Pachinko machine
The integration of automatically displacing operating means with special operation effects in gaming machines addresses the lack of engaging interactions, resulting in a more captivating player experience.
Patent Information
- Application Number
- JP2021207452
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-21
- Publication Date
- 2025-06-25
- Estimated Expiration
- 2041-12-21
AI Technical Summary
Existing gaming machines lack engaging effects when operating means automatically displace between positions, failing to captivate players with dynamic and surprising interactions.
Incorporation of operating means that can automatically displace between positions, accompanied by special operation effects that prompt player interaction, including normal and special effects that enhance player engagement through unexpected outcomes.
Enhances player engagement by providing interesting and surprising effects, making the gaming experience more dynamic and enjoyable.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine provided with operating means capable of automatically displacing from a first position to a second position (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting effect using operating means capable of automatically displacing from a first position to a second position.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes operating means capable of automatically displacing from a first position to a second position, and effect execution means for executing a special operation effect that prompts a player to operate the operating means so as to displace the operating means from the second position after automatically positioning the operating means at the second position. As the special operation effect, a normal effect leading to an end triggered by detection of an operation of the operating means, and a special effect in which, even if an operation of the operating means is detected, the end is not reached, and after a special event in which the operating means automatically displaces again to the second position, an operation of the operating means is prompted again can occur.
Effects of the Invention
[0006] According to the present invention, it is possible to execute an interesting effect using operating means that can be automatically displaced from a first position to a second position.
Brief Explanation of Drawings
[0007]
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BEST MODE FOR CARRYING OUT THE INVENTION
[0008] 1) Overall Configuration Hereinafter, an embodiment of the gaming machine 1 according to the present invention will be described in detail with reference to the drawings. Note that the image in the following description includes both still images and moving images unless otherwise specified.
[0009] First, the overall configuration of the gaming machine 1 will be briefly described. The gaming machine 1 includes a game board (game panel) 90 (see FIG. 2). The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game ball launched by operating the launching device 908 (launching handle) (see FIG. 1) into the game area 902 is provided in a substantially arc shape. In the game area 902, a starting area 904, a big winning area 906, an out port 907, etc. are provided. A display device 91 is fixed behind the game board 90. The display area 911 of the display device 91 is visible through the opening 901 formed in the game board 90. The shape of the display area 911 can be changed as appropriate.
[0010] Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game ball when the flowing game ball collides with them. The game ball flowing down in the game area 902 changes in various ways according to the conditions when it collides with the game pins.
[0011] In such a gaming machine 1, the game ball is launched toward the game area 902 by operating the launching device 908. When the game ball flowing down in the game area 902 wins in a winning area such as the big winning area 906, a predetermined number of prize balls are paid out by the payout device. In the present embodiment, the starting area 904 is also regarded as a winning area.
[0012] The jackpot lottery is executed by the winning / losing lottery means provided on a control board (not shown) when the game ball enters the starting area 904. Specifically, when a numerical value (hereinafter, also referred to as winning / losing lottery information) is obtained from a random number source when the game ball wins in the starting area 904, and the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot, and if it is different, it is a miss. In the present embodiment, as the starting area 904, two areas are provided: a first starting area 904a (the so-called starting area of special drawing 1) and a second starting area 904b (the so-called starting area of special drawing 2).
[0013] In this embodiment, the winning or losing lottery result is notified by the combination of the decorative patterns 80 (see FIG. 3) displayed in the display area 911 of the display device 91. A group of decorative patterns 80g (in this embodiment, three groups: the left decorative pattern group 80gL, the middle decorative pattern group 80gC, and the right decorative pattern group 80gR), each containing a plurality of types of decorative patterns 80, is variably displayed. When one decorative pattern 80 (a total of three decorative patterns 80) is selected from each group of decorative patterns 80g and the variation stops, the winning or losing lottery result is notified. In this embodiment, when a big win occurs, a combination (winning combination) in which the three decorative patterns 80 are of the same type is displayed. When it is a loss, other combinations (losing combinations) are displayed.
[0014] The effect executed from the start of the variation of the decorative pattern 80 (group of decorative patterns 80g) until it stops in a manner corresponding to the winning or losing lottery result is defined as the in-variation effect (hereinafter, sometimes simply referred to as variation or rotation). In this embodiment, the in-variation effect corresponding to the order in which the above winning or losing lottery information is acquired is started. However, when a new piece of winning or losing lottery information is acquired and an in-variation effect based on the winning or losing lottery information acquired earlier is already in progress, the newly acquired winning or losing lottery information is stored in a storage means provided on a control board (not shown) as hold information (hereinafter, sometimes simply referred to as hold). (It can be said that the hold information is a subordinate concept of the winning or losing lottery information.) The maximum number of stored hold information (maximum hold number) can be set as appropriate. In this embodiment, the maximum hold number that can be stored by the storage means is four for each of the holds acquired when a game ball enters the first start area 904a (so-called special figure 1 hold) and the holds acquired when a game ball enters the second start area 904b (so-called special figure 2 hold). When both the special figure 1 hold and the special figure 2 hold are stored in the storage means, the winning or losing lottery result corresponding to the special figure 2 hold is preferentially notified (special figure 2 priority digestion).
[0015] In this embodiment, when the corresponding ongoing effect is started, it is determined whether or not the obtained winning or losing lottery information is a big win. However, it may be configured such that the winning or losing lottery is conducted when the winning or losing lottery information (pending information) is obtained, and the winning or losing lottery result itself is memorized. Also, the obtained winning or losing lottery information is used as a numerical value for determining the specific content of the ongoing effect. In this embodiment, although the corresponding ongoing effect has started, the winning or losing lottery information for which the ongoing effect has not ended is in a state of being memorized in the memorizing means as ongoing information.
[0016] In this embodiment, a pending symbol 70 indicating the existence of the winning or losing lottery information memorized in the memorizing means is displayed in the display area 911 (see FIG. 3). The pending symbol 70 is divided into a pre-variation pending symbol 71 indicating the existence of the pending information and an ongoing pending symbol 72 indicating the existence of the ongoing information. Note that the ongoing information has already had the winning or losing lottery executed and is not strictly "pending", but is generally often referred to as "such ongoing pending", etc., and thus, the one indicating the existence of the ongoing information is referred to as the ongoing pending symbol 72. In this embodiment, depending on the gaming state, only the pending symbol 70 corresponding to one of the pending states of Special Figure 1 and Special Figure 2 is displayed. Therefore, one ongoing pending symbol 72 and a maximum of four pre-variation pending symbols 71 are displayed. A dedicated display means for displaying the pending symbol 70 may be provided.
[0017] Note that well-known components such as a lower tray or an upper tray (see FIG. 1) for storing game balls are not described.
[0018] 2) Specifications (Gaming State) In this embodiment, as a gaming state in which a player plays a game aiming for a winning lottery result to be a big win, a basic state and an advantageous state, which is a gaming state more advantageous to the player than the basic state, are provided (see Fig. 4(a)). In this embodiment, the probability (big win probability) that the winning lottery result is a big win is higher in the advantageous state than in the basic state. The winning lottery probability for each state can be set as appropriate. In this embodiment, the big win probability (low probability) in the basic state is about 1 / 199, and the big win probability (high probability) in the advantageous state is about 1 / 49.
[0019] The basic state is a state in which a game ball should be launched aiming at the first start area 904a. That is, the basic state is a state aiming to obtain a big win by winning a winning or losing lottery (hereinafter, may also be referred to as the first winning or losing lottery) triggered by the game ball entering the first start area 904a. In this embodiment, it is a state in which "left hitting" should be performed so that the game ball flows down the left side of the display area 911. The advantageous state is a state in which a game ball should be launched aiming at the second start area 904b. That is, the advantageous state is a state aiming to obtain a big win by winning a winning or losing lottery (hereinafter, may also be referred to as the second winning or losing lottery) triggered by the game ball entering the second start area 904b. In this embodiment, it is a state in which "right hitting" should be performed so that the game ball flows down the right side of the display area 911. Performing "right hitting" in the basic state or "left hitting" in the advantageous state is disadvantageous (results in a loss) to the player. When the player is not performing a game suitable for the current gaming state, an instruction to perform a game suitable for the current gaming state is issued (instructions such as "please perform left hitting" or "please perform right hitting" are issued).
[0020] On the right side of the gaming area 902 (a position where a game ball may enter when hitting right), a normal start area 905 is provided (see Fig. 2). When a game ball enters the normal start area 905, a normal lottery is executed. When winning the normal lottery, the second start area 904b is opened. The second start area 904b is an area that is normally closed (where game balls cannot enter) and is opened when winning the normal lottery. The advantageous state has a higher probability of winning the normal lottery compared to the basic state. Therefore, in the advantageous state, if hitting right continuously, the second start area 904b will be frequently opened, and it is relatively easy for game balls to enter the second start area 904b. In this embodiment, since a predetermined number of prize balls will be paid out when a game ball enters the second start area 904b, in the advantageous state (hitting right), compared to the basic state (hitting left), the so-called remaining balls decrease more slowly (the number of prize balls per number of launched game balls is larger). That is, the advantageous state is a so-called "high base" state, and the basic state is a so-called "low base" state. Also, in this embodiment, the average of the time required for the variable performance (so-called variable time) is set to be shorter in the advantageous state than in the basic state. Therefore, in the advantageous state, the game progresses more briskly compared to the basic state (the time from the notification of a certain winning or losing lottery result to the notification of the next winning or losing lottery result is short).
[0021] In this embodiment, as advantageous states, a normal advantageous state and a special advantageous state are provided (see Fig. 4(a)). Each state ends when the win / loss lottery result fails consecutively for a specified number of times and transitions to the basic state. The normal advantageous state ends when the win / loss lottery result fails consecutively 70 times (the specified number of times is set to 70). The special advantageous state ends when the win / loss lottery result fails consecutively 1000 times (the specified number of times is set to 1000). As described above, since the jackpot probability in the advantageous state is 1 / 49, when transitioning to the normal advantageous state, before failing consecutively 70 times (before the normal advantageous state ends), the probability of winning the next jackpot (so-called continuation probability) is approximately 76%. On the other hand, when transitioning to the special advantageous state, before failing consecutively 1000 times (before the special advantageous state ends), the probability of winning the next jackpot (so-called continuation probability) is approximately 99.999999%. That is, the special advantageous state will not end unless the failure of about 48 / 49 occurs consecutively 1000 times, but such an event hardly occurs, and it can be said that the special advantageous state is a state in which winning the next jackpot (continuing) is substantially promised before the state ends and transitions to the basic state. Note that a state where the continuation probability exceeds 99% (a state where the advantageous state ends without winning the jackpot is less than 1%) is defined as a state where "winning the next jackpot is substantially promised".
[0022] In this embodiment, all jackpots are defined as jackpots where the game state after the jackpot game ends is in an advantageous state. The jackpot is divided into a normal jackpot where the game state after the jackpot game ends is in the normal advantageous state and a special jackpot where the game state after the jackpot game ends is in the special advantageous state. When winning the jackpot in the first win / loss lottery (Special Figure 1 lottery), the jackpot allocation is 100% for the normal jackpot. When winning the jackpot in the second win / loss lottery (Special Figure 2 lottery), the jackpot allocation is 95% for the normal jackpot and 5% for the special jackpot (see Fig. 4(b)). Note that as a configuration, a jackpot where the game state after the jackpot game ends is in the basic state may be set.
[0023] The jackpot game repeats one or more round games (unit games) in which the big winning area 906, which is normally closed, is opened until a predetermined end condition is satisfied. The end condition is established when either a predetermined time has elapsed since the big winning area 906 was opened or a predetermined number of game balls have won after the big winning area 906 was opened. However, if the player continuously shoots game balls aiming at the big winning area 906 (shoots to the right in this embodiment), it is set such that a predetermined number of game balls win in the big winning area 906 before the predetermined time elapses (before time-up). The predetermined number is referred to as "count (number)" or the like, and in this embodiment, the count = 10. That is, if the player continuously shoots game balls aiming at the big winning area 906, 10 game balls win in the big winning area 906 in one round game. In this embodiment, the number of prize balls paid out when one game ball wins in the big winning area 906 is set to 10. Therefore, if the player continuously shoots game balls aiming at the big winning area 906, 10 × 10 = 100 prize balls are paid out in one round game.
[0024] The number of rounds (unit game numbers) of each jackpot game can be set as appropriate. In this embodiment, the normal jackpot when winning in the first win / loss lottery (Special Figure 1 lottery) is set to 5 rounds (5R normal jackpot). Also, when winning in the second win / loss lottery (Special Figure 2 lottery), any jackpot is set to 10 rounds (10R normal jackpot, 10R special jackpot) (see Fig. 4(b)).
[0025] Generally, a player starts a game in the basic state. Since the jackpot won in the basic state is a normal jackpot, after the end of the jackpot game, the player transitions to the normal advantageous state. If a normal jackpot is won in the normal advantageous state, after the end of that jackpot game, the player transitions back to the normal advantageous state. If a special jackpot is won in the normal advantageous state, after the end of that jackpot game, the player transitions to the special advantageous state. If a normal jackpot is won in the special advantageous state, after the end of that jackpot game, the player transitions to the normal advantageous state. If a special jackpot is won in the special advantageous state, after the end of that jackpot game, the player transitions back to the special advantageous state. When a loss occurs continuously for a specified number of times in the normal advantageous state or the special advantageous state, the player transitions to the basic state (i.e., the so-called continuous winning state ends). However, as described above, since the event of a loss occurring continuously 1000 times in the special advantageous state is a practically impossible event, in fact, unless a loss occurs continuously 70 times in the normal advantageous state, the continuous winning state continues, which is the gameplay (specification).
[0026] 3) Special continuous winning image, pending continuous winning image In the present embodiment, as images indicating the occurrence of so-called continuous winning, a special continuous winning image 11 (see Fig. 5(a)) and a pending continuous winning image 12 (see Fig. 5(b)) may be displayed across the entire display area 911. The following describes both images. Note that neither image will be displayed unless the conditions described below are met. Since both images indicate the occurrence of "continuous winning", they will not be displayed in a situation where the occurrence of "continuous winning" has not been determined.
[0027] As described above, in the present embodiment, a special advantageous state is provided as a type of advantageous state. The special advantageous state is a state that transitions after the end of a jackpot game that results in a special jackpot. When a special jackpot is won, the special consecutive jackpot image 11 (see FIG. 5(a)) may be displayed. In the present embodiment, when a special jackpot is won in the normal advantageous state, the special consecutive jackpot image 11 is surely displayed (in the present embodiment, when a special jackpot is won in the special advantageous state, the special consecutive jackpot image 11 is not displayed). However, when a special jackpot is won in the normal advantageous state, a predetermined lottery (the winning probability is not 100%) may be executed, and the special consecutive jackpot image 11 may be displayed when the lottery is won.
[0028] Since the next jackpot is substantially promised in the special advantageous state, the special consecutive jackpot image 11 is in a form based on the occurrence of "consecutive jackpots" (hereinafter, the consecutive jackpots that occur by transitioning to the special advantageous state may also be referred to as special consecutive jackpots). The jackpot (special jackpot) that triggers the display of the special consecutive jackpot image 11 is the previous jackpot (previous jackpot game), and the jackpot that will be won in the special advantageous state (special jackpot or normal jackpot) is the subsequent jackpot (subsequent jackpot game). Then, the special consecutive jackpot image 11 is in a form based on the fact that it is virtually certain that two jackpots, namely the previous jackpot and the subsequent jackpot, can be won.
[0029] The special consecutive jackpot image 11 includes a privilege name 131 that represents the combined two jackpots (previous jackpot, subsequent jackpot) given to the player, and a profit value 132 that represents the profit obtained by the player in the two jackpot games. The special consecutive jackpot image 11 in the present embodiment includes the characters "Ultra-Bonus" as the privilege name 131 (see FIG. 5(a)). That is, in the present embodiment, the two jackpots that would originally be the previous jackpot and the subsequent jackpot are presented as if they were one jackpot called "Ultra-Bonus". Note that the same name is not used for each jackpot. In the present embodiment, the normal 10-round jackpot uses the name "Big Bonus".
[0030] In addition, the special linked jackpot image 11 in the present embodiment includes the number "2000" as the profit value 132 (see Fig. 5(a)). Both the previous jackpot and the subsequent jackpot are 10-round jackpots. As described above, since the number of prize balls per round is 10×10 = 100, the number of prize balls obtained in one 10-round jackpot is 1000, and the number of prize balls obtained in two 10-round jackpots is 2000. Therefore, the number "2000" representing the number of prize balls that will be obtained in the future is displayed in the special linked jackpot image 11. Note that the number of prize balls here is a value without considering so-called over-winning and the like. In other words, it represents the minimum total number of prize balls that can be obtained if the player continuously launches game balls towards the big winning area 906 during the jackpot game (as long as the time limit is not reached in each round of the game). Note that instead of the number of prize balls, it may also be in a form of displaying the net increase in the number of balls (the minimum net increase in the number of balls) based on the number of game balls launched (however, since it is normal that not all of the launched game balls win in the big winning area 906, it is difficult to represent the net increase in the number of balls).
[0031] After the previous jackpot game (see Figs. 5(b) and 5(c)) in which the special linked jackpot image 11 is displayed ends, a special advantageous state will be entered. The production mode (an element that controls the content (style) of the variable production. Also referred to as a stage, etc.) in the special advantageous state is the special production mode. The special production mode in the present embodiment is referred to as the "ultra-excellent mode", and the name (the characters of the "ultra-excellent mode") indicating the special production mode is displayed in the display area 911 immediately before transitioning to the special production mode (for example, during the ending period of the previous jackpot game), or during at least a part of the period when the special production mode is set (see Fig. 5(d)). Thereby, the player can recognize that the game has transitioned to a special production mode.
[0032] In this embodiment, during the special advantageous state (during the special effect mode), the variation is accelerated. Specifically, the time required for the variation effect during which the winning or losing lottery result fails (variation time) is set to be the shortest time (shortest variation time) among all the variation times that can be set in the gaming machine 1 according to this embodiment. That is, until the variation corresponding to a big win (the variation corresponding to the subsequent big win) is started, the losing variation is set to the shortest variation time and is "consumed" at high speed. By doing so, the time required until winning the subsequent big win after the end of the previous big win game becomes relatively short, enhancing the effect of making two big wins seem like one big win.
[0033] Also, in this embodiment, during the special effect mode, the held symbols 70 (see FIG. 3) that are displayed during the basic state are not displayed (see FIG. 5(d)). To make two big wins seem like one big win, the period between the previous big win game and the subsequent big win game is made to appear as if it is "during variation" by not displaying the held symbols 70. However, although not shown, symbols indicating the number of held information or the like may be displayed near the outer edge of the display area 911 so as not to be conspicuous. For the same purpose, the decorative symbols 80 are also displayed small near the outer edge of the display area 911 (see FIG. 5(d)).
[0034] On the other hand, the reserved consecutive jackpot image 12 (see Fig. 6(a)) may be displayed when so-called reserved (inner) consecutive jackpots occur. In the present embodiment, when winning a normal jackpot (previous jackpot) in a normal advantageous state and among the maximum four pieces of reserved information stored in the storage means at the time of the winning (the special figure 2 reservation acquired when game balls enter the second start area 904b) (hereinafter sometimes simply referred to as within the reservation), there may be a case where the corresponding winning / losing lottery result becomes a jackpot (subsequent jackpot) and it is displayed. However, in the present embodiment, it is set so that the reserved consecutive jackpot image 12 is not displayed unless the subsequent jackpot is a normal jackpot. If the subsequent jackpot is a special jackpot, three consecutive jackpots are determined starting from the previous jackpot (the jackpot for which the reserved consecutive jackpot image 12 is displayed). In such a situation, the reserved consecutive jackpot image 12 is not displayed. That is, the reserved consecutive jackpot image 12 is displayed in a situation where two consecutive jackpots are determined starting from the previous jackpot. For the same reason, it is also set so that the reserved consecutive jackpot image 12 is not displayed even when there are two or more winning / losing lottery results corresponding to those within the reservation stored in the storage means that become jackpots.
[0035] Also, in the present embodiment, even when winning a normal jackpot within the reservation, the reserved consecutive jackpot image 12 may not be displayed. When it is confirmed that a normal jackpot is won within the reservation, a predetermined lottery (the winning probability ≠ 100%) is executed, and when winning this lottery, the reserved consecutive jackpot image 12 is displayed. Therefore, even when the reserved consecutive jackpot image 12 is not displayed, it is possible to win a normal jackpot within the reservation. However, it does not mean denying the setting that the reserved consecutive jackpot image 12 is surely displayed when winning a normal jackpot within the reservation.
[0036] The held consecutive jackpot image 12 is in the same form as the special consecutive jackpot image 11 (for the purpose of explanation, the names and reference signs are made different, but the two images are in the same form). That is, the held consecutive jackpot image 12 also includes the privilege name 131 of "ultra - amazing bonus" and the profit value 132 of "2000" (see Fig. 6(a)). Here, the same form means that it can be regarded as the same from the perspective of the player (the player feels that it is the same image), and a slight difference (for example, the difference in information that is displayed small so as not to be noticeable near the outer edge of the display area 911) is allowed. However, at least the above - mentioned privilege name 131 and profit value 132 are the same not only in content but also in the size of the characters, the font, and the display position in the display area 911.
[0037] After the end of the jackpot game which is a normal jackpot, the transition to the normal advantageous state itself is not an event of consecutive jackpot determination, but the existence of a jackpot within the hold is an event of consecutive jackpot determination. Therefore, in this embodiment, after the end of the previous jackpot game, since it transitions to the special advantageous state and thus (substantially) determines the consecutive jackpot (two jackpots), and after the end of the previous jackpot game, since it wins the jackpot within the hold and thus determines the consecutive jackpot (two jackpots), in order to make it seem as if they are the same single jackpot (a jackpot with 2000 prize balls named ultra - amazing bonus), the special consecutive jackpot image 11 and the held consecutive jackpot image 12 are in the same form. As described above, in this embodiment, the held consecutive jackpot image 12 is displayed in a situation where up to two consecutive jackpots are determined. This is because the held consecutive jackpot image 12 includes the same profit value 132 of "2000" as the special consecutive jackpot image 11. That is, since the profit value 132 represents the total number of prize balls obtained in two jackpots (the previous jackpot and the subsequent jackpot), it is displayed in a situation where up to two consecutive jackpots are determined starting from the previous jackpot.
[0038] Both the special consecutive big win image 11 and the reserved consecutive big win image 12 are displayed during the previous big win game (the special consecutive big win image 11 is during the special big win game, and the reserved consecutive big win image 12 is during the normal big win game). In this embodiment, both images are displayed during the opening period before the start of the first round of the previous big win game after the variable effect for notifying the previous big win ends (see the time charts in FIGS. 5 and 6). That is, regardless of whether a special consecutive big win or a reserved consecutive big win occurs, the timing at which each image is displayed in the previous big win game is the same, so it is impossible to distinguish which consecutive big win has occurred based on that timing. As described above, since the special consecutive big win image 11 and the reserved consecutive big win image 12 are for making two big wins (the previous big win and the subsequent big win) appear as if they are one big win, it is preferable to display them at the beginning of the previous big win game (at least until the game of the first round ends). Note that it is also assumed that the special consecutive big win image 11 or the reserved consecutive big win image 12 is displayed at the end of the variable effect for notifying the previous big win (during the period including the end point of the variable effect), which is a display during the big win game.
[0039] After the previous big win game in which the reserved consecutive big win image 12 is displayed (see FIGS. 6(b)(c)) ends, it will shift to the normal advantageous state, and the effect mode in the normal advantageous state is the above-described special effect mode (ultra-excellent mode) (see FIG. 6(d)). That is, in this embodiment, although the game states that shift after the end of the previous big win game in the case of a special consecutive big win and in the case of a reserved consecutive big win are different between the special advantageous state and the normal advantageous state, in any case, it shifts to the special effect mode. Although the game states that shift after the end of the previous big win game are strictly different, it is made to appear to the player that the same event is occurring by shifting to the same special effect mode. Note that the special effect mode is set only when the reserved consecutive big win image 12 or the special consecutive big win image 11 is displayed in the previous big win game. For example, when shifting to the normal advantageous state after the end of the big win game without these images being displayed, the special effect mode is not set.
[0040] Similar to the special consecutive jackpot times, even during the reserved consecutive jackpot times, immediately before transitioning to the special effect mode (for example, during the ending period of the previous big win game), or during at least a part of the period when the special effect mode is set, a name indicating the special effect mode (the characters of "ultra extreme mode") is displayed in the display area 911 (see Fig. 6(d)). Thereby, the player can recognize that the special effect mode has been entered.
[0041] Also, similar to the special consecutive jackpot times, even during the reserved consecutive jackpot times, during the special effect mode in the normal advantageous state after the previous big win game ends, the losing variation is set to the shortest variation time (however, of course, if the first reservation after the previous big win game ends is a normal big win, no losing variation will occur). That is, regardless of whether it is during the special consecutive jackpot times or the reserved consecutive jackpot times, the losing variation until the next big win is "digested" quickly.
[0042] Furthermore, similar to the special consecutive jackpot times, even during the reserved consecutive jackpot times, during the special effect mode in the normal advantageous state after the previous big win game ends, the reserved symbol 70 (see Fig. 3) that is displayed during the basic state is not displayed. The decorative symbol 80 is also displayed small near the outer edge of the display area 911 (see Fig. 6(d)).
[0043] Regardless of whether it is during the special consecutive jackpot times or the reserved consecutive jackpot times, the subsequent big win seems to be a "continuation" of the previous big win. That is, at the start of the subsequent big win (see Fig. 5(e), Fig. 6(e)), an image indicating that a new big win has started is not displayed.
[0044] In this embodiment, during a jackpot game, an image indicating the number of executed unit games (rounds) (hereinafter referred to as unit image 15) is displayed. During a subsequent jackpot game (see FIGS. 5(e)(f) and 6(e)(f)), the mode of the unit image 15 includes the unit games executed in the previous jackpot game. For example, at the start of the previous jackpot game (when the first unit game has not ended), a total of 20 unit images 15 are displayed (see FIGS. 5(b) and 6(b)), and each time a unit game is executed, one unit image 15 is erased (see FIGS. 5(b)(c)(e)(f) and 6(b)(c)(e)(f)). In this embodiment, since both the previous jackpot game and the subsequent jackpot game are 10 rounds, at the end of the previous jackpot game, 10 unit images 15 are erased (10 unit images 15 remain), and at the end of the subsequent jackpot game, all unit images 15 are erased. That is, although a 10-round jackpot game is actually executed twice, an image is displayed as if a (single) 20-round jackpot game has been executed.
[0045] Furthermore, in the previous jackpot game and the subsequent jackpot game, a profit image 16 is displayed. The profit image 16 includes numerical values indicating the prize balls obtained in the jackpot game. Each time a game ball wins a prize in the big winning area 906, the number of prize balls paid out (which is "10" in this embodiment) is added. However, in this embodiment, so-called over-winning prize balls are not added. Even after the previous jackpot game ends, the numerical value of the profit image 16 is not reset and is carried over to the subsequent jackpot game (see FIGS. 5(b)(c)(e)(f) and FIGS. 6(b)(c)(e)(f)). In this embodiment, at the end of the previous jackpot game, the numerical value of the profit image 16 becomes "1000", and at the end of the subsequent jackpot game, the numerical value of the profit image 16 becomes "2000". Also, the character "2000" (the number represented by the profit numerical value 132) is attached so as to be compared with the numerical value of the profit image 16. For example, it is in a state where the numerical value of the profit image 16 is the "numerator" and the character "2000" is the "denominator". This makes it easier for the player to understand that the "ultra bonus" ends when the numerical value of the profit image 16 reaches "2000".
[0046] Note that the subsequent jackpot during the retained continuous winning state is a normal jackpot. On the other hand, the subsequent jackpot during the special continuous winning state may be not only a normal jackpot but also a special jackpot. In this embodiment, regardless of whether it is a normal jackpot or a special jackpot, the subsequent jackpot is controlled as described above. When the subsequent jackpot is a special jackpot, after the subsequent jackpot game ends, it will shift to a special advantageous state. However, since the special continuous winning image 11 is not displayed during the subsequent jackpot game, it does not shift to the special effect mode described above. Although not shown, in this embodiment, the special advantageous state (the special advantageous state in which the special effect mode is not set) is controlled so as to appear to the player as if it is a normal advantageous state. When it fails 70 times in a row in the special advantageous state, an effect is executed to make it seem as if an "extension" of the advantageous state has occurred.
[0047] Thus, in this embodiment, regardless of whether special consecutive jackpots or reserved consecutive jackpots occur, images of the same form (special consecutive jackpot image 11, reserved consecutive jackpot image 12) are displayed (see FIGS. 5(a) and 6(a)). Even if the factors for consecutive jackpots are different, since the player can obtain substantially the same profit (the profit of two big wins) in any case, the same form of images is displayed in any case to prevent the game from becoming difficult to understand. Also, since different images are not prepared for each factor of consecutive jackpots, there is an advantage in reducing costs and facilitating control.
[0048] Further, as in this embodiment, by making the special consecutive jackpot image 11 and the reserved consecutive jackpot image 12 include the same bonus name 131, although the factors for awarding bonuses (whether it is a special consecutive jackpot or a reserved consecutive jackpot) are actually different, the player can play the game without being aware of the difference in the factors (perceiving them as the same bonus).
[0049] Further, as in this embodiment, by making the special consecutive jackpot image 11 and the reserved consecutive jackpot image 12 include the same profit numerical value 132, although the factors for awarding bonuses (whether it is a special consecutive jackpot or a reserved consecutive jackpot) are actually different, an impression can be given to the player that it is the same bonus with the same profit obtained.
[0050] Also, in this embodiment, after the end of the big win (special big win) game where the special consecutive jackpot image 11 is displayed, it shifts to a special advantageous state, and after the end of the big win (normal big win) game where the reserved consecutive jackpot image 12 is displayed, it shifts to a normal advantageous state. Strictly speaking, the types of the previous big wins (the game states to which it shifts after the end of the previous big win game) are different, but in any case, a game property is realized where there is a possibility of obtaining a bonus called "ultra-excellent bonus" (a bonus that seems to be of the same type to the player). That is, generally, it is normal to make it seem that the types of bonuses are different depending on the type of big win and the like, but by doing as in this embodiment, even if the types of the previous big wins (the game states to which it shifts after the end of the previous big win game) are different, it can be made to seem as if the same type of bonus has been obtained.
[0051] Also, in the present embodiment, although the game state to which the player shifts after the end of the jackpot game where the special consecutive jackpot image 11 is displayed and the game state to which the player shifts after the end of the jackpot game where the reserved consecutive jackpot image 12 is displayed are different between the special advantageous state and the normal advantageous state, in any case, the game shifts to the special effect mode (see FIGS. 5(d) and 6(d)). Therefore, it is difficult for the player to feel the difference between the special advantageous state and the normal advantageous state (the player is more likely to feel that the same event is occurring).
[0052] Hereinafter, specific examples in which matters related to the above-mentioned special consecutive jackpot image 11 and reserved consecutive jackpot image 12 are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied in plural may also be used.
[0053] 〇Specific Example 1-1 The special advantageous state may be set to be an advantageous state that continues until the next jackpot. That is, since the special consecutive jackpot shifts to a special advantageous state that continues until the next jackpot after the end of the previous jackpot game, the configuration may be such that the acquisition of the next jackpot is virtually promised.
[0054] 〇Specific Example 1-2 In the above embodiment, it has been described that the special consecutive jackpot image 11 and the reserved consecutive jackpot image 12, which are in the same form, include the privilege name 131 and the profit value 132. However, (while maintaining the same form), a configuration including only one of the privilege name 131 and the profit value 132 may be used.
[0055] Also, the special consecutive big win image 11 and the hold consecutive big win image 12, which are in the same mode, may include elements other than the special feature name 131 and the profit value 132. In the above embodiment, it has been explained that the modes of both images are configured for the purpose of making two consecutive big wins, namely the previous big win and the subsequent big win, appear as one big win. However, differently, it may include elements that suggest "consecutive big wins". For example, it is conceivable that both images are in a mode including a phrase such as "W" to suggest to the player that consecutive big wins (two consecutive big wins) occur (see Fig. 7). However, even with such a configuration, the difference in the factors causing "consecutive big wins" is not explicitly shown to the player by the special consecutive big win image 11 or the hold consecutive big win image 12.
[0056] 〇Specific Example 1-3 In the above embodiment, it has been explained that the special consecutive big win image 11 and the hold consecutive big win image 12 are in the same mode. However, some modes may be different. For example, as in the above embodiment, although it is common to include the special feature name 131 and the profit value 132 in the same mode, the color of the image displayed as the background may be different (see Fig. 8).
[0057] Some players may want to play the game by distinguishing whether it is a special consecutive big win or a hold consecutive big win. By making some parts of both images different, such players can easily determine which consecutive big win has occurred based on the difference. However, as in this example, by maintaining the same mode for the special feature name 131 and the profit value 132 (if only one of the special feature name 131 and the profit value 132 is displayed as explained in Specific Example 1-2, then that one), it is highly probable that many players will perceive the same event as having occurred.
[0058] 〇Specific Example 1-4 Although it is an extremely rare event that is practically impossible to occur, if a jackpot (special jackpot) is not won in a special advantageous state after the end of a game in which the special linked jackpot image 11 is displayed (when the winning fails continuously for a specified number of times (1000 times in the above embodiment)), "linked jackpot" (subsequent jackpot game) will not occur. Various methods for ending the special advantageous state in this case can be considered. For example, if shifting to a special effect mode (ultra-excellent mode) as in the above embodiment, an effect as if the special effect mode has ended is executed at the last losing variation (the 1000th variation) of the special advantageous state.
[0059] 4) Special operation effect As an effect constituting the effect during variation, a special operation effect may occur. In this embodiment, the special operation effect may occur as an effect constituting the effect during variation in the basic state. However, it may also be made to occur as an effect constituting the effect during variation in the advantageous state.
[0060] The gaming machine 1 according to this embodiment includes operation means 20 that can be operated by a player. In this embodiment, as the operation means 20, a first operation means 21 and a second operation means 22 are provided (see FIG. 1). The first operation means 21 is a push button (hereinafter, the first operation means 21 is referred to as an effect button). The second operation means 22 is an object having a shape imitating a "sword" as an operation target (hereinafter, the second operation means 22 is referred to as a sword device). The special operation effect is an effect using the sword device. Note that the structure, drive mechanism, etc. of the sword device itself are known as described in, for example, Japanese Patent Application Laid-Open No. 2018-139876, and the same ones are used in the gaming machine 1 according to this embodiment, so detailed description thereof is omitted.
[0061] The sword device can be automatically displaced (in the sense that it does not depend on the player's force) from the first position to the second position above the first position by the power of the motor as the driving source. The sword device is normally located at the first position. That is, the first position is the original position. The sword device cannot be displaced below the first position. The special operation effect is an effect that prompts the player to displace the sword device from the second position toward the first position after automatically displacing the sword device from the first position to the second position (see FIGS. 9(a)(b), FIGS. 10(a)(b)). From the player's perspective, it is an effect that prompts the player to operate as if pushing down the "sword". Since the sword device is normally located at the first position, it can be said that the special operation effect is an effect that cannot be executed unless the sword device is displaced from the first position to the second position (the player cannot operate the sword device). Displacing the sword device from the first position to the second position can be said to be a preparation for executing the special operation effect (the second position is the preparation state of the special operation effect).
[0062] In this embodiment, the special operation effect can occur as part of one or more types of specific reach effects. When the specific reach effect occurs in the variable effect during a certain win-lose lottery result (hereinafter referred to as the target win-lose lottery result), if the target win-lose lottery result is a big win, the specific reach effect will lead to a favorable ending (see FIGS. 9(d-1), FIGS. 11(c)), and if it is a loss, it will lead to an unfavorable ending (see FIG. 9(d-2)) (it should be noted that the favorable ending includes what appears to be an unfavorable ending at first but is then covered, so-called reversal patterns). That is, it can be said that the point in time before the ending in the specific reach effect is clarified is the win-lose branching point when the win-lose lottery result is clarified. The specific reach effect in this embodiment is a so-called battle effect. Specifically, the friendly character, which is the player's character, battles with the enemy character facing it, and a favorable ending is defined as the friendly character winning, and an unfavorable ending is defined as the friendly character losing (the enemy character winning).
[0063] The special operation effects generated by the specific reach effects are classified into normal effects (basic mode) (see Fig. 9) and special effects different from them (see Figs. 10 and 11). Note that most (more than 95%) of the generated special operation effects are set to be normal effects. That is, it is "default" for the special operation effects to be normal effects.
[0064] In the normal effect, the player is prompted to operate the sword device (see Fig. 9(b)), and when the operation of the sword device is detected (which means that it is detected that the sword device is in the first position) (see Fig. 9(c)), the ending (see Figs. 9(d-1)(d-2)) is reached. The normal effect can occur whether the target hit or miss lottery result is a miss or a big win. Therefore, the normal effect reaches the above-mentioned favorable ending (see Fig. 9(d-1)) or unfavorable ending (see Fig. 9(d-2)) triggered by the operation of the sword device. In the normal effect, after setting the operation valid period, an operation instruction image 25 for prompting the operation of the sword device is displayed in the display area 911. In this embodiment, an operation instruction image 25 including a remaining time image 251 indicating the remaining time of the operation valid period (for example, an image of a meter that decreases as the actual time elapses), an operation target image 252 indicating the target to be operated (that is, the sword device), and an operation mode image 253 indicating the operation mode (the way of operation) is displayed (see Fig. 9(b)). Since the ending is reached when the sword device is operated during the operation valid period, the operation instruction image 25 is erased triggered by the operation. Note that if the player can grasp that the operation of the sword device is prompted, the operation instruction image 25 may not include a part of the remaining time image 251, the operation target image 252, and the operation mode image 253, or the operation instruction image 25 may include other images.
[0065] In the normal effect, the ending is reached when the first operation of the sword device is detected after the start of the operation valid period. From the player's perspective, since the hit or miss is determined triggered by the operation of the sword device, it can be said that this is where the force is applied to the operation. Note that if the operation of the sword device is not detected during the operation valid period in the normal effect, the ending is reached triggered by the end of the operation valid period.
[0066] For the special performance, an operation valid period is set in the same way as the normal performance (see Fig. 10(b)). After the operation valid period starts and before the sword device is actually operated, the player cannot tell whether it is a special performance that is the same as the normal performance (in the states of Fig. 9(b) and Fig. 10(b), it cannot be distinguished whether it is a normal performance or a special performance). That is, the display form of the above-described operation instruction image 25 is no different from that of the normal performance.
[0067] In the special performance, different from the normal performance, it does not reach the end when the first operation of the sword device is detected after the operation valid period (sometimes referred to as the first operation valid period for distinguishing from the second operation valid period described later) starts (see Fig. 10(c)). In this embodiment, even if the first operation of the sword device (the first operation) is detected after the first operation valid period starts, as long as the first operation valid period remains, the operation instruction image 25 (remaining time image 251, operation target image 252, operation mode image 253) continues to be displayed as it is (the remaining time image 251 changes with the actual passage of time) (see Fig. 10(d)). In other words, the first operation is not reflected in the performance (it is non-responsive). Therefore, the player may get the impression that the gaming machine is broken.
[0068] In the special effect where the operation of the sword device is detected during the first operation valid period but no end result is reached, a special event (see Fig. 11(a)) occurs in which the sword device located at the first position automatically displaces again to the second position at the end of the first operation valid period. After this special event, the player is prompted to operate the sword device again (second operation). In this embodiment, the remaining time image 251, operation target image 252, and operation mode image 253 described above are displayed again (see Fig. 11(b)). Here, the remaining time image 251 indicates the remaining time of the second operation valid period newly set for the second operation. When the operation of the sword device is detected during the second operation valid period while located at the second position again (see Fig. 11(c)), the end result (see Fig. 11(d)) is reached. If the operation of the sword device is not detected during the second operation valid period, the end result is reached at the end of the second operation valid period. In this embodiment, the special effect is set to occur only when the target hit or miss lottery result is a big win. That is, the special effect is a confirmed big win effect, and a favorable end result will be reached when the operation of the sword device is detected during the second operation valid period.
[0069] Note that if the sword device is not operated during the first operation valid period, the sword device will not be located at the first position. Therefore, the automatic displacement of the sword device to the second position (special event) at the end of the first operation valid period will not occur. However, since the sword device will be located at the second position, the second operation valid period will start as it is, and the player will be prompted to operate the sword device again. Whether the operation of the sword device is performed during the second operation valid period (if not, at the end of the second operation valid period) and the end result (favorable end result) is reached is the same as when the sword device is operated during the first operation valid period.
[0070] In this way, the special operation effect in this embodiment may be a special effect that does not lead to an end even when an operation of the sword device is detected. Therefore, it can surprise players who have already been exposed to the normal effect, which is the "default" effect several times, or players who predict that this type of operation effect (the operation effect used for winning or losing branch) will lead to an end triggered by an operation.
[0071] In addition, the special effect in this embodiment is such that the operation of the sword device, which has returned to the second position again due to the occurrence of a specific event, is promoted, and as a result, it leads to an end (a favorable end). Therefore, the original pleasure (fun) of the operation effect, that is, the end is revealed by the player's own operation (if it is determined as a big win as in this embodiment, it gives the impression that the player has won a big win by their own power), can be said to remain.
[0072] Hereinafter, specific examples in which the matters related to the above special operation effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0073] 〇Specific Example 2-1 In the above embodiment, it was explained that the special operation effect being a special effect is advantageous in that it is certain to lead to a favorable end (the target win / loss lottery result is a big win). However, the special effect may be set such that the probability of leading to a favorable end (the probability that the target win / loss lottery result is a big win ((big win) reliability)) is higher than that of the normal effect, but it does not necessarily lead to a favorable end (the case where the target win / loss lottery result may be a miss may also occur). Briefly speaking, the special effect may be set as a so-called chance up that does not guarantee a favorable end.
[0074] 〇Specific Example 2-2 It is set that the occurrence of a special operation effect that prompts the operation of the sword device (second operation means 22) itself is a chance increase. For example, in the specific reach effect (refer to Fig. 12(a)) as in the above embodiment, a normal operation effect that prompts the operation of the effect button (first operation means 21) may occur (refer to Fig. 12(b-1)), and a special operation effect that prompts the operation of the sword device (second operation means 22) may also occur (refer to (b-2)). It is set that the probability of reaching a favorable outcome (the probability that the target hit-or-miss lottery result is a big hit ((big hit) reliability)) is higher when a special operation effect occurs than when a normal operation effect occurs. Moreover, the special operation effect may be a normal effect or a special effect as described in the above embodiment.
[0075] By doing so, from the perspective of the player, basically, they hope that the operation of the sword device rather than the effect button is prompted. When a pleasant situation where the operation of the sword device is prompted occurs, a gaming property is realized in which a surprising special effect may occur.
[0076] 〇Specific Example 2-3 In the above embodiment, in the case of a special effect, after the first operation valid period (the period in which the first operation is prompted) ends, a second operation valid period (in which the second operation is prompted) is set (a separated first operation valid period and second operation valid period are set). However, the first operation and the second operation may be prompted during a continuous operation valid period. That is, even if the first operation is performed and the outcome is not reached and the operation valid period continues as it is, after the sword device returns to the second position, the second operation is performed during the continued operation valid period, and based on this, a configuration is adopted to reach the outcome (favorable outcome).
[0077] 〇Specific Example 2-4 In the special effects in the above-described embodiment, it was explained that even if the sword device is operated (the first operation) during the first operation effective period, the operation instruction image 25 remains displayed as it is (without being reflected in the effects). However, as shown in FIG. 13, it is conceivable that, triggered by the first operation (see FIG. 13(b)), a special effect dedicated image (special image 28) that is not displayed in the normal effect is displayed in the display area 911 (see FIG. 13(c)). That is, a configuration is adopted in which, although it does not lead to an end triggered by the first operation, a reflection in the effect occurs. After such a special image 28 is displayed, the sword device automatically returns to the second position again, and the second operation is prompted (the second operation effective period is set) (see FIG. 13(d)).
[0078] A configuration may also be adopted in which the special image 28 remains displayed during the second operation effective period (the special image 28 displayed in the state of FIG. 13(c) continues to be displayed until the state of FIG. 13(d)). That is, a configuration may be adopted in which the second operation is prompted while the special image 28 is displayed.
[0079] 〇Specific Example 2-5 In the special effects in the above-described embodiment, it was explained that the first operation of the sword device does not lead to an end, and the second operation of the sword device triggers the end. However, a configuration may be adopted in which the second operation of the sword device is not required.
[0080] Not reaching the end on the occasion of the operation of the sword device during the operation valid period (see Fig. 14(b)) is the same as in the above embodiment. That is, the operation is not reflected in the production, and the operation instruction image 25 continues to be displayed as it is (see Fig. 14(c)). And after a while, an effect indicating that the big win is determined is executed (see Fig. 14(d)). That is, after an effect (non-responsive effect) indicating that the operation of the sword device is non-responsive is executed for a predetermined time, an effect (determined effect) indicating that the big win is determined occurs. The predetermined time ensures a length (for example, 3 seconds or more) that allows the player to feel that the operation of the sword device is non-responsive. That is, if the determined effect occurs immediately after the operation of the sword device is made, the player will feel that the determined effect occurs on the occasion of the operation of the sword device. Therefore, the non-responsive effect is executed for a predetermined time after the operation of the sword device is detected. Even in this way, it becomes an effect form that surprises the player that the operation of the sword device is non-responsive.
[0081] 〇Specific Example 2-6 The operation means 20 (second operation means 22) required to be operated by a special operation effect may be any that can be automatically displaced from the first position to the second position, and the above sword device is just an example. For example, a push button as described in Japanese Patent Application Laid-Open No. 2007-307281 can also be used.
[0082] 5) Image preview effect As an effect constituting the effect during variation, an image preview effect may occur. In this embodiment, the image preview effect may occur as an effect constituting the effect during variation in the basic state. However, it may also occur as an effect constituting the effect during variation in the advantageous state.
[0083] The image preview effect is an effect in which the target image 30 is displayed in the display area 911 (see FIGS. 15(a) and 17(a)). The target image 30 suggests that the target effect will occur. In this embodiment, during a certain win / loss lottery result (target win / loss lottery result) notification variable effect (target variable effect), the image preview effect occurs, and the target effect whose occurrence is announced thereby occurs one or more times.
[0084] The target effect in this embodiment is an operation effect that prompts the player to operate the effect button (first operation means 21) (see FIGS. 15(d), 16(c), 17(d), and 18(c)). When the effect button is operated (single-shot operation) during the operation valid period (or when the operation valid period ends), the operation is reflected in the effect. In this embodiment, triggered by this operation, one of a plurality of types of advantageous lucky events for the player (so-called chance-up, suggesting that the probability of the target win / loss lottery result being a big win increases) occurs (see FIGS. 16(a), 16(d), 18(a), and 18(d)). That is, basically, the more times the target effect occurs, the more times the lucky event occurs. Therefore, the player hopes that many target effects will occur.
[0085] Incidentally, a plurality of types of favorable opportunity events that can occur through the target performance (operation performance) may be of any kind as long as they suggest that the jackpot reliability of the target success / failure lottery result has increased, so detailed description thereof is omitted. Examples include so-called hold change performance (the variable hold symbol 70 changes in a direction where the reliability increases), transition to a specific zone (chance zone), occurrence of a specific reach performance, occurrence of continuous performances such as pseudo-continuous performance, change in the color of a predetermined image (e.g., change in the color of characters representing a character's line, change in the color of a reach title, etc.), display of performance images, etc. whose display is regarded as a chance up (e.g., display of a cut-in image), emission of a light emitter whose emission is regarded as a chance up, output of a sound effect whose output is regarded as a chance up, etc. An event that, when it occurs, determines that the target success / failure lottery result is a jackpot may be set as a favorable opportunity event. Also, the same type of favorable opportunity event may occur two or more times during the target variable performance. Also, a prediction of the occurrence of an event as described above (not occurring immediately after the operation performance but predicting future occurrence) is also included in the occurrence of a favorable opportunity event.
[0086] Also, the operation performance as the target performance in this embodiment encourages a single-shot operation (a favorable opportunity event occurs with a single operation during the operation valid period), but other operations (such as rapid-fire or long-press) may be encouraged. However, regardless of the operation mode, the number of operation opportunities given in a single target performance is "one". For example, in an operation performance that encourages rapid-fire, usually the player operates the performance button multiple times, but these multiple operations are regarded as one operation opportunity. In other words, it is considered that one operation valid period (a continuous operation valid period) is set as one operation opportunity.
[0087] As described above, since the target performance is an operation performance that prompts an operation of the performance button, the target image 30 displayed at the time of the image preview performance is supposed to suggest it (see FIGS. 15(a) and 17(a)). In the present embodiment, an image representing the performance button (as long as it can be recognized that the player represents the performance button) is displayed as the target image 30. The image preview performance is such that N target images 30 are displayed in the display area 911. To the player, it looks as if the buttons are "stocked". In the present embodiment, N is either 1, 2, 3, or 4. Although details will be described later, since the number of target images 30 is supposed to suggest the jackpot reliability of the target success / failure lottery result, the number of target images 30 to be displayed is determined based on the target success / failure lottery result. Note that not only the mode of actually displaying N target images 30 themselves but also the mode in which it is indicated by other characters or the like that N target images 30 are displayed may be used. For example, it may be in the mode of "○×N" (○ represents the target image 30). Even in such a display mode, it is considered to be in the state of "the state where N target images 30 are displayed in the display area 911" (when a decrease in the target image 30 as described later occurs, the value of N in "×N" may be decreased).
[0088] The occurrence pattern of the target performance after such an image preview performance occurs is classified into a normal pattern (a pattern shown as an example in FIGS. 15 and 16) and a special pattern (a pattern shown as an example in FIGS. 17 and 18). The normal pattern can be said to be the "default" pattern. When the image preview performance occurs, it is set so that in 95% or more of the cases, the normal pattern is adopted, and the player rarely encounters the special pattern.
[0089] The normal pattern (refer to FIGS. 15 and 16) is such that after N target images 30 are displayed as an image preview effect, a total of N target effects occur before the target variation effect ends (FIGS. 15 and 16 show an example where N = 2). Note that the periods during which each of the total N target effects occurs do not overlap (there is a time difference). In this way, the image preview effect (normal pattern) basically pre-announces that N target effects will occur thereafter by displaying N target images 30. In this embodiment, since an image representing N effect buttons is displayed (refer to FIGS. 15(a) and 15(b)), a player who sees it can sense that a total of N opportunities to operate the effect buttons are given.
[0090] The target performance is to be understandable to the player as being generated based on the display of the target image 30. In the present embodiment, each time the target performance occurs, the number of target images 30 to be displayed is controlled to decrease (in the normal pattern, each time one target performance occurs, one target image 30 decreases) (see FIGS. 15(d) and 16(c)). As a result, the player can understand that one target performance has occurred as a result of "consuming" (releasing one of the stocks of one or more buttons) one target image 30. Further, the target performance in the present embodiment includes an introduction period (see FIGS. 15(c) and 16(b)) in which the target image 30 is enlarged and emphasized, and a main period (see FIGS. 15(d) and 16(c)) in which the player is urged to operate the performance button. That is, the provision of the introduction period emphasizes that one target performance (operation performance) has occurred as a result of "consuming" one target image 30. Furthermore, in the present embodiment, the target image 30 is used as the button image 31 (an image representing the performance button to be operated) displayed to urge the operation of the performance button in the main period (the target image 30 and the button image 31 are to be regarded as the same by the player). That is, the target image 30 emphasized in the introduction period (see FIGS. 15(c) and 16(b)) continues to be displayed in the main period as it is (without being erased), and the player is urged to operate the performance button using it as the button image 31 (see FIGS. 15(d) and 16(c)). By doing so, it becomes easier to understand that the target image 30 has been "consumed".
[0091] During the main period, together with the button image 31, an operation target image 252 indicating the remaining time of the operation valid period (a meter image representing the remaining time in this embodiment) and an operation mode image 253 representing the operation mode (an image including the character "Press" representing a single-shot operation in this embodiment) are displayed (see FIGS. 15(d) and 16(c)). Even if an operation effect occurs that prompts an operation of the production button without going through the introduction period after the image preview effect occurs, if the operation effect occurs without going through the introduction period (the target image 30 is not "consumed"), the operation effect is not regarded as the target effect. Naturally, even if such an operation effect occurs, the number of target images 30 does not decrease.
[0092] The special pattern (see FIGS. 17 and 18) means that after N target images 30 are displayed as the image preview effect, a total of M times (where M < N) of target effects occur before the target variation effect ends. That is, the number of target effects occurring later is less than the number of target images 30 displayed in the image preview effect. In this embodiment, when the image preview effect occurs, it is set so that at least one target effect occurs (M ≧ 1), so the special pattern only occurs in the case of N ≧ 2 (the special pattern does not occur in the case of N = 1).
[0093] In this embodiment, when it is a special pattern, a combined effect occurs (the combined effect does not occur when it is a normal pattern). As shown in the examples in FIGS. 17 and 18, in the case of a special pattern where an image preview effect in which 3 target images 30 are displayed (an image preview effect with N = 3) occurs and then 2 target effects occur (M = 2), a single combined effect occurs. An example of the flow of that case is as follows.
[0094] When the combined effect does not occur, it is the same as the normal pattern. That is, as a result of one target image 30 being consumed, it is controlled as if one target effect has occurred (see FIGS. 17(c) and 17(d)).
[0095] The combined effect is executed during the above-mentioned introduction period, and is intended to make it appear as if the two target images 30 have been consumed at once, resulting in the occurrence of the target effect. Specifically, two of the target images 30 displayed during the image preview effect are enlarged, and the combined effect is executed in which the two enlarged target images 30 are displayed as if they have been combined into one (see FIG. 18(b)). The combined target images 30 continue to be displayed as they are (without being erased) during the main period, and are used as button images 31 to prompt the player to operate the effect button (see FIG. 18(c)). In other words, one operation opportunity is given based on the consumption of two target images 30. Since two target images 30 are consumed, the number of target images 30 displayed in the display area 911 is reduced by two as a result of the occurrence of the target effect. By making such a combined effect occur, it is clearly shown to the player that one target effect is executed as a result of the "consumption" of two target images 30.
[0096] In the examples shown in Figs. 17 and 18, the target effect that occurs as a result of consuming two target images 30 is the "second" target effect, but it may occur as the "first" target effect. In other words, it is not determined how many times the target effect that occurs as a result of consuming two target images 30 occurs. However, it may be set so that the target effect that occurs as a result of consuming two target images 30 becomes the "last" target effect. In this case, the target images 30 are consumed one by one until only two target images 30 remain, and the development after the remaining two images determine whether the pattern will be a normal pattern or a special pattern, which has the advantage of being an easy-to-understand performance format.
[0097] In this embodiment, in the case of a normal pattern, the greater the number (N) of target images 30 displayed in the image preview performance, the greater the number of times the target performance (opportunity event) occurs, and therefore the higher the reliability of the jackpot in the target win / loss lottery result.
[0098] Further, in the present embodiment, when comparing cases where the number of target images 30 displayed in the image preview effect is the same, the probability that the target win / loss lottery result is a winning result is higher when the special pattern occurs than when the normal pattern occurs. For example, when an image preview effect with N = 4 occurs, the probability of a big win in the target win / loss lottery result is higher when the special pattern occurs and three target effects occur than when the normal pattern occurs and four target effects occur (the same applies when N = 2 or 3). In other words, since the occurrence of the combined effect is set as a chance-up, the game property is realized in which the player hopes for the occurrence of the combined effect when the image preview effect occurs.
[0099] As described above, the image preview effect in the present embodiment basically (when it is the normal pattern) announces that the target effects will occur for the number of target images 30 displayed, but it is an interesting effect in that the number of target effects that occur may be less than the number of target images 30 displayed (resulting in a special pattern). Since the player will look at the number of target images 30 displayed in the image preview effect and predict that the target effects will occur for that number, the occurrence of the special pattern will surprise the player who has made such a prediction.
[0100] Also, in the present embodiment, since the probability that the target win / loss lottery result is a big win increases due to the occurrence of the special pattern, (for the players who know this) it becomes a game property in which they hope that the number of target effects that occur is less than the number of target images 30 (that the combined effect occurs).
[0101] Further, in the present embodiment, when the special pattern occurs, a combined effect is displayed as if two target images 30 are combined, so as a result of two target images 30 being consumed, it is easy to understand that one target effect has occurred (that the special pattern has occurred).
[0102] In addition, the target effect in the present embodiment is an operation effect that requires the player to operate the operation means 20. Basically (when it is the normal pattern), it is an easy-to-understand effect form for the player that represents the number of operation opportunities given to the player according to the number of target images 30. Also, since the target image 30 represents the effect button (the first operation means 21), it is easy for the player to predict that the operation opportunity of the effect button will be given to the target image 30.
[0103] Hereinafter, specific examples in which the matters related to the above image preview effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0104] 〇Specific Example 3-1 Although it has been explained that the target effect in the above embodiment is an operation effect that prompts the operation of the effect button (operation means), an effect other than such an operation effect may be used as the target effect. The target image 30 may be in a form that allows the player to understand that it represents the effect that is the target effect.
[0105] 〇Specific Example 3-2 In the above embodiment, it has been explained that the image preview effect and the target effect generated based on it are executed during one fluctuating effect (target fluctuating effect). However, it may be executed over a plurality of fluctuating effects. For example, an image preview effect may occur in a certain fluctuating effect (the previous fluctuating effect), and after the end of the certain fluctuating effect, a target effect may occur in the subsequent fluctuating effects (the subsequent fluctuating effects). In this case, the reliability suggested by the occurrence of the target effect (favorable event) is the result of the success or failure lottery corresponding to the subsequent fluctuating effect. By doing so, the image preview effect can be made to function as a so-called advance prediction effect.
[0106] 〇Specific Example 3-3 In the above embodiment, it has been described that when a special pattern occurs, a combined effect is generated, but a configuration in which such a combined effect does not occur may also be adopted. That is, a configuration may be adopted in which, due to the occurrence of a single target effect, two target images 30 are "consumed" without going through the combined effect.
[0107] 〇Specific Example 3-4 In the above embodiment, when a special pattern occurs, it has been described that as a result of two target images 30 being consumed, a single target effect occurs, but a configuration may also be adopted in which as a result of three or more target images 30 being consumed, a single target effect may occur (see Fig. 19; Fig. 19 shows an example in which three target images 30 are consumed and a single target effect occurs). That is, a configuration may be adopted in which not only when a combined effect occurs in which two target images 30 become one, but also when a combined effect occurs in which three or more target images 30 become one.
[0108] When the case of this example is adopted, in the case of a special pattern, it is preferable to set the jackpot reliability of the target success or failure lottery result to be higher as the number of target images 30 consumed at one time is larger. For example, when four target images 30 are displayed in an image preview effect and then a single combined effect occurs, when the combined effect is such that "two target images 30 become one" (see Fig. 19(c-1)) (the number of occurrences of the target effect is three times), it is more likely to be a big hit than when the combined effect is such that "three target images 30 become one" (see Fig. 19(c-2)) (the number of occurrences of the target effect is two times). And when the combined effect is such that "three target images 30 become one" (see Fig. 19(c-2)) (the number of occurrences of the target effect is two times), it is more likely to be a big hit than when the combined effect is such that "four target images 30 become one" (see Fig. 19(c-3)) (the number of occurrences of the target effect is one time). By doing so, when a combined effect occurs, the number of target images 30 that are the target of the combined effect also becomes an effect form that the player should pay attention to.
[0109] 〇Specific Example 3-5 Assume that as favorable opportunity events occurring after the target performance, a plurality of types of events with different jackpot reliabilities when they occur are set. When one target performance occurs as a result of consuming one target image 30 in the normal pattern or the special pattern (normal target performance), the probability that the subsequent favorable opportunity event will be of high reliability is higher when one target performance occurs as a result of consuming two target images 30 in the special pattern (special target performance). For example, if five favorable opportunity events that can occur are set, namely the first to fifth favorable opportunity events in order of reliability (the fifth favorable opportunity event has the highest reliability), the probability that at least the fifth favorable opportunity event will occur is higher when two target images 30 are displayed than when one target image 30 is consumed (see Fig. 20).
[0110] As described in the above Specific Example 3-4, if the configuration is such that the target performance may occur as a result of consuming three or more target images 30, it is sufficient to set the probability that the favorable opportunity event will be of high reliability to be higher as the number of consumed target images 30 increases.
[0111] 〇Specific Example 3-6 As described above, when the image preview performance in which one target image 30 is displayed (N = 1) occurs (see Fig. 21(d)), the special pattern does not occur (since the combined performance cannot be generated, there is no possibility of a chance-up due to the occurrence of the combined performance). Based on this, the image preview performance with N = 1 is set as a chance compared to other image preview performances (cases where N = 2 to 4). For example, in the above embodiment, it was explained that the higher the number of target images 30 displayed in the image preview performance, the higher the jackpot reliability of the target hit or miss lottery result. Although the law holds for the cases of N = 2 to 4 (see Figs. 21(a) to (c)) (reliability: N = 2 < N = 3 < N = 4), the case of N = 1 (see Fig. 21(d)) is set to have a higher reliability than any of these cases.
[0112] By doing so, when the image preview effect occurs, even though the player expects N to be 1, the game playability is realized such that even when N does not become 1 (when N = 2 to 4), the combined effect can be expected to occur. That is, by making the N = 1 image preview effect that cannot generate the combined effect highly reliable, even when the image preview effect does not become the highly reliable mode, the possibility of the subsequent combined effect occurring remains, so the game playability that can be expected until the end is realized.
[0113] 〇Specific Example 3-7 It is configured such that a change in the target image 30 (a change in the target effect whose occurrence is announced by the target image 30) may occur. As described above, the target image 30 is an image representing the operation button (the first operation means 21). At the beginning of the image preview effect, N target images 30 representing the operation button are displayed. When a certain target image 30 is "consumed", it may change from the one representing the operation button to the one representing the sword device (the second operation means 22) (see FIGS. 22(a) and 22(b)). When such a change occurs, as the target effect, instead of the operation effect (the first operation effect) that prompts the operation of the operation button, the operation effect (the second operation effect) that prompts the operation of the sword device occurs (see FIG. 22(c)). By making it possible for such a change in the target image 30 to occur, it becomes an effect form that surprises the player who predicts that the operation of the operation button will be prompted in the future when the image preview effect occurs.
[0114] When configured as in this example, it is preferable to set the jackpot reliability of the target win / loss lottery result to be higher when the change in the target image 30 occurs (when the second operation effect is executed) than when it does not occur (when the second operation effect is not executed). By doing so, the game playability that the player expects from the change in the target image 30 (the change in the target effect) is realized.
[0115] 6) Timer effect As an effect that constitutes a changing effect, a timer effect (see FIGS. 23 and 24) may occur. In the present embodiment, the timer effect may occur as an effect that constitutes a changing effect in the basic state. However, it may be configured to occur as an effect that constitutes a changing effect in the advantageous state.
[0116] The execution of the timer effect is indicated by the display of a time image 40 including a time display 41 (numerical value) that changes as the actual time (real time) elapses in the display area 911. After the time-up point when the time display 41 reaches the end time, any one of a plurality of types of specific events occurs (the basic configuration of such a timer effect itself is known). The time display 41 in the present embodiment represents the passage of time in units of 1 / 100 seconds (displayed as "##:##"). In the present embodiment, the passage of real time and the change in the time represented by the time display 41 are assumed to completely match, but a configuration in which there is a deviation between the two may be adopted (the time display 41 may represent the "passage of time in the effect"). The time-up point of the timer effect is the point in time when the time display 41 (the value represented by the time display 41) reaches the end time. In the present embodiment, the time display 41 is counted down as the real time elapses, and the time-up point is the point in time when the time display 41 becomes 0 (00:00) (see FIG. 24(c)) (the end time = 00:00). Alternatively, a configuration may be adopted in which the time display 41 is counted up as the real time elapses, and the time-up point is the point in time when the time display 41 reaches a predetermined end time (for example, 50:00).
[0117] In this embodiment, the value of the time display 41 (hereinafter referred to as the initial time) when the timer effect is started (see Fig. 23(a)) can change each time. In this embodiment, as the initial time, four types are provided: 50:00 (50 seconds until time-up), 30:00 (30 seconds until time-up), 20:00 (20 seconds until time-up), and 10:00 (10 seconds until time-up). When a new timer effect occurs, the initial time is set to one of these four types. Note that the number of types of the initial time can be increased or decreased as appropriate. In this embodiment, since the countdown speed of the time display 41 matches the elapsed speed of the actual time, the above initial time represents the length of the actual time from the start of the countdown to the time-up point.
[0118] The period from when the timer effect is started until the time-up point is reached is divided into a normal period (see Figs. 23(a) and (b)) until the time display 41 (the value represented by the time display 41) reaches an intermediate time before the end time, and an immediately preceding period (see Figs. 23(c), 24(a) and (b)) after reaching the intermediate time. That is, the normal period is the period from the initial time to the intermediate time, and the immediately preceding period is the period from the intermediate time to the end time. As described above, although the initial time in the timer effect can change each time, the intermediate time does not change. In this embodiment, the intermediate time is set to 5 seconds (05:00). That is, regardless of the value of the initial time, the length of the immediately preceding period is constant at 5 seconds (the length of the immediately preceding period does not change each time the timer effect occurs). Also, since any of the four types of initial times is greater than the intermediate time (initial time > intermediate time), a period (normal period) from the initial time to the intermediate time can occur regardless of which type of initial time is set. Since the initial time can change each time the timer effect occurs, the length of the normal period can change each time the timer effect occurs.
[0119] The time image 40 in this embodiment includes the above-mentioned time display 41 and a background portion 42 displayed as its background. When the timer effect is in the normal period, the time image 40 is in a state of being displayed small at the corner of the display area 911 (see FIGS. 23(a) and 23(b)). Triggered by the transition from the normal period to the immediately preceding period (that is, the time display 41 reaching the intermediate time), the time image 40 becomes larger (see FIG. 23(c)). That is, triggered by the transition from the normal period to the immediately preceding period, a change occurs in which the range in which the time image 40 is displayed in the display area 911 becomes larger. Since "the size of the time image 40 ≒ the size of the background portion 42", it can also be said that the size of the background portion 42 becomes larger triggered by the transition from the normal period to the immediately preceding period. If the time image 40 before becoming larger is the time image 40 "small" and the time image 40 after becoming larger is the time image 40 "large", it means that the range occupied by the time image 40 "large" in the display area 911 is larger than the range occupied by the time image 40 "small". Note that triggered by the time display 41 reaching the intermediate time, it is preferable that the process of the time image 40 becoming larger be shown to the player instead of instantaneously changing from the time image 40 "small" to the time image 40 "large". It may be made to gradually become larger from the time image 40 "small" triggered by the time display 41 reaching the intermediate time, or (a change is started before the time display 41 reaches the intermediate time) the time when the time display 41 reaches the intermediate time and the time when the time image 40 reaches "large" may be made to coincide (in this embodiment, the latter setting is adopted (see FIG. 23(c))). In any case, it is to be included in the mode in which the time image 40 becomes larger triggered by the transition from the normal period to the immediately preceding period.
[0120] The countdown continues with the time image 40 being "large" as it is, and reaches the time-up (see FIGS. 24(a) and (b)). Since various specific events that occur triggered by reaching the time-up point may be anything, the explanation is omitted. However, of course, only those that may occur after the time-up point actually occur. For example, if a known pseudo sequence (pseudo continuous effect) is set as one of the specific events, if the time-up point is a point where there is a possibility of the pseudo sequence occurring thereafter, the pseudo sequence may be selected as a specific event that actually occurs. However, if the time-up point is a point where there is no possibility of the pseudo sequence occurring thereafter, the pseudo sequence will not be selected as a specific event that actually occurs. Therefore, the player can enjoy the timer effect by predicting the specific events that may occur (excluding the specific events that have no possibility of occurring) while assuming the time-up point according to the length of the time display 41. Note that in this embodiment, the timer effect is executed during one fluctuation (during the target fluctuation effect corresponding to the target success or failure lottery result whose reliability is suggested by the occurrence of the specific event) from the start of the timer effect to the occurrence of the specific event. However, it may be over a plurality of fluctuations from the start of the timer effect to the occurrence of the specific event (the fluctuation in which the specific event occurs is called the target fluctuation effect). In this case, the timer effect can be made to function as a so-called anticipation effect.
[0121] Triggered by reaching the time-up point, an event image 45 indicating the content of the specific event that actually occurs is displayed in the display area 911 (see FIG. 24(c)). Here, the event image 45 may be an image showing the specific event itself (the display of the event image 45 itself is the occurrence of the specific event), or may be one showing a specific event that will occur in the future (after the display of the event image 45, the corresponding specific event occurs). FIG. 24 shows an example where after it is shown that the hold change (the variable hold symbol 70 changes in the direction of increasing reliability) occurs by the event image 45 (see FIG. 24(c)), the hold change actually occurs (see FIG. 24(d)).
[0122] As described above, during the immediately preceding period, the time image 40 "large" is in a state of being displayed in the display area 911. That is, until the time-up point is reached, the time image 40 "large" is displayed in the display area 911 (see Fig. 24(b)). Triggered by reaching the time-up point, the time image 40 "large" is erased, and the event image 45 is displayed at the location where the time image 40 "large" was displayed during the immediately preceding period (see Fig. 24(c)). As a result of the erasure of the time image 40 "large" for the player, it becomes an effect form that seems as if the event image 45 appears.
[0123] In this way, in the timer effect in this embodiment, since a change occurs in which the size of the time image 40 increases (see Figs. 23(b)(c)) triggered by the transition from the normal period to the immediately preceding period (the time image 40 is emphasized), it is possible to clearly show the player that the time-up is approaching (the possibility of a situation where the player does not notice the time-up is reduced).
[0124] Also, in this embodiment, since it is configured such that the event image 45 appears as a result of the time image 40 being erased triggered by reaching the time-up point (see Figs. 24(b)(c)), it can be easily understood that a specific event occurs as a result of the timer effect (time-up). Since various events (effects) occur during the variable effect, there was a possibility that it was difficult to understand which event occurred as a result of the conventional timer effect. According to this embodiment, such a situation can be reduced. In this embodiment, in order to emphasize that the time-up is approaching, the time image 40 "large" is displayed immediately before the time-up point. By skillfully using the fact that the time image 40 "large" is displayed (the time image 40 is large), the above-described operation is achieved (the time image 40 "large" is used not only to emphasize that the time-up is approaching but also to clearly show that the event image 45 is displayed as a result of the timer effect).
[0125] Also, in this embodiment, although the length of the normal period can change each time a timer effect occurs, the length of the immediately preceding period does not change (is constant). That is, no matter what timer effect occurs (even if the length of the initial time displayed at the time of Fig. 23(a) varies), the length from when the change in the size of the time image 40, which emphasizes that the time-up is approaching, occurs until the time-up (the length from Fig. 23(c) to Fig. 24(b)) is the same each time. By doing so, since the tempo of the progress of the effect from when the change in the size of the time image 40 occurs until the event image 45 is displayed (the content of the specific event becomes clear) is the same each time, the player can play the game comfortably.
[0126] Hereinafter, specific examples in which the matters related to the above-described timer effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in plural may also be used.
[0127] 〇Specific Example 4-1 Assume that the time image 40 (time image 40 "large") is displayed over the entire display area 911 during the immediately preceding period. As described above, if the time image 40 includes the time display 41 and the background portion 42, it can also be regarded as a state in which the background portion 42 is displayed over the entire display area 911. For example, a mode of change (see Figs. 25(a) to (c)) can be considered in which the time image 40 (time image 40 "small") is enlarged and a part outside the time image 40 protrudes outside the display area 911 so that it appears as if the time image 40 is displayed over the entire display area 911. Then, as described in the above embodiment, the time image 40 (time image 40 "large") displayed over the entire display area 911 at the time of time-up is erased, and the event image 45 appears (see Fig. 25(d)). Since the time image 40 "large" is displayed over the entire display area 911, no matter what the size of the event image 45 is, the event image 45 is displayed at the location where the time image 40 "large" was displayed during the immediately preceding period.
[0128] In this way, by causing the time image 40 to be displayed across the entire display area 911 during the immediately preceding period, other effect images (images other than those for displaying basic information that is always displayed, such as the decorative design 80 and the pending design 70) cannot be seen during the immediately preceding period. Therefore, the player can more clearly understand that the image (event image 45) displayed as a result of the erasure of the time image 40 is generated as a result of the timer effect.
[0129] 〇Specific Example 4-2 As described in the above embodiment, a configuration is adopted in which the chance of the time image 40 being largely displayed is increased when the intermediate time is reached. That is, in the timer effect, the effect image may or may not become larger in the middle (see Fig. 26(b-2)), and it is set such that when the former occurs, the big win reliability of the target hit or miss lottery result is higher than when the latter occurs. It may also be set such that when the former occurs, the probability of an event with a higher big win reliability occurring as a specific event is higher than when the latter occurs.
[0130] By doing so, it is possible to adopt an effect form in which the player pays attention to whether the time image 40 is enlarged during the countdown of the timer effect.
[0131] 〇Specific Example 4-3 Assume that the mode of the time image 40 "large" displayed during the direct prior period can vary with each timer effect (it should be noted that the difference in mode does not include the difference in the value represented by the time display 41 itself). And assume that the mode of the time image 40 "large" indicates the jackpot reliability of the target win / loss lottery result. For example, the second mode where the background part 42 of the time image 40 "large" is red (see Fig. 27(b-2)) has a higher jackpot reliability setting than the first mode where the background part 42 of the time image 40 "large" is white (see Fig. 27(b-1)). It should be noted that in the state of the time image 40 "small" (see Fig. 27(a)), such a difference in mode does not occur (the time image 40 "small" does not indicate the jackpot reliability). That is, a configuration is adopted in which a reliability indication element that can be grasped only when the time image 40 becomes "large" is set.
[0132] It is preferable to consider the above-mentioned first mode, which is the mode with lower reliability, as the reference mode (default mode), and set the background part 42 in the state of the time image 40 "small" to be the same as the first mode (white). By doing so, it becomes an easy-to-understand production form (when a mode change occurs when changing from the time image 40 "small" to "large" (see Fig. 27(a)→(b-2)), it is an easy-to-understand production form where the reliability is higher than when no mode change occurs (see Fig. 27(a)→(b-1))) that it can be understood that the second mode is a "chance up".
[0133] As described in the above embodiment, the change in the time image 40 emphasizes that the time-up is approaching. By providing a reliability indication element that becomes apparent only when the time image 40 becomes "large", the player will pay attention to the mode of the time image 40 "large", so the emphasizing effect due to the change in the time image 40 is further enhanced.
[0134] 〇Specific Example 4-4 In the above-described embodiment, it has been explained that the length of the immediately preceding period is constant (the intermediate time is the same each time) regardless of the initial time. However, the setting is such that the longer the initial time (the longer the time from the start of the countdown to the time-up), the longer the immediately preceding period. For example, assuming that four types of initial times as in the above-described embodiment are set, if the initial time is 50:00, the length of the immediately preceding period is 15 seconds (intermediate time 15:00), if the initial time is 30:00, the length of the immediately preceding period is 10 seconds (intermediate time 10:00), if the initial time is 20:00, the length of the immediately preceding period is 5 seconds (intermediate time 5:00), and if the initial time is 10:00, the length of the immediately preceding period is 3 seconds (intermediate time 3:00).
[0135] In the timer effect, there is a possibility that the effect will be "stretched out" the longer the time required from the start of the countdown to the time-up. If it is desired to suppress the decrease in the attractiveness due to such "stretching out", then the longer the time, the earlier the change from the time image 40 "small" to the time image 40 "large" (a change that the player will notice) should occur at a timing (a timing based on the time-up point).
[0136] 7) Image effect As an effect constituting the effect during variation, an image effect may occur. In the present embodiment, the image effect may occur as an effect constituting the effect during variation in the basic state. However, it may also occur as an effect constituting the effect during variation in the advantageous state or during the jackpot game.
[0137] The image presentation in this embodiment (see Fig. 28) proceeds in the order of the first stage (see Fig. 28(a)), the second stage (see Fig. 28(b)), and the third stage (see Fig. 28(b)). In the first stage (see Fig. 28(a)), a plurality of presentation images are displayed in the display area 911. For example, assume that two presentation images, the first presentation image 51 and the second presentation image 52, are displayed as the presentation images. Each presentation image is assumed to represent a different character. In this embodiment, the first presentation image 51 represents character A, and the second presentation image 52 represents character B. In the first stage, both the first presentation image 51 and the second presentation image 52 are in a state of being color-displayed (in the drawings, the color-displayed presentation image is shown by a solid line, and the monochrome-displayed presentation image described later is shown by a dotted line).
[0138] After the first stage, the process proceeds to the second stage. In the second stage (see Fig. 28(b)), one of the plurality of presentation images is defined as the target presentation image, and the other presentation images are defined as non-target presentation images. The target presentation image refers to a presentation image in an active state, and the non-target presentation image refers to a presentation image not in an active state (in a passive state). To represent the difference in their states, the target presentation image is made clearer than the non-target presentation images. In this embodiment, the target presentation image is color-displayed, and the non-target presentation images are monochrome-displayed. Generally speaking, since color is a more prominent display mode than monochrome, by doing so, the target presentation image is recognized by the player as being clearer than the non-target presentation images. In the second stage of this embodiment, the first presentation image 51 is the target presentation image (color-displayed), and the second presentation image 52 is the non-target presentation image (monochrome-displayed). As described above, in the first stage, all the presentation images are in a state of being color-displayed. Therefore, when transitioning from the first stage to the second stage, while maintaining the color display of the first presentation image 51, the second presentation image 52 is changed from color display to monochrome display.
[0139] After displaying the first effect image 51 in color and the second effect image 52 in monochrome in this way, the effect elements associated with the first effect image 51, which is the target effect image, are output. In the following description, the effect elements associated with the first effect image 51 may also be referred to as the first effect elements 511, and the effect elements associated with the second effect image 52 may also be referred to as the second effect elements 512. In the present embodiment, the characters representing the lines of the character A represented by the first effect image 51 are displayed in the display area 911 as the first effect elements 511. Since a change (a change indicating the first effect image 51 as an "active" state (indicating the second effect image 52 as a "passive" state)) occurs in which the first effect image 51 is in a clearer state than the second effect image 52, and then the first effect element 511 is displayed, the player can see the characters represented by the first effect element 511 as if the character A represented by the first effect image 51 is speaking. Also, since the second effect image 52 (character B) is not erased, it can be easily understood that it represents a state in which character A is talking to character B.
[0140] Here, in the present embodiment, the first effect element 511 (the characters representing the lines of character A) is displayed so as to overlap at least a part of the second effect image 52 (non-target effect image) that is displayed in monochrome (see Fig. 28(b)). The first effect element 511 is displayed as being associated with the first effect image 51 (target effect image), and since the second effect image 52 is displayed in monochrome and the degree of clarity is reduced, even if the first effect element 511 is displayed overlapping the second effect image 52, the player can understand that the first effect element 511 is associated with the first effect image 51 (that it is the lines uttered by character A). Also, since the first effect element 511 can be displayed overlapping the second effect image 52, it is easy to secure space for displaying the first effect element 511.
[0141] After the second stage, the process proceeds to the third stage. In the third stage (see Fig. 28(c)), the production image that was a non-target production image in the second stage is set as the target production image, and the production image that was the target production image in the second stage is set as the non-target production image. In accordance with the second stage of the present embodiment, the second production image 52, which was in monochrome display in the second stage, is set to color display, and the first production image 51, which was in color display in the second stage, is set to monochrome display, making the target production image clearer than the non-target production image. Put simply, the target production image and the non-target production image are swapped with the second stage. By doing so, unlike in the second stage, it becomes apparent to the player that the second production image 52 has become the "active" state (the first production image 51 has become the "passive" state).
[0142] Then, the second production element 512 associated with the second production image 52, which is the target production image, is output. Specifically, the characters representing the lines of the character B, which is the character represented by the second production image 52, are displayed in the display area 911 as the second production element 512. Since the change that makes the second production image 52 clearer than the first production image 51 (the change that shows the second production image 52 in the "active" state (shows the first production image 51 in the "passive" state)) occurs and then the second production element 512 is displayed, the player will perceive the characters represented by the second production element 512 as if the character A represented by the second production image 52 is speaking.
[0143] Similar to the second stage, also in the third stage, the second presentation element 512 (characters representing the lines of Character B) is displayed so that at least a part of it overlaps with the first presentation image 51 (non-target presentation image) displayed in monochrome (see Fig. 28(c)). The second presentation element 512 is displayed in association with the second presentation image 52 (target presentation image). Since the first presentation image 51 is displayed in monochrome and has a reduced clarity, even if the second presentation element 512 is displayed over the first presentation image 51, the player can understand that the second presentation element 512 is associated with the second presentation image 52 (that it is a line spoken by Character B). Also, since the second presentation element 512 can be displayed over the first presentation image 51, it is easy to secure space for displaying the second presentation element 512.
[0144] By having such an image presentation including the first to third stages, it becomes an presentation form that looks as if the character A represented by the first presentation image 51 and the character B represented by the second presentation image 52 are speaking the lines represented by the presentation elements. In particular, like in this embodiment, by going through the second stage where the target presentation image is the first presentation image 51 and the third stage where the target presentation image is the second presentation image 52, it is also possible to create an presentation form that looks as if character A and character B are "conversing".
[0145] Note that the image presentation in this embodiment includes the second and third stages, but it may also be configured not to include the third stage. For example, if it is to be an presentation form that makes it look like character A is speaking unilaterally to character B, it may be an presentation that ends at the second stage. Also, the presentation may continue after the third stage. For example, a fourth stage where the first presentation image 51 becomes the target presentation image again after the third stage, and a fifth stage where the second presentation image 52 becomes the target presentation image again after the fourth stage, may be executed. By doing so, it is possible to create an presentation form that represents that the conversation between character A and character B is "going back and forth".
[0146] As described above, in the image presentation of this embodiment, although a plurality of presentation images are displayed in the first stage, in the second and third stages, it is an easy-to-understand presentation form in which the displayed presentation elements are associated with the target presentation image (the presentation image displayed in color).
[0147] In particular, in this embodiment, based on the state where all presentation images are displayed in color (the first stage), the state changes to the state where only the target presentation image is displayed in color (the second and third stages). Therefore, it is easier to understand which presentation image is the target presentation image.
[0148] Hereinafter, specific examples in which matters related to image presentation are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0149] 〇Specific Example 5-1 In the above embodiment, it has been described that the target presentation image is displayed in color and the non-target presentation image is displayed in monochrome, that is, color display and monochrome display are used as a method of setting a difference in the degree of clarity between the two presentation images. However, if the target presentation image is a more "conspicuous" display mode from the perspective of the player than the non-target presentation image, other methods than the above can also be considered. For example, making the lines constituting the image relatively thicker for the target presentation image and relatively thinner for the non-target presentation image (e.g., a display mode in which the background can be seen through the non-target presentation image) can be considered.
[0150] 〇Specific Example 5-2 In the above embodiment, it has been described that all the effect images are color - displayed in the first stage. However, it may be configured such that all the effect images are monochrome - displayed in the first stage (see Fig. 29). That is, in the first stage, all the effect images are monochrome - displayed (see Fig. 29(a)). In the second stage, although the monochrome display of the second effect image 52 (character B) is maintained, the first effect image 51 (character A) changes from monochrome display to color display (and the relationship is reversed in the third stage) (see Fig. 29(b)(c)). Even in this case, in the second and third stages, it is easy to grasp which effect image is the target effect image.
[0151] However, it can also be said that the first stage, which is the beginning of the image effect, serves to introduce the effect images involved in the effect. (If each effect image represents a character as in the above - mentioned embodiment, it serves to introduce the characters appearing in the effect.) Considering this, it can be said that it is desirable that each effect image is clearly displayed (color - displayed) in the first stage as in the above - mentioned embodiment (see Fig. 28(a)).
[0152] 〇Specific Example 5 - 3 It has been described that the effect elements in the above - mentioned embodiment are those displayed in the display area 911 (output to the display device 91) (i.e., images). However, as long as they are elements constituting the effect, they may be other things. For example, the effect sound output from a speaker (not shown) may be regarded as an effect element. If it is to be an effect form where it seems as if the character represented by the target effect image in the above - mentioned embodiment is speaking, the voice representing the lines of each character is output from the speaker. As described in the above - mentioned embodiment, the characters representing the lines may be displayed and at the same time, the voice representing the lines may be output from the speaker. That is, the output effect element may be configured as "image + sound".
[0153] 〇Specific Example 5 - 4 In the above-described embodiment, it has been explained that each effect image represents a different character, but each effect image may represent other things. For example, each effect image may represent different items (props). In the second stage or the third stage, after an effect image representing any one of the items is set as the target effect image (and the other effect images are set as non-target effect images), a description introducing the item is displayed as an effect element (see Fig. 30).
[0154] 〇Specific Example 5-5 In the image effect in the above-described embodiment, it has been explained that two effect images, i.e., the first effect image 51 and the second effect image 52, are displayed as the effect images, but three or more effect images may be displayed. When the effect element is output, any one of the three or more effect images may be set as the target effect image, and the other effect images may be set as non-target effect images (see Fig. 31).
[0155] Also, if three or more effect images are displayed, it is preferable that all the effect images are set as the target effect image at least once in the image effect. For example, if it is an image effect in which three effect images (the first effect image 51 to the third effect image) are displayed, in addition to the stage after the first stage where the first effect image 51 is set as the target effect image (the second effect image 52 and the third effect image are set as non-target effect images) (see Fig. 31(b)), although not shown, it preferably includes a stage where the second effect image 52 is set as the target effect image (the first effect image 51 and the third effect image are set as non-target effect images) and a stage where the third effect image is set as the target effect image (the first effect image 51 and the second effect image 52 are set as non-target effect images).
[0156] 〇Specific Example 5-6 When image rendering is executed, the entire display area 911 is divided into several parts of the rendering image (each divided area is referred to as a divided region), and the rendering images are displayed in each divided region 911a, 911b. If two rendering images, i.e., the first rendering image 51 and the second rendering image 52, are displayed as the rendering images as in the above embodiment, after dividing the entire display area 911 into two divided regions, the first rendering image 51 and the second rendering image 52 are displayed in each of the two divided regions 911a, 911b (see Fig. 32).
[0157] By doing so as in this example, an impactful rendering form can be achieved. Also, if the entire display area 911 is occupied by two or more divided regions in this way (there is no region that does not belong to any divided region), it may seem that there will be no region for displaying the rendering elements corresponding to the target rendering image (it will be difficult to secure a region for displaying the rendering elements). However, as described in the above embodiment, at least a part of the rendering elements can be displayed by overlapping them on the non-target rendering image (it can be displayed in the divided region where the non-target rendering image is displayed) (see Figs. 32(b)(c)), so a region for displaying the rendering elements can be easily secured.
[0158] As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.
[0159] The matters described in the above embodiments can be applied to other gaming machines such as rotary gaming machines except for using the configurations specific to pachinko gaming machines.
[0160] In the above-described embodiment, a jackpot and a loss are set as the modes of the winning or losing lottery result, and a jackpot is obtained (a jackpot game is executed) by hitting the jackpot. However, it may be possible to obtain a jackpot via a so-called minor win. Since a gaming machine having a gaming property (the gaming property of a so-called "two-type gaming machine") that allows a jackpot to be obtained via a minor win is well-known per se, a detailed description thereof will be omitted. For example, when winning a minor win, (except when irregular events such as a malfunction of the gaming machine or the player not playing the game as instructed occur), if it is set that this leads to the acquisition of a jackpot (a setting in which a minor win and a jackpot win can be substantially regarded as the same), the jackpot probability and the like described in the above embodiment may be the sum of the probability of winning the jackpot (the so-called direct jackpot probability) and the probability of winning the minor win. Conversely, winning a minor win that makes it impossible or difficult to obtain a jackpot (a minor win not associated with the acquisition of a jackpot) may be regarded as not winning the jackpot. That is, regardless of the mode of winning (jackpot, minor win), the substantial jackpot winning probability (substantial jackpot probability) may be configured to be the jackpot probability described in the above embodiment, and the low probability or high probability of the winning or losing lottery may refer to the high or low of the substantial jackpot probability.
[0161] The specific means (gaming machines) obtained from the above embodiment are listed below.
[0162] ○ Means 1-1 As a gaming state in which a player plays aiming for the winning result of a win / loss lottery, there is provided a gaming state setting means capable of setting a basic state and an advantageous state more advantageous to the player than the basic state, a storage means for storing, as hold information, a predetermined number of win / loss lottery information used in the win / loss lottery, which has not yet started an effect for notifying the win / loss lottery result, and a winning game execution means for executing a winning game when the win / loss lottery result is a win. As the advantageous state, there is provided a special advantageous state in which, although it ends by losing continuously a predetermined number of times, it is substantially promised that the win / loss lottery result will be a win before the advantageous state ends. A hold consecutive win image that can be displayed during the winning game and that can be displayed when the win / loss lottery result stored in the storage means is a win is included in the hold information, and a special consecutive win image that can be displayed when shifting to the special advantageous state after the end of the winning game are in the same mode. A gaming machine characterized by this. By doing so, since the player can play without being conscious of the factors for consecutive wins (whether a hold consecutive win occurs or a consecutive win occurs by shifting to the special advantageous state), the game of a gaming machine provided with the special advantageous state can be made easier to understand.
[0163] ○Means 1-2 The gaming machine according to Means 1-1, characterized in that the hold consecutive win image and the special consecutive win image include profit numerical values of the same value representing the profit obtained by the player in two winning games. By doing so, a gaming property is realized in which the player can easily feel that the same privilege is given even though the factors for consecutive wins are different when the special consecutive win image is displayed and when the hold consecutive win image is displayed.
[0164] ○Means 1-3 As the advantageous state, a normal advantageous state different from the special advantageous state is provided, and the reserved consecutive winning images can be displayed when, among the reserved information stored in the storage means, there is included a winning result of a win / loss lottery when the game state after the end of the winning game transitions to the normal advantageous state. The gaming machine according to means 1-1 or means 1-2, characterized in that. By doing so, even though the game state after the end of the winning game is different when the special consecutive winning image is displayed and when the reserved consecutive winning image is displayed (different between the special advantageous state and the normal advantageous state), a gaming property is realized in which it is easy for the player to feel that the same privilege is granted.
[0165] ○ Means 1-4 The gaming machine according to means 1-3, characterized in that the same production mode is set in any of the cases where the normal advantageous state is shifted to after the end of the winning game in which the reserved consecutive winning image is displayed, and the case where the special advantageous state is shifted to after the end of the winning game in which the special consecutive winning image is displayed. In this way, although the game state after the end of the winning game is different when the special consecutive winning image is displayed and when the reserved consecutive winning image is displayed (different between the special advantageous state and the normal advantageous state), if the production modes set in both game states are made the same, the player can play the game without being aware of the difference in the game state (the difference in the factors of consecutive winning).
[0166] ○ Means 2-1 An operation means capable of automatically displacing from a first position to a second position, and an effect execution means for executing a special operation effect that prompts the player to operate the operation means so as to displace the operation means from the second position after automatically positioning the operation means at the second position. As the special operation effect, a normal effect leading to an end triggered by the detection of the operation of the operation means, and a special effect in which, even if the operation of the operation means is detected, the end is not reached and a special event occurs in which the operation means automatically displaces to the second position again can occur. The gaming machine is characterized by that. The special operation performance of the gaming machine is an interesting (surprising) performance form in which the operation of the operation means may not lead to an end even if the operation is detected.
[0167] ○ Means 2-2 The special performance is characterized in that it reaches an end when the operation of the operation means located at the second position is detected upon the occurrence of the special event, as described in Means 2-1 of the gaming machine. By doing so, even in the case of a special performance, the original interest of the operation performance, that is, the end is revealed by the player's own operation, is maintained.
[0168] ○ Means 2-3 In the special operation performance, an operation instruction image for prompting the player to operate the operation means is displayed. In the normal performance, upon detection of the operation of the operation means, the operation instruction image is erased and the process proceeds to the end. On the other hand, in the special performance, the operation instruction image continues to be displayed as it is even if the operation of the operation means before the occurrence of the special event is detected, as described in Means 2-1 or Means 2-2 of the gaming machine. By doing so, when a special performance occurs, it becomes a performance form in which the player may get the impression that the gaming machine is broken.
[0169] ○ Means 2-4 The special operation performance leads to a favorable end favorable to the player or an unfavorable end in the case where the favorable end is not reached. The normal performance does not determine that the favorable end will be reached, and the special performance is characterized in that it determines that the favorable end will be reached, as described in any of Means 2-1 to Means 2-3 of the gaming machine. By doing so, it becomes a performance form in which the surprise of the occurrence of the special performance and the joy of reaching the favorable end come together.
[0170] ○ Means 3-1 A display device having a display area, and an effect execution means capable of executing an image preview effect for previewing the occurrence of a target effect by displaying a target image in the display area. As the occurrence pattern of the target effect after the occurrence of the image preview effect, a normal pattern in which a total of N target effects occur after N target images are displayed in the display area, and a special pattern in which a total of M (M < N) target effects occur after N target images are displayed in the display area are provided. A gaming machine characterized by this. The image preview effect of the gaming machine can surprise a player who thinks that a target effect corresponding to the number of displayed target images will occur when a special pattern occurs.
[0171] ○ Means 3-2 The image preview effect and the target effect can occur as part of a variable effect for notifying a certain win / loss lottery result. When comparing cases where the number of target images displayed in the image preview effect is the same, the probability that the win / loss lottery result is a win is higher when the special pattern is formed than when the normal pattern is formed. The gaming machine according to Means 3-1, characterized by this. By doing this, the occurrence of the special pattern becomes an effect form desired by the player.
[0172] ○ Means 3-3 It is set so that the target image displayed in the display area decreases each time the target effect occurs. In the normal pattern, each time a total of N target effects occur, the target images decrease one by one. In the special pattern, when at least one of the target effects occurs among the occurrences of the target effects less than N times in total, two or more of the target images decrease. The gaming machine according to Means 3-1 or Means 3-2, characterized by this. By doing this, the difference between the normal pattern and the special pattern becomes clear.
[0173] ○ Means 3-4 When it becomes the special pattern, there is an effect that does not occur when it becomes the normal pattern, and a combined effect is displayed as if two or more of the N target images displayed in the display area become one. The gaming machine according to any one of means 3-1 to 3-3, characterized in that this occurs. By doing so, it is emphasized that two or more target images are consumed at once, and the possibility that the player will miss the occurrence of the special pattern is reduced.
[0174] ○ Means 3-5 The target effect is an operation effect to which an operation opportunity of the operation means to be reflected in the effect is given. In the normal pattern, after N target images are displayed in the display area, a total of N operation opportunities of the operation means based on the display of the target image are given. In the special pattern, after N target images are displayed in the display area, a total of M operation opportunities of the operation means based on the display of the target image are given. The gaming machine according to any one of means 3-1 to 3-4, characterized in that this is the case. By doing so, on the premise that the number of target images displayed as the image preview effect basically represents the number of operation opportunities of the operation means (in the case of the normal pattern), there is a form of effect that the number of operation opportunities may decrease due to the occurrence of the special pattern.
[0175] ○ Means 4-1 The gaming machine according to means 3-5, characterized in that the target image is an image representing the operation means. By doing so, it is easy to understand that the target image suggests the operation opportunity of the operation means.
[0176] ○ Means 4-1 A display device having a display area, and effect execution means for executing a timer effect in which a time image including a time display that changes with the passage of real time is displayed in the display area, and after the time-up point when the time display reaches the end time, any one of a plurality of specific events occurs. The period from when the timer effect is started until the time-up point is divided into a normal period until the time display reaches an intermediate time before the end time and an immediately preceding period after the time display reaches the intermediate time. A gaming machine characterized in that a change occurs in which the range in which the time image is displayed in the display area increases when shifting from the normal period to the immediately preceding period. According to the above gaming machine, it is possible to execute an easy-to-understand timer effect in which it is shown that the time-up is approaching by the time image increasing in size.
[0177] ○ Means 4-2 The gaming machine according to means 4-1, wherein the time image is erased when the time-up point is reached, and an event image showing the content of the specific event is displayed at a location where the time image was displayed during the immediately preceding period. By doing so, it is possible to clearly show that the specific event indicated by the event image has occurred as a result of the timer effect (time-up).
[0178] ○ Means 4-3 The gaming machine according to means 4-1 or means 4-2, wherein for each timer effect, the length of the normal period may be different, but the length of the immediately preceding period is constant. By doing so, since the length from when the change in which the time image increases occurs until the time-up is constant each time, the tempo of the progress of the effect does not change, and it becomes a comfortable timer effect for the player.
[0179] ○ Means 4-4 The gaming machine according to any one of means 4-1 to 4-3, wherein in the immediately preceding period, the time image is displayed over the entire display area. By doing so, it is possible to more clearly indicate that a specific event occurs as a result of the time limit.
[0180] ○ Means 5-1 A first stage of displaying a plurality of effect images in a display area of a display device, and after the first stage, any one of the plurality of effect images is set as a target effect image, and the other effect images are set as non-target effect images, and after changing the target effect image to a clearer state than the non-target effect images, a second stage of outputting an effect element associated with the target effect image. A gaming machine characterized by being capable of executing image effects including this. According to the above gaming machine, although a plurality of effect images are displayed, it is possible to provide an image effect that makes it easy to understand that the output effect elements are associated with the target effect image.
[0181] ○ Means 5-2 The image effect according to claim 1, characterized in that after the second stage, in the third stage, what was the non-target effect image in the second stage is set as the target effect image, and what was the target effect image in the second stage is set as the non-target effect image, and after changing the target effect image to a clearer state than the non-target effect images, an effect element associated with the target effect image is output. In this way, if an effect element is output after changing what was the non-target effect image to the target effect image, it is easy to understand that the effect element is associated with what has become the target effect image.
[0182] ○ Means 5-3 The gaming machine according to claim 1 or claim 2, characterized in that the target effect image is a color-displayed image, and the non-target effect image is a monochrome-displayed image. In this way, by representing the target effect image with a color display that stands out against the monochrome display, it is easy to understand which effect image is the target effect image.
[0183] ○ Means 5-4 The gaming machine according to claim 3, wherein in the first stage, all of the plurality of effect images are color - displayed. By doing so, based on the state where all the effect images are color - displayed, it will change to the state where only the target effect image is color - displayed, so it becomes easier to understand which effect image is the target effect image.
[0184] ○ Means 5 - 5 Each of the plurality of effect images represents a different character from each other, and the effect element represents a line said by the character represented by the target effect image. The gaming machine according to any one of claims 1 to 4. In this way, the image effect can be used for an effect showing that at least a part of the character represented by the effect image is speaking.
[0185] ○ Means 5 - 6 The characters representing the line said by the character represented by the target effect image, which is the effect element, are displayed in the display area so that at least a part thereof overlaps with the non - target effect image. The gaming machine according to claim 5. In this way, even if the line is displayed overlapping the non - target effect image, it can be understood that the line is from the character represented by the target effect image. Also, since the line can be displayed overlapping the non - target effect image, it is easy to secure space for displaying the line even when each effect image is displayed large.
Explanation of Signs
[0186] 1 Gaming machine 11 Special consecutive winning image 12 Reserved consecutive winning image 131 Privilege name 132 Profit value 15 Unit image 16 Profit image 20 Operating means (21 First operating means (push button) 22 Second operating means (sword device)) 25 Operation instruction image 251 Remaining time image 252 Image of the operation target 253 Image of the operation mode 28 Special image 30 Target image 31 Button image 40 Time image 41 Time display 42 Background part 45 Event image 51 First effect image 52 Second effect image 511 First effect element 512 Second effect element 70 Reserved handle (71 Reserved handle before change, 72 Reserved handle during change) 80 Decoration handle 91 Display device 911 Display area
Claims
1. A first stage in which a first effect image is displayed in a first area that is a part of the display area of the display device, and a second effect image different from the first effect image is displayed in a second area different from the first area; A second stage in which, while the first effect image is displayed in the first area and the second effect image is displayed in the second area, the first effect image is changed to be clearer than the second effect image compared to when in the first stage, and then a first effect element associated with the first effect image is displayed in the second area; An image effect including the above is executable; The first effect element is a statement introducing an item represented by the first effect image A gaming machine characterized by the above.
2. The image effect includes a third stage in which, while the first effect image is displayed in the first area and the second effect image is displayed in the second area, the second effect image is changed to be clearer than the first effect image compared to when in the first stage, and then a second effect element associated with the second effect image is displayed in the first area; The second effect element is a statement introducing an item represented by the second effect image The gaming machine according to claim 1, characterized by the above.
Citation Information
Patent Citations
Game machine
JP2018139876A