 1-1 Two or more opportunity images 20 may be displayed (see FIG. 7(a)). It is also possible to express that two or more opportunity images 20 are displayed by adding characters such as "x2" to the opportunity image 20, without actually displaying two or more opportunity images 20. When two or more opportunity images 20 are displayed in this way, an activation effect will be generated for the number of displayed opportunity images 20. Therefore, if all activation effects based on the two or more displayed opportunity images 20 have not been generated, activation effects based on the remaining opportunity images 20 will be generated during the jackpot game.
[0039] For example, if two opportunity images 20 are displayed (see FIG. 7(a)), and only one activation effect occurs during the variation effect (only one opportunity image 20 is consumed) (see FIG. 7(b)), resulting in a jackpot (see FIG. 7(c)), an activation effect based on the remaining opportunity image 20 will occur during the jackpot game (see FIG. 7(e)). In this way, when two or more opportunity images 20 are displayed, the gameplay becomes such that the player pays attention to whether activation effects based on all of the opportunity images 20 will occur during the variation effect.
[0040] 〇Specific example 1-2 In the above embodiment, it has been described that the advantageous event (notification of the advantageous event) associated with the activation effect occurring during jackpot play is "round extension." However, instead of or in addition to this, other events may occur as advantageous events. For example, a setting may be made in which the game state after the end of a jackpot play can transition to either the normal game state (low probability state) or the first special game state (high probability state), and the advantageous event may be a notification that the jackpot (special jackpot) transitions to the first special game state (promotion to a so-called variable probability jackpot) while appearing to transition to the normal game state after the end of a jackpot play (normal jackpot). Also, if the reserved information acquired at the end of a jackpot play includes a result of a win / loss lottery that results in a jackpot, and a so-called reserved consecutive win occurs, a notification that the reserved consecutive win will occur may be generated as an advantageous event. In addition, the consecutive wins in the reserve actually occur after the end of the jackpot game (not during the jackpot game), but notification of such an event that occurs after the end of the jackpot game may also be set as an "advantageous event" that occurs during the jackpot game.
[0041] As explained in the above specific example 1-1, if two or more opportunity images 20 can be displayed, it is possible to configure the system so that two or more opportunity images 20 can be "carried over" to a jackpot game. However, if multiple types of events are set as advantageous events that occur during a jackpot game, as in this example, when two or more opportunity images 20 are carried over to a jackpot game, different events can occur depending on the activation of each of the two or more opportunity images 20. For example, when two opportunity images 20 are carried over to a jackpot game (see FIG. 8(a)), one of the opportunity images 20 is activated to notify an "extended round" (see FIG. 8(b)), and another opportunity image 20 is activated to notify an "interrupted consecutive wins in reserve" (see FIG. 8(c); for example, an effect indicating that a "V" (jackpot) has been stocked is executed to notify an interrupted consecutive wins in reserve).
[0042] 〇Specific example 1-3 A plurality of different modes are set for the opportunity image 20, and the activation timing (whether it will be normal timing or special timing) is indicated by the mode. For example, a first opportunity image 21 (see FIG. 9(a)) and a second opportunity image 22 (see FIG. 9(b)) of a different mode can be displayed, and the setting is such that when the second opportunity image 22 is displayed, the activation effect will not occur during the variation effect but will occur during a jackpot game (there is a high probability that it will be considered to be special timing rather than normal timing) compared to when the first opportunity image 21 is displayed. However, it is preferable that both the opportunity images 20 (both the first opportunity image 21 and the second opportunity image 22) be set to be activated at either normal timing or special timing (not to be set so that activation at either timing is certain). All of the opportunity images 20 are basically activated during the variation performance, and by making it possible for them to be "carried over" into the jackpot game, the entertainment value of the game is ensured (the occurrence of "carrying over" to the jackpot game is the real thrill). By doing so, the gameplay is realized in which the player (who knows that the activation timing may not be the normal timing but the special timing) will also pay attention to the aspect of the opportunity image 20.
[0043] As explained in the above specific example 1-1, if the setting is such that two or more opportunity images 20 can be displayed, it is possible to configure the display so that some of the two or more displayed opportunity images 20 are first opportunity images 21 and the other are second opportunity images 22. For example, it is possible to configure the display so that a situation can arise in which two opportunity images 20 are displayed, one is the first opportunity image 21 and the other is the second opportunity image 22 (see FIG. 9(c)).
[0044] 〇Specific example 1-4 Even if the activation effect does not occur during the variable effect and the opportunity image 20 is carried over to the jackpot game, and the activation effect occurs during the jackpot game, there is a possibility that a substantial benefit will not be obtained. For example, in a configuration in which an "extended round" may occur in conjunction with an activation effect during a jackpot game as in the above embodiment, the probability of an extended round occurring is higher when an activation effect occurs than when an activation effect does not occur, but the setting is such that an extended round does not necessarily occur. In short, the carryover of the opportunity image 20 to the jackpot game is a setting that merely suggests an increased probability of an extended round occurring (it does not guarantee the occurrence of an extended round). Note that even with the configuration in this example, the "increased probability of an extended round occurring" can also be seen as an event advantageous to the player associated with the activation effect.
[0045] 4) Continuous suggestion images The gaming machine 1 according to this embodiment is capable of executing a continuous performance, and a continuous suggestion image 30 may be displayed in the display area 911 to suggest the occurrence of the continuous performance. In this embodiment, the continuous suggestion image 30 is displayed (the continuous suggestion image 30 suggests the occurrence of a continuous performance) during a variable performance in the normal game state, but the continuous suggestion image 30 may be displayed during a variable performance in the special game state.
[0046] A continuous effect (an example of which is shown in FIG. 10 ) includes two or more consecutive unit effects. In this embodiment, the continuous effect suggested by the continuous suggestion image 30 is a pseudo-continuous effect. Since pseudo-continuous effects themselves are well-known, they will be briefly described. In short, they are effects in which the decorative symbols 80 (decorative symbol group 80g) fluctuating in the display area 911 pseudo-stop (meaning a state in which the decorative symbols 80 appear to the player as stopped but are not completely stopped, e.g., slightly swaying) in a predetermined combination (see FIGS. 10(b) and 10(d)), and then start fluctuating again (see FIGS. 10(c) and 10(e)). This pseudo-stop state does not constitute a combination that indicates the final winning / losing lottery result. A combination that indicates the winning / losing lottery result is a state in which all decorative symbols 80 completely stop. It is preferable that the predetermined combination (also referred to as a "chance combination") be set based on a predetermined rule, rather than a combination that indicates a jackpot (a set of three identical decorative symbols 80). In this embodiment, this refers to a combination in which the middle decorative pattern 80C selected from the middle decorative pattern group 80gC and pseudo-stopped is a "7" pattern, and the left decorative pattern 80L selected from the left decorative pattern group 80gL and pseudo-stopped right decorative pattern 80R selected from the right decorative pattern group 80gR are different patterns (a "reach" is not achieved) (see Figures 10(b)(d)).
[0047] Here, in the pseudo-continuous performance, after stopping at a predetermined combination, the re-changing is considered to be the start of a new unit performance. For example, "(1) The fluctuation state due to the start of the fluctuation performance" (Figure 10(a)) → "(2) After pseudo-stopping with a predetermined combination, the fluctuations recur" (Fig. 10(b)(c)) → "(3) After pseudo-stopping with a predetermined combination, the fluctuations recur" (Fig. 10(d)(e)) If such a pseudo-continuous effect occurs, then (1) to (2) would be the first unit effect, (2) to (3) would be the second unit effect, and (3) onwards would be the third unit effect. In the technical field of the present application, (2) to (3) are generally referred to as "pseudo 2 fluctuations," and (3) onwards are generally referred to as "pseudo 3 fluctuations." Therefore, determining the number of unit effects as described above is based on the numerical value of the "○" in the "pseudo ○ fluctuation," and is therefore a very natural determination. Furthermore, in pseudo-continuous effects, the term "consecutive number of times" is sometimes used, but the number of times in a row = the number of times a unit effect occurs.
[0048] In this embodiment, the more times a unit effect occurs, the higher the reliability of the target win / loss lottery result (meaning the win / loss lottery result corresponding to the in-variation effect (target in-variation effect) in which a pseudo-continuous effect occurs) becoming a jackpot. In addition, the maximum number of times a unit effect occurs can be set as appropriate. In this embodiment, the maximum number of times a unit effect occurs is set to 4 (reaching pseudo 4 variations). When the number of times a unit effect occurs reaches 4, it is confirmed that the target win / loss lottery result will be a jackpot. In other words, it is extremely rare for the number of times a unit effect occurs to reach 4, as this only occurs in variations that result in a jackpot.
[0049] When the number of occurrences of a unit effect is 2 to 4, a count image 32 containing a numerical value indicating the number of occurrences is displayed in the display area 911. In this embodiment, when the number of occurrences is 2 (pseudo 2 fluctuations), a count image 32 containing the characters "x2" (see FIG. 10(c)) is displayed; when the number of occurrences is 3 (pseudo 3 fluctuations), a count image 32 containing the characters "x3" (see FIG. 10(d)) is displayed; and when the number of occurrences is 4 (pseudo 4 fluctuations), a count image 32 containing the characters "x4" (not shown) is displayed. Various methods of expressing the numerical value are conceivable. It may be expressed in Chinese numerals or Roman numerals, or by the number of predetermined images (icons). (The same applies to the consecutive suggestion image 30, which will be described in detail later. However, the method of expression for the count image 32 and the consecutive suggestion image 30 is the same. For example, if the number image 32 is expressed in Chinese numerals, the consecutive suggestion image 30 will also be expressed in Chinese numerals.) Since the more times the unit effect occurs, the higher the reliability of the jackpot in the target winning / losing lottery result, it can be said that the larger the value of the number of times image 32, the higher the reliability of the jackpot in the target winning / losing lottery result. As mentioned above, if the number of times of occurrence = 4, a jackpot is confirmed, so the number of times image 32 (the number of times image 32 of "x4") may not be displayed (in a state where there is a possibility that the target winning / losing lottery result will be a loss, the number of times image 32 ("x2" or "x3" may be displayed).
[0050] A continuous effect is only realized when two or more unit effects occur consecutively. This is because the unit effects are not considered "continuous" unless at least two unit effects occur. In the case of the pseudo-continuous effect, a continuous effect cannot be considered to have occurred unless a pseudo-stop and re-change occurs at least once in a predetermined combination. However, in this embodiment, when the player does not know whether a second unit effect will be executed, i.e., when the player does not know whether a continuous effect will be executed (hereinafter referred to as the reference state. For example, the state shown in FIG. 10(a) can be considered a state in which it is not known whether a pseudo-continuous effect will occur thereafter), a continuous suggestion image 30 (see FIG. 11(b)) indicating that the unit effect has occurred once may be displayed in the display area 911. In this embodiment, a continuous suggestion image 30 containing the character "x1" (the numerical value "1") is displayed. In other words, since the count image 32 is assumed to contain characters such as "x2," "x3," and "x4" as described above, a continuous suggestion image 30 containing the character "x1" is displayed accordingly. As mentioned above, a consecutive performance cannot be said to have occurred unless at least two unit performances have been executed, so the reference state is a state in which a consecutive performance does not necessarily occur. Therefore, the consecutive suggestion image 30 that can be displayed in the reference state is an image that shows "as if" the unit performance has occurred once (assuming that a consecutive performance will occur in the future, it shows that the first unit performance is currently being executed).
[0051] Since the target continuous performance in this embodiment is a pseudo-continuous performance, the reference state includes the state at the beginning (immediately after the start) of the during-variation performance (if a pseudo-continuous performance were to occur, the first unit performance would be from the start of the during-variation performance to the pseudo-stop at a predetermined combination). Therefore, the reference state is a state that is included in all during-variation performances (the reference state occurs every time a change occurs). However, the continuous suggestion image 30 (display of "x1") is not displayed in all during-variation performances (all reference states that occur every time a change occurs). This is because if the continuous suggestion image 30 every time a change occurs, the suggestive effect of the continuous suggestion image 30 is effectively lost. In this embodiment, the probability of a pseudo-continuous performance occurring is set to be higher when the continuous suggestion image 30 is displayed in the reference state (see FIG. 11(b)) than when the continuous suggestion image 30 is not displayed in the reference state (see FIG. 11(a)). In other words, "x1" may be displayed at the beginning of the variable effect (sometimes it may not be displayed), and when this display is displayed, the probability that a pseudo continuous effect will occur afterwards is higher than when this display is not displayed. However, even if the continuous suggestion image 30 is not displayed in the reference state of a certain variable effect (see Figure 10(a) and Figure 11(a)), there is a possibility that a pseudo continuous effect (a second unit effect) will occur afterwards.
[0052] Furthermore, in this embodiment, just because the continuous suggestion image 30 is displayed in the reference state of a certain variation effect (the state shown in FIG. 11(b) is reached), it does not necessarily mean that a pseudo continuous effect will occur in that variation effect. In other words, the probability that a pseudo continuous effect will occur when "x1" is displayed is ≠ 100%. However, this does not mean that it is impossible to ensure that a pseudo continuous effect will occur when the continuous suggestion image 30 is displayed.
[0053] In this manner, in this embodiment, as an image suggesting that the probability of a consecutive performance occurring has increased, a consecutive suggestion image 30 that indicates that the number of occurrences of a unit performance is one may be displayed in a reference state in which it is unknown whether the consecutive performance will occur. Since it is generally known that the number image 32 (an image including the characters "x2", "x3", "x4") as described above is displayed when a consecutive performance occurs, a similar consecutive suggestion image 30 (an image including the character "x1") is displayed to make it easy to understand the suggestion that the probability of a consecutive performance occurring has increased.
[0054] Below, we will explain specific examples in which the matters related to the above-mentioned consecutive suggestion images 30 have been improved, embodied, modified, etc. In addition, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.
[0055] 〇Specific example 2-1 In the above embodiment, the continuous effects suggested by the continuous suggestion image 30 were described as pseudo continuous effects, but other continuous effects may also be suggested. For example, a predictive continuous effect may be suggested (see FIG. 12). Since predictive effects themselves are well known, detailed explanations will be omitted. However, by using one or more prior win / loss lottery results (losses) that are notified before the target win / loss lottery result, it is possible to suggest that the reliability of the target win / loss lottery result has increased. For example, it is conceivable that a combination of decorative patterns 80 that notifies one or more prior win / loss lottery results (losses) satisfies a predetermined rule (a chance pattern; in FIG. 12, a chance pattern is defined as a "sequential pattern" from left to right), and suggest that the reliability of the target win / loss lottery result has increased. In this case, among one or more of the results of the lottery used for the advance reading performance, the successive suggestion image 30 is displayed during the change performance of the first to be notified (hereinafter referred to as the earliest change performance) (see Figure 12(a)).
[0056] While the first variation effect is being executed, the chance symbol is not displayed in the variation effect immediately preceding the first variation effect, and it is unclear whether a predictive consecutive effect will occur. Furthermore, even if a predictive effect were to occur, it would be equivalent to the first unit effect being executed. Therefore, the first variation effect is considered the reference state, and a continuous suggestion image 30 may be displayed during the first variation effect. When a continuous suggestion image 30 is displayed during a certain variation effect, it can be said that the probability of a chance symbol being displayed as a combination indicating the winning / losing result (loss) corresponding to that variation effect has increased. After that, a count image 32, whose value increases each time a chance symbol stops and then starts to vary, is displayed until the target variation effect corresponding to the target winning / losing result (see Figures 12(b)-(e)).
[0057] 〇Specific example 2-2 Two or more modes are set as the mode of the image displayed as the consecutive suggestion image 30. Any method may be used to set the difference in the mode of the consecutive suggestion image 30, but the essential function of the consecutive suggestion image 30, which is to "show that the number of occurrences of a unit effect is one," must be ensured. For example, it is conceivable to keep the image containing the characters "x1" while changing the color of the characters.
[0058] When a continuous suggestion image 30 is displayed, either a first continuous suggestion image 30 (black) (see FIG. 13(b)) or a different second continuous suggestion image 30 (red) (see FIG. 13(c)) is displayed. Furthermore, the probability that a continuous effect will subsequently occur (the second unit effect will occur) is higher when the second continuous suggestion image 30 (red) is displayed than when the first continuous suggestion image 30 (black) is displayed in the reference state. Including cases where the continuous suggestion image 30 is not displayed, the probability that a continuous effect will subsequently occur is higher in the following order in the reference state: "continuous suggestion image not displayed" < "first continuous suggestion image displayed" < "second continuous suggestion image displayed" (see FIG. 13). By implementing this example, a gameplay experience is realized in which a player will not only pay attention to whether a continuous suggestion image 30 is displayed in the reference state, but also to the appearance of the continuous suggestion image 30 if it is displayed.
[0059] 〇Specific example 2-3 In the above embodiment, it was explained that the continuous suggestion image 30 may be displayed from the beginning of the variation effect. However, the continuous suggestion image 30 will not be displayed under any circumstances (regardless of whether a continuous effect will actually occur in the future) for a predetermined period from the start of the variation (the predetermined period from the start of the variation effect) (FIGS. 14(a)(b)). The continuous suggestion image 30 may be displayed after the predetermined period has elapsed (see FIG. 14(c); FIG. 14(c) shows a state in which the continuous suggestion image 30 is displayed, but the continuous suggestion image 30 may not be displayed). If the continuous suggestion image 30 is displayed from the beginning (beginning) of the variation effect, there is a risk that the player will not notice that the continuous suggestion image 30 is being displayed. By using this example, the continuous suggestion image 30 will not be displayed for at least the predetermined period in all variations. Even if the continuous suggestion image 30 is to be displayed, a change occurs from "a state in which the continuous suggestion image is not displayed" to "a state in which the continuous suggestion image is displayed," making it easier to understand that the continuous suggestion image 30 has been displayed (that the continuous suggestion image 30 is suggesting the occurrence of a continuous effect).
[0060] 〇Specific example 2-4 The number of times image 32 displayed when the second unit effect has occurred may be "x1" (see FIG. 15(c)), the number of times image 32 displayed when the third unit effect has occurred may be "x2", and so on, so that the number included in the number of times image 32 is "number of unit effects occurring - 1". As mentioned above, consecutive effects are only recognized as having been executed when two or more unit effects have occurred in succession (because a single unit effect cannot be said to be "consecutive"). In other words, consecutive effects can only be said to have been established when the second unit effect has occurred, so the "number of times" in the number of times image 32 may be counted from the second unit effect.
[0061] In this case, the consecutive suggestion image 30 may be expressed as "x0" (see FIG. 15(a)). In other words, since the counting of the number of times begins from the second unit performance that will result in the consecutive performance, the consecutive suggestion image 30 may be displayed as including the number "0" to suggest the occurrence of the consecutive performance.
[0062] 5) Stage Change In this embodiment, the concept of a "stage" (also referred to as a "mode") is used as a style (presentation style) that governs the content of the during-variation presentation (the concept of "stage" itself is publicly known). The content of the during-variation presentation is determined based on the currently set stage (various presentations that make up the during-variation presentation dedicated to each stage may occur). Note that although the stage can be used to indicate reliability, it does not have a direct impact on the player's actual profit (ball payout). Also, in this embodiment, the concept of the stage is used to control the during-variation presentation in the normal game state, but it may also be controlled in a similar manner in the special game state. Furthermore, in drawings other than those for explaining the stage (stage change), illustrations of elements related to the stage are omitted.
[0063] In this embodiment, three types of stages can be set: stage A with a motif of city A (see FIG. 16(a)), stage B with a motif of city B (see FIG. 16(b)), and stage C with a motif of city C (see FIG. 16(c)). In this embodiment, characters indicating the type of the currently set stage are displayed in the display area 911. In addition, a background image (background of the decorative pattern 80) corresponding to the type of the currently set stage is displayed in the display area 911 (the background image is shown in a simplified form in the drawings). Therefore, the player can understand the currently set stage from the background image as well. Although not shown, the basic form (default form) of the reserved pattern 10 may be changed depending on the type of the set stage. In this way, the differences in the stages are emphasized by the differences in the basic form of the reserved pattern 10.
[0064] Such a change in stage type is generally referred to as a stage change. In this embodiment, a special stage change (mid-stage style change), which will be explained in detail below, can be executed. Note that in this embodiment, some of the stage changes that occur are considered to be special stage changes, but all of the stage changes that occur may be considered to be special stage changes. Furthermore, in the following description, anything simply referred to as a stage change without any specific indication will refer to the special stage change.
[0065] When a stage change occurs, the stage before the change is called the pre-stage (pre-form), and the stage after the change (the newly set stage) is called the post-stage (post-form) (obviously, "type of pre-stage ≠ type of post-stage"). If a stage change occurs in which the pre-stage is set in a certain change-making performance (hereinafter referred to as the previous change-making performance), and the post-stage is set in the next change-making performance after that change-making performance (hereinafter referred to as the target change-making performance), the switch from the pre-stage to the post-stage is controlled as follows (a case in which the pre-stage is B and the post-stage is C is shown as an example in FIG. 17 and explained).
[0066] During the previous during-change performance, a pre-stage (stage B) is set (see FIG. 17(a)). A change notice image 40 is displayed during a period T (hereinafter sometimes referred to as the notice period T) that includes at least a portion of the end of the previous during-change performance or the beginning of the target during-change performance (see FIG. 17(b)). In this embodiment, the beginning of the target during-change performance (from the start until a predetermined time has passed) is considered to be the notice period T. The length of the notice period T during which the change notice image 40 is displayed is set to about 0.5 to 2 seconds (it is displayed for a short time, like a so-called cut-in image). The change notice image 40 is an image that indicates to the player in advance that a stage change will occur. In this embodiment, a change notice image 40 corresponding to the type of stage that will be the subsequent stage is displayed, and the type of stage that will be the subsequent stage is shown to the player in advance. When stage A is the post-event stage, change preview image A is displayed; when stage B is the post-event stage, change preview image B is displayed; and when stage C is the post-event stage, change preview image C is displayed (the aspects of change preview images A to C are different from one another). In this embodiment, each change preview image 40 includes text indicating the name of the post-event stage. Also, in this embodiment, the change preview image 40 is displayed over the entire display area 911. In the example shown in FIG. 17, a change occurs from stage B to stage C, so change preview image C is displayed (see FIG. 17(b)). Note that in the change preview images A and B of this embodiment, the text "C stage" included in the change preview image C shown in FIG. 17(b) is changed to "A stage" and "B stage." The aspects of other parts may also be different in each change preview image 40 to make the differences between the images more noticeable.
[0067] The time at which the change notice image 40 is erased (the erasure time) is the end of the notice period T. Note that this erasure time is a time before the switching time described below. In this embodiment, even after the change notice image 40 is erased, the previous stage (stage B) remains set. In other words, even though the change notice image C, which warns of the change to stage C, is displayed, stage B remains set even after the change notice image C is erased (see FIG. 17(c)). Note that in a configuration in which the basic aspect of the reserved pattern 10 depends on the set stage (the basic aspect of the reserved pattern 10 differs depending on the type of stage), the basic aspect of the reserved pattern 10 also corresponds to stage B until the change to stage C is complete.
[0068] With stage B set, the target change performance progresses, and when a switching point is reached during the target change performance, a change from stage B to stage C occurs (see FIG. 17(d)). In other words, the change from the pre-stage to the post-stage occurs when the switching point is reached. The switching point is approximately 1 to 2 seconds after the deletion point. In other words, after the change notice image 40 is deleted, the state in which the pre-stage is set is maintained for approximately 1 to 2 seconds. At the very least, the switching point is set to a point when all three decorative pattern groups 80g are changing. In other words, the switching point is reached before it is determined whether a reach or the like has been achieved, and a change from the pre-stage to the post-stage occurs. From then on, the post-stage (stage C) is maintained until the next stage change occurs.
[0069] In conventional stage changes, a new stage (post-stage) was generally already set when the target change performance started. In the special stage change of this embodiment, a change from the pre-stage to the post-stage occurs during the change performance (target change performance) (see Figures 17(c) and 17(d)). In other words, the stage change is clearly shown to the player during the change performance, which has the advantage of making it easy to understand that the stage has changed.
[0070] As shown in FIG. 18 as a reference example, in a conventional stage change using a change preview image 40 (an image equivalent to the change preview image 40) in this embodiment, after the change preview image 40 is erased, the post-change stage is set; that is, the change preview image 40 is interposed between the pre-change stage and the post-change stage (because the pre-change stage and the post-change stage are separated by the change preview image 40), and therefore the state of the stage change is not actually displayed. In contrast, in this embodiment, even after the change preview image 40 (see FIG. 17(b)) that warns of the occurrence of a stage change is erased, the pre-change stage remains set (a state in which no change has occurred) (see FIG. 17(c)), and the change preview image 40 warns of the occurrence of a stage change, and then the actual "change from the pre-change stage to the post-change stage" is displayed (showing the change from FIG. 17(c) to (d)). In other words, the stage change can be more clearly indicated.
[0071] Furthermore, the change notice image 40 indicates the type of stage that will be the post-event stage (see Figure 17(b)), but in this embodiment, even after the type of post-event stage is displayed, the pre-event stage remains temporarily set (see Figure 17(c)), which is a novel feature.
[0072] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned stage change (special stage change). Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0073] 〇Specific example 3-1 In the above embodiment, the change notice image 40 is displayed before the change from the pre-stage to the post-stage occurs. However, such a change notice image 40 may not be displayed. That is, the change notice image 40 is not displayed during the period including at least one of the end of the previous during-change effect and the beginning of the target during-change effect (the period corresponding to the notice period T in the above embodiment), and a background image representing the pre-stage continues to be displayed from the previous during-change effect to the target during-change effect (before the switching point is reached). Then, the change from the pre-stage to the post-stage occurs when the switching point is reached (for example, 2 seconds after the start of the target during-change effect). Even in this example, the stage change is clearly visible to the player during the during-change effect, making it easy to understand that the stage has changed.
[0074] 〇Specific example 3-2 In the above embodiment, the change notice image 40 is described as indicating the type of post-event stage (the appearance differs depending on the type of post-event stage), but a change notice image 40 with a common appearance regardless of the type of post-event stage may also be used. For example, a change notice image 40 including the words "stage change" may be used in common regardless of the type of post-event stage. Even in this case, when the change notice image 40 is displayed, the player can know in advance that a stage change is about to occur (although the type of post-event stage is unknown). In other words, knowing in advance that a stage change will occur, the change from the pre-event stage to the post-event stage actually occurs when the switching point is reached.
[0075] 〇Specific example 3-3 In the above embodiment, the change notice image 40 is described as indicating the type of post-event stage (the appearance differs depending on the type of post-event stage), but it may also indicate the types of pre-event stage and post-event stage. That is, when the combination of the types of pre-event stage and post-event stage is the same, the appearance of the change notice image 40 will be the same, and when the type of either the pre-event stage or the post-event stage is different, the appearance of the change notice image 40 will be different. For example, when a change from stage A to stage C occurs, a change notice image 40 including text indicating both stage A and stage C will be displayed (see FIG. 19).
[0076] The special stage change is one in which the pre-stage remains set even after the change notice image 40 is erased, and the change from the pre-stage to the post-stage is actually shown. To emphasize this, it is advisable to make the change notice image 40 indicate the type of pre-stage as well as the type of post-stage, as in this example.
[0077] 〇Specific example 3-4 Unlike the special stage change in the above embodiment, a stage change (e.g., a stage change progressing from (a) → (b) → (c-1) in FIG. 20) may occur in which the post-event stage is set when the change notice image 40 is erased. This stage change may occur in which the post-event stage has already been completed by the time the change notice image 40 is erased, rather than an actual change from the pre-event stage to the post-event stage. Furthermore, the probability of a jackpot being awarded for the result of the lottery (target win / loss result) corresponding to the target change performance during the target change is higher when a special stage change (e.g., a stage change progressing from (a) → (b) → (c-2) → (d) in FIG. 20) or a normal stage change occurs than when one of them occurs. Because a normal stage change is similar to a conventional stage change, it is preferable to set the probability of a jackpot being awarded for the result of the lottery (target win / loss result) when a special stage change occurs compared to when a normal stage change occurs.
[0078] By doing as in this example, the player will pay attention to whether the stage change has already been completed by the time the change notice image 40 is erased. If the special stage change is set to have a higher reliability, a gameplay in which the player hopes that the stage change has not been completed by the time the change notice image 40 is erased is realized.
[0079] In addition, special stage changes can also be considered as a "delay" in the timing of the stage change compared to normal stage changes. If special stage changes are set to be more reliable, a gameplay in which the occurrence of a "delay" in the stage change increases the chances of winning will be realized.
[0080] 〇Specific example 3-5 Two or more types of special stage changes may be set, each with a different timing for the occurrence of the stage change. For example, as shown in FIG. 21, a first special stage change is set in which a change from the pre-stage to the post-stage occurs at a first switching point, and a second special stage change is set in which a change from the pre-stage to the post-stage occurs at a second switching point. Since the time from the start of the target change performance to the second switching point is longer than the time from the start of the target change performance to the first switching point (if the change notice image 40 is displayed, the time from the disappearance of the change notice image 40 to the second switching point is longer than the time from the disappearance of the change notice image 40 to the first switching point), the second special stage change can be said to have a "delayed" stage change timing compared to the first special stage change.
[0081] Based on this premise, the reliability of the lottery result for the target win / loss lottery will differ depending on the type of special stage change that occurs. For example, if the second special stage change is more reliable than the first special stage change, a gameplay feature will be realized in which the occurrence of a "delay" in the stage change increases the chances of winning.
[0082] 6) Specific pattern control In this embodiment, the decorative symbols 80 displayed in the display area 911 to notify the result of the winning / losing lottery can be controlled (specific symbol control) as follows. Note that in this embodiment, the specific symbol control is executed during a variable performance in a state where a specific stage that can be set in the normal game state is set. However, the specific symbol control may be executed regardless of such a stage.
[0083] When a specific stage is set, the target decorative pattern 80T (see FIG. 22), which is part of the multiple decorative patterns 80, includes a main element portion 80Tm and a sub-element portion 80Ts. In this embodiment, the decorative pattern 80 of "7" is the target decorative pattern 80T. Other decorative patterns 80 are not the target decorative pattern 80T (hereinafter, decorative patterns 80 that are not the target decorative pattern 80T are referred to as non-target decorative patterns). The specific pattern control is executed for the target decorative pattern 80T (the specific pattern control is not executed for the non-target decorative patterns).
[0084] The main element portion 80Tm is a portion indicating the type of decorative pattern 80. In this embodiment, the difference between the types of decorative patterns 80 is determined by the difference between the "numbers". Therefore, the main element portion 80Tm of the decorative pattern 80 of the target decorative pattern 80T, "7", is the portion representing the "7". In this embodiment, the non-target decorative pattern also includes a number indicating its type, but is not considered to include the sub-element portion 80Ts described later.
[0085] The sub-element portion 80Ts is displayed in association with the main element portion 80Tm. In this embodiment, a representation of a specific character is displayed as the sub-element portion 80Ts. When a specific symbol control is executed, the appearance of the sub-element portion 80Ts changes as described below, but the shape, color, size, etc. of the sub-element portion 80Ts may change over time as long as the player can recognize that it represents the same character (specific character).
[0086] The display modes of the target decorative pattern 80T are set as an inner display mode (see FIG. 22(a)) and an outer display mode (see FIG. 22(b)). The inner display mode (see FIG. 22(a)) is a mode in which the sub-element portion 80Ts is displayed inside the main element portion 80Tm. In this embodiment, the main element portion 80Tm is a portion representing the number "7," so the inner display mode is a mode in which the sub-element portion 80Ts is displayed inside the outer edge of the "7." The sub-element portion 80Ts represents the specific character, so it can be said that the inner display mode is a mode in which the specific character is displayed in an area inside the outer edge of the "7." The specific character is displayed so that an element that allows the player to recognize it as a specific character appears in that area. Since the specific character is displayed in an area inside the outer edge of the "7" and does not protrude outside, the target decorative pattern 80T in the inner display mode as a whole presents the shape of a "7."
[0087] The outer display mode (see FIG. 22(b)) is a mode in which the sub-element portion 80Ts is displayed outside the main element portion 80Tm. In this embodiment, since the main element portion 80Tm represents the number "7," the outer display mode is a mode in which the sub-element portion 80Ts is displayed outside the outer edge of the "7." Note that the entire specific character may be displayed outside the main element portion 80Tm, or a portion of the specific character may be displayed outside the main element portion 80Tm. In either case, the mode allows the player to understand that the specific character is represented by the portion located outside the main element portion 80Tm. In this embodiment, the specific character, which is the sub-element portion 80Ts, is displayed overlapping the main element portion 80Tm, which is the "7." This display mode is achieved by setting the image layer representing the specific character after the image layer representing the "7." To the player, the portion of the specific character that does not overlap the "7" appears to be exposed outside the "7." In addition, even if the part overlaps with the "7", it may be configured so that it can be seen through the "7".
[0088] In addition, in this embodiment, the target decorative pattern 80T may be in a covered display mode, which is different from the inner display mode and the outer display mode. The covered display mode (see FIG. 22(c)) is a mode in which the sub-element portion 80Ts is displayed so as to cover at least a portion of the main element portion 80Tm. This display mode is realized by placing the image layer representing the number "7" after the image layer representing the specific character (the anteroposterior relationship between the image layer representing the main element portion 80Tm and the image layer representing the sub-element portion 80Ts is reversed from that of the outer display mode). Unlike the inner display mode and the outer display mode, the covered display mode can also be said to be a display mode in which the entire specific character represented by the sub-element portion 80Ts is displayed.
[0089] The specific symbol control switches the inner display mode, outer display mode, and covered display mode as shown in Fig. 23 according to the state of the target decorative symbol 80T. Note that Fig. 23 shows an example of the "7" decorative symbol 80 included in the left decorative symbol group 80gL, but the "7" decorative symbol 80 included in the center decorative symbol group 80gC and the right decorative symbol group 80gR are also controlled in the same way. However, this control may be executed only for the "7" decorative symbol 80 included in some of the decorative symbol groups 80g.
[0090] While the target decorative pattern 80T (together with the non-target decorative patterns that are the other decorative patterns 80) is being displayed in a variable manner, the target decorative pattern 80T is in an inner display mode (see FIG. 23(a)). The inner display mode is substantially the size of the main element portion 80Tm (the number "7"), so it can be said that the target decorative pattern 80T is displayed in a compact state (a state in which the overall size of the target decorative pattern 80T is smaller than the outer display mode and the covered display mode).
[0091] Immediately after the target decorative pattern 80T stops or pseudo-stops while displayed in the display area 911, it temporarily enters the covered display mode (see FIG. 23(b)). Specifically, when the target decorative pattern 80T, which was in the inside display mode, stops or pseudo-stops, a change occurs in which the specific character (sub-element portion 80Ts) displayed inside the "7" (main element portion 80Tm) appears to jump out in front, temporarily entering the covered display mode. In this embodiment, the time in the covered display mode is approximately 1 second.
[0092] Then, while remaining in the stopped or pseudo-stopped state, the target decorative pattern 80T changes from the covered display mode to the outer display mode (see FIG. 23(c)). Specifically, the "7," which was at least partially covered by the specific character (sub-element portion 80Ts), changes to appear as if it is popping out in front (the specific character (sub-element portion 80Ts) changes to appear as if it is receding into the background), and the target decorative pattern 80T changes to the outer display mode. Since the outer display mode is a state in which the entire "7," which is the main element portion 80Tm, is visible, by the target decorative pattern 80T being changed to the outer display mode, the player can easily understand that the "7" decorative pattern 80 has stopped or pseudo-stopped.
[0093] As the next in-variation performance starts, the target decorative pattern 80T is displayed in an inward display mode and changes (see FIG. 23(d)).
[0094] As described above, in this embodiment, the "7" decorative pattern 80 is the target decorative pattern 80T, and the other decorative patterns are non-target decorative patterns. The "7" decorative pattern 80, which is the target decorative pattern 80T, is subject to the specific pattern control as described above, and the other decorative patterns are not subject to this control, so the "7" decorative pattern 80 stands out more than the other decorative patterns 80. The reason why special control is performed only on the "7" decorative pattern 80 in this way is because the "7" decorative pattern 80 is a pattern that is more "valuable" to the player than the other decorative patterns 80.
[0095] Specifically, if the result of the win / loss lottery is a jackpot, a winning combination consisting of the same type of decorative pattern 80 (in this embodiment, a set of three decorative patterns 80 of the same type) will be displayed, but it is more advantageous for the player if a jackpot is announced by a winning combination consisting of the target decorative pattern 80T than by a winning combination consisting of non-target decorative patterns. In this embodiment, the jackpots that can be won through the first win / loss lottery (special pattern 1 lottery) executed in the normal game state are set as a normal jackpot, in which the game state after the jackpot game ends is the second special game state (low probability), and a special jackpot, in which the game state after the jackpot game ends is the first special game state (high probability). If a jackpot is announced by a winning combination consisting of the decorative pattern 80 of "7", which is the target decorative pattern 80T, it is determined to be a special jackpot. In addition, when a jackpot is announced with a winning combination of non-target decorative symbols, it may be a normal jackpot (it may be set so that either a special jackpot or a normal jackpot is possible, or it may be set so that a normal jackpot is confirmed). In other words, when a winning combination of the target decorative symbols 80T is displayed, it is confirmed that it is a special jackpot, which is a jackpot that is advantageous to the player (more advantageous than a normal jackpot), and therefore the target decorative symbols 80T can be said to be a symbol that is more "valuable" to the player than the non-target decorative symbols, and the target decorative symbols 80T are made to stand out by performing specific symbol control.
[0096] Furthermore, in this embodiment, the target decorative symbol 80T is a symbol that is more "valuable" to the player than the non-target decorative symbols, also based on the following viewpoint. In this embodiment, the reliability of a jackpot when a reach is achieved (referring to a state in which the two decorative symbols 80 that first stopped or pseudo-stopped are of the same type. In this embodiment, a reach is defined as a state in which the left decorative symbol 80L and the right decorative symbol 80R are of the same type) differs between when a reach is achieved with the target decorative symbol 80T and when a reach is achieved with a non-target decorative symbol. Specifically, the probability of a jackpot when a reach is achieved with the "7" decorative symbol 80 is higher than the probability of a jackpot when a reach is achieved with any other decorative symbol 80 (the reliability of a jackpot when a reach is achieved is highest for a reach with the "7" decorative symbol 80). Therefore, when a reach is achieved, the player will hope that the reach will be achieved with the decorative pattern 80 of "7", so it can be said that there is a significance in making the decorative pattern 80 of "7" stand out more than the other decorative patterns 80 by performing specific pattern control on the decorative pattern 80 of "7".
[0097] In this way, the specific symbol control in this embodiment is an inner display mode when the target decorative symbol 80T is variably displayed, and an outer display mode when the target decorative symbol 80T stops or pseudo-stops. In other words, when the target decorative symbol 80T is variably displayed, the sub-element portion 80Ts (specific character) is displayed, but is displayed in a compact state (since essentially only the "number" portion is variably displayed, it is not significantly different from other decorative symbols 80 (non-target decorative symbols)). Then, when the target decorative symbol 80T stops or pseudo-stops, the sub-element portion 80Ts is displayed outside the main element portion 80Tm (as if the sub-element portion 80Ts protrudes from the inside to the outside of the main element portion 80Tm), which provides an easy-to-understand display mode that emphasizes that the target decorative symbol 80T (a symbol valuable to the player) has stopped or pseudo-stopped.
[0098] In addition, in this embodiment, the target decorative pattern 80T is temporarily set to a covered display mode before being stopped or pseudo-stopped and set to an outer display mode. That is, the sub-element portion 80Ts (specific character) is displayed in front of the main element portion 80Tm, so the entire specific character appears, and the fact that the target decorative pattern 80T has stopped or pseudo-stopped is more emphasized. Note that while the target decorative pattern 80T is set to the covered display mode, at least a portion of the main element portion 80Tm (the number "7") is covered, making it difficult to grasp the main element portion 80Tm. However, after the target decorative pattern 80T is set to the covered display mode, the target decorative pattern 80T is set to an outer display mode, where the entire main element portion 80Tm is displayed, making it easy to understand that the decorative pattern "7" has stopped or pseudo-stopped.
[0099] The following describes specific examples in which the above-described specific symbol control has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0100] Specific example 4-1 In the above embodiment, it has been explained that the decorative pattern 80 of "7", which is one of the multiple types of decorative patterns 80, is the target decorative pattern 80T that is the target of the specific pattern control, and the other types are non-target decorative patterns that are not the target, but two or more types of decorative patterns 80 may be the target decorative patterns 80T. For example, in a configuration in which a so-called probability variable state (high probability state) is provided, it is conceivable to configure two or more types of patterns (probability variable patterns) that are determined to transition to the probability variable state after the end of a jackpot game as the target decorative pattern 80T, and other patterns (non-probability variable patterns) as the non-target decorative patterns.
[0101] In addition, all of the multiple types of decorative patterns 80 may be subject to the specific pattern control. That is, all of the multiple types of decorative patterns 80 may have a main element portion 80Tm and a sub-element portion 80Ts, and may be subject to the specific pattern control as described in the above embodiment.
[0102] Specific example 4-2 In the above embodiment, it has been explained that the target decorative pattern 80T that is the target of the specific pattern control is a pattern that is more valuable to the player than the non-target decorative pattern that is not subject to the control, but the opposite configuration may also be used. In other words, the non-target decorative pattern that is not the target of the specific pattern control is set to be a pattern that is more valuable to the player than the target decorative pattern 80T that is the target of the control. The non-target decorative pattern is controlled to be less noticeable than the target decorative pattern 80T, and from another perspective, it can be said that it is controlled more simply. Therefore, it is also possible to configure the pattern that is valuable to the player to look simpler.
[0103] Specific example 4-3 In the above embodiment, when the target decorative pattern 80T stops or pseudo-stops, it is temporarily set to the covered display mode and then set to the outer display mode, but it may be configured not to be set to the covered display mode. That is, it may be configured so that the target decorative pattern 80T is variably displayed in the inner display mode, and the target decorative pattern 80T stops or pseudo-stops (without being set to the covered display mode) and set to the outer display mode (see FIG. 24).
[0104] Furthermore, as in the above embodiment, when the target decorative pattern 80T stops or pseudo-stops, it may be temporarily switched to the covered display mode and then to the outer display mode (as in FIG. 23 ), or it may be configured to be the outer display mode without being switched to the covered display mode (as in FIG. 24 ). In this case, the reliability of the winning / losing lottery result can be set differently depending on whether the covered display mode is selected. For example, when the target decorative pattern 80T stops or pseudo-stops during a certain variation effect, if the target decorative pattern 80T is temporarily switched to the covered display mode, the winning / losing lottery result corresponding to that variation effect may be set to a higher probability of winning than if the target decorative pattern 80T is not switched to the covered display mode (a setting in which the covered display mode, as in FIG. 23( b ), is considered to be a so-called chance-up setting). As described above, the covered display mode can be said to make the sub-element portion 80Ts of the target decorative pattern 80T stand out, and if the sub-element portion 80Ts is in a prominent state, there is a higher chance of winning than if the sub-element portion 80Ts is not in a prominent state. By doing so, a game feature is realized in which the player will likely pay attention to the change in appearance of the target decorative pattern 80T when it stops or pseudo-stops.
[0105] 〇Specific example 4-4 When the target decorative pattern 80T stops or pseudo-stops, the specific pattern control as described in the above embodiment may be performed, or the specific pattern control may not be performed. In other words, when the target decorative pattern 80T stops or pseudo-stops, this may trigger a change from the inner display mode (via the covered display mode) to the outer display mode (see FIG. 25(b-2)), or the change may not occur (the display mode remains the inner display mode) (see FIG. 25(b-1)).
[0106] In this example, it is preferable to set the probability that the winning / losing lottery result corresponding to a certain variation effect will be a jackpot if specific symbol control is performed (as shown in Figure 25(b-2)) when the target decorative symbol 80T stops or pseudo-stops during a certain variation effect, compared to if specific symbol control is not performed (as shown in Figure 25(b-1)). The specific symbol control causes a change from an inner display mode to an outer display mode (such as a change in which a specific character pops out), which can be said to be control that makes the stopped or pseudo-stopped target decorative symbol 80T stand out. Therefore, when the target decorative symbol 80T stands out in this way, it can be considered that a jackpot can be expected. This achieves a gameplay experience in which players will pay attention to the change in the appearance of the target decorative symbol 80T when it stops or pseudo-stops.
[0107] 7) Specific effects (text effects) The gaming machine 1 according to this embodiment can execute a specific effect as an effect constituting a variable effect. Note that the specific effect in this embodiment occurs in a normal game state, but may also occur in a special game state.
[0108] The specific effect (see FIG. 26) ultimately leads to an advantageous outcome (see FIG. 26(c-1)) that is advantageous to the player, or an unfavorable outcome (see FIG. 26(c-2)) if the advantageous outcome is not reached. Note that advantageous outcomes include a so-called reversal pattern in which an unfavorable outcome appears to have been reached but is then reversed. The specific effect in this embodiment occurs as a type of reach effect. If the win / loss lottery result (hereinafter also referred to as the target win / loss lottery result) corresponding to the variation effect (hereinafter also referred to as the target variation effect) in which the specific effect occurred is a jackpot, the specific effect will lead to an advantageous outcome, and if it is a miss, it will lead to an unfavorable outcome. Note that a configuration in which a favorable outcome is reached does not necessarily result in a jackpot. For example, a setting in which the probability of the win / loss lottery result being a jackpot is higher when a favorable outcome is reached compared to when an unfavorable outcome is reached, but this does not necessarily mean that a jackpot will be reached.
[0109] At the beginning of a special effect, a title image 50 (character image) is displayed in the display area 911 (see FIG. 26(a)). The title image 50 represents the title of the special effect and includes two or more characters (hereinafter referred to as constituent characters) that represent the title. In the special effect of this embodiment, a predetermined character attempts to jump over a cliff (see FIG. 26(b)), and the jump is set as a favorable ending (see FIG. 26(c-1)), while not being able to jump is set as an unfavorable ending (see FIG. 26(c-2)). The title image 50, which includes the constituent characters "Desperate Jump," is displayed at the beginning.
[0110] In this embodiment, the title image 50 (component characters) is used to suggest the probability that the specific effect will lead to a favorable outcome. Hereinafter, this will be referred to as a character effect and will be explained. As mentioned above, if the specific effect leads to a favorable outcome, it means that the result of the lottery is a jackpot, so it can also be said to suggest the reliability of the jackpot.
[0111] The character presentation suggests the probability of reaching a favorable outcome based on the final state (final state) of the title image 50. At the start of the character presentation, all of the constituent characters are "white" (see FIG. 26(a)). The character presentation indicates whether the constituent characters will change "character by character." Specifically, it indicates whether the constituent characters will change to "red" character by character (note that in the drawings, white characters are represented as "white" and filled-in characters are represented as "red"). In this embodiment, it indicates whether the earliest character in the reading order (i.e., the left) will change. Note that the method of indicating whether or not there is a change by the "color" of the constituent characters is merely one example. Other elements may be used as long as the presence or absence of a change can be visually determined.
[0112] 27(a)-(d) show an example of a character presentation in which the final mode is a "Desperate Jump" in which up to "Desperate Ji" turns red (a case in which four out of seven characters change). In this case, the character "Ketsu" changes from white to red (see FIG. 26(a) → FIG. 27(a)), the character "Shi" changes from white to red (see FIG. 27(a) → FIG. 27(b)), the character "No" changes from white to red (see FIG. 27(b) → FIG. 27(c)), and the character "Ji" changes from white to red (see FIG. 27(c) → FIG. 27(d)). The same applies when the number of characters that change is different, and the characters change in order from the left. There may also be cases in which none of the characters change.
[0113] In this embodiment, an end action (not shown) occurs to indicate that the final state has been determined. After this end action occurs, no new changes to the constituent characters occur. Because the character effects change the constituent characters one by one with a time lag, it may be difficult to tell when the effect has ended (whether the constituent characters will no longer change). To reduce this risk, an end action is generated after a predetermined number of character changes have occurred (in the above example, four constituent characters have changed), indicating to the player that no further changes will occur. Various methods (modes) of the end action are conceivable. For example, a method may be used in which an effect image (e.g., an effect image that makes the title image 50 appear to be glowing) is temporarily displayed around the title image 50.
[0114] In this embodiment, the more constituent characters that are ultimately changed, the higher the probability of reaching an advantageous outcome (see Figure 27(e)). Therefore, the most reliable case is when all seven constituent characters change to red. If all seven constituent characters change, it may be determined that an advantageous outcome will be reached. Also, the least reliable case is when none of the seven constituent characters change. Since there are seven constituent characters, the number of levels of reliability (probability of reaching an advantageous outcome) suggested by the final state is eight.
[0115] However, a range may be set where the reliability is the same even when the number of changed characters is different, such as when the number of changed characters is "0 or 1," "2 or 3," "4 or 5," etc. Even when a configuration with such a range is used, it is sufficient to set the reliability of "when the number of changed characters is 2 or 3" higher than the reliability of "when the number of changed characters is 0 or 1," and this is also considered to be a configuration where "the greater the number of changed constituent characters, the higher the probability of reaching a favorable outcome."
[0116] In conventional gaming machines, the reliability of a game is indicated by the color of the title of a reach effect, but such conventional effects are uninteresting in that the reliability can be grasped at a glance. In this embodiment, whether or not the constituent characters of the title image 50 change character by character is indicated, so the player can enjoy the effect while anticipating how much it will change.
[0117] Below, we will explain specific examples in which the above-mentioned specific effects (character effects) have been improved, embodied, modified, etc. Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied to a configuration.
[0118] Specific example 5-1 In the above embodiment, the character effect is explained as the more component characters that ultimately change, the higher the probability (reliability) of the specific effect leading to an advantageous outcome. However, it may be configured such that whether or not each component character changes is indicated, and whether or not all component characters ultimately change determines whether or not the probability of reaching an advantageous outcome increases (the chances increase). In accordance with the above embodiment, the chances increase when all seven characters of "Desperate Jump" change from white to red, and the chances do not increase when some component characters do not change. In other words, when some component characters do not change, the probability of reaching an advantageous outcome remains unchanged regardless of the number of component characters that have changed (see FIG. 28).
[0119] Even in this example, whether or not the constituent characters change one by one is shown, and it is not possible to instantly know whether or not the chances will increase (the player is shown how the constituent characters change one by one), so this is a more interesting presentation format than before.
[0120] 〇Specific example 5-2 The order in which the change or non-change is indicated may not be fixed. For example, as in the above embodiment, there may be cases where the change or non-change is indicated in the order of the "reading" of the title (hereinafter referred to as ascending order, which corresponds to the change from the left-hand constituent characters in the above embodiment) (see FIG. 29(b-1)), and there may also be cases where the change or non-change is indicated in the reverse order (hereinafter referred to as descending order, which corresponds to the change from the right-hand constituent characters in the above embodiment) (see FIG. 29(b-2)).
[0121] In this example, whether the order is ascending or descending may indicate the number of constituent characters that will ultimately change (i.e., indicate the reliability of a jackpot). Since ascending order is the order of "reading," it is preferable that the ascending order be the basic pattern (the "default" pattern). In other words, it is preferable that the number of constituent characters that will ultimately change is more likely to be greater (the expected number of changed characters is greater) in descending order than in ascending order (descending order being the chance-up pattern).
[0122] Specific example 5-3 Although it has been explained that the character effects in the above embodiment may involve cases in which none of the constituent characters change (cases in which all of the constituent characters remain "white"), it is assumed that at least one constituent character changes. If the setting is such that the greater the number of constituent characters that change, the higher the probability of reaching an advantageous outcome, as in the above embodiment, it can be said that ending with only one constituent character changing is the most undesirable result for the player.
[0123] If the game ends without any of the constituent characters changing, it can be said that the effect unique to the character effect of "changing one character at a time" is not realized. By doing as in this example, it is possible to prevent the player from quitting the game without learning the effect unique to the character effect of "changing one character at a time."
[0124] 〇Specific example 5-4 As described above, the character presentation indicates whether or not each constituent character will change, and the character presentation is controlled so as to clarify which constituent character (hereinafter referred to as the target character) is currently being considered for "change or not." Any control is required as long as it allows the user to understand that the target character is in a different state from the other characters. For example, the character size of the target character is temporarily made larger than the other characters (see FIG. 30(b)). If the color of the target character changes, the character changes in a larger size (see FIG. 30(c-1)), and then returns to its original size with the same color (see FIG. 30(d-1)). The next constituent character is then made larger, allowing the user to understand that the character is the target character. If the color of the target character does not change (see FIG. 30(c-2)), the character returns to its original size (see FIG. 30(d-2)), and the character presentation ends.
[0125] By using this example, it becomes easier to understand that the effect shows whether the constituent characters change one by one, and it also becomes clear which constituent character is the target character at the current time.
[0126] Specific example 5-5 In the above embodiment, the color of the constituent characters is described as "white" as the reference color (default color, hereinafter referred to as the reference color) and "red" as the color that can be changed to in the character effect (the color indicating an increased chance, hereinafter referred to as the opportunity color). However, two or more colors may be set as such opportunity colors. For example, "red" may be set as the first opportunity color, and "gold" (shown by hatching in the drawings) may be set as the second opportunity color that is more advantageous than the first opportunity color. Not only may character effects be generated that indicate whether or not a character changes from "white" to "red" (see FIG. 31(a-1)), but also character effects that indicate whether or not a character changes from "white" to "gold" (see FIG. 31(a-2)) may be generated. If N character elements change to "red" and N character elements change to "gold," the latter may be more likely to result in a favorable outcome (i.e., if two characters with the same number of changed characters are compared, "gold" is more advantageous). By doing this, when a character effect occurs, attention should be paid not only to whether the first character changes, but also to the color of the first character after it has changed.
[0127] Furthermore, if a configuration is used in which multiple types of opportunity colors are set as described above, a character effect (first character effect) is generated in which it is shown, one by one, whether a constituent character will change from "white" to "red," and if the result is that the color of all constituent characters has changed from "white" to "red," it is also possible to configure the configuration so that a character effect (last character effect) is executed in which it is shown, one by one, whether a constituent character will change from "red" to "gold" (see Figure 31(b)). In other words, if all constituent characters have changed in the first character effect, it is also possible to configure the configuration so that a later character effect is generated in which it is shown whether a constituent character will change to a more preferable color.
[0128] Also, although not shown, a presentation may be created in which the constituent characters are set to "red" from the beginning of the presentation, and then whether or not the constituent characters will change from "red" to "gold" is indicated for each character.
[0129] 〇Specific example 5-6 In the above embodiment, the character presentation is explained as indicating whether or not each constituent character changes, but it is also possible to divide the target string (the title in the above embodiment) into multiple character groups, and indicate in turn whether or not each character group changes (each character group includes one or more characters).
[0130] It is preferable to divide the target character string into "phrases," and each "phrase" is the character group (one or more characters constituting the character group are themselves considered to have meaning). For example, if the target character string is "Desperate Jump" as in the above embodiment, then "Desperate," "Of," and "Jump" are each considered to be character groups. That is, first, it is shown whether the color of "Desperate" changes, and if that color changes, it is shown whether the color of "Of" changes, and if that color changes, it is shown whether the color of "Jump" changes (see FIG. 32).
[0131] 〇Specific example 5-7 In the above embodiment, it has been explained that the target of the character effect is the title image 50 of a specific effect, but other images containing two or more characters can also be used as the target. For example, a character effect is known in which the color of the characters representing the lines of a character or the lyrics of a song indicates reliability, and it is also possible to generate a character effect that indicates, character by character, whether or not the constituent characters of the lines or lyrics will change.
[0132] 8) Image displacement The gaming machine 1 according to this embodiment can execute an image shift effect as an effect constituting a variation effect. Note that the image shift effect in this embodiment occurs in the normal game state, but may also occur in the special game state.
[0133] In this embodiment, the image displacement effect may occur during a specific type of battle effect (hereinafter simply referred to as a battle effect) (the image displacement effect is executed as part of the battle effect). The battle effect involves a battle between a player's ally character (represented in the drawings with the character "ally" added) and an opposing enemy character (represented in the drawings with the character "enemy" added), ultimately resulting in a victory result in which the ally character wins (a result advantageous to the player) (see FIG. 34(c-1)) or a defeat result in which the ally character loses (the enemy character wins) (a result disadvantageous to the player) (see FIG. 34(c-2)). Note that the victory result also includes a so-called reversal (resurrection) pattern in which the ally character appears to have been defeated but this is reversed. In this way, the battle effect indicates the outcome based on the situation of the ally character. If the ally character is the main effect element, then achieving a predetermined situation in the main effect element is considered to be a favorable result, and not achieving the predetermined situation is considered to be an unfavorable result.
[0134] In this embodiment, the battle effect can be generated as a type of reach effect. If the hit / miss lottery result (target hit / miss lottery result) corresponding to the during-variation effect (target during-variation effect) including the battle effect is a jackpot, a winning result (see Figure 34(c-1)) is reached, and if it is a miss, a losing result (see Figure 34(c-2)) is reached. Note that the execution of the battle effect as a type of reach effect is merely an example. It is also possible to set it so that when a winning result is reached, the jackpot is not confirmed, but the probability that the target hit / miss lottery result will be a jackpot is increased (only the chance is increased).
[0135] The image displacement effect is a transition from a reference state (see FIG. 33(a)) in which the reference image 60 is displayed in the display area 911 to a displaced state (see FIG. 33(b)) in which the reference image 60 is displayed as if displaced (as if "shifted") relative to the display area 911. In this embodiment, the reference image 60 is displayed in the reference state across the entire display area 911. Since the image displacement effect is executed during the battle effect, the reference image 60 includes at least one of an ally character and an enemy character. Furthermore, in this embodiment, in order to enhance the impression that the reference image 60 is "shifted" relative to the display area 911, the reference image 60 includes a decorative pattern 80. In other words, an image including the decorative pattern 80 is displayed as if "shifted" relative to the display area 911. Note that in this embodiment, the reserved pattern 10 is not displayed during the battle effect, but the reference image 60 may include the reserved pattern 10 if the reserved pattern 10 is displayed. However, only the parts specific to the battle presentation, excluding such decorative symbols 80 and reserved symbols 10, may be displaced as the reference image 60 relative to the display area 911. Furthermore, in this embodiment, the reference image 60 in the displaced state is a still image, but it may also be a moving image that indicates that the battle is progressing (the progress of the battle may also be indicated by the reference image 60 during the displaced state).
[0136] In this way, in the image displacement presentation, the reference image 60, which was displayed in the entire display area 911 in the reference state, is displaced relative to the display area 911, and therefore the outer edge of the reference image 60 appears in the displaced state (see FIG. 33(b)). That is, in the displaced state, a portion corresponding to the outer edge (approximately rectangular) of the display area 911 in the reference state is displayed in the display area 911. In the image displacement presentation in this embodiment, the reference image 60 is displayed as if displaced in the depth direction relative to the display area 911, and therefore the outer edge of the reference image 60 in the displaced state is made approximately rectangular (the reference image 60 is displayed as if its entire size is smaller in the displaced state than in the reference state). Note that the reference image 60 may be displayed as if displaced in the left-right direction or the up-down direction relative to the display area 911. Furthermore, the reference image 60 may be displayed as if displaced three-dimensionally relative to the display area 911 (in this case, the outer edge of the reference image 60 in the displaced state is made approximately parallelogram-shaped).
[0137] As described above, since the reference image 60 is displaced relative to the display area 911, in the displaced state, an area where the reference image 60 is not displayed in the display area 911 (hereinafter referred to as a non-reference area 911x) is generated (see FIG. 33(b)). The non-reference area 911x can also be said to be the area from the outer edge of the reference image 60 to the outer edge of the display area 911.
[0138] When an image displacement effect occurs during a battle effect (before the battle effect reaches its conclusion) and a displacement state is reached, a non-standard image 62 is displayed in the non-standard area 911x. The non-standard image 62 is assumed to include a sub-effect element. In this embodiment, the sub-effect element is a character on the player's side that helps the ally character (hereinafter referred to as an auxiliary character, and represented by the character "assist" in the drawings) (see FIG. 33(b)).
[0139] In the displaced state, the auxiliary character is displayed as if it is "running" toward the reference image 60. In this embodiment, in the displaced state, the reference image 60 changes to become gradually smaller (over time). In other words, the non-reference area 911x changes to become gradually larger (over time). The smaller the reference image 60 becomes (the larger the non-reference area 911x becomes), the more the auxiliary character included in the non-reference image 62 displaces so that the auxiliary character approaches the reference image 60 (see the change from (b) to (c) in Figure 33).
[0140] The image displacement presentation ultimately leads to an inclusive ending (see Figures 33(d-1) and 34(a-1)) in which the auxiliary character (secondary presentation element) is included in the reference image 60, or a non-inclusive ending (see Figures 33(d-2) and 34(a-2)) in which the auxiliary character (secondary presentation element) is not included in the reference image 60. As mentioned above, the auxiliary character is a character on the player's side that helps the allied character, so an inclusive ending can be said to indicate that the auxiliary character has joined the battle to help the allied character. On the other hand, a non-inclusive ending can be said to indicate that the auxiliary character has not joined the battle.
[0141] In this embodiment, when an inclusive ending is reached, the reference image 60, which is in a displaced state, includes the auxiliary character (sub-performance element) (see FIG. 33(d-1)), and then the reference image 60 returns to its original size (returns to the reference state) (see FIG. 34(a-1)). However, the reference image 60 may be configured to include the auxiliary character at approximately the same time as the reference image 60 returns to its original size. Also, when a non-inclusive ending is reached, the reference image 60 returns to its original size (returns to the reference state) without including the auxiliary character. By displaying the auxiliary character in the non-reference area 911x until just before the reference image 60 returns to its original size, it is possible to create a performance in which the auxiliary character appears to have disappeared, being covered by the reference image 60 that has returned to its original size (see FIG. 33(d-2) and FIG. 34(a-2)).
[0142] In this way, whether an inclusive ending or a non-inclusive ending is reached, the reference image 60 returns to its original size. The battle performance then progresses, leading to a result (either a victory or defeat). Since an auxiliary character joins the battle when an inclusive ending is reached, it is preferable that the subsequent images (at least until the result is reached) be different between an inclusive ending and a non-inclusive ending (see the difference between Figures 34(b-1) and (b-2)). However, this does not mean that it is impossible to output the same image regardless of which ending is reached (i.e., to be able to use a common image).
[0143] In summary, the image displacement effect in this embodiment occurs while a battle effect is being executed. In the image displacement effect, the reference image 60 is displayed as if displaced relative to the display area 911, and therefore, when the displacement state occurs, a non-reference area 911x (an area in the display area 911 where the reference image 60 is not displayed) inevitably occurs. In this embodiment, the occurrence of the non-reference area 911x is utilized to display an auxiliary character (a secondary effect element) in the non-reference area 911x, suggesting the possibility that the auxiliary character will participate in the battle (see FIG. 33(b)). In particular, in this embodiment, the reference image 60 gradually becomes smaller in the displacement state, and the auxiliary character is displayed as gradually approaching the reference image 60 accordingly (see FIG. 33(b) → (c)), emphasizing the situation in which the auxiliary character is likely to "participate in the battle." Finally, when the auxiliary character is finally included in the reference image 60 (inclusive ending) (see Figures 33(d-1) and 34(a-1)), this indicates that "participation" has been realized (when the auxiliary character is not included in the reference image 60 (non-inclusive ending) (see Figures 33(d-2) and 34(a-2)), this indicates that "participation" has not been realized).
[0144] In this embodiment, the probability of the battle presentation leading to a winning outcome is higher when an inclusive ending is reached than when a non-inclusive ending is reached. In other words, when viewed from the image displacement presentation alone, an inclusive ending is considered to be an outcome more advantageous to the player than a non-inclusive ending. Because the auxiliary character is displayed as a character assisting the allied character striving for victory, it is natural for the series of presentations to be set so that the probability of a winning outcome is higher when "participation" is realized than when it is not realized. In short, because the auxiliary character, a secondary presentation element, is displayed as a character assisting the allied character, a main presentation element, in reaching a winning outcome (advantageous outcome), the player can feel that they are closer to victory when the auxiliary character is included in the reference image 60 than when they are not. Note that, in this embodiment, a winning outcome is not guaranteed when a comprehensive ending is reached. In other words, reaching a comprehensive ending is merely a chance increase. However, this does not preclude a setting in which a winning outcome is guaranteed when a comprehensive ending is reached. Furthermore, in this embodiment, even if a non-inclusive ending is reached, there is still a possibility of a winning outcome.
[0145] In this way, the image displacement effect in this embodiment displays a non-standard image 62 containing a sub-performance element in a non-standard area 911x that is created when the reference image 60 is displaced relative to the display area 911, and is an interesting effect in which whether or not the result ultimately reaches an inclusive ending in which the sub-performance element is included in the reference image 60 determines whether or not the ending is advantageous to the player.
[0146] The following describes specific examples in which the above-described image displacement effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0147] 〇Specific example 6-1 In the above embodiment, the image displacement effect is explained as being executed as part of a battle effect in which the victory of an ally character (main effect element) (reaching a predetermined situation) is deemed to be an advantageous outcome for the player, but it may also be executed as part of a target effect that is different from such a battle effect. The sub-effect elements displayed in the non-standard image 62 in the image displacement effect only need to represent something that helps the target effect reach an advantageous outcome (the appearance or use of a sub-effect element allows the player to understand that the target effect will develop in a way that is advantageous to the player). In this way, the sub-effect element reaching a comprehensive conclusion becomes a natural-flowing form of effect that indicates that the target effect is approaching an advantageous outcome.
[0148] For example, a target effect may be an effect in which a specific character (main effect element) attempts to jump over cliffs, with jumping being a favorable outcome and not being able to jump being an unfavorable outcome (a performance similar to that shown in FIG. 26). An image displacement effect may occur during the target effect (see FIGS. 35(a) and 35(b)), and a "jump pad" may be displayed as a secondary effect element included in the non-standard image 62. If an inclusive ending is reached, the character attempts to jump over the cliffs using the jump pad (see FIG. 35(c-1)). If a non-inclusive ending is reached, the character attempts to jump over the cliffs without using the jump pad (see FIG. 35(c-2)). In other words, since the "character jumping over the cliffs" situation is a favorable outcome (goal) for the player, a "jump pad" may be displayed to encourage this, so that the player may perceive an increased probability of achieving the favorable outcome if an inclusive ending is reached.
[0149] 〇Specific example 6-2 In the above embodiment, the image displacement presentation has been explained as one in which an inclusive ending is more advantageous to the player than a non-inclusive ending (an ending that is more likely to result in a winning outcome (advantageous outcome) in the battle presentation), but the opposite setting may also be used, i.e., a non-inclusive ending is more advantageous to the player than an inclusive ending.
[0150] In such a setting, in the image displacement presentation, anything that prevents the main presentation element from reaching a predetermined advantageous result (in other words, anything that encourages an unfavorable result) can be displayed as a secondary presentation element. If the target is a battle presentation like the above embodiment, anything that indicates that the ally character (main presentation element) is in an unfavorable situation (an advantageous situation for the enemy character) is displayed as a secondary presentation element. For example, a different character (another enemy character; indicated by the word "different" in the drawings) that helps the enemy character is displayed as a secondary presentation element (see Figure 36(b)). Reaching an inclusive ending means that another character will join the battle (see Figure 36(c-1)), which means that the ally character will be in an unfavorable situation, suggesting that it will be difficult for the ally character to win. On the other hand, reaching a non-inclusive ending means that no other characters will join the battle (see Figure 36 (c-2)), and the allied characters are prevented from being placed in an unfavorable situation, which suggests that the allied characters are more likely to win than if the ending were inclusive.
[0151] As explained in Specific Example 6-1 above, when a presentation other than a battle presentation is the target presentation, it is also possible to set an inclusive ending to be an ending that is more advantageous to the player than a non-inclusive ending. As in Specific Example 6-1, if a presentation in which a specific character (main presentation element) attempts to jump over cliffs is set as an advantageous outcome and being unable to jump over cliffs is set as an unfavorable outcome, then, for example, a representation of "oil" is displayed as a secondary presentation element (see FIG. 37(b)). When an inclusive ending is reached, the "oil" is scattered, making it difficult for the character to jump (see FIG. 37(c-1)). When a non-inclusive ending is reached, the "oil" is not scattered (see FIG. 37(c-2)), so it can be said that the character is in a situation where it is easier to jump than in the case of an inclusive ending.
[0152] Specific example 6-3 In the displacement state of the image displacement effect, the player is prompted to operate the operation means 70 (e.g., a push button; see FIG. 1 ) (an operation effect occurs). As explained above, in the displacement state, the larger the non-standard area 911x, the closer the sub-effect element (auxiliary character) is displayed to the reference image 60. This change is caused by the operation of the operation means 70. For example, the player is prompted to operate the operation means 70 continuously (continuously press the button), and each time an operation of the operation means 70 is detected during the operation valid period, the non-standard area 911x may become smaller, causing the sub-effect element to move closer to the reference image 60 (see FIG. 38(b)(c)). In this way, a presentation can be created that gives the impression that the player is approaching the all-encompassing conclusion through their own efforts (operations). In addition, a maintenance operation (long press) to maintain the operating state of the operating means 70 may be required, and each time a maintenance operation for a predetermined period of time is detected, the non-standard area 911x may become smaller, and a change may occur in which the sub-performance element approaches the standard image 60.
[0153] Furthermore, in the displacement state of the image displacement effect, the operation of the operation means 70 may be prompted (operation effect occurs) (see FIG. 39(b-2)) as described above, or the operation may not be prompted (operation effect does not occur) (see FIG. 39(b-1)), and the probability of an inclusive ending may be higher when an operation effect occurs than when it does not occur. Since the operation effect can be said to give the player the impression that they are supporting the secondary effect element (auxiliary character) that approaches the reference image 60 by operating the operation means 70, the setting may be such that the probability of an inclusive ending is higher when such a situation occurs.
[0154] 〇Specific example 6-4 As described above, in the displacement state, the outer edge (frame) of the reference image 60 is displayed in the display area 911. The state of the outer edge can change each time an image displacement effect occurs, and the state of the outer edge suggests the likelihood of reaching an inclusive ending. In a sense, the image displacement effect can be said to be an effect in which whether or not an auxiliary effect element (auxiliary character) displayed in the non-reference area 911x in the displacement state crosses over the outer edge of the reference image 60 and enters the reference image 60 determines whether or not an inclusive ending will be reached. Therefore, suggesting the likelihood of reaching an inclusive ending based on the state of the outer edge can be said to be an operation that is highly compatible with the essence of the image displacement effect.
[0155] For example, the outer edge of the reference image 60 is set to have a first state (see Figure 40(b-1)) and a second state (see Figure 40(b-2)) which is more likely to result in an inclusive ending than the first state. The outer edge of the first state is "thicker" than the outer edge of the second state. By doing so, the thicker the outer edge, the lower the probability that the secondary performance element (auxiliary character) will go over the outer edge and enter the reference image 60 (resulting in an inclusive ending).
[0156] 9) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0157] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0158] It is not necessary that all of the various effects and the like described in the above embodiment can be executed, and it is also possible to have a configuration in which only some of them can be executed.
[0159] The matters relating to the "jackpot" explained in the above embodiment can be replaced with the so-called "small jackpot." For example, the effects suggesting the probability of a jackpot (jackpot reliability) can also be used to suggest the probability of a small jackpot. In addition, the machine may be provided with a game feature in which a jackpot can be acquired via a small jackpot (the game feature of a so-called "two-type gaming machine") (this is well known and therefore will not be explained further). If the machine is set up so that every small jackpot win leads to the acquisition of a jackpot, the small jackpot can be treated as the jackpot.
[0160] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0161] ·Means 1-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing an effect during fluctuation from when the decorative pattern displayed in the display area starts to fluctuate until it stops in a manner that indicates the result of a win / lose lottery; and a winning game execution means for executing a winning game when the result of the win / lose lottery is a win; wherein an opportunity image is displayed in the display area, and an activation effect can be executed that shows as if an event advantageous to the player has occurred based on the opportunity image; and when the opportunity image is displayed but the activation effect based on the opportunity image does not occur during the fluctuation effect and the result of the win / lose lottery is a win, the activation effect occurs during the winning game. According to the gaming machine, if the opportunity image is not activated during the variable effect, it is activated during a winning game, which makes it possible to realize an interesting gaming experience.
[0162] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that when two or more of the opportunity images are displayed, if the activation effect based on all of the two or more opportunity images displayed during the variation effect does not occur, the activation effect based on the remaining opportunity images occurs during the winning game. By doing so, when all of two or more bonus images do not activate during the variable production, the game play will be such that the remaining bonus images activate during the winning game.
[0163] ·Means 1-3 The winning game includes one or two or more unit games in which a predetermined winning area is opened until a closing condition is satisfied. When the activation production occurs during the winning game, it is shown as if the winning game included X unit games before the activation production. In some cases, it is shown that the winning game includes Y unit games (where X < Y). The gaming machine according to means 1-1 or means 1-2, characterized in that. By doing so, when a bonus image does not activate during the variable production, a game play can be realized in which it can be expected that the unit games of the winning game increase.
[0164] ·Means 1-4 A first bonus image and a second bonus image are provided as the bonus images. The gaming machine according to any one of means 1-1 to means 1-3, characterized in that the probability that the activation production occurs during the winning game without the activation production occurring during the variable production is higher for the second bonus image than for the first bonus image. By doing so, a game play that the player will pay attention to is realized also in the aspect (type) of the bonus image.
[0165] ·Means 2-1 A gaming machine comprising: a display device having a display area; and production execution means for executing a continuous production including two or more unit productions. In the continuous production, a count image indicating the number of occurrences of the unit production is displayed in the display area. In a reference state where it is not determined whether the second unit production is started and the continuous production is executed, a continuous suggestion image indicating that the number of occurrences of the unit production is one may be displayed in the display area. According to the above gaming machine, it is possible to make the suggestion that a continuous production occurs easy to understand.
[0166] ·Means 2-2 The gaming machine described in claim 1, characterized in that decorative patterns indicating the results of a lottery are displayed in the display area, and the continuous performance is a pseudo-continuous performance in which the changing decorative patterns pseudo-stop in a predetermined combination and then change again, marking the start of a new unit performance. By using a continuous suggestion image, it is possible to give an easy-to-understand indication of the occurrence of a pseudo-continuous effect immediately after the decorative pattern starts to change.
[0167] ·Means 2-3 The gaming machine described in claim 1 or claim 2 is characterized in that in the reference state, the continuous suggestion image is set to be displayed or not displayed, and the probability of the continuous performance occurring is higher when the continuous suggestion image is displayed in the reference state than when it is not displayed. If a continuous suggestion image is displayed every time the reference state is reached, it will be difficult to understand what the continuous suggestion image is suggesting, so it is advisable to make it so that the continuous suggestion image may not be displayed in the reference state.
[0168] ·Means 2-4 A gaming machine as described in any one of claims 1 to 3, characterized in that the probability of the continuous performance occurring is higher when a second continuous suggestion image different from the first continuous suggestion image is displayed as the continuous suggestion image than when a first continuous suggestion image is displayed as the continuous suggestion image. In this way, the mode (type) of the successive suggestion image can be used to suggest the degree of probability that a successive performance will occur.
[0169] ·Means 3-1 A gaming machine comprising: a display device having a display area for displaying decorative patterns indicating the result of a win / lose lottery; a performance execution means for executing a performance during a change from when the decorative patterns start to change until they stop in a manner according to the result of the win / lose lottery; and a style control means for controlling the performance style of the performance during a change; wherein, until a switching point in the middle of the target change performance, which is the change performance, the performance style set in the previous change performance, which is the change performance immediately before the target change performance, is maintained; and, when the switching point is reached, an intermediate style change can be executed to change to a post-style, which is the performance style different from the prior style. According to the gaming machine, it is possible to make changes in presentation style easier to understand.
[0170] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that a change notification image is displayed to notify that a change in the presentation style will occur, and the pre-style remains set even after the change notification image is erased, and then the switching point is reached and the style changes to the post-style. By doing this, after the change notice image warns that a style change will occur, the change from the pre-style to the post-style can actually be shown, making it easy to understand that a style change has occurred.
[0171] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the change preview image indicates the type of presentation style that is the post-event style. By doing this, even after the type of presentation style that is the post-style is indicated by the change preview image, the pre-style presentation style remains set (the style change is not complete) until the switching point is reached, resulting in a novel configuration.
[0172] ·Means 4-1 A gaming machine in which the results of a lottery for winning or losing are announced using multiple types of decorative patterns displayed in the display area of a display device, wherein a target decorative pattern, which is at least a part of the multiple types of decorative patterns, includes a main element part indicating its type and a sub-element part attached to the main element part, and wherein specific pattern control can be executed in which, while the target decorative pattern is being displayed in a changing manner, the sub-element part is displayed inside the main element part in an inner display mode, and when the target decorative pattern stops or pseudo-stops, the sub-element part is displayed outside the main element part in an outer display mode. According to the gaming machine, by performing specific symbol control, it is possible to make it noticeable that the target decorative symbol has stopped or pseudo-stopped.
[0173] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that when the target decorative pattern stops or pseudo-stops, the secondary element part is displayed in a covered display mode so as to cover at least a portion of the main element part, and then is changed to the outer display mode. By doing this, when the target decorative pattern stops or pseudo-stops, the sub-element part of the target decorative pattern can be made to stand out temporarily.
[0174] ·Means 4-3 The gaming machine described in means 4-1 or 4-2 is characterized in that the target decorative pattern is a part of multiple types of decorative patterns, and the specific pattern control is not executed for non-target decorative patterns, which are decorative patterns other than the target decorative pattern. By doing so, the target decorative pattern can be made more noticeable than other decorative patterns (non-target decorative patterns).
[0175] ·Means 4-4 The gaming machine described in means 4-3 is characterized in that if the result of the lottery is a win, a winning combination consisting of the same type of decorative patterns is displayed, and it is more advantageous for the player if the winning combination consisting of the target decorative patterns is displayed than if the winning combination consisting of the non-target decorative patterns is displayed. In this way, if the target decorative pattern is set to be more valuable to the player than the non-target decorative pattern, it is possible to make the "valuable" target decorative pattern stand out by using specific pattern control.
[0176] ·Means 5-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing a specific effect as a part of an effect during the change from when the decorative pattern displayed in the display area starts to change until it stops in a manner that indicates the result of a win / lose lottery, wherein the specific effect is a character image containing two or more constituent characters displayed in the display area, and whether or not the constituent characters change character by character is indicated, and the final state of the character image suggests the probability that the outcome of the specific effect will be advantageous to the player. The gaming machine is capable of executing an interesting effect using character images.
[0177] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that the greater the number of changed constituent characters, the higher the probability of reaching the advantageous outcome. By doing so, it becomes an effect in which the player hopes that the constituent characters will continue to change one by one for a longer period of time.
[0178] ·Means 5-3 The gaming machine described in means 5-1 is characterized in that the probability of reaching the advantageous outcome is higher when all of the constituent characters have changed than when some of the constituent characters have not changed, and when some of the constituent characters have not changed, the probability of reaching the advantageous outcome is the same regardless of the number of constituent characters that have changed. This results in an easy-to-understand presentation in which whether or not all of the constituent characters change determines whether or not the chances of winning increase.
[0179] ·Means 5-4 A gaming machine described in any one of means 5-1 to 5-3, characterized in that the specific effect is a reach effect that leads to the advantageous outcome if the result of the win / lose lottery is a win, and the character image represents the title of the reach effect using the constituent characters. Since the title of the reach effect attracts the player's attention, it is preferable to use constituent characters that represent the title.
[0180] ·Means 6-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing an image displacement effect that changes from a reference state in which a reference image is displayed in the display area to a displaced state in which the reference image is displayed as if displaced relative to the display area, wherein the image displacement effect, in the displaced state, leads to an inclusive ending in which the reference image includes the sub-performance element, or a non-inclusive ending in which the reference image does not include the sub-performance element, and wherein one ending is set as being more advantageous to the player than the other ending. According to the gaming machine, it is possible to execute an interesting effect that utilizes the out-of-standard area that occurs as a result of the displacement state.
[0181] ·Means 6-2 The gaming machine described in means 6-1 is characterized in that in the displacement state, the larger the non-standard area becomes, the closer the sub-performance elements contained in the non-standard image are displayed to the standard image. By doing so, it is suggested that the secondary production element may enter the base image (there is a possibility of reaching an inclusive ending), making the production easier to understand.
[0182] ·Means 6-3 The image displacement effect occurs as part of an effect set as an advantageous result advantageous to the player when a main effect element different from the sub-effect element reaches a predetermined state, and in the displacement state, the non-standard image including the sub-effect element representing something that will help reach the advantageous result is displayed in the non-standard area, and the probability of reaching the advantageous result is higher in the case of the inclusive ending in which the sub-effect element is included in the standard image than in the case of the non-inclusive ending in which the sub-effect element is not included in the standard image. In this way, by using sub-presentation elements that represent things that encourage reaching an advantageous result, it is possible to create a presentation format in which reaching an inclusive ending is advantageous for the player.
[0183] ·Means 6-4 The image displacement effect occurs as part of a battle effect set as the advantageous result, in which a friendly character, which is a character on the player's side displayed as the main effect element, fights against an enemy character facing the friendly character, and the friendly character's victory is set as the advantageous result, and in the displacement state, the non-standard image including the sub-effect element representing something that promotes the victory of the friendly character is displayed in the non-standard area. In this way, by using sub-performance elements that help the ally character win, it is possible to create a performance format in which reaching a comprehensive ending is advantageous for the player (ally character).
[0184] ·Means 6-5 The image displacement effect occurs as part of an effect set as an advantageous result advantageous to the player when a main effect element different from the sub-effect element reaches a predetermined state, and in the displacement state, the non-standard image including the sub-effect element representing something that prevents the advantageous result from being reached is displayed in the non-standard area, and the probability of reaching the advantageous result is higher in the case of a non-inclusive ending in which the sub-effect element is not included in the standard image than in the case of an inclusive ending in which the sub-effect element is included in the standard image. In this way, by using sub-presentation elements that represent obstacles to reaching a favorable outcome, it is possible to create a presentation format in which reaching an inclusive outcome is disadvantageous to the player.
[0185] ·Means 6-6 The image displacement effect occurs as part of a battle effect set as the advantageous result, in which a friendly character, which is a character on the player's side displayed as the main effect element, fights against an enemy character facing the friendly character, and the friendly character's victory is set as the advantageous result, and in the displacement state, the non-standard image including the sub-effect element representing something that hinders the victory of the friendly character is displayed in the non-standard area. In this way, by using a sub-performance element that represents something that hinders the victory of an ally character, it is possible to create a performance format in which reaching an inclusive ending is disadvantageous to the player (ally character). [Explanation of symbols]
[0186] 1. Gaming machines 10 Reserved Design 11. Changing pending pattern (changing pending information) 12 Pre-change reserved pattern (pre-change reserved information) 20 Opportunity Image (21 First Opportunity Image 22 Second Opportunity Image) 30 consecutive suggestive images 32 Number of times image 40 Change preview image 50 Title image (text image) 60 Reference Images 62 Non-standard images 911x Non-standard area 70 Operating means 80 decorative designs 80T Target decorative design 80Tm Main element part 80Ts sub-element part 91 Display device 911 Display area
Claims
1. A winning / losing lottery means for performing a winning / losing lottery when a predetermined condition is met; a display means having a display area; A performance execution means for executing a performance during a change, which is a performance from when the decorative pattern displayed in the display area starts to change until it stops in a result mode according to the winning / losing lottery result by the winning / losing lottery means; Equipped with When the result of the winning / losing lottery by the winning / losing lottery means is a winning, a winning variation effect in which the result state is a winning state is executed, and when the result of the winning / losing lottery by the winning / losing lottery means is a losing, a losing variation effect in which the result state is a losing state is executed, When the winning variation effect is executed, a winning game in which a predetermined winning area is opened is executed, A specific image may be displayed in the display area during the variable performance, As a performance constituting the performance during the change, it is possible to execute a specific activation performance that will not be executed unless the specific image is displayed, The specific activation effect can be executed during the winning variation effect, but is not executed during the losing variation effect, The winning variation effect may be a first winning variation effect in which the specific image is displayed and the specific activation effect is executed, or may be a second winning variation effect in which the specific image is displayed but the specific activation effect is not executed, During the winning game, a special event that is advantageous to the player may occur, The probability of the special event occurring is higher in the winning game that is executed through the second winning variation performance than in the winning game that is executed through the first winning variation performance. A gaming machine characterized by:
2. As the specific image, a first specific image and a second specific image having a different aspect from the first specific image may be displayed, The probability of the second winning variation effect occurring when the second specific image is displayed is higher than when the first specific image is displayed.
2. The gaming machine according to claim 1 .
3. There is a possibility that the special event will not occur in the winning game that is executed after the second winning variation performance.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
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