Gaming Machines
By displaying the transition process from the target image to the changed image in the display area of the game console, and combining the change of color to express reliability improvement, the problem of difficult to achieve easy-to-understand reliability changes in the prior art is solved, and the effect of enhancing the game experience is achieved.
Patent Information
- Application Number
- JP2021087957
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-25
- Publication Date
- 2025-04-16
- Estimated Expiration
- 2041-05-25
AI Technical Summary
Existing game consoles are difficult to achieve easy-to-understand reliability changes, making it difficult for players to intuitively perceive changes in game results.
By implementing a change effect in the display area of the game console, combined with the preview effect, the transition process from the target image to the changed image is displayed, and the change of color (such as from white to red) indicates the reliability improvement.
A reliable change effect that is easy to understand is achieved, allowing players to intuitively perceive changes in game results and enhance the gaming experience.
Smart Images

Figure 0007663225000001 
Figure 0007663225000002 
Figure 0007663225000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is known a gaming machine capable of executing a reliability change effect (chance-up effect) that indicates that the reliability has increased (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-000554 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an easy-to-understand reliability change presentation. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a display means having a display area, a during-change performance execution means for executing a during-change performance from the start of the change of the decorative pattern displayed in the display area until the decorative pattern stops in a manner according to the result of a win / lose lottery, and a notice performance execution means for executing a notice performance that displays a notice image to notify the occurrence of a reliability change performance in which the reliability, which is the probability that the result of the win / lose lottery will be a win, will increase during the during-change performance, and is characterized in that the reliability change performance includes a pre-change stage in which the notice image is displayed so as to cover a part of a pre-change image, which is the target image before the change, and a post-change stage in which the notice image is erased and a post-change image, which indicates a higher reliability than the pre-change image, is displayed. Effect of the Invention
[0006] The gaming machine according to the present invention is capable of executing an easy-to-understand reliability change presentation. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] A diagram to explain the appearance of reserved patterns. [Diagram 5] This figure shows how decorative characters are added to a reserved pattern in the normal mode in a specified order. [Figure 6] This figure explains the relationship between the decorative characters applied to the earlier reserved pattern and the later reserved pattern when an earlier reserved pattern and a later reserved pattern of the normal mode are displayed with a reserved pattern of the special mode sandwiched between them. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] A diagram to explain the preview performance and the reliability change performance. [Figure 9] A figure to explain specific example 2-1 (first reliability change presentation). [Figure 10] A figure to explain specific example 2-1 (second reliability change presentation). [Figure 11] FIG. 13 is a diagram for explaining specific example 2-1 (pseudo-trustworthiness change presentation). [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1 (indicating the likelihood of a reliability change presentation by a preview image). [Figure 13] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2 (an example in which the state of the preview image suggests the likelihood that the post-change image will be highly reliable). [Figure 15] FIG. 13 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 17] A diagram for explaining the types of specific effects and the types of opportunity events. [Figure 18] FIG. 13 is a diagram for explaining a specific aspect of an opportunity event. [Figure 19] A diagram to explain the composite selection presentation (first selection presentation, second selection presentation). [Figure 20] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 24] A figure showing the form of decorative patterns displayed when a specific mode is set. [Diagram 25] FIG. 13 is a diagram for explaining a fluctuation stopping action. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-4. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-5. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, unless otherwise specified, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] 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 (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning numerical value, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (the during-variation performance described later is started), but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved pattern 10, a reserved pattern 11 (a pattern indicating the existence of the reserved pattern) during change (a performance from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is called a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") corresponding to the winning / losing lottery information (hereinafter, it may be referred to as the reserved pattern during change) in which the notification of the winning / losing lottery result has not been completed, and a reserved pattern 12 before change corresponding to the winning / losing lottery information (hereinafter, it may be referred to as the reserved pattern before change) in which the during change performance for notifying the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the order in which the notification of the winning / losing lottery result corresponding to the reserved pattern 12 before change is completed (the so-called reserved "consumption order") is earlier the closer it is to the reserved pattern 11 during change.
[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (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 10 corresponding to one of the special charts 1 and 2, one reserved pattern 11 during change and up to four pre-change reserved patterns 12 may be displayed (see FIG. 2). The pre-change reserved pattern 12 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 12 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 12 are displayed).
[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 start to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination will be other than the combination (other than the combination that results in a jackpot).
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0018] If the lottery result is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given a "privilege" called a jackpot game). The jackpot game itself is well known, so a detailed explanation is omitted. The number of rounds (round allocation), etc. can be set appropriately.
[0019] 2) Game status The game state in which the player plays to win a jackpot is roughly divided into a normal game state and a special game state (see FIG. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variable state) in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and is a high base state (low probability, time reduction) in which the game ball is likely to enter the starting area 904.
[0020] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called starting area of special chart 1). In this embodiment, the so-called "left hit" is performed. Since the first winning / losing lottery information is acquired by the game ball entering the first starting area 904a, the normal game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the first winning / losing lottery information (the so-called special chart 1 lottery; hereinafter sometimes referred to as the first winning / losing lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called starting area of special chart 2). In this embodiment, the so-called "right hit" is performed. Since the second winning / losing lottery information is acquired by the game ball entering the second starting area 904b, the special game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the second winning / losing lottery information (the so-called special chart 2 lottery; hereinafter sometimes referred to as the second winning / losing lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation is omitted. Also, the game state set as described above is merely an example.
[0021] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability type". As the jackpot, a normal jackpot and a special jackpot are set. After winning a normal jackpot, the game moves to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues a predetermined number of times in succession until the winning / losing lottery result is a loss (in the following description, the number of losses from the start of a certain game state until the game state ends without winning a jackpot may be referred to as the "continuation number"). The number of times the second special game state continues (the so-called time reduction number) in this embodiment is 100 times. After winning a special jackpot, the game moves to a first special game state (high probability, with time reduction) after the jackpot game ends. The number of times the first special game state continues (the so-called ST number) in this embodiment is 150 times.
[0022] The jackpot (jackpot allocation) won in the first winning / losing lottery (special chart 1 lottery) is 50% a normal jackpot and 50% a special jackpot (the so-called probability rate is 50%). The jackpot (jackpot allocation) won in the second winning / losing lottery (special chart 2) is 100% a special jackpot (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened in the jackpot game (if the game ball is shot aiming at the V area, it is opened for a time when the game ball will almost certainly enter), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to such an extent that it is practically impossible for a game ball to enter, so that the game ball does not enter the V area and the game state after the jackpot game ends becomes the normal game state.
[0023] Note that the above-mentioned "V-type" "ST machine" is merely one example. It may not be a "V-type", but may be configured so that the probability of the first winning / losing lottery and the second winning / losing lottery are the same. Also, instead of being an "ST" machine, it may be a so-called "probability loop machine". It may also be a gaming machine with so-called "two-type" functions (such as a "type one two-type mixed machine"). Unless otherwise specified in the following explanation, the gameplay characteristics such as the distribution of jackpots can be changed as appropriate.
[0024] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state, condition activation game state described later) of the winning / losing lottery is about 1 / 319, and the probability of winning in a high probability state (first special game state) is about 1 / 100. Note that the specific value of the winning probability can be changed as appropriate.
[0025] 3) Display of reserved patterns As described above, the reserved pattern 10 indicating the presence of winning / losing lottery information stored in the storage means is displayed in the display area 911. In this embodiment, in the normal game state, the reserved pattern 10 (the reserved pattern 10 of the special pattern 1) is controlled as follows. Note that the configuration may be such that the reserved pattern 10 is controlled as follows only when a specific condition is met, such as when the player is in a predetermined presentation mode. However, the control as follows does not end after a few fluctuations. It is assumed that at least 10 fluctuations or more can continue. Also, in the special game state, the reserved pattern 10 of the special pattern 2 may be controlled as follows.
[0026] The states of the reserved patterns 10 (changing reserved patterns 11, pre-changing reserved patterns 12) are roughly divided into normal state 10n and special state 10s (see FIG. 4). The reserved patterns 10 are normally in the normal state 10n. In other words, the normal state 10n is the basic state. Most of the reserved patterns 10 are displayed in the normal state 10n. In other words, there is the highest probability that they will be displayed in the normal state 10n (98% or more in this embodiment are in the normal state 10n).
[0027] The reserved pattern 10 in the special mode 10s (see FIG. 4) has a higher probability that the winning / losing lottery result corresponding to the reserved pattern 10 will be a jackpot (hereinafter also referred to as the (jackpot) reliability) than the reserved pattern 10 in the normal mode 10n. In this embodiment, multiple types of such special modes 10s are set. That is, each of the multiple types of special modes 10s has a higher reliability than the normal mode 10n. However, the configuration may be such that only one type of such special mode 10s is set.
[0028] The reserved pattern 10 of the normal mode 10n is given one of X decorative characters 30 in a prescribed order. In this embodiment, four decorative characters 30 are set. Specifically, the four decorative characters are "Z", "E", "R", and "O" (see FIG. 4), and this order is the prescribed order. Assuming that only the reserved pattern 10 of the normal mode 10n is displayed, the characters are given in a "circular" manner in a prescribed order, such as the first "Z", the second "E", the third "R", the fourth "O", the fifth "Z", the sixth "E", and so on (see FIG. 5). It is preferable that the X decorative characters 30 form a character string expressing some meaning. In the case of X=4, for example, a character string forming a "four-character idiom" can be set as the decorative character 30. The character may be any of "alphabet", "hiragana", "katakana", "kanji", etc. (it may be a combination of two or more of these), but "numbers" are excluded. If numbers (including Chinese numerals) were used, there is a risk that the player might mistakenly believe that the numbers represent some sort of order, such as the order in which the pieces are played.
[0029] As shown in FIG. 5, the decorative characters 30 are added in order of the earliest notification of the corresponding winning / losing lottery result, that is, in the so-called "consumption order". The character added to a certain reserved pattern 10 will not change as long as the reserved pattern 10 is in the normal mode 10n (the same character is added until the notification of the winning / losing lottery result corresponding to the reserved pattern 10 is completed and erased). When "O" is added to a certain reserved pattern 10, "Z" is added to the next reserved pattern 10 in the consumption order. In other words, each decorative character 30 is added in a "circular" manner. In this embodiment, the decorative characters 30 are added in order of "consumption order" including both the changing reserved pattern 11 and the pre-changing reserved pattern 12. The number of the decorative characters 30 is four, and a maximum of five reserved patterns 10 (reserved patterns 10 of special chart 1) are displayed, including one reserved pattern 11 during change and four reserved patterns 12 before change. Therefore, when five reserved patterns 10 are displayed and all of them are in the normal mode 10n, the reserved pattern 10 with the earliest consumption order (reserved pattern 11 during change) and the reserved pattern 10 with the latest consumption order (fourth reserved pattern 12 before change) are in a state where the same character is attached (see FIG. 5(f)). In other words, at least the reserved patterns 12 before change are all in a state where different characters are attached.
[0030] In this manner, in this embodiment, the decorative characters 30 are sequentially added to the reserved patterns 10 in the normal mode 10n, which has the advantage that the reserved status (the status of the number of correct / incorrect judgment information stored in the memory means) is easy to grasp.
[0031] In particular, in this embodiment, the maximum number of pre-change reserved patterns 12 to be displayed (the number of reserved patterns 10 of special pattern 1 acquired in the normal game state) Y and the number of decorative characters 30 X are the same at "4", so the pre-change reserved patterns 12 are always (regardless of the number of pre-change reserved patterns 12) with different decorative characters 30 (see FIG. 5), which has the advantage of making it easy to grasp the number of pre-change reserved patterns 12. Since the number of pre-change reserved patterns 11 is always "one" while the during-change performance is being performed, the player needs to play while grasping the number of pre-change reserved patterns 12, so it can be said that it is important to make it easy to grasp the number of pre-change reserved patterns 12 as in this embodiment.
[0032] On the other hand, the reserved pattern 10 of the special mode 10s is not given the above decorative character 30. When three or more reserved patterns 10 arranged in the order of consumption are displayed, and one or more reserved patterns 10 of the special mode 10s are displayed between the reserved patterns 10 of the normal mode 10n, the reserved pattern 10 of the normal mode 10n (decorative character 30) is controlled as follows. One of the reserved patterns 10 of the normal mode 10n sandwiching the reserved pattern 10 of the special mode 10s in the order of consumption is set as the previous reserved pattern 10, and the other is set as the later reserved pattern 10 (after the previous reserved pattern 10 in the order of consumption). In addition, the nth decorative character 30 is added to the previous reserved pattern 10 in the specified order, and s reserved patterns 10 of the special mode 10s are displayed between the previous reserved pattern 10 and the later reserved pattern 10. In this case, the later reserved pattern 10 is given the "n+1+s"th decorative character 30 in the specified order.
[0033] For example, if the decorative character 30 of the previous reserved pattern 10 is "O" and s=1 (when one reserved pattern 10 of special mode 10s is displayed between reserved patterns 10 of normal mode 10n), the decorative character 30 of the subsequent reserved pattern 10 will be "E" (see FIG. 6(a)). Also, for example, if the decorative character 30 of the previous reserved pattern 10 is "E" and s=2 (when two consecutive reserved patterns 10 of special mode 10s are displayed between reserved patterns 10 of normal mode 10n), the decorative character 30 of the subsequent reserved pattern 10 will be "Z" (see FIG. 6(b)). In other words, assuming that the reserved pattern 10 of special mode 10s is normal mode 10n, and that the decorative character 30 is added to the reserved pattern 10, the decorative character 30 will be displayed on the subsequent reserved pattern 10. In other words, the decorative character 30 that is "s" spaces away from the decorative character 30 of the previous reserved pattern 10 is displayed on the subsequent reserved pattern 10.
[0034] In this embodiment, a plurality of types of special modes 10s are provided. The special modes 10s are divided into basic special modes 101s and advance notice special modes 102s (see FIG. 4(b)). The basic special modes 101s indicate their reliability by the color elements contained therein (the colors are indicated by letters in the drawings). In this embodiment, three types are set: "blue", "green", and "red" (in this order of increasing reliability (red being the highest)). A basic special mode 101s that determines a big win may be set. Even the basic special mode 101s with the lowest reliability ("blue" in this embodiment) has a higher reliability than the normal mode 10n. Note that a configuration may be adopted in which a specific character is set as the basic special mode 101s.
[0035] On the other hand, the forecast special mode 102s suggests (forecasts) that the probability of changing to the basic special mode 101s (the occurrence of a so-called reserve change performance) is higher than when it is in the normal mode 10n. However, in this embodiment, even if it becomes the forecast special mode 102s, it does not necessarily change to one of the basic special modes 101s in the future. Since all of the above-mentioned basic special modes 101s have a higher reliability than the normal mode 10n, the forecast special mode 102s indicating that the probability of changing to the basic special mode 101s is higher than the normal mode 10n can be said to have a higher reliability than the normal mode 10n in consideration of that point (the possibility of changing to the basic special mode 101s). However, in this embodiment, if the forecast special mode 102s does not change to the basic special mode 101s and remains in the forecast special mode 102s (when the corresponding winning / losing lottery result is announced while the forecast special mode 102s remains in the forecast special mode 102s), its reliability is set to be the same as or lower than the normal mode 10n. In other words, the advance notice special mode 102s itself does not indicate a higher reliability than the normal mode 10n. In this embodiment, there is a possibility (not 0%) of the normal mode 10n changing to the basic special mode 101s. However, it is also possible to prevent the normal mode 10n from changing to the basic special mode 101s. In this case, the difference in the action between the normal mode 10n and the basic special mode 101s becomes clearer.
[0036] In this way, the advance notice special mode 102s suggests a change to the basic special mode 101s, and since its reliability is not very high (it is not much different from the normal mode 10n), the reserved pattern 10 of the normal mode 10n and the reserved pattern 10 of the advance notice special mode 102s are considered to include common elements. In this embodiment, the outer shape of the reserved pattern 10 is considered to be the same (see FIG. 4). In other words, the reserved pattern 10 of the normal mode 10n and the reserved pattern 10 of the advance notice special mode 102s have a common outer shape of the reserved pattern 10, but are different in the presence or absence of decorative characters 30 (similar relationship). The advance notice special mode 102s in this embodiment has the same outer shape as the normal mode 10n and is considered to be a mode that appears to be luminous. Note that, in this embodiment, the outer shape of the reserved pattern 10 of the basic special mode 101s is different from that of the normal mode 10n and the advance notice special mode 102s. That is, the basic special mode 101s is clearly different from the normal mode 10n and the notice special mode 102s not only in the presence or absence of decorative characters 30 but also in their outer shapes (see FIG. 4).
[0037] As described above, in this embodiment, the reserved pattern 10 in the special mode 10s is not given decorative characters 30, and the reserved pattern 10 that precedes and follows the reserved pattern 10 in the normal mode 10n, which is sandwiched between the reserved pattern 10 in the special mode 10s in the order of consumption, is given decorative characters 30, skipping the number of decorative characters 30 corresponding to the reserved pattern 10 in the special mode 10s, making it easy to distinguish between the normal mode 10n and the special mode 10s.
[0038] In addition, the predicted special mode 102s, which is one type of the special mode 10s, and the normal mode 10n have a common element (outer shape in this embodiment), but are different in the presence or absence of decorative characters 30. As described above, the predicted special mode 102s suggests a change to the basic special mode 101s, and is not very reliable in itself, so it includes elements common to the normal mode 10n, but differs in the presence or absence of decorative characters 30. In this way, the decorative characters 30 can also function as an element for distinguishing the normal mode 10n from the predicted special mode 102s (one type of special mode 10s).
[0039] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to matters related to the display of the reserved pattern 10. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0040] 〇Specific example 1-1 In the above embodiment, it has been described that the number X of the decorative characters 30 and the maximum display number Y of the reserved patterns 12 before the change (reserved patterns of special drawing 1) are the same (four), but the number (X) of the decorative characters 30 may be greater than the number (Y) of the reserved patterns 12 before the change. In other words, it is sufficient that "X≧Y". By doing so, different decorative characters 30 are attached to the reserved patterns 12 before the change in any situation, so that it is easy to grasp the number.
[0041] 〇Specific example 1-2 In the above embodiment, it has been explained that the reserved pattern 10 (normal form 10n) to which the decorative characters 30 are added is both the currently-changing reserved pattern 11 and the pre-changing reserved pattern 12, but only the currently-changing reserved pattern 12 (maximum number of displayed patterns is four) is the target, and the decorative characters 30 may not be added to the currently-changing reserved pattern 11. In other words, when the currently-changing reserved pattern 12 (the one that is consumed earliest among them) becomes the currently-changing reserved pattern 11, it is made to have a form that does not include the decorative characters 30.
[0042] 〇Specific example 1-3 As described above, the reserved pattern 10 in the normal mode 10n is given the decorative characters 30 in a prescribed order. In other words, the given decorative characters 30 are given in a prescribed order, which can be considered as a "rule", but the "rule" may be broken. For example, when a reserved pattern 10 is given "Z", a reserved pattern 10 next to the reserved pattern 10 in the consumption order is newly displayed, and the new reserved pattern 10 is given "Z" (see FIG. 7(a)). That is, the "rule" is broken by the display of the new reserved pattern 10. In this case, the jackpot reliability of the winning / losing lottery result corresponding to the new reserved pattern 10 is higher (compared to the case where the "rule" is maintained, i.e., the decorative character 30 of "E" is given) (the setting may be such that the jackpot is confirmed).
[0043] In addition, when the reserved pattern 10 of the special mode 10s is displayed between the reserved pattern 10 of the previous normal mode 10n and the reserved pattern 10 of the next normal mode 10n, the "n+1+s"th decorative character 30 is added to the reserved pattern 10 of the next normal mode 10n (the decorative character 30 skipping "s" characters from the reserved pattern 10 of the previous normal mode 10 is displayed on the reserved pattern 10 of the next normal mode 10n), but this rule may be broken. For example, when the reserved pattern 10 of the previous normal mode 10s is "E" and the number of reserved patterns 10 of the special mode 10s is s=1, the reserved pattern 10 of the next normal mode 10n is originally added with "O", but the reserved pattern 10 of the next normal mode 10n may be added with "R" (see FIG. 7(b)). In other words, the reserved pattern 10 of the special mode 10s is considered not to exist (the reserved pattern 10 of the previous normal mode 10n and the reserved pattern 10 of the next normal mode 10n are considered to be consecutive), and the decorative character 30 may be added. When such a situation occurs, the jackpot reliability of the reserved pattern 10 after the "rule" is broken is increased (compared to the case where the "rule" is maintained). It is also possible to set the jackpot reliability to be increased (compared to the case where the "rule" is maintained) for the reserved pattern 10 of the special mode 10s, not for the reserved pattern 10 after the rule.
[0044] 4) Various effects that make up the changing effects The gaming machine 1 according to the present embodiment can execute the following effects as effects that constitute the effect during the change (effects that can occur during the change effect). Note that the configuration may be such that only a part of the effects shown below can be executed.
[0045] 4-1) Trust level change effects, advance notice effects The reliability change effect is an effect that indicates that the probability that the winning / losing lottery result (target winning / losing lottery result) will be a jackpot has increased. In other words, it is a so-called chance-up effect. The reliability change effect changes the state of an image for an effect (hereinafter referred to as a target image 20) displayed in the display area 911. The target image 20 in this embodiment is an image (title image) including the "title" of the reach effect (reach effect). Specifically, at the beginning of the reach effect, an image including characters indicating the title (name) of the reach effect is displayed, and the characters indicating the title change from "white" color (standard state) (see FIG. 8(d)) to "red" color (chance-up state) (see FIG. 8(g)) as the reliability change effect (note that in FIG. 8, "white" is represented by no hatching and "red" is represented by hatching). In other words, if the target image 20 that changes due to the reliability change performance is defined as a pre-change image 20x before the change and as a post-change image 20y after the change, the "white" image is the pre-change image 20x and the "red" image is the post-change image 20y. Note that a plurality of types of modes may be set as the modes that can become the pre-change image 20x and the post-change image 20y. Also, a setting may be made such that an image of a certain mode may become the pre-change image 20x or the post-change image 20y. For example, three types of characters, "white", "red", and "gold" (highest reliability), are set as characters indicating the title, and a setting may be made such that a change from "white" (pre-change image 20x) to "red" (post-change image 20y) may occur, or a change from "red" (pre-change image 20x) to "gold" (post-change image 20y) may occur.
[0046] When a reliability change performance occurs in a certain variation performance (target variation performance), a notice performance may occur before the reliability change performance occurs in the target variation performance. The notice performance is a performance in which a notice image 25 is displayed in the display area 911. The notice image 25 is assumed to suggest the occurrence of a reliability change performance. As described above, in the reliability change performance in this embodiment, the target image 20 is a "title image" whose color changes, so an image including the characters "title change" is displayed in the display area 911 as the notice image 25 (see FIG. 8(b)). In this embodiment, when a notice performance in which the notice image 25 is displayed occurs in a certain variation performance, a reliability change performance with the title image as the target image 20 always occurs before the variation performance ends. However, the change in the title image does not necessarily accompany the occurrence of a notice performance. In other words, even if a notice performance does not occur in a certain variation performance, a change in the title image may occur in the variation performance.
[0047] In this embodiment, two or more types of reach effects are set as the reach effects that are the target of the reliability change effects. After the advance notice effect occurs, one of the two or more types of reach effects occurs, and the title image of the reach effect changes. If the type of reach effect is different, the title will be different, so the appearance of the target image 20 (the character portion showing the title) will be different depending on the type of reach effect that occurs.
[0048] The flow from the occurrence of a preview effect to the occurrence of a reliability change effect is as follows. The occurrence of a preview effect is made clear to the player by displaying a large preview image 25 in the display area 911 (see FIG. 8(b)). After that, the preview image 25 becomes smaller and is displayed near the outer edge of the display area 911 (see FIG. 8(c)). This state in which this small preview image 25 is displayed continues until the reliability change effect starts. After the occurrence of a preview effect, one reach effect, which is the target of the reliability change effect, occurs. A title image "white" indicating the title of the reach effect that occurred at the beginning of this, is displayed as the target image 20 (pre-change image 20x) (see FIG. 8(d)). After this, a reliability change effect occurs. The reliability change effect is divided into a pre-change stage and a post-change stage.
[0049] The pre-change stage includes a first half and a second half. In the first half (the beginning of the pre-change stage), the pre-change image 20x and the preview image 25 (displayed near the outer edge of the display area 911) are displayed apart from each other (see FIG. 8(d)). In the second half, which is executed afterwards, the preview image 25 gradually becomes larger and moves toward the pre-change image 20x (see FIG. 8(e)), and is displayed so as to overlap in front of the pre-change image 20x. In this embodiment, the pre-change image 20x is entirely covered by the preview image 25 (see FIG. 8(f)). This situation is created by setting the image layer representing the preview image 25 in front of the image layer representing the pre-change image 20x (target image 20).
[0050] After the pre-change stage, the game moves to the post-change stage. In the post-change stage, the preview image 25 is erased. This causes the target image 20 to be exposed again, but the exposed target image 20 is now the post-change image 20y. In other words, the title image "red" of the post-change image 20y, which indicates a higher reliability than the pre-change image 20x, is displayed (see FIG. 8(g)). By passing through these pre-change and post-change stages, from the player's viewpoint, the pre-change image 20x, which was covered by the preview image 25, appears to have changed to the post-change image 20y as a result of the preview image 25 being erased.
[0051] In a configuration in which a notice performance and a reliability change performance occur as in this embodiment, it is necessary to clearly show to the player that the occurrence of the notice performance leads to the occurrence of a reliability change performance (clearly show what effect the notice performance brings about). As described above, by making the target image 20 (pre-change image 20x) once covered by the notice image 25, and then changing to the post-change image 20y when it is revealed, it becomes an easy-to-understand performance form in which the notice image 25 brings about a change in the target image 20 (the notice image 25 is "consumed" and as a result, a "reliability change" occurs).
[0052] The following describes specific examples of improvements, specific embodiments, and modifications of the reliability change performance and the notice performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0053] 〇Specific example 2-1 There are multiple types of target images 20 that can be changed by the preview image 25. That is, when a preview performance occurs during a certain variation performance, the preview performance changes one of the multiple types of target images 20 that can be displayed during the variation performance. For example, when a preview performance occurs in which a certain preview image 25 is displayed, a first reliability change performance (see FIG. 9) in which the first target image 21 changes may occur, or a second reliability change performance (see FIG. 10) in which the second target image 22 changes may occur. When a preview performance occurs during a certain variation performance, it is determined that one of the multiple reliability change performances will occur.
[0054] An example of the notice image 25 may include the text "text color changes to red" (see FIG. 9(a)). The first object image 21 may be the "title image" of the reach effect as described in the above embodiment, and the second object image 22 may be the color of text (text image) representing the lines of the character displayed in the reach effect. When the first reliability change effect occurs due to the effect of the notice effect (notice image 25), the "title image" changes from "white" to "red" (see FIG. 9(b)-(d)). When the second reliability change effect occurs due to the effect of the notice effect (notice image 25), the "text image" changes from "white" to "red" (see FIG. 10(b)-(d)). In the variation effect, the timing at which the second object image 22 is displayed is earlier than the timing at which the first object image 21 is displayed. Therefore, when the notice effect occurs and the first reliability change effect does not occur, the notice image 25 is not "consumed" (the notice image 25 remains displayed) (see FIG. 10(a)). Then, the remaining preview image 25 causes a second reliability change effect (see Figs. 10(b) to (d)). On the other hand, when a first reliability change effect occurs, the preview image 25 is "consumed" (the preview image 25 is erased) (see Fig. 9(e)). Therefore, thereafter, no change in the dialogue image (second target image 22) using the preview image 25 occurs.
[0055] In this way, when a notice performance occurs, the player pays attention to which of the multiple reliability change performances will occur. If the first reliability change performance or the second reliability change performance is set to be more advantageous (higher reliability) for the player than the other, the player can expect the more advantageous reliability change performance to occur.
[0056] In addition, when the setting is as in this example, a configuration can be made in which a pseudo reliability change effect (see FIG. 11) can occur. After the preview effect occurs, a preview image 25 is displayed so as to cover the "title image" (white) (see FIG. 11(b)), but even if the preview image 25 is erased, the "title image" does not change in the direction of increasing reliability (it remains "white") (see FIG. 11(c)). In other words, a "pseudo" effect can occur in which the reliability change effect accompanying the occurrence of the preview effect appears to have occurred (the first reliability change effect appears to have occurred), but no reliability change occurs. At the time when the image ("title image" (white)) that is the target of the effect) is covered by the preview image 25 (at the time of FIG. 9(c) and FIG. 11(b)), the player cannot distinguish whether the effect is a reliability change effect (first reliability change effect) or a pseudo reliability change effect. When such a pseudo-confidence change effect occurs, the preview image 25 is not "consumed" (it remains displayed without being erased) (see FIG. 11(c)). Therefore, a confidence change effect for a different image will occur afterwards. In other words, in accordance with the above example, a confidence change effect (second confidence change effect) will occur with the "dialogue image" as the target image 20 (see FIG. 10).
[0057] If it is assumed that the occurrence of the first reliability change effect is more advantageous to the player than the occurrence of the second reliability change effect, then when the preview image 25 is displayed covering the "title image" (at the time of Fig. 9(c) and Fig. 11(b)), the player will hope that the effect is not a "fake." Conversely, if it is assumed that the occurrence of the second reliability change effect is more advantageous to the player than the occurrence of the first reliability change effect, then when the preview image 25 is displayed covering the "title image" (at the time of Fig. 9(c) and Fig. 11(b)), the player will hope that the effect is a "fake."
[0058] In addition, as in this example, when the target image 20 is set not to change even if the preview image 25 overlaps with the target image 20 (a pseudo-reliability change effect may occur), the state of the preview image 25 when overlapping with the target image 20 may suggest the probability that the target image 20 will change (the probability that the pseudo-reliability change effect will be a reliability change effect rather than a pseudo-reliability change effect). For example, when the preview image 25 overlaps with the target image 20, the probability that the reliability change effect will be a pseudo-reliability change effect is higher when the second preview image 252 (e.g., an image with a "red" background; see FIG. 12(b)) different in state from the first preview image 251 (e.g., an image with a "white" background; see FIG. 12(a)) is displayed than when the preview image 25 overlaps with the target image 20. In this way, the game is characterized in that the player pays attention to what state the preview image 25 overlaps with the target image 20.
[0059] 〇Specific example 2-2 In the above embodiment, in the reliability change presentation (pre-change stage), it has been explained that the entire target image 20 (pre-change image 20x) is covered by the preview image 25, but it may also be configured so that only a portion of the target image 20 (pre-change image 20x) is covered by the preview image 25 (see Figure 13 (b)).
[0060] Furthermore, in this case, even if a part of the target image 20 is covered by the preview image 25, the other part of the target image 20 is exposed, so that the change in the target image 20 (the change from the pre-change image 20x to the post-change image 20y) can be shown by the exposed part. In accordance with the above embodiment, while a part of the title image remains covered by the preview image 25, the exposed part shows a change from "white" (see FIG. 13(b)) to "red" (see FIG. 13(c)), and after the change, the preview image 25 is erased (see FIG. 13(d)). In this way, by utilizing the existence of an exposed part of the target image 20 that is not covered by the preview image 25, the change in the target image 20 can be grasped before the preview image 25 is erased.
[0061] In addition, in the case of this example, the size of the area covered by the preview image 25 in the target image 20 (before-change image 20x) may suggest the state of the post-change image 20y (probability of changing to a highly reliable post-change image 20y). For example, as described in the above embodiment, in a configuration in which a title image "white" is displayed as the before-change image 20x and there is a possibility that it will change to "red" or "gold" as the post-change image 20y, the probability that the post-change image 20y will be the more reliable title image "gold" is higher when a second preview image 252 that covers a larger area of the before-change image 20x (title image "white") than the first preview image 251 is displayed (see FIG. 14(b)) than when a first preview image 251 is displayed (see FIG. 14(a)). In this way, the game is characterized in that the player pays attention to the size of the area covered by the preview image 25 in the target image 20.
[0062] 〇Specific example 2-3 In the above embodiment, it has been described that the target image 20 (before-change image 20x) is superimposed on the preview image 25, and then the preview image 25 is deleted, and the target image 20 becomes the after-change image 20y at approximately the same time. However, as shown in FIG. 15, the target image 20 may change from the before-change image 20x (see FIG. 15(c)) to the after-change image 20y (see FIG. 15(d)) after the preview image 25 (see FIG. 15(b)) superimposed on the target image 20 is deleted. If the above embodiment is performed, the moment when the target image 20 changes from the before-change image 20x to the after-change image 20y cannot be visually recognized, so it may be difficult to know whether the target image 20 has changed. If the present example is performed, the moment when the target image 20 changes from the before-change image 20x to the after-change image 20y can be visually recognized, so there is an advantage that it is easy to know that the target image 20 has changed. However, the configuration of the above embodiment is advantageous in that the timing at which the preview image 25 is erased and the timing at which the changed image 20y appears coincide with each other, so that the player is more likely to get the impression that the target image 20 has become the changed image 20y due to the effect of the preview image 25.
[0063] 〇Specific example 2-4 A setting may be made such that multiple types of notice images 25 can be displayed during one variation performance. In addition to the "title change" described in the above embodiment, a setting may be made such that notice images 25 such as "reserved change" (see FIG. 16) that notices the occurrence of a so-called reserved change performance in which the state of the reserved pattern 10 changes, and "pattern change" (not shown) that notices the change of the reach pattern can be displayed. When a notice performance in which any notice image 25 is displayed occurs, the pre-change image 20x of the target image 20 is covered by the notice image 25, and then changes to the post-change image 20y. For example, when a "reserved change" occurs, the reserved pattern 10 before the change (see FIG. 16(b)) is covered by the notice image 25 as the pre-change image 20x (see FIG. 16(c)), and the notice image 25 is erased, and the post-change reserved pattern 10 appears as the post-change image 20y (see FIG. 16(d)).
[0064] 4-2) Multiple Choice Performance In this embodiment, multiple types of specific effects can occur as effects constituting the during-variation effects. All of the multiple types of specific effects ultimately lead to an advantageous ending that is advantageous to the player, or an ending in the event that the advantageous ending is not reached, leading to an unfavorable ending that is disadvantageous to the player. All of the multiple types of specific effects in this embodiment are reach effects, leading to an ending according to the result of a win / lose lottery (the outcome indicates the win / lose lottery result). That is, if the result of the win / lose lottery is a jackpot, the result is an advantageous ending, and if it is a miss, the result is an unfavorable ending. Note that the advantageous ending includes the occurrence of a so-called reversal pattern in which a failure ending is initially assumed to have been reached but is then reversed.
[0065] In this embodiment, four types of special effects can occur: a first special effect to a fourth special effect (see FIG. 17(a)). The basic reliability of a big win for each type of special effect is different. Specifically, the reliability is different when it is assumed that the later-described favorable event does not occur at all. In this embodiment, the first special effect is set to have the highest reliability, followed by the second special effect, the third special effect, and the fourth special effect (the fourth special effect is the highest).
[0066] In this embodiment, the player is requested to operate the operation means 70 immediately before the conclusion of each of the multiple types of specific presentations (the operation presentation occurs as a presentation constituting the specific presentation). The specific presentation reaches its conclusion when the operation means 70 is operated during the operation valid period. In other words, the operation of the operation means 70 in the specific presentation is the branch immediately before the lottery result of the winning or losing is determined. If the operation means 70 is not operated during the operation valid period, the conclusion is reached when the operation valid period ends. In this embodiment, the first operation means 71 and the second operation means 72 are provided as the operation means 70 (see FIG. 1), and the operation of either the first operation means 71 or the second operation means 72 is requested. The probability of reaching a favorable conclusion (i.e., the reliability of a big win) is higher when the second operation presentation requiring the operation of the second operation means 72 occurs than when the first operation presentation requiring the operation of the first operation means 71 occurs. It can be said that the first operation presentation is the standard mode (default), and the second operation presentation is the chance-up mode.
[0067] The various special effects are displayed in the display area 911 as images of different types (the specific types (contents of the images) of the various special effects can be anything, so explanation and illustration will be omitted), and the player can distinguish between the different special effects based on the differences in the images. However, the differences in the images do not include differences due to the presence or absence of so-called chance up. In other words, special effects of the same type are those that output effect images that are viewed as the same from the player's perspective. Also, although not shown, an image indicating the title of each special effect is displayed at the beginning of each effect, and it is possible to distinguish the type of special effect based on the difference in the title as well.
[0068] In the specific performance, a plurality of types of favorable events (chance-up events) may occur. In this embodiment, three types of favorable events, a first favorable event to a third favorable event, may occur (see FIG. 17(b)). The number of favorable events occurring in one specific performance is not fixed. That is, the number of favorable events occurring in one specific performance is any one of 0 to 3, and the more the number of occurrences, the higher the probability of a favorable outcome (jackpot reliability). The first favorable event is when the characters (hereinafter sometimes referred to as character images 41) that represent the lines of the characters appearing during the specific performance become "red." In other words, the character image 41 is set to be "white" (see FIG. 18(a-1)), and the character image 41 becomes "red" (see FIG. 18(a-2)) as the first favorable event. The second favorable event is when a predetermined favorable image 42 (cut-in image) is displayed during the specific performance. In other words, the standard state (default) (see FIG. 18(b-1)) is that the opportunity image 42 is not displayed throughout the specific performance, and the second opportunity event is set as the opportunity image 42 being displayed at a predetermined timing (see FIG. 18(b-2)). The third opportunity event is one in which the operation performance (already described) executed in the specific performance is the second operation performance (see FIG. 18(c-2)) rather than the first operation performance (see FIG. 18(c-1)).
[0069] These first opportunity event to third opportunity event can occur in any of the multiple types of specific presentations. However, the strict aspects of the presentations representing each opportunity event are not the same. For example, the content of the lines represented by the text image 41 varies depending on the specific presentation, so even if the color of the lines is the same, the displayed character string is different. In other words, the event in which the color of the text of the lines turns "red" (first opportunity event) can occur in any of the multiple types of specific presentations. Similarly, the aspect of the opportunity image 42 may be different (or the same) for each specific presentation. Even if the aspect of the opportunity image 42 varies depending on the specific presentation, the event in which the opportunity image 42 is displayed (second opportunity event) can occur in any of the multiple types of specific presentations.
[0070] The occurrence of any of the first opportunity event to the third opportunity event increases the probability of a favorable outcome (jackpot reliability). However, the various opportunity events have different values to the player when they occur (the degree of increase in reliability is different). In this embodiment, the values increase in the order of the first opportunity event, the second opportunity event, and the third opportunity event (the third opportunity event is the highest). In other words, assuming that an opportunity event occurs only once in a certain specific presentation, it is more advantageous (higher reliability) for the player for the second opportunity event to occur than the first opportunity event, and the third opportunity event to occur than the second opportunity event.
[0071] In addition, the length of time required to reach the conclusion (the point at which the winning / losing lottery result is known) is constant for each type of special presentation, regardless of whether an opportunity event occurs. In other words, the time to reach the conclusion does not change depending on whether an opportunity event occurs. However, the time to reach the conclusion may differ when comparing different types of special presentations. In other words, the time required for a certain type of special presentation is different from that for other types of special presentations, but whether or not an opportunity event occurs in that type of special presentation (how many first through third opportunity events occur) does not affect that time.
[0072] When a specific effect occurs during a certain variation effect (target variation effect), a composite selection effect may occur before the specific effect in that target variation effect. When a composite selection effect occurs, one of several specific effects will always occur afterwards. Note that various specific effects may occur without going through a composite selection effect. In other words, the occurrence of a composite selection effect is not set as a condition for the occurrence of various specific effects. However, when a composite selection effect occurs, it is determined that at least one favorable event will occur in the specific effect that occurs afterwards, so in that respect it can be said that it is advantageous for the player to have a specific effect occur after a composite selection effect (a specific effect that occurs without going through a composite selection effect may not result in any favorable event at all).
[0073] The composite selection effect (see Figures 19(b) to (e)) includes a first selection effect and a second selection effect which are executed consecutively. Note that the first selection effect and the second selection effect do not allow the player to select his / her preferred option (candidate). A number of options that can be selected are presented, and one of them is automatically selected. After the first selection effect ends (the result of the first selection effect is shown), the second selection effect starts immediately after. Except as otherwise explained, if the first selection effect and the second selection effect occur consecutively, the first selection effect may be executed after the second selection effect.
[0074] The first selection effect (see FIG. 19(b)(c)) is an effect that indicates which of a plurality of specific effects (first specific effect to fourth specific effect) will be executed. In other words, the first specific effect to fourth specific effect are presented as "candidates" (options) that may be executed in the future, and one of them is selected. In this embodiment, an image including characters indicating the names (reach names) of the first specific effect to fourth specific effect is displayed as an image indicating an option (first option image 51) (the names of the first specific effect to fourth specific effect are illustrated as reach A to reach D). These four first option images 51 are displayed in a variable manner (see FIG. 19(b)), and the stop of the variation indicates that one of them has been selected (see FIG. 19(c)). The specific effect selected here will be executed after the end of the composite selection effect (second selection effect) (see FIG. 19(f)).
[0075] Following the first selection performance, a second selection performance (see FIG. 19(d)(e)) is executed. The second selection performance indicates the type of the opportunity event that occurs in the specific performance selected in the first selection performance. Specifically, the first opportunity event to the third opportunity event are presented as "candidates" (options) of the opportunity event that may occur in the specific performance, and one of them is selected. In this embodiment, an image including characters representing the names of the first opportunity event to the third opportunity event (the names of the chance up) is displayed as an image (second option image 52) indicating the option (the names of the first opportunity event to the third opportunity event are illustrated as a dialogue change, a cut-in, and a device). These three second option images 52 are displayed in a variable manner (see FIG. 19(d)), and the stop of the variation indicates that one of them has been selected (see FIG. 19(e)).
[0076] With the end of the second selection presentation, the composite selection presentation ends. Then, the specific presentation selected in the first selection presentation (one of the first to fourth specific presentations) begins (see FIG. 19(f)). In this specific presentation, the opportunity event selected in the second selection presentation occurs (see FIG. 19(e)). In this embodiment, an opportunity event not selected in the second selection presentation may also occur in a subsequent specific presentation. In other words, it is not determined that an opportunity event not selected in the second selection presentation will not occur in a subsequent specific presentation. If only the opportunity event selected in the second selection presentation were set to occur, only one type of opportunity event would occur in the specific presentation that has passed through the composite selection presentation (this could lead to a decrease in the intrigue due to the presentation patterns being limited), so it is preferable not to eliminate the possibility of an opportunity event not being selected occurring.
[0077] In this manner, in this embodiment, the type of specific effect occurring in the multiple selection effect is displayed along with the type of opportunity event occurring in that specific effect, making it easy to understand the progress (development) of the effect.
[0078] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the multiple selection performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0079] 〇Specific example 3-1 In the above embodiment, it has been explained that all the opportunity events (first opportunity event to third opportunity event) shown as candidates in the second selection performance can occur regardless of the type of specific performance (whether it is the first specific performance to the fourth specific performance), but the type of opportunity event that can occur may differ depending on the type of specific performance. Note that "opportunity event does not occur" here also includes an event in which a reference event (default mode) is not set. For example, in the above embodiment, it has been explained that the third opportunity event is an operation performance executed in the specific performance that is not the first operation performance (default mode) in which the operation of the first operation means 71 is prompted, but is the second operation performance in which the operation of the second operation means 72 is prompted. However, even if the setting is such that the first operation performance does not occur and the second operation performance is always achieved (i.e., the setting is such that the "first operation performance" that is the reference (comparison target) does not occur), it is also included in "opportunity event does not occur" (because the opportunity event is an event that becomes "chance up" when a "comparison target" exists). In other words, unless it is an event that is not a "branching" in the production (an event that may or may not occur), it is not an opportunity event.
[0080] For example, in the first to third specific performances, any of the first to third opportunity events can occur, but in the fourth specific performance, the first and second opportunity events can occur, but the third opportunity event cannot occur (see FIG. 20(a)). In this case, the flow of the performance when the first to third specific performances are selected in the first selection performance is the same as in the above embodiment. That is, in the second selection performance, all of the first to third opportunity events are displayed as "candidates" (see FIG. 20(b-1)). On the other hand, when the fourth specific performance is selected in the first selection performance, the first and second opportunity events are displayed as "candidates" in the second selection performance, but the third opportunity event, which will never occur, is not displayed as a "candidate" (see FIG. 20(b-2)).
[0081] In this way, if the type of opportunity event that can occur differs depending on the type of specific performance, the "candidates" for the opportunity event shown in the second selection performance may be displayed according to the type of specific performance selected in the first selection performance. In other words, if this example is used, the composite selection performance may be configured so that the second selection performance is executed after the first selection performance is executed (after the type of specific performance to be executed is displayed).
[0082] On the other hand, if all the opportunity events (first opportunity event to third opportunity event) shown as candidates in the second selection presentation are considered to be possible events regardless of the type of specific presentation (first specific presentation to fourth specific presentation), as in the above embodiment, there is an advantage that control such as in this example (controlling the types of candidate opportunity events (types of candidates presented in the second selection presentation) based on the specific presentation to be executed (selection of the first selection presentation)) is not necessary. Another advantage is that the composite selection presentation can be configured such that the first selection presentation is executed (the specific presentation to be executed is selected) after the second selection presentation is executed (after selection of the opportunity event).
[0083] 〇Specific example 3-2 The combination of candidates shown in the first selection effect may be changed each time. Since a specific effect that was not shown as a candidate in the first selection effect will not be selected (will not occur), this is a presentation form in which the player hopes that a specific effect with a high degree of reliability will be included in the candidates.
[0084] Similarly, the combination of candidates shown in the second selection presentation may be changed each time. Since an opportunity event that is not shown as a candidate in the second selection presentation will not be selected (will not occur), this is a presentation form in which the player hopes that an opportunity event with a higher reliability will be included in the candidates.
[0085] 〇Specific example 3-3 In the second selection presentation, there may be cases where two or more opportunity events can be selected (see FIG. 21). As in the above embodiment, if the first opportunity event to the third opportunity event are presented as candidates in the second selection presentation, two or all of them may be selected, and the selected two or more opportunity events may occur in the subsequent specific presentation. The more opportunity events that occur in the specific presentation, the higher the probability of a favorable outcome (higher the reliability of the jackpot), so by doing as in this example, it becomes a presentation form in which the player hopes that more opportunity events (second option image 52) will be selected in the second selection presentation.
[0086] Furthermore, unlike the second selection effect, the first selection effect is an effect that determines the type of specific effect that will occur (only one type of specific effect will be executed thereafter), so it is not possible for a configuration that could result in two or more specific effects (first option image 51) being selected.
[0087] In the case of this example, the setting may be such that the opportunity event not selected in the second selection performance does not occur in the subsequent specific performance. In the case of the above embodiment, in which one opportunity event is selected in the second selection performance, the unselected opportunity event must be set to occur in the subsequent specific performance, otherwise the performance pattern is limited, which is not preferable. However, if the setting is such that two or more opportunity events may be selected in the second selection performance (the number of opportunity events to be selected is indefinite) as in this example, only one or more opportunity events selected in the second selection performance may occur in the subsequent specific performance, and the other opportunity events may not occur in the subsequent specific performance. In the example shown in FIG. 21 (when the result of FIG. 21(b) is reached), the first opportunity event (change of dialogue) and the second opportunity event (cut-in) occur in the subsequent specific performance, and the third opportunity event (device) does not occur.
[0088] 〇Specific example 3-4 In the second selection performance, a result in which none of the multiple types of opportunity events (second option image 52) presented as candidates is selected (hereinafter referred to as a non-selection result) may occur. If a non-selection result occurs, there may be a case in which no opportunity event occurs at all in the subsequent specific performance (none of the first opportunity event to the third opportunity event occurs).
[0089] As in the above embodiment, if one type of opportunity event (second option image 52) is selected in the second selection presentation, it is certain that at least one type of opportunity event will occur in the specific presentation after the multiple selection presentation, and the occurrence of the multiple selection presentation is advantageous to the player in that respect, which realizes gameplay. On the other hand, if it is as in this example, even if the multiple selection presentation occurs, there may be cases where no opportunity event occurs in the specific presentation, which widens the range of presentations.
[0090] 〇Specific example 3-5 At the beginning of the multiple selection performance (referring to a situation in which the results of neither the first selection performance nor the second selection performance are known), both candidates for the first selection performance (first choice image 51) and candidates for the second selection performance (second choice image 52) are displayed (see FIG. 22(b)). That is, unlike the above embodiment, after the type of specific performance to be executed is determined (the result of the first selection performance is displayed), the types of opportunity events that may occur in the specific performance are not displayed, but candidates for the specific performance and candidates for opportunity events are displayed (see FIG. 22(b)) from a stage before the type of specific performance to be executed is determined (a stage before the first selection performance starts (see FIG. 22(c)).
[0091] As in the above embodiment, if the second selection presentation is started after the result of the first selection presentation is known, then if the result of the first selection presentation is not very favorable to the player (for example, if a specific presentation with low reliability is selected), the player may become discouraged about the selection and lose interest in the result of the second selection presentation. The same is true when the result of the second selection presentation is configured to be known first. That is, if the result of the second selection presentation is not very favorable to the player (for example, if a favorable event with low reliability is selected), the player may become discouraged about the selection and lose interest in the result of the first selection presentation. To prevent this situation from occurring, both candidates for specific presentations and candidates for advantageous events are shown at the beginning of the composite selection presentation.
[0092] In particular, as explained in the above specific example 3-2, if the candidates for specific effects and candidates for opportunity events are set to change each time, then since the player will be greatly interested in what candidates will be presented, it can be effective to show candidates for specific effects and candidates for opportunity events at a stage before any selection has been made (a stage before the player may become depressed).
[0093] 〇Specific example 3-6 As an advantageous event that can be presented in the second selection presentation, an event (hereinafter referred to as a confirmed event) that, if it occurs during a specific presentation, will confirm that the specific presentation will end in a favorable outcome is set. As in the above embodiment, if the setting is "favorable outcome = jackpot," the confirmed event is shown as a candidate in the second selection presentation, and if the confirmed event is selected, the result of the lottery is confirmed as a jackpot at that point in time. In this way, the player pays attention to whether or not the confirmed event is included in the candidates (second selection image) shown in the second selection presentation (see FIG. 23(b-2)), and if so, the presentation is one in which the player hopes that the confirmed event will be selected (the second selection image of "premium" shown in FIG. 23(b-2) corresponds to the confirmed event). Furthermore, if the second selection effect is configured to occur after the result of the first selection effect is known (the type of specific effect to be executed is determined) as in the above embodiment, even if a specific effect with a low reliability is selected in the first selection effect, a pattern can occur in which a confirmed event is selected in the second selection effect, resulting in a confirmed jackpot (a pattern in which an unfavorable situation in the first selection effect is overturned in the second selection effect), which adds to the excitement.
[0094] When a fixed event is included as one of the favorable events, the fixed event may occur in some of the multiple types of fixed effects, but may not occur in other fixed effects. For example, a fixed event will not occur in the second fixed effect (reach B) and the third fixed effect (reach C), but may occur in the first fixed effect (reach A) and the fourth fixed effect (reach D). In this case, if the second or third fixed effect is selected in the first selection effect (see FIG. 22(a)), a fixed event will not be selected in the second selection effect (a fixed event will not be displayed as a candidate) (see FIG. 23(b-1)), and if the first or fourth fixed effect is selected in the first selection effect, a fixed event may be selected in the second selection effect (see FIG. 23(b-2)). Therefore, a performance form is realized in which the selection of the first or fourth fixed effect in the first selection effect is advantageous to the player in that the possibility of the fixed event being selected in the second selection effect remains.
[0095] 4-3) Variable stop pattern action In this embodiment, the following fluctuation stop actions can be executed as the performance (action) constituting the fluctuation performance. The fluctuation stop action can occur in a situation where a predetermined performance mode (specific mode) is set. In other words, the various configurations described below refer to those in a situation where the specific mode is set. For example, the form of the decorative pattern 80 described below refers to those in a situation where the specific mode is set. However, such conditions are not set as conditions under which the fluctuation stop action can occur, and the fluctuation stop action may occur at any time.
[0096] Each of the various decorative patterns 80 (see FIG. 24(a)) includes a main element portion 81 that indicates the type and a sub-element portion 82 that accompanies the main element portion 81. The main element portion 81 is a portion that includes characters ("numbers" in this embodiment). If the characters in the main element portion 81 are the same (the outer shape, such as font, may be different), the type of the pattern is the same. In this embodiment, the numbers "1" to "7" are included. That is, seven types of patterns are set as the decorative pattern 80. The sub-element portion 82 is a portion that represents different characters that correspond to the numbers "1" to "7". Note that the "character" includes not only those that represent animals such as humans, but also those that represent objects. In addition, it includes not only those that actually exist, but also those that represent imaginary things that appear in original works such as manga.
[0097] In this embodiment, the main element portion 81 "1" corresponds to "character A," "2" corresponds to "character B," ... "7" corresponds to "character G" (see Figure 24 (a)). In other words, decorative patterns 80 of the same type (decorative patterns 80 having the same main element portion 81) include the same type of character as the sub-element portion 82. Note that each character may change in appearance within a range that allows the player to recognize that they represent the same character. The left decorative pattern group 80gL, right decorative pattern group 80gR, and center decorative pattern group 80gC each include seven types of patterns, "1" to "7," as the main element portion 81.
[0098] In the following explanation, the decorative pattern 80 included in the left decorative pattern group 80gL (decorative pattern 80 selected from the left decorative pattern group 80gL) will be referred to as the left decorative pattern 80L, the decorative pattern 80 included in the right decorative pattern group 80gR (decorative pattern 80 selected from the right decorative pattern group 80gR) will be referred to as the right decorative pattern 80R, and the decorative pattern 80 included in the middle decorative pattern group 80gC (decorative pattern 80 selected from the middle decorative pattern group 80gC) will be referred to as the middle decorative pattern 80C (see Figure 24(b)). Details will be given later, but if the prefixes "first" to "third" are used in accordance with the order of fluctuation stops (including pseudo stops) when a fluctuation stop action occurs, the left decorative pattern 80L (left decorative pattern group 80gL) would be the "first decorative pattern (first decorative pattern group)", the right decorative pattern 80R (right decorative pattern group 80gR) would be the "second decorative pattern (second decorative pattern group)", and the middle decorative pattern 80C (middle decorative pattern group 80gC) would be the "third decorative pattern (third decorative pattern group)".
[0099] First, the fluctuation of the left decorative pattern group 80gL stops, and one left decorative pattern 80L is displayed to the left of the widthwise center of the display area 911 (see FIG. 25(b)). In the explanation of the fluctuation stop action, "stop" includes pseudo-stop (a state in which the player sees the pattern as stopped but is not completely stopped, for example, a state in which the pattern is slightly swaying). After that, the fluctuation of the right decorative pattern group 80gR stops, and one right decorative pattern 80R is displayed to the right of the widthwise center of the display area 911 (see FIG. 25(c)). In addition, it does not matter whether the timing at which one left decorative pattern 80L is displayed is before or after the timing at which one right decorative pattern 80R is displayed. Both may be displayed at the same time (the left decorative pattern group 80gL and the right decorative pattern group 80gR stop changing at the same time), or the timing at which the right decorative pattern 80R is displayed may be earlier than the timing at which the left decorative pattern 80L is displayed (the timing at which the right decorative pattern group 80gR stops changing may be earlier than the timing at which the left decorative pattern group 80gL stops changing).
[0100] After that, the variation of the middle decorative pattern group 80gC stops. At this time, the sub-element part 82 (left sub-element part 82L) of the left decorative pattern 80L and the sub-element part 82 (right sub-element part 82R) of the right decorative pattern 80R are displaced so as to approach each other. That is, one middle decorative pattern 80C displayed by stopping the variation of the middle decorative pattern group 80gC is displayed between the left decorative pattern 80L and the right decorative pattern 80R in the width direction, and the characters of the left sub-element part 82L and the right sub-element part 82R move toward the middle decorative pattern 80C. Specifically, the characters of the left sub-element part 82L and the right sub-element part 82R perform a variation stop action such that one middle decorative pattern 80C selected from the middle decorative pattern group 80gC is stopped (see FIG. 25(d)). In this embodiment, the final combination of decorative patterns 80 displayed after the variation stop action indicates a "miss". In other words, the action to stop the change occurs only when the winning / losing lottery result is a loss. After that, if there is pending information before the change, the next change will occur.
[0101] In this embodiment, even when a fluctuation stop action occurs, the sub-element parts 82 (left sub-element part 82L, right sub-element part 82R) and the main element part 81 in the left decorative pattern 80L and the right decorative pattern 80R remain connected (not separated) (see FIG. 25(d)). In other words, a state in which it is easy to understand that the left decorative pattern 80L and the right decorative pattern 80R are one pattern composed of the main element part 81 and the sub-element part 82 is maintained.
[0102] In this way, the fluctuation stopping action takes advantage of the fact that the left decorative pattern 80L and the right decorative pattern 80R displayed on either side of the middle decorative pattern 80C contain sub-element portions 82 (characters), and the sub-element portions 82 stop the middle decorative pattern 80C (middle decorative pattern group 80gC), which is an interesting feature.
[0103] Below, specific examples of improvements, specific embodiments, modifications, etc. of matters related to the fluctuation stop action will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0104] 〇Specific example 4-1 The change stopping action in the above embodiment is when the middle decorative pattern 80C (third decorative pattern) is displayed between the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) in the width direction, but the positional relationship (arrangement direction) of the three decorative patterns 80 can be appropriately changed as long as the decorative pattern 80 that is the target of the change stopping action is displayed between two decorative patterns 80 having a sub-element part 82 that performs the change stopping action. For example, the decorative pattern 80 (third decorative pattern) that is the target of the change stopping action may be displayed between the decorative pattern 80 (first decorative pattern) displayed on the upper side of the display area 911 and the decorative pattern 80 (second decorative pattern) displayed on the lower side (the three decorative patterns 80 are arranged in the vertical direction).
[0105] 〇Specific example 4-2 When the left decorative pattern 80L and the right decorative pattern 80R are of the same type, that is, when a so-called reach is established, a variable stop action is set not to occur. When the left decorative pattern 80L and the right decorative pattern 80R are of the same type, it means that the character that is the sub-element part 82 of the left decorative pattern 80L and the character that is the sub-element part 82 of the right decorative pattern 80R are the same. Since there is a risk that the player feels uncomfortable when such two "characters of the same type" perform an action at the same time (two characters of the same type move together at the same time to stop the middle decorative pattern 80C, which creates an unnatural (unrealistic) performance), a variable stop action is set not to occur when a reach is established. In other words, the variable stop action is set to occur only when the left decorative pattern 80L and the right decorative pattern 80R are of different types, that is, when the character that is the sub-element part 82 of the left decorative pattern 80L and the character that is the sub-element part 82 of the right decorative pattern 80R are different.
[0106] In addition, if you do as in this example, the fluctuation stop action will occur when the reach is not achieved, so the setting is that the fluctuation stop action will occur at a so-called ``complete miss'' fluctuation (a fluctuation in which a miss is announced without the reach being achieved).
[0107] 〇Specific example 4-3 Unlike the above specific example 4-2, a variation stop action may occur (see FIG. 26(b)) even when a reach is established (see FIG. 26(a)). However, the variation stop action when a reach is established is different between the character represented by the left sub-element part 82L and the character represented by the right element part, which are the same type of character. Note that "different actions" here does not include actions of both characters that are symmetrical. In other words, "different actions" are actions in which the actions of both characters are not the same (in a manner in which they overlap exactly when moved in parallel) and are asymmetrical. As in the above embodiment, if the same type of characters are displayed on the left and right of the display area 911 when a reach is established, the actions of the character represented by the left sub-element part 82L and the character represented by the right element part are made non-identical and asymmetrical (see FIG. 26(b)). In other words, when the same characters located on the left and right move toward the center, it is possible to make the action symmetrical, but the action is deliberately made asymmetrical.
[0108] Displaying the same type of character at the same time is itself unnatural, and if the actions of the same type of characters are also the same, this unnaturalness will be amplified. Therefore, in order to suppress this unnaturalness as much as possible, when a fluctuation stopping action is generated even when a reach is established, the actions of both characters are intentionally made different (unnaturalness is suppressed by not displaying two identical characters performing the same action at the same time).
[0109] In this example, it is preferable to prepare an action (left action) when displayed as the left decorative pattern 80L and an action (right action; different from the left action) when displayed as the right decorative pattern 80R for all kinds of decorative patterns 80 (characters A to I). Regardless of whether a reach is achieved or not, if a certain decorative pattern 80 is displayed as the left decorative pattern 80L, a left action (see FIG. 26(c-1)) is executed, and if it is displayed as the right decorative pattern 80R, a right action (see FIG. 26(c-1)) is executed. In this way, the actions of the left and right characters are necessarily different regardless of whether a reach is achieved (even if a reach is achieved).
[0110] In addition, in the case of this example, since the fluctuation stop action occurs even when the reach is established, the fluctuation stop action can be generated not only for the fluctuation that becomes "miss after the reach is established" but also for the fluctuation that becomes "big win". In other words, it is possible to configure so that the fluctuation stop action can be generated when the left decorative pattern 80L and the center decorative pattern 80C of the same type as the right decorative pattern 80R that constitute the reach stop.
[0111] 〇Specific example 4-4 The occurrence of the fluctuation stop action functions as a so-called pre-reading performance. The pre-reading performance suggests that the jackpot reliability of a certain winning / losing lottery result (target winning / losing lottery result) has increased by using a performance during fluctuation that notifies one or more previous winning / losing lottery results that are completed to be notified before the target winning / losing lottery result, and the fluctuation stop action occurs when the previous winning / losing lottery result (loss) is notified (see FIG. 27(b-1)). In other words, the occurrence of the fluctuation stop action functions as an indication of the occurrence of the pre-reading performance. In the case of "no pre-reading", the fluctuation stop action does not occur (see FIG. 27(b-2)). If the number of so-called pre-reads (the number of previous winning / losing lottery results) is set to be higher, the more times the fluctuation stop action occurs, the higher the jackpot reliability of the target winning / losing lottery result will be.
[0112] By doing this, the occurrence of a unique variable stopping action in which the sub-element portion 82 contained in the left decorative pattern 80L and the right decorative pattern 80R stops the middle decorative pattern 80C indicates the occurrence of a pre-reading, making it possible to create an easy-to-understand pre-reading performance.
[0113] In the case of this example, two or more actions with different modes may be prepared for all kinds of decorative patterns 80 (each of the characters A to I), and the reliability of the target winning / losing lottery result may be suggested by the action. For example, a first action and a second action are set for each of the characters A to I. If the combination of the left decorative pattern 80L and the right decorative pattern 80R is the same, the combination of characters that perform the fluctuation stop action is the same, and the reliability of the target winning / losing lottery result is higher (the reliability of the foresight is higher) when the character of the left sub-element part 82L and the character of the right sub-element part 82R perform the second action (see FIG. 27(c-2)) than when the character of the left sub-element part 82L and the character of the right sub-element part 82R perform the first action (see FIG. 27(c-1)). By doing so, it becomes a performance form in which attention should be paid to what action the left and right characters perform when the fluctuation stop action is performed.
[0114] 〇Specific example 4-5 The decorative pattern 80 (decorative pattern group 80g) to be stopped by the change stopping action does not include the sub-element part 82 (character). In accordance with the above embodiment, the middle decorative pattern 80C (decorative pattern included in the middle decorative pattern group 80gC) includes the main element part 81 (number) but does not include the sub-element part 82 (see FIG. 28). Since the change stopping action is a performance in which the left sub-element part 82L and the right sub-element part 82R perform an action, the middle decorative pattern 80C to be stopped by the action does not need to have the sub-element part 82.
[0115] By doing this, the difference between the "design to be stopped" (with sub-element portion 82) and the "design that is to be stopped" (without sub-element portion 82) becomes clear, making the variable stopping action easier to understand.
[0116] 〇Specific example 4-6 The various decorative patterns 80 included in the left decorative pattern group 80gL and the various decorative patterns 80 included in the right decorative pattern group 80gR may be configured not to include the sub-element portion 82 during the change, but to change to include the sub-element portion 82 when the change stops. For example, after changing only with "numbers" (main element portion 81) (see FIG. 29(a)), they may be displayed as "numbers" (main element portion 81) + "characters" (sub-element portion 82) when stopped (see FIG. 29(b)(c)). The change stop action occurs after the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) are displayed (the left and right decorative pattern groups 80gR stop changing), so they may not include the sub-element portion 82 in the previous state.
[0117] In addition, the middle decorative pattern 80C (middle decorative pattern group 80gC) may remain without including the sub-element portion 82 (remain as a number) even when the fluctuation stops (see Figure 29 (d)), or, like the left decorative pattern 80L and the right decorative pattern 80R, may be configured to be displayed as "number" (main element portion 81) + "character" (sub-element portion 82) (not shown) when the fluctuation stops.
[0118] 5) 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.
[0119] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0120] The presentation indicating the probability (reliability of the jackpot) of the winning / losing lottery result described in the above embodiment being a "jackpot" can also be used to indicate the probability of a so-called "small win."
[0121] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0122] ·Means 1-1 A gaming machine that displays as reserved patterns the existence of win / lose lottery information used in a win / lose lottery for which the corresponding win / lose lottery result has not yet been notified, and the reserved patterns are set to have normal patterns and special patterns which have a higher probability of the corresponding win / lose lottery result being a win than the normal patterns, and the reserved patterns in the normal patterns are cyclically decorated with X number of decorative characters which are different from each other and have a set order in which they are consumed in order of the earliest notification of the corresponding win / lose lottery results. According to the gaming machine described above, it becomes easy to grasp the current pending status (stored winning / losing lottery information).
[0123] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that when, in the consumption order, s reserved patterns of the special mode are displayed between the earlier reserved pattern of the normal mode and the later reserved pattern, the earlier reserved pattern is given the nth decorative character in the specified order, and the later reserved pattern is given the n+1+sth decorative character in the specified order. This makes it easier to distinguish between reserved symbols in the normal mode and reserved symbols in the special mode.
[0124] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that the reserved pattern in the normal mode and at least one of the reserved patterns in the special mode differ in the presence or absence of the decorative characters but have common elements. As described above, decorative characters are added to reserved patterns in a specified order in the normal mode (to help understand the reserved status), but reserved patterns that do not have the decorative characters added can also function as reserved patterns in a special mode.
[0125] ·Means 2-1 A gaming machine comprising: a display means having a display area; a during-change performance execution means for executing a during-change performance from the start of the change of a decorative pattern displayed in the display area until the decorative pattern stops in a manner according to a win / lose lottery result; and a notice performance execution means for executing a notice performance which displays a notice image to notify the occurrence of a reliability change performance in which the reliability, which is the probability that the win / lose lottery result will be a win, will increase during the during-change performance, wherein the reliability change performance includes a pre-change stage in which the notice image is displayed so as to cover at least a part of a pre-change image, which is the target image before the change, and a post-change stage in which the notice image is erased and a post-change image, which indicates a higher reliability than the pre-change image, is displayed. According to the gaming machine, it is possible to provide a reliability change effect that makes it easy to understand that the state of the target image has changed as a result of the occurrence of the advance notice effect (due to the effect of the advance notice image).
[0126] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the pre-change stage includes a first half in which the pre-change image and the preview image are displayed at a distance from each other, and a second half in which the preview image is displaced in the direction of the pre-change image and is displayed so as to cover at least a portion of the pre-change image. In this way, it is possible to more clearly show that the target image has been changed by the effect of the preview image.
[0127] ·Means 2-3 A gaming machine as described in means 2-1 or 2-2, characterized in that after the preview image is displayed so as to cover at least a portion of a certain image, a pseudo-confidence change effect may occur in which the preview image remains without any change occurring in the direction of increasing the confidence of the certain image, and after the pseudo-confidence change effect occurs, a confidence change effect occurs in which an image other than the certain image is used as the target image. In this way, even if an image is covered by a preview image, the reliability change effect does not necessarily occur for that image. In that case, the preview image is not "consumed", and a reliability change effect with another image as the target image is generated.
[0128] ·Means 3-1 A gaming machine capable of executing a plurality of specific effects that can lead to an advantageous ending favorable to the player or an unfavorable ending that is the outcome if the advantageous ending is not reached, characterized in that, before the specific effect is started, a composite selection effect is generated that includes a first selection effect indicating which of the plurality of specific effects will be executed, and a second selection effect indicating the type of opportunity event that will occur in the specific effect selected in the first selection effect. According to the gaming machine, when a specific effect occurs, the progress (development) of the effect can be easily understood.
[0129] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that all of the opportunity events shown in the second selection presentation can occur in any of the multiple types of specific presentations shown in the first selection presentation. By doing this, there is no need to control the type of opportunity event shown in the second selection presentation according to the content of the first selection presentation (making it easier to control the second selection presentation).
[0130] ·Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that two or more opportunity events may be selected in the second selection presentation. By doing so, a presentation form is created in which the player hopes that more favorable events will be selected in the second selection presentation.
[0131] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that a definite event that, when occurring in the specific presentation, determines that the advantageous outcome will be reached may be displayed as the favorable event in the second selection presentation. By doing this, when a definite event is indicated in the second selection presentation, the presentation will be such that the player hopes that the definite event will be selected.
[0132] ·Means 3-5 A gaming machine described in any one of means 3-1 to 3-3, characterized in that at the beginning of the composite selection presentation where neither the first selection presentation nor the second selection presentation has been completed, both candidates for the first selection presentation and candidates for the second selection presentation are displayed. If the result of either the first or second selection effect is shown first, the player may be disappointed and lose interest in the result, so candidates for both selection effects may be shown before the results of either selection effect are shown.
[0133] ·Means 4-1 a display means having a display area; and a notification means for displaying in the display area a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each of which includes a plurality of types of decorative patterns, and notifying a winning / losing lottery result based on a combination of a first decorative pattern, a second decorative pattern, and a third decorative pattern selected and displayed from each decorative pattern group, wherein at least the first decorative pattern and the second decorative pattern have a sub-element portion associated with the main element portion in addition to a main element portion indicating the type thereof, and after the first decorative pattern is displayed on one side of the display area and the second decorative pattern is displayed on the other side, a first sub-element portion which is the sub-element portion of the first decorative pattern and a second sub-element portion which is the sub-element portion of the second decorative pattern are displaced so as to approach each other, thereby stopping the variation of the third decorative pattern group and leading to a state in which the third decorative pattern is displayed between the first decorative pattern and the second decorative pattern. According to the gaming machine, an interesting pattern stopping action can be executed by utilizing the sub-element parts of the first decorative pattern and the second decorative pattern.
[0134] ·Means 4-2 The gaming machine described in means 4-1, wherein the sub-element portion represents a character, and the decorative pattern of the same type includes a character of the same type as the sub-element portion. By doing this, it is possible to produce an effect that looks as if the character has stopped the third decorative pattern.
[0135] ·Means 4-3 The gaming machine described in means 4-2 is characterized in that, when the first decorative pattern and the second decorative pattern are different, the fluctuation stop action may occur, but when the first decorative pattern and the second decorative pattern are the same type and a reach is achieved, the fluctuation stop action does not occur. When a reach is established, the first sub-element part and the second sub-element part become the same character. Since there is a risk that such a performance in which the same characters move at the same time (move together to stop the third decorative pattern) may be unnatural, it is acceptable not to cause a variable stop action when a reach is established.
[0136] ·Means 4-4 The gaming machine described in means 4-2 is characterized in that when the first decorative pattern and the second decorative pattern become the same type and a reach is established, the variable stopping action is in a form in which the action of the character represented by the first sub-element portion, which is a character of the same type, and the action of the character represented by the second sub-element portion are different. If a fluctuation stopping action is to be generated even when a reach is achieved, it is advisable to vary the actions of the same character, thereby reducing as much as possible the awkwardness of the same character acting at the same time.
[0137] ·Means 4-5 A gaming machine described in any one of means 4-1 to 4-4, characterized in that the third decorative pattern includes the main element portion but does not include the sub-element portion. By doing so, the distinction between the decorative pattern (first decorative pattern, second decorative pattern) that stops the variation and the decorative pattern (third decorative pattern) that is stopped becomes clear. [Explanation of symbols]
[0138] 1. Gaming machines 10 Reserved Design 11. Changing pending symbols 12 Pre-change reserved pattern 10n Normal mode 10s special mode 101s Basic special mode 102s Special Notice 20 Target images 20x before image Image after 20y change 21 First target image 22 Second target image 25 Preview image 251 First Preview Image 252 Second Preview Image 30 Decorative characters 41 Text images 42 Opportunity Image 51 First Choice Image 52 Second Choice Image 70 Operating means 71 First operating means 72 Second operating means 80 Decorative Designs 80L Left decorative pattern 80R Right decorative pattern 80C Medium decorative pattern 80g Decorative Pattern Group 80gL Left decorative pattern group 80gC Medium decorative pattern group 80gR Right decorative pattern group 81 Main element part 82 Sub-element 82L Left subelement part 82R Right subelement part 91 Display device 911 Display area
Claims
1. A gaming machine in which a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each including a plurality of types of decorative patterns, are variably displayed in a display area of a display device, and a winning / losing lottery result is notified based on a combination of the first decorative pattern, the second decorative pattern, and the third decorative pattern selected and displayed from each decorative pattern group, After the first decorative pattern and the second decorative pattern are displayed, a variation stop action using the first decorative pattern and the second decorative pattern is executed, and then the variation of the third decorative pattern group is stopped and the third decorative pattern is displayed. The variation stopping action is that the first decorative symbol and the second decorative symbol approach each other and approach the third decorative symbol at the same time. A gaming machine characterized by: However, the variation stopping action does not result in the decorative pattern being displayed in a compressed form.
2. The gaming machine of claim 1, characterized in that when the variation stopping action is executed and then the result of the win / lose lottery is announced as a lose, there is a higher probability that the result of the win / lose lottery announced thereafter will be a win than when the variation stopping action is not executed and the result of the win / lose lottery is announced as a lose.
3. The first decorative pattern has a first main element portion indicating its type and a first sub-element portion associated with the first main element portion, The second decorative pattern has a second main element portion indicating its type and a second sub-element portion associated with the second main element portion, The fluctuation stopping action is such that the first sub-element portion and the second sub-element portion approach each other and approach the third decorative pattern at the same time.
3. The gaming machine according to claim 1 or 2.
Citation Information
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