Gaming Machines
Patent Information
- Application Number
- JP2020140287
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-21
- Publication Date
- 2025-02-20
- Estimated Expiration
- 2040-08-21
AI Technical Summary
【0006】 本発明にかかる遊技機によれば、複数のリーチが成立しうる演出を利用して遊技の趣向性を向上させることが可能である。
Smart Images

Figure 0007633639000001 
Figure 0007633639000002 
Figure 0007633639000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines capable of executing effects in which multiple reaches are achieved are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2008-073447 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to provide a gaming machine that can improve the entertainment value of the game by utilizing a presentation in which multiple reaches can be achieved. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine in which a winning result of a win / lose lottery is announced when a pattern combination consisting of three decorative patterns is of the same type, and a reach is set when two of the three decorative patterns are of the same type, and the gaming machine is equipped with an operation means that can be operated by a player, and an operation execution means that executes an operation effect that prompts the player to operate the operation means, and which may lead to a state in which the win / lose lottery result is announced as a result of the operation of the operation means, and is characterized in that the more the reach number, which is the number of reaches established in the reach number effect executed before the operation effect, the greater the maximum number of times the player is prompted to operate the operation means. Effect of the Invention
[0006] According to the gaming machine of the present invention, it is possible to improve the entertainment value of the game by utilizing the effect that multiple reaches can be achieved. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] This is a time chart to explain pre-performance (operation performance) and post-performance. [Figure 4] A diagram to explain pre-performance (operation performance) and post-performance. [Diagram 5] This is a diagram (continuation of Figure 3) for explaining pre-performance and post-performance. [Figure 6] This is a diagram (continuation of Figure 4) to explain pre-performance and post-performance. [Figure 7] FIG. 13 is a diagram for explaining the characteristics of the limit stage ((c) is a diagram for explaining a second specific example of the operation presentation). [Figure 8] FIG. 13 is a diagram (part 1) for explaining the fifth specific example of the operation performance. [Figure 9] This is the second figure to explain the fifth specific example of operation performance. [Figure 10] FIG. 13 is a diagram for explaining reach number presentation. [Figure 11] FIG. 13 is a diagram for explaining a specific operation presentation. [Figure 12] 13 is a diagram showing operation images (composite operation images) and meter images displayed at the start of a valid operation period in a specific operation presentation, sorted by the maximum number of operations. FIG. [Figure 13] A figure to explain a first specific example of a specific operation presentation (reach number presentation). [Figure 14] A figure to explain a second specific example of a specific operation presentation (reach number presentation). [Figure 15]A figure to explain a sixth specific example of a specific operation presentation (reach number presentation). [Figure 16] FIG. 17 is a diagram for explaining a sixth specific example (an example different from FIG. 15) of the specific operation presentation (reach number presentation). [Figure 17] A figure to explain a seventh specific example of a specific operation presentation (reach number presentation). [Figure 18] A diagram for explaining the pattern presentation. [Figure 19] FIG. 18 is a diagram for explaining the pattern presentation. [Figure 20] A diagram showing the relationship between the completed image and the development performance. [Figure 21] A diagram to explain a second specific example of pattern presentation (development presentation). [Figure 22] This is a diagram (part 1) to explain a third specific example of pattern presentation (development presentation). [Figure 23] This is the second diagram to explain the third specific example of pattern presentation (development presentation). [Figure 24] A figure to explain a fourth specific example of pattern presentation (development presentation). [Diagram 25] A diagram to explain a fifth specific example of pattern presentation (development presentation). [Figure 26] FIG. 13 is a diagram for explaining decorative effects. [Figure 27] FIG. 11 is a diagram for explaining a first specific example of decorative presentation. [Figure 28] FIG. 11 is a diagram for explaining a second specific example of decorative presentation. [Figure 29] FIG. 13 is a diagram for explaining a third specific example of decorative presentation. [Diagram 30] A diagram for explaining a fifth specific example of decorative presentation. [Diagram 31] A diagram for explaining a sixth specific example of decorative presentation. [Diagram 32] A diagram for explaining a seventh specific example of decorative presentation. [Diagram 33] FIG. 13 is a diagram for explaining the symbol forwarding effect. [Diagram 34]FIG. 1 is a diagram (part 1) for explaining a first specific example of the pattern forwarding performance. [Diagram 35] This is a diagram (part 2) for explaining a first specific example of the pattern forwarding performance. [Diagram 36] FIG. 13 is a diagram (part 1) for explaining a second specific example of the pattern forwarding performance. [Figure 37] This is a diagram (part 2) for explaining a second specific example of the pattern forwarding performance. [Figure 38] A figure to explain a third specific example of a pattern forwarding performance. [Figure 39] A figure to explain a fourth specific example of the pattern forwarding performance. [Diagram 40] A figure to explain a fifth specific example of the pattern forwarding performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine A gaming machine 1 (pachinko gaming machine) according to one embodiment of the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, unless otherwise specified, the term "image" includes both moving images and still images. In addition, each area described below is provided with a sensor (not shown) capable of detecting a gaming ball, and the sensor detects whether or not the gaming ball has entered (won) each area. For example, "a gaming ball has entered (won) an XX area" strictly means that a sensor provided in the XX area has detected the gaming ball.
[0009] A launching device 908 for launching game balls is provided on the housing of the gaming machine 1. By operating the launching device 908, game balls stored in an upper tray 909a are launched. So-called prize balls are paid out to the upper tray 909a, and game balls that overflow from the upper tray 909a are sent to the lower tray 909b.
[0010] A play area 902 where the launched game balls arrive can be seen through a transparent plate located in front of it. The gaming machine 1 is equipped with a game board 90 on which the play area 902 is formed on the front side. The game board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding the game balls launched by operating a launching device 908 (launching handle) to the play area 902 is provided so as to have a substantially arc shape.
[0011] The game area 902 is provided with a starting area 904 (a first starting area 904a, a second starting area 904b), a big prize area 906, an outlet 907, etc. A display area 911 of the display device 91 which executes various effects is an area which can be seen through an opening 901 formed in the game board 90. The shape, etc. of the display area 911 can be changed as appropriate (the shape, etc. of the display area 911 can be changed by changing the shape and size of the opening 901, or the shape and size of the display device 91 itself).
[0012] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0013] In such a gaming machine 1, gaming balls are shot toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0014] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is obtained from a random number source, and if the numerical value is the same as a predetermined big win numerical value, it is a big win, and if it is different, it is a loss.
[0015] In this embodiment, the results of the winning / losing lottery are announced in the order that the numerical values are acquired (so-called fluctuations are started), but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information is stored as reserved information in a storage means provided on a control board (not shown). The fact that reserved information is stored in the storage means is displayed as a reserved symbol 70. In other words, the reserved symbol 70 indicates the presence of winning / losing lottery information for which the results have not yet been announced.
[0016] In this embodiment, as the reserved pattern 70, a pending pattern 71 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as pending information during change) in which the notification performance for notifying the winning / losing lottery result (the performance from the start of the change of the decorative pattern 10 (decorative pattern group 10g) to the complete stop of the combination indicating the winning / losing lottery result, the so-called performance during one change) has started but the notification of the winning / losing lottery result has not been completed, and a pre-change reserved pattern 72 corresponding to the winning / losing lottery information (hereinafter sometimes referred to as pre-change reserved information) in which the notification performance for notifying the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the basic form of the pending pattern 71 during change and the pre-change reserved pattern 72 are the same. The basic form of the pending pattern 71 during change and the pre-change reserved pattern 72 may be completely different. Also, a configuration in which the pending pattern 71 during change is not displayed may be used. In addition, the order in which the winning / losing lottery results corresponding to the pre-change reserved patterns 72 are notified (the so-called reserved "consumption order") is earlier for those located to the right.
[0017] The maximum number of pre-change reserved information is limited. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to either the special chart 1 or the special chart 2, one reserved pattern 71 during change and up to four reserved patterns 72 before change may be displayed (see FIG. 2).
[0018] In this embodiment, when both the first pre-change reserve information (Special chart 1 reserve) and the second pre-change reserve information (Special chart 2 reserve) are stored in the memory means, notification of the win / lose lottery result (Special chart 2 lottery result) corresponding to the second pre-change reserve information is executed preferentially ("Special chart 2 reserve priority consumption").
[0019] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the decorative symbols 10 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, the decorative symbol group 10g (left decorative symbol group 10gL, center decorative symbol group 10gC, right decorative symbol group 10gR) including a plurality of types of decorative symbols 10 starts to vary, and finally one decorative symbol 10 is selected from each decorative symbol group 10g and stops. The winning / losing lottery result is notified by the combination of the three decorative symbols 10 finally displayed. If the jackpot is won, the combination will be the same type of decorative symbol 10 (three of the same type of decorative symbol 10). If the jackpot is lost, the combination will be other (other than the combination that results in a jackpot).
[0020] 2) Continuous Operation In this embodiment, during the notification performance that notifies the result of one win / loss judgment, a pre-performance (continuous operation performance) and a post-performance (see Figs. 3 to 6) can be executed (in the following explanation of the continuous operation performance, the notification performance in which the pre-performance (continuous operation performance) or the post-performance occurs may be referred to as the target notification performance). In this embodiment, the pre-performance and the post-performance are so-called battle performances in which the character on the player's side and the character on the enemy's side fight (see Fig. 4(a)). The pre-performance can be seen as the first half of the battle performance, and the post-performance can be seen as the second half of the battle performance. The battle may be decided in the first half (pre-performance) (the character on the player's side "wins" or "lose"). The ending in which the character on the player's side wins is called a pre-favorable ending (see Fig. 5(c-1)), and the ending in which the character on the player's side loses is called a pre-favorable ending (see Fig. 5(c-2)). The case in which the character on the player's side moves from the first half (pre-performance) to the second half (post-performance) is called a continuing ending (see Fig. 5(b-2)). In other words, the continuation ending can be said to be a so-called "development" pattern. When the game moves to the second half (post-event performance) (see FIG. 6(a)), the game will definitely end in the second half. The ending in which the player's character wins is called a post-event advantageous ending (see FIG. 6(b-1)), and the ending in which the player's character loses is called a post-event disadvantageous ending (see FIG. 6(b-2)). In other words, when viewed throughout the battle performance, regardless of whether the game moves to the second half (post-event performance), the game will eventually end with the player's character either winning or losing. If the winning / losing lottery result corresponding to the target notification performance (sometimes referred to as the target winning / losing lottery result in the following explanation of the continuous operation performance) is a big win, the game will end with the player's character winning (pre-event advantageous ending or post-event advantageous ending), and if it is a loss, the game will end with the player's character losing (pre-event disadvantageous ending or post-event disadvantageous ending) (see FIG. 3). Incidentally, endings in which the player's character wins include a so-called "comeback pattern" in which the character appears to have lost at one point but then makes a comeback.
[0021] In the present embodiment, the pre-performance has two branching points (see FIG. 3). First, a branch (hereinafter referred to as a continuation branch) (see FIG. 5(a)) occurs as to whether to continue (whether to reach a continuation ending or not). If a continuation ending is reached (see FIG. 5(b-2)), the game moves to a post-performance, and the result of the lottery for the target winning or losing is shown at the end of the post-performance (a favorable ending or an unfavorable ending after the game) (see FIG. 6(b-1)(b-2)). On the other hand, if a continuation ending is not reached (see FIG. 5(b-1)), the game does not move to a post-performance, and a branch for winning or losing (hereinafter referred to as a win / lose branch) occurs. In other words, the result of the lottery for the target winning or losing is shown at the end of the pre-performance (a favorable ending before the game or an unfavorable ending before the game) (see FIG. 5(c-1)(c-2)).
[0022] In this way, in the pre-performance in this embodiment, first, a continuation branch is made to decide whether to continue (develop) or not, and if the game does not continue (if the game does not move to the post-performance), a win / lose branch is made to decide whether to win or lose in the first half (see FIG. 3). If the game reaches a continuation ending at the continuation branch, the probability that the target winning / losing lottery result will be a jackpot (hereinafter, this may be referred to as the (jackpot) reliability) is higher than if the game does not reach a continuation ending. In other words, it can be said that reaching a continuation ending at the continuation branch and moving to the post-performance is a happy event for the player. In other words, if the game does not reach a continuation ending, most of the time the game will reach a pre-unfavorable ending (it is rare to reach a pre-favorable ending). Furthermore, it can be said that the route most likely to be selected when the target winning / losing lottery result is a jackpot is one in which the pre-ending ending reaches a continuation ending, and the post-performance reaches a post-favorable ending, thereby announcing the jackpot.
[0023] The post-event performance is a type of so-called (Super (SP)) reach performance, since the result of the lottery is always shown depending on the outcome (post-event favorable outcome or post-event unfavorable outcome). The pre-event performance is also a (Super (SP)) reach performance, in which the result of the lottery is shown if the continuation outcome is not reached. The pre-event performance can also be seen as a short SP reach, and the post-event performance (if it develops into a post-event performance) as a long SP reach.
[0024] During the above pre-performance, a continuous operation performance (labeled "continuous" to distinguish it from the specific operation performance described later) occurs (see Figures 3 and 4). In other words, the continuous operation performance also constitutes part of the target notification performance. The continuous operation performance reflects the operation of the operation means 60 during the effective operation period as a performance. The length of the effective operation period is set to be less than the time required for the pre-performance. In other words, the continuous operation performance is executed during a part of the period in which the pre-performance is executed. The end point of the effective operation period is before the continuation branch is reached in the pre-performance.
[0025] In this embodiment, the operating means 60 is a push button (see FIG. 1). A sensor capable of detecting the player's body may be provided, and the detection of a part of the body (such as a "hand") by the sensor may be treated as the operation of the operating means 60. Hereinafter, continuous operation of the operating means 60 (so-called "rapid tapping") will be referred to as a continuous operation, and maintaining the operated state of the operating means 60 (so-called "long press") will be referred to as a sustained operation.
[0026] The continuous operation presentation described above is not intended to encourage the player to operate the operation means 60 (see FIG. 4(b)). In other words, the display area 911 does not display that the player is in a situation where he or she should operate the operation means 60 (that the operation is currently in a valid period). This type of continuous operation presentation is also generally referred to as a hidden operation presentation (hidden button presentation), etc. Note that a lamp (normally off) may be provided inside the operation means 60, and the lamp may be configured to light up during the valid operation period. In this way, the fact that the operation is currently in a valid period may be implicitly indicated.
[0027] In the continuous operation presentation, the presentation element output from a specific presentation device can be changed stepwise by continuous operation or sustained operation of the operation means 60 during the operation valid period (see Fig. 4(b)(c)). In the continuous operation presentation in this embodiment, a continuous operation should be performed in principle. However, since a known automatic repeated tapping function (a function that replaces a sustained operation for a predetermined time with a single operation) that replaces a sustained operation with a continuous operation is installed, the presentation operation can also be changed stepwise by the sustained operation. In addition, the presentation element may be changed only by one of the continuous operation and the sustained operation, and not by the other. In any case, in the continuous operation presentation in this embodiment, the presentation element can be changed stepwise by performing "continuous operation" of the operation means 60 such as a continuous operation or a sustained operation. In the following, the continuous operation presentation is described assuming that a continuous operation is performed, but it is assumed that a single operation in the following description can be replaced by a sustained operation for a predetermined time.
[0028] In this embodiment, the light emitted by the light emitting unit 65 (see FIG. 1) provided at a predetermined position is used as a performance element. Specifically, the light emission color of the light emitting unit 65 (in the drawing, the light emission color is represented by "letters") changes in stages. The number of stages (two or more) of the above performance elements can be set appropriately. In this embodiment, three stages of the performance elements are set, namely, a first stage, a second stage, and a third stage. The first stage is when the light emitting unit 65 emits blue light, the second stage is when the light emitting unit 65 emits green light, and the third stage is when the light emitting unit 65 emits red light. In this embodiment, when the operating means 60 is operated, the light emitting unit 65 temporarily emits light in a color corresponding to the current stage (for example, for 0.5 seconds). Therefore, the current stage cannot be grasped unless the operating means 60 is operated.
[0029] At the start of the continuous operation presentation, the light emitting unit 65 emits white light (initial light emission mode=white light) (see FIG. 4(b)). If no operation is performed in the continuous operation presentation, the light emitting unit 65 continues to emit white light. If the stage at which the light emitting unit 65 emits white light is considered as one stage (stage 0), a total of four stages of the presentation element are set. In this embodiment, the "stage 0" is not set as the limit stage described later (however, this does not deny the possibility of setting the "stage 0" as the limit stage). Also, as described above, when the operating means 60 is operated, the light emitting unit 65 temporarily emits light in a color corresponding to the current stage, but when the light emitting unit 65 is not emitting light in the corresponding color (between operations), the light emitting unit 65 emits white light (however, the light emitting unit 65 may not emit light at all).
[0030] As long as the effect element changes gradually in this way, it can be set appropriately. However, if a "hidden operation effect (hidden button effect)" is used as in this embodiment, it is preferable to set the effect element to be inconspicuous. For example, from this perspective, it is not very preferable to set the image displayed in the display area 911 as the effect element (as the meaning of the "hidden operation effect" would be diluted).
[0031] The limit stage is determined by a lottery (hereinafter, sometimes referred to as a stage lottery) based on the winning / losing lottery result corresponding to the target notification performance in which the continuous operation performance occurs. The limit stage is the highest (limit) stage that can be reached by the continuous operation performance. In this embodiment, at a stage where the limit stage has not been reached (hereinafter, sometimes referred to as an unreached stage), a lottery (progression lottery) is executed to determine whether or not to advance the stage of the performance element, triggered by an operation during the operation valid period. The stage of the performance element advances when the progress lottery is won. After the limit stage is reached, the progress lottery is not executed (or the probability of winning the progress lottery is set to 0), so the stage does not advance any further. The winning probability of the progress lottery can be set appropriately, but it is set so that if sufficient operations are performed during the operation valid period (if continuous operations are performed continuously throughout the operation valid period), the limit stage will be reached in most cases (there is a possibility that the limit stage will not be reached due to continued missing of the progress lottery, but the probability of such a situation occurring is extremely low). If the limit stage is the first stage, it will not reach the second or third stage, no matter how many operations are performed during the valid operation period. If the limit stage is the second stage, it will not reach the third stage, no matter how many operations are performed during the valid operation period. If the valid operation period ends at an unreached stage, the continuous operation presentation ends at that unreached stage. In other words, the continuous operation presentation may end without reaching the limit stage.
[0032] As described above, in the continuous operation presentation, the operation of the operation means 60 is triggered to cause the light emitting unit 65 to temporarily emit light in a color corresponding to the current stage. In other words, when the operation means 60 is operated at an unachieved stage, the light emitting unit 65 temporarily emits light in a color corresponding to that stage and the above-mentioned progress lottery is executed. On the other hand, when the operation means 60 is operated at the limit stage, the light emitting unit 65 temporarily emits light in a color corresponding to the limit stage, but the progress lottery is not executed.
[0033] In addition, even if an effect element is set such that when output, it is certain that the target winning or losing lottery result will be a big win. For example, when the light emitting unit 65 emits light in a rainbow color, it is certain that it will be a big win. However, unless otherwise specified, the above limit stage does not include the stage at which the effect element for determining the big win is output. That is, the above-described first stage (blue), second stage (green), and third stage are all limit stages where the target winning or losing lottery result may be a big win or a loss.
[0034] The limit stage is set as follows (the stage lottery satisfies the following relationship). The higher the limit stage, the higher the probability (development probability) of the occurrence of the post-performance is set (see Fig. 7(a)). That is, the probability of the occurrence of the post-performance is higher when the limit stage is M stages than when it is N stages (N < M). In other words, it means that the probability that the pre-performance will continue to the end is high. As described above, since the big win reliability is higher when the pre-performance continues to the end than when it does not, basically, it can be said that the height of the limit stage suggests the big win reliability.
[0035] On the other hand, the lower the limit stage, the higher the probability (reliability at the time of development) that the target winning or losing lottery result will be a big win when the post-performance occurs (see Fig. 7(b)). In terms of the above relationship between N and M (N < M), the probability that the target winning or losing lottery result will be a big win when the post-performance occurs is higher when the limit stage is N stages than when it is M stages. That is, the higher the limit stage, the higher the probability of shifting to the post-performance, but the lower the limit stage, the higher the probability of reaching a favorable post-performance result assuming that the post-performance is shifted to.
[0036] In addition, in the present embodiment, the first stage, the second stage, and the third stage satisfy the above relationship, but only some stages may satisfy the above relationship. For example, the first stage and the third stage may satisfy the above relationship (where N = 1 and M = 3 above) (the same applies in the following description).
[0037] Thus, it can be said that the gaming machine 1 according to the present embodiment preferably has a high limit level in terms of shifting to the post-performance (a state where it is unknown whether to shift to the post-performance), but preferably has a low limit level when assuming that the post-performance has shifted. It is possible to execute a novel and interesting continuous operation performance.
[0038] Specific examples of improving, modifying, and concretizing matters related to the above continuous operation performance (pre-performance, post-performance) are shown below. Note that, as much as possible, a configuration in which matters described in the following specific examples are combined and applied may also be used.
[0039] ○First specific example When the post-performance occurs when the limit level is the lowest level, it is set such that the result of the target hit or miss lottery is determined to be a winning. In accordance with the above embodiment, when the limit level is set to the first level, if the pre-performance continues to the end and the post-performance occurs, it is set such that the end of the post-performance is determined to be a post-advantageous end.
[0040] By doing so as in this example, an interesting gaming property is realized in which a big win is determined when the situation with the lowest probability of shifting to the post-performance is overcome.
[0041] ○Second specific example It is set such that the higher the limit level, the higher the probability (undeveloped reliability) that the result of the target hit or miss lottery is a big win when the post-performance does not occur (see Fig. 7(c)). That is, when the limit level is at the M level (N < M), compared to when the limit level is at the N level, the big win reliability is set higher when the post-performance does not occur.
[0042] As explained in the above embodiment, the higher the limit stage, the higher the probability that the post-event performance will occur. In other words, the higher the limit stage, the lower the probability of a situation in which the post-event performance does not occur and the target winning / losing lottery result is shown in the pre-event performance (the higher the limit stage, the "rare" event becomes for the post-event performance not to occur). Based on this, the setting is made so that the more likely it is that the post-event performance does not occur in a situation where the probability of the post-event performance occurring is high, the higher the probability that the pre-event performance will lead to a pre-favorable ending. In other words, the more "rare" it is for the post-event performance not to occur, the higher the setting is made so that the more likely it is that an ending favorable to the player will be reached if the post-event performance does not actually occur.
[0043] It is basically considered to be an advantageous event for the player that the pre-performance reaches a continuation conclusion and transitions to the post-performance. Therefore, the higher the limit stage, the more the player expects the transition to the post-performance, and the more disappointed the player will be if the transition to the post-performance does not occur. Based on this, the more likely it is that the pre-performance will reach a pre-favorable conclusion if the transition to the post-performance does not occur, so that the difference between disappointment (due to not transitioning to the post-performance) and joy (when the target hit / miss lottery result is a jackpot) can be made larger.
[0044] ○Third concrete example (an example that further embodies the second concrete example) When the limit stage is the highest stage and no post-event performance occurs, the result of the target winning / losing lottery is determined to be a big win. In accordance with the above embodiment, when the limit stage is the third stage, if the pre-event performance does not reach a continuation ending, the ending of the pre-event performance is determined to be a pre-advantageous ending.
[0045] By following this example, an interesting gameplay is realized in which a jackpot is guaranteed in the extremely rare event that the post-performance does not proceed despite the fact that it is most likely to proceed.
[0046] ○Fourth specific example Although it has been explained that the continuous operation presentation in the above embodiment does not prompt the player to operate the operation means 60 (it is a hidden operation presentation), the player may be prompted to operate the operation means 60. In other words, during the continuous operation presentation, a display is made so that the player can understand that the situation requires the operation of the operation means 60 (the operation of the operation means 60 is reflected in the presentation). In addition, a display (such as a meter) may be made to indicate the passage of the effective operation period (the remaining effective operation period). However, since the hidden operation presentation functions as a "only known by those in the know" presentation, it can be said that it is highly compatible with setting the above-mentioned hidden "rule" for the limit stage of the hidden operation presentation.
[0047] ○Fifth specific example As explained in the above embodiment, the limit stage is determined internally based on the result of the target winning / losing lottery, and is not something that the player can grasp. For example, if sufficient operation is not performed in the continuous operation presentation (especially if no operation is performed at all), the limit stage determined internally is unknown. Therefore, even if the above-mentioned rules are established for the limit stage, there is a risk that the effect will not be effectively expressed because the limit stage cannot be grasped (predicted). If such a risk is a concern, the following configuration, for example, can be considered.
[0048] If the operation means 60 is operated a predetermined number of times in an unachieved stage, the game will necessarily move to the next stage. In other words, if the operation means 60 is operated a predetermined number of times in a certain stage but no transition to the next stage occurs, the certain stage is determined to be the limit stage. For example, assume that the predetermined number of times=10 and the limit stage is set to the second stage. If the first to ninth operations in the first stage (unachieved stage) do not win the progression lottery and the tenth operation is performed, the game will move to the second stage (see FIG. 8(a)(b-1)). On the other hand, if the limit stage is set to the first stage, the game will not move to the second stage even if ten operations are performed in the first stage (see FIG. 8(a)(b-2)). In other words, if the game does not move to the next stage even if ten operations are performed in a certain stage, the certain stage is determined to be the limit stage. In this way, the player can get an idea of whether the game is in the unachieved stage but will not move to the next stage because it continues to miss the progression lottery, or will not move because it has reached the limit stage. In other words, it becomes easier for the player to predict the limit stage.
[0049] It is also conceivable that the limit stage is reached when a predetermined condition is satisfied after the limit stage is reached. As explained in the above embodiment, the basic mode is that the light emitting unit 65 temporarily emits light in a light color corresponding to the current stage when the operating means 60 is operated. On the other hand, when the limit stage is reached and a predetermined condition is satisfied, the light emitting unit 65 continues to emit light in a light color corresponding to the limit stage (light emission is maintained even if the operating means 60 is not operated). For example, the predetermined condition is satisfied when the operating means 60 is operated 10 times after the limit stage is reached. When the limit stage is set to the second stage, the light emitting unit 65 temporarily emits green light when the operation is performed for the first to ninth operations after the transition to the second stage (see Figs. 9(a)(b)), and the light emitting unit 65 continues to emit green light after the tenth operation (see Figs. 9(c)(d)). This makes it possible for the player to know whether the limit stage has been reached.
[0050] 3) Specific operation effects The specific operation effect (the word "specific" is added to distinguish it from the continuous operation effect described above) will be explained below. The specific operation effect occurs after the reach number effect occurs, so the reach number effect will be explained first.
[0051] The reach number performance can occur as a kind of super reach performance. The reach refers to a state in which the decorative patterns 10 selected from two of the three decorative pattern groups 10g are the same type. In this embodiment, the reach is set as a state in which one left decorative pattern 10L selected from the left decorative pattern group 10gL and one right decorative pattern 10R selected from the right decorative pattern group 10gR are the same type.
[0052] The reach number performance is a performance that determines the number of reaches (reach number) that will ultimately be achieved. When the reach number performance occurs, the final reach number will be one of 1 to 3. In this embodiment, a provocation performance (see FIG. 10(a)(c)(e)) is executed in the reach number performance. The provocation performance indicates a situation in which the reach number is likely to increase (a reach is likely to be achieved), and then leads to either an increase ending in which the reach number increases (a reach is achieved) or a maintenance ending. In one reach number performance, a total of three provocation performances occur. In other words, the same number of provocation performances as the maximum reach number that can be achieved (3) occur. When all provocation performances reach an increase ending, the final reach number=3. When two provocation performances reach an increase ending and one provocation performance reaches a maintenance ending (corresponding to the example shown in FIG. 10), the final reach number=2. When one provocation performance reaches an increase ending and two provocation performances reach a maintenance ending, the final reach number=1. In this embodiment, when the reach number effect occurs, at least one reach is set to be achieved. In other words, at least one provocation effect leads to an increase ending.
[0053] Various specific modes of the teasing performance are conceivable. Any mode may be used as long as the player feels that the reach is likely to be achieved. In this embodiment, it is indicated that one left decorative pattern 10L selected from the left decorative pattern group 10gL and one right decorative pattern 10R (the same type of pattern as the left decorative pattern 10L) selected from the right decorative pattern group 10gR are likely to stop on the left and right sides of the display area 911 (see Fig. 10(a)(c)(e)). If they stop as they are, the reach is achieved (increased outcome) (see Fig. 10(b)(f)), and if they do not stop, the reach is not achieved (maintained outcome) (see Fig. 10(d)). The reach that has been achieved as an increased outcome is displayed on the upper side of the display area 911 (see Fig. 10(c) and subsequent figures). Therefore, the reach (reach number) that has already been achieved can be grasped at the midpoint of the reach number performance. In this embodiment, at the end of the reach number presentation, a display is displayed indicating the number of reaches that have been achieved (if the reach number = 1, it displays "single reach", if the reach number = 2, it displays "double reach", and if the reach number = 3, it displays "triple reach") (see Figure 10(g)).
[0054] After the reach number performance, a specific operation performance occurs. The reach number performance and the specific operation performance are a continuous performance (to the player, it appears as a series of super reach performances including the reach number performance and the specific operation performance). In other words, the reach number performance and the specific operation performance occur during a notification performance that notifies the same winning / losing lottery result (hereinafter, in the explanation of the reach number performance and the specific operation performance, the winning / losing lottery result may be referred to as the target winning / losing lottery result, and the notification performance may be referred to as the target notification performance). The specific operation performance is a performance that prompts the player to operate the operation means 60. The specific operation performance is a performance that prompts the player to perform a "single operation" (pressing a push button once as in this embodiment) (hereinafter, in the explanation of the specific operation performance, when the word "operation" is used simply, it refers to a single operation). Here, the maximum number of operations (single operations) that the player is prompted to perform (hereinafter, sometimes referred to as the maximum number of operations. The details of the maximum number of operations will be described later) is the same as the number of reaches that were established in the reach number performance that occurred earlier. In other words, if the number of reaches is 3, the maximum number of operations is 3; if the number of reaches is 2, the maximum number of operations is 2; and if the number of reaches is 1, the maximum number of operations is 1.
[0055] A successful ending (see Figures 11(b-2)(c-2)) and a failed ending (see Figure 11(c-1)) are set as the endings of the specific operation presentation. In this embodiment, the specific operation presentation also indicates the result of the target hit / miss lottery depending on its ending. That is, if the target hit / miss lottery result is a jackpot, the successful ending is reached, and if it is a miss, the failed ending is reached. The above maximum number of operations (i.e., the number of reaches achieved in the reach number presentation) indicates the probability that the specific operation presentation will reach a successful ending, that is, the probability that the target hit / miss lottery result will be a jackpot (jackpot reliability). In this embodiment, the higher the maximum number of operations, the higher the probability of reaching a successful ending.
[0056] If the result of the target winning / losing lottery is a jackpot, the operation of the operation means 60 in the specific operation presentation leads to a successful conclusion (indicating that it is a jackpot). When a successful conclusion is reached, a set of three decorative symbols 10 constituting one of the reaches established in the reach number presentation is displayed. Although not shown, if the maximum number of operations is one, the successful conclusion is reached by that one operation.
[0057] As shown in Fig. 11, when the maximum number of operations is two, the first or second operation leads to a successful ending. When the first operation leads to a successful ending (see Fig. 11(b-2)), the second operation is unnecessary (even if a second operation is performed, it is not reflected in the performance). When the first operation does not lead to a successful ending (see Fig. 11(b-1)), the second operation leads to a successful ending (see Fig. 11(c-2)).
[0058] Although not shown, when the maximum number of operations is three, a successful conclusion is reached by the first operation, the second operation, or the third operation. If a successful conclusion is reached by the first operation, the second and third operations are unnecessary (even if the second and third operations are performed, this is not reflected in the performance). If a successful conclusion is not reached by the first operation but is reached by the second operation, the third operation is unnecessary. If a successful conclusion is not reached by the second operation, the successful conclusion is reached by the third operation.
[0059] In this way, when the maximum number of operations is set to 2 or more, the presentation continues if the operation other than the operation that results in the maximum number of operations does not result in a successful ending. If the ending is successful, further operations are not necessary (they are not reflected in the presentation).
[0060] If the result of the target winning / losing lottery is a losing choice, no matter how many times the operation means 60 is operated in the specific operation presentation (no matter what the maximum number of operations is), a successful conclusion will not be reached. In this embodiment, it is set so that a failed conclusion will be reached with the last operation as a trigger. Although not shown, if the maximum number of operations is one, the first operation will lead to a failed conclusion. As shown in FIG. 11, if the maximum number of operations is two, the second operation will lead to a failed conclusion (see FIG. 11(c-1)). Although not shown, if the maximum number of operations is three, the third operation will lead to a failed conclusion. In other words, if the result of the target winning / losing lottery is a losing choice, an operation opportunity equal to the maximum number of operations will be provided.
[0061] In summary, the maximum number of operations is the maximum number of opportunities to operate the operating means 60 in a specific operation presentation that may be given to the player (opportunities to operate that may be reflected in the presentation). When the result of the target winning / losing lottery is a jackpot, there is a possibility that the number of operations may be less than the maximum number of operations in cases other than the case where the final operation leads to a successful conclusion (the maximum number of operation opportunities are given in other cases). The operation opportunities given can be considered "chance" to reach a successful conclusion, so the more chances there are, the higher the probability of reaching a successful conclusion is set.
[0062] In this embodiment, the operation valid period (period during which the operation of the operation means 60 can be reflected in the presentation) set in the specific operation presentation is a continuous period (continuous period) regardless of the maximum number of operations. In other words, when the maximum number of operations is two or more, separate operation valid periods corresponding to each operation are not set. In the specific operation presentation, a meter image 51 is displayed to indicate the elapsed (remaining) period of the operation valid period together with an operation image 50 indicating to the player that the operation means 60 should be operated (see FIG. 11(a)(b-1)).
[0063] The above image in this embodiment has the following form. The operation image 50 is an image including at least a portion of the operation means 60. The operation image 50 may be modified (simplified, etc.) to such an extent that the player can understand that it represents the operation means 60. At the start of the operation valid period, the operation images 50 for the maximum number of operations are displayed. That is, when the maximum number of operations is one, one operation image 50 (see FIG. 12(a)) is displayed, but when the maximum number of operations is two or more, two or more operation images 50 (these two or more operation images 50 may be collectively referred to as a composite operation image 50C) (see FIG. 12(b)(c)) are displayed. In this embodiment, the operation means 60 is a push button, and the composite operation image 50C is in a form in which the push buttons are stacked vertically (in this embodiment, it is displayed three-dimensionally). In other words, the composite operation image 50C is displayed so that the operation images 50 are lined up (aligned) in a predetermined direction (vertical direction in this embodiment) (the left and right ends are aligned vertically). Since they are stacked vertically, the operation images 50 other than the topmost operation image 50 are covered by the operation images 50 and meter images 51 above them and are partially invisible.
[0064] The meter image 51 is provided in correspondence with the operation image 50. In this embodiment, the meter image 51 is provided along the lower edge of the operation image 50 (see FIG. 12). The number of operation images 50 and the number of meter images 51 match. That is, the same number of meter images 51 as the maximum number of operations are displayed. When two or more operation images 50 are displayed (composite operation image 50C is displayed), the operation images 50 and the meter images 51 are displayed so as to be alternately arranged from the top (see FIGS. 12(b) and (c)). The meter images 51, like the operation images 50, can be said to be displayed so as to be arranged (aligned along the specified direction) along a specified direction (vertical direction in this embodiment) (the left and right ends are aligned vertically).
[0065] As the operation valid period elapses, the meter portion of the meter image 51 decreases. As described above, the operation valid period is one continuous period regardless of the maximum number of operations. When two or more meter images 51 are displayed (when the maximum number of operations is two or more), the change in the decrease of the meter portion of each meter image 51 is consistent. That is, the meter portion decreases so that one side end (the left end in this embodiment) of the meter portion is aligned vertically (the left end is displaced to the right so that it is aligned vertically) (see FIG. 11(a) and FIG. 12). In this way, not only is it suggested to the player that two or more operation opportunities are given, but also that the two or more operations must be performed during one continuous operation valid period. In this embodiment, the length of the operation valid period is constant regardless of the maximum number of operations. In this way, the time required for the specific operation presentation does not need to be changed regardless of the maximum number of operations (it becomes easy to make the time required for the specific operation presentation constant). However, the operation valid period may be set to be different depending on the maximum number of operations (the operation valid period becomes longer as the maximum number of operations increases). In this case, the longer the effective operation period, the slower the rate at which the meter decreases.
[0066] When the maximum number of operations is two or more, that is, when the composite operation image 50C is displayed, the state of one of the operation images 50 included in the composite operation image 50C changes when an operation that does not lead to a successful conclusion is performed during the operation valid period. For example, when the maximum number of operations is two, the composite operation image 50C including two operation images 50 is displayed (see FIG. 11(a)). When the first operation (operation that does not lead to a successful conclusion) is performed during the operation valid period, the state of the top operation image 50 of the composite operation image 50C changes (the states of the other operation images 50 are maintained). This makes it possible to clearly show that one operation opportunity has been "consumed (consumed)". There are various possible changes in the state of the operation image 50 (as long as the change in state makes the player feel that the operation opportunity has been consumed). For example, the corresponding operation image 50 may be erased (the erasure of an image is also considered to be included in the change in state) (see the change from FIG. 11(a) to (b-1)), or the operation image 50 displayed in color may change to monochrome (black and white). The meter image 51 may also change in accordance with the change in the corresponding operation image 50. If the corresponding operation image 50 is configured to be erased, then one associated meter image 51 may also be erased (see the change from FIG. 11(a) to (b-1)). If the corresponding operation image 50 changes from color to monochrome, then the meter image 51 may also change from color to monochrome in accordance with the change.
[0067] In the specific operation presentation in this embodiment, if the successful conclusion is not reached and the operation valid period ends before the maximum number of operations are performed, the operation will be transitioned to an ending (either a successful conclusion or a failed ending). Unlike general operation presentations, even if two or more operation opportunities remain at the end of the operation valid period, the operation opportunities will be consumed at once. For example, when the maximum number of operations is three, if the operation performed during the operation valid period is 0 or 1 without reaching a successful conclusion and the end of the operation valid period is reached, the remaining operation opportunities of up to two will be consumed at once when the end is reached. If the target winning / losing lottery result is a big win, the end of the operation valid period will be the trigger for the successful conclusion, and if it is a loss, the end of the operation valid period will be the trigger for the failure conclusion.
[0068] As described above, the specific operation presentation in this embodiment is easy to understand and interesting in that the more the reach number achieved in the reach number presentation executed before that, the more the maximum number of operations becomes. By making the reach number = the maximum number of operations as in this embodiment, it becomes easier to understand.
[0069] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned specific operation presentation (reach number presentation). In addition, to the extent possible, the following specific examples may be combined and applied to a configuration.
[0070] ○First Specific Example The type of decorative pattern 10 constituting the reach that is established in the reach number performance is set to be the same. In other words, even when two or more reaches are established, the type of decorative pattern 10 constituting each of the two or more reaches is set to be the same. In other words, the decorative pattern 10 (target decorative pattern 10T) that is the target of the performance in the reach number performance is set to be one type. The decorative pattern 10 shown in the provocative performance is also the same. For example, if the decorative pattern 10 of "6" is set to the target decorative pattern 10T, the provocative performance with the decorative pattern 10 of "6" (see Figures 13(a)(c)(e)) will occur multiple times.
[0071] In this example, it is preferable to display the target decorative pattern 10T with an image (number image 55) including a letter (number) representing the number of the reach, instead of displaying the reached as it is. For example, when the reach is achieved once (number of the reach = 1), the number image 55 of "x1" (see FIG. 13(c)) is displayed, when the reach is achieved twice (number of the reach = 2), the number image 55 of "x2" (see FIG. 13(e)) is displayed, and when the reach is achieved three times (number of the reach = 3), the number image 55 of "x3" (see FIG. 13(g)) is displayed (when the number of the reach = 1, "x1" does not have to be displayed). When the teasing performance reaches an increasing conclusion, the number of the number image 55 is increased by 1. Since one or more reaches are achieved by the same type of decorative pattern 10, it is easier to understand the number of the reach by displaying such a number image 55.
[0072] Generally, the type of decorative pattern 10 that indicates a jackpot indicates the type of jackpot, so which type of decorative pattern 10 indicates the jackpot affects the profits enjoyed by the player. In other words, the decorative pattern 10 includes a "value element" that affects the profits of the player. For example, if a setting is made such that when a jackpot is indicated by an even-numbered decorative pattern 10, the game state after the jackpot game ends is a low probability state, and when a jackpot is indicated by an odd-numbered decorative pattern 10, the game state after the jackpot game ends is a probability variable state, then the even or odd number corresponds to the "value element."
[0073] In this configuration in which value elements are set for various decorative symbols 10, if the reach number presentation is set to allow two or more reaches to be achieved by different types of decorative symbols 10 as in the above embodiment, a game feature is realized in which even when a jackpot is hit, it is not known which type of decorative symbol 10 will be used to announce the jackpot. On the other hand, if the presentation is set to determine that a reach will be achieved by the target decorative symbol 10T (one type of decorative symbol 10) as in this example, even if two or more reaches are achieved, it is determined that the target decorative symbol 10T will announce the jackpot when a jackpot is hit, and there is an advantage that the series of presentations is easy to understand.
[0074] In addition, the specific operation presentation is one in which an operation opportunity (maximum number of operations) is given according to the number of reaches, and by doing as in this example, it is possible to further enhance the impression that "one reach of a certain type of decorative pattern 10 (target decorative pattern 10T)" is replaced with "one operation opportunity."
[0075] ○ Second Specific Example (an example that further embodies the first specific example) As explained in the first concrete example, even if two or more reaches are established in the reach number performance, the type of the decorative pattern 10 constituting each reach is set to be the same (the target decorative pattern 10T). In that case, the type of the target decorative pattern 10T is assumed to suggest the number of reaches established in the reach number performance. For example, the expected value of the number of reaches established in the reach number performance is higher (the number of reaches is likely to be large) when the decorative pattern 10 of "7" is set as the target decorative pattern 10T (a provocative performance by the decorative pattern 10 of "7" occurs) than when any other type of decorative pattern is set as the target pattern (a provocative performance by the decorative pattern 10 other than "7" occurs). In other words, it can be said that the probability of each provocative performance reaching an increased conclusion is higher when the decorative pattern 10 of "7" is set as the target decorative pattern 10T than when any other type of decorative pattern 10 is set as the target decorative pattern 10T (see FIG. 14).
[0076] By doing this, the player will also pay attention to the type of decorative pattern 10 that is the target of the reach number performance. In addition, since the reach number = the maximum number of operations, and the higher the reach number, the higher the reliability of the big win is set, it is possible to realize a game in which the reliability differs depending on the type of the target decorative pattern 10 (in the above example, the decorative pattern 10 of "7" has a higher reliability than the other decorative patterns 10).
[0077] ○Third specific example Unlike the above embodiment, a setting may be made such that one reach has already been established at the time when the reach number performance occurs. In other words, after a reach (hereinafter referred to as a normal reach) is established, the reach number performance is executed, and the stimulating performance is executed a total of two times in the reach number performance (assuming that the maximum reach number that can be established in the reach number performance is 3). If both stimulating performances reach an increase ending, the final reach number is 3. If one stimulating performance reaches an increase ending and one stimulating performance reaches a maintenance ending, the final reach number is 2. If both stimulating performances reach a maintenance ending, the final reach number is 1. In this way, it is assumed that the normal reach is already counted in the reach number at the time when the reach number performance occurs.
[0078] In addition, in such a case, the setting may be such that the reach number performance may occur only when a normal reach is achieved by a specific type of decorative pattern 10. For example, the reach number performance may occur only when a normal reach of "7" is achieved, and the reach number performance does not occur when a normal reach is achieved by other decorative patterns 10. In this way, a game feature in which attention is paid to the type of decorative pattern 10 when a normal reach is achieved is realized.
[0079] ○Fourth specific example In the above embodiment, it has been explained that when the reach number effect occurs, at least one reach is achieved (the reach number is 1 to 3), but it is also possible that a case may occur where no reach is achieved. In other words, this is a pattern where all the teasing effects do not reach an increasing conclusion, and the reach effect ends. When no reach is achieved, the specific operation effect does not occur, and the winning / losing lottery result is determined to be a loss.
[0080] ○Fifth specific example In the above embodiment, it has been described that the provocative performance occurs three times (the same number as the maximum number of possible reaches) in the reach number performance, but the number of times the provocative performance occurs can be changed as appropriate. For example, the number of possible reaches may be determined by one provocative performance.
[0081] In addition, the number of times that the provocative effects occur in one reach number effect may be indefinite. In this case, it is preferable to set the number of times that the provocative effects occur so that the expected value of the number of reaches that is finally achieved increases as the number of times that the provocative effects occur increases.
[0082] ○Sixth Specific Example As described above, in the specific operation presentation, there is a possibility that the maximum number of operation opportunities may be given. The decrease (consumed) of the operation opportunities is indicated by a display (decorative pattern 10) representing a reach.
[0083] For example, suppose that three reaches are established in the reach number presentation and transition is made to a specific operation presentation (maximum number of operations is three). At the start of the specific operation presentation, the three reaches (decorative patterns 10 constituting the reaches) are displayed (see FIG. 15(a)). Assume that the first operation during the operation valid period is triggered by a failure to reach a successful conclusion. In that case, a display is made as if one of the three reaches has been "consumed (consumed)". For example, one of the three reaches is erased, or one of the three reaches (decorative pattern 10 representing the reach) is marked with an "X" (see FIG. 15(b)). If the second operation is triggered by a failure to reach a successful conclusion, a similar event occurs with respect to the other reach (see FIG. 15(c)). In this way, a change in appearance (erasure is also considered to be a change in appearance) occurs in one of the two or more displayed reaches, triggered by a performance of an operation that does not lead to a successful conclusion.
[0084] A reach established in the reach number presentation corresponds to an operation opportunity granted in the specific operation presentation. In other words, the establishment of a reach corresponds to the "right to operate" the operation means 60. Therefore, the fact that the "right to operate" has been consumed is indicated by, for example, erasing the corresponding reach. In this way, it is more clearly indicated that the establishment of a reach and the granting of an operation opportunity are linked.
[0085] In the case where the number of reached reaches is indicated by the number image 55 described as the first specific example above, the number of the number image 55 may be decreased when an operation that does not lead to a successful conclusion is performed. When "x3" is displayed as the number image 55 (see FIG. 16(a)), the number image 55 is changed to "x2" (see FIG. 16(b)) when an operation that does not lead to a successful conclusion is performed, and when "x2" is displayed as the number image 55 (see FIG. 16(b)), the number image 55 is changed to "x1" (see FIG. 16(c)) when an operation that does not lead to a successful conclusion is performed.
[0086] ○Seventh specific example The state of the operation image 50 displayed in the specific operation presentation suggests the probability that the corresponding operation will lead to a successful conclusion. For example, the state of the operation image 50 is set to be blue or red, and either one of them is displayed as the operation image 50. The state is set such that the probability of the corresponding operation leading to a successful conclusion is higher when the operation image 50 is red than when the operation image 50 is blue.
[0087] If the maximum number of operations is two or more, a composite operation image 50C is displayed. The composite operation image 50C includes two or more operation images 50. The composite operation image 50C is set so that the appearance of one operation image 50 may differ from that of another operation image 50. For example, as shown in FIG. 17, for a composite operation image 50C including two operation images 50, a case may occur in which the operation image 50 corresponding to the first operation is blue and the operation image 50 corresponding to the second operation is red. This indicates that the probability of a successful conclusion being reached in the second operation is higher than the probability of a successful conclusion being reached in the first operation (the second operation is more promising).
[0088] ○ Eighth Specific Example In the above embodiment, it has been described that the number of reaches achieved in the reach number presentation is set to match the maximum number of operations in the specific operation presentation, but they may be set to not match. It is sufficient if the setting is such that the maximum number of operations increases as the number of reaches increases. For example, it may be set to "number of reaches - 1 = maximum number of operations."
[0089] ○ Ninth Specific Example In the above embodiment, it has been explained that the more the maximum number of operations in the specific operation presentation, the higher the probability of reaching a successful conclusion (the target winning / losing lottery result is a jackpot), but the specific number of operations may be set to have the highest probability. For example, the maximum number of operations may be set to have the highest probability of reaching a successful conclusion in the order of maximum number of operations = 2, maximum number of operations = 3, and maximum number of operations = 1 (maximum number of operations = 1 is the highest).
[0090] ○10th specific example The configuration is such that the operation before the operation that leads to the maximum number of operations suggests the subsequent development. For example, in a configuration in which the maximum number of operations is set to 3, if the first operation or the second operation does not lead to an ending (successful ending), an effect (so-called chance up effect) is generated that suggests that the probability of the first operation or the second operation leading to a successful ending has increased. In other words, the setting is such that the probability of the successful ending is higher when the chance up effect occurs as a trigger for at least one of the first operation and the second operation than when the chance up effect does not occur. Also, the setting may be such that the probability of the successful ending is higher when the chance up effect occurs in both the first operation and the second operation (when two chance up effects occur) than when the chance up effect occurs in only one of the two operations (when one chance up effect occurs).
[0091] An example of the chance-up effect is the operation means 60 vibrating (vibrating) (such vibrating operation means itself is well known, so a description thereof will be omitted). In other words, the chance-up effect occurs when the operation means 60 vibrates in response to an operation of the operation means 60 prior to the operation that results in the maximum number of operations. The vibration may end after a predetermined time, or may continue until the conclusion is reached.
[0092] In addition to this, it is also conceivable to set a predetermined image (chance-up image) to be displayed in the display area 911 in response to an operation of the operating means 60 as a chance-up effect.
[0093] Furthermore, multiple types of chance-up effects may be set, and the probability of a successful ending may be higher when a certain type of chance-up effect occurs than when another type of chance-up effect occurs. In other words, the type (content) of the chance-up effect may suggest the degree of probability of a successful ending.
[0094] 4) Design presentation The gaming machine 1 according to this embodiment can execute a pattern presentation using the decorative pattern 10 as a part of the notification presentation for notifying the result of the winning / losing lottery (hereinafter, in the description of the pattern presentation, the winning / losing lottery result may be referred to as the target winning / losing lottery result, and the notification presentation may be referred to as the target notification presentation). In this embodiment, during the pattern presentation, "XX Chance" (the name indicating the pattern presentation) is displayed in the display area 911 (see FIG. 18 and FIG. 19).
[0095] In the pattern performance, a unit performance occurs multiple times in which a combination of a plurality of decorative patterns 10 (in this embodiment, a left decorative pattern 10L selected from a left decorative pattern group 10gL, a right decorative pattern 10R selected from a right decorative pattern group 10gR, and a middle decorative pattern 10C selected from a middle selection pattern group) displayed in the display area 911 may become a specific combination. As a result of each unit performance, a result in which a specific combination is constructed (see FIG. 18(c) and FIG. 19(b-1)) and a result in which a specific combination is not constructed (a combination that is not a specific combination is sometimes called a non-specific combination) (see FIG. 18(g) and FIG. 19(b-2)) are set. Note that, at the time when a specific combination or a non-specific combination is displayed, each decorative pattern 10 is not completely stopped but is in a pseudo-stop state (a state in which it is slightly shaking can be exemplified). Note that, in order to prevent a mistaken belief that it is a big win, a set of three decorative patterns 10 of the same type is not displayed as a result of the unit performance (specific combination, non-specific combination). In addition, in this embodiment, each unit performance of the pattern performance is displayed in the order of left decorative pattern 10L, right decorative pattern 10R, and center decorative pattern 10C (see Figures 18(a) to (c), (e) to (g)). However, to avoid the mistaken idea that a "reach" has been achieved, the left decorative pattern 10L and the right decorative pattern 10R are not the same type of pattern.
[0096] The specific combination is a so-called "chance combination" (non-specific combination is a "non-chance combination"). The specific combination can be set from various viewpoints. In the pattern presentation in this embodiment, the specific combination is when all three decorative patterns 10 are patterns containing "odd numbers" (see FIG. 18(c) and FIG. 19(b-1)). Other combinations are non-specific combinations (see FIG. 18(g) and FIG. 19(b-2)). As another example, each decorative pattern 10 may include an element of "color" (one of two or more colors is set as the color of each decorative pattern 10), and the specific combination may be when all three decorative patterns 10 are of the same color (a non-specific combination may be when one pattern and the other patterns among the three decorative patterns 10 are different colors).
[0097] In the symbol performance, the above-mentioned unit performance occurs multiple times. In this embodiment, a predetermined upper limit number of unit performances (a number of times equal to or greater than a specified number described later) occurs. The upper limit number of times can be seen as the number of chances (opportunities) for a specific combination to be constructed. In this embodiment, the upper limit number of times is set to 5 times.
[0098] After the symbol performance, there is a possibility that a development performance (a performance that constitutes a part of the target notification performance) will occur. The condition is that the number of times that a specific combination is formed in the symbol performance (the number of times that the combination is formed; hereinafter, sometimes simply referred to as the number of times that the combination is formed) reaches a specified number of times. In this embodiment, the specified number is set to 3 times. In other words, when the number of times that the symbol performance is formed reaches 3 times (when the state shown in FIG. 19(b-1) is reached, etc.), a development performance will occur. Conversely, when the number of times that the unit performance is generated reaches the upper limit number of times, and the number of times that the unit performance is generated does not reach 3 times (when the state shown in FIG. 19(b-2) is reached, etc.), a development performance will not occur. In this embodiment, when a development performance occurs, there is a possibility that the target winning / losing lottery result will be a jackpot, and when a development performance does not occur, it is confirmed that the target winning / losing lottery result will be a loss. In other words, the transition from the symbol performance to the development performance is considered to be an advantageous event for the player.
[0099] The specific aspects of the development presentation can be set appropriately, so a detailed explanation will be omitted. The development presentation in this embodiment is a type of so-called (super) reach presentation, the outcome of which indicates the result of a win / lose lottery. If the result of the target win / lose lottery is a jackpot, the outcome of the development presentation will be advantageous to the player, and if it is a miss, the outcome of the development presentation will be disadvantageous to the player. The development presentation in this embodiment is a battle presentation in which an ally character fights an enemy character. An outcome in which the ally character wins is an outcome advantageous to the player, and an outcome in which the ally character loses (the enemy character wins) is an outcome disadvantageous to the player.
[0100] In this embodiment, a plurality of types of development effects are set as development effects that may occur after the pattern effects. After the pattern effects, one of the plurality of types of development effects occurs. In this embodiment, three types of development effects, a first development effect to a third development effect, are set. Each development effect has a different characteristic (motif, etc.). In this embodiment, each of the development effects has a different ally character. The first development effect (see the right side of FIG. 20(a)) features ally character X (ally X), the second development effect (see the right side of FIG. 20(b)) features ally character Y (ally Y), and the third development effect (see the right side of FIG. 20(c)) features ally character Z (ally Z). That is, each development effect is different (distinguishable from each other) in that at least the ally characters (the performance elements of the development effects) that appear are different. In this embodiment, the first development effect, the second development effect, and the third development effect are considered to have a higher probability ((jackpot) reliability) of the target winning / losing lottery result being a jackpot (the third development effect has the highest reliability).
[0101] In the pattern performance, each time a specific combination is formed (achieved), an image (suggestive image 40) suggesting a development performance that may occur thereafter is displayed (see FIG. 18(d) and FIG. 19(c-1)). Since the specified number of times is 3, a maximum of three suggestive images 40 may be displayed in one pattern performance. The suggestive image 40 is assumed to suggest a development performance that may occur after the pattern performance. In this embodiment, the suggestive image 40 is assumed to suggest an ally character that appears in a development performance that may occur after the pattern performance. That is, if it suggests the possibility that a first development performance will occur after the pattern performance, a part of the ally character X is set as the suggestive image 40 (first suggestive image 401) (the performance shown in FIG. 18 and FIG. 19 displays the first suggestive image 401). If it suggests the possibility that a second development performance will occur after the pattern performance, a part of the ally character Y is set as the suggestive image 40 (second suggestive image 402). If it indicates the possibility that the third development effect will occur after the symbol effect, a part of the ally character Z is made into a suggestion image 40 (third suggestion image 403). A player who sees such a suggestion image 40 (any of the first suggestion image 401 to the third suggestion image 403) can predict the type of development effect that will occur after the symbol effect. If a player knows the difference in reliability of each development effect, he or she will expect that the development effect will be transitioned to and a jackpot will be announced when the second suggestion image 402 is displayed rather than when the first suggestion image 401 is displayed, and when the third suggestion image 403 is displayed rather than when the second suggestion image 402 is displayed. In this embodiment, different types of suggestion images 40 are not displayed in the same symbol effect (series of symbol effects).
[0102] As described above, in one pattern presentation, a maximum of three suggestive images 40 may be displayed. Each suggestive image 40 represents a part of the corresponding ally character. By displaying three suggestive images 40, an image (development image 41) that allows the viewer to understand that the corresponding ally character is represented is completed (see FIG. 19(c-1)). That is, in a certain pattern presentation, by displaying three first suggestive images 401, a first development image 411 (see FIG. 19(c-1), the left side of FIG. 20(a)) representing ally character X is completed, and a transition is made to a first development presentation (see the right side of FIG. 20(a)). Similarly, by displaying three second suggestive images 402, a second development image 412 (see the left side of FIG. 20(b)) representing ally character Y is completed, and a transition is made to a second development presentation (see the right side of FIG. 20(b)). By displaying three third suggestion images 403, a third development image 413 (see the left side of FIG. 20(c)) representing ally character Z is completed, and the game moves to the third development performance (see the left side of FIG. 20(c)). Note that, although it is preferable that the development image 41 is in a state where the three suggestion images 40 are continuous (connected), they may be in a state where they are separated from each other as long as the whole can be grasped.
[0103] In the pattern presentation, if the unit presentation occurs the maximum number of times and the three suggestive images 40 are not displayed (if the successful result does not occur three times) (see Figure 19 (c-2)), the development image 41 is not completed and there is no transition to the development presentation suggested by the suggestive image 40.
[0104] In this manner, in the present embodiment, the condition for transitioning to an advanced performance is that a specific combination occurs a specified number of times, and a suggestion image 40 suggesting an advanced performance is displayed each time a specific combination is formed, making it easy to understand the flow of the performance (a series of performances including the pattern performance and the advanced performance).
[0105] In addition, the display of the same number of suggestion images 40 as the specified number of times is set so that the development image 41 indicating a transition to a development performance (indicating the type of development performance to be transitioned to) is completed, making it easier to understand the relationship between the pattern performance and the development performance.
[0106] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned pattern effects (development effects). In addition, to the extent possible, the following specific examples may be combined and applied to a configuration.
[0107] ○First Specific Example In the above embodiment, it has been described that multiple types of development effects are set that can occur after the symbol effect, but there may be only one type. In other words, the suggestive image 40 suggesting the one type of development effect is displayed every time a specific combination is constructed. However, as in the above embodiment, at the time when the symbol effect occurs (the time when the suggestive image 40 is not displayed), it is not possible to know which development effect is likely to be transitioned to, and it is only when the suggestive image 40 is displayed that the player can know the development effect that may be transitioned to (whether or not it will transition to a development effect with high reliability, etc.), which makes it possible to increase the degree of attention of the player to the display of the suggestive image 40.
[0108] ○Second Specific Example The construction of the first specific combination (see FIG. 21(c)) is the trigger for transition to the pattern presentation (see FIG. 21(d)). In other words, unlike the above embodiment, the possibility of a specific combination being constructed after transition to the pattern presentation is not generated, but the first specific combination is already constructed at the time of transition to the pattern presentation. In this case, one suggestive image 40 (suggestive image 40 accompanying the construction of the first specific combination) is displayed at the time of transition to the pattern presentation (see FIG. 21(d)). If the condition for transition to the development presentation is that three suggestive images 40 are displayed and a development image 41 is completed, as in the above embodiment, the transition to the development presentation will occur if two specific combinations are constructed after transition to the pattern presentation and before the unit presentation reaches the upper limit number of times.
[0109] By following this example, the transition to the pattern presentation will only occur once a specific combination has been achieved (only once the suggestive image 40 has been displayed), so it is easy to predict what type of pattern presentation will take place once the pattern presentation has begun.
[0110] In addition, in the case of this example, the notification effect (previous notification effect) in which the first specific combination is constructed and the notification effect (target notification effect) in which the pattern effect occurs can be different. In other words, the first specific combination notifies that the previous winning / losing lottery result corresponding to the previous notification effect is a loss (the specific combination in FIG. 21(c) is also a combination that indicates that the previous winning / losing lottery result is a loss. Since it indicates the winning / losing lottery result, each decorative pattern 10 is completely stopped at the time of FIG. 21(c)), and then the target notification effect is generated and the pattern effect occurs (see FIG. 21(d)). In this case, the previous notification effect can be said to function as a so-called pre-reading effect for the target notification effect. However, it is not denied that the configuration in which FIG. 21(a) to (c) occurs as part of the target notification effect (notification effect including the pattern effect) is configured.
[0111] ○Third specific example A configuration is assumed in which a plurality of types of combinations are set as the specific combinations. For example, a first specific combination (the specific combination described in the above embodiment) (see FIG. 22(a)) consisting of decorative patterns 10 having "odd" numbers and a second specific combination (see FIG. 22(b)) consisting of decorative patterns 10 having "even" numbers are set.
[0112] As the symbol effects, a first symbol effect that generates a unit effect that may become a first specific combination, and a second symbol effect that generates a unit effect that may become a second specific combination are set. The first symbol effect is set as a successful result (a result in which a new suggestive image 40 is displayed) when the first specific combination is created (a result in which the second specific combination is created is not a successful result). The second symbol effect is set as a successful result (a result in which a new suggestive image 40 is displayed) when the second specific combination is created (a result in which the first specific combination is created is not a successful result).
[0113] Assuming such a configuration, the upper limit number of times (the number of chances for a specific combination to be constructed) is set to be different between the first and second pattern effects. For example, the upper limit number of times is set to be higher for the first pattern effect than for the second pattern effect (see FIG. 22). It is preferable to set the probability of a development effect occurring (the probability of a specific combination being constructed a specified number of times) to be higher for the first pattern effect, which has a relatively higher upper limit number, than for the second pattern effect, which has a relatively lower upper limit number. In other words, the more "chance opportunities" for a specific combination to be constructed, the more likely the number of times a specific combination is constructed will reach the specified number.
[0114] By implementing this example, it is possible to create a presentation form that draws the player's attention to what form the specific combination will take.
[0115] A specific combination may be displayed at the stage where the symbol effects (first symbol effect, second symbol effect) occur. For example, a display such as "Chance with odd numbers" (see FIG. 22(a)) may be displayed for the first symbol effect, and "Chance with even numbers" (see FIG. 22(b)) may be displayed for the second symbol effect. In this way, the player can grasp which combination is the specific combination (whether it is the first symbol effect or the second symbol effect) at the stage before the specific combination is displayed.
[0116] In addition, assuming that the configuration of this example is adopted, and that the configuration described in the second specific example is adopted, the following advantages are obtained. In the case of the configuration described in the second specific example, the construction of the first specific combination is the trigger for transition to the pattern presentation. If the first specific combination is the first specific combination (see FIG. 23(a-1)), the first pattern presentation (see FIG. 23(a-2)) will occur, and if the first specific combination is the second specific combination (see FIG. 23(b-1)), the second pattern presentation (see FIG. 23(b-2)) will occur. In other words, at the time when the pattern presentation occurs, the type of the pattern presentation (whether it is a presentation in which the first specific combination is constructed or a presentation in which the second specific combination is constructed) can be grasped. In other words, at the time when the pattern presentation starts, the upper limit number (whether it is a presentation with a higher upper limit number or a presentation with a lower upper limit number) can be grasped.
[0117] 23, it is possible to set the first symbol presentation resulting from the construction of the first specific combination to be more likely to display a suggestive image 40 with a higher probability of winning than the second symbol presentation resulting from the construction of the second specific combination. In other words, the fact that the first specific combination is more advantageous than the second specific combination is reflected in the type of suggestive image 40 (the type of development presentation that may develop).
[0118] ○Fourth specific example In the pattern presentation, two or more suggestive images 40 may be displayed when a specific combination is constructed once. For example, as specific combinations, a "forward combination" (specific combination A) (see FIG. 24(a-1)) in which the numbers of the decorative pattern 10 are arranged in order from the left, and a "reverse combination" (specific combination B) (see FIG. 24(b-1)) in which the numbers are arranged in order from the right are set. In one pattern presentation, both the forward combination and the reverse combination may be realized.
[0119] When a forward combination is constructed (see FIG. 24(a-1)), this triggers the display of a first suggestive image 40 (see FIG. 24(a-2)). On the other hand, when a reverse forward combination is constructed (see FIG. 24(b-1)), this triggers the display of a second suggestive image 40 (see FIG. 24(b-2)). If the development image 41 is completed and a transition to a development performance is made when three suggestive images 40 are displayed, as in the above embodiment, then constructing a reverse forward combination can be said to be more advantageous to the player than constructing a forward combination.
[0120] In this way, even if the unit performance leads to a realized result, the number of displayed suggestive images 40 is different (two or more suggestive images 40 may be displayed). If the number of displayed suggestive images 40 corresponds to the type of specific combination (specific combination A, specific combination B), the player will pay attention to the type of specific combination.
[0121] In the case of this example, the setting may be such that, when a specific combination is constructed once, all of the suggestion images 40 (three suggestion images 40 in the above embodiment) that make up the development image 41 are displayed at once. By doing so, even if no suggestion images 40 are displayed until the last unit performance, the setting may be such that the development image 41 is completed at once in the last unit performance.
[0122] ○Fifth specific example In the above embodiment, it was explained that a specific combination occurs a specified number of times in the pattern presentation, and the same number of suggestive images 40 of the same type are displayed, thereby transitioning to the advanced presentation. However, the setting is such that even if a specific combination is formed, the same type of suggestive image 40 is not necessarily displayed.
[0123] For example, after two first suggestion images 401 are displayed (see FIG. 25(a)), a specific combination is constructed (see FIG. 25(b)), and a new suggestion image 40 is displayed. If the newly displayed suggestion image 40 is the first suggestion image 401, the first development image 411 is completed (see FIG. 25(c-1)), and the first development performance is started. On the other hand, the newly displayed suggestion image 40 may be the second suggestion image 402 or the third suggestion image 403. In this case, the first development image 411 is not completed (see FIG. 25(c-2)), and the performance does not move to the development performance. In other words, when a specific combination is constructed in a state where one or more suggestion images 40 are already displayed, the same type of suggestion image 40 as the already displayed suggestion image 40 is not unconditionally displayed, but a different type of suggestion image 40 may be displayed. When a different type of suggestion image 40 is displayed, the development image 41 is not completed, and the performance does not move to the development performance (it is determined that the result is a miss). In this way, when a specific combination is constructed, it is possible to create a presentation form in which attention is paid to whether or not the same type of suggestive image 40 is displayed.
[0124] In addition, even if a different type of suggestion image 40 is displayed, if the number of occurrences of the unit performance has not reached the upper limit, the setting may be such that there is a possibility of transitioning to an advanced performance. In other words, the unit performance may be repeated until the number of occurrences of the unit performance reaches the upper limit, and the same type of suggestion image 40 is displayed a specified number of times (three times in accordance with the above embodiment) (the display of a different type of suggestion image 40 is not included in the specified number of times), thereby transitioning to an advanced performance.
[0125] 5) Decoration The gaming machine 1 according to this embodiment is capable of executing a decorative effect using the decorative member 30. The decorative effect constitutes a part of the notification effect (in the following explanation of the decorative effect, the notification effect that generates the decorative effect is sometimes referred to as the target notification effect, and the winning / losing lottery result corresponding to the target notification effect is sometimes referred to as the target winning / losing lottery result). Note that the illustration of the decorative pattern 30 is omitted in the figures for explaining the decorative effect and in FIG. 1. The decorative effect occurs as an effect suggesting the winning / losing lottery result.
[0126] The decorative member 30 is a tangible object (a so-called accessory) fixed at a predetermined position facing the display area 911 (see FIG. 1). In this embodiment, it is fixed to the right side of the display area 911. It may move within a predetermined range, but the decorative performance is executed with the decorative member 30 positioned at the above-mentioned predetermined position. The decorative member 30 in this embodiment is shaped like a "bomb" (like a "bomb" with part of it cut off).
[0127] The decorative member 30 is capable of changing its appearance. In this embodiment, the decorative member 30 has an internal light-emitting body (not shown), and is configured so that the light emitted from the light-emitting body can be seen by the player. By changing the light-emitting color of the light-emitting body, the appearance (appearance) of the decorative member 30 changes (the material constituting the outer surface of the decorative member 30 is light-transmitting). In each figure explaining the decorative performance, the light-emitting color is represented by "letters." The light-emitting body does not emit light in a normal state (a decorative member 30 without "letters" in each figure represents a state in which the light-emitting body is not emitting light).
[0128] In the decorative presentation (see FIG. 26), a presentation image 35 is displayed in the display area 911 (see FIG. 26(b)). In this embodiment, the presentation image 35 is a linear image extending from the decorative member 30. When viewed from the front, the decorative member 30 and the presentation image 35 are displayed so as to be continuous. As described above, the decorative member 30 represents a "bomb," and the presentation image 35 is an image representing the "fuse" of the bomb.
[0129] At the start of the decoration performance, the performance image 35 is in its initial form. As will be described in detail later, as the decoration performance progresses, the performance image 35 gradually changes to become smaller (shorter), so the performance image 35 in its initial form can be said to be in its largest (longest) state before the change.
[0130] An effect occurs in which the tip of the effect image 35 representing a "fuse" (the end opposite the decorative member 30) is "ignited." In this embodiment, an effect occurs in which the character displayed in the display area 911 lights the tip of the fuse (see FIG. 26(c)). This effect triggers the change in the effect image 35. Specifically, the effect image 35 changes so that it becomes smaller toward the decorative member 30 (see FIG. 26(d)). In other words, the "fuse" becomes shorter. In this embodiment, the speed at which this shortening occurs is constant. In other words, the amount of change in the effect image 35 per unit time is constant after the change in the effect image 35 begins.
[0131] In this embodiment, the initial form of the performance image 35 (the length of the fuse) can change with each decorative performance. As described above, the speed at which the performance image 35 changes is constant, so the larger (longer) the initial form is, the longer the time it takes to change from the initial form to the final form. In other words, the length of the initial form suggests the length of time it takes to reach the final form. However, this does not deny the possibility of the initial form of the performance image 35 being constant.
[0132] After the change in the performance image 35 has started, the state of the decorative member 30 changes when the performance image 35 reaches its final form (see FIG. 26(e)). In this embodiment, the state of the decorative member 30 changes when the performance image 35, which is getting smaller, is no longer displayed at all (its size (length) becomes 0) (i.e., the above "final form" includes a state in which the performance image 35 is not displayed). However, the state in which the size of the decorative member 30 has reached a predetermined length (an extremely small (short) state) may also be regarded as the final form.
[0133] When the performance image 35 reaches its final form, an image (time-up image 38) that looks as if an explosion has occurred is displayed in the display area 911 (see FIG. 26(f)), and the decorative member 30 (light-emitting body) changes its state from a non-light-emitting state (normal state) to a light-emitting state (see FIG. 26(g)). In other words, the performance is as if the state of the "bomb" has changed as a result of the explosion. The decorative member 30 (light-emitting body) emits light in one of the three luminous colors: "blue," "green," or "red." It is set so that the probability of the target winning / losing lottery result being a jackpot is higher when the decorative member 30 emits light in "green" than when it emits light in "blue," and when the decorative member 30 emits light in "red" than when it emits light in "green." In other words, the reliability of the jackpot is indicated by the decorative member 30 after the state change.
[0134] In this manner, the decorative presentation in this embodiment begins with a display of the presentation image 35 in its initial form becoming smaller toward the decorative member 30, and then when the presentation image 35 reaches its final form, an event occurs in which the form of the decorative member 30 changes. The timing at which the form of the decorative member 30 changes is due to a change in presentation form, and so a presentation effect is achieved that is roughly predictable (although this is more difficult to predict than a presentation in which a countdown is displayed and an event occurs when the time is up).
[0135] In this embodiment, the effect image 35 is curved, so that it is more difficult to predict when the time is up. However, this does not mean that the effect image 35 may be linear.
[0136] The following are specific examples of improvements, modifications, and realizations of the above-mentioned decorative presentation items. Note that, to the extent possible, a configuration may be made in which a plurality of items described in the following specific examples are combined and applied.
[0137] ○First Specific Example In the above embodiment, it has been described that the change in the appearance of the decorative member 30 suggests the reliability of the jackpot of the target winning / losing lottery result, but the present invention is not limited to this as long as the change in the appearance of the decorative member 30 can suggest, notify, or the like. For example, a display (not shown) capable of displaying characters or the like may be provided inside the decorative member 30, and the characters may be used to predict an upcoming event (event). The event (character) may be the character "reach" to predict that a reach will occur, the character "NEXT" to predict that a pseudo consecutive performance (pseudo consecutive) will occur (pseudo consecutive performance is well known, so a description will be omitted), or the character "win" to predict that the target winning / losing lottery result is a jackpot (see FIG. 27(a)).
[0138] It is preferable that the occurrence of these events is advantageous to the player. However, it is preferable that each event has a different benefit to the player when it occurs (the reliability of the target winning / losing lottery result being a jackpot). For example, it is set so that the probability of the target winning / losing lottery result being a jackpot is higher when a pseudo-continuous performance occurs than when a reach occurs. This will draw the player's attention to the occurrence of a more advantageous event.
[0139] Also, at least some events are unlikely to occur as a result of the target notification performance passing a predetermined time point. For example, after a "reach" is established in the target notification performance before the performance component reaches its final form, the "reach" is already established, and therefore there is no possibility that the decorative performance will predict the occurrence of the "reach" (at the time the reach occurs, there is no possibility that one of the candidates whose occurrence may be predicted as a decorative performance will occur) (see FIG. 27(b)). Therefore, the timing at which the performance image 35 reaches its final form (the timing at which the form of the decorative component 30 changes) is extremely important. As described above, in this embodiment, the timing is due to a change in the performance form, so it can be said that the timing at which an event occurs is more difficult to predict than a performance in which the timing is indicated by time (countdown), which makes it more interesting.
[0140] ○Second Specific Example The decorative effect may stop midway and may not reach the final form. If the decorative image 35 does not reach the final form, the change in form (event) of the decorative member 30 does not occur. As explained in the first specific example above, if the event whose occurrence is predicted by the change in form of the decorative member 30 is an advantageous event for the player, it can be said that the reaching of the decorative image 35 to the final form is a favorable situation for the player, but it is assumed that there may be a case where the decorative effect ends without the decorative image 35 reaching the final form (the event is not predicted). With this configuration, when the decorative effect occurs, a gameplay in which the player hopes that the decorative image 35 will reach the final form is realized. Note that if the decorative image 35 does not reach the final form, the result of the lottery may be determined to be a loss.
[0141] In this example, an effect may be generated that suggests that the change in the effect image 35 may stop. If the effect results in a maintain result, the change in the effect image 35 does not stop, and if the effect results in a stop result, the change in the effect image 35 stops. As in the above embodiment, if the effect image 35 is a "fuse," a character that may put out the fuse (extinguish) may appear (see FIG. 28(a)), and the effect of the character not being able to extinguish the fuse may be set as a maintain result (see FIG. 28(b-1)), and the effect of extinguishing the fuse may be set as a stop result (see FIG. 28(b-2)). Since the effect image 35 reaching its final form leads to the occurrence of an event that is desirable to the player, it can be said that a maintain result is a more advantageous result for the player than a stop result.
[0142] ○Third specific example Even if the performance image 35 reaches its final form, there may be cases where the state of the decorative member 30 does not change. In other words, the decorative performance may end in an ending (occurrence ending) where an event occurs in which the state of the decorative member 30 changes as a result of the performance image 35 reaching its final form (see FIG. 29(b)) (see FIG. 29(c-1)), or the state of the decorative member 30 does not change even when the performance image 35 reaches its final form, that is, no event occurs (non-occurrence ending) (see FIG. 29(c-2)). If the occurrence of the above-mentioned event is an event that is advantageous to the player, then the occurrence ending can be said to be a more advantageous decorative performance ending for the player than the non-occurrence ending.
[0143] In this example, the aspect of the presentation image 35 may suggest the likelihood of the outcome. For example, either a white presentation image 35 (fuze) or a red presentation image 35 (fuze) is displayed as the presentation image 35 (see FIG. 29(a)), and the latter presentation image is more likely to result in the outcome when the presentation image 35 reaches its final form than the former presentation image. In this way, a gameplay that draws the player's attention to the aspect of the presentation image 35 is realized.
[0144] ○Fourth specific example In the above embodiment, it has been described that the speed of change of the performance image 35 (the speed at which the image becomes smaller toward the decorative member 30) is constant, but the speed of change may be variable. In this case, the speed may be variable during the decorative performance (configuration 1), or may be constant during the decorative performance but different for each decorative performance (configuration 2).
[0145] If the speed of change can be changed during the decorative rendering, as in configuration 1, the effect is that it becomes extremely difficult to predict the timing at which the rendering image 35 will reach its final form. Note that, in the case of configuration 1, the speed of change may be set to 0, or may never be 0. In the former case, since the speed of change can become 0, the effect is that it becomes completely impossible to predict the timing at which the final form will be reached. On the other hand, in the latter case, since the speed of change never becomes 0 (it is always changing), it can be said that it is easier to predict the timing at which the final form will be reached than in the former case.
[0146] If the speed of change is set not to change during the decorative performance as in configuration 2, the timing at which the final form is reached can be roughly predicted from the speed of change of the performance image 35 in the decorative performance. In addition, since the speed of change can be different each time a new decorative performance is generated, even if the initial form of the performance image 35 is the same, the time it takes for the performance image 35 to change from the initial form to the final form can be different for each decorative performance.
[0147] ○Fifth specific example Before the performance image 35 is displayed, the state of the decorative member 30 changes to a state (pre-performance state) different from the normal state (see FIG. 30(a)) (see FIG. 30(b)). By doing so, the player can know that a decorative performance may occur from the stage before the performance image 35 is displayed. The pre-performance state is different from any of the states of the decorative member 30 executed as a result of the decorative performance (in the above embodiment, the states of "blue", "green", and "red"). For example, the decorative member 30, which is in a non-luminous state in the normal state, is set to emit light in "white" as the pre-performance state (see FIG. 30(b)). In the case of this example, after the decorative performance is started (after the performance image 35 is displayed), until the performance image 35 reaches the final form, the decorative member 30 may be configured to be in the pre-performance state, or may be configured to be in a state different from the pre-performance state (for example, returning to the normal state once) (the example shown in FIG. 30 is configured to maintain the pre-performance state until the final form is reached (see FIG. 30(b) to (d))).
[0148] When the decorative member 30 enters the pre-performance state, it may be set so that it is certain that a decorative performance will occur thereafter, or it may be set so that a decorative performance will not necessarily occur. In the former case, the decorative member 30 entering the pre-performance state functions as a "warning" of the decorative performance. In the latter case, the decorative member 30 entering the pre-performance state functions as an indication that the likelihood of a decorative performance occurring has increased. Note that, if the latter case is used, it may be possible for the decorative member 30 to return to its normal state after entering the pre-performance state without a decorative performance occurring (without displaying the performance image 35).
[0149] Sixth Specific Example (an example that further embodies the fifth specific example) The decorative member 30 is configured to change from a normal state to a pre-performance state when the gaming ball enters the starting area 904 (see Fig. 31(a)→(b)). Specifically, when the gaming ball enters the starting area 904, win / lose determination information is acquired, and the decorative member 30 is configured to change to the pre-performance state in order to suggest that a decorative performance will occur (that the likelihood of occurrence has increased) in the notification performance that notifies the win / lose lottery result corresponding to the win / lose determination information. In short, when the reserve (win / lose lottery information) on which the target win / lose lottery result is based is acquired, a change occurs in the decorative member 30 that suggests that a decorative performance will occur for the target win / lose lottery result. In Fig. 31, the reserved pattern 70 corresponding to the hit / miss judgment information that triggered the change of the decorative member 30 to the pre-performance state is marked with an "x" (the mark is marked for explanation purposes and is not actually marked. However, the state of the target reserved pattern 70 may be changed to a state different from the normal state to clarify the reserved pattern 70 that is the target of the decorative performance). The decorative performance occurs in the notification performance in which the reserved pattern 70 becomes the changing reserved pattern 71 (see Fig. 31(c)).
[0150] In the case of this example, if the hit / miss determination information that triggered the decorative member 30 to enter the pre-performance state is pre-change pending information, the change in the pre-performance state of the decorative member 30 functions as a start winning time look-ahead effect (a look-ahead effect that occurs when the game ball enters (enters) the start area 904, and suggests the result of a win / miss lottery based on the winning), which is a type of so-called look-ahead effect (the look-ahead effect itself is publicly known, so a description is omitted). In other words, in the notification effect executed before the target notification effect (before the target notification effect starts), the decorative member 30 changes to the pre-performance state, suggesting that a decorative effect will occur in the target notification effect, so it can be said that the change functions as a start winning time look-ahead effect.
[0151] ○Seventh specific example It is assumed that a pre-effect occurs before the decorative effect occurs. The pre-effect is a display of a pre-effect image 39 (see Fig. 32(a)(b)) that gradually grows larger from the decorative member 30 side in the display area 911. The pre-effect image 39 can eventually become the initial form of the effect image 35 (see Fig. 32(c-1)). In terms of the above embodiment, it can be said that the effect is such that a fuse is stretched from the bomb side, which is the decorative member 30. It is preferable that a character or the like that stretches the fuse is displayed. If (without the pre-effect as described above) the initial form of the effect image 35 is suddenly displayed, the player may not understand what has happened. In order to avoid such a situation, it is preferable that the pre-effect as described above occurs, and that the player's understanding of the occurrence of the decorative effect is helped.
[0152] In the case of the configuration of this example, when the preliminary image 39 is displayed, the preliminary image 39 may be configured to always reach the initial form of the performance image 35 (the decorative performance occurs). In this way, the display of the preliminary image 39 functions as a notice of the decorative performance.
[0153] On the other hand, it is also possible to set it so that the preliminary image 39 reaches the initial form of the presentation image 35 (same size (length) as the initial form) (see FIG. 32(c-1)) and not to do so (see FIG. 32(c-2)). In the former case, a decorative presentation occurs, but in the latter case, a decorative presentation does not occur. In other words, the preliminary image 39 reaching the initial form of the presentation image 35 is set as a condition for the occurrence of the decorative presentation. In this way, a game in which the player hopes that the preliminary image 39 will reach the initial form of the presentation image 35 (is stretched until it becomes the initial form of the presentation image 35) and a decorative presentation occurs is realized. One of a plurality of candidates may be displayed as an image of a character or the like that stretches (enlarges) the presentation image 35, and the probability that the preliminary image 39 will reach the initial form of the presentation image 35 may be suggested depending on which image is displayed.
[0154] 6) Pattern transfer performance The gaming machine 1 according to this embodiment is capable of executing a symbol forwarding effect using the decorative symbol 10. The details of the symbol forwarding effect will be described below. In the symbol forwarding effect, the type of the first decorative symbol displayed at a predetermined position is switched (forwarded). In this embodiment, the middle decorative symbol 10C (middle decorative symbol group 10gC) is associated with the first decorative symbol (first decorative symbol group).
[0155] When the type of the first decorative pattern displayed at a predetermined position is switched in the pattern forwarding performance, the second decorative pattern moves (acts). Specifically, the performance is such that the moving second decorative pattern moves (forwards) the first decorative pattern. In this embodiment, the left decorative pattern 10L (left decorative pattern group 10gL) and the right decorative pattern 10R (right decorative pattern group 10gR) are associated with the second decorative pattern (second decorative pattern group).
[0156] The symbol forwarding performance proceeds as follows. One left decorative symbol 10L is selected from the left decorative symbol group 10gL, and one right decorative symbol 10R is selected from the right decorative symbol group 10gR (see Fig. 33(a)(b)). The symbol forwarding performance in this embodiment occurs when a reach is achieved (the symbol forwarding performance can be said to be a type of reach performance). In other words, the left decorative symbol 10L selected from the left decorative symbol group 10gL and the right decorative symbol 10R selected from the right decorative symbol group 10gR are the same type of symbol (see Fig. 33(b)). At the time when a reach is achieved, the fluctuation speed of the center decorative symbol group 10gC is so high that the individual center decorative symbols 10C cannot be grasped.
[0157] After that, the speed of change of the group of middle decorative symbols 10gC is reduced to the extent that each of the middle decorative symbols 10C can be grasped, and the state is that one middle decorative symbol 10C is displayed at a predetermined position (any position that can be grasped as the middle decorative symbol 10C existing between the left decorative symbol 10L and the right decorative symbol 10R) (see FIG. 33(c)). That is, the left decorative symbol 10L is displayed on one side in the width direction of the predetermined position, and the right second decorative symbol is displayed on the other side. However, the one middle decorative symbol 10C is not completely stopped while the symbol forwarding performance is being performed (the state in which the group of middle decorative symbols 10gC has changed is maintained). In other words, it can be said that the one middle decorative symbol 10C is in a pseudo-stop state at a predetermined position. In this embodiment, the one middle decorative symbol 10C that first pseudo-stops at a predetermined position is a different type of symbol from the left decorative symbol 10L and the right decorative symbol 10R that constitute the reach. In other words, this prevents the player from mistakenly thinking that he or she has won the jackpot.
[0158] Then, the left decorative pattern 10L and the right decorative pattern 10R move toward the central decorative pattern 10C displayed at a predetermined position (the center side of the display area 911), and perform an operation of pushing the central decorative pattern 10C downward (hereinafter, sometimes referred to as a forwarding operation) together (see FIG. 33(d)). The central decorative pattern 10C moves downward with the forwarding operation, and a new central decorative pattern 10C is displayed at a predetermined position (pseudo-stopped) (see FIG. 33(e)). In short, the central decorative pattern 10C is forwarded frame by frame. In this embodiment, the central decorative pattern 10C fluctuates in the order of "numbers" in the central decorative pattern group 10gC. Therefore, when the forwarding operation occurs with the central decorative pattern 10C at the predetermined position being displayed, the central decorative pattern 10C next to the certain central decorative pattern 10C is displayed at the predetermined position. By repeating this process (see FIG. 33(f)), the type of the central decorative pattern 10C displayed at the designated position is switched in the order of "numbers."
[0159] Finally, when the symbol feed of the central decorative pattern 10C stops and the type of the central decorative pattern 10C finally displayed at the predetermined position is the same as the type of the left decorative pattern 10L and the right decorative pattern 10R that constitute the reach, a big win is obtained (see FIG. 33(g-1)). When the type of the central decorative pattern 10C finally displayed at the predetermined position is different from the types of the left decorative pattern 10L and the right decorative pattern 10R that constitute the reach, a miss is obtained (see FIG. 33(g-2)). In addition, in this embodiment, when the symbol feed of the central decorative pattern 10C does not stop (the number of frames fed becomes a predetermined number or more), a transition (development) to a super reach performance is made (see FIG. 33(g-3)).
[0160] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned symbol forwarding performance. Note that, to the extent possible, a configuration may be made in which a plurality of the items described in the following specific examples are combined and applied.
[0161] ○First Specific Example The left decorative pattern 10L and the right decorative pattern 10R, which are the second decorative patterns, are assumed to have the following aspects. As described above, the left decorative pattern 10L and the right decorative pattern have numbers (hereinafter, the part including the numbers may be referred to as the main element part M) for distinguishing their types (if the numbers of the main element part M are the same, they are the same type of pattern). The main element part M may include elements other than numbers (for example, the difference in type may be indicated by matching or not matching the letters of the alphabet). In addition, the main element part M has a sub-element part S associated with it (see FIG. 34). The sub-element part S in this embodiment includes a part representing any of the characters A to G. Each character in this embodiment represents a person (including a fictional person such as an anime character). Note that the aspect of each character may be changed within the range where the player can understand that they represent the same character (the same object).
[0162] The main element M and the sub-element S have a predetermined correspondence relationship. In this embodiment, the number "1" corresponds to "character A," the number "2" corresponds to "character B," the number "3" corresponds to "character C," and the number "7" corresponds to "character G" (see FIG. 34). In other words, the type of the sub-element S (character) changes according to the change in the type of decorative pattern 10.
[0163] In addition, the first decorative pattern, the intermediate decorative pattern 10C, may have a portion corresponding to the main element portion M and the sub-element portion S, or it may have a portion corresponding to the main element portion M but not a portion corresponding to the sub-element portion S (the latter form is shown in the drawings).
[0164] In the symbol forwarding performance, the sub-element parts S of the left decorative pattern 10L and the right decorative pattern 10R (the decorative pattern 10 constituting the reach) are assumed to operate together. That is, two characters (characters located on both sides of the width direction of the middle decorative pattern 10C) displayed as the sub-element parts S perform a forwarding action to move the middle decorative pattern 10C downward. When the symbol forwarding performance is not being performed (see FIG. 35(a)), an image (dedicated image 20 exclusively for the symbol forwarding performance) that is not displayed may be added to the symbol forwarding performance to perform the forwarding action (see FIG. 35(b)(c)). For example, it is conceivable that in the symbol forwarding performance, the left and right characters hold a "bat" (dedicated image 20), and the performance form is such that it appears as if the symbol is forwarded by the bat.
[0165] In this way, by making the second decorative pattern (left decorative pattern group 10gL and right decorative pattern group 10gR) have a main element portion M and a sub-element portion S associated therewith, a pattern advancement performance can be achieved in which a realistic pattern advancement operation is performed using the sub-element portion S.
[0166] ○ Second Specific Example (an example that further embodies the first specific example) Even if the left decorative pattern 10L and the right decorative pattern 10R are of the same type and a reach is formed, the sub-element part S of the left decorative pattern 10L and the sub-element part S of the right decorative pattern 10R are configured to represent different objects (characters in the above embodiment). For example, as explained in the first specific example, the left decorative pattern 10L is configured to have a relationship in which the number "1" corresponds to the "character A", the number "2" corresponds to the "character B", the number "3" corresponds to the "character C", and the number "7" corresponds to the "character G" (see the upper side of Figure 36). On the other hand, the right decorative pattern 10R is configured to have a relationship in which the number "1" corresponds to the "character H", the number "2" corresponds to the "character I", the number "3" corresponds to the "character J", and the number "7" corresponds to the "character N" (see the lower side of Figure 36). In this way, by setting the sub-element parts S of the left decorative pattern 10L and the right decorative pattern 10R so that they do not overlap at all, the sub-element parts S of the left decorative pattern 10L and the right decorative pattern 10R will not represent the same target (character). Even if the same type of left decorative pattern 10L and right decorative pattern 10R are displayed (if a reach is achieved), the sub-element parts S (characters) associated with each will be different (see FIG. 37(a)).
[0167] In the pattern forwarding performance, different sub-element parts S (characters) are displayed on one side and the other side of the central decorative pattern 10C displayed at a predetermined position, and a forwarding action is performed together to move the central decorative pattern 10C downward (see Figures 37(b) and (c)).
[0168] In the symbol forwarding performance, the sub-element part S of the left decorative pattern 10L and the sub-element part S of the right decorative pattern 10R move together, so if the sub-element parts S (characters) are the same, the player may feel unnatural (there is a risk that the same characters are displayed at the same time and move together and it may feel unrealistic). To reduce such a risk, it is sufficient to set it so that the sub-element part S of the left decorative pattern 10L and the sub-element part S of the right decorative pattern 10R are never the same (even if a reach is formed, the sub-element parts S will be different), as in this example.
[0169] ○Third concrete example (an example that further embodies the first concrete example) In the symbol forwarding performance, the dedicated image 20 explained in the first specific example is displayed. It is assumed that multiple types of images are set as the dedicated image 20 that can be displayed in the symbol forwarding performance. For example, it is assumed that three types are set: "bat" (see FIG. 38(a-2)), "tennis racket" (see FIG. 38(b-2)), and "boxing gloves" (see FIG. 38(c-2)).
[0170] When a symbol forwarding performance occurs, the sub-element part S of the second decorative symbol (left decorative symbol 10L and right decorative symbol 10R) is in a mode suggesting the dedicated image 20. Specifically, when the character displayed as the sub-element part S before the symbol forwarding occurs is dressed as a baseball player (see FIG. 38(a-1)), a "bat" is displayed as the dedicated image 20 during the forwarding action (see FIG. 38(a-2)); when the character is dressed as a tennis player (see FIG. 38(b-1)), a "tennis racket" is displayed as the dedicated image 20 during the forwarding action (see FIG. 38(b-2)); and when the character is dressed as a boxer (see FIG. 38(c-1)), a "boxing glove" is displayed as the dedicated image 20 during the forwarding action (see FIG. 38(c-2)). The sub-element part S is set to one of the above-mentioned modes while the left decorative pattern group 10gL and the right decorative pattern group 10gR are fluctuating, and after the fluctuating left decorative pattern group 10gL and the right decorative pattern group 10gR are stopped and one left decorative pattern 10L and one right decorative pattern 10R are selected, the corresponding dedicated image 20 is displayed and the forwarding operation is executed. In this way, the image for forwarding the center decorative pattern 10C is suggested in advance by the sub-element part S.
[0171] ○Fourth specific example In the above embodiment, it has been described that the symbol forwarding effect occurs when a reach is achieved by the left decorative pattern 10L and the right decorative pattern 10R, but the symbol forwarding effect may occur when the reach is not achieved. For example, it is possible to consider the symbol forwarding effect to occur as an effect of whether or not a so-called chance eye is established (see FIG. 39). For example, it is possible to consider a setting in which the establishment of a chance eye indicates the occurrence of a consecutive effect (pseudo consecutive effect, foresight consecutive effect). In other words, the establishment of a chance eye means that the probability that the result of the win / loss lottery based on any of the already acquired win / loss determination information will be a jackpot increases, so it can be said to be the occurrence of an event that is advantageous to the player.
[0172] Assume that the configuration is set as a chance eye when the numbers of the decorative pattern 10 are arranged in order from the left (becoming a sequence). When the relationship between the left decorative pattern 10L and the right decorative pattern 10R is "number of the left decorative pattern 10L + 2 = number of the right decorative pattern 10R", there is a possibility of the chance eye being established (see FIG. 39(a)). In this state, the left decorative pattern 10L and the right decorative pattern 10R perform a forwarding operation (see FIG. 39(b)(c)), and when the pattern of "number of the left decorative pattern 10L + 1" ("number of the right decorative pattern 10R - 1") is finally displayed as the middle decorative pattern 10C, the chance eye is established (see FIG. 39(d-1)), and in the case of other patterns, the chance eye is not established (see FIG. 39(d-2)). A pattern forwarding performance is generated.
[0173] ○Fifth specific example In the above embodiment, the second decorative pattern that performs the forwarding operation is described as two, the left decorative pattern 10L and the right decorative pattern 10R, but one second decorative pattern may perform the forwarding operation. For example, the left decorative pattern 10L performs the operation of forwarding the middle decorative pattern 10C (the right decorative pattern 10R does not perform the operation) (see FIG. 40(b-1)(b-2)).
[0174] Also, the left decorative pattern 10L and the right decorative pattern 10R may perform a forwarding action (combined action), or one of the left decorative pattern 10L and the right decorative pattern 10R may perform a forwarding action (single action). In this case, the central decorative pattern 10C may be advanced by two frames in the case of a combined action (the number of the central decorative pattern 10C increases by "2" with each forwarding action) (see Fig. 40(a-1)(a-2)), and the central decorative pattern 10C may be advanced by one frame in the case of a single action (the number of the central decorative pattern 10C increases by "1" with each forwarding action) (see Fig. 40(b-1)(b-2)). In other words, the number of frames advanced is set to be greater when the number of decorative patterns 10 acting on the forwarding action is greater. In a series of pattern forwarding performances, the setting may be such that a combined action may occur or a single action may occur.
[0175] 7) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0176] The gaming machine 1 according to the above embodiment is a pachinko gaming machine, but apart from the premise that it has a configuration specific to a pachinko gaming machine, it is also applicable to other gaming machines such as reel type gaming machines.
[0177] 8) Specific means (gaming machines) obtained from the above embodiment are listed below.
[0178] ·Means 1-1 An operation means operable by a player, an operation effect in which a predetermined effect element can change step by step when the player continuously operates or maintains the operation means to constitute a notification effect for notifying a winning or losing lottery result, and an effect execution means capable of executing a subsequent effect that can occur after the operation effect are provided. Based on the winning or losing lottery result, a limit step, which is the highest step of the effect element that can be reached in the operation effect, is determined. When the limit step is M steps (where N < M), the probability of the subsequent effect occurring is set to be higher than when the limit step is N steps. When the limit step is N steps, the probability that the winning or losing lottery result is a winning when the subsequent effect occurs is set to be higher than when the limit step is M steps. A gaming machine characterized by this is provided. It can be said that it is preferable that the limit step is high when it is not known whether to shift to the subsequent effect, but it is possible to execute an interesting operation effect in which the limit step is preferably low when it is assumed that the subsequent effect has been shifted.
[0179] ·Means 1-2 The gaming machine according to Means 1-1, characterized in that when the subsequent effect occurs at the lowest step of the limit step, it is determined that the winning or losing lottery result is a winning. By doing so, an interesting gaming property is realized in which it is set as a certainty that a win is achieved when shifting to the subsequent effect in a state where the expectation of shifting to the subsequent effect is the lowest.
[0180] ·Means 1-3 The gaming machine according to Means 1-1 or Means 1-2, characterized in that when the limit step is M steps, the probability that the winning or losing lottery result is a winning when the subsequent effect has not occurred is set to be higher than when the limit step is N steps. By doing so, an interesting gaming property is realized in which a win can be expected when the subsequent effect has not occurred in a state where the subsequent effect can be expected.
[0181] ·Means 1-4 The gaming machine described in means 1-3 is characterized in that when the post-event performance does not occur at the highest limit stage, the result of the lottery is determined to be a win. In this way, an interesting gameplay is realized in which the fact that the game does not transition to the post-performance when the expectation of transition to the post-performance is the highest is set as a guaranteed win.
[0182] ·Means 1-5 A gaming machine described in any one of means 1-1 to 1-4, characterized in that the operation presentation does not encourage the player to operate the operating means. By making the above operation effects into so-called hidden operation effects, the fact that the above rules are set becomes more interesting.
[0183] ·Means 1-6 The gaming machine described in any one of means 1-1 to 1-5, wherein the post-event performance is a reach performance that indicates whether or not the result of the win / lose lottery is a win depending on the manner of the outcome.
[0184] ·Means 2-1 A gaming machine in which a winning lottery result is notified as a winning combination when a pattern combination consisting of three decorative patterns is of the same type, and a reach is set when two of the three decorative patterns are of the same type, the gaming machine comprising: an operation means that can be operated by a player; and an effect execution means that executes an operation effect that prompts the player to operate the operation means, the operation effect being characterized in that the greater the reach number, which is the number of reaches established in the reach number effect executed before the operation effect, the greater the maximum number of times the player is prompted to operate the operation means. In this way, an interesting gaming experience is realized in that the more reaches that are achieved, the greater the maximum number of operations (the number of operation opportunities).
[0185] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the number of reaches and the maximum number of operations are the same. In this way, by setting the number of reaches and the maximum number of operations to match, the series of effects from the number of reaches effect to the operation effect becomes easier to understand.
[0186] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that when the result of the lottery is a win, the operation presentation is set to lead to a successful conclusion advantageous to the player, and the higher the maximum number of operations, the higher the probability of reaching the successful conclusion. By doing so, it is possible to provide an easy-to-understand operation presentation in which "the more operation opportunities there are, the easier it is to succeed."
[0187] ·Means 2-4 The gaming machine described in any one of means 2-1 to 2-3 is characterized in that the reach number presentation shows a situation in which the reach number is likely to increase, and then executes an encouraging presentation that leads to either an increase ending in which the reach number increases, or a maintenance ending in which the reach number does not increase. By doing so, the reach number presentation can be made easy to understand, allowing the user to grasp that there is an opportunity to increase the reach number.
[0188] ·Means 2-5 A gaming machine described in any one of means 2-1 to 2-4, characterized in that when two or more of the reaches are achieved in the reach number presentation, the types of the decorative patterns constituting each reach are the same as each other. By doing so, it is possible to further enhance the impression that one reach achieved in the reach number presentation is replaced by one operation opportunity in the operation presentation.
[0189] ·Means 2-6 The gaming machine described in means 2-5 is characterized in that the expected value of the number of reaches differs when a certain type of decorative pattern is displayed as the decorative pattern that can constitute a reach in the reach number presentation and when a different type of decorative pattern is displayed. In this way, an interesting game feature is realized in which the number of reaches is suggested by the type of decorative symbols that can constitute the reach.
[0190] ·Means 3-1 The gaming machine is characterized by comprising: a pattern performance execution means for executing a pattern performance in which a unit performance in which a combination of a plurality of decorative patterns displayed on a display device may become a specific combination is generated up to an upper limit number of times; and a development performance execution means for executing a development performance that may occur after the pattern performance, and a suggestive image suggesting the development performance is displayed each time the specific combination is formed in the pattern performance. In the symbol presentation in the gaming machine, a suggestive image is displayed each time a specific combination is formed, suggesting a development presentation that may occur after the symbol presentation, so that the flow of presentation can be easily understood.
[0191] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the development effect is set to occur when the number of times that the specific combination is formed in the pattern effect reaches a specified number of times.
[0192] By doing this, the guideline for when a development performance will occur becomes clear.
[0193] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the suggestive image is displayed the specified number of times to complete a development image and transition to the development presentation. In this way, if a development image indicating a transition to a development presentation is completed by displaying a specified number of suggestion images, the relationship between the pattern presentation and the development presentation becomes easier to understand.
[0194] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that a first specific combination and a second specific combination are set as the specific combinations, and the upper limit number of times is different between when a unit performance occurs that may result in the first specific combination and when a unit performance occurs that may result in the second specific combination in the pattern performance. In this way, it is possible to provide a presentation that draws the player's attention to the aspect of the specific combination (whether it is the first specific combination or the second specific combination).
[0195] ·Means 4-1 A gaming machine comprising: a display device having a display area; a decorative member which is a tangible object and whose appearance can be changed; and an effect execution means which executes a decorative effect in which an initial form of an effect image displayed in the display area changes so as to become smaller toward the decorative member, and in which the appearance of the decorative member changes when the effect image reaches its final form. The gaming machine described above is capable of executing an interesting presentation in which the timing at which the state of the decorative member will change is suggested by a change in the presentation image.
[0196] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that before the performance image is displayed, the state of the decorative member becomes a pre-performance state that is different from the normal state. In this way, the occurrence of a decorative effect is indicated in advance, resulting in an easily understandable effect.
[0197] ·Means 4-3 The gaming machine described in means 4-2 is characterized in that it has a starting area in which the entry of a gaming ball triggers a winning / losing lottery, and the decorative member changes from its normal state to the pre-performance state when the gaming ball enters the starting area. By doing this, it is possible to make the decorative effect function as a so-called pre-reading effect at the time of starting winning.
[0198] ·Means 4-4 A gaming machine described in any one of means 4-1 to 4-3, characterized in that a pre-image is displayed in which the size gradually increases from the decorative member side in the display area, and a pre-performance that finally leads to the performance image in its initial form occurs before the decorative performance. By having the above-mentioned pre-effect occur before the decorative effect, it becomes easier to understand that the decorative effect is occurring.
[0199] ·Means 5-1 A gaming machine comprising: a display means for displaying a first decorative pattern group including a plurality of types of first decorative patterns; and a second decorative pattern group including a plurality of types of second decorative patterns; and an effect execution means for executing a pattern advance effect in which the type of first decorative pattern selected from the first decorative pattern group and displayed at a predetermined position is changed, wherein the pattern advance effect is a effect in which the type of the first decorative pattern displayed at the predetermined position is changed by the operation of a second decorative pattern selected from the second decorative pattern group and displayed. According to the gaming machine described above, it is possible to execute an interesting presentation in which the change in type of the first decorative pattern appears to be realized by the movement of a second decorative pattern that is different from the first decorative pattern.
[0200] ·Means 5-2 The gaming machine described in Means 5-1 is characterized in that the second decorative pattern includes a main element portion indicating the type of pattern and a sub-element portion associated with the main element portion, and the pattern advance performance is a performance in which the type of the first decorative pattern displayed at the specified position is changed by the operation of the sub-element portion. In this way, it is possible to create a presentation in which the sub-element portion advances the pattern.
[0201] ·Means 5-3 The gaming machine described in Means 5-1 or 5-2 is characterized in that as the second decorative pattern, a one-side second decorative pattern is displayed on one side of the specified position and an other-side second decorative pattern is displayed on the other side, and the pattern advance performance is a performance in which the one-side second decorative pattern and the other-side second decorative pattern move together to switch the type of the first decorative pattern displayed at the specified position. By doing this, it is possible to create a presentation in which the pattern is advanced by the second decorative pattern sandwiching the first decorative pattern.
[0202] ·Means 5-4 The gaming machine described in Means 5-3, which cites Means 5-2, is characterized in that the pattern forwarding performance occurs when the type of the second decorative pattern on one side and the type of the second decorative pattern on the other side are the same. The symbol forwarding effect can be executed as a type of reach effect.
[0203] ·Means 5-5 The gaming machine described in Means 5-4 is characterized in that even when the type of the second decorative pattern on one side and the type of the second decorative pattern on the other side are the same, the sub-element portion of the second decorative pattern on one side and the sub-element portion of the second decorative pattern on the other side are made to represent different objects. Since the two sub-element parts operate together, if the two sub-element parts represent the same object, the player may feel uncomfortable. Therefore, even if the type of the second decorative pattern on one side and the type of the second decorative pattern on the other side are the same, it is preferable that the objects represented by the sub-decorative parts of both second decorative patterns are different. [Explanation of symbols]
[0204] 1. Gaming machines 10 Decorative pattern (10L left decorative pattern, 10C middle decorative pattern, 10R right decorative pattern) 10g decorative pattern group (10gL left decorative pattern group 10gC center decorative pattern group 10gR right decorative pattern group) 10T Target Decoration Design M Main element part S subelement part 20 Dedicated Images 30 Decorative materials 35 Production images 39 Advance Image 40 Suggested images (401-403 First suggested image - Third suggested image) 41 Development Image (411~413 First Development Image~Third Development Image) 50 Operation Images 50C composite operation image 51 Meter Image 55 Number Images 60 Operating means 65 Light emitting part 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 91 Display device 911 Display area
Claims
[Claim 1] A pattern presentation in which a combination of decorative symbols showing a winning or losing lottery result may become a specific combination, and a presentation execution means for executing a development presentation that occurs when a predetermined condition is established in the pattern presentation, The specific combination is not a combination that indicates that the lottery result is a win or that a reach has been achieved, The symbol effect is such that a suggestive image is displayed in response to the display of the specific combination, When N of the suggestive images are displayed in the pattern performance, a development image composed of the N of the suggestive images is displayed, and the development performance corresponding to the development image is executed; As the development performance, it is possible to execute a first development performance and a second development performance which has a higher probability of being a winning or losing lottery result than the first development performance when it occurs, When the first development performance is executed as the development performance, a first development image is displayed as the development image, and when the second development performance is executed as the development performance, a second development image of a different aspect from the first development image is displayed as the development image. A gaming machine characterized by:
Citation Information
Patent Citations
JP2008‐073447A
Game machine
JP2015012995A
Game machine
JP2018117651A