Gaming Machines
The gaming machine addresses the challenge of selecting image appearances by incorporating image control and selection screen display features, allowing players to easily choose from various options, thereby improving user experience and engagement.
Patent Information
- Application Number
- JP2021022304
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-16
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2041-02-16
AI Technical Summary
Existing gaming machines do not provide an easy way for players to select the appearance of images, limiting user experience and engagement.
A gaming machine equipped with image control means to change the appearance of target images and selection screen display means to allow players to easily select from multiple options, including images representing the same object in different appearances, with the option to display these selections during lottery results.
Enables easy and intuitive selection of image appearances, enhancing player experience and engagement by providing a more interactive and customizable gaming environment.
Smart Images

Figure 0007671954000001 
Figure 0007671954000002 
Figure 0007671954000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines capable of executing effects in which a predetermined effect image is displayed as a naked eye stereoscopic image (3D) are known (see, for example, Patent Document 1 below). Gaming machines that allow the player to select whether the effect image is displayed as a flat image (2D) (3D can be switched ON / OFF) are also known. In other words, gaming machines that allow the player to freely select how the predetermined effect image appears are known. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-081015 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that allows a player to easily select how an image appears. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises an image control means capable of changing the appearance of a specified target image displayed on a display device, and a selection screen display means for displaying a selection screen on the display device that allows the player to select how the target image appears, the selection screen including a plurality of selection images corresponding to each of the candidate appearances, the plurality of selection images being of the same object, and an image of the object can be displayed during a varying performance that notifies the player of the result of the lottery. Effect of the Invention
[0006] According to the present invention, it is possible to easily select how an image appears. [Brief description of the drawings]
[0007] [Figure 1] 1 is an overall view of a gaming machine according to an embodiment of the present invention. [Diagram 2] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which the specific area is in a closed state, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which the specific area is in an open state. [Diagram 3] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 4] 13A is a diagram for explaining the game state and the type of jackpot (the transition of the game state according to the type of jackpot), and FIG. 13B is a diagram showing the probability of winning or losing in each game state. [Diagram 5] A figure to explain the format and control of the image displayed in the display area when the second win / loss lottery results in a small win. [Figure 6] This is a diagram to explain the manner and control of the image displayed in the display area when the second win / loss lottery results in a jackpot (direct win). [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 9] This is a diagram for explaining the control of the big win presentation (first big win presentation) when a small win is won. [Figure 10] This is a diagram to explain the control of the jackpot presentation (second jackpot presentation) when a jackpot is won (direct hit). [Figure 11] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 14] A diagram to explain the selection suggestion presentation. [Figure 15] FIG. 13 is a diagram for explaining a case in which it is more advantageous for the second option group to be the target option group than for the third option group to be the target option group. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 18] FIG. 11 is a diagram for explaining specific example 3-4 and specific example 3-5. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 20] FIG. 13 is a diagram for explaining a three-dimensional presentation. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 23] FIG. 23 is a diagram for explaining a specific example 4-2 (an example different from the example shown in FIG. 22). [Figure 24] FIG. 13 is a diagram for explaining specific example 4-3. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-4. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-6. [Figure 27] A diagram showing an example of a pre-performance and a subsequent post-performance. [Figure 28] A diagram to explain the relationship between pre-performance and post-performance. [Figure 29] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 31] FIG. 1 is a diagram for explaining a naked eye stereoscopic image presentation. [Diagram 32] FIG. 13 is a diagram showing a selection image for selecting how a target image appears. [Diagram 33] FIG. 6 is a diagram for explaining specific example 6-3. [Diagram 34] FIG. 6 is a diagram for explaining specific example 6-4. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a pachinko game machine 1 (hereinafter simply referred to as a game machine) according to the present invention will be described in detail with reference to the drawings. In the following description, the term "image" includes not only still images but also moving images. In addition, when it is said that "a game ball enters XX (wins)", strictly speaking, it means that a sensor installed in the XX has detected the game ball that has entered.
[0009] First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square piece of plywood, and a guide rail 903 is provided in a substantially arcuate shape, which constitutes a passageway for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 includes a starting area 904, a big winning area 906, an outlet 907, and the like.
[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.
[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0012] 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.
[0013] 2) Playability (game quality) 2-1) Win / lose lottery When the game ball enters the starting area 904, a numerical value (hereinafter, sometimes referred to as winning / losing lottery information) is obtained from a random number source. A winning / losing lottery is executed using the numerical value. If the numerical value is the same as a predetermined winning value, it is a winning result, and if it is different, it is a losing result. In this embodiment, two types of winning conditions (types) are set: a big winning result and a small winning result. In other words, if the numerical value obtained from the random number source is the same as the winning value, it is a big winning result, and if it is the same as the winning value, it is a small winning result (otherwise, it is a losing result).
[0014] In this embodiment, a first starting area 904a and a second starting area 904b located at a different position from the first starting area 904a are provided as the starting area 904 (see FIG. 1). When a game ball enters the first starting area 904a, first winning / losing lottery information is acquired, and a first winning / losing lottery (special drawing 1 lottery) is executed based on the first winning / losing lottery information. When a game ball enters the second starting area 904b, second winning / losing lottery information is acquired, and a second winning / losing lottery (special drawing 2 lottery) is executed based on the second winning / losing lottery information.
[0015] When a jackpot is won, a jackpot game is executed. In order to distinguish a jackpot (game) that has been won through a small win, the details of which will be described later, a jackpot is sometimes called a "direct win". In a jackpot game, a unit game (referring to a game for one "round". In the following description, it may be called a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met is repeated one or more times. In this embodiment, the unit game ends (the jackpot area 906 is closed) when either the winning condition that 10 game balls enter the jackpot area 906 or the time condition that a predetermined time has passed is met. The more unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit value) that can be obtained in the jackpot game. In this embodiment, the big prize area 906 is provided on the right side of the play area 902, and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").
[0016] When a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened and the specific area 10 provided in the large prize area 906 is opened (see FIG. 2(b)). The letter "V" is written near the specific area 10, and the "V" is used to indicate the specific area 10 to the player. The specific area 10 is normally closed, but is temporarily opened when a small prize is won (note that the specific area 10 is not opened in the large prize game). The large prize area 906 has two exit areas, and a game ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is the specific area 10. A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the large prize area 906. In other words, a gaming ball that enters the specific area 10 also enters the big prize area 906.
[0017] When a gaming ball enters the specific area 10, a big win game is executed. In other words, not only can a big win be won by lottery, but also a big win can be won via a small win (to win a big win, it is sufficient for one gaming ball to enter the specific area 10). Note that the specific area 10 may be provided outside the big win area 906.
[0018] The small win game can be regarded as a unit game of one round of the big win game acquired through the small win game. For example, a 10-round big win (a big win in which 10 unit games are executed) through the small win game is a game in which the small win game (a game in which the big win area 906 is opened and the specific area 10 is opened) is executed as the first round game, and the opening of the big win area 906 executed as the big win game is executed as the second to ninth round game (if the game ball does not enter the specific area 10, the second to ninth round games are not executed and the game ends with only the small win game). The small win game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is satisfied, as in the unit games constituting the big win game. If the game balls are continuously shot, the winning condition will be satisfied first, so in the small win game, the player can obtain the same prize balls as in one unit game. In this embodiment, in unit games other than the unit game which is a small win game (unit games which constitute a big win game), the big prize area 906 is open but the specific area 10 is closed (see FIG. 2(a)).
[0019] In this embodiment, when a small prize is won, the specific area 10 is opened together with the big prize area 906, but the time is secured to allow the game ball to enter the specific area 10. The specific area 10 is provided on the right side of the game area 902 (see FIG. 1), and the player hits the right side to allow the game ball to enter the specific area 10. If the player continues to hit the right side, the game ball will almost certainly enter the specific area 10. When a small prize is won, an instruction to hit the right side is displayed in the display area 911, so the player only needs to follow the instruction. Even if the player starts hitting the right side 10 or so seconds after the instruction is issued, the game ball is set to almost certainly enter the specific area 10. In this way, in this embodiment, the setting is substantially "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize).
[0020] In addition, gaming machines such as the gaming machine 1 of this embodiment, which have the possibility of winning a jackpot not only when a jackpot is won but also when a small jackpot is won, are called "type one / type two mixed machines" (winning a jackpot via a small jackpot is a "type two" game).
[0021] 2-2) Decorative designs The winning / losing lottery result is notified by the decorative pattern 80 (see FIG. 3) displayed in the display area 911. In this embodiment, three decorative pattern groups 80g, each of which includes a plurality of types of decorative pattern 80, are set. Specifically, there are three decorative pattern groups: a left decorative pattern group 80gL displayed on the left side of the display area 911, a right decorative pattern group 80gR displayed on the right side, and a middle decorative pattern group 80gC displayed between the left decorative pattern group 80gL and the right decorative pattern group 80gR. The lottery result is notified by a combination of three decorative patterns 80 selected and displayed from each decorative pattern group 80g. The performance from when the three decorative pattern groups 80g start to change until the change stops and a combination showing the lottery result is displayed is the performance during change (performance for one change). Note that in some drawings, the decorative pattern 80 is omitted from illustration.
[0022] It should be noted that a pattern (another pattern; not shown) other than the decorative pattern 80 may be displayed. For example, in this embodiment, as described later, when a small win and a big win are both won, the same type of three decorative patterns 80 are displayed (a small win and a big win cannot be distinguished depending on the combination of decorative patterns 80), but when a big win is won and when a small win is won, the appearance of the other pattern may be different (the other pattern can be used to distinguish whether a big win or a small win has been won). The other pattern may be displayed in the display area 911 or outside the display area 911 (lighting pattern of a lamp or the like displayed outside the display area 911).
[0023] 2-3) On hold When a game ball enters the first starting area 904a and new first winning / losing lottery information is acquired, if a variable performance corresponding to the winning / losing lottery information acquired earlier is being executed, the new first winning / losing lottery information is stored in a storage means (not shown) as first reserved information (reserved). In this embodiment, the maximum number of first reserved information (special pattern 1 reserved) that can be stored is four. The first reserved information stored in the storage means is displayed as a reserved pattern 70 (see FIG. 3; the reserved pattern 70 is omitted in some drawings). Although not shown, the reserved pattern 70 corresponding to the winning / losing lottery result for which the variable performance is currently being executed (the so-called reserved pattern 70 of the variable) may be displayed. Depending on the game state, the reserved pattern 70 may not be displayed.
[0024] On the other hand, in this embodiment, there is no area for storing the second winning / losing lottery information as reserved information (second reserved information). In other words, there is no situation in which two or more pieces of second winning / losing lottery information for which the notification of the corresponding winning / losing lottery result has not been completed are reserved.
[0025] 2-4) Game status As game states in which a player plays to win a jackpot, a normal game state and a special game state (a so-called time-saving state) that is more advantageous to the player than the normal game state are set (see FIG. 4(a)). In the normal game state, the game ball should be launched aiming at the first starting area 904a. The first starting area 904a is provided in a position where the game ball flowing down the left side of the game area 902 can enter. In other words, the normal game state is a state in which the player is encouraged to play with a left hand (a left hand play should be performed) (a game ball does not enter the first starting area 904a when hit with the right hand), and is a state in which the player aims to win a jackpot through a first win / lose lottery. The first win / lose lottery is a lottery whose result is either a jackpot or a miss. In other words, a small win does not occur as a result of the first win / lose lottery. The probability of winning a jackpot in the normal gaming state (the probability of winning a jackpot in the first win / lose lottery) is approximately 1 / 319.8 (see FIG. 4(b)). Anything other than that is a miss. In other words, the normal gaming state is a state in which it is not possible to win a jackpot via a small win. Note that a small win may occur as a result of the first win / lose lottery, but the small win will not allow the gaming ball to enter the specific area 10. For example, if a small win is won in the first win / lose lottery, the opening time of the specific area 10 is extremely short, and the configuration is such that there is almost no possibility of the gaming ball entering the specific area 10.
[0026] If the first lottery results in a jackpot, the jackpot is announced when the three decorative symbols 80 are the same. If the first lottery results in a jackpot, a different combination is displayed.
[0027] The special game state is a state in which the game ball should be launched aiming at the second starting area 904b (see FIG. 4(a)). The second starting area 904b is provided at a position where the game ball flowing down the right side of the game area 902 can enter. In other words, the special game state is a state in which the player should play with a right-handed shot (the game ball does not enter the second starting area 904b when hitting with a left-handed shot) and aims to win a jackpot through a second winning / losing lottery. The second winning / losing lottery is a lottery whose result is a jackpot or a small winning jackpot. In other words, the second winning / losing lottery does not result in a loss. The probability of a jackpot in the special game state (the probability of a jackpot in the second winning / losing lottery) is about 1 / 319.8, which is the same as the probability of a jackpot in the normal game state (the special game state is not a so-called probability-varying state (a state in which the probability of a jackpot is higher than in the normal game state), so it needs to be the same as the normal game state). Otherwise, it will be a small win (i.e., the probability of a small win is approximately 318.8 / 319.8) (see Figure 4(b)). Note that we are not denying the possibility of a loss occurring as a result of the second winning / losing lottery.
[0028] If the result of the second winning / losing lottery is a small win or a big win, the three decorative patterns 80 will be the same, and the player will be notified that he or she has won the small win or big win. Since the setting is essentially "small win = big win", the combination of decorative patterns 80 is configured to be the same between a small win and a big win (all of which will be the same three patterns) so that the player will see that he or she has won a big win even if he or she has won a small win. However, the big win and small win may be distinguished by the above-mentioned separate pattern displayed near the outer edge of the display area 911. The form of the separate pattern will be different when the big win is won and when the small win is won. However, since the separate pattern is small (smaller than the decorative pattern 80) and inconspicuous, the player can play the game by looking only at the decorative pattern 80 without being aware of the separate pattern.
[0029] In the initial state (power ON state), the game is in the normal game state. A normal jackpot and a special jackpot are set as jackpots that can be won in the first winning / losing lottery in the normal game state. A normal jackpot is a jackpot that makes the game state after the jackpot game ends in the normal game state. A special jackpot is a jackpot that makes the game state after the jackpot game ends in the special game state. The number of unit games (number of rounds) of each jackpot may be any number. The distribution of jackpots when a jackpot is won in the first winning / losing lottery can be set appropriately. In this embodiment, the probability of a normal jackpot is 50% and the probability of a special jackpot is 50% (see FIG. 4(a)). When a special jackpot is won, the game will transition to a special game state that is advantageous to the player (more advantageous than the normal game state) after the jackpot game ends, and the probability of transitioning to the special game state is 50%. In addition, the allocation of the jackpot after the first winning / losing lottery may be set so that the special jackpot is 100% (it may be configured so that the normal jackpot is not set).
[0030] When a special jackpot is won, the game moves to a special game state after the jackpot game ends. In the special game state, the player plays a right-hand shot (the display area 911 displays a message encouraging right-hand shot play). On the right side of the game area 902, a normal start area 905 is provided (see FIG. 1). Entering the normal start area 905 triggers a normal lottery (normal symbol lottery). Winning the lottery triggers the second start area 904b (which is normally closed) to open. The probability of winning the normal lottery in the special game state is extremely high (100% or close to 100%). Therefore, if the player hits the right, the second start area 904b is easily opened, and the game ball enters the second start area 904b. In other words, if the player plays as instructed, the second win / lose lottery is executed.
[0031] In addition, since the normal game state is set not to win the normal lottery (the winning probability is 0%), the game ball will not enter the second starting area 904b even if the player hits the right button in the normal game state. In contrast to this, the game ball may be set to have a possibility of winning the normal lottery even in the normal game state (for example, the probability of winning the normal lottery is set to be the same in the normal game state and the special game state), but it is made substantially impossible for the game ball to enter the second starting area 904b even if the game ball wins the normal lottery in the normal game state. For example, the opening time of the second starting area 904b when the normal lottery is won in the normal game state is made extremely short to the extent that it is substantially impossible for the game ball to enter the second starting area 904b. In this way, in the normal game state, it is sufficient that the game ball is set to be unable to enter the second starting area 904b (to receive the second win / lose lottery), and the method for realizing this can be changed as appropriate.
[0032] The special game state ends on the condition that the result of the second winning / losing lottery is announced once. In other words, the so-called "time reduction number = 1" setting is used. The announcement of the result of the first winning / losing lottery executed after the special game state is started is not counted in the time reduction number. In other words, even if the first reserved information exists at the time the special game state is started and the performance during the change of the first winning / losing lottery result is executed, the special game state does not end. In other words, after the transition to the special game state, the special game state does not end unless the player hits the right hand and the game ball enters the second starting area 904b. However, although it is extremely rare, if the result of the first winning / losing lottery based on the first reserved information that existed at the time the special game state is started is a jackpot (if the winning rate is about 1 / 319.8), the jackpot game will be executed. If the jackpot is a normal jackpot, the game will transition to the normal game state after the jackpot game ends, and if it is a special jackpot, the game will transition to the special game state after the jackpot game ends. In the case where the first winning / losing lottery is executed in the special game state and a big win is won, the setting may be made so that the special game state is transitioned to without fail after the big win game ends. In this embodiment, if the first reserved information exists when the special game state is transitioned to, the time required for the variable performance regarding the winning / losing lottery result (loss) corresponding to the first reserved information is set to the shortest time (shortest variable time). In other words, the so-called special chart 1 reservation is "quickly consumed".
[0033] As mentioned above, in the special game state, if the player continues to hit the right side for a certain period of time, the game ball will enter the second starting area 904b that has been opened as a result of winning the normal lottery, and this will trigger the second winning / losing lottery to be executed. As mentioned above, the result of the second winning / losing lottery will be a big win or a small win (there are no losses). Since a small win leads to a big win (effectively, a "small win = big win"), the transition to the special game state means that the entry of the game ball into the second starting area 904b guarantees the acquisition of one big win (game).
[0034] The jackpot that can be obtained through the second winning / losing lottery is either a normal jackpot or a special jackpot. In this embodiment, the distribution of jackpots obtained through the second winning / losing lottery is 19% for normal jackpots and 81% for special jackpots (see FIG. 4(a)). This distribution is the same whether the second winning / losing lottery results in a jackpot (a so-called "direct win") or a small win results in the second winning / losing lottery, and the jackpot is obtained by entering the specific area 10 (a jackpot via a small win).
[0035] After the special jackpot game ends, the game transitions back to the special game state (see Figure 4(a)), so the player is guaranteed to win a jackpot after the second winning / losing lottery. In other words, a special jackpot is a jackpot that guarantees consecutive wins. On the other hand, after the normal jackpot game ends, the game transitions back to the normal game state, so the player must play (hit left) again in an attempt to win the jackpot in the first winning / losing lottery.
[0036] 3) Control when small win and big win are won 3-1) First and second images As described above, in the special game state, the jackpot game may be executed after winning a small jackpot, or after winning a jackpot (direct win). When a small jackpot is won in the special game state, the small jackpot game is executed first, and a jackpot game including nine unit games is executed after the small jackpot game on the condition that the game ball enters the specific area 10 in the small jackpot game (see FIG. 5). In the following description, the jackpot game after the small jackpot game may be referred to as the "first jackpot game" (unless otherwise specified, the "first jackpot game" does not include the small jackpot game). On the other hand, when a jackpot is won in the special game state (direct win), a jackpot game including ten unit games is executed. In the following description, the jackpot game may be referred to as the "second jackpot game". If a small win game when a small win is won is also considered as one unit game, it can be said that the number of unit games (number of rounds) executed is the same, "10", whether it is via a small win (small win game (one unit game) + first jackpot game (nine unit games)) or via a jackpot (second jackpot game (ten unit games)).
[0037] In the small win game, in order to win the first big win game, it is necessary to make the game ball enter the specific area 10. Therefore, in the small win game, after the small win is won (see FIG. 5(a)), an image (hereinafter referred to as the first image 21) showing the player that the situation requires the game ball to enter the specific area 10 is displayed in the display area 911 (see FIG. 5(b)). In this embodiment, the first image 21 includes an area image portion 231, a warning image portion 232, an opening image portion 233, and a time image portion 234.
[0038] The area image section 231 is a portion including an image that directly or indirectly indicates the specific area 10. In this embodiment, the area image section 231 including the characters "Aim for V" is displayed. It may include an arrow pointing to the side where the specific area 10 is provided (the lower right in this embodiment). This allows the player to understand that it is a situation where the player should aim for the specific area 10 while playing. In addition, the warning image section 232 is an image that calls the player's attention. If the game ball does not enter the specific area 10, a disadvantage occurs in that the first big win game is not executed, so the warning image section 232 is displayed to call the player's attention to the possibility of this disadvantage occurring. The warning image section 232 may be in any form as long as it is an image that conveys such an intention. In this embodiment, the warning image section 232 including the characters "WARNING" is displayed.
[0039] The opening image section 233 indicates that a jackpot game (first jackpot game) will be played (strictly speaking, that it is confirmed that the jackpot game will be won in the future). Specifically, it is a portion including a name associated with the jackpot game. In this embodiment, the opening image section 233 including the characters "BIG BONUS" is displayed. Note that the opening image section 233 may be set according to the type of jackpot. In this embodiment, all jackpot games that have been played after winning a small jackpot are 10 rounds (9 rounds excluding the small jackpot game), so all opening image sections 233 including the characters "BIG BONUS" are displayed. However, if multiple types of jackpots with different numbers of rounds are installed, opening image sections 233 corresponding to each of them may be set.
[0040] The time image section 234 indicates the time lapse since the start of the small win game. In this embodiment, the time image section 234 is displayed as an image of a "meter" that decreases with the actual passage of time. By displaying such a time image section 234, it is possible to impress on the player that there is a time limit for the game ball to enter the specific area 10 (the time limit is approaching). The timing when the time measured by the time image section 234 is up (the "meter" disappears) and the timing when the specific area 10 is closed may coincide (the remaining time indicated by the time image section 234 indicates the time when the specific area 10 is closed as it is), but it is preferable that the specific area 10 is closed after the timing when the time is up. In other words, it is preferable to set it so that the game ball may enter the specific area 10 even after the time is up. If the timing of the time up and the timing of the specific area 10 closing are the same, there is a risk of a complaint being made that the game ball did not enter the specific area 10 even though the time had not yet run out (the first jackpot was not obtained), so it is preferable to set the time up on the time image section 234 with some time to spare before the specific area 10 actually closes.
[0041] The first image 21 is erased when the game ball enters the specific area 10 (the first game ball enters the specific area 10 after the start of the small win game), i.e., when a so-called V win occurs (see FIG. 5). The first image 21 is displayed to show the player that the game ball should enter the specific area 10, so when the game ball enters the specific area 10, it is erased as having completed its role (the change in the time display section also ends (the time display section is erased)). In this embodiment, after the first image 21 is erased, the display of a previously prepared image for a big win (performance image 30; details will be described later) begins (see FIG. 5(c)). That is, the progression of the performance (image switching) occurs when the game ball enters the specific area 10. In this embodiment, the performance image 30 is displayed halfway through the small win game (first round), but the performance image 30 may be displayed from the first big win game (second round). In addition, although not shown, in this embodiment, an entry notification image (for example, an image showing a large "V" mark) that notifies that the game ball has entered the specific area 10 is temporarily displayed (the entry notification image may be displayed superimposed on the performance image 30, or the performance image 30 may be displayed after the entry notification image is displayed). This allows the player to understand that the game ball has entered the specific area 10. However, such an entry notification image may be configured not to be displayed. In addition, if the player does not launch the game ball toward the specific area 10 (the big prize area 906) and the game ball does not enter the specific area 10, the first image 21 is erased upon the end of the small win game. In this case, the first big win game is not executed, so the performance image 30 and the entry notification image are not displayed.
[0042] On the other hand, after the second winning / losing lottery results in a jackpot (a so-called direct win) and the winning of the jackpot is announced (see FIG. 6(a)), in the first unit game of the second jackpot game (unit game of the first round), a second image 22 is displayed in the display area 911 (see FIG. 6(b)). The second image 22 includes a common element that is common to the first image 21. Note that the common element does not include a portion that instructs how to launch the game ball. Although not shown, in this embodiment, an instruction to "hit right" is issued both when a small win is won and when a jackpot is won, but the instruction to "hit right" is not considered to constitute a common element (because it is natural that an instruction to "hit right" is issued in a situation where a "hit right" should be made).
[0043] The second image 22 in this embodiment includes an opening image portion 233 and a time image portion 234 as common elements (see Fig. 5(b) and Fig. 6(b)). The opening image portion 233 of the second image 22 includes the characters "BIG BONUS" like that of the first image 21. If a small win is considered as one unit game, the unit game executed when a small win is won is 10 times (10 rounds), and the unit game executed when a big win is won is also 10 times (10 rounds). In other words, 10 unit games can be acquired when a small win or a big win is won, so it is natural to use the same name "BIG BONUS" in both cases.
[0044] The time image portion 234 of the second image 22 indicates the time lapse from the start of the first unit game of the second jackpot game, and is a meter that decreases with time, similar to the first image 21. The actual time required from the start of the change in the time image portion 234 (decrease in the meter) to the final state (the meter disappears) should be the same between the time image portion 234 of the first image 21 and the time image portion 234 of the second image 22. In the second jackpot game, since it is not necessary to enter the game ball into the specific area 10, it is not necessary to display an image indicating the time lapse (such as an image indicating that the time limit is approaching). However, in this embodiment, the second image 22 is intentionally made to include the time image portion 234 similar to the first image 21, so that the game is shown to be progressing in the same way as when the small jackpot is won, even when the jackpot is won.
[0045] On the other hand, unlike the first image 21, the second image 22 does not include the area image portion 231 and the caution image portion 232 (see Fig. 5(b) and Fig. 6(b)). Since there is no need to aim at the specific area 10 when winning a jackpot, the area image portion 231 indicating the specific area 10 is not displayed. Also, since there is no disadvantage caused by not allowing the game ball to enter the specific area 10 (there is no disadvantage in that a jackpot that would have been won is not won), the caution image portion 232 is not displayed either. The first image 21 and the second image 22 differ at least in the presence or absence of the area image portion 231 and the caution image portion 232 (the area image portion 231 and the caution image portion 232 are "different elements" between the first image 21 and the second image 22).
[0046] The second image 22 is erased when the game ball enters the big prize area 906 (the change of the time display section also ends (the time display section is erased)). Specifically, if the player is playing normally, the second image 22 is erased when the entry (winning) of the first game ball in the first unit game (first round) of the second big prize game is detected (see FIG. 6). As described above, when a small prize is won, the first image 21 is erased when the game ball enters the specific area 10. That is, when a small prize is won or when a big prize is won, the first image 21 or the second image 22 is erased when the game ball enters a certain area (the specific area 10 when a small prize is won, and the big prize area 906 when a big prize is won). In this embodiment, after the second image 22 is erased, the display of a big prize image (the performance image 30; details will be described later) prepared in advance is started (see FIG. 6(c)). That is, the progression of the presentation (switching of images) occurs when the gaming ball enters the big prize area 906. If the player does not shoot the gaming ball toward the big prize area 906 and no gaming ball enters the big prize area 906 in the first round of the unit game, the second image 22 is erased when the first round of the unit game ends.
[0047] In this embodiment, the first image 21 is displayed when a small win is won, and the second image 22 is displayed when a big win is won (when a direct win is won), and since the first image 21 and the second image 22 contain common elements, the player perceives them as similar images (since the first image 21 and the second image 22 are never displayed together, the player is more likely to perceive them as the same image). In this way, by making the images displayed when a small win is won and when a big win is won look the same, it is possible to make it difficult for the player to be aware of whether they have won a small win or a big win.
[0048] In this embodiment, the first image 21 and the second image 22 include the time image portion 234 and the opening image portion 233 as common elements, but only one of them may be set as a common element. If one of the time image portion 234 and the opening image portion 233 is included in one of the first image 21 and the second image 22 but not in the other, the time image portion 234 and the opening image portion 233 function as a different element. In addition, it is preferable that a common element other than the time image portion 234 and the opening image portion 233 is provided. For example, it is preferable that the backgrounds of the first image 21 and the second image 22 (the backgrounds of each image portion) are the same. In this way, the effect of the first image 21 and the second image 22 appearing to be the same image is further enhanced.
[0049] In this embodiment, the first image 21 is erased when the game ball enters the specific area 10, and the second image 22 is erased when the game ball enters the big prize area 906. That is, in both the case of winning a small prize and a big prize, the image is erased and the performance progresses when the game ball enters the specified area. In this way, the progress of the performance when the small prize is won and the big prize is won is similar, so that it is less likely that the player will be aware of whether they have won a small prize or a big prize. In particular, in this embodiment, since the specific area 10 is provided within the big prize area 906, in both the case of winning a small prize and a big prize, the image is erased and the performance progresses when the game ball enters the big prize area 906.
[0050] The following describes specific examples in which the matters related to the first image 21 and the second image 22 are improved, modified, or embodied. Note that, to the extent possible, a configuration may be made in which a plurality of matters described using each of the following specific examples are applied.
[0051] ○Specific example 1-1 In the above embodiment, it has been explained that the area image portion 231 and the attention image portion 232 are set as the different elements between the first image 21 and the second image 22, but it is also possible to configure either one or both of them to be set as common elements rather than different elements (see FIG. 7).
[0052] If the area image portion 231 is configured as a common element (see FIG. 7(a)), an image that encourages the player to aim at the specific area 10 (V) is displayed when both a small win and a big win are won, so that the player is more likely to get the impression that he or she has won a small win even when a big win is won. However, when a big win is won, it is not necessary to make the game ball enter the specific area 10 (the profit to be enjoyed does not change depending on whether or not the game ball enters the specific area 10), and it can be said that displaying an image that encourages the player to aim at the specific area 10 even in such a case may confuse the player. If such a risk is taken into consideration, the second image 22 may be configured not to include the area image portion 231 as in the above embodiment.
[0053] If the configuration is such that the caution image section 232 is set as a common element (see FIG. 7(b)), an image that calls attention is displayed both when a small win and a big win are won, so that even when a big win is won, it is easier to give the impression that a small win has been won. However, when a big win is won, it is not necessary to make the game ball enter the specific area 10 (the profit to be enjoyed does not change depending on whether the game ball enters the specific area 10 or not), and it can be said that displaying an image that calls attention even in such a case may cause confusion for the player. If such a risk is taken into consideration, the second image 22 may be configured not to include the caution image section 232 as in the above embodiment. However, unlike the area image section 231, the caution image section 232 does not directly indicate that the game ball should be launched aiming at the specific area 10, so it can be said that it is less likely to cause confusion for the player than the area image section 231.
[0054] ○Example 1-2 In the above embodiment, it has been explained that when a jackpot is won, the second image 22 is erased when the entry (winning) of the first game ball in the first unit play (first round) of the second jackpot game is detected. However, the second image 22 may also be displayed in the second jackpot game (see Figure 8(a)) and the specific area 10 may be opened (see Figure 8(b)), and the second image 22 may be erased when the entry of a game ball into the specific area 10 is detected (see Figure 8(c)).
[0055] When a jackpot is won, the entry of the game ball into the specific area 10 is not a condition for granting a jackpot (second jackpot game). Therefore, it is not necessary for the specific area 10 to be opened in the first place. Despite this, the specific area 10 is deliberately opened even when a jackpot is won, and the entry of the game ball into the specific area 10 is used as a trigger to erase the second image 22. In other words, when a jackpot is won, the game (presentation) progresses (the stage where the presentation image 30 is displayed) as a trigger when the game ball enters the specific area 10, similar to when a small jackpot is won. In this way, by making the game (presentation) progress when the game ball enters the specific area 10 as a trigger when a jackpot is won, similar to when a small jackpot is won, it is possible to make the player less aware that he or she has won a jackpot.
[0056] In addition, in the case of this example, it is preferable that not only the first image 21 but also the second image 22 includes the area image portion 231 (that is, it is preferable to set the area image portion 231 as a common element). Since the specific area 10 is actually opened even when a big win is won, it can be said that there is no problem even if the second image 22 issues an instruction to aim at the area image portion 231 (the opening of the specific area 10 does not conflict with the instruction to "aim for V"). By doing so, an instruction to aim at the specific area 10 is issued whether a small win or a big win is won, so it is possible to make it difficult for the player to be aware of whether he has won a small win or a big win.
[0057] ○Example 1-3 The gaming machine 1 according to the above embodiment is a so-called one-type two-type mixed machine, and the specific area 10 is an area provided as a condition for winning a big win when a small win is won, but the above-mentioned configuration can be applied to machines other than one-type two-type mixed machines. For example, a gaming machine (so-called V-variable machine) is known in which the game state after the big win game ends transitions to a probability variable state (a state in which it is easier to win a big win than the normal game state (low probability state)) on the condition that a game ball enters a predetermined area (V area) during the big win game, and the configuration described in the above embodiment can be applied to the predetermined area as the specific area 10.
[0058] ○Example 1-4 In the above embodiment, it has been explained that when a jackpot is won, the second image 22 is erased when the entry (winning) of the first game ball in the first unit game (first round) of the second jackpot game is detected. However, the second image 22 may be erased when the entry of the Nth game ball (N is 2 or more) is detected.
[0059] When a small win is won, the first image 21 is erased when a game ball enters the specific area 10, but the game ball that first enters the big prize area 906 in a small win game does not necessarily enter the specific area 10 as it is. In other words, the second or subsequent game balls that enter the big prize area 906 in a small win game may enter the specific area 10 (two or more game balls may need to enter the big prize area 906 before the game ball enters the specific area 10). In accordance with this, the second image 22 is not erased unless N game balls enter the big prize area 906 even when a big win is won. In this way, the behavior of the game ball (entry status into the big prize area 906) until the first image 21 or the second image 22, which are very similar images, is erased becomes similar between when a small win is won and when a big win is won, making it even more difficult for the player to be aware that he or she has won a big win.
[0060] 3-2) Big Win Performance As described above, when a small jackpot is won, the first image 21 is erased when the game ball enters the specific area 10, and then the first jackpot game is executed (see FIG. 5). In the first jackpot game, a performance for the first jackpot (hereinafter, sometimes referred to as the first jackpot performance) is executed. If the condition for starting (executing) the first jackpot performance is the first start condition, the first start condition can be said to be a condition that is not established unless the game ball enters the specific area 10. In this embodiment, the first jackpot performance is started in the middle of the small jackpot game (first round) (the point at which the game ball enters the specific area 10) and continues even if the game moves to the first jackpot game (second round), but it may be started together with the start of the first jackpot game (second round).
[0061] In addition, when a jackpot is won, the second image 22 is erased when a game ball enters (wins) the big prize area 906, specifically, when the first game ball enters in the first unit game of the second jackpot game, and then the second jackpot game is executed (see FIG. 6). In the second jackpot game, a performance for the second jackpot (hereinafter, sometimes referred to as the second jackpot performance) is executed. If the condition for starting the second jackpot performance is the second start condition, the second start condition can be said to be a condition that is not established unless a game ball enters the big prize area 906. Note that in this embodiment, even if no game ball enters the big prize area 906 at all in the first unit game of the second jackpot game (even if the first unit game ends due to a time condition), the second jackpot performance is started thereafter. In other words, the second start condition can be said to be one of two or more conditions for starting the second jackpot performance.
[0062] In both the first jackpot performance (see FIG. 9) and the second jackpot performance (see FIG. 10), the performance image 30 (see FIG. 5(c) and FIG. 6(c)) is displayed in the display area 911. In other words, the same image is displayed in both the first jackpot performance and the second jackpot performance. Note that the performance image 30 here refers to an image created for a jackpot (a unique image that is output only while a jackpot game is being played), and differences in the decorative pattern 80 indicating a win, the display of the number of rounds, etc. are not included in the elements that make up the image.
[0063] In addition, the first big win performance (see FIG. 9) and the second big win performance (see FIG. 10) are also performance images 30 and performance music are output from the speaker 95. The performance images 30 correspond to the contents of the performance music, and it is assumed that the two progress together. In other words, one frame of the performance image 30 at the time when a certain part of the performance music is output is the same every time (the progress of the music and the progress of the image are associated in advance, and the correspondence does not deviate). The performance music in this embodiment includes lyrics, and one frame of the performance image 30 at the time when a certain part of the lyrics is output is the same every time. The performance image 30 in this embodiment is a PV (promotional video) of the performance music, and includes characters that represent the lyrics of the performance music. Therefore, both the lyrics included in the performance music and the lyrics included in the performance image 30 must be output in a state where they match.
[0064] In this embodiment, the effected image 30 and the effected music are controlled as follows. The effected image 30 is output to the display device 91 (display area 911) (a video signal is transmitted to the display device 91) (see Figs. 9 and 10) before the first start condition or the second start condition is satisfied (hereinafter, sometimes referred to as before the conditions are satisfied). However, before the conditions are satisfied, the effected image 30 is in a state in which it cannot be seen by the player due to a preliminary image displayed in an image layer in front of the image layer representing the effected image 30. In other words, the effected image 30 is entirely covered by the preliminary image displayed in front of it, and cannot be seen (is in an unrecognizable state) before the conditions are satisfied (is in a state in which the effected image 30 is output "behind the scenes").
[0065] The advance image here corresponds to the above-mentioned first image 21 (see FIG. 5(b)) or second image 22 (see FIG. 6(b)). At the stage before the game ball enters the specific area 10 when a small win is won (during a small win game), that is, before the first start condition is established, the performance image 30 is covered by the first image 21 and is in an invisible state (see FIG. 9). Similarly, at the stage before the first game ball enters the big prize area 906 when a big win is won (during the first unit game of the second big win game), that is, before the second start condition is established, the performance image 30 is covered by the second image 22 and is in an invisible state (see FIG. 10). When a small win is won, the first start condition is established and the first image 21 is erased, so the performance image 30 becomes visible (visible state) thereafter (see FIG. 9). Similarly, when a big win occurs, the second start condition is met and the second image 22 is erased, so that the effect video 30 becomes visible thereafter (see FIG. 10).
[0066] The effect music is output through the speaker 95 (can be heard by the player) even before the first start condition or the second start condition is met (see Figs. 9 and 10). In other words, when a small win is won, the effect music is output so that the player can hear it even when the effect video 30 is covered by the first image 21 and cannot be seen. Similarly, when a big win is won, the effect music is output so that the player can hear it even when the effect video 30 is covered by the second image 22 and cannot be seen. Even after the first start condition or the second start condition is met, the effect music is output continuously without interruption. In other words, the effect music is not output from the beginning when the effect video 30 becomes visible.
[0067] The timing (start of video output) when the output of the effect video 30 starts (when the signal transmission of the effect video 30 to the display device 91 starts) and the timing (start of music output) when the effect music is output are considered to be the same (see Figs. 9 and 10). Even though the effect video 30 is output, it is in an invisible state before the first start condition or the second start condition is established (it is in an invisible state at least from the beginning of the video to a predetermined point), but the video progresses while covered by the first image 21 and the second image 22 ("behind the scenes"). The effect music is output so that the player can hear it from the stage (beginning) when the first image 21 and the second image 22 are displayed, and the effect video 30 progresses "behind the scenes" of the first image 21 and the second image 22 in accordance with the progress of the effect music. After that, when the first start condition or the second start condition is satisfied, the first image 21 or the second image 22 is erased and the effected image 30 becomes visible, but since the effected image 30 was progressing in sync with the effected music "behind the scenes," there is no "gap" between the effected image 30 that has become visible and the effected music. In other words, after the first start condition or the second start condition is satisfied, the player can see the effected image 30 progressing in sync with the effected music.
[0068] In this embodiment, the display of the effect image 30 and the output of the effect music continue until the big win game (first big win game or second big win game) ends. However, they may end in the middle of the big win game. At least, when a small win is won, the display of the effect image 30 and the output of the effect music continue until the first unit game of the first big win game (the second round unit game if the small win game is the first round unit game) ends, and when a big win is won, the display of the effect image 30 and the output of the effect music continue until the second unit game of the second big win game (the second round unit game) ends. In other words, the display of the effect image 30 and the output of the effect music are continuously executed from the start to the end of at least one unit game.
[0069] In this way, in the gaming machine 1 according to this embodiment, the presentation image 30 becomes visible to the player when the gaming ball enters the specific area 10 when a small win is won, and when a big win is won (when a direct hit is won), the presentation image 30 becomes visible to the player when the gaming ball enters the big win area 906. That is, in either case, the presentation image 30, which is a big win presentation (first big win presentation, second big win presentation), starts to be displayed (display that becomes visible to the player) when the gaming ball enters a predetermined area, so it is possible to make it difficult for the player to be aware of whether he or she has won a small win or a big win.
[0070] Furthermore, the timing at which the effected image 30 transitions from an invisible state to a visible state (the timing at which the game ball enters the corresponding area) is indefinite, but since the effected image 30 is output in sync with the effected music behind the first image 21 and the second image 22 from the invisible state, the effected image 30 and the effected music are in a "matched" state when the effected image 30 transitions to a visible state. If the effected image 30 and the effected music have lyrics as in this embodiment, the lyrics of the image and the lyrics of the music are output in a "matched" state.
[0071] The following describes specific examples of improvements, modifications, and specific implementations of the above-mentioned big win effects (first big win effect, second big win effect). Note that, to the extent possible, the following specific examples may be used to apply multiple items to the configuration.
[0072] ○Example 2-1 In the above embodiment, it was explained that the first start condition is set for the game ball to enter the specific area 10 when a small prize is won, and the second start condition is set for the game ball to enter the large prize area 906 when a big prize is won, but it is also possible to set the first start condition and the second start condition to be different conditions.
[0073] For example, when a big win is won (when a direct win is won), the second start condition is set to be that a predetermined time (however, the predetermined time = 0 is excluded. In other words, the opening of the big win area 906 itself is not the second start condition) has passed since the big win area 906 was opened (see FIG. 11). By doing so, the second start condition is established a while after the big win area 906 is opened, and the performance image 30 transitions to a visible state (the second big win performance is started). Even when a small win is won, it takes a certain amount of time for the game ball to enter the specific area 10 (the game ball enters the specific area 10 a while after the specific area 10 (the big win area 906) is opened, the first start condition is established, and the performance image 30 transitions to a visible state). Accordingly, even when a big win is won, the second start condition is established a predetermined time after the big win area 906 is opened. This makes it difficult for the player to be aware of whether he has won a small win or a big win.
[0074] It should be noted that the second start condition described in the above embodiment and the second start condition described in this example are identical in that they are both conditions that cannot be met unless the large prize area 906 is opened.
[0075] ○Example 2-2 In the above embodiment, it has been described that the second start condition is set to be satisfied when the game ball enters the big prize area 906 in the first unit game of the second big prize game, but the specific area 10 may be opened even when the big prize is won, and the second start condition may be set to be satisfied when the game ball enters the specific area 10 (see FIG. 12). In this way, when the small prize or the big prize is won, the big prize performance (first big prize performance, second big prize performance) is started when the game ball enters the specific area 10, so that it is possible to make it even harder for the player to be aware of whether he has won a small prize or a big prize.
[0076] As explained in the above embodiment, since the specific area 10 is provided within the big prize area 906, a gaming ball cannot enter the specific area 10 unless a gaming ball enters the big prize area 906. In other words, the second start condition explained in the above embodiment and the second start condition explained in this example are the same in that they are both conditions that cannot be met unless the big prize area 906 is opened.
[0077] ○Example 2-3 In the above embodiment, it has been explained that the effect image 30 displayed in the display area 911 as the first big win effect and the effect image 30 displayed in the display area 911 as the second big win effect are the same, but the effect image 30 (first effect image) displayed in the display area 911 as the first big win effect and the effect image 30 (second effect image) displayed in the display area 911 as the second big win effect may be different. Even in such a case, the timing at which the first image 21 or the second image 22 is erased and the first effect image or the second effect image is visibly displayed (the timing at which the effect is switched) is when the game ball enters the predetermined area (the specific area 10 or the big prize area 906), which is similar when a small win is won and when a big win is won, so it can be said that it is difficult for the player to be aware of whether he has won a small win or a big win. However, it can be said that it is even more difficult for the player to be aware of whether he has won a small win or a big win if the same effect image 30 is displayed as a big win effect regardless of whether a small win is won or a big win, as in the above embodiment.
[0078] In this example, the performance music may be different according to the difference in the performance image 30. In other words, when a small win is won, a first performance music is output according to the display of the first performance image, and when a big win is won, a second performance music is output according to the display of the second performance image.
[0079] ○Example 2-4 When the staged video 30 transitions from an invisible state to a visible state, an introduction image 31 is displayed superimposed on the staged video 30 (the introduction image 31 is represented by an image layer in front of the image layers constituting the staged video 30) (see FIG. 13). The introduction image 31 introduces the staged music. The introduction image 31 includes at least a part of the name (title) of the staged music, the lyrics of the staged music, the name of the composer, the name of the singer, etc.
[0080] Such an introduction image 31 is usually displayed at the beginning of the video. In this embodiment, the first image 21 or the second image 22 covers the production video 30 from the beginning until the start condition (first start condition, second start condition) is satisfied, and the introduction image 31 is displayed when the state is switched to a visible state. In this way, the production video 30 and the introduction image 31 are not integrated (not represented by the same image layer), and each can be controlled independently, so that the production music (production video 30) can be introduced to the player even if the production video 30 is not displayed in a visible state from the beginning as described in the above embodiment.
[0081] 4) Selection suggestions In the gaming machine 1 according to the present embodiment, a selection suggestion effect may occur as an effect constituting the during-variation effect executed during the normal game state. The selection suggestion effect will be described below. The selection suggestion effect occurs when all of the three decorative pattern groups 80g are in a state of variation (not stopped or pseudo-stopped) (occurs before it is determined whether or not a reach is established), and is an effect that includes the first to third stages.
[0082] In the first stage, two or more option groups 40 each including a plurality of options 40s are displayed in the display area 911 (see FIG. 14(a)). In the first stage, all the options 40s included in each option group 40 are displayed in the display area 911 so that they can be grasped. In this embodiment, three option groups 40 (first option group 41, second option group 42, and third option group 43) are displayed. Each option group 40 includes three options 40s. However, the number of options 40s included in each option group 40 can be changed as appropriate. The option 40s finally selected suggests the probability ((jackpot) reliability) that the winning / losing lottery result (hereinafter, sometimes referred to as the target winning / losing lottery result) corresponding to the variable performance including the selection suggestion performance will be a jackpot. In this embodiment, the multiple options 40s included in one option group 40 are different from each other (have different reliability).
[0083] In this embodiment, five options, "x", "reach", "NEXT", "SP" and "super hot", are set as possible options 40s, in the order of increasing jackpot reliability ("super hot" is the option with the highest jackpot reliability). If "x" is selected, it is confirmed that the target winning / losing lottery result is a miss (this means that it can only be selected when the target winning / losing lottery result is a miss). If the "reach" option 40s is selected, it is confirmed that a reach will be established (a performance with a reliability higher than that of a normal reach performance will occur). If the "NEXT" option 40s is selected, it is confirmed that a pseudo-continuous performance will occur (since the pseudo-continuous performance itself is well known, a description will be omitted). If the "SP" option 40s is selected, it is confirmed that a SP reach performance will occur (a performance with a reliability higher than that of a normal reach performance will occur).
[0084] Each option group 40 has a portion (hereinafter referred to as a unique portion) that is different from the other option groups 40. In this embodiment, the unique portion is a "frame" that separates the options 40s in each option group 40. The color of the "frame" is "blue" (first unique portion 411) for the first option group 41, "green" (second unique portion 421) for the second option group 42, and "red" (third unique portion 431) for the third option group 43 (note that in the drawings, the color (color difference) is indicated by "letter"). The color of the unique portion allows the player to easily understand that each option group 40 is different (the color of the "frame" suggests something). Note that the shape of the "frame" may be the same or different from each other.
[0085] In the second stage executed after the first stage, one of the two or more option groups 40 is displayed in a variable manner (see FIG. 14(b)). In this embodiment, one of the three option groups 40 (first option group 41 to third option group 43) is displayed in a variable manner, and the other two option groups 40 are not displayed in a variable manner (remain stationary). In the following description, the option group 40 displayed in a variable manner in the second stage is referred to as a target option group 40T. The final option 40s (option 40s shown in the third stage described later) is selected from the options 40s included in the target option group 40T. In other words, in the second stage, options 40s that are not included in the target option group 40T and are included in option groups 40 other than the target option group 40T will not be able to be selected. The target option group 40T may be displayed in any manner. In this embodiment, each option group 40 is displayed so that the options 40s included therein are arranged radially, and each option 40s is displayed in a variable manner by rotating around the center of the radially arranged options 40s.
[0086] In the third stage, which is executed after the second stage, one of the multiple options 40s included in the target option group 40T is selected (see FIG. 14(c)). Options 40s included in option groups 40 other than the target option group 40T are not selected. In other words, it can be said that the option 40s that will be finally selected in the third stage is suggested by which of the two or more option groups 40 displayed in the first stage is set as the target option group 40T.
[0087] There are various possible modes for indicating which of the multiple options 40s included in the target option group 40T has been selected. In this embodiment, after the change in the target option group 40T stops, one option 40s is enlarged (zoomed up) to indicate that the one option 40s has been selected (see FIG. 14(c)). Although not shown, it is also possible to assume that one option 40s located at a predetermined position when the change in the target option group 40T stops is selected (the selected option 40s is located at a predetermined position). It is easier to understand if a cursor or the like indicating the predetermined position is displayed. The option 40s selected in the third stage indicates the jackpot reliability of the target winning / losing lottery result.
[0088] If the selected option 40s indicates the subsequent progress of the game, the game will proceed accordingly. For example, if "reach" is selected, the reach effect will be executed after the reach is established.
[0089] Here, in the selection suggestion performance, the option 40s to be selected in the third stage is suggested depending on whether the option group 40 that is the target option group 40T in the second stage is the first option group 41 to the third option group 43. In this embodiment, each option group 40 has three different options 40s. Therefore, the reliability of the three options 40s that each option group 40 has is different. Of the three options 40s, the highest is "high", the next highest is "medium", and the lowest is "low". The probability of selecting an option 40s with a high reliability (the probability of selecting "high") is set to be higher when the target option group 40T is the second option group 42 (second unique part 421: green) than when the target option group 40T is the first option group 41 (first unique part 411: blue), and when the target option group 40T is the third option group 43 (unique part: red) than when the target option group 40T is the second option group 42 (third unique part 431: green) (see FIG. 14). The option 40s finally selected indicates the reliability of the jackpot of the target winning / losing lottery result, but it can also be said that the type of the target option group 40T (type of the unique part) determined in the second stage indirectly indicates the reliability of the jackpot of the target winning / losing lottery result.
[0090] If two or more of the three option groups include "super hot", which is the option 40s with the highest reliability (highest option), the more advantageous the option group 40 is to the player, the more likely it is that "super hot" will be selected when the target option group 40T is selected as the option group 40T. For example, as shown in FIG. 14(a), if both the first option group 41 and the second option group 42 include "super hot", the probability of "super hot" being selected is higher when the second option group 42 is selected as the target option group 40T than when the first option group 41 is selected as the target option group 40T. Similarly, although not shown, if both the second option group 42 and the third option group 43 include "super hot", the probability of "super hot" being selected is higher when the second option group 42 is selected as the target option group 40T than when the first option group 41 is selected as the target option group 40T. If all of the first option group 41 to the third option group 43 include “super hot,” the likelihood of “super hot” being selected when it is determined as the target option group 40T increases in the order of the first option group 41, the second option group 42, and the third option group 43.
[0091] In this way, the selection suggestion presentation suggests the probability that a highly reliable option 40s will be selected depending on the type of target option group 40T (unique part), and thus gameplay is realized in which the player hopes that an advantageous option group 40 will become the target option group 40T in the second stage (hoping that the advantageous option group 40 will be displayed in a variable manner).
[0092] However, simply in terms of the types of option group 40 (unique part), it can be said that it is advantageous for the player when the target option group 40T is set in the order of first option group 41, second option group 42, and third option group 43 (it is most advantageous for the third option group 43 to be set as the target option group 40T), so the player will usually hope that the third option group 43 will be displayed in a variable manner in the second stage, but in some cases the player may wish that a different option group 40 be displayed in a variable manner. Since the option 40s finally selected is selected from the target option group 40T (and not selected from other option groups 40), for example, if the third option group 43 includes the options 40s "X", "Reach", and "NEXT" as shown in Fig. 15, while the second option group 42 includes the options 40s "NEXT", "SP", and "Super Hot", it may be better to select the second option group 42 as the target option group 40T because the second option group 42 includes options 40s with higher reliability and does not include "X", which indicates a loss. In this way, the options 40s included in each option group 40 are displayed in the first stage, and the target option group 40T is determined in the second stage. Therefore, the player can enjoy the presentation while viewing the options 40s included in each option group 40 and deciding which option group 40 is preferable to be selected as the target option group 40T.
[0093] Hereinafter, specific examples of the above-mentioned selection suggestion performance-related matters that have been improved, modified, or embodied will be described. Note that, to the extent possible, a configuration may be made in which a plurality of matters described using each of the following specific examples are applied.
[0094] ○Example 3-1 As explained above, the selection suggestion presentation in the embodiment above is such that one group of options 40 is displayed in a variable manner in the second stage, thereby indicating that the one group of options 40 is the target group of options 40T (an option group 40 that is not displayed in a variable manner is indicated as not being the target group of options 40T), but other forms (presentations) for indicating the target group of options 40T are also possible besides those in the embodiment above.
[0095] It is conceivable that, among two or more option groups 40, a target option group 40T is emphasized more than the other option groups 40. For example, as shown in Fig. 16, it is conceivable that in the first stage, all option groups 40 are displayed in a semi-transparent manner (a manner in which the background can be seen through; shown by dotted lines in the drawing) (see Fig. 16(a)), but in the second stage, one option group 40 (target option group 40T) becomes opaque (shown by solid lines in the drawing) (see Fig. 16(b)).
[0096] As another example (not shown), when moving to the second stage, all option groups 40 are displayed in black and white, but one option group 40 (target option group 40T) is displayed in color.As another example (not shown), one option group 40 (target option group 40T) may become larger midway (while the other option groups 40 maintain their size).
[0097] However, since the basic aspect of the selection suggestion presentation is that one of the multiple options 40s is selected as the reliability suggestion element, the setting in which the target option group 40T is displayed in a changing manner (the one that starts moving first is the target) as in the above embodiment can be said to be a configuration that makes the flow of the presentation easy to understand.
[0098] ○Example 3-2 In the above embodiment, it has been described that the multiple options 40s included in one option group 40 are different from each other, but it may be set so that two or more of the same options 40s may be included in one option group 40. When an option group 40 including the two or more same options 40s is set as a target option, the probability that two or more options 40s will be selected is higher than the probability that one option 40s will be selected (the more options there are, the more likely they are to be selected).
[0099] ○Example 3-3 The configuration of the multiple options 40s included in all option groups 40 (the combination of options 40s in each option group 40) is set to be the same. The combination may be changed each time an option suggestion performance occurs, or the combination may be the same in all option suggestion performances. For example, if the first option group 41 has a combination of options 40s of "x", "reach", and "hot", then the second option group 42 and the third option group 43 will also have combinations of options 40s of "x", "reach", and "hot" accordingly (see FIG. 17).
[0100] Doing so has the advantage of making the selection suggestion presentation easier to understand. In other words, the selection suggestion presentation suggests the likelihood that a highly reliable option 40s will be selected depending on the type of option group 40 (type of unique part) set as the target option group 40T, and since it is difficult to grasp if the combinations of options 40s contained in each option group 40 are different, the presentation is set so that at least in the same selection suggestion presentation, the combinations of options 40s contained in each option group 40 are the same, making it easier to understand that the more advantageous the option group 40 set as the target option group 40T, the more likely it is that a highly reliable option 40s will be selected.
[0101] ○Example 3-4 In the above embodiment, it has been described that each option group 40 includes three options 40s, but the number of options 40s can be changed as appropriate. Also, the number of options 40s included in each option group 40 may be changed each time a selection suggestion presentation is performed. Also, a setting may be made in which the number of options 40s included in one option group 40 and the number of options 40s included in another option group 40 may be different in one selection suggestion presentation (see FIG. 18(a)).
[0102] ○Example 3-5 In the first or second stage, an effect (target suggestion effect) is generated that suggests which of two or more option groups 40 will be the target option group 40T. In other words, an effect is generated that indicates that a certain option group 40 is more likely to be the target option group 40T than another option group 40 is more likely to be the target option group 40T. The target suggestion effect may be generated every time a selection suggestion effect occurs, or may be set to occur sometimes and sometimes not.
[0103] For example, as explained in specific example 3-4 above, it is assumed that the number of options 40s contained in one option group 40 may differ from the number of options 40s contained in another option group 40. Based on this premise, the setting is made such that the fewer the number of options 40s contained in an option group 40, the higher the probability that it will become the target option group 40T (see FIG. 18(b)). Considering that the option group 40 that is variably displayed in the second stage becomes the target option group 40T, the setting is made such that option groups 40 with fewer options 40s (option groups 40 that appear "lighter") are more likely to be variably displayed, i.e., more likely to be the target option group 40T.
[0104] Conversely, the more options 40s the option group 40 contains, the higher the probability that it will become the target option group 40T. Since it is expected that the more options 40s the target option group 40T contains, the more difficult it is to predict the final option 40s and the player will pay attention to the presentation until the end, the option group 40 with a large number of options 40s may be set to be the target option group 40T.
[0105] In addition, as a target suggestion performance, a predetermined image (target suggestion image 48) is displayed, and an option group 40 that is likely to become a target option group 40T is suggested depending on the state of the target suggestion image 48. For example, a character that tries to move (try to display variably) one of two or more option groups 40 is displayed as the target suggestion image 48 (see FIG. 19). In this case, the option group 40 that the character acts on (the option group 40 displayed at the position closest to the character) is more likely to become the target option group 40T than the other option groups 40 (FIG. 19 shows an example in which the third option group 43 is more likely to become the target option group 40T than the other option groups 40). The option group 40 that the character acts on may be set to be the target option group 40T, or an option group 40 other than the option group 40 that the character acts on may be the target option group 40T.
[0106] ○Example 3-6 The type of unique part is set to be one that is determined to become the target option group 40T. For example, a unique part of "gold" can be set in addition to "blue," "green," and "red" as described in the above embodiment, and when a unique part of "gold" is set for a certain option group 40, the option group 40 is determined to become the target option group 40T.
[0107] In addition, when doing as in this example, the number of types of unique parts that can be set in each option group 40 is configured to be greater than the number of option groups 40 displayed in the selection suggestion presentation. If the "number of option groups 40 displayed = the number of types of unique parts", an option group 40 with a "gold" unique part set would always be displayed, eliminating the fun of wondering which of the two or more option groups 40 would be the target option group 40T.
[0108] 5) Three-dimensional production In the gaming machine 1 according to this embodiment, a three-dimensional presentation may occur as a presentation constituting the during-variation presentation executed during the normal game state. The three-dimensional presentation will be described below. The three-dimensional presentation in this embodiment occurs as a part of a battle presentation in which an ally character (a character on the player's side) and an enemy character fight. The battle presentation leads to a winning ending in which the ally character wins or a losing ending in which the ally character loses. If the target winning / losing lottery result (the winning / losing lottery result corresponding to the during-variation presentation including the three-dimensional presentation) is a jackpot, the presentation leads to a winning ending (including a "reversal mode" in which the player appears to have lost but wins), and if it is a miss, the presentation leads to a losing ending. In other words, the battle presentation is a type of reach presentation (super reach presentation).
[0109] The three-dimensional presentation is a presentation showing the battle between the friendly character and the enemy character (see FIG. 20(a)) before the conclusion, and is basically configured to go from a reference state to a displaced state. The state in which the reference image 50 is displayed in the display area 911 is taken as the reference state (see FIG. 20(b)). The reference image 50 includes the enemy character. In this embodiment, the enemy character and its background are included in the reference image 50. In other words, the reference image 50 can be said to represent the viewpoint of the friendly character. In the reference state, the reference image 50 is displayed over the entire display area 911. In this embodiment, the decorative pattern 80 is not included in the reference image 50. However, the decorative pattern 80 may be included in the reference image 50.
[0110] Then, the reference state is changed to a displaced state (see FIG. 20(c)) in which the reference image 50 is displayed as if displaced backward with respect to the display area 911. Since the display area 911 is substantially rectangular, the reference image 50 displayed in the reference state can also be considered to be substantially rectangular. From there, the reference image 50 is displayed so as to shrink toward the center of the display area 911 (the "rectangle" representing the outer edge of the reference image 50 becomes smaller), so that the reference image 50 appears to be displaced backward (in the depth direction). Since the reference image 50 includes an enemy character, the change from the displaced state to the displaced state can be said to be a change in which the enemy character appears to move backward. In other words, while the image displayed in the actual display area 911 is displayed two-dimensionally in the "vertical direction" and "horizontal direction", the change from the reference state to the displaced state can be said to represent a change in the "forth-rear direction".
[0111] In this embodiment, the depth image 51 is displayed in the displaced state (see FIG. 20(c)). The depth image 51 is displayed to emphasize that the displacement of the reference image 50 (enemy character) is three-dimensional (a change toward the rear). As described above, in the reference state, the reference image 50 is displayed over the entire display area 911. Since the reference image 50 changes from there to a displaced state in which it is reduced, an area in which an image can be displayed is generated around the reference image 50 in the displaced state. In other words, since the reference image 50 is displayed as if it has been displaced backward, an area in which the reference image 50 is not displayed (hereinafter, sometimes referred to as a non-reference area 912) is generated in the displaced state. The depth image 51 is displayed in the non-reference area 912.
[0112] The depth image 51 in this embodiment includes linear perspective image portions 51L extending from the four corners of the display area 911, which is substantially rectangular, to the four corners of the reference image 50, which is also substantially rectangular. The perspective image portions 51L are four linear portions extending toward one vanishing point, and by displaying such a depth image 51, the reference image 50 (the panel representing the reference image 50) appears as if it were represented in one-point perspective.
[0113] After the reference image 50 is in such a displaced state, a performance image 55 directed toward the reference image 50 is displayed. In this embodiment, an image like a "beam" extending toward the reference image 50 is displayed as the performance image 55 (see FIG. 20(d)). As described above, the three-dimensional performance is executed as a part of the battle performance, and is a performance depicted from the viewpoint of an ally character, in which the "beam" unleashed by the ally character appears to be directed toward the enemy character (the target image included in the reference image 50) represented by the reference image 50 (the beam appears to pass through a tunnel toward the enemy character). When viewed from the beginning of the three-dimensional performance (reference state), the enemy character is displaced backward, and then a series of performances appear to show the ally character launching an attack on the enemy character displaced backward. In this embodiment, the performance image 55 represents an element that attacks an enemy character (acts on the reference image 50), and therefore changes appearance so that its tip (the end closest to the reference image 50) gradually approaches the reference image 50 (enemy character) over time (the distance between the tip of the beam and the enemy character gradually becomes smaller).
[0114] The specific form of the effect image 55 (the object it represents) can be changed as appropriate. It is sufficient if it is displayed facing the reference image 50. If the reference image 50 includes an enemy character as in this embodiment, and the effect image 55 is displayed as an element that attacks the enemy character, the content of the attack can be changed as appropriate.
[0115] In this way, the gaming machine 1 of this embodiment can execute a novel and interesting three-dimensional presentation (a presentation that gives the appearance of space not only in the horizontal and vertical directions but also in the front-to-back directions) in which a change occurs that makes it appear as if the reference image 50 has been displaced backwards (a change from the reference state to a displaced state), and then a presentation image 55 pointing toward the reference image 50 is displayed.
[0116] In particular, the three-dimensional presentation in this embodiment displays the depth image 51 in the non-reference area 912 that is generated by the reference image 50 being displaced backwards, thereby enhancing the three-dimensional appearance.
[0117] The following describes specific examples of improvements, modifications, and specific implementations of the above-mentioned three-dimensional rendering. Note that, to the extent possible, a configuration may be made in which multiple items described using the following specific examples are applied.
[0118] ○Example 4-1 Although the above three-dimensional effects have been described as occurring as part of the so-called battle effects, they can also be applied to other effects. For example, from a reference state (see FIG. 21(a)) in which a reference image 50 including character A is displayed, the reference image 50 becomes smaller and appears to have been displaced backwards (see FIG. 21(b)). Then, an image is displayed in which the hand of character B, the opponent character of character A, is pointed toward character A (see FIG. 21(c)). In this way, it is expressed as if character A and character B are a couple, and character B is reaching out his hand toward character A so that they do not become separated.
[0119] ○Example 4-2 The depth image 51 may be of a form other than that described in the above embodiment, so long as it emphasizes that the displacement of the reference image 50 (enemy character) is three-dimensional (a change toward the rear). For example, in the above embodiment, it has been described that the depth image 51 including the perspective image portion 51L extending from the four corners of the display area 911 to the four corners of the reference image 50, that is, the depth image 51 including four lines (linear portions) extending toward the vanishing point, is displayed. However, the perspective image portion 51L may have only two such lines. For example, as shown in FIG. 22, the reference image 50 is changed from the reference state to the displaced state while keeping its upper edge aligned with the upper edge of the display area 911 (the upper edge of the reference image 50 is not visible even in the displaced state). In addition, the perspective image portion 51L (lines) extending from the lower left and right corners of the reference image 50 toward the lower left and right corners of the display area 911 are displayed. 22, reference image 50 may change from the reference state to the displaced state while keeping its lower edge aligned with the lower edge of display area 911. Even in this way, it is emphasized that the displacement of reference image 50 (enemy character) is three-dimensional (a change toward the rear).
[0120] As another example, it is possible to configure the unit image parts 51U to be lined up on the upper side, lower side, left side, and right side of the reference image 50 (see FIG. 23). The regions divided by virtual lines extending from the four corners of the reference image 50 to the four corners of the display area 911 are defined as an upper area 912a, a lower area 912b, a left area 912c, and a right area 912d (these regions are combined to form the non-reference area 912). A plurality of unit image parts 51U are arranged in each of these four regions (see FIG. 23(b)). The unit image parts 51U are displayed so as to be lined up from the upper edge, lower edge, left edge, and right edge of the reference image 50 to the upper edge, lower edge, left edge, and right edge of the display area 911. The virtual lines gradually widen as they move away from the reference image 50, so each unit image part 51U is made larger accordingly. By configuring the unit image parts 51U to be lined up in this way, a sense of depth can be more clearly expressed.
[0121] It is preferable that the unit image portion 51U represents a part of the reference image 50. Specifically, a part of the upper end side of the reference image 50 in the reference state is the unit image portion 51U displayed in the upper region 912a, a part of the lower end side is the unit image portion 51U displayed in the lower region 912b, a part of the left end side is the unit image portion 51U displayed in the left region 912c, and a part of the right end side is the unit image portion 51U displayed in the right region 912d. The unit image portions 51U arranged in each region are all assumed to represent the same part (part of the upper end side, lower end side, left end side, or right end side of the reference image 50) (see FIG. 23(b)). As described above, the unit image portions 51U are larger away from the reference image 50, but are displayed so that the unit image portions 51U are gradually larger toward the outer edge of the display region 911 while maintaining a state in which it can be understood that each unit image portion 51U represents the same part. This makes it easier to understand that the reference image 50 (enemy character) has been displaced to the back.
[0122] When transitioning from the reference state to the displaced state, the reference image 50 gradually becomes smaller, and it is preferable that the number of unit image parts 51U increases as the reference image 50 becomes smaller (from FIG. 23(a) to (b)). In other words, in the process in which the reference image 50 becomes smaller, the upper region 912a, the lower region 912b, the left region 912c, and the right region 912d each gradually become larger, and accordingly, the number of unit image parts 51U displayed in each region may be increased. In this way, the change from the reference state to the displaced state can be made more easily understood.
[0123] ○Example 4-3 An effect (trigger effect) (see FIG. 24(b)) is generated that triggers a transition from a reference state (see FIG. 24(a)) to a displaced state (see FIG. 24(c)). As explained in the above embodiment, if the three-dimensional effect occurs as part of the battle effect and reference image 50 includes an enemy character, an effect is generated in which the enemy character appears to be attacked (pushed) (see FIG. 24(b)). This results in an effect in which the enemy character appears to be displaced backwards as a result of being attacked.
[0124] In this way, by generating a trigger effect in which an image is displayed indicating that an action has been taken to move the performance element contained in the reference image 50 backwards, the change from the reference state to the displaced state becomes more realistic.
[0125] ○Example 4-4 A plurality of modes are set as the mode of the reference image 50 in the displaced state. For example, a three-dimensional presentation in which the mode of the reference image 50 in the displaced state is normal and a three-dimensional presentation in which the mode of the reference image 50 in the displaced state is different from the normal three-dimensional presentation may occur, and the former and latter are set to have different jackpot reliability in the target hit / miss lottery result. In this way, attention is also paid to the mode of the reference image 50 in the displaced state.
[0126] For example, it is possible to set the size of the reference image 50 in the displaced state to be different each time. If the reference image 50 represents an enemy character as in the above embodiment, it is preferable to set the smaller the reference image 50 in the displaced state, the higher the reliability of the big win (the higher the probability of reaching a winning ending) (see FIG. 25). A small reference image 50 means that the enemy character (to be defeated) is small, so the smaller the reference image 50, the higher the probability of reaching a winning ending.
[0127] The element expressing the difference in the aspect of the reference image 50 is not limited to the "size." For example, the difference in color of the outer edge of the reference image 50 may indicate the reliability of the big win.
[0128] ○Example 4-5 A plurality of modes are set as the mode of the performance image 55. For example, a three-dimensional performance in which a first performance image, which is a normal mode, is displayed may occur, and a three-dimensional performance in which a second performance image, which is a different mode, may occur, and the former and latter are set to have different jackpot reliability of the target winning / losing lottery result. In this way, attention is also paid to the mode of the performance image 55 in the displacement state.
[0129] If the reference image 50 represents an enemy character as in the above embodiment, it is preferable to set the larger the effect image 55 in the displaced state, the higher the jackpot reliability (the higher the probability of a winning ending). The effect image 55 is an element that attacks the enemy character (in the above embodiment, a "beam" emitted by an ally character), so the larger the effect image 55, the higher the probability of a winning ending.
[0130] ○Example 4-6 A plurality of modes are set as the mode of the depth image 51. For example, a three-dimensional effect in which a first depth image, which is a normal mode, is displayed may occur, and a three-dimensional effect in which a second depth image, which is a different mode, may occur, and the former and latter modes are set to have different jackpot reliability of the target winning / losing lottery result. The depth image 51 is displayed to emphasize that the displacement of the reference image 50 is three-dimensional (a change toward the rear), and is not something that attracts much attention from the player. By setting the mode of the depth image 51 to be different, it can be made to function as a "only known by those in the know" effect (reliability suggestion).
[0131] It is possible to configure the jackpot reliability to be suggested by the difference in the form of the perspective image portion 51L included in the depth image 51. For example, it is possible to set the jackpot reliability to be higher as the linear perspective image portion 51L image portion becomes thicker (see FIG. 26).
[0132] 6) Pre- and post-performance In the gaming machine 1 according to the present embodiment, pre-effects and post-effects may occur as effects constituting the during-variation effects executed during the normal game state. The pre-effects and post-effects will be described below. Note that the pre-effects and the corresponding post-effects occur in the same during-variation effects. Also, not all during-variation effects cause pre-effects or post-effects to occur.
[0133] The pre-performance is a performance in which one of a number of candidate characters is displayed in the display area 911 as the target character (see FIG. 27(a)). In this embodiment, three types of candidate characters are set: Character X, Character Y, and Character Z (the characters are shown as "letters" in the drawings). Note that each character is displayed not only in the pre-performance but also in the post-performance, and the appearance may be changed within the range that the player can recognize as representing the same character.
[0134] The timing at which a pre-effect occurs is not something that can be predicted by the player. There are multiple triggers that may cause a pre-effect to occur during the fluctuation performance, and any of the multiple triggers may cause a pre-effect to occur suddenly. Examples of such triggers include immediately after the decorative pattern 80 starts to fluctuate, when a pseudo-continuous performance occurs, when a reach is established, and when a specific performance occurs. As will be described later, the post-effect performance is a so-called super reach performance, and the pre-effect may occur at any of multiple triggers that may occur before the super reach performance occurs as the post-effect performance.
[0135] When a pre-performance occurs, an image (design) representing a target character, which is one of characters X to Z, is displayed large near the center of display area 911 (see FIG. 27(a)). The image is then made smaller and continues to be displayed near the outer edge of display area 911 until a predetermined point in the post-performance (see FIG. 27(b)). In the following description, the pre-performance of target character X is sometimes referred to as pre-performance X, the pre-performance of target character Y as pre-performance Y, and the pre-performance of target character X as pre-performance Z. Note that in this embodiment, a pre-performance does not occur more than twice in a certain during-variation performance.
[0136] The post-event performance is a performance that may occur after the occurrence of a pre-event performance in a variation performance in which a pre-event performance has occurred. In this embodiment, when a pre-event performance occurs in a certain variation performance, it is determined that one of a plurality of post-event performances (details will be described later) will occur in the variation performance. The post-event performance in this embodiment is a so-called super reach performance. Specifically, the player's character and the enemy character fight, and if the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation performance in which the post-event performance occurs is a big win, the player's character will end up winning (winning ending), and if it is a loss, the player's character will end up losing (losing ending). Note that the winning ending also includes a pattern in which the player's character appears to have been defeated and then reverses (resurrects). In this way, the post-event performance leads to an ending that is favorable or unfavorable to the player depending on the target winning / losing lottery result.
[0137] As the post-performance, multiple types of performances in which at least one of the above-mentioned characters X to Z appears can occur. In this embodiment, at least three types of performances can occur: post-performance X in which the main character is X, post-performance Y in which the main character is Y, and post-performance Z in which the main character is Z. Here, the "main character" refers to the "main" character (the character on the player's side) who fights against the enemy character, and the above-mentioned winning ending is an ending in which the main character wins. In this embodiment, the main character is displayed at the beginning of the post-performance (see FIG. 27(c)). Note that each post-performance is specified with a performance name that is named after the main character. The post-performance X is specified with the performance name "X reach", the post-performance Y is specified with the performance name "Y reach", and the post-performance Z is specified with the performance name "Z reach", and the performance name is used when each post-performance occurs or when its occurrence is announced (a performance using the performance name may occur as a performance that constitutes the during-variation performance).
[0138] Here, in the pre-performance, one of characters X to Z is displayed as the target character, and it is set so that the target character in the pre-performance (see FIG. 27(a)) is a different character from the main character in the post-performance (see FIG. 27(c)) corresponding to the pre-performance. In other words, if pre-performance X occurs in a certain during-changing performance, post-performance X does not occur in that during-changing performance, and post-performance Y or post-performance Z occurs. Similarly, if pre-performance Y occurs in a certain during-changing performance, post-performance Y does not occur in that during-changing performance, and post-performance X or post-performance Z occurs. If pre-performance Z occurs in a certain during-changing performance, post-performance Z does not occur in that during-changing performance, and post-performance X or post-performance Y occurs (see FIG. 28).
[0139] The target character in the pre-performance appears as a "help character" who helps the main character in the post-performance. That is, in the post-performance, the help character appears after the main character appears. If a post-performance Y (see FIG. 27(c)) occurs after a pre-performance X (see FIG. 27(a)) occurs in a certain variable performance, the post-performance Y unfolds as a post-performance Y+X in which the main character Y appears, followed by the help character X, and the characters Y and X fight an enemy character (hereinafter, the post-performance in which the main character is a circle and the help character is a square is referred to as a "post-performance ○+□") (see FIG. 27(d)).
[0140] If a post-performance Z occurs after a pre-performance X, then a main character Z appears, then a help character X appears, and a post-performance Z+X unfolds in which characters Z and X fight an enemy character. Similarly, if a post-performance X occurs after a pre-performance Y occurs, then a main character X appears (is displayed), then a help character Y appears (is displayed), and a post-performance X+Y unfolds in which characters X and Y fight an enemy character. If a post-performance Z occurs after a pre-performance Y occurs, then a main character Z appears, then a help character Y appears, and a post-performance Z+Y unfolds in which characters Z and Y fight an enemy character. Also, if a post-performance X occurs after a pre-performance Z occurs, then a main character X appears, then a help character Z appears, and a post-performance X+Z unfolds in which characters X and Z fight an enemy character. If a post-performance Y occurs after a pre-performance Z has occurred, a main character Y appears, then a helper character Z appears, and a post-performance Y+Z unfolds in which characters Y and Z fight an enemy character (see Figure 28).
[0141] In this embodiment, a post-performance occurs in which a character different from the character shown in the pre-performance is the main character, and the character shown in the pre-performance appears as a helper character. A post-performance does not occur in which the same character as the character shown in the pre-performance is the main character (see FIG. 28).
[0142] When a help character appears in the post-event performance, the target character that has been displayed in the display area 911 since the pre-event performance occurred is enlarged and an effect is executed as if the character had joined the battle. After that, the post-event performance reaches a conclusion (a winning or losing ending).
[0143] In this embodiment, a reach effect may occur in which the help character does not appear, and which has the same appearance as each post-effect effect (meaning that an image that is recognized by the player as the same effect is displayed, and does not include differences in appearance due to the presence or absence of a so-called chance up) in the stage before the help character appears in the post-effect effect. That is, a reach effect X in which the main character is X (same appearance as the post-effect effect X until the help character Y or Z appears), a reach effect Y in which the main character is Y (same appearance as the post-effect effect Y until the help character X or Z appears), and a reach effect Z in which the main character is Z (same appearance as the post-effect effect X until the help character X or Y appears) may occur. The reliability of the target hit lottery result is higher when the post-effect effects X to Z occur than when these reach effects X to Z occur. In other words, the post-effect effect is set to have a higher probability of winning against the enemy character because the help character appears. Since the help character can be seen as a type of chance up (the reach effect is the default effect, and the post-effect is the chance up effect), the occurrence of a pre-effect can also be seen as an indication that a chance up will occur in the post-effect.
[0144] In this way, in the gaming machine 1 of this embodiment, when a pre-effect occurs during a certain variable effect, a post-effect will occur afterwards; however, instead of a post-effect in which the character shown in the pre-effect (target character) is made the main character, a post-effect in which a different character is made the main character occurs, which is an interesting novel rule.
[0145] In addition, the character displayed as the target character in the pre-performance will appear as a help character after the main character appears in the post-performance, so the connection between the pre-performance and the post-performance is guaranteed. In other words, if you play continuously (if you have been exposed to the pre-performance and post-performance several times), you can understand that the display of a character in the pre-performance is an indication that the character will appear as a "help character" (a chance increase will occur) in the post-performance (reach performance) that occurs afterwards.
[0146] Hereinafter, specific examples of improvements, modifications, and specific embodiments of the above-mentioned pre-performance and post-performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which multiple matters described using each of the following specific examples are applied.
[0147] ○Example 5-1 In the above embodiment, it was explained that when a pre-effect occurs during a certain during-change performance, a post-effect is confirmed to occur during that during-change performance, but it is also possible to set it so that a post-effect does not occur even if a pre-effect occurs.
[0148] However, it is preferable that the probability of a post-event performance occurring is higher when a pre-event performance occurs during a certain variation performance than when the pre-event performance does not occur. In other words, the occurrence of a pre-event performance suggests that the probability of a post-event performance occurring has increased. Since the occurrence of a post-event performance can be said to increase the reliability of a jackpot (the reliability of a jackpot is higher when a post-event performance occurs than when a post-event performance does not occur), the occurrence of a pre-event performance can also be said to suggest that the reliability of a jackpot has increased.
[0149] ○Example 5-2 A post-performance will not occur unless a pre-performance occurs during a certain variable performance. In other words, the occurrence of a pre-performance is a prerequisite for a post-performance to occur. Specifically, a post-performance X (post-performance X+Y, post-performance X+Z) will not occur unless a pre-performance Y or pre-performance Z occurs, a post-performance Y (post-performance Y+X, post-performance Y+Z) will not occur unless a pre-performance X or pre-performance Z occurs, and a post-performance Z (post-performance Z+X, post-performance Z+Y) will not occur unless a pre-performance X or pre-performance Y occurs.
[0150] ○Example 5-3 Any one of the candidate characters is considered to be a specific character, and the others are considered to be non-specific characters. For example, in the case where the candidate characters are three types of characters X to Z as in the above embodiment, character X is considered to be a specific character, and characters Y and Z are considered to be non-specific characters.
[0151] In a certain variation performance, when a pre-performance X (specific pre-performance) occurs in which character X, a specific character, is the target character, a post-performance Y (post-performance Y+X) or a post-performance Z (post-performance Z+X) occurs in the variation performance (see FIG. 29). In other words, when a specific pre-performance occurs, one of two or more post-performances in which a non-specific character is the main character occurs.
[0152] On the other hand, if a pre-performance Y or pre-performance Z (non-specific pre-performance) occurs in a certain during-variation performance in which character Y or character Z, a non-specific character, is the target character, a post-performance X (post-performance X+Y or post-performance X+Z) occurs in that during-variation performance (see FIG. 29). In other words, if a non-specific pre-performance occurs, a post-performance occurs in which character X, a specific character, is the main character. More specifically, if a pre-performance Y occurs, a post-performance Z does not occur, and a post-performance X occurs. Similarly, if a pre-performance Z occurs, a post-performance Y does not occur, and a post-performance X occurs.
[0153] By doing as in this example, it is possible to realize a gameplay in which a specific character frequently appears among a plurality of characters. In other words, when a specific pre-performance occurs, the specific character appears as a help character in the post-performance, and when a non-specific pre-performance occurs, the specific character appears as a main character in the post-performance. In other words, it is possible to realize a gameplay in which a specific character appears in the post-performance, regardless of what kind of pre-performance occurs.
[0154] The configuration of this example is particularly effective when one of the multiple characters is the "main character" (when the characters can be divided into "main characters" and "supporting characters"). In cases where the "main characters" in the original work of a manga, movie, etc., on which the gaming machine 1 is based, are designated as specific characters and the other characters (supporting characters) are designated as non-specific characters, the worldview of the original work can be maintained better by having the "main character" appear frequently, so the "main character" is designated as a specific character (other characters are designated as non-specific characters) and the settings are as described above.
[0155] ○Example 5-4 In one variation performance, a special pre-performance in which two or more of a plurality of characters are displayed may occur. If three types of characters X to Z are set as in the above embodiment, four types of performances may occur: a first special pre-performance in which characters X and Y are displayed, a second special pre-performance in which characters Y and Z are displayed, a third special pre-performance in which characters X and Z are displayed, and a fourth special pre-performance in which characters X, Y, and Z are displayed (FIG. 30 shows an example in which the third special pre-performance (see FIG. 30(c)) occurs). Note that the fourth special pre-performance will formally pass through a situation in which any of the first to third special pre-performances has occurred (a situation in which two characters are displayed). In the case of a situation in which the fourth special pre-performance has occurred (a situation in which three characters are displayed), it will be treated as if the first to third special pre-performances have not occurred. In short, it will be distinguished whether any of the first to fourth special pre-performances has occurred depending on the type of character displayed at a given time point (for example, the timing at which a post-performance may occur).
[0156] When a special pre-event performance occurs during a certain variation performance, a special post-event performance occurs during the variation performance afterwards. A special post-event performance is a performance in which two or more characters displayed in the special pre-event performance appear as main characters from the beginning (not one of the characters is a "help character"). When a first special pre-event performance occurs, a first special post-event performance occurs in which characters X and Y are the main characters. When a second special pre-event performance occurs, a second special post-event performance occurs in which characters Y and Z are the main characters. When a third special pre-event performance occurs, a third special post-event performance occurs in which characters X and Z are the main characters. When a fourth special pre-event performance occurs, a fourth special post-event performance occurs in which characters X, Y, and Z are the main characters (Figure 30 shows an example in which a third special pre-event performance (see Figure 30(c)) occurs as a result of a third special post-event performance (see Figure 30(d))).
[0157] It is not necessary that all of the first to fourth special pre-effects and the first to fourth special post-effects occur. A configuration in which some of the special pre-effects and the special post-effects occur may be adopted (the number of types of special pre-effects is the same as the number of types of special post-effects).
[0158] The relationship (rule) between the pre-performance and post-performance explained in the above embodiment was that the character (target character) displayed in the pre-performance is not made the main character in the post-performance that occurs afterwards (it appears only as a "help character"), but if two or more characters are displayed as in the above special pre-performance, a special post-performance is generated in which the two or more characters displayed as they are are made the main characters (because it would be difficult to make a post-performance in which all of the two or more characters appear as "help characters"). In short, the pre-performance and post-performance have a "character mismatch (target character ≠ main character)" relationship, while the special pre-performance and special post-performance have a "character match" relationship.
[0159] 7) Naked-eye stereoscopic image production The gaming machine 1 according to the present embodiment is capable of executing a naked-eye stereoscopic image presentation (see FIG. 31) in which a predetermined presentation image (hereinafter referred to as a target image 60) displayed during a variation presentation is displayed to the player as a three-dimensional image (an image that pops out toward the player) (displayed as a naked-eye stereoscopic image). Note that there may be only one type of target image 60 that can be displayed as a naked-eye stereoscopic image, or there may be multiple types. Also, the target image 60 is not displayed in the entire display area 911 (see FIG. 31(b)). In a state in which the target image 60 is displayed in naked-eye stereoscopic vision, an image other than the target image 60 (a normal two-dimensional image) is also displayed in the display area 911. The method of displaying a naked-eye stereoscopic image is well known, so a detailed description thereof will be omitted.
[0160] In this embodiment, the display of the target image 60 during the variation performance is set as a so-called chance-up performance (the reliability of the big win of the winning / losing lottery result corresponding to the variation performance is higher when the target image 60 is displayed than when it is not displayed). If the "no parallax" described later is not set, the target image 60 will be displayed as a naked eye stereoscopic image, and the display of the naked eye stereoscopic image is set as a chance-up.
[0161] In this embodiment, the player can arbitrarily select from one of three modes as the way the target image 60 is viewed. One is a mode (no parallax) in which the target image 60 is not displayed as a naked-eye stereoscopic image (displayed as a two-dimensional image like images other than the target image 60). The other is a mode (normal parallax) in which the target image 60 is displayed as a naked-eye stereoscopic image. The other is a mode (weak parallax) in which the target image 60 is displayed as a naked-eye stereoscopic image, but the "pop-out amount (degree of pop-out)" from the player's viewpoint is smaller than that of normal parallax. In other words, in this embodiment, it is possible to select whether or not the target image 60 is displayed as a naked-eye stereoscopic image, and if it is displayed as a naked-eye stereoscopic image, it is possible to select the strength (large or small) of the "parallax" (pop-out amount). Note that when the power is ON (default state), "normal parallax" is set.
[0162] The selection is performed after displaying a selection screen in the display area 911. In this embodiment, the selection screen is displayed in the display area 911 in a standby state (a state to which the state transitions occur when a predetermined time has elapsed since the end of the variable performance (since there are no more reserved balls)). The selection screen may be displayed by operating the operation means 92 (details of which will be described later) in the standby state.
[0163] The selection screen includes selection images 65 corresponding to the respective appearances of the candidate target images 60. In this embodiment, three types of appearances ("no parallax", "weak parallax", and "normal parallax" (recommended)) are set, so three selection images 65 (first selection image 651, second selection image 652, and third selection image 653) are displayed. The three selection images 65 represent the same object (meaning images that the player can recognize as representing the same object). In this embodiment, a "fish" character is the object, and three selection images 65 representing the character with "no parallax", "weak parallax", and "normal parallax" (recommended) are displayed (see FIG. 32).
[0164] On the selection screen, the cursor C is set to one of the three selection images 65. The gaming machine 1 according to this embodiment is provided with a push button 921 and a cross key 922 as the operation means 92 (see FIG. 1). When the cross key 922 is operated while the selection screen is displayed, the cursor C moves. When the push button 921 is operated, the "appearance of the target image" corresponding to the selection image 65 on which the cursor C is set is set. Note that the method of selecting the selection image 65 is not limited to the above method. It may be configured so that selection can be made by operating only one operation means 92. Also, it may be configured so that the display device 91 (display area 911) is a touch panel and selection can be made by operating the touch panel.
[0165] In this way, in the gaming machine 1 according to this embodiment, it is possible to select the appearance of the target image 60 ("no parallax," "weak parallax," "normal parallax"), and on the selection screen for selecting the appearance, selection images 65 showing the "same object" in each appearance are displayed. Since the selection images 65 corresponding to each appearance showing the "same object" are displayed together, it is possible to select the appearance that one prefers after comparing each selection image 65. Since the selection is made after comparison, there are fewer situations in which it is necessary to redo the selection.
[0166] Furthermore, in the gaming machine 1 according to this embodiment, the target image 60 is displayed in a naked eye stereoscopic manner, and it is possible to select the strength (large or small) of the parallax (amount of popping out) of the naked eye stereoscopic image. If the amount of popping out of the naked eye stereoscopic image is large, the player may feel unwell, but if the player wants to see the target image 60 displayed three-dimensionally and wants to avoid overlooking the target image 60 that appears as a so-called chance-up effect (if "no parallax" is selected, it is not clear whether the chance-up image is displayed or not), then the player can select "weak parallax."
[0167] Hereinafter, specific examples of improvements, modifications, and embodiments of the above-mentioned naked eye stereoscopic image production will be described. Note that, to the extent possible, a configuration may be made in which a plurality of the items described using the following specific examples are applied.
[0168] ○Example 6-1 In the above embodiment, the player can select ON / OFF and strength of the naked eye stereoscopic vision (3D), but the player may select other image elements as long as they relate to the way the image is seen. For example, the "color," "brightness," "density," etc. of the target image 60 can be considered. In accordance with this, the selection screen may be configured to display multiple selection images 65 that show the same object in each way of seeing.
[0169] ○Example 6-2 The configuration may be such that three or more options 40s are set for the strength (amount of popping out) of the naked eye stereoscopic vision (parallax). Also, the configuration may be such that the option 40s for the naked eye stereoscopic vision OFF (no parallax) is not provided.
[0170] ○Example 6-3 Selection image 65, that is, an image representing an object (in the above embodiment, a "fish" character), is actually displayed as target image 60 during the variation performance (it is not required that it be displayed in exactly the same manner as selection image 65, and changes are permitted within the range that allows the player to understand that it represents the same object) (see FIG. 33). In this way, by displaying the image that is actually displayed during the variation performance as selection image 65, it is possible to prevent the occurrence of a situation in which target image 60 is not displayed in the manner that the player expected at the time of selection.
[0171] ○Example 6-4 In the above embodiment, it has been explained that the appearance of the target image 60 is selected in the standby state, but the selection may be made during the changing performance (see FIG. 34). In other words, when a predetermined condition is met, the selection screen is displayed during the changing performance. By displaying the selection screen during the changing performance in this manner, it is possible to reduce the risk of a situation occurring in which the player does not realize that the appearance of the target image 60 can be changed. Note that since the time required for the changing performance is finite (the changing time is fixed), a time limit is also set for the time required for selection. When the selection screen is displayed, it is preferable to display an image indicating the time limit together with the selection screen.
[0172] ○Specific example 6-5 (an example that further embodies specific example 6-4) As explained in the above specific example 6-4, in the case of a configuration in which a selection screen can be displayed during a variation performance, the setting is such that after the selection screen is displayed during a certain variation performance, the selection screen will not be displayed during subsequent variation performances (no performance prompting a selection will occur) until a specified reset condition is met. For a player who has already encountered the selection screen (a player who has been prompted to select how the target image 60 appears), there is a risk that the player will feel annoyed if the selection screen is displayed again. To prevent this, once the selection screen is displayed, it will not be displayed again until a reset condition is met. In other words, the setting is such that the selection screen is displayed only once between the satisfaction of a certain reset condition and the satisfaction of the next reset condition.
[0173] There may be only one reset condition, or multiple reset conditions may be set. It is preferable that at least "transition to standby state" (including when the power is turned on) is set as one of the reset conditions. Since a transition to standby state means that the player may have changed, when the game transitions to standby state in a situation where a selection screen has been displayed before, the game transitions to a situation where there is a possibility that the selection screen will be displayed again.
[0174] ○Specific example 6-6 (an example that further embodies specific example 6-4) As explained in the above specific example 6-4, in the case of a configuration in which a selection screen can be displayed during a variation performance, a setting may be made such that if a selection screen is displayed during a certain variation performance, the probability that the target image 60 will be displayed during that variation performance increases (a variation performance in which a selection screen is displayed is more likely to display the target image 60 than a variation performance in which a selection screen is not displayed). In other words, the display of the selection image 65 (occurrence of a performance that prompts a selection) is configured to not only have a function of prompting the user to select how the target image 60 appears, but also to have a function of suggesting the occurrence of a performance in which the target image 60 will be displayed, which is a chance-up performance. A setting may be made such that if a selection screen is displayed during a certain variation performance, it is confirmed that the target image 60 will be displayed during that variation performance.
[0175] Although the embodiment of the present invention has been described in detail above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the gist of the present invention.
[0176] For example, the gaming machine 1 according to the above embodiment is a pachinko gaming machine, but except for the configuration specific to the pachinko gaming machine, the gaming machine can also be applied to other gaming machines such as a reel gaming machine.
[0177] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0178] ○Means 1-1 A gaming machine capable of playing a jackpot game including a plurality of unit games in which a predetermined winning area is opened until a closing condition is met, wherein the jackpot game is set to include a first jackpot game which is played on the condition that a gaming ball enters a specific area which is opened in a small jackpot game which is played when a win / lose lottery result is a small jackpot, and a second jackpot game which is played when the win / lose lottery result is a jackpot, wherein in the small jackpot game, a first image is displayed which indicates that the situation is such that the gaming ball should enter the specific area, and in the first unit game of the second jackpot game, a second image which includes a common element which is the same as the first image is displayed. According to the above gaming machine, the first image displayed when a small win is won and the second image displayed when a big win is won contain common elements, so it is possible to make it difficult for the player to be aware of whether he has won a small win or a big win.
[0179] ○Means 1-2 The gaming machine described in Means 1-1, characterized in that the first image and the second image include a time image portion indicating the passage of time as the common element. By doing this, even when a big win is won, the probability that the player will feel as if there is a time limit, as when a small win is won, is increased.
[0180] ○Means 1-3 The gaming machine described in Means 1-1 or 1-2, wherein the first image and the second image include, as the common element, an opening image portion indicating that a jackpot game is being played. By doing so, even when a big win is won, the probability that the player feels as if he or she has won a big win is increased in the same way as when a small win is won.
[0181] ○Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the first image includes an area image portion indicating the specific area, while the second image does not include the area image portion. When a jackpot is won, it is not necessary to make the game ball enter a specific area in order to win the jackpot, so it is preferable that the second image does not include an area image portion.
[0182] ○Means 1-5 A gaming machine described in any one of means 1-1 to 1-4, characterized in that the first image includes a warning image portion indicating that there is a risk of disadvantage if the gaming ball is not allowed to enter the specific area, while the second image does not include the warning image portion. When a jackpot is won, it is not necessary to make the game ball enter a specific area in order to win the jackpot, so the second image does not need to include a warning image portion that calls attention.
[0183] ○Means 1-6 A gaming machine described in any one of means 1-1 to 1-5, characterized in that the first image is erased when a gaming ball enters the specific area, while the second image is erased when a gaming ball enters the winning area. By doing this, when either a small win or a big win is won, the image (first image or second image) is erased when the game ball enters a predetermined area (specific area or winning area), making it possible to make it even more difficult for the player to be aware of whether he or she has won a small win or a big win.
[0184] ○Means 1-7 The specific area is also opened in the first unit game of the second jackpot game, A gaming machine described in any one of means 1-1 to 1-5, characterized in that both the first image and the second image are erased when a gaming ball enters the specific area. By doing this, when either a small win or a big win is won, the image (first image or second image) is erased when the game ball enters the specific area, making it even more difficult for the player to be aware of whether he or she has won a small win or a big win.
[0185] ○Means 2-1 A gaming machine capable of playing a jackpot game including a plurality of unit games in which a predetermined winning area is opened until a closing condition is met, wherein the jackpot games are set to include a first jackpot game which is played on the condition that a gaming ball enters a specific area which is opened in a small jackpot game which is played when a win / lose lottery result is a small jackpot, and a second jackpot game which is played when the win / lose lottery result is a jackpot, wherein a first start condition which is not established unless a gaming ball enters the specific area is set as a condition for starting a first jackpot effect which is an effect for the first jackpot game, and a second start condition which is not established unless the winning area is opened is set as a condition for starting a second jackpot effect which is an effect for the second jackpot game. According to the above gaming machine, the big win presentation does not start unless the start condition is met, regardless of whether a small win or a big win is won, so it is possible to make the player less aware of whether he has won a small win or a big win.
[0186] ○Means 2-2 The gaming machine described in means 2-1, characterized in that the second start condition is that a gaming ball enters the winning area in the first unit game of the second jackpot game. By doing this, regardless of whether a small win or a big win is won, the big win presentation will not start unless the game ball enters a predetermined area (specific area or winning area), making it possible to make it even less likely for the player to be aware of whether he or she has won a small win or a big win.
[0187] ○Means 2-3 The gaming machine described in means 2-1 is characterized in that the specific area is provided within the winning area, and the specific area is set to be opened in the first unit game of the second jackpot game, and the second start condition is that a gaming ball enters the specific area in the first unit game of the second jackpot game. By doing this, in either case of winning a small win or a big win, the big win presentation does not start unless the game ball enters the specific area, so it is possible to make it even harder for the player to be conscious of whether he has won a small win or a big win.
[0188] ○Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the presentation image output to the display device as the first jackpot presentation and the presentation image output to the display device as the second jackpot presentation are the same. By doing this, the player will feel that the same presentation is being executed when the starting conditions are met, regardless of whether a small win or a big win is won, so it is possible to make it even less likely for the player to be conscious of whether he or she has won a small win or a big win.
[0189] ○Means 2-5 The gaming machine described in means 2-4 is characterized in that although the presentation image is output to the display device before the first start condition and the second start condition are satisfied, it is in an invisible state that cannot be seen by the player due to a pre-image displayed in an image layer before the image layer representing the presentation image, and when either the first start condition or the second start condition is satisfied, the pre-image is erased and the presentation image becomes visible so that it can be seen by the player. By doing this, regardless of whether a small win or a big win is won, the presentation image changes to a visible state when the start condition is met, making it even harder for the player to be conscious of whether he or she has won a small win or a big win.
[0190] ○Means 2-6 The gaming machine described in means 2-5 is characterized in that a performance music is set according to the content of the performance video, the performance music is made audible to the player from the stage where the performance video is in the invisible state, and the performance music continues to be output even when the performance video becomes in the visible state. In this way, a "gap" is prevented from occurring between the performance image, which changes from an invisible state to a visible state when a start condition, the timing of which is uncertain, is satisfied, and the performance music corresponding to the content of the image.
[0191] ○Means 3-1 A gaming machine that executes a selection suggestion presentation including a first stage in which two or more groups of options, each containing a plurality of options, are displayed as presentations during the change from when the decorative pattern starts to change until it stops in a manner that indicates the result of the win / lose lottery, a second stage after the first stage in which one of the two or more groups of options is designated as a target group of options and is displayed in a changing manner, and a third stage after the second stage in which one of the multiple options contained in the target group of options is selected, and the option suggests a reliability, which is the probability that the result of the win / lose lottery will be a win. The selection suggestion presentation that the gaming machine can execute involves displaying a plurality of options contained in two or more groups of options in a first stage, selecting one of the groups of options as a target group of options in a second stage, and then selecting a final option from the target group of options in a third stage, which is novel and exciting as it allows players to hope that the group of options containing the more preferred option will be selected as the target group of options.
[0192] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that in the second stage, option groups other than the target option group are not displayed in a variable manner. By doing this, it becomes easier to understand that the final option will not be selected from any option group other than the target option group.
[0193] ○Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that an option to be selected in the third stage is suggested depending on which of the two or more option groups displayed in the first stage is set as the target option group in the second stage. ○Means 3-4 The gaming machine described in means 3-3 is characterized in that, if both the first option group and the second option group displayed in the first stage contain the highest option with the highest reliability, the probability that the highest option will be selected in the third stage is higher when the second option group is set as the target option group than when the first option group is set as the target option group in the second stage. In this way, by configuring the options groups so that advantages and disadvantages are set between them, gameplay is achieved in which the player hopes that a certain option group will be set as the target option group.
[0194] ○Means 3-5 A gaming machine described in any one of means 3-1 to 3-4, characterized in that two or more of the option groups displayed in the first stage each have a unique part that differs in appearance from the other option groups. By doing this, the advantages and disadvantages of each option group can be distinguished by the unique part, making the presentation easier to understand.
[0195] ○Means 4-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing a three-dimensional effect in which a reference image is displayed in the display area from a reference state in which the reference image is displayed in the display area, and then a displaced state is displayed as if the reference image has been displaced backward relative to the display area, and an effect image facing the reference image is displayed. According to the gaming machine, it is possible to execute an interesting effect in which it appears as if there is space not only in the vertical and horizontal directions, but also in the front-to-back directions.
[0196] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that in the displaced state, a depth image indicating a sense of depth is displayed in an area of the display area where the reference image is not displayed. By doing so, the effect of the three-dimensional presentation (the effect of appearing three-dimensional) is enhanced. ○Means 4-3 The gaming machine described in Means 4-2, wherein the depth image includes a perspective image portion extending from the four corners of the display area toward the four corners of the reference image. In addition, the effect image heading towards the reference image appears to pass through a tunnel, enhancing the three-dimensional effect (the effect of appearing three-dimensional).
[0197] ○Means 4-4 The gaming machine described in Means 4-2 or 4-3 is characterized in that the depth image has a plurality of unit image portions arranged on the upper, lower, left and right sides of the base image. By doing so, the sense of depth can be expressed more clearly.
[0198] ○Means 5-1 A gaming machine capable of executing a pre-effect in which one of a plurality of candidate characters is displayed as a target character and a post-effect which occurs in the same during-effect performance after the pre-effect has occurred, in which one of the plurality of characters is a main character, as effects that constitute the during-effect performance from when the decorative pattern begins to change to when the decorative pattern stops in a manner that indicates the result of a win / lose lottery, wherein the target character in the pre-effect and the main character in the post-effect are set to be different types of characters. According to the gaming machine, an interesting gameplay is realized in which the target character shown in the pre-performance is different from the main character in the post-performance that occurs thereafter.
[0199] ○Means 5-2 The gaming machine described in means 5-1 is characterized in that the post-performance is a performance in which the character that was the target character in the pre-performance appears after the main character appears. By doing this, it is possible to realize a gameplay in which the content of the post-performance that will occur is hinted at by the pre-performance, while maintaining the rule that the target character shown in the pre-performance and the main character in the post-performance are different.
[0200] ○Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that three or more types of characters are set as the multiple types of candidate characters, some of which are designated as specific characters, a specific pre-performance is set as the pre-performance in which the target character is designated as the specific character, and in the during-variation performance in which the specific pre-performance occurs, one of two or more post-performances occurs in which a non-specific character other than the specific character is designated as the main character. ○Means 5-4 The gaming machine described in means 5-3 is characterized in that, as the pre-performance, a non-specific pre-performance is set in which the target character is the non-specific character, and in the during-changing performance in which the non-specific pre-performance occurs, a post-performance occurs in which the specific character is the main character among two or more post-performances in which a character other than the non-specific character is the main character. By doing so, it is possible to realize a game feature in which a specific character frequently appears among a plurality of characters.
[0201] ○Means 5-5 A gaming machine described in any one of means 5-1 to 5-4, characterized in that when a special pre-effect occurs in which two or more of the multiple types of characters are displayed during the during-variation effect, a special post-effect occurs in which the two or more characters are the main characters during the same during-variation effect. In this way, when a special pre-effect occurs in which two or more characters are displayed, a special post-effect occurs in which those two or more characters are the main characters, so that the relationship between the special pre-effect and the special post-effect (character matching) differs from the relationship between the pre-effect and the post-effect (character mismatch), making the rules of the presentation more complex and more interesting.
[0202] ○Means 6-1 A gaming machine comprising: an image control means capable of changing the appearance of a predetermined target image displayed on a display device; and a display means for displaying a selection screen that allows a player to select the appearance of the target image, said selection screen including a plurality of selection images corresponding to each of the candidate appearances, said plurality of selection images being of the same object. According to the gaming machine, since candidate appearances can be compared for the "same object," the player can easily select the appearance that he or she prefers.
[0203] ○Means 6-2 The gaming machine described in means 6-1 is characterized in that it is equipped with a win / lose lottery means for executing a win / lose lottery when a predetermined condition is met, and the target image can be displayed during the change from when the decorative pattern starts to change until it stops in a manner showing the win / lose lottery result. By doing so, the risk of the player not realizing that the device is equipped with a function that can change the way the target image appears is reduced.
[0204] ○Means 6-3 The gaming machine described in Means 6-1 or 6-2, wherein the target image can be displayed as a naked eye stereoscopic image, and the selection screen includes two or more of the selection images having different degrees of pop-out. Some players may feel ill when viewing stereoscopic images (3D images) with the naked eye, so it is advisable to make it possible to change the degree to which the images pop out (strength of parallax). [Explanation of symbols]
[0205] 1. Gaming machines 10 Specific areas 21 First image 22 Second image 231 Area Image Section 232 Attention Image Section 233 Opening Image Section 234 Time Image Section 30 Production footage 31 Featured Images 40 Choice Group (41-43 First Choice Group - Third Choice Group) 40T Target Options 411 First proper part 421 Second proper part 431 Third proper part 40s Choices 48 Target Suggestion Image 50 Reference Images 51 Depth Image 51L Perspective image section 51U Unit Image Section 55 Production images 60 Target Images 65 Selected images (651~653 First selected image~Third selected image) 80 Decorative Designs 906 Big Winners Area 91 Display device 911 Display area 912 Non-standard area 92 Operation means (921 push button 922 cross key) 95 Speaker
Claims
[Claim 1] a display means having a display area; a performance execution means for executing a selection suggestion performance that suggests the probability that the result of the lottery will be a win by displaying one of the multiple option images displayed in the display area as a specific selection image; Equipped with The selection suggestion performance is, displaying the plurality of option images as belonging to one of two or more option image groups, each of which includes two or more of the option images; a step of variably displaying one of the two or more option image groups as a target option image group; a step of indicating that one of the two or more option images included in the target option image group is selected as the specific selection image; Including, A first option image group and a second option image group are provided as the option image group, Any of the option images included in the first option image group is of the same type as any of the option images included in the second option image group. A gaming machine characterized by:
Citation Information
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