Gaming Machines
By increasing the remaining number of times in the time image display of the game console, the problem that players find it difficult to understand the game process is solved, and a more intuitive process tracking effect is achieved.
Patent Information
- Application Number
- JP2021071854
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-21
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2041-04-21
AI Technical Summary
When existing game consoles display time images, the process is insufficiently understood, making it difficult for players to track performance development.
Design a gaming machine that prompts the player for the remaining number of times a specific event occurs by adding a unit to display the time image to a clearer understanding of the development of the process.
By displaying the units of the remaining times, players can understand the game process more intuitively, improving their understanding of time image display.
Smart Images

Figure 0007671961000001 
Figure 0007671961000002 
Figure 0007671961000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Gaming machines capable of executing an effect in which an image showing the passage of time is displayed are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-064548 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to make it easier to understand the progress of a performance in which a time image is displayed. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is equipped with an effect execution means that executes a time effect in which the more times a specific event occurs within a specified time, the higher the probability that the result of the win / lose lottery will be a win, and the time effect displays a time image indicating the passage of time until the specified time is reached, and the time image includes a remaining number display section that indicates the remaining number of times at a specific timing at which the specific event may occur. Effect of the Invention
[0006] According to the present invention, it is possible to make the progress of a performance in which a time image is displayed easier to understand. [Brief description of the drawings]
[0007] [Figure 1]1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] A diagram to explain a specific pre-reading performance. [Diagram 5] FIG. 1 is a diagram (part 1) for explaining specific example 1-2. [Figure 6] FIG. 2 is a second diagram for explaining specific example 1-2. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 13 is a diagram for explaining image presentation. [Figure 9] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 10] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 11] FIG. 13 is a diagram for explaining a specific effect. [Figure 12] This is a diagram to explain a reversal performance suggestion (specific event). [Figure 13] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 14] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 15] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 16] FIG. 13 is a diagram for explaining a specific operation presentation. [Figure 17] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 18] FIG. 13 is a diagram for explaining specific example 4-4. [Figure 19] FIG. 13 is a diagram for explaining a time presentation. [Figure 20] FIG. 19 is a diagram for explaining the time presentation (continuation of FIG. 19). [Figure 21] FIG. 20 is a diagram for explaining the time presentation (continuation of FIG. 20). [Figure 22]FIG. 13 is a diagram for explaining specific example 5-1. [Figure 23] FIG. 13 is a diagram for explaining specific example 5-2. [Figure 24] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 25] FIG. 13 is a diagram for explaining specific example 5-5. [Figure 26] 1A is a diagram for explaining an overview of the special effects, and FIG. 1B is a diagram for explaining the appearance of the reserved patterns. [Figure 27] A diagram to explain the control of the display of reserved patterns during a special performance. [Figure 28] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 29] FIG. 6 is a diagram for explaining specific example 6-2. [Diagram 30] FIG. 6 is a diagram for explaining specific example 6-3. [Diagram 31] FIG. 6 is a diagram for explaining specific example 6-4. [Diagram 32] FIG. 6 is a diagram for explaining specific example 6-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (so-called fluctuation is started), but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information to be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved pattern 10, a reserved pattern 11 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 12 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 11 during the change is displayed larger than the reserved pattern 12 before the change, but the basic form of both is the same. The basic form of the reserved pattern 11 during the change and the reserved pattern 12 before the change may be completely different. Also, a configuration in which the reserved pattern 11 during the change is not displayed may be used. In addition, the order in which the winning / losing lottery results corresponding to the pre-change reserved patterns 12 are notified (the so-called reserved "consumption order") is earlier for those located to the right.
[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 10 corresponding to one of the special charts 1 and 2, one reserved pattern 11 during change and up to four pre-change reserved patterns 12 may be displayed (see FIG. 2). The pre-change reserved pattern 12 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 12 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 12 are displayed).
[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped is a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination is other than the one (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability game state in which the probability of winning a jackpot is low (for example, the probability of winning a jackpot is about 1 / 320), and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high probability game state in which the probability of winning a jackpot is high (for example, the probability of winning a jackpot is about 1 / 80), and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.
[0019] In this embodiment, the special game state is entered after all jackpot games are completed. The special game state is ended when the winning / losing lottery results are a miss a predetermined number of times (for example, 100 times). When the special game state is ended, the normal game state is entered. If the jackpot is won before the predetermined number of consecutive misses after the transition to the special game state, the game state is entered again (the count of the predetermined number is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win a jackpot before the predetermined number of consecutive misses after the transition to the special game state. Note that, unless otherwise specified in the following description, the gaming characteristics (specifications) are merely an example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a gaming machine (one-type / two-type mixed machine) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won. In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.
[0020] 2) Various effects that can be executed by the gaming machine 1 according to this embodiment will be described below. Note that the configuration may be such that only some of the effects described below can be executed. Also, the configuration may be such that the effects described below can occur only when a predetermined mode (which may be a mode that the player can select, or a mode that is set automatically (without being selected by the player)) is set.
[0021] 2-1) Specific pre-reading performance The gaming machine 1 according to the present embodiment is capable of executing a specific pre-reading performance (see FIG. 4) as a type of pre-reading performance. The specific pre-reading performance, like a general pre-reading performance, is a performance that starts during a change performance (hereinafter, sometimes referred to as a previous change performance) before a change performance (hereinafter, sometimes referred to as a target change performance) for a certain winning / losing lottery result (a winning / losing lottery result for a pre-reading target; hereinafter, sometimes referred to as a target winning / losing lottery result in the explanation of "2-1) specific pre-reading performance") starts, and suggests the probability (hereinafter, sometimes referred to as a (jackpot) reliability) that the target winning / losing lottery result will be a jackpot. In some drawings, the reserved pattern 10 corresponding to the target winning / losing lottery result is indicated by "T". Note that the winning / losing lottery result (previous winning / losing lottery result) corresponding to the future changing performance used in the specific pre-reading performance is a "lose" (see FIG. 4(b)).
[0022] The specific look-ahead performance includes a first half (see Fig. 4(a) and (b)) and a second half (see Fig. 4(c-1) and (c-2)). The first half is a part executed during the previous change performance. In this embodiment, the first half is executed during the previous change performance before the target change performance. Specifically, the first half starts after the previous change performance starts (see Fig. 4(a)), and ends at the same time as the previous change performance ends (see Fig. 4(b)). The performance mode of the first half is the same every time (the mode is the same regardless of the mode of the later-described latter half). In this embodiment, the characters "Is something coming?" (first half characters 15) are displayed in the display area 911. In this way, the fact that the mode is the same every time does not suggest the reliability of the mode of the first half itself. It is merely a notice that a specific look-ahead performance will occur (it can be said that the reliability is suggested in the sense that the probability of the specific look-ahead performance occurring has increased, but it does not suggest the high or low reliability).
[0023] The latter half of the specific pre-reading performance is a part executed during the target change performance. Specifically, the latter half starts at the same time as the target change performance starts, and ends before the target change performance ends (before the notification of the target hit / miss lottery result is completed) (see Fig. 4 (c-1) and (c-2)). The performance mode of the latter half can be different each time. Unlike the first half, the latter half suggests the jackpot reliability of the target hit / miss lottery result. In this embodiment, either the first latter half mode (see Fig. 4 (c-1)) or the second latter half mode (see Fig. 4 (c-2)) occurs. The jackpot reliability of the target hit / miss lottery result is higher when the second latter half mode occurs than when the first latter half mode occurs. In the latter half mode, characters following the first half characters 15 (second half characters 16) are displayed. In the first latter half mode in this embodiment, the characters "It's your chance!" (first latter half characters 161) are displayed, and the second latter half mode is the characters "It's super hot!" (second latter half characters 162) are displayed. In other words, following the dramatic line in the first half ("Is something coming?"), the latter half displays the following line (each latter half character 16 (second half line) is a natural manner following the first half character 15 (first half line)).
[0024] In order to make the first half and the second half appear as a continuous performance, in this embodiment, the first half is executed in a period (first period) including the end point (miss notification completion point) of the previous previous performance during the target change, and the second half is executed in a period (last period) including the start point of the target change performance (the previous period and the last period are continuous periods with no blank period between them). In this way, the first half and the second half are executed continuously (the dialogue of the first half (first half character 15) is received, and the dialogue of the second half (second half character 16) is displayed without a blank period). However, this does not deny the performance form in which a blank period occurs. In other words, this does not deny the setting that the first half ends before the end point of the previous previous performance during the target change, or the second half starts after the target change performance starts. However, if the effect of making the first half and the second half appear as a continuous performance is enhanced, it is preferable to do as in this embodiment.
[0025] In this way, the specific pre-reading performance in this embodiment is executed in the first half of the previous variation performance, which has the same appearance (does not suggest reliability) every time, and executed in the second half of the target variation performance, which has a different appearance every time (suggests reliability depending on the appearance). In other words, while the occurrence of the pre-reading performance is predicted in the previous variation performance, it is the performance (second half appearance) executed during the target variation performance that actually suggests the reliability of the target winning / losing lottery result. If the reliability is suggested during the previous variation performance (in this embodiment, the reliability is suggested in the first half), it may be difficult to understand whether the suggestion of the reliability is about the previous winning / losing lottery result or the target winning / losing lottery result. In order to reduce such a risk, in this embodiment, the first half (the performance in the previous variation performance) only predicts the occurrence of the reliability suggesting performance (second half), and the reliability is suggested by the second half (the performance in the target variation performance).
[0026] In order to reduce the above-mentioned risk, it is conceivable to display both the first half character 15 and the second half character 16 during the target change performance, but this would not function as a "pre-reading performance" and would require all of the series of performances to be performed during the target change performance, which would increase the time required for the series of performances. The specific pre-reading performance in this embodiment can solve such problems.
[0027] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific look-ahead performance will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0028] 〇Specific example 1-1 The specific pre-reading effect in the above embodiment is an effect in which images (text) are displayed in the display area 911 as the first and second parts, but it may also be an effect in which sound is output from the speaker 75 (no image is displayed).
[0029] Also, one of the first and second parts may be a "visual" presentation in which an image (text) is displayed, and the other may be an "auditory" presentation in which sound is output (no image is displayed). As described in the above embodiment, the first and second parts differ in the presence or absence of a reliability suggestion effect, so in order to emphasize this difference, one is made a "visual" presentation and the other an "auditory" presentation. Preferably, the first part is set to be a presentation in which sound is output ("auditory" presentation), and the second part is set to be a presentation in which an image is displayed ("visual" presentation). It can be said that the content of the presentation is easier to grasp with a "visual" presentation than with an "auditory" presentation, so it is preferable to make the second part in which reliability is suggested a "visual" presentation.
[0030] 〇Specific example 1-2 In the above embodiment, the first half of the specific look-ahead performance is executed during the previous target changing performance, but the first half may be executed over two or more previous target changing performances. For example, the first half (first half of the first half) is executed during the target changing performance two prior to the target changing performance, the second half (second half of the first half) is executed during the target changing performance, and then the second half is executed during the target changing performance. In the first half, the characters "Is something coming?" (first half characters 151) are displayed (see FIG. 5(a)), in the second half, the characters "Not yet!" (first half characters 152) are displayed (see FIG. 5(b)), and in the second half, the characters "It's your chance!" or "It's super hot!" are displayed (see FIG. 5(c-1) and (c-2)). The aspect of the first half does not necessarily suggest reliability, but the aspect of the second half suggests reliability. In other words, the first half of the first part (the effect executed in the effect two steps before that ("Is something coming?")) and the second half of the second part (the effect executed in the effect one step before that ("Not yet!")) have the same format every time.
[0031] The maximum number of future changing effects that can be used in the specific look-ahead performance is three (because the maximum number of reserved items is four). In other words, the first half occurs a maximum of three times. Based on this, the performance modes of the first half are prepared in advance for three times. For example, three modes are prepared: "What's coming?", "Not yet!", and "Almost there." Then, depending on the number of future changing effects used in the specific look-ahead performance, the performance of the first half is executed in this order. If three future changing effects are used (using three changes), the specific look-ahead performance will proceed in the following flow: "What's coming?" (three before the target changing effect) → "Not yet!" (two before the target changing effect) → "Almost there" (one before the target changing effect) → "Chance!" / "Super hot!" (target changing effect) (see Figure 6). If two future changing effects are used (using two changes), the specific look-ahead performance will proceed in the flow shown in Figure 5.
[0032] Unlike the examples shown in Figs. 5 and 6, the same first half performance may be executed (the same first half character 15 may be displayed) in all of the two or more future variable performances. For example, the first half character 15 of "What's coming?" may be displayed in all of the two or more future variable performances.
[0033] 〇Specific example 1-3 A non-specific look-ahead performance different from the specific look-ahead performance is executed. The non-specific look-ahead performance is the same as the specific look-ahead performance up to the part corresponding to the first half (see FIG. 7(a)), but the part corresponding to the second half is not executed (see FIG. 7(b-2)). If a specific look-ahead performance like the above embodiment occurs, the non-specific look-ahead performance displays the characters "What's coming?" (first half characters 15) in the next-movement performance (the next-movement performance before the target-movement performance) (see FIG. 7(a)), but unlike the specific look-ahead performance (see FIG. 7(b-1)) in which the characters "It's your chance!" and "It's super hot!" (second half characters 16) are displayed in the target-movement performance, no characters are displayed (see FIG. 7(b-2)). In other words, the non-specific look-ahead performance suggests to the player that a specific look-ahead performance may have occurred, but the performance suggesting the reliability (the second half of the specific look-ahead performance) does not actually occur.
[0034] It is preferable to set the target winning / losing lottery result to have a higher jackpot reliability when a specific pre-reading effect occurs than when a non-specific pre-reading effect occurs. In this way, a gameplay is realized in which it is expected that the latter half of the effect will be executed (the latter half of the effect 16 will be displayed) in the target changing effect after the first half of the effect is executed (the first half of the characters 15 are displayed) in the previous changing effect (if the latter half of the effect is executed, it is expected that it will be in a more reliable state). It may also be set so that the target winning / losing lottery result will definitely be a loss when a non-specific pre-reading effect occurs.
[0035] However, conversely, the setting may be made such that the reliability of the target winning / losing lottery result is higher when a non-specific pre-reading effect occurs than when a specific pre-reading effect occurs. A non-specific pre-reading effect is an unnatural performance form in which the first half of the performance (display of the first half character 15 of "Is something coming?") occurs but no subsequent performance occurs, and the occurrence of such an unnatural performance may be set as an event advantageous to the player. The setting may be made such that when a non-specific pre-reading effect occurs, the target winning / losing lottery result is confirmed to be a winning jackpot.
[0036] 2-2) Image Presentation The gaming machine 1 according to this embodiment is capable of executing an image presentation as a presentation constituting the during-change presentation. As described above, in this embodiment, the during-change reserved pattern 11 (a pattern corresponding to the so-called "relevant change") and the pre-change reserved pattern 12 are displayed in the display area 911. In the following description, the during-change reserved pattern 11 and the pre-change reserved pattern 12 simply refer to a pattern in a normal state (a pattern that is not in a so-called chance-up state). The during-change reserved pattern 11 and the pre-change reserved pattern 12 in this embodiment have the same form (as long as the player can recognize that they represent the same object), but the during-change reserved pattern 11 is displayed larger than the pre-change reserved pattern 12. In other words, when one during-change presentation ends (one reserved pattern is consumed) and the pre-change reserved pattern 12, which is the earliest consumed pattern, becomes the during-change reserved pattern 11, the size of the pattern is controlled to be larger.
[0037] The image effect (see FIG. 8) is an effect that is premised on the display of the changing reserved pattern 11 and the pre-changing reserved pattern 12, and is an effect in which a predetermined effect image 20 is displayed. The specific form of the effect image 20 may be any. Preferably, it is an image that represents a moving tangible object. In this embodiment, the effect image 20 that represents a "car" is displayed. The effect image 20 is displayed as if it has entered the display area 911 from outside the display area 911. After that, the effect image 20 moves so as to approach the reserved pattern 10 (the changing reserved pattern 11 and the pre-changing reserved pattern 12). In this embodiment, the reserved pattern 10 is arranged along the lower edge of the display area 911, while the effect image 20 moves along the lower edge of the display area 911 (see FIG. 8(a)). Note that the effect image 20 in this embodiment is not an image that suggests the jackpot reliability (it is an image that is not related to the jackpot reliability).
[0038] The effect image 20 moving in this manner overlaps the reserved pattern 10 (referring to a state in which it appears to the player to overlap in the front-to-back direction). In a state in which both the currently changing reserved pattern 11 and the pre-change reserved pattern 12 are displayed as the reserved pattern 10, a state in which the effect image 20 overlaps both the currently changing reserved pattern 11 and the pre-change reserved pattern 12 (at least one of them) may occur. In this embodiment, the effect image 20 is displayed so as to overlap the rear side of the currently changing reserved pattern 11 and the front side of the pre-change reserved pattern 12 (see FIG. 8(c)). When viewed from the reserved pattern 10, the currently changing reserved pattern 11 is located in front of the effect image 20 (exposed without being covered by the effect image 20), and the pre-change reserved pattern 12 is displayed in such a manner that it is covered by the effect image 20. Each reserved pattern 10 and the performance image 20 are represented by different image layers, and the "image layer representing the currently changing reserved pattern 11", "image layer representing the performance image 20", and "image layer representing the pre-change reserved pattern 12" are set in the foreground in this order (among these three image layers, the "image layer representing the currently changing reserved pattern 11" is the foreground). Note that in the performance image 20, the part that overlaps behind the currently changing reserved pattern 11 and the part that overlaps in front of the pre-change reserved pattern 12 are continuous and not separated. In other words, a single object that is not separated (the object represented by the performance image 20; in this embodiment, a car) overlaps both the currently changing reserved pattern 11 and the pre-change reserved pattern 12 at a certain point in time (the image that overlaps the currently changing reserved pattern 11 and the image that overlaps the pre-change reserved pattern 12 do not represent different things).
[0039] In the image presentation in this embodiment, the presentation image 20 transitions from a state where it is not overlapped with either the currently changing reserved pattern 11 or the pre-changing reserved pattern 12 (see FIG. 8(a)) → a state where it is overlapped only with the currently changing reserved pattern 11 (a state where it is overlapped after the currently changing reserved pattern 11) (see FIG. 8(b)) → a state where it is overlapped with both the currently changing reserved pattern 11 and the pre-changing reserved pattern 12 (a state where it is overlapped after the currently changing reserved pattern 11 and before the pre-changing reserved pattern 12) (see FIG. 8(d)) → a state where it is overlapped only with the pre-changing reserved pattern 12 (a state where it is overlapped before the pre-changing reserved pattern 12) (see FIG. 8(d)). In other words, not only a state where the presentation image 20 overlaps with both the currently changing reserved pattern 11 and the pre-changing reserved pattern 12, but also a state where it overlaps with only one of the currently changing reserved pattern 11 and the pre-changing reserved pattern 12 occurs.
[0040] By making such an image effect occur, the currently changing reserved pattern 11 appears to be located in front of the pre-changing reserved pattern 12. The display area 911 displays an image two-dimensionally, and it is difficult to create a sense of depth. However, by making it as in this embodiment, the currently changing reserved pattern 11 appears to be in the foreground and the pre-changing reserved pattern 12 appears to be in the background (deep), making it easy to distinguish between the two reserved patterns 10. In addition, the currently changing reserved pattern 11 corresponds to the winning / losing lottery result of the currently executing currently changing performance (currently changing performance including image effect) (it is an "active" reserved pattern 10), and if you want to emphasize that, it is good to make the currently changing reserved pattern 11 appear to be in front of the pre-changing reserved pattern 12 as in this embodiment.
[0041] In particular, in this embodiment, the currently changing reserved pattern 11 is displayed large and the pre-changing reserved pattern 12 is displayed small, enhancing the effect of the two reserved patterns 10 appearing to be positioned shifted forward and backward.
[0042] In addition, in the image presentation in this embodiment, not only the state where the presentation image 20 overlaps both the changing reserved pattern 11 and the pre-change reserved pattern 12, but also the state where the presentation image 20 overlaps only one of the changing reserved pattern 11 and the pre-change reserved pattern 12 occurs, so that the relationship between the changing reserved pattern 11 and the pre-change reserved pattern 12 is more emphasized. In particular, in this embodiment, the image presentation progresses so as to transition from a "state where the presentation image 20 overlaps only one of the changing reserved pattern 11 and the pre-change reserved pattern 12" to a "state where the presentation image 20 overlaps both the changing reserved pattern 11 and the pre-change reserved pattern 12", so that the presentation mode is such that the presentation image 20 (car) gets between the changing reserved pattern 11 and the pre-change reserved pattern 12, and it looks like there is a space (shift in the front-back direction) between the two reserved patterns 10.
[0043] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above image rendering-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0044] 〇Specific example 2-1 In the above embodiment, it has been described that the currently changing reserved pattern 11 is displayed larger than the pre-changing reserved pattern 12, but the sizes of the two may be the same. Even if the sizes are the same, the currently changing reserved pattern 11 appears to be located in front of the pre-changing reserved pattern 12 due to the generation of image effects.
[0045] 〇Specific example 2-2 In the above embodiment, it has been described that the performance image 20 is displayed so as to overlap the rear side of the currently changing reserved pattern 11 and the front side of the pre-changing reserved pattern 12, but the reverse configuration may be used. In other words, the performance image 20 may be configured so as to overlap the front side of the currently changing reserved pattern 11 and the rear side of the pre-changing reserved pattern 12. In this way, the pre-changing reserved pattern 12 appears to be in front of the currently changing reserved pattern 11.
[0046] In the case of this example, if it is desired to enhance the effect of making the pre-change reserved pattern 12 appear to be in front of the current-change reserved pattern 11, the pre-change reserved pattern 12 may be displayed larger than the current-change reserved pattern 11. However, even in the case of this example, as explained in the above specific example 2-1, the current-change reserved pattern 11 and the pre-change reserved pattern 12 may be configured so that their sizes do not change.
[0047] 〇Specific example 2-3 In the image presentation in the above embodiment, it has been explained that the overlapping manner of the presentation image 20 (front-to-back relationship with the presentation image 20) is different for the pending-change pattern 11 and the pending-change pattern 12, but the configuration may be applied to the pending-change pattern 12. In other words, in a state where two or more pending-change patterns 12 are displayed, the presentation image 20 is displayed so as to overlap the front side of one pending-change pattern 12 and the rear side of another pending-change pattern 12. By doing so, it is possible to make the pending-change pattern 12 appear to be shifted forward and backward.
[0048] Also, the configuration may be applied to the reserved pattern 10 of the special drawing 1 (hereinafter referred to as the first reserved pattern. The first reserved pattern includes both during and before the change) and the reserved pattern 10 of the special drawing 2 (hereinafter referred to as the second reserved pattern. The second reserved pattern includes both during and before the change). In other words, in a state in which both the first reserved pattern and the second reserved pattern are displayed (see FIG. 9(a)), the performance image 20 is displayed so that one of the first reserved pattern and the second reserved pattern overlaps at the rear and the other overlaps at the front (see FIG. 9(b)). In this way, a situation can be created in which one of the first reserved pattern and the second reserved pattern appears to be located in the foreground and the other appears to be located in the background, making it easier to distinguish between the first reserved pattern and the second reserved pattern.
[0049] 〇Specific example 2-4 The image presentation can also be used for the reserved change presentation. The reserved change presentation is a well-known presentation that suggests that the probability (reliability) of the winning / losing lottery result corresponding to the reserved pattern 10 being a jackpot has increased by changing the state of the reserved pattern 10. Hereinafter, the state of the reserved pattern 10 before the change that changes through the reserved change presentation is referred to as the pre-change state, and the state after the change is referred to as the post-change state (the post-change state has a higher reliability than the pre-change state).
[0050] In the image presentation described in the above embodiment, the currently changing reserved pattern 11 is located in front of the presentation image 20 (it is exposed without being covered by the presentation image 20), but the pre-change reserved pattern 12 is covered by the presentation image 20 (see FIG. 10(b)). By utilizing this, one or more of the displayed pre-change reserved patterns 12 may change from a pre-change state (see FIG. 10(a)) to a post-change state (see FIG. 10(c)) through the image presentation. In other words, the image presentation is a presentation for making the currently changing reserved pattern 11 and the pre-change reserved pattern 12 appear to be positioned in a shifted manner, and by utilizing the fact that the pre-change reserved pattern 12 is temporarily covered by the presentation image 20, a reservation change presentation for the pre-change reserved pattern 12 may occur before and after the pre-change reserved pattern 12 is covered by the presentation image 20. In other words, the pre-change reserved pattern 12, which was in the pre-change state before being covered by the performance image 20, may change to the post-change state when it is exposed again after being covered by the performance image 20. Note that, in the image performance described in the above embodiment, when multiple pre-change reserved patterns 12 are displayed, all of them will be temporarily covered by the performance image 20. Therefore, a configuration in which two or more pre-change reserved patterns 12 may change at once for one image performance may be used.
[0051] On the other hand, since the changing reserved pattern 11 is not covered by the performance image 20 (see Fig. 10(a) and (b)), the state of the changing reserved pattern 11 does not change with the occurrence of the image performance. In other words, the reserved change performance accompanying the occurrence of the image performance may occur for the reserved pattern 10 temporarily covered by the performance image 20, and may not occur for the reserved pattern 10 that is not covered. As explained in the specific example 2-2, if the image performance is such that the changing reserved pattern 11 is covered by the performance image 20 but the pre-changing reserved pattern 12 is not covered by the performance image 20, the state of the changing reserved pattern 11 may change with the image performance, but the state of the pre-changing reserved pattern 12 may not change. The same applies to the case of the image performance as in the specific example 2-3. The reserved pattern 10 temporarily covered by the performance image 20 may change, but the reserved pattern 10 that is not covered may not change.
[0052] 2-3) Suggestions for a reversal In this embodiment, a specific effect and a reversal effect (also called a revival effect, etc.) may occur as effects constituting the effect during the change. The specific effect (see FIG. 11) is an effect that leads to a favorable ending indicating that the player is in a favorable situation, or an unfavorable ending indicating that the player is in a disadvantageous situation. The specific effect in this embodiment is a type of reach effect. For example, it is possible to set a specific effect in which an ally character (a character on the player's side) and an enemy character fight (see FIG. 11(a)), with the ally character's victory being set as a favorable ending (see FIG. 11(b-1)) and the ally character's defeat being set as an unfavorable ending (see FIG. 11(b-2)). The specific effect may be configured to have two or more types of effects (reach effects).
[0053] A reversal effect can occur when a specific effect leads to an unfavorable ending (can occur with the same variation as a specific effect), and is an effect in which the unfavorable ending is overturned (an unfavorable situation is overturned). In other words, a reversal effect is an effect that does not occur with the variation when a specific effect leads to a favorable ending. If the specific effect is as described above, a reversal effect can be an effect in which an image of a defeated ally character being revived is displayed (see FIG. 11(c-1)). In other words, since a reversal effect is an effect in which an unfavorable ending of a specific effect is overturned, a reversal effect is prepared according to the aspect of the specific effect (particularly the aspect of an unfavorable ending). If multiple types of specific effects with different aspects are provided, different aspects of reversal effects corresponding to each of the multiple types of specific effects may be provided (a common type of reversal effect may be provided for each of the multiple types of specific effects).
[0054] The result of the lottery for the specific effect during the fluctuation is the target lottery result (the same applies below in the explanation of "2-3 Reversal Suggestion Effects"). If the result of the lottery for the target lottery is a big win, the specific effect will end in a favorable way (see FIG. 11(b-1)), or the specific effect will end in an unfavorable way (see FIG. 11(b-2)) and a reversal effect will occur (see FIG. 11(c-1)). On the other hand, if the result of the lottery for the target lottery is a miss, the specific effect will end in an unfavorable way (see FIG. 11(b-2)) and a reversal effect will not occur (see FIG. 11(c-2)). In other words, the specific effect reaching a favorable way and the occurrence of a reversal effect are the results of the fluctuation effect that are favorable to the player, and the specific effect reaching an unfavorable way (no reversal effect occurs) is the result of the fluctuation effect that is unfavorable to the player.
[0055] Assuming such a configuration, when a specific presentation leads to an unfavorable ending, there is a possibility that a specific event such as the one below may occur. The gaming machine 1 according to this embodiment is equipped with an operation means 70 (first operation means 71; hereinafter, when the operation means 70 is mentioned without special explanation, it refers to the first operation means 71) that can be operated by the player (see FIG. 1). An example of the operation means 70 is a push button. Also, a sensor capable of detecting a part of the player's body (hand, etc.) may be provided, and the detection of a part of the body by the sensor may be regarded as the operation of the operation means 70.
[0056] When a specific effect leads to an unfavorable ending, an image indicating that the unfavorable ending has been reached (hereinafter, sometimes referred to as unfavorable ending image 30) is displayed in display area 911 (see FIG. 12(a)). When a favorable ending has been reached, an advantageous ending image 31 (an image indicating that an advantageous ending has been reached) having a different appearance from the unfavorable ending image 30 is displayed. In the case of the specific effect as described above, an unfavorable ending image 30 indicating a situation in which an ally character has been defeated is displayed. However, the unfavorable ending image 30 does not include an image that encourages the player to operate the operation means 70. In other words, an unfavorable ending is not something that a player who encounters the unfavorable ending will recognize as a situation in which he or she should operate the operation means 70.
[0057] If an adverse ending is reached and the operation means 70 is operated during a predetermined period of time that is set while the image 30 for an adverse ending is displayed (see FIG. 12(b)), this may trigger a specific event. As described above, an adverse ending is not a situation in which the player is urged to operate the operation means 70, but if the operation means 70 is operated during the predetermined period of time that the image 30 for an adverse ending is displayed (this can be said to be a valid operation period during which operation of the operation means 70 is valid, although this is not explicitly stated as being the valid operation period), a reaction may occur. This reaction is the specific event.
[0058] In this embodiment, if the operation means 70 is operated during the above-mentioned specified period and a specific event occurs as a result of this (see FIG. 12(c-1)), it is determined that a reversal effect will occur (see FIG. 12(d-1)) (even if it is determined that a reversal effect will occur, if no operation is performed during the specified period, the specific event will not occur). In other words, it is determined that the result of the target win / lose lottery is a jackpot. On the other hand, if the operation means 70 is operated during the above-mentioned specified period (see FIG. 12(b)) and a specific event does not occur as a result of this (see FIG. 12(c-2)), the reversal effect will not occur (see FIG. 12(d-2)). In other words, it is determined that the result of the target win / lose lottery is a loser.
[0059] In this embodiment, the occurrence of a change in the target image 30t included in the image 30 for an unfavorable ending is set as the specific event. As described above, the unfavorable ending is a performance in which an ally character is defeated, and the image 30 for an unfavorable ending includes the defeated ally character, and in this embodiment, the ally character is set as the target image 30t. When it is determined that a reversal performance will occur (when the target winning / losing lottery result is a big win), when the operation means 70 is operated during a predetermined period, the occurrence of the ally character moving (shaking) (changing as if the character is about to stand up) is set as the specific event (see FIG. 12(c-1)). Since the reversal performance is a performance in which a defeated ally character revives, it can be said that the occurrence of such a change suggests the occurrence of a reversal performance. Note that such a change occurs every time the operation means 70 is operated during the predetermined period. In other words, if the operation means 70 is operated continuously (if it is hit repeatedly), the character will continue to move (continue to shake). If it has been determined that a reversal effect will not occur (if the result of the target winning / losing lottery is a losing result), such a change will not occur even if the operating means 70 is operated during the specified period (see Figure 12 (c-2)).
[0060] In this way, in the gaming machine 1 according to this embodiment, if the operation means 70 is operated when the specific performance has reached an unfavorable ending, a specific event that suggests the occurrence of a reversal performance may occur as a result, which provides an interesting gaming experience. Since the player is not prompted to operate the operation means 70 in the unfavorable ending (during the specified period), not everyone can enjoy the suggestive effect of the reversal performance (only players who realize that the specific event may occur can enjoy the suggestive effect).
[0061] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned matters related to the reversal performance suggestion will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0062] 〇Specific example 3-1 In the above embodiment, it has been explained that when a specific event occurs, the occurrence of a reversal effect is confirmed (a jackpot is confirmed), but it is also possible to set it so that the occurrence of a reversal effect is not confirmed even when a specific event occurs. In other words, it is also possible to configure it so that when a specific event occurs, the probability of the occurrence of a reversal effect remains high (not 100%) compared to when the specific event does not occur (meaning when the operation means 70 is operated during a specified period and the specific event does not occur). By doing as in this example, the occurrence of a specific event becomes a gameplay that remains a "chance increase" that does not guarantee a jackpot.
[0063] 〇Specific example 3-2 In the above embodiment, it has been explained that if the specific event does not occur even when the operation means 70 is operated during a predetermined period, it is confirmed that the reversal effect will not occur (it is confirmed that the reversal effect will not occur). However, it is also possible to set the reversal effect to occur even if the specific event does not occur as a result of the operation of the operation means 70 during the predetermined period. With the setting as in the above embodiment, if the specific event does not occur when the operation means 70 is operated during the predetermined period, there is no hope of the reversal effect occurring (a big win). On the other hand, if the present example is used, a gameplay in which there is hope of the reversal effect occurring (a big win) is realized even if the operation means 70 is operated during the predetermined period and the specific event does not occur.
[0064] 〇Specific example 3-3 As the specific event, one of a plurality of events having different modes occurs. For example, as the specific event, a first specific event (see FIG. 13(a)) may occur, and a second specific event (see FIG. 13(b)) different from the first specific event may occur. In addition, the probability of a reversal performance occurring is higher when the second specific event occurs than when the operation means 70 is operated during a predetermined period when an unfavorable ending occurs and the first specific event occurs (see FIG. 13). Note that, in the case of this example, the occurrence of at least the first specific event does not determine the occurrence of a reversal performance (the occurrence probability of a reversal performance when the first specific event occurs is less than 100% (see specific example 3-1)). The occurrence probability of a reversal performance when the second specific event occurs may be 100% or less than 100%.
[0065] By following this example, even if the operating means 70 is operated during a specified period to cause a specific event to occur, the gameplay will be such that the player will also pay attention to the specific aspects of the specific event (the gameplay will depend on whether or not the player notices that multiple types of specific events exist).
[0066] The difference between the specific events may be any, but preferably, it is preferable that the difference indicates the probability of a reversal effect occurring. If the specific event is set to be a change in which an ally character moves (attempts to stand up) as in the above embodiment, the ally character may move more significantly in the second specific event than in the first specific event (the ally character appears more likely to revive in the second specific event than in the first specific event) (see FIG. 13).
[0067] 〇Specific example 3-4 In the above embodiment, it was explained that the change in the ally character included in the unfavorable ending image 30 that is displayed when a specific performance results in an unfavorable ending is set as the specific event, but a different change may also be set as the specific event.
[0068] For example, it is conceivable to configure the change of the decorative pattern 80 as a specific event. An unfavorable ending is one that makes the target winning / losing lottery result look like a losing one. In other words, if a reversal performance does not occur, the losing one is confirmed, and if a reversal performance occurs, it is overturned and a big win is shown. Therefore, when an unfavorable ending is reached, a "losing combination" of the decorative patterns 80 (a combination that is not a triplet of the same decorative patterns 80) is displayed once (see FIG. 14(a)). In other words, even if a reversal performance occurs (if the target winning / losing lottery result is a big win), the decorative patterns 80 are displayed in a manner that indicates a losing one in order to make it look like a losing one. Note that, at least for a predetermined period, the fluctuation of each of the decorative patterns 80 that make up the "losing combination" is not completely stopped (a so-called pseudo-stop state) (in the drawings, it is shown as being completely stopped, but is slightly swaying). If a reversal effect does not occur, the decorative patterns 80 stop changing completely at the "losing combination," and a notification is made that the target winning / losing lottery result is a losing one (see FIG. 14(d-2)). If a reversal effect occurs, the "losing combination" is erased, the decorative patterns 80 stop changing completely at the "jackpot combination" (three of the same decorative patterns 80), and a notification is made that the target winning / losing lottery result is a jackpot (see FIG. 14(d-1)).
[0069] Based on this premise, if the operation means 70 is operated (see FIG. 14(b)) during a predetermined period when it is determined that a reversal effect will occur (the result of the target winning / losing lottery is a jackpot), the decorative pattern 80 constituting the "losing combination" will sway (moving more than the movement of the "pseudo stop") (see FIG. 14(c-1)). In other words, the decorative pattern 80 is set as the target image 30t, and the occurrence of a change in which the decorative pattern 80 sways is set as a specific event. Of course, even if the operation means 70 is operated (see FIG. 14(b)) during a predetermined period when a reversal effect will not occur (the result of the target winning / losing lottery is a losing one), such a change in the decorative pattern 80 (specific event) will not occur (see FIG. 14(c-2)). Also, if the operation means 70 is not operated during a predetermined period when a reversal effect will occur (the result of the target winning / losing lottery is a jackpot), such a change in the decorative pattern 80 (specific event) will not occur.
[0070] As described above, when the target winning / losing lottery result is a jackpot (a reversal effect occurs), a change from a "loss combination" to a "jackpot combination" occurs, so a specific event occurs that suggests that such a change will occur. In other words, a specific event is generated in which the decorative pattern 80 as the target image 30t fluctuates, thereby suggesting that the combination of the decorative pattern 80 will change (that the "loss combination" may change). This makes it easier for a player who is encountering a specific event for the first time to sense that the specific event suggests that a reversal effect will occur.
[0071] 〇Specific example 3-5 The specific event described in the above embodiment is a change in the image (target image 30t) displayed in the display area 911 (a change that the player can visually perceive), but a configuration in which a change other than a change in the image occurs as the specific event may also be used. For example, a specific event may be set to be a change that the player can perceive auditorily, such as a predetermined sound effect being output from the speaker 75. Also, a specific event may be set to be a change that the player can perceive tactilely, such as air being sprayed from a predetermined part toward the player.
[0072] 〇Specific example 3-6 Assume that the configuration is provided with multiple types of operation means 70. For example, assume that the configuration is provided with a first operation means 71 and a different second operation means 72 (see FIG. 1). On this premise, during a predetermined period when an unfavorable outcome (see FIG. 15(a)) occurs in a case where a reversal performance is determined to occur (see FIG. 15(d)) (the target winning / losing lottery result is a jackpot), a specific event does not occur (see FIG. 15(c-1)) when the first operation means 71 is operated (see FIG. 15(b-1)), but a specific event occurs (see FIG. 15(c-2)) when the second operation means 72 is operated (see FIG. 15(b-2)). In other words, the configuration is such that a specific event occurs when some of the operation means 70 out of the multiple types of operation means 70 are operated, but the specific event does not occur when other operation means 70 are operated. The reversal effect suggestion (occurrence of a specific event) does not prompt the player to operate the operating means 70, but is, so to speak, a "hidden effect." By implementing the present example, gameplay is achieved in which the presence of the reversal effect suggestion is difficult to notice.
[0073] In this example, it is preferable that the probability of occurrence of the second operation effect that prompts the player to operate the second operation means 72 is set lower than the probability of occurrence of the first operation effect that prompts the player to operate the first operation means 71 throughout the game. In other words, the second operation means 72 (second operation effect) is set to be a "rare" operation means 70 (a "rare" operation effect) compared to the first operation means 71 (first operation effect) (a setting in which, if the player plays continuously to a certain extent, there are fewer opportunities to operate the second operation means 72 than the opportunities to operate the first operation means 71). In this case, the specific event will not occur unless the second operation means 72, which is a "rare" operation means 70, is operated, so that the player is less likely to notice the presence of a reversal effect suggestion.
[0074] 2-4) Specific operation effects The gaming machine 1 according to this embodiment can execute a specific operation presentation (see FIG. 16), which is a type of operation presentation that encourages the player to operate the operation means 70, as a presentation constituting the during-variation presentation. The specific operation presentation in this embodiment ultimately leads to a favorable ending (see FIG. 16(d-1)) that is favorable to the player, or an unfavorable ending (see FIG. 16(d-2)) that is unfavorable to the player. When a favorable ending is reached, the probability (reliability) that the winning / losing lottery result (hereinafter referred to as the target winning / losing lottery result in the explanation of "2-4) specific operation presentation") corresponding to the during-variation presentation including the specific operation presentation will be a jackpot is higher than when an unfavorable ending is reached. In this embodiment, when an unfavorable ending is reached, the target winning / losing lottery result is determined to be a miss. On the other hand, when a favorable ending is reached, the target winning / losing lottery result may be a jackpot (it may be set to be a jackpot).
[0075] The specific operation presentation in this embodiment is a presentation in which the goal is to defeat an enemy character by operating the operation means 70. Ultimately defeating the enemy character is set as a favorable ending, and not defeating it is set as an unfavorable ending.
[0076] The specific operation presentation includes a first half and a subsequent second half. In the first half, the player is prompted to operate the operation means 70, and a changing image 42 that changes according to the operation of the operation means 70 during the operation valid period (the period during which the operation of the operation means 70 is reflected in the presentation) is displayed. In this embodiment, the player is prompted to operate the operation means 70 continuously (continuous operation; if the operation means 70 is a push button, this is called "continuous hitting"). In the display area 911, an operation image 40 (the characters "continuous hitting" or an image representing the operation means 70) indicating that the continuous operation is required is displayed. A time image 52 (meter, etc.) indicating the operation valid period (the period until the first half ends) may be displayed (see FIG. 16(a)). Note that the player may be prompted to operate the operation means 70 only once (single operation) or to maintain the state in which the operation means 70 is operated (maintenance operation; if the operation means 70 is a push button, this is called "long press").
[0077] In the first half, a transformation image 42 that changes in response to the operation of the operation means 70 is displayed. The transformation image 42 in this embodiment is an image showing the vitality (HP) of an enemy character. The transformation image 42 includes a plurality of image elements 421 at the start (initial state) of the specific operation presentation (first half). In this embodiment, the transformation image 42 including 10 image elements 421 is displayed in the initial state (see FIG. 16(a)). That is, it is shown that the vitality of the enemy character to be defeated is "10". Note that the number of image elements 421 in the initial state may be variable. For example, the type of character that may appear as an enemy character may be changed each time, and the initial state vitality (the number of image elements 421) may be set according to the type of the enemy character.
[0078] In the first half, the image elements 421 are gradually decreased by operating the operation means 70. From the player's viewpoint, the operation means 70 is operated continuously to decrease the strength of the enemy character. In this embodiment, a predetermined lottery (decreasing lottery) is executed every time the operation means 70 is operated, and the image elements 421 are decreased by "1" every time the decrement lottery is won (the image elements 421 may be decreased by "2" or more). If a maintenance operation is required in the first half, the decrement lottery may be executed every time a maintenance operation is performed for a predetermined period of time. If a single operation is required in the first half, the image elements 421 may be decreased to the limit element number described later, triggered by a single operation.
[0079] The changed image 42 in this embodiment is one that allows the initial value (=10) of the number of image elements 421 to be grasped. In other words, even if the image elements 421 are reduced, the changed image 42 includes elements that indicate that the initial value of the image elements 421 was 10. The changed image 42 in this embodiment has frame elements 422 that form 10 spaces, and the image elements 421 are arranged within the spaces (spaces partitioned by the frame elements 422). Even if the image elements 421 are reduced, the frame elements 422 remain (see FIG. 16(b)), so it is possible to grasp that the initial value was 10. In other words, it is possible to grasp how much the image elements 421 have reduced from the initial value (the progress of the reduction) even in the middle of the first half.
[0080] In addition, the "limit element number" is determined in advance at the stage where it is determined that a specific operation presentation will be performed. In the first half, the number of image elements 421 will not be less than the "limit element number". For example, if it is determined that the "limit element number = 2", the reduction lottery will not be performed (or will not win even if it is performed) after the number of image elements 421 reaches "2".
[0081] The number of limiting elements indicates the probability that the specific operation presentation will end in a favorable ending. In other words, it is set so that the fewer the number of limiting elements, the higher the probability of an advantageous ending (the greater the number of limiting elements, the higher the probability of an unfavorable ending). In other words, the number of limiting elements is an element that indicates the outcome of the specific operation presentation. From the player's perspective, the more the enemy character's vitality is reduced in the first half of the presentation, the higher the probability that the enemy character will ultimately be defeated.
[0082] If the operation of the operation means 70 in the first half is insufficient or if the player does not win many of the reduction lotteries, the number of image elements 421 in the first half may not reach the limit number of elements (the number of image elements 421 at the end of the first half may exceed the limit number of elements). In this case, the player cannot grasp the exact limit number of elements, so the above-mentioned effect of suggesting the ending is not achieved. In other words, to enjoy the accurate ending suggestion effect, active operation of the operation means 70 is required.
[0083] In this embodiment, the limit number of elements will never be 0 in the first half. In other words, there is no possibility of the enemy character's vitality becoming 0 (defeating the enemy character) in the first half. The game moves to the ending through the second half, the details of which will be described later, and it is not clear whether the ending will be favorable or unfavorable in the first half. However, this does not deny the possibility of setting the limit number of elements to 0 in the first half (where it is determined that the ending will be favorable in the first half).
[0084] The latter half is executed following the first half. In the latter half, the change image 42 at the end of the first half is highlighted and displayed. In this embodiment, the image elements 421 remaining at the end of the first half are enlarged and displayed. For example, if the number of image elements 421 remaining in the first half is "2" (see FIG. 16(b)), two image elements 421 are enlarged and displayed (see FIG. 16(c)). If the limit number of elements is reached in the first half (if the specific operation presentation is "limit number of elements = 2"), the two image elements 421 enlarged and displayed can be said to indicate the limit number of elements. As described above, the limit number of elements suggests the ending of the specific operation presentation, so the number of image elements 421 enlarged and displayed in the latter half may suggest the ending. Note that the size of the image elements 421 displayed in the latter half does not need to be constant as long as it is larger than that of the first half. The enlargement rate may be different depending on the number of remaining image elements 421.
[0085] In the latter half, the player is prompted to perform a single operation (operate once) of the operating means 70 (see FIG. 16(c)). If all the enlarged image elements 421 are erased (deleted), the game ends in an advantageous way in which the enemy character is defeated (the enemy character's vitality becomes "0") (see FIG. 16(d-1)), whereas if all the enlarged image elements 421 are not erased (at least one image element 421 remains), the game ends in an unfavorable way in which the enemy character is not defeated (see FIG. 16(d-2)). In other words, the latter half is a branching part that determines whether the enemy character's vitality, which was reduced in the former half, becomes "0" or not. The operation that the player is prompted to perform in the latter half does not have to be a single operation. However, since the latter half (see FIG. 16(c)) is the final branching part as to whether the game ends in an advantageous way or not, it is better to determine the ending by using a single operation as a trigger. In particular, in the case of the embodiment where the objective is to defeat an enemy character, the single operation in the latter half of the game is perceived by the player as a "final attack on the enemy character." Note that a valid operation period is also set in the latter half of the game, and if no single operation of the operation means 70 is performed during the valid operation period, the game will reach an ending (advantageous ending or unfavorable ending) upon the expiration of the valid operation period.
[0086] In this embodiment, when image element 421 is enlarged and displayed in the latter half, frame element 422 is erased (see FIG. 16(c)). After moving to the latter half, which is the final branch, it is considered that there is no need to clearly show how much image element 421 has decreased from the initial value (there is no need to show the intermediate progress of the phenomenon as in the former half), so frame element 422 is erased (changed image 42 excluding frame element 422 is enlarged and displayed).
[0087] In this manner, the specific operation presentation in this embodiment includes a first half and a second half, and the change image 42 at the end of the first half is highlighted in the second half. The change image 42 at the end of the first half indicates the "intermediate progress" of the specific operation presentation, and the intermediate progress is highlighted in the second half, making this presentation easy to understand.
[0088] Moreover, the change image 42 in this embodiment includes a plurality of image elements 421 at the start of the specific operation presentation, and the first half of the presentation is a presentation in which the image elements 421 decrease in number. Since it becomes difficult to tell how many of this type of image elements 421 remain once the presentation has progressed to a certain extent, in this embodiment, the remaining image elements 421 are enlarged and displayed in the second half of the presentation.
[0089] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned specific operation performance will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0090] 〇Specific example 4-1 It has been explained that the specific operation presentation in the above embodiment is such that the change image 42 at the end of the first half is highlighted in the second half, specifically that the image element 421 is enlarged and displayed, but the method of such "highlighting" is not limited to that described in the above embodiment. For example, it is conceivable to make the color of the change image 42 (image element 421) at the end of the first half different from the color of the change image 42 displayed in the second half. Also, for example, it is conceivable to configure the number of image elements 421 at the end of the first half to be represented by "numbers" in the second half.
[0091] 〇Specific example 4-2 If the number of image elements 421 does not reach the limit number of elements in the first half, the number of image elements 421 is forcibly reduced to the limit number of elements at the end of the first half (the change image 42 is changed). In other words, even if the number of image elements 421 does not reach the limit number of elements for reasons such as insufficient operation of the operation means 70 in the first half, the number of image elements 421 is forcibly reduced to the limit number of elements, and in the second half, the image elements 421 are always enlarged and displayed as the limit number of elements.
[0092] As described above, the limit number of elements suggests the outcome of a particular operation presentation, and by doing as in this example, "the number of image elements 421 enlarged and displayed in the latter half = the limit number of elements," so that the number of image elements 421 highlighted and displayed in the latter half suggests the outcome regardless of the situation.
[0093] Specific example 4-3 Although the specific operation presentation in the above embodiment has been described as a presentation in which the changing image 42 including the image element 421 is displayed, the presentation may be such that the changing image 42 in another form is displayed as long as the image is changed in response to the operation of the operating means 70. For example, the following may be considered.
[0094] As the change image 42, an image including a numerical value (hereinafter, referred to as the performance numerical value 42n) is displayed. In the first half of the specific operation performance, the performance numerical value 42n is gradually decreased by the operation of the operation means 70 (see Fig. 17(a) and (b)). For example, as in the above embodiment, the performance numerical value 42n is decreased when a decrease lottery executed in response to the operation of the operation means 70 is won. In addition, a limit numerical value is determined each time the specific operation performance occurs, and in the first half, the performance numerical value 42n is prevented from becoming less than the limit numerical value. The limit numerical value suggests the outcome of the specific operation performance (for example, the lower the limit numerical value, the higher the probability of a favorable outcome is set).
[0095] In the latter half, the performance value 42n at the end of the first half (see FIG. 17(b)) is enlarged and displayed (see FIG. 17(c)). The player is then prompted to operate the operation means 70, and the performance value 42n becoming "0" as a trigger of the operation of the operation means 70 is set as a favorable ending (see FIG. 17(d-1)), and not becoming "0" is set as an unfavorable ending (see FIG. 17(d-2)). (Note that "becoming "0"" here includes a situation where "0" is not displayed as it is, but the performance value 42n is erased, or another image that makes it look like "0" has been reached is displayed (see FIG. 17(d-1)). As in the above embodiment, it is preferable that the operation mode prompted to the player in the latter half is a single operation. In other words, the operation means 70 is operated once during the operation effective period of the latter half, and whether the performance value 42n becomes "0" (whether it becomes a favorable ending) is displayed.
[0096] 〇Specific example 4-4 A configuration is assumed in which a plurality of types of modes are set as the highlighting modes of the change image 42 (image elements 421) shown in the latter half. For example, a first mode (see FIG. 18(a)) and a second mode (see FIG. 18(b)) in which the size of the image elements 421 is larger than that in the first mode are set. In addition, it is assumed that the probability of a favorable ending is higher when the change image 42 (image elements 421) in the second mode is displayed in the latter half than when the change image 42 (image elements 421) in the first mode is displayed. Strictly speaking, the number of image elements 421 remaining at the end of the first half also suggests the ending, so if the number of image elements 421 is the same, the probability of a favorable ending is higher when the image elements 421 are enlarged and displayed in the second mode than when they are enlarged and displayed in the first mode.
[0097] In this way, not only is the change image 42 (image element 421) emphasized in the latter half of the game easy to understand, but also the manner in which the emphasis is applied suggests the outcome, providing a sense of gameplay.
[0098] 〇Specific example 4-5 Although the specific operation presentation in the above embodiment has been described as a presentation in which a change occurs in which the image elements 421 decrease in the first half, it may also be a presentation in which a change occurs in which the image elements 421 increase. For example, a configuration is assumed in which the image elements 421 reach a target number as a favorable outcome, and not reaching the target number as an unfavorable outcome, and a specific operation presentation is one in which the player increases the image elements 421 by operating the operating means 70 toward the target number. As in the above embodiment, the image elements 421 remaining in the first half are enlarged and displayed in the second half.
[0099] 2-5) Time Production In this embodiment, it is possible to execute a time performance (see Figs. 19 to 21) as a performance constituting the during-variation performance. The time performance suggests the probability (reliability) that the winning / losing lottery result (the winning / losing lottery result corresponding to the during-variation performance including the time performance. Hereinafter, in the explanation of "2-5) Time Performance") will be a jackpot, based on the number of times a specific event occurs within a specified time. In this embodiment, the setting is made so that the greater the number of times a specific event occurs, the higher the jackpot reliability. In other words, the specific event is a so-called chance-up (performance), and the time performance is a performance mode in which the greater the number of times it occurs, the higher the expectation of a jackpot.
[0100] In this embodiment, the specific event is the display of a specific image (hereinafter referred to as the opportunity image 50) at a specific position in the display area 911 (hereinafter, when the display of the opportunity image 50 is simply mentioned, it means that the image is displayed at the specific position). The more the number of times the opportunity image 50 is displayed within the specified time (the number of times shown at the time of Fig. 21 (c-1) and (c-2)), the higher the reliability. Between the start and end of the specified time (time-up), the timing (hereinafter referred to as the specific timing) at which the specific event may occur is set to X times. In other words, in the time performance, the opportunity image 50 is displayed a maximum of X times. Therefore, the most preferable result of the time performance for the player is that the opportunity image 50 is displayed X times. In this embodiment, X=5. The value of X may be configured to change each time the time performance occurs.
[0101] At the specific timing, an effect (teasing effect) (see Figs. 19(b), 20(a), and 21(a)) occurs in which the opportunity image 50, which moves from the top of the display area 911 toward the center (see Figs. 19(a), 19(d), and 20(c)), is likely to stop at the center (predetermined position). If the opportunity image 50 stops at the predetermined position (see Figs. 19(c-1), 20(b-1), and 21(b-1)), a specific event occurs (this is considered to be a "success"). If the image does not stop at the predetermined position and slides downward (moves outside the display area 911) (see Figs. 19(c-2), 20(b-2), and 21(b-2)), this is not considered to be a specific event (this is considered to be a "failure"). In this way, the X number of specific timings is the number of chances for the opportunity image 50 to be displayed, and the focus of the effect is on how many of these lead to "success."
[0102] In this embodiment, while the time effect is being performed, the number of times the opportunity image 50 has already been displayed at that time is displayed in the display area 911 (hereinafter, referred to as a number image 50n) (see Figs. 19 to 21). A configuration in which such a number image 50n is not displayed is also possible.
[0103] In the time effect, a time image 52 showing the time lapse until the specified time is reached (end of the specified time) is displayed (see Figs. 19 to 21). The time image 52 in this embodiment has a meter section 521, which shows the time lapse until the end of the specified time. In addition to the meter section 521, the time image 52 in this embodiment has a remaining number display section 522. The remaining number display section 522 shows the remaining number of specific timings at which a specific event may occur. In this embodiment, the remaining number is shown as a "numerical value", so the remaining number display section 522 includes a number showing the numerical value. As described above, the specific timing set in the time effect is X=5 times, so at the start of the specified time (before the first specific timing arrives), the remaining number display section 522 including the number "5" is displayed (see Fig. 19(a)). Thereafter, each time a specific timing passes (each time the display of the opportunity image 50 reaches "success" or "failure"), the number in the remaining number display section 522 decreases (see FIG. 19(d), FIG. 20(c), FIG. 21(c-1), (c-2)). By looking at the number in the remaining number display section 522, the player can know how many chances there are left for the opportunity image 50 to be displayed.
[0104] In this embodiment, remaining number display section 522 is displaced in accordance with the decrease in meter section 521 (see Figs. 19 to 21). Meter section 521 becomes smaller as the end of the specified time approaches, and remaining number display section 522 is displayed so as to accompany the end of the meter (the moving end of the meter). In this embodiment, the moving end of the meter is displaced from left to right as time passes, so remaining number display section 522 also displaces from left to right. Note that time image 52 in this embodiment has a frame section surrounding meter section 521. The shape of the frame section is maintained even as time passes, and it can be said to indicate the size of meter section 521 in the initial state (at the start of the specified time).
[0105] The time when the meter section 521 becomes the minimum (runs out) is the end time of the specified time. In this embodiment, the end time of the specified time and the end time of the last specific timing are set to be approximately the same. In other words, the remaining number display section 522 is set to be "0" when the meter section 521 becomes the minimum (runs out) (see Fig. 21 (c-1) and (c-2)). It is also possible not to display such "0". In other words, when "1" is displayed, the player can understand that there is one specific timing left, so the setting may be such that it does not display that there is no more specific timing. For example, the remaining number display section 522 may be erased when the meter section 521 becomes the minimum (runs out).
[0106] In this way, the time presentation in this embodiment uses the time image 52 to show not only the remaining specified time but also the remaining number of specific timings (opportunities at which the opportunity image 50 may be displayed), making it easier to understand the progress of the presentation (current situation). For example, if the meter section 521 were configured to show only the remaining specified time, it would be possible to know how much time has passed (how much time is remaining), but not how many remaining opportunities there are. By using this embodiment, it becomes possible to know the number of opportunities along with the remaining specified time.
[0107] Also, as in this embodiment, by making the remaining number display section 522 shift with the passage of time, it is possible to clearly show that the effect is that the remaining number of times at a specific timing decreases as time passes. In particular, in this embodiment, since the remaining number display section 522 shifts in accordance with the decrease in the meter section 521, it becomes easier to understand that the remaining number of times at a specific timing decreases as time passes, and the player is less likely to overlook that the remaining number of times is being displayed.
[0108] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned time-based effects. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0109] Specific example 5-1 In the above embodiment, the time effect is described as a specific event when the chance image 50 is displayed at a predetermined position in the display area 911. However, the content of the event can be changed in various ways as long as the number of occurrences indicates the result of the target winning / losing lottery. For example, the time effect is such that the changing decorative pattern 80 (see FIG. 22(a)) temporarily stops pseudo-stop (see FIG. 22(c-1) and (c-2)) and then changes again (see FIG. 22(d)). The combination of the decorative pattern 80 at the time of the pseudo-stop becomes a specific combination (so-called chance eye) that satisfies a predetermined rule (see FIG. 22(c-1)). (The combination that does not become a chance eye (becomes a non-chance eye) (see FIG. 22(c-2)) is not considered to be a specific event). The specific timing is the timing at which a chance eye can be established, that is, the timing at which the decorative pattern 80 stops pseudo-stop and becomes a chance eye or a non-chance eye. Each time a specific timing period elapses, the number in the remaining number display section 522 decreases (see FIG. 22(d)). In the example shown in FIG. 22, when the decorative symbols 80 are in the "sequential" combination from the left, it is considered a chance combination, and other combinations (excluding the big win combination) are considered non-chance combinations.
[0110] Although not shown, the time presentation may be a so-called step-up presentation. For example, a step-up presentation may be one in which the progress of the presentation is shown by displaying an image showing each step (stage). A specific event is a change from a state in which an image of N stages is displayed to a state in which an image of N+1 stages (next stage) is displayed. The specific timing is the timing at which such a change to the next stage image can occur. A configuration in which two or more step-ups can occur at one specific timing may also be used.
[0111] 〇Specific example 5-2 A number-changing effect in which the remaining number display unit 522 changes during the time effect (during the lapse of a specified time) may occur. For example, an image (action image 55) that acts on the remaining number display unit 522 may be displayed (see FIG. 23(b)), and as a result, the number included in the remaining number display unit 522 may increase (see FIG. 23(c)). When the number in the remaining number display unit 522 increases, at least the number of specific timings indicated by the number will occur during the remaining specified time (if the number-changing effect occurs again, the remaining number will increase). Note that the remaining number display unit 522 may always change when the action image 55 is displayed, or the remaining number display unit 522 may not necessarily change even if the action image 55 is displayed. In this way, a performance form in which the remaining number of times (specific timings) can be expected to increase during the performance can be obtained.
[0112] When the number included in the remaining number display unit 522 increases, the meter unit 521 may be configured to increase in size (the meter increases) (see the change from FIG. 23(b) to (c)). An increase in the remaining number of times indicates that the number of times a specific timing occurs has increased, and this increase is accompanied by a change as if the time until the end of the specified time (time-up) has been extended. In this way, the player will see the increased number of chances as if the time until time-up has been extended. However, since the meter unit 521 only shows the player a rough "guideline" of the remaining time, this does not deny the possibility of a configuration in which the meter unit 521 does not change (continues to decrease) even if the number included in the remaining number display unit 522 increases.
[0113] Specific example 5-3 The state of remaining number of times display section 522 (the state of the part excluding the part (number) indicating the remaining number of times) suggests the result (a specific event occurring (success) or a specific event not occurring (failure)) at a specific timing. For example, the "color" of remaining number of times display section 522 is set to a first state of "white" and a second state of "red," and the second state is more likely to result in a specific event occurring (success) at a specific timing than the first state (see FIG. 24(a)). A configuration in which three or more states are set may also be used.
[0114] In the case of this example, the state of the remaining number of times display unit 522 may be the same throughout the time performance (prescribed time), or may change during the time performance. In the latter case, the probability of a specific event occurring at each specific timing that occurs multiple times through the time performance can be suggested. Specifically, the state of the remaining number of times display unit 522 (in the above example, "color") suggests the probability of a specific event occurring at the next specific timing. Then, the state (color) of the remaining number of times display unit 522 may change when the specific timing ends. For example, after the first specific timing occurs with the remaining number of times display unit 522 "5" in "red" (see FIG. 24(b-1)), the remaining number of times display unit 522 "4" may be in "white" at the second specific timing (see FIG. 24(b-2)). In this way, it is possible to clearly show the probability of a specific event occurring that changes at each specific timing.
[0115] 〇Specific example 5-4 In the above embodiment, the remaining number display unit 522 has been described as displaying the remaining number of times at a specific timing until the end of the specified time in "numbers." However, the remaining number may not be clearly displayed in this manner, but may be displayed as a number indicating the number of times remaining. For example, the remaining number may be displayed approximately, such as "blue" when the remaining number is 5 to 4 times, "yellow" when the remaining number is 3 to 2 times, and "red" when the remaining number is 1 time. Note that the mode of "displaying the remaining number of times by the remaining number display unit 522" includes not only a mode in which the remaining number itself is clearly displayed in numbers, but also a configuration in which the remaining number of times (somewhat) is displayed as in this example.
[0116] 〇Specific example 5-5 The time image 52 includes a portion (hereinafter, referred to as a success count display portion 523) showing the number of occurrences of a specific event instead of the remaining number display portion 522 (or together with the remaining number display portion 522) (see FIG. 25). As in the above embodiment, the success count display portion 523 is displaced in accordance with the decrease in the meter. If a specific event occurs at a specific timing, the number in the success count display portion 523 is increased by "1" (see the change from FIG. 25(a) to (b)). On the other hand, if a specific event does not occur even when a specific timing arrives, the number does not change (see the change from FIG. 25(b) to (c)). In this way, it becomes possible to grasp the number of times a specific event has occurred up to the present time, together with the approximate remaining time, during the time production.
[0117] Although not shown, the success count display unit 523 may indicate the approximate number of occurrences of the specific event, rather than clearly indicating the number of occurrences by numbers. For example, the success count display unit 523 may indicate the number of occurrences of the specific event, such as "blue" when the specific event has occurred 0 to 2 times, "green" when the specific event has occurred 3 to 4 times, and "red" when the specific event has occurred 5 times (such a configuration is also included in the category of "indicating the number of occurrences of the specific event").
[0118] 2-6) Special effects (display mode of reserved patterns during special effects) In this embodiment, a special effect (see FIG. 26(a)) may occur as an effect constituting the effect during the change. The special effect is a so-called reach effect. If the result of the winning / losing lottery corresponding to the effect during the change in which the special effect occurs (hereinafter referred to as the target winning / losing lottery result in the explanation of "2-6 special effect (display mode of reserved symbols during special effect)") is a big win, the special effect leads to an ending (winning ending) (see FIG. 26(a-2)) that is advantageous to the player, and if it is a loss, leads to an ending (losing ending) (see FIG. 26(a-3)) that is disadvantageous to the player. Note that the winning ending also includes a pattern in which it appears as if a losing ending has been reached but is then reversed (a reversal pattern ending). Note that the special effect may be of only one type, or may be of multiple types. It can also be said that the special effect is a chance-up effect in which the reliability of the winning / losing lottery result is higher when it occurs than when it does not occur.
[0119] The reserved pattern 10 has two patterns: normal pattern 10n and special pattern 10s (see FIG. 26(b)). The normal pattern 10n is the basic pattern (pattern in normal state) of the reserved pattern 10. When the reserved pattern 10 is displayed, it is almost always in the normal pattern 10n. There may be only one type of normal pattern 10n, or there may be multiple types.
[0120] The special mode 10s is a mode in which the corresponding winning / losing lottery result has a higher jackpot reliability than the normal mode 10n. In other words, it is a so-called "chance-up reservation." The normal mode 10n may have only one type, or may have multiple types. In this embodiment, three types are set: a first special mode 101s (blue), a second special mode 102s (green), and a third special mode 103s (red) (note that in the drawings, "color" is represented by letters). The jackpot reliability increases in this order (the third special mode 103s is the highest). The jackpot reliability of the first special mode 101s is higher than that of the normal mode 10n. A special mode 10s that guarantees a jackpot may be set.
[0121] As described above, in this embodiment, basically (when the special performance is not being performed), if there is corresponding winning / losing lottery information, the changing reserved pattern 11 and the pre-changing reserved pattern 12 are displayed as the reserved pattern 10. When the special performance is being performed, the reserved pattern 10 is controlled as follows.
[0122] The display of the changing reserved pattern 11 during the special performance differs depending on whether the mode is the normal mode 10n or the special mode 10s. During the special performance, the changing reserved pattern 11 of the special mode 10s is displayed (see FIG. 27(b-2)), but the changing reserved pattern 11 of the normal mode 10n is not displayed (see FIG. 27(b-1)). In other words, it is displayed if it is a so-called chance-up reserved pattern, but is not displayed if it is a normal reserved pattern. In this embodiment, regardless of whether or not a special performance is being performed, the position where the changing reserved pattern 11 is displayed in the display area 911 is the same (see FIG. 27(a), (b-2)). Therefore, the player can understand that the reserved pattern 10 of the special mode 10s displayed during the special performance is the changing reserved pattern 11. The changing reserved pattern 11 corresponds to the target hit / miss lottery result notified at the end of the special performance, and in the normal mode 10n, it is not displayed because there is no need to show it to the player. On the other hand, if it is a special mode 10s, it is displayed to emphasize that it is a chance increase. In particular, in the case of a configuration in which a plurality of types of special modes 10s are set as in the present embodiment, it is preferable to enable the player to understand which type of special mode 10s it is in (the reliability of the reservation).
[0123] On the other hand, the pre-change reserved pattern 12 is not displayed during the special effect, regardless of whether the mode is the normal mode 10n or the special mode 10s (see Figures 27(b-1) and (b-2)). In other words, during the special effect, the pre-change reserved pattern 12 is not displayed, although the pre-change reserved pattern 11 may be displayed. The occurrence of a special effect means that the target hit / miss lottery result corresponding to the pre-change reserved pattern 11 is expected to be a jackpot, so the pre-change reserved pattern 12, which is unrelated to the target hit / miss lottery result, is not displayed, allowing the player to concentrate on the outcome of the special effect (the target hit / miss lottery result).
[0124] In this manner, in this embodiment, the variable reserved pattern 11 is the target reserved pattern, and during the special performance, the target reserved pattern is displayed if it is in the special mode 10s, but is not displayed if it is in the normal mode 10n. On the other hand, the pre-variation reserved pattern 12 is not the target reserved pattern, and is not displayed during the special performance regardless of whether it is in the normal mode 10n or the special mode 10s.
[0125] Below, we will explain specific examples of improvements, concrete changes, and modifications to the above-mentioned special effects (display mode of reserved symbols 10 during special effects). In addition, to the extent possible, the following specific examples may be used to apply a combination of multiple techniques.
[0126] 〇Specific example 6-1 In the above embodiment, it has been explained that the pre-change reserved pattern 12 is not displayed during the special performance regardless of whether it is the normal mode 10n or the special mode 10s, but the pre-change reserved pattern 12 may be controlled in the same manner as the changing reserved pattern 11 (pre-change reserved pattern 12 is also set as a target reserved pattern). In other words, during the special performance, the pre-change reserved pattern 12 in the normal mode 10n is not displayed, but the pre-change reserved pattern 12 in the special mode 10s is displayed (see FIG. 28).
[0127] Even if a special performance occurs, the target winning / losing lottery result is not necessarily a big win (it may be a loss), and if it is considered that the player is concerned about the winning / losing lottery result after the target winning / losing lottery result, it is preferable to display the pre-change reserved pattern 12 of the special mode 10s even during the special performance for the target winning / losing lottery result as in this example. Note that the position (position in the display area 911) where the pre-change reserved pattern 12 of the special mode 10s displayed during the special performance is displayed should be the same as the position where the pre-change reserved pattern 12 is displayed when the special performance is not being executed (see the pre-change reserved pattern 12 of "blue" in FIG. 28).
[0128] 〇Specific example 6-2 Unlike the above embodiment and specific example 6-1, all of the pre-change reserved patterns 12 (regardless of whether they are in the normal mode 10n or the special mode 10s) are displayed during the special performance. In other words, the pre-change reserved patterns 12 are displayed regardless of whether a special performance is in progress (see FIG. 29(b)). Doing as in this example is particularly effective in the case where a change in the mode of the pre-change reserved patterns 12 (so-called reserved change performance; see the change in FIG. 29(b)→(c)) occurs during the special performance. In other words, if a reserved change performance for the pre-change reserved patterns 12 can occur even during the special performance, it is preferable to display the pre-change reserved patterns 12 during the special performance.
[0129] 〇Specific example 6-3 As described above, during the special performance, the changing reserved pattern 11 (target reserved pattern) of the normal mode 10n is not displayed. Therefore, when a special performance is started in a certain changing performance with the pre-changing reserved pattern 12 of the normal mode 10n displayed (see FIG. 30(a)), the changing reserved pattern 11 is not displayed at least at the start of the special performance (see FIG. 30(b)). Even in this case, a performance in which the changing reserved pattern 11 of the special mode 10s is displayed (see FIG. 30(c)) may occur during the special performance. In other words, assuming that there is a "changing reserved pattern 11 of the normal mode 10n that is not displayed," the changing reserved pattern 11 of the special mode 10s may be displayed as a result of a reserved change performance (hereinafter sometimes referred to as a sudden reserved change performance) in which the changing reserved pattern 11 of the normal mode 10n changes to the special mode 10s during the special performance.
[0130] By doing this, it is possible to show that the reliability of the variable reserved pattern 11 has increased even during the special performance that has been shifted to while the variable reserved pattern 11 of the normal mode 10n is displayed (it is possible to execute a chance-up performance using the reserved pattern 10). From the player's point of view, the variable reserved pattern 11 that was not displayed is suddenly displayed (and is displayed in the special mode 10s), which is a surprising performance form.
[0131] When a sudden hold change effect occurs, it is preferable to generate an effect (hereinafter, referred to as an occurrence notification effect) indicating that the effect has occurred (see FIG. 30(c)). Since the sudden hold change effect is a mode in which an undisplayed changing hold pattern 11 is suddenly displayed, it is necessary to make the player aware of its occurrence. In this embodiment, the occurrence notification effect is generated by outputting a predetermined sound effect from the speaker 75 (the occurrence notification effect will not be executed during a special effect unless a sudden hold change effect occurs). Although not shown, a predetermined image may be displayed in the display area 911 together with the sound effect.
[0132] The state of the sound effect may be the same as that output during a normal reserved change performance (a performance in which the reserved pattern 10 in the actually displayed state changes state) that occurs when the special performance is not being executed. By doing so, if a player who is familiar with normal reserved change performance (a player who has heard the above sound effect), the same sound effect is output when a sudden reserved change performance occurs, so that the player can understand that a reserved change performance (sudden reserved change performance) has occurred even when the changing reserved pattern 11 of the normal mode 10n is not displayed.
[0133] 〇Specific example 6-4 As described in the above embodiment, even if the pre-change reserved pattern 12 is in the special mode 10s, it is not displayed during the special performance, but an alternative performance (hereinafter referred to as an alternative performance) is executed (see FIG. 31). The alternative performance is not executed during the special performance when all the pre-change reserved patterns 12 are in the normal mode 10n. Various specific modes of the alternative performance are considered. For example, it is considered that the lamp 58 provided in a position visible to the player is turned on (see FIG. 31(b)). Although not shown, as another example, it is considered that a predetermined image (an image dedicated to the alternative performance) is displayed in the display area 911. By doing so, even if a special performance occurs in a state where the pre-change reserved pattern 12 is overlooked as being in the special mode 10s, it is possible to determine whether or not the pre-change reserved pattern 12 is in the special mode 10s based on the presence or absence of the alternative performance.
[0134] In the case of this example, the mode of the alternative performance may be different depending on the type of the special mode 10s (not actually displayed). The first alternative performance occurs when the first special mode 101s (blue), the second alternative performance occurs when the second special mode 102s (green), and the third alternative performance occurs when the third special mode 103s (red). It is preferable that each alternative performance indicates the corresponding special mode 10s. For example, if the lighting of the lamp 58 described above is the alternative performance, the lamp 58 lights up in blue for the first alternative performance, in green for the second alternative performance, and in red for the third alternative performance (the example shown in FIG. 31 is an example of "red"). In this way, it is possible to determine the type of the special mode 10s that is not displayed by the mode of the alternative performance. In addition, when two or more pre-change reserved patterns 12 are special patterns 10s, it is possible to set the device to execute an alternative presentation corresponding to the special pattern 10s with the highest reliability, or to execute an alternative presentation corresponding to the special pattern 10s of the pre-change reserved pattern 12 that is consumed earliest among the two or more pre-change reserved patterns 12 in the special pattern 10s.
[0135] 〇Specific example 6-5 Even if the changing reserved pattern 11 (target reserved pattern) becomes the special mode 10s, the changing reserved pattern 11 is not necessarily displayed during the special performance. In other words, when the special performance starts in a state where the changing reserved pattern 11 of the special mode 10s is displayed (see FIG. 32(a)), the display mode will be either one of the display mode (mode described in the above embodiment) (see FIG. 32(b-1)) in which the changing reserved pattern 11 of the special mode 10s is displayed, or the non-display mode (see FIG. 32(b-2)) in which it is not displayed.
[0136] Whether the special effect is in a display form or a non-display form indicates the probability that the ending of the special effect will be an ending (a winning ending) that is advantageous to the player, that is, the reliability of the big win. As an example, it is possible to set the reliability of the big win to be higher in the display form than in the non-display form. Since the display of the reserved pattern 11 during the change of the special mode 10s means that the special mode 10s is in an emphasized state, the reliability of the big win is set to be higher in the case of such a state than in the case of the non-display state.
[0137] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0138] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0139] The presentation indicating the probability (reliability of the jackpot) of the winning / losing lottery result described in the above embodiment being a "jackpot" can also be used to indicate the probability of a so-called "small win."
[0140] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0141] ·Means 1-1 A gaming machine comprising: an in-flight performance execution means for executing an in-flight performance from the start of the variation of a decorative pattern indicating a win / lose lottery result until the decorative pattern stops in a manner according to the win / lose lottery result; and a look-ahead performance execution means for executing a specific look-ahead performance which is started while a previous in-flight performance which is an in-flight performance prior to the start of a target in-flight performance which is the in-flight performance for a target win / lose lottery result is being executed, the specific look-ahead performance indicating the reliability, that is the probability that the target win / lose lottery result will be a win, wherein the specific look-ahead performance includes a first half part which is executed during the previous in-flight performance and does not indicate the reliability, and a second half part which is executed during the target in-flight performance and indicates the reliability. According to the gaming machine, the first half part which does not suggest reliability is executed in the previous during-change performance, and the second half part which suggests reliability is executed in the target during-change performance, so it is easy to understand that the subject of the reliability suggestion by the specific pre-reading performance is the win / lose lottery result corresponding to the target during-change performance.
[0142] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the reliability is higher when a second latter half mode different from the first latter half mode occurs as the mode of the latter half part of the specific pre-reading performance than when a first latter half mode occurs. In this way, it is possible to have a configuration in which the level of reliability is suggested depending on the aspect of the latter half.
[0143] ·Means 1-3 The specific pre-reading performance is characterized in that in the first half, predetermined first half characters are displayed, and in the second half, characters for the second half are displayed following the first half characters, and the second half characters are displayed in any one of a plurality of forms as the second half characters, as described in means 1-1 or 1-2. By doing this, the specific look-ahead effect can be made to appear as a continuous effect extending from the first half characters to the second half characters.
[0144] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that it is possible to execute a non-specific look-ahead performance that is different from the specific look-ahead performance, and the non-specific look-ahead performance has the same appearance as the specific look-ahead performance up to the part corresponding to the first half, but the part corresponding to the second half is not executed. By doing this, even if the first half of the effect occurs during the previous fluctuation effect, it is possible to realize a gameplay in which a reliability indication is not necessarily given.
[0145] ·Means 1-5 The gaming machine described in means 1-4 is characterized in that the reliability is higher when the specific pre-reading performance occurs than when the non-specific pre-reading performance occurs. By doing this, a gameplay is realized in which the player expects the latter part of the effect to occur in the target changing performance after the first part of the effect has occurred in the previous changing performance.
[0146] ·Means 2-1 A gaming machine comprising: an during-change performance execution means for executing a during-change performance from the start of the change of a decorative pattern indicating the result of a win / lose lottery until the decorative pattern stops in a manner according to the result of the win / lose lottery; a display means for displaying, among the win / lose lottery information used for the win / lose lottery, as during-change reserved patterns, those for which the corresponding during-change performance has started but the notification of the win / lose lottery result has not been completed, and those for which the corresponding during-change performance has not started, as pre-change reserved patterns; and an image performance execution means for executing an image performance in which a performance image overlapping both the during-change reserved pattern and the pre-change reserved pattern is displayed on the display means, the performance image being displayed so as to overlap behind one of the during-change reserved pattern and the pre-change reserved pattern and in front of the other. According to the above gaming machine, the currently changing reserved pattern and the pre-changing reserved pattern appear to be shifted forward and backward, making it easy to distinguish between the two reserved patterns.
[0147] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the presentation image is displayed so as to overlap the rear side of the pending pattern during the change and the front side of the pending pattern before the change. By doing this, the pending pattern that corresponds to the current change (the pending pattern for the so-called "change in question") is positioned in the foreground and highlighted.
[0148] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that the presentation image changes from a state in which it is superimposed on only one of the currently changing reserved pattern or the pre-changing reserved pattern to a state in which it is superimposed on both. By doing this, the presentation image appears as if it is entering the space (the space before and after) between the pending pattern during the change and the pending pattern before the change.
[0149] ·Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that, when the image presentation occurs, the aspect of one of the currently changing reserved pattern and the pre-changing reserved pattern may not change, but the aspect of the other may change. In the image production, either the pending pattern during the change or the pending pattern before the change is covered with a production image. By using this, the state of the pending pattern covered by the production image may be changed (the image production can be used to generate a so-called "pending change").
[0150] ·Means 3-1 The gaming machine is equipped with an operating means that can be operated by a player, a specific performance execution means that executes a specific performance that leads to a favorable ending indicating that the player is in a favorable situation or an unfavorable ending indicating that the player is in an unfavorable situation, as a performance that constitutes the performance during the change from when the decorative pattern indicating the result of the win / lose lottery starts to change to when the decorative pattern stops in a manner corresponding to the result of the win / lose lottery, and a reversal performance execution means that executes a reversal performance that reverses the fact that the unfavorable ending has been reached, as a performance that constitutes the specific performance, and is characterized in that if a specific event occurs as a result of operating the operating means during a specified period during which operation of the operating means is not prompted, which is set when the unfavorable ending is reached, the probability of the reversal performance occurring is higher than if the specific event did not occur. The gaming machine described above provides an interesting gameplay in which the likelihood of a reversal performance occurring is indicated depending on whether or not a specific event occurs when the operating means is operated during a specified period when an unfavorable outcome is reached (the likelihood of a reversal performance occurring is indicated only when the operating means is operated in a situation where no operation is prompted).
[0151] ·Means 3-2 2. The gaming machine according to claim 1, wherein, when the specific event occurs, the occurrence of the reversal effect is confirmed. In this way, a game feature is realized in which it is possible to know whether or not a reversal effect will occur depending on whether or not a specific event occurs when the operating means is operated during a predetermined period of time.
[0152] ·Means 3-3 The gaming machine according to claim 1, characterized in that the probability of the reversal effect occurring is higher when a second specific event different from the first specific event occurs as the specific event than when a first specific event occurs. By doing so, even if a specific event occurs as a result of operating the operating means, gameplay is realized in which the player focuses their attention on what specific event will occur.
[0153] ·Means 3-4 The gaming machine according to any one of claims 1 to 3, characterized in that the specific event is a change that occurs in the target image displayed during the specified period that would not occur if the operating means had not been operated. In this way, the occurrence of a specific event can be visually grasped.
[0154] ·Means 3-5 During the predetermined period, the decorative pattern is displayed in a manner indicating a loss, 5. The gaming machine according to claim 4, wherein the specific event is a predetermined action of the decorative symbols triggered by the operation of the operating means. In this way, certain events may suggest that the "outlier pattern" may be overturned.
[0155] ·Means 4-1 A gaming machine comprising: an operating means operable by a player; and a specific operation presentation execution means for executing a specific operation presentation which prompts the player to operate the operating means and in which a changing image which changes in response to the operation of the operating means is displayed, the specific operation presentation including a first half portion followed by a second half portion, and the changing image at the end of the first half portion is displayed in an emphasized manner in the second half portion. The specific operation presentation is easy to understand in that the state of the changing image at the end of the first half (in the middle of the specific operation presentation) is highlighted in the second half.
[0156] ·Means 4-2 The gaming machine described in Means 4-1 is characterized in that the changing image includes a plurality of image elements at the start of the specific operation presentation, the first half of the specific operation presentation is one in which the image elements gradually decrease due to operation of the operating means, and the second half of the specific operation presentation is one in which the image elements remaining at the end of the first half are enlarged and displayed. This provides a presentation that allows the number of image elements remaining in the first half to be easily grasped.
[0157] ·Means 4-3 The gaming machine described in means 4-2 is characterized in that the specific operation presentation is set such that the disappearance of the image element enlarged and displayed in the latter half portion by a single operation of the operating means is an ending favorable to the player, and the absence of the disappearance is an ending unfavorable to the player. In this way, whether or not the remaining image elements in the first half can be eliminated is a branching factor in whether or not a favorable ending will be achieved.
[0158] ·Means 4-4 The gaming machine described in means 4-1 is characterized in that the changing image includes a numerical value for a performance, the first half of the specific operation performance is one in which the numerical value for a performance gradually decreases by operating the operating means, and the second half of the specific operation performance is one in which the numerical value for a performance at the end of the first half is displayed in an enlarged form. This results in a presentation format that allows the presentation numerical values at the end of the first half to be easily grasped.
[0159] ·Means 4-5 The specific operation presentation of the gaming machine described in means 4-4 is characterized in that the presentation value enlarged and displayed in the latter half of the game is set so that a favorable outcome for the player results when the presentation value becomes 0 with a single operation of the operating means, and a disadvantageous outcome for the player results when the presentation value does not become 0. In this way, whether or not the remaining performance value in the first half can be made "0" determines whether or not a favorable ending will be achieved.
[0160] ·Means 5-1 The gaming machine is provided with an effect execution means for executing a time effect which suggests the likelihood of the result of a win / lose lottery being a win based on the number of times a specific event occurs within a specified time, the time effect displaying a time image showing the passage of time until the specified time is reached, the time image including a remaining number display section which shows the remaining number of times at a specific timing at which the specific event is likely to occur. According to the gaming machine, the time image shows not only the remaining time of the specified time but also the remaining number of times at a specific timing, so that the progress of the presentation (current situation) can be easily understood.
[0161] ·Means 5-2 The gaming machine described in Means 5-1, wherein the time image is one in which the remaining number of times display section changes over time. In this way, it is possible to clearly show that the remaining number of times at a specific timing decreases over time.
[0162] ·Means 5-3 The gaming machine described in Means 5-2 is characterized in that the time image includes a meter section that decreases over time, and the remaining number of times display section displaces in accordance with the decrease in the meter section. By doing so, it becomes easier to understand that the remaining number of times at a specific timing decreases as time passes, and the player is less likely to overlook the fact that the remaining number of times is being displayed.
[0163] ·Means 5-4 The gaming machine described in any one of means 5-1 to 5-3, wherein the remaining number display unit indicates the remaining number of times at the specific timing in numerical value. This provides a presentation that allows the player to clearly understand the remaining number of plays.
[0164] ·Means 6-1 A gaming machine comprising: a special effect execution means for executing a special effect which, when a special effect occurs, is more likely to result in a winning or losing lottery result than when the special effect does not occur, as an effect constituting an effect during the change from when the decorative pattern indicating the winning or losing lottery result starts to change until the decorative pattern stops in a manner according to the winning or losing lottery result; and a display means for displaying winning or losing lottery information used in the winning or losing lottery, for which the corresponding winning or losing lottery result has not been notified, as a reserved pattern, wherein one or more types of normal modes and one or more types of special modes which indicate a higher probability that the corresponding winning or losing lottery result will be a winning lottery than the normal modes are set as the modes of the target reserved patterns which are the reserved patterns, and wherein during the special effect, the target reserved patterns in the special modes are displayed but the target reserved patterns in the normal modes are not displayed. According to the gaming machine, the reserved symbols in the normal mode are not displayed during the special performance, so that the player can concentrate on the special performance.
[0165] ·Means 6-2 The gaming machine described in means 6-1 is characterized in that the special performance is a reach performance that leads to a winning outcome if the result of the win / lose lottery is a winning outcome, and leads to a losing outcome if the result is a losing outcome. Since the reach effect is an effect that players should pay particular attention to, it is advisable to prevent the reserved symbols in the normal mode from being displayed.
[0166] ·Means 6-3 The gaming machine described in means 6-1 or 6-2 is characterized in that the reserved patterns are divided into during-change reserved patterns, which are patterns in which the corresponding during-change performance has started but the notification of the result of the win / lose lottery has not been completed, and pre-change reserved patterns, which are patterns in which the corresponding during-change performance has not started, among the win / lose lottery information used for the win / lose lottery, and the target reserved patterns are the during-change reserved patterns, and during the special performance, the pre-change reserved patterns are not displayed regardless of their state. There is no problem if the pre-changing reserved pattern, which corresponds to the winning / losing lottery result unrelated to the currently running special performance, is not displayed regardless of the state, but it is sufficient if the pre-changing reserved pattern related to the special performance is displayed only when it is in a special state.
[0167] ·Means 6-4 A gaming machine described in any one of means 6-1 to 6-3, characterized in that the special effect is started when the target reserved pattern is in the normal mode, and the target reserved pattern in the special mode can be displayed during the special effect even if the target reserved pattern is not displayed. By doing this, it is possible to execute a chance-up effect (equivalent to a hold change effect) using the reserved symbols during the special effect. [Explanation of symbols]
[0168] 1. Gaming machines 10 Reserved Design 11. Changing pending symbols 12 Pre-change reserved pattern 10n Normal mode 10s special mode 101s First special aspect 102s Second special aspect 103s Third special aspect 15 First half characters 16 Second half characters 161 Characters for the first half 162 Second half character 20 Production images 30 Unfavorable Ending Images 30t Target image 31 Images for favorable endings 40 Operation Images 42 Change Image 421 Image Elements 422 Frame elements 42n Production figures 50 Opportunity Images 50n times image 52 hour images 521 Meter section 522 Remaining number display section 523 Success count display section 55 Action images 58 Lamp 70 Operating means 71 First operating means 72 Second operating means) 75 Speaker 80 Decorative Designs 91 Display device 911 Display area
Claims
[Claim 1] A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when the gaming ball enters the starting area; A storage means for storing information on the winning / losing lottery results that have not yet been notified as pending information among the winning / losing lottery information; A display means for displaying the presence of the reserved information stored in the storage means as a reserved pattern; A performance execution means for executing an image performance that displays a performance image that overlaps the covered reserved pattern on the front side and the non-covered reserved pattern on the back side among the reserved patterns displayed on the display means; Equipped with A first starting region and a second starting region are provided as the starting region, The reserved patterns are classified into a first reserved pattern indicating the presence of first reserved information acquired as a result of a game ball entering the first starting area, and a second reserved pattern indicating the presence of second reserved information acquired as a result of a game ball entering the second starting area, In the image production, one of the first reserved pattern and the second reserved pattern is the covered reserved pattern, and the other is the non-covered reserved pattern. A gaming machine characterized by:
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