Pachinko machine
The gaming machine addresses engagement by transitioning to a special game state and displaying accumulated profits during short-interval wins, enhancing player experience and attractiveness.
Patent Information
- Application Number
- JP2021090264
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-28
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2041-05-28
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and attractiveness during winning games by providing a more immersive and rewarding experience.
A gaming machine that includes a winning game execution mechanism, a game state setting mechanism to transition to a special game state more advantageous to the player, and a display mechanism to show a profit image during a winning game, continuing the special game state even after a predetermined number of consecutive losses, and displaying the accumulated profit during short-interval consecutive wins.
Enhances player engagement and attractiveness by providing a continuous special game state and displaying accumulated profits during short-interval wins, creating a perception of continuous success and increased gaming desire.
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 in which a profit image indicating the profit obtained by a player is displayed during a winning game executed when the result of a win / loss lottery is a win (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 improve the attractiveness of a gaming machine in which a profit image is displayed during a winning game.
Means for Solving the Problems
[0005] The gaming machine according to the present invention, which has been made to solve the above problems, includes a winning game execution means for executing a winning game when the winning or losing lottery result is a win, a game state setting means for setting a game state in which the player plays aiming for the winning or losing lottery result to be a win and which is a special game state more advantageous to the player than the normal game state, and a display means for displaying a profit image indicating the profit already obtained in the winning game. When the winning game after the previous winning game is executed through the special game state started after the end of the previous winning game, when the winning or losing lottery result becomes a win before reaching the switching point where the winning or losing lottery result has been a miss for N consecutive times since the start of the special game state, the profit image including the profit obtained in the previous winning game is displayed in the subsequent winning game. However, the special game state continues even when the switching point is reached.
Advantages of the Invention
[0006] According to the present invention, it is possible to improve the attractiveness of a gaming machine in which a profit image is displayed during a winning game.
Brief Description of the Drawings
[0007]
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Embodiments for Carrying out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, when referring to an image without further elaboration, it shall include not only still images but also moving images.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding a game ball launched by operating a launching device 908 (launching handle) into the game area 902 is provided in a substantially arc shape.
[0010] In the game area 902, a display device 91, a start area 904, a big winning area 906, an out port, etc. are provided. The display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. 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 balls flowing down in the game area 902 change in various ways according to the conditions when they collide with the game pins.
[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When the game ball flowing down the game area 902 wins a prize in a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing game balls, etc., is omitted. For these, those having the same structure as known gaming machines can be applied.
[0013] The jackpot lottery is executed by the winning / losing lottery means provided on a control board (not shown) when a game ball wins a prize in the starting area 904. In the present embodiment, as the starting area 904, a first starting area 904a (the starting area of the so-called "special figure 1") and a second starting area 904b (the starting area of the so-called "special figure 2") are provided. When a numerical value (winning / losing lottery information) is obtained from a random number source when a game ball wins a prize in the starting area 904, if 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, the notification of the winning / losing lottery result (the start of the production during fluctuation described later) is started in the order in which the numerical value is obtained. However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly obtained winning / losing lottery information is stored in a storage means provided on a control board (not shown) as hold information (strictly speaking, hold information before fluctuation described later).
[0014] In this embodiment, as the pending symbol 10, a performance during variation (a performance from the start of variation of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning / losing lottery result, that is, a performance during one variation, hereinafter sometimes simply referred to as "variation" or "rotation") for notifying the winning / losing lottery result has started, but the winning / losing lottery information (hereinafter sometimes also referred to as the pending information during variation) for which the notification of the winning / losing lottery result is not yet completed corresponds to the pending symbol 11 during variation (a symbol indicating the existence of so-called "the pending variation"), and the pending symbol 12 before variation corresponding to the winning / losing lottery information (hereinafter sometimes also referred to as the pending information before variation) for which the performance during variation for notifying the winning / losing lottery result has not started is displayed (see FIG. 2). In this embodiment, the pending symbol 11 during variation is displayed larger than the pending symbol 12 before variation, but their basic forms are the same. The basic forms of the pending symbol 11 during variation and the pending symbol 12 before variation may be completely different. Also, a configuration may be adopted in which the pending symbol 11 during variation is not displayed. Note that the order in which the notification of the winning / losing lottery result corresponding to the pending symbol 12 before variation is completed (so-called "the digestion order" of the pendency) is earlier for those located on the right.
[0015] The maximum number of pieces of pre-variation retained information that can be stored is limited. In this embodiment, the maximum number of pieces of first pre-variation retained information (Special Drawing 1 Retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (Special Drawing 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 10 corresponding to one of Special Drawing 1 and Special Drawing 2, one in-variation retained symbol 11 and up to four pre-variation retained symbols 12 may be displayed (see Fig. 2). The pre-variation retained symbol 12 is such that if it is a state where a game ball should be launched aiming at the first start area 904a (a normal game state described later), the first pre-variation retained information (Special Drawing 1 Retained) is displayed as the pre-variation retained symbol 12, and if it is a state where a game ball should be launched aiming at the second start area 904b (a special game state described later), the second pre-variation retained information (Special Drawing 2 Retained) is displayed as the pre-variation retained symbol 12. Regardless of the game state, a pre-variation retained symbol 12 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means may be displayed (up to eight pre-variation retained symbols 12 are displayed).
[0016] In this embodiment, similar to known gaming machines, the winning or losing lottery result is notified to the player by the combination of the decorative symbols 80 (see Fig. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. When winning a big win, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g is a predetermined combination (for example, three of the same decorative symbol 80). When losing, it is a combination other than that (other than the combination for a big win). The decorative symbol 80 may be a combination of numbers and characters, etc.
[0017] In addition, an image (so-called "small symbol", etc.) indicating various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the image is omitted in each figure). The player can enjoy the game without being conscious of this kind of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80.
[0018] When the winning or losing lottery result is a big win, a big win game in which the big winning area 906 is opened is executed (a "privilege" called a big win game is given to the player). Details of the big win game will be described later.
[0019] 2) Game state The game state in which the game is played aiming for a big win is roughly classified into a normal game state and a special game state (see Fig. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability state with a low probability of winning a big win, and a low-base state (low probability · no time shortening) in which it is difficult for the game ball to enter the start area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high-probability state (probability variation state) with a high probability of winning a big win, and a high-base state (high probability · time shortening available) in which it is easy for the game ball to enter the start area 904. The second special game state is a low-probability state with a low probability of winning a big win, and a high-base state (low probability · time shortening available) in which it is easy for the game ball to enter the start area 904.
[0020] In addition, the average length of the time (variation time) required for the in-variation performance is shorter in the high-base state than in the low-base state. That is, in the high-base state, the winning or losing lottery result is notified more quickly than in the low-base state.
[0021] In the normal gaming state, the player shoots the game ball aiming at the first starting area 904a (the starting area of the so-called special figure 1). In this embodiment, so-called "left shooting" is performed. Since the first win / loss lottery information is obtained when the game ball enters the first starting area 904a, the normal gaming state is a gaming state in which the player plays aiming to win the jackpot by the win / loss lottery based on the first win / loss lottery information (the so-called special figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in the special gaming state, the player shoots the game ball aiming at the second starting area 904b (the starting area of the so-called special figure 2). In this embodiment, so-called "right shooting" is performed. Since the second win / loss lottery information is obtained when the game ball enters the second starting area 904b, the special gaming state is a gaming state in which the player plays aiming to win the jackpot by the win / loss lottery based on the second win / loss lottery information (the so-called special figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). Since the special gaming state is a state in which it is easy to win the opening lottery of the second starting area 904b triggered by the game ball entering the normal starting area 905, the game ball relatively easily enters the second starting area 904b. Note that the description of the settings regarding the transition of the gaming state may be any, so the description is omitted. Also, the setting of the gaming state as described above is merely an example.
[0022] The gaming machine 1 in this embodiment is a so-called "V probability variation type" "ST machine". As jackpots, a normal jackpot and a special jackpot are set. After winning the normal jackpot, after the jackpot game ends, it transitions to the second special gaming state (low probability, time shortening available). The second special gaming state continues until the win / loss lottery result fails for a predetermined number of consecutive times (in the following description, the number of consecutive failures from the start of a certain gaming state until the end of the gaming state without winning the jackpot may also be referred to as the "continuous number of times"). The continuous number of times (so-called time shortening number of times) of the second special gaming state in this embodiment is 100 times. After winning the special jackpot, after the jackpot game ends, it transitions to the first special gaming state (high probability, time shortening available). The continuous number of times (so-called ST number of times (=M)) of the first special gaming state in this embodiment is 150 times.
[0023] For the jackpot (jackpot allocation) won in the first win / loss lottery (Special Figure 1 lottery), 50% is a normal jackpot and 50% is a special jackpot (so-called probability of hitting a jackpot with a probability change is 50%). For the jackpot (jackpot allocation) won in the second win / loss lottery (Special Figure 2), 100% is a special jackpot (so-called probability of hitting a jackpot with a probability change is 100%) (see Fig. 3(b)). When winning a special jackpot, a so-called V area (not shown) is opened in the jackpot game (opened for a time when shooting a game ball aiming at the V area, and it is almost certain that the game ball will enter), and the game state after the end of the jackpot game becomes a special game state on the condition that the game ball enters the V area. On the other hand, when winning a normal jackpot, the V area is not opened or is opened to such an extent that it is substantially impossible for the game ball to enter, so the game ball does not enter the V area, and the game state after the end of the jackpot game becomes a normal game state.
[0024] Note that the "ST machine" of the "V probability change type" as described above is merely an example. Unless otherwise specifically stated in the following description, it may be configured such that the probability of hitting a jackpot in the first win / loss lottery and the second win / loss lottery is the same without setting the "V probability change type". Also, instead of the "ST" machine, a so-called "probability change loop machine" may be used. Further, a gaming machine having so-called "two types" of functions (such as a "mixed type of one type and two types") may be used. Also, the gaming properties such as jackpot allocation can be changed as appropriate.
[0025] In this embodiment, the probability of hitting a jackpot in the low-probability state (normal game state, second special game state) of the win / loss lottery probability is about 1 / 319, and the probability of hitting a jackpot in the high-probability state (first special game state) is about 1 / 100. Note that the specific values of the probability of hitting a jackpot can be changed as appropriate.
[0026] 3) Profit images displayed in the jackpot game When the lottery result is a jackpot, a jackpot game is executed. The jackpot game includes one or more unit games (games of each so-called "round". Hereinafter, the ○-th unit game after the start of the jackpot game may also be referred to as the ○-th round (game)). The unit game is such that the big winning area 906 is opened until a predetermined closing condition is satisfied. In the present embodiment, either one of the occurrence of C game balls winning and the elapse of a predetermined time after the big winning area 906 is opened is regarded as the satisfaction of the closing condition. Basically, if game balls are continuously launched toward the big winning area 906, C game balls will enter the big winning area 906 before the predetermined time elapses. That is, the player can enjoy the profit obtained by at least C game balls winning in the big winning area 906. In the present embodiment, C = 10. Also, 10 prize balls are paid out when one game ball wins in the big winning area 906.
[0027] The number of unit games (number of rounds) constituting the jackpot game can be set as appropriate. In the present embodiment, the jackpot won by the first win / loss lottery (special drawing 1 lottery) is 4 rounds, and the jackpot won by the second win / loss lottery (special drawing 2 lottery) is 10 rounds.
[0028] During the jackpot game, a profit image 20 is displayed in the display area 911 (see FIG. 5). The profit image 20 shows the profit already obtained by the player. The profit image 20 includes at least a numerical value representing the balls paid out in the jackpot game. In the present embodiment, it includes a numerical value representing the number of prize balls (hereinafter, may also be referred to as the prize ball numerical value). That is, when one game ball wins in the big winning area 906, the prize ball numerical value increases by 10. Note that in the present embodiment, the number of prize balls also includes the so-called over-winning (winning after the 11th time in one unit game). Also, instead of the number of prize balls, it may represent the "net increase" excluding the launched game balls. Also, in addition to the profit obtained by winning in the big winning area 906, it may represent the profit obtained by winning in other winning areas.
[0029] The profit image 20 (bonus ball value) is reset (set to 0) upon the fulfillment of the reset condition. When transitioning to the first special game state after the end of a jackpot game, the fulfillment of the reset condition is defined as reaching the switching point in the first special game state. That is, after the end of the jackpot game (the previous jackpot game) due to winning the special jackpot (the previous jackpot), when transitioning to the first special game state and then winning the special jackpot (the subsequent jackpot) again and the jackpot game (the subsequent jackpot game) is executed, whether the profit image 20 is reset or not depends on whether the winning time of the subsequent jackpot is before or after the reaching of the switching point. Specifically, it is as follows.
[0030] The switching point is the point in time when, after the end of the jackpot game (the previous jackpot game), the first special game state starts and there are N consecutive losses. In this embodiment, N = 20. That is, the point in time when 20 rotations have elapsed since the start of the first special game state is defined as the switching point (see Fig. 4). As described above, the first special game state in this embodiment ends after 150 consecutive losses (ST count: M = 150 times), and the middle point in time (not the end point) of the first special game state is defined as the switching point (which means N < M). Therefore, the first special game state does not reach the switching point and end, but continues thereafter.
[0031] After the end of the previous jackpot game (see Fig. 5(a)), when the first special game state starts (see Fig. 5(b)) and after N times (20 times) of consecutive losses, if a jackpot (the subsequent jackpot) is won, that is, if an event occurs where a jackpot is won with a rotation count exceeding N times and less than or equal to M times (hereinafter, this event may also be referred to as a normal consecutive jackpot), the reset condition is fulfilled. Therefore, at the start of the subsequent jackpot, the profit image 20 (bonus ball value) is in a reset state (see Fig. 5(c-2)). That is, in the subsequent jackpot game, the bonus balls obtained from 0 are added up.
[0032] On the one hand, after the previous jackpot game ends (see Fig. 5(a)), the first special game state is started (see Fig. 5(b)). If an event occurs where a jackpot (subsequent jackpot) is won before losing N times (20 times) in a row (hereinafter, this event may also be referred to as a short-interval consecutive jackpot), since the reset condition is not satisfied, at the start of the subsequent jackpot, the profit image 20 including the profit (bonus balls) obtained in the previous jackpot game is in the displayed state (see Fig. 5(c-1)). That is, in the subsequent jackpot game, the bonus balls obtained in the previous jackpot game are added to the bonus balls obtained in the subsequent jackpot game.
[0033] In addition, if the short-interval consecutive jackpots occur two or more times in a row, the number of bonus balls for three or more jackpot games will be included in the profit image 20 (bonus ball value). That is, in a situation where a so-called ST chain occurs, the profit image 20 will not be reset unless a normal consecutive jackpot occurs.
[0034] To summarize, when the previous jackpot game ends and transitions to the first special game state, and before the end of the first special game state (before the end of ST), if a consecutive jackpot that wins the subsequent jackpot occurs, if the winning timing is before the switching point (20 rotations) (if it is a short-interval consecutive jackpot), the profit image 20 is not reset (see Fig. 5(c-1)), and if it is after the switching point (if it is a normal-interval consecutive jackpot), the profit image 20 is reset (see Fig. 5(c-2)). That is, when winning the subsequent jackpot at a relatively early timing after the start of the first special game state, by not resetting the profit image 20 and showing the combined profit of the previous jackpot game and the subsequent jackpot game, it seems as if the previous jackpot game and the subsequent jackpot game are one jackpot game. That is, to the player, it seems that a lot of profit is obtained in one jackpot game (the profit obtained in the jackpot game is large), which contributes to improving the interest of the game (improving the gaming desire).
[0035] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned profit image 20, the special game state, the display during the big win game, etc. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0036] 〇Specific example 1-1 During a jackpot game, a unit play number image 22 is displayed (see FIG. 6). The unit play number image 22 includes a value (a value indicating the number of rounds) that increases when one unit play (round) ends. The unit play number image 22 is usually reset when consecutive jackpots occur, but is not reset when consecutive jackpots occur at short intervals. That is, when a subsequent jackpot is won after the previous jackpot game ends (see FIG. 6(a)), and the switching time is reached, the unit play number image 22 is in a reset state at the start of the subsequent jackpot (see FIG. 6(b-2)). On the other hand, when a subsequent jackpot is won before the switching time is reached after the previous jackpot game ends (see FIG. 6(a)), and the subsequent jackpot is won, the unit play number image 22 including the number of unit plays executed in the previous jackpot game is displayed at the start of the subsequent jackpot (see FIG. 6(b-1)).
[0037] By doing this, when short-interval consecutive jackpots occur, the number of unit games including the unit games constituting the previous jackpot game is displayed, enhancing the effect of making the previous jackpot game and the subsequent jackpot game look like one jackpot game.
[0038] In the case of doing as in this example, it is preferable that a display indicating the actual number of rounds is not made (in the example shown in FIG. 5, such a display (display of "ROUND〇") is made) (or it is made to be small and not conspicuous). As described above, when consecutive big wins occur at short intervals, the number of unit games (number of rounds) including the previous big win game will be displayed in the subsequent big win game. This is because when consecutive big wins occur at short intervals, if a display such as "ROUND1" is made in the first round (first unit game) of the subsequent big win game, the player who sees it can easily grasp that a new big win game has started, and the effect of indicating that the previous big win game and the subsequent big win game are one big win game will be weakened.
[0039] 〇Specific Example 1-2 The control (determination method) of the time required for the variable performance (variable time) is made different before and after reaching the switching point in the first special game state. Specifically, among a plurality of candidate times (variable patterns), the variable time is determined based on the win / loss lottery result. The shortest variable time that can be set before reaching the switching point is made shorter than the shortest variable time that can be set after reaching the switching point. For example, the shortest variable time before reaching the switching point is set to 0.5 seconds, and the shortest variable time after reaching the switching point is set to 2.0 seconds (see FIG. 7). Note that regardless of whether it is before or after reaching the switching point, the shortest variable time is the variable time with the highest selection probability among the plurality of candidate times. Due to such a setting, the average length of the variable time before reaching the switching point is shorter than the average length of the variable time after reaching the switching point. Also, at least before reaching the switching point, not only when the win / loss lottery result is a miss but also when it is a big win, the shortest variable time (0.5 seconds) can be selected. That is, there may be a case where a big win is notified with the shortest variable time.
[0040] By doing so, the notification of the winning or losing lottery result before reaching the switching point (up to 20 rotations) in the first special game state will proceed smoothly (at high speed). Therefore, when short-interval consecutive big wins occur, the time required from the end of the previous big win game (the start of the first special game state) to the start of the subsequent big win game is likely to be short, and the effect of making the previous big win game and the subsequent big win game seem like one big win game will be enhanced.
[0041] Before reaching the switching point, it may be configured such that the variation time is constant (there is only one kind of time that can be a candidate for the variation time). In accordance with the above example, regardless of the winning or losing lottery result, assume that one variation ends in 0.5 seconds. By doing so, after the first special game state is started, the maximum time required until reaching the switching point can be made constant (set as "variation time × D"). If D = 20 as in the above embodiment and the variation time is 0.5 seconds, the maximum time will be 10 seconds. That is, the interval between the previous big win and the subsequent big win when short-interval consecutive big wins occur is at most 10 seconds.
[0042] 〇Specific Examples 1-3 The profit represented by the profit image 20 may include the profit during the first special game state. That is, the first special game state is a game state in which a game ball is launched (hit to the right) toward the second start area 904b, and it may include the prize balls obtained thereby. Among the areas where winning is possible by launching a game ball toward the second start area 904b, only the prize balls obtained by winning in some of the areas may be the target of the profit represented by the profit image 20. By doing so, the profit image 20 (prize ball numerical value) displayed in the subsequent big win game when short-interval consecutive big wins occur will include not only the profit obtained in the previous big win game but also the profit obtained in the subsequent first special game state.
[0043] 〇Specific Examples 1-4 In the above embodiment, the control of the profit image 20 is described as being for the case where the first special game state (high probability, time-saving) is entered after the previous big win game ends and the later big win is won in the first special game state, but the control may be similarly performed for the case where the second special game state (low probability, time-saving) is entered after the previous big win game ends and the later big win is won in the second special game state. In other words, if the later big win is won during the transition to the second special game state until the switching point at which the game is lost N times (N is less than the number of times the second special game state continues) after the transition to the second special game state, the profit image 20 is not reset, and if the big win is won after the switching point is reached, the profit image 20 is reset.
[0044] 〇Specific example 1-5 Although the first special game state in the above embodiment is described as "ST" which ends when M consecutive misses occur, it may be a state which continues until the next big win (high probability, with time reduction). Whether the profit image 20 is reset or not may be determined depending on whether the switching point at which N consecutive misses occur after the start of the game state is reached or not.
[0045] 〇Specific example 1-6 The pseudo start effect is executed when the winning / losing lottery result reaches a losing result N times in a row after the first special game state is started. If N=20 as in the above embodiment, the pseudo start effect is executed at the beginning of the 21st variable effect after the first special game state is started.
[0046] The pseudo-start performance is a performance for making it appear as if the first special game state starts from the switching point. For example, if the name of the first special game state is named "○○RUSH", displaying the pseudo-start image 25 including the name is executed as the pseudo-start performance (see Fig. 8). Note that such a pseudo-start image 25 is not displayed at the start of the first special game state (immediately after the end of the previous big win game). Also, as described above, since the pseudo-start performance is executed during the 21st variable performance after the first special game state starts, the decoration symbol 80 for notifying the winning or losing lottery result corresponding to the 21st variable performance is variably displayed small near the outer edge of the display area 911, making it difficult for the player to notice that the variable performance is being executed (that the symbol is changing). Also, during the execution of the pseudo-start performance, it is preferable to make it difficult for the player to notice that the variable performance is being executed by not displaying the hold symbol 10. However, it does not deny the configuration in which the hold symbol 10 is displayed.
[0047] As a result, the player will receive the impression that the first special game state starts after the switching point (although in fact the first special game state has started before reaching the switching point). Therefore, if the player wins the next big win (short-interval consecutive big wins occur) before reaching the switching point, a new big win game will start without the pseudo-start performance being executed (it will seem to players who have experienced the pseudo-start performance that the first special game state has not started), so the effect of making the previous big win game and the next big win game seem like one big win game will be enhanced even more.
[0048] After reaching the switching point, the first rotation variation (performance during the 21st variation after the start of the first special game state) is forcibly set as a long variation (variation for a predetermined time or longer), and time for executing a pseudo-start performance is secured at the beginning of the performance during the variation. In the present embodiment, even when a big win occurs at the 21st rotation, the pseudo-start performance is executed (after the pseudo-start performance is executed, it is notified that it is a big win). However, when the 21st rotation results in a big win, the pseudo-start performance may not be executed. That is, the pseudo-start performance is executed to make it appear as if the first special game state is about to start. If it is determined that a big win will occur immediately, the performance may not be executed on the grounds that there is no meaning in executing the pseudo-start performance.
[0049] In addition to, or instead of, the above display, the following display may be executed as a pseudo-start performance. Note that a configuration in which only a part of the following display is adopted may also be used.
[0050] · Pseudo-number-of-times display It is assumed that a display of a pseudo - count 25n indicating that the first special game state ends when it fails D times in a row is executed as a pseudo - start effect (see Fig. 9(a)). Note that D = M - N. As in the above - described embodiment, if the number of continuous times (ST times) M of the first special game state is 150 and N is 20, then D = 150 - 20 = 130. Therefore, an image including the number "130" (times) is displayed as the pseudo - count 25n. By doing so, the player will get the impression that (although the actual number of continuous times is 150), the first special game state is in a state (ST130 times) where it ends when it fails 130 times in a row. That is, the player will get the impression that (although the first special game state has actually started before the switching point is reached), the first special game state with "continuous count = 130 times" starts after the switching point. Note that it is preferable that the pseudo - count 25n is displayed (simultaneously) together with the pseudo - start image 25 including the name (e.g., ○○RUSH) of the first special game state described above (see Fig. 9(a)). This is because the probability that the player feels that the game state of that name continues for the pseudo - count 25n (130 times) increases.
[0051] · Selection effect It is assumed that the player can select from among a plurality of production modes the production mode of the first special game state after the switching point is reached (that is, the production mode from the 21st to the 150th rotation). For example, any one of production mode A with character A as a motif, production mode B with character B as a motif, and production mode C with character C as a motif is set, and the mode of the in - motion production changes according to the set production mode. However, the production mode does not affect the player's direct profit (number of balls).
[0052] On this premise, assume that a selection presentation for selecting a presentation mode is executed as a pseudo-start presentation. That is, a presentation is executed to prompt the player to select the presentation mode at the switching time point (to let the player select the preferred presentation mode), i.e., whether the presentation mode at the switching time point is any of presentation modes A to C (see Fig. 9(b)). The specific form of the selection presentation (selection method) may be anything. It is only necessary to display an operation method of an operation means 70 (such as a push button 71 or a cross key (not shown)) for performing a selection operation and an image indicating the time until the selection ends.
[0053] Generally, a selection presentation for selecting a presentation mode is executed when a new state starts (during the game state (while the same game state is maintained), it is not normal for a selection presentation for determining the subsequent presentation mode to occur). Therefore, by executing such a selection presentation when the switching time point is reached, the player will get the impression that the first special game state starts after the switching time point (although the first special game state actually starts before the switching time point is reached).
[0054] · Corporate display As an advertisement to the player, a corporate display (corporate logo) indicating the manufacturer or seller of the gaming machine may be displayed in the display area 911. Generally, such a corporate display is often displayed at a clear "separator" time, such as at the end of a big win game or at the start of a new game state. Assume that such a corporate display is displayed as a pseudo-start presentation (see Fig. 9(c)). That is, assume that the corporate display is displayed at the midpoint (switching time point) of the first special game state. As described above, since the corporate display is often displayed at a time when there is a clear separator, the player will get the impression that the first special game state starts after the corporate display is displayed (although the first special game state actually starts before the switching time point is reached).
[0055] · Attention-grabbing display There may be a display that prompts the player (a warning display). Examples of the warning display include a display that warns against forgetting (or theft) of a recording card such as a cash card or a card recording payout information (see Fig. 9(d)), and a display that warns against injury caused by contacting a convex portion or the like provided on the housing 1a of the gaming machine 1 (not shown). Generally, such a warning display is often displayed at a clear "break" such as at the end of a big win game or at the start of a new gaming state. Assume that such a warning display is displayed as a pseudo start effect. That is, assume that the warning display is displayed at an intermediate point (switching point) during the first special gaming state. As described above, since the warning display is often displayed at a point that serves as a clear break, the player will get the impression that the first special gaming state has started after the warning display is displayed (even though the first special gaming state has actually started before reaching the switching point).
[0056] Note that the pseudo start effect described in this example can also be used when the profit image 20 is not controlled as in the above embodiment (the control of the profit image 20 described in the above embodiment is not an essential condition for applying this example). For example, if it is desired to make the number of continuous special gaming states appear less than the actual number of continuations (less by N times), the pseudo start effect as in this example may be executed.
[0057] 4) Various effects The gaming machine 1 according to this embodiment can execute the following effects as effects constituting the effect during variation. Note that it may be possible to execute only some of the effects shown below.
[0058] 4-1) Housing display effect The image displayed in the display area 911 during the variable performance is defined as the variable image 30. The variable image 30 includes at least the decorative pattern 80 and the background image 30b displayed as its background. As will be described in detail later, the casing display performance is such that a change occurs in which the variable image 30 becomes smaller. In a state where the casing display performance has not occurred (normal state), the variable image 30 is in a state of being displayed across the entire display area 911 (see Fig. 10(a)).
[0059] The casing display performance is from the above normal state to a special state in which a change occurs such that the variable image 30 becomes smaller. Basically, the variable image 30 that was displayed across the entire display area 911 (see Fig. 10(a)) is displayed as if it is zooming out (as if it is "shifted" with respect to the display area 911) (see Fig. 10(b)(c)). By performing such a display, an area where the variable image 30 is not displayed (hereinafter sometimes referred to as the off-reference area 911a) is created in the display area 911. At least a part of the casing 1a of the gaming machine 1 (including the game board 90) is displayed in the off-reference area 911a (at least a part of the casing 1a is displayed as an "image"). The positional relationship between the casing 1a (image thereof) and the variable image 30 (display area 911) displayed in the display area 911 when it becomes the special state is maintained. That is, the casing display performance is an effect that causes a change as if zooming out around the variable image 30 from the normal state, and as a result, it appears as if the casing 1a existing around the display area 911 is projected. In this embodiment, the display area 911 (variable image 30) is displayed so as to be displaced straight backward (a two-dimensional displacement occurs), but a three-dimensional displacement may be displayed. That is, in a state where the casing display performance has occurred, the outer edge representing the display area 911 may be represented as a substantially parallelogram shape.
[0060] In this way, in the case where the housing display effect changes from the normal state to the special state, the continuity of the moving image 30 is maintained from the normal state to the special state (see FIG. 10). As described above, the moving image 30 includes at least the decorative pattern 80, and the continuity of the change of the decorative pattern 80 (where the change here includes a state where it is not completely stopped, for example, a pseudo-stopped state where it is slightly shaking) is maintained. For example, if just before the change from the normal state to the special state (zoom-out of the moving image 30) occurs, the moving image 30 includes the decorative pattern 80 that is changing from left to "5·1·7" (see FIG. 10(a)), then the zoom-out starts while the decorative pattern 80 of "5·1·7" is being displayed (see FIG. 10(b)). The continuity of the change of the decorative pattern 80 is maintained even during the zoom-out.
[0061] Further, the moving image 30 includes a background image 30b (note that the illustration of the background image 30b is omitted in some drawings). If the moving image 30 is a "video" that changes over time, the continuity of the background image 30b as a "video" is maintained from the normal state to the special state (see FIG. 10).
[0062] Also, in the present embodiment, the moving image 30 includes a pending symbol 10. That is, when the housing display effect occurs, the moving image 30 including the pending symbol 10 zooms out. If no new win / loss lottery information is acquired (the number of pending numbers does not change) when the housing display effect occurs, the number of pending symbols 10 included in the moving image 30 does not change. Also, if new win / loss lottery information is acquired during the execution of the housing display effect (during the zoom-out), a new pending symbol 10 is displayed even during the zoom-out (see the change from FIG. 10(b) to (c)). That is, the increase in the pending symbol 10 is reflected even during the housing display effect.
[0063] In this way, in the present embodiment, the cabinet display effect maintains the continuity of the variable image 30 from the normal state to the special state. Also, the timing at which the cabinet display effect occurs is indefinite. That is, the timing at which the change from the normal state to the special state starts is indefinite. Since the mode of the variable image 30 at the point in time when the change starts can change each time (is various), the specific mode of the cabinet display effect (the part of the variable image 30) is different if the mode of the variable image 30 at the above time point is not exactly the same.
[0064] The cabinet display effect is an effect of projecting an image of the gaming machine 1 "itself" on the display area 911. By ensuring the continuity of the variable image 30 as in the present embodiment, the effect that the effect looks more real (looks as if the gaming machine 1 currently being played is actually being displayed) is achieved.
[0065] The cabinet display effect in the present embodiment is zoomed out to the position where the light-emitting part 35 provided on the cabinet 1a is projected. The light-emitting part 35 is provided above the upper part of the cabinet 1a (above the display area 911). The state where it is zoomed out to the position where the light-emitting part 35 represented as an image (image light-emitting part 35x) in the non-standard area 911a in the display area 911 is projected (the state where the part including the light-emitting part 35 in the cabinet 1a is displayed) is defined as the special state (see Fig. 10(c)).
[0066] After entering the special state, an image in which the image light-emitting part 35x emits light is displayed, and a "real object and image light-emitting effect" in which the actual light-emitting part 35 also emits light is executed (see Fig. 11). That is, the "real object and image light-emitting effect" is an interesting effect in which the effect by the physical object actually provided on the cabinet 1a and the effect by the image representing the physical object (what represents the effect by the physical object with an image) are executed simultaneously. After the effect using the image light-emitting part 35x and the actual light-emitting part 35 is completed, the variable image 30 returns to the normal state where it is displayed over the entire display area 911.
[0067] In this embodiment, the housing display effect (real object / image light emission effect) occurring is set as a chance-up effect. That is, when the housing display effect occurs during a certain fluctuating effect, the probability (big win reliability) that the pass / fail lottery result corresponding to the certain fluctuating effect is a big win is higher than when it does not occur.
[0068] Even if the displacement from the normal state to the special state is started, it may be set that the real object / image light emission effect is not executed. That is, it may be set that the execution of the real object / image light emission effect is a chance-up, and the return to the original state without the execution of the real object / image light emission effect (return to the normal state where the variable image 30 is displayed on the entire display area 911) is a non-chance-up. By doing so, the variable image 30 is displaced (zoomed out) until the state where the image light emission unit 35x is displayed, and it becomes an effect form in which the player wishes for the execution of the real object / image light emission effect.
[0069] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the housing display effect 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.
[0070] 〇Specific Example 2-1 The variable image 30 includes the decorative pattern 80 and its background image 30b, and it has been explained that the continuity is maintained even when the housing display effect occurs. When the housing display effect occurs while the variable image 30 including the effect image that is displaced over time is being displayed, the continuity of the effect image is also maintained (the effect image is not constantly displayed during the fluctuating effect). For example, when a character image representing a predetermined character is displayed as the effect image and the housing display effect occurs while the character image is moving from right to left over time, the continuity of the movement of the character image is maintained from the normal state to the special state.
[0071] 〇Specific Example 2-2 After a casing display effect occurs, an operation effect that prompts the player to operate the operation means 70 may occur. Specifically, in a special state, the operation means 70 (for example, the push button 71) provided on the casing 1a of the gaming machine 1 is displayed, and the player is prompted to operate the operation means 70. That is, the casing display effect is such that the variable image 30 is displayed so as to zoom out, and the operation means 70 provided outside the display area 911 is displayed as an image (the image button 35y is displayed) until the variable image 30 zooms out. Then, an operation effect that prompts the operation of the operation means 70 occurs (see FIG. 12). At this time, the continuity of the variable image 30 is also maintained. In this way, the casing display effect can also be used for the operation effect.
[0072] When it is configured as in this example, it is preferable that the change of the actual push button 71 and the change of the image button 35y are linked. For example, a light emitter is provided on the actual push button 71, and when the actual push button 71 emits light, the image button 35y also emits light (a display is made as if the button represented by the image emits light) (see FIG. 12). By doing so, the operation target (push button 71) of the operation effect becomes clear.
[0073] For the operation effect, an operation valid period during which the operation of the operation means 70 is valid is set. When an operation (a single operation (single-shot operation)) of the operation means 70 is performed during the operation valid period, the normal state is restored. After returning to the normal state, the result of the operation effect is shown in the display area 911. If the operation of the operation means 70 is not performed during the operation valid period, the normal state is restored when the operation valid period ends, and the result of the operation effect is shown. The operation effect can also be an effect that shows the result of a win / loss lottery. In this case, if the win / loss lottery result is a big win, it may be an operation effect that leads to a success result, and if it is a loss, it may be an operation effect that leads to a failure result.
[0074] When configured as in this example, even if the cabinet display effect is started and a special state is entered, the operation means 70 of the image may not be displayed in the display area 911 and the state may return to the normal state. That is, whether the variable image 30 zooms out until an image (image button 35y) representing the operation means 70 provided on the cabinet 1a is displayed is set as a branch for determining whether the operation effect is executed. In this case, it is preferable to set that the execution of the operation effect is a more advantageous event for the player than the non-execution of the operation effect. That is, in the former case, the probability of a big win in the win / loss lottery result is set to be higher than in the latter case. In the latter case, it may be set that the win / loss lottery result is definitely a miss. By doing so, the form of the effect that the player desires is that the variable image 30 zooms out until the operation means 70 is displayed.
[0075] 〇Specific Example 2-3 Regarding the cabinet display effect (real object / image light emission effect) in the above-described embodiment, it has been explained that the effect by the physical object (for example, the light emitting unit 35) actually provided on the cabinet 1a and the effect by the image (image light emitting unit 35x) representing the physical object are executed simultaneously, but it is also possible that a contradiction may occur between the two effects. For example, it is assumed that an event (see Fig. 13(a)) in which the actual light emitting unit 35 emits white light, but the image light emitting unit 35x (the light emitting unit 35 represented by the image) emits red light may occur.
[0076] In this case, it is preferable to set that the probability of a big win is different (the degree of chance up is different) between the case where a contradiction occurs and the case where no contradiction occurs. Speaking in terms of the above example, the probability of a big win is set to be different between the case where both the actual light emitting unit 35 and the image light emitting unit 35x emit white light (see Fig. 13(b)) and the case where the actual light emitting unit 35 emits white light and the image light emitting unit 35x emits red light (see Fig. 13(a)). By doing so, an interesting form of the effect is obtained in which the player pays attention to whether there is a contradiction between the effect by the actual physical object and the effect by the image representing the physical object.
[0077] 〇Specific Example 2-4 In the above embodiment, the cabinet display performance is described as a performance by a tangible object (e.g., the light-emitting unit 35) actually provided on the cabinet 1a and a performance by an image (image light-emitting unit 35x) representing the tangible object being executed simultaneously, but one of them may be executed first. For example, the image light-emitting unit 35x may emit light (see FIG. 14(a)) after the actual light-emitting unit 35 emits light (see FIG. 14(b)). Note that the image light-emitting unit 35x may continue to emit light even after the actual light-emitting unit 35 emits light, or the light emission of the image light-emitting unit 35x may end. In this case, the performance by the image is a performance form in which the performance by the actual tangible object is announced. In addition, in the opposite case, the performance by the actual tangible object is a performance form in which the performance by the image is announced.
[0078] 4-2) Specific operation effects In this embodiment, it is possible to execute a specific operation presentation as a type of operation presentation that prompts the player to operate the operation means 70. The specific operation presentation is a presentation that prompts the player to perform a single operation of the push button 71, which is one of the operation means 70. The push button 71 can be changed into a normal state and a special state that the player can recognize as being different from the normal state. In this embodiment, the special state is a state in which the push button 71 vibrates (vibration state), and the normal state is a state in which the push button 71 does not vibrate (non-vibration state). The vibration device itself for vibrating the push button 71 is well known, so a description thereof will be omitted.
[0079] The period during which a specific operation presentation is executed is divided into a valid operation period during which operation of the push button 71 is valid (the period during which the player is urged to operate), and a notice period, which is the period before the valid operation period begins. During the valid operation period, an image (meter image) indicating the remaining (elapsed) period of the valid operation period, an image showing the push button 71 to be operated, and an image requesting a single operation (an image including the word "press") are displayed (see FIG. 16(a)). In other words, the valid operation period is the period during which the player is actually requested to operate.
[0080] The warning period is the introductory part of the operation valid period (the part that warns that the operation valid period is about to start). In this embodiment, the push button 71 changes from the normal mode to the special mode during the warning period. Specifically, it changes from the normal mode (see Fig. 15(a)) to the special mode (see Fig. 15(b)), and repeats the process of returning to the normal mode and then changing to the special mode again a plurality of times. In this embodiment, the push button 71 becomes the special mode three times in total during the warning period (it is in the normal mode at the start of the operation valid period).
[0081] In accordance with the change of the push button 71 from the normal mode to the special mode during the warning period, the effect image 40 is displayed in the display area 911. In this embodiment, the effect image 40 is displayed when the push button 71 is in the special mode (see Fig. 15(b)). Since the push button 71 becomes the special mode three times in total during the warning period as described above, the effect image 40 is displayed three times in total during the warning period. Note that in this embodiment, the effect image 40 is not displayed when in the normal mode (see Fig. 15(a)).
[0082] The effect image 40 is configured to gradually spread from the side where the push button 71 is provided. In this embodiment, since the push button 71 is provided on the lower side of the display area 911, an image (video) whose display range gradually increases over time from the lower edge of the display area 911 is displayed as the effect image 40. Also, since the special mode in this embodiment is "vibration", an image as if it is an effect due to the influence of the vibration is displayed (see Fig. 15(b)). In this embodiment, an image representing "ripples" spreading around the push button 71 is displayed as the effect image 40.
[0083] After such a notice period, it shifts to the operation effective period (see Fig. 16(a)). If an operation of the operation means 70 that satisfies the conditions is performed during the operation effective period (see Fig. 16(b)), the operation effective period ends, and the result of the presentation (a result favorable to the player (a successful result; see Fig. 16(c-1)) or a result unfavorable to the player (a failed result; see Fig. 16(c-2)) is shown. Since the specific operation presentation in this embodiment is a presentation that encourages a single operation, the operation effective period ends when the push button 71 is operated once during the operation effective period, and it shifts to the result. If an operation of the operation means 70 that satisfies the conditions is not performed during the operation effective period, it shifts to the result when the operation effective period ends (times out). In this embodiment, the result itself is regarded as indicating the winning or losing lottery result. That is, when the winning or losing lottery result corresponding to the variable presentation including the specific operation presentation is a big win, it reaches a successful result (including a reversal pattern that initially appears to be a failed result), and when it is a miss, it reaches a failed result. However, it may be set such that it does not indicate such a winning or losing lottery result, and the big win reliability is higher when it is a successful result than when it is a failed result.
[0084] In this way, in this embodiment, since the effect image 40 is displayed in accordance with the vibration of the push button 71 (a special mode), the vibration of the push button 71 is emphasized. In particular, the effect image 40 in this embodiment is in a mode that gradually spreads from the side where the push button 71 is provided, that is, a mode that looks as if it is caused by the vibration of the push button 71, so the vibration emphasizing effect is high.
[0085] Also, in this embodiment, the push button 71 vibrates and the effect image 40 is displayed during the notice period before the start of the operation effective period of the specific operation presentation. Therefore, the player can easily grasp the position of the push button 71 that is the operation target, and can predict that the operation of the push button 71 will be encouraged from now on. That is, the preparation for the operation before the operation effective period can be smoothly performed.
[0086] Hereinafter, specific examples in which matters related to specific operation presentations 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.
[0087] 〇Specific Example 3-1 Assume that a plurality of types of images are set as the effect images 40 that can be displayed. For example, the first effect image 41 may be displayed (see Fig. 17(a)), or the second effect image 42 may be displayed (see Fig. 17(b)). And, a setting is made such that the probability that the result of the specific operation presentation is more advantageous to the player is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed during the preview period. If the win / loss lottery result is shown as a result of the specific operation presentation, it means that the probability of a big win is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed. By doing so, the form of the presentation that the player pays attention to becomes the aspect (type) of the effect image 40.
[0088] In addition, when configured as in this example, the special mode of the operation means 70 (push button 71) may be set differently according to the mode (type) of the displayed effect image 40. For example, as the vibration mode of the push button 71, a first special mode (vibration "small") (see Fig. 17(a)) and a second special mode (vibration "large") (see Fig. 17(b)) with a greater vibration than the first special mode are set. Then, it is assumed that the first effect image 41 is displayed in the case of the first special mode, and the second effect image 42 is displayed in the case of the second special mode. In this case, the difference between the first effect image 41 and the second effect image 42 may be the size of the image (the maximum size). That is, since the second special mode has a greater "vibration" than the first special mode, the second effect image 42 is larger than the first effect image 41 (if "ripples" are used as the effect image 40 as in the above embodiment, the size of the "ripples" will be different according to the magnitude of the "vibration"). By doing so, the operation means 70 (push button 71) can clearly indicate whether it is in the first special mode or the second special mode (the magnitude of "vibration") based on the difference in the effect image 40 (the difference in the invisible "vibration" can be represented by the difference in the effect image 40).
[0089] 〇Specific Example 3-2 Set it so that the chance of displaying the effect image 40 is increased. That is, when the push button 71 vibrates, the effect image 40 may or may not be displayed (see Fig. 18(a)). That is, during the warning period, although the push button 71 vibrates, there may be a production mode in which the effect image 40 is not displayed (except for the decorative pattern 80 and the pending pattern 10, the images displayed in the display area 911 differ in terms of the presence or absence of the effect image 40). And set it so that the probability that the result of the specific operation effect is more advantageous to the player when the effect image 40 is displayed and the vibration of the push button 71 is emphasized is higher than when the effect image 40 is not displayed. If the winning or losing lottery result is shown as a result of the specific operation effect, it means that the probability of a big win is higher when the effect image 40 is displayed than when it is not displayed. By doing so, it becomes a production form in which the player pays attention to whether the effect image 40 is displayed when the push button 71 vibrates.
[0090] 〇Specific Example 3-3 In the above embodiment, it was explained that the operation means 70 (push button 71) being in a vibrating state is a special mode. However, other modes can be set as special modes as long as the player can recognize that they are different from the normal mode (normal state) in terms of the player's feeling. For example, the push button 71 may be provided with a light emitter (e.g., an LED), and it may be set that the normal mode is when the light emitter is in a non-luminous state and the special mode is when the light emitter is in a luminous state. That is, set it so that the difference between the normal mode and the special mode can be recognized by the player's vision. The light emitter may also emit light in the normal mode. That is, set it so that the emission color of the light emitter in the normal mode is different from the emission color of the light emitter in the special mode. When doing so as in this example, it is advisable to make the effect image 40 match the emission color of the light emitter. For example, if it is set that the light emitter emits red light as the special mode, then the effect image 40 should show red.
[0091] As described in the above Specific Example 3-1, if two or more modes are set as the effect image 40, when the first special mode is such that the light emitter emits white light, the first effect image 41 that exhibits white is displayed (see Fig. 19(a)). When the second special mode is such that the light emitter emits red light, the second effect image 42 that exhibits red is displayed (see Fig. 19(b)). Such a configuration may be adopted. In this way, by linking the emission color of the light emitter and the color of the effect image 40, the highlighting effect of the effect image 40 on the fact that the operation means 70 (push button 71) is in the special mode is enhanced.
[0092] 〇Specific Example 3-4 In the above embodiment, it has been described that during the notice period before the operation valid period, the operation means 70 (push button 71) changes from the normal mode to the special mode, and accordingly the effect image 40 is displayed. However, such a change from the normal mode to the special mode and the display of the effect image 40 accordingly may also occur during the operation valid period. Further, the operation means 70 (push button 71) may change from the normal mode to the special mode in a state indicating the result of a specific operation effect, and accordingly the effect image 40 may be displayed.
[0093] 4-3) Symbol effect In this embodiment, a symbol effect occurs as an effect constituting the effect during variation. The symbol effect is an effect using the decorative symbol 80. Specifically, by setting X combinations of symbols as specific combinations, it is an effect indicating an advantageous situation for the player. X is the number of combinations constituting the combination of the decorative symbols 80 indicating the winning or losing lottery result. That is, in this embodiment, X = 3. Note that if X = 2 or more, the number of decorative symbols 80 constituting the specific combination can be appropriately changed.
[0094] The specific combination is not the same "three matching decorative patterns 80" shown when a big win occurs. That is, it is a so-called "chance combination" different from the combination that announces a big win. In the present embodiment, the combination in which the three decorative patterns 80 are arranged side by side from left to right in a prescribed order (see Fig. 20(b)) is defined as the specific combination. Specifically, combinations arranged in ascending order from left to right, such as "1·2·3", "2·3·4", "3·4·5", etc., are defined as the specific combination. Although each decorative pattern 80 is shown in the drawing as including only "numbers", it may also include characters and the like associated therewith. Also, in the normal state, each decorative pattern 80 includes parts other than "numbers" such as characters, but it may be displayed as including only "numbers" when the specific combination is constructed. Also, combinations that return from the last number (9) to the first number (1) in the prescribed order, such as "8·9·1", "9·1·2", etc., may also be included as being in "ascending order".
[0095] When generating the symbol effect, the specific combination is displayed after stopping or pseudo-stopping the variation of each decorative pattern group 80g. Here, "stopping" refers to the point in time when a combination indicating a certain win / loss lottery result is definitely displayed. That is, at the end point of the effect during variation, the variation of all the decorative pattern groups 80g stops. On the other hand, "pseudo-stopping" refers to a state where it appears to the player that it has stopped, but it is slightly moving. Therefore, the "pseudo-stopping" point in time is not the end point of the effect during variation (it can be said that it is the point in time when it appears as if the effect during variation has ended).
[0096] In this embodiment, a specific combination is displayed when indicating that a so-called pseudo-continuous effect occurs. Since the pseudo-continuous effect itself is well-known, detailed description thereof is omitted. However, after a fluctuating decorative pattern 80 (see Fig. 20(a)) once pseudo-stops (see Fig. 20(b)), it starts fluctuating again (re-fluctuates) (see Fig. 20(c)), which is repeated one or more times during one fluctuating effect. It is set such that the higher the number of times of the re-fluctuation, the higher the jackpot reliability of the target win / loss lottery result (the win / loss lottery result corresponding to the fluctuating effect including the pseudo-continuous effect). The combination at the time of "pseudo-stop" when this pseudo-continuous effect occurs is defined as the specific combination. In other words, the specific combination is a combination indicating that a pseudo-continuous effect (re-fluctuation) occurs.
[0097] Differently, the specific combination may be used as a so-called "chance point" of a prediction effect. The prediction effect is to suggest that the jackpot reliability of a certain win / loss lottery result (the target win / loss lottery result targeted by the prediction effect) has increased through a fluctuating effect for one or a series of consecutive win / loss lottery results (previous win / loss lottery results) whose notification is completed prior to the target win / loss lottery result. In this case, it is conceivable that the combination indicating the previous win / loss lottery result (a miss) becomes the specific combination (chance point) so as to occur as a prediction effect. In this case, the combination when the fluctuation of the decorative pattern 80 "stops" is defined as the specific combination as the one indicating the previous win / loss lottery result (a miss).
[0098] The three decorative patterns 80 that form a specific combination are highlighted as follows. As described above, in this embodiment, the specific combination is such that the three decorative patterns 80 (numbers) are arranged in ascending order. That is, the numbers of the left decorative pattern 80, the middle decorative pattern 80, and the right decorative pattern 80 are "continuous" (consecutive numbers). These three decorative patterns 80 are displayed so as to gradually decrease in ascending order (see Fig. 20(b)). That is, the left decorative pattern 80 is the largest, followed by the middle decorative pattern 80, and the right decorative pattern 80 is displayed as the smallest. Note that the size of each decorative pattern 80 is defined by the vertical length. That is, it is assumed that the larger the distance from the topmost end to the bottommost end of the pattern, the "larger the pattern". Before the specific combination is constructed, basically, each decorative pattern 80 has the same size.
[0099] The rules of the specific combination (winning combination) vary depending on the gaming machine. For those in which the decorative patterns 80 are arranged in a specified order as in this embodiment, by highlighting them so that the size of the patterns gradually decreases in the specified order as described above, each pattern appears to be arranged in the order of numbers from the front, and it is emphasized that the specific combination is in "ascending order (winning order)". For the player, there is an advantage that the rules of the specific combination are easy to understand.
[0100] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the pattern effect 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 be used.
[0101] 〇Specific Example 4-1 Regarding the highlighting in the above embodiment, it has been described that the decorative patterns 80 that form a specific combination are displayed so as to gradually decrease in the specified order (ascending order), but they may be displayed so as to gradually increase in the specified order (see Fig. 21). When it is done as in this example, it becomes an easy-to-understand effect mode in which the magnitude relationship of the numbers is linked to the magnitude relationship of the patterns (the larger the number, the larger the display).
[0102] 〇Specific Example 4-2 In the above embodiment, it has been described that the decorative patterns 80 constituting the specific combination are arranged in "ascending order", but those arranged in "descending order" may also be used as the specific combination (it may be set that both "ascending order" and "descending order" are the specific combinations, or it may be set that only "descending order" is the specific combination). Even when the configuration is such that "descending order" is the specific combination, it is conceivable that, as in the above embodiment, it gradually becomes smaller from left to right (the left decorative pattern 80 is the largest and the right decorative pattern 80 is the smallest). By doing so, the magnitude relationship of the numbers and the magnitude relationship of the patterns will be linked. Note that the descending order may include those that return from the first digit (1) to the last digit (9) in the specified order, such as "1·9·8" and "2·1·9".
[0103] Also, in the setting where both "ascending order" and "descending order" are set as specific combinations, it is conceivable to configure the direction of the change in the size of the symbols to be different between "ascending order" and "descending order". For example, as shown in Fig. 22(a), in the case of "ascending order", each decorative symbol 80 is displayed so as to gradually decrease from left to right (see Fig. 22(a-1)), while in the case of "descending order", each decorative symbol 80 is displayed so as to gradually increase from left to right (see Fig. 22(a-2)) (it seems to be located in front in the order of numbers). Conversely, as shown in Fig. 22(b), in the case of "ascending order", each decorative symbol 80 is displayed so as to gradually increase from left to right (see Fig. 22(b-1)), while in the case of "descending order", each decorative symbol 80 is displayed so as to gradually decrease from left to right (see Fig. 22(b-2)) (assuming that the magnitude relationship of the numbers is linked to the magnitude relationship of the symbols in both "ascending order" and "descending order"). By doing so, the direction in which the size of the symbols decreases (increases) will be different between the case of "ascending order" and the case of "descending order", so it becomes easier to determine which specific combination of "ascending order" and "descending order" has been established. In addition, when both "ascending order" and "descending order" are set as specific combinations, it is better to set it so that the other case is more advantageous for the player (higher reliability of a big win in the target validity lottery result) than when either "ascending order" or "descending order" is the case. In this case, whether it becomes a specific combination of "ascending order" or a specific combination of "descending order" becomes a matter of concern for the player, so it can be said that the significance of making it easy to determine which specific combination of "ascending order" and "descending order" has been established is great.
[0104] 〇Specific Example 4-3 In the above embodiment, it has been explained that the decorative symbols 80 being arranged in the specified order (ascending order) is set as a specific combination, but other combinations may also be set as specific combinations. That is, the "rules" of the specific combinations may be different.
[0105] When a specific combination is defined as including two or more decorative patterns 80 of the same type, it is advisable to make the sizes of the decorative patterns 80 of the same type the same in the highlighted state. For example, if a configuration is set such that the middle decorative pattern 80 and the right decorative pattern 80 are of the same type in a specific combination like "1·2·2", "2·3·3", etc., the sizes of the middle decorative pattern 80 and the right decorative pattern 80 should be made the same, while the sizes of these two decorative patterns 80 and the left decorative pattern 80 should be different (see Fig. 23). By doing so, the player can easily understand that a combination (but not a jackpot combination) where two decorative patterns 80 (the middle decorative pattern 80 and the right decorative pattern 80) are of the same type is considered a chance. In this case as well, the smaller numbers can be made to appear (larger) to be located more in the front (see Fig. 23(a)), or conversely, the larger numbers can be made to appear (larger) to be located more in the front (see Fig. 23(b)).
[0106] 〇Specific Example 4-4 Since the sizes of the decorative patterns 80 constituting the specific combination change in a specified order, two adjacent decorative patterns 80 have different sizes, with one being larger than the other. In the above embodiment, the decorative pattern 80 located on the left is larger. On this premise, the highlighting is such that a part of the relatively large decorative pattern adjacent to a part of the relatively small decorative pattern 80 overlaps. For example, if a specific combination of "2·3·4" is displayed, the left part of the pattern "3" should be displayed so as to cover the right part of the pattern "2", and the left part of the pattern "4" should be displayed so as to cover the right part of the pattern "3" (see Fig. 24). By doing so, the larger the decorative pattern 80 is displayed, the more it appears to be located in the front, so the difference in the sizes of each decorative pattern 80 is emphasized, and it becomes easier to show that they are arranged in a specified order.
[0107] In the case of the present example, in order to facilitate the control of the image, it is preferable to separate the image layers representing the respective decorative patterns 80 that constitute the specific combination. The image layer representing the decorative pattern 80 that is displayed larger is set as the front layer (in accordance with the above embodiment, the left decorative pattern 80 is represented by the frontmost image layer, and the right decorative pattern 80 is represented by the rearmost image layer).
[0108] 〇Specific Example 4-5 The pattern effect includes a change from the normal display in which the X decorative patterns 80 that constitute the specific combination have the same size to the emphasized display. Taking the case where the specific combination of "1·2·3" is displayed as an example, immediately after the variation of each decorative pattern group 80g stops or pseudo-stops, the three decorative patterns 80 "1·2·3" are of the same size (in the normal display state) (see Fig. 25(b)). From that state, a change occurs such that the middle decorative pattern 80 becomes smaller than the left decorative pattern 80, and the right decorative pattern 80 becomes smaller than the middle decorative pattern 80, changing to the emphasized display state (see Fig. 25(c)). For example, compared with the size in the normal display state, the size of the left decorative pattern 80 is maintained (magnification 1.0 times), but a change occurs such that the middle decorative pattern 80 is 0.75 times and the right decorative pattern 80 is 0.50 times. That is, when changing from the normal display to the emphasized display, the display magnification of each decorative pattern 80 is made different (the smaller the magnification for the one to be displayed smaller in the emphasized display state).
[0109] In this way, by setting the normal display in which the sizes of the respective decorative patterns 80 that constitute the specific combination are the same before the emphasized display is made, it is possible to more clearly show that the sizes of the decorative patterns 80 are made different in the specified order (when the emphasized display is made).
[0110] 〇Specific Example 4-6 Assume that the highlighted display is such that X decorative patterns 80 are in a "perspective display". If, as in the above embodiment, the highlighted display is such that each decorative pattern 80 becomes smaller from left to right, it is a "perspective display" where the vanishing point P exists on the right side of the display area 911. That is, assuming an upper virtual line P1 and a lower virtual line P2 whose widths gradually narrow toward the right side of the display area 911, the upper side of each decorative pattern 80 is along the upper virtual line P1 and the lower side is along the lower virtual line P2 in the highlighted display (the intersection of the upper virtual line P1 and the lower virtual line P2 is the vanishing point P) (see FIG. 26). By doing so, it becomes more emphasized that each decorative pattern 80 is arranged in the specified order.
[0111] 4-4) Specific preview effect In this embodiment, a specific preview effect occurs as an effect constituting the in-flight effect. As described above, the preview effect suggests that the jackpot reliability of a certain win / loss lottery result (the target win / loss lottery result for the preview effect) has increased by means of an in-flight effect (the previous in-flight effect) for one or a continuous plurality of win / loss lottery results (the previous win / loss lottery results) whose notification is completed earlier than the target win / loss lottery result. If the in-flight effect for the target win / loss lottery result is defined as the target in-flight effect, the previous in-flight effect will be executed before the target in-flight effect is started. A specific preview effect occurs as a type of this preview effect. Specifically, the previous win / loss lottery result is a losing result, and the specific preview effect occurs as constituting an ending part including the end point (the losing notification completion point) of the previous in-flight effect that notifies the losing result.
[0112] The in-transition effect prior to constituting the specific pre-reading effect includes the following first to third stages. The first stage (see FIGS. 27(a) and (d)) is the stage in which the reference image 50 of the display area 911 is displayed. The reference image 50 is an image including the in-transition decorative pattern 80 (decorative pattern group 80g) and the background image 30b displayed as its background. In the present embodiment, the reserved pattern 10 is also included in the reference image 50 (the background image 30b is also the background of the reserved pattern 10). That is to say, it can be said that the first stage is the normal state before the specific pre-reading effect is started. In the present embodiment, what is displayed across the entire display area 911 in the first stage is taken as the reference image 50.
[0113] The second stage after the first stage (see FIGS. 27(b) and (e)) is a state in which the reference image 50 is displayed as if it has shifted with respect to the display area 911. That is, in the first stage, the reference image 50 is displayed across the entire display area 911, and the second stage is reached by the displacement of the reference image 50 with respect to the display area 911. Since the reference image 50 is displaced with respect to the display area 911, in the second stage, the outer edge of the reference image 50 that was not visible in the first stage (the portion corresponding to the outer edge of the display area 911 in the first stage) is made visible. In the present embodiment, a change occurs such that the reference image 50 appears to be displaced backward. That is, in the second stage, the outer edge of the reference image 50 is displayed in a substantially square shape. Note that, as an aspect, the reference image 50 may appear to be displaced in at least one of the vertical and horizontal directions with respect to the display area 911. Also, as an aspect, the reference image 50 may appear to be displaced three-dimensionally with respect to the display area 911. For example, in the second stage, the outer edge of the reference image 50 may be displayed in a substantially parallelogram shape.
[0114] When transitioning from the first stage to the second stage, the continuity of the content represented by the reference image 50 is maintained. That is, if there are fluctuations in the decorative pattern 80 included in the reference image 50 or if the background image 30b is a moving image, its continuity is maintained (it appears to the player as if the form of the image representing the same content has changed). In other words, even in the second stage, at least one of the decorative pattern groups 80g (either left, middle, or right) is in a fluctuating state (midway through the previous fluctuating effect).
[0115] The third stage after the second stage (see FIGS. 27(c)(f)) is the stage where the reference image 50 returns to its original state (the same size as the first stage). That is, similar to the first stage, the reference image 50 returns to the state where it is displayed across the entire display area 911. Therefore, the outer edge of the reference image 50 that was displayed in the second stage becomes invisible when transitioning to the third stage. As the reference image 50 returns to the same size as the first stage, the combination of the decorative patterns 80 included in the reference image 50 is set to a "losing" combination (losing combination). The specific forward reading effect is executed in the previous fluctuating effect that notifies the previous winning or losing lottery result, and a losing combination that notifies the previous winning or losing lottery result is displayed. That is, the third stage includes the end point of the previous fluctuating effect and is the stage where a losing combination of the decorative patterns 80 indicating the previous winning or losing lottery result (losing) is displayed. This means that such a losing combination is displayed substantially simultaneously with the reference image 50 returning to its original size.
[0116] The specific preview effect is such that the probability of a big win in the target winning or losing lottery result increases as the number of previous variable effects during the preview (preview times) increases. One or more of the previous variable effects that make up the specific preview effect are assumed to include the above first to third stages (note that in the example shown in FIG. 27, (a) to (c) are one preview, and (d) to (f) are the next preview). That is, once the reference image 50 is displayed as if it has shifted with respect to the display area 911, it returns to its original state and the previous winning or losing lottery result (loss) is notified. In this way, since the deviation notification is made after the action of the reference image 50 "shifting" occurs, it is easy to understand that a preview has occurred (it is easy to understand that the variation in which the action occurs is included in the number of preview times).
[0117] Hereinafter, specific examples in which matters related to the specific preview 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 be used.
[0118] 〇Specific Example 5-1 In the second stage, since the reference image 50 is displayed as if it were shifted with respect to the display area 911, an area where the reference image 50 is not displayed (off-reference area 911a) occurs in the display area 911. It is assumed that the mode of the image displayed in the off-reference area 911a (hereinafter referred to as the off-reference image 51) suggests the reliability of the specific preview effect, that is, the jackpot reliability of the target pass / fail lottery result. For example, as the off-reference image 51, there are cases where the first off-reference image 511 is displayed (see Fig. 28(b-1)) and cases where the second off-reference image 512 (which has a different mode from the first off-reference image 511) is displayed (see Fig. 28(b-2)). It is set that the jackpot reliability of the target pass / fail lottery result is higher when the second off-reference image 512 is displayed than when the first off-reference image 511 is displayed in the second stage. As described above, in the specific preview effect, the jackpot reliability of the target pass / fail lottery result increases as the number of preview times increases. If the number of preview times is the same, it means that the jackpot reliability is higher when the second off-reference image 512 is displayed than when the first off-reference image 511 is displayed. It is also possible to adopt a configuration in which three or more types of off-reference images 51 with different jackpot reliabilities are set.
[0119] In addition, in the specific preview effect in which the previous in-transition effect occurs two or more times (the number of preview times is 2 or more), it is also possible to set that the off-reference image 51 can change (step up) during the process. For example, it is also possible to set a case where the first off-reference image 511 is displayed in the second stage of the previous in-transition effect two steps before the target in-transition effect, and the second off-reference image 512 is displayed in the second stage of the previous in-transition effect one step before. Also, in such a setting, when the second off-reference image 512 is displayed in both the previous in-transition effect two steps before and the previous in-transition effect one step before, the jackpot reliability of the target pass / fail lottery result is set to be higher than when the first off-reference image 511 was in the previous in-transition effect two steps before but the second off-reference image 512 is in the previous in-transition effect one step before. That is, it is also possible to set that the jackpot reliability is higher as the number of times the off-reference image 51 with high reliability is displayed is more through the specific preview effect (through two or more previous in-transition effects).
[0120] 〇Specific Example 5-2 It is set that the shape (outer shape) of the outer edge of the reference image 50 in the second stage can be different. Specifically, it is assumed that the outer shape of the reference image 50 in the state where the change is the largest from the first stage (when a predetermined time has elapsed since the start of the second stage) can be different each time the specific pre-reading effect occurs. For example, the outer shape of the reference image 50 in the second stage may be in the first form (see Fig. 29(b-1)), or may be in a second form different from the first form (see Fig. 29(b-2)). And it is set that the probability of winning the target lottery result is higher when it is in the second form than when it is in the first form. As described above, in the specific pre-reading effect, the probability of winning the target lottery result increases as the number of pre-readings increases. If the number of pre-readings is the same, the probability of winning is higher when the outer shape of the reference image 50 is in the second form than when it is in the first form. It may also be configured such that three or more forms of outer shapes with different probabilities of winning are set.
[0121] In addition, in the specific pre-reading effect where the previous in-transition effect occurs two or more times (the number of pre-readings is 2 or more), it may be set that the outer shape of the reference image 50 can change (step up) during the process. For example, in the second stage of the previous in-transition effect two before the target in-transition effect, the outer shape of the reference image 50 is in the first form, and in the second stage of the previous in-transition effect one before, the outer shape of the reference image 50 is in the second form. Also, when such a setting is made, the probability of winning the target lottery result is higher when both the previous in-transition effect two before and the previous in-transition effect one before are in the second form than when the previous in-transition effect two before was in the first form but the previous in-transition effect one before was in the second form. That is, it may be set that the probability of winning is higher as the number of times the outer shape of the reference image 50 with a high probability becomes more through the specific pre-reading effect (through two or more previous in-transition effects).
[0122] 〇Specific Example 5-3 Whether or not the combination of the decorative patterns 80 shown in the third stage (the combination indicating that the previous variable effect has deviated) becomes a predetermined combination (the winning combination) (see Fig. 30(b-1)) (see Fig. 30(b-2)) may be set as a branch for determining whether or not the jackpot reliability of the target win / loss lottery result increases. That is, an effect form is adopted in which if the winning combination is established, a preview effect occurs, and if the winning combination is not established, no preview effect occurs (in Fig. 30, an example is shown in which the middle decorative pattern 80 becoming "7" is set as the winning combination).
[0123] In this case, it becomes an effect form that makes the timing when the winning combination may be established conspicuous by the change in the mode of the reference image 50 (change from the second stage to the third stage). In other words, the change to the second stage functions as a notice suggesting the possibility of the winning combination being established (i.e., preview occurrence). That is, it is set such that the probability of the winning combination being established is higher when the change from the first stage to the second stage occurs than when it does not occur.
[0124] 〇Specific Example 5-4 In the above embodiment, it has been explained that the combination of the decorative patterns 80 shown in the third stage is a deviation combination indicating that the win / loss lottery result is a deviation, but it may be such that a combination indicating that the win / loss lottery result is a jackpot is displayed. That is, it is assumed that there may be a case where three of the same decorative patterns 80 are displayed in accordance with the third stage. That is, the change in the reference image 50 from the first stage → the second stage → the third stage can also be used for notifying a jackpot.
[0125] 4-5) Relay effect As an effect that constitutes a variable effect, a specific effect may occur. The specific effect is a type of so-called super reach effect, and leads to a favorable outcome indicating that a favorable situation has occurred for the player or an unfavorable outcome indicating that an unfavorable situation has occurred. The favorable outcome indicates that the win / loss lottery result is a big win. That is, a favorable outcome is reached only when the win / loss lottery result is a big win. If the favorable outcome is not reached, an unfavorable outcome is reached. When the win / loss lottery result is a loss, an unfavorable outcome is reached. The specific form of the specific effect until the outcome is reached may be anything. In the present embodiment, the specific effect is such that an ally character (a character on the player's side) and an enemy character fight (see Fig. 31(a)). The display of a video in which the ally character wins is set as a favorable outcome (see Fig. 31(b-1)), and the display of a video in which the ally character loses (including the case where a reversal effect described later occurs) is set as an unfavorable outcome (see Fig. 31(b-2)).
[0126] In the variable effect in which the specific effect has occurred, a reversal effect may occur. The reversal effect can occur only when the specific effect results in an unfavorable outcome. Specifically, the reversal effect is an effect that overrides the fact that an unfavorable outcome has been reached and indicates that the win / loss lottery result is a big win. That is, it can be said that the reversal effect is a big win determination effect that can occur only when the win / loss lottery result is a big win. As long as the player can grasp that the fact that an unfavorable outcome has been overridden, the specific form of the reversal effect may be anything. In the present embodiment, the display of a video showing that the defeated ally character has revived occurs as the reversal effect (see Fig. 32(a)). After the reversal effect, the combination of the decorative symbols 80 stops at a combination indicating a big win (a big win is definitely displayed).
[0127] That is, when a specific effect occurs, if the winning or losing lottery result is a big win, the specific effect leads to a favorable outcome (see Fig. 31(b-1)), and the big win is notified. Or, after leading to an unfavorable outcome (see Fig. 31(b-2)), a reversal effect occurs (see Fig. 32(a)), and the big win is notified. If the winning or losing lottery result is a miss, it leads to an unfavorable outcome (see Fig. 31(b-2)), and the reversal effect does not occur (see Fig. 32(b)). When a specific effect occurs, when the winning or losing lottery result is a big win, most of them lead to a favorable outcome and then are notified. That is, the case where the reversal effect occurs is rare (for example, it is set that the reversal effect occurs only 5% of the time when there is a big win).
[0128] After the specific effect leads to an unfavorable outcome (see Fig. 31(b-2)), the switching image 60 is displayed in the display area 911 (see Fig. 31(c)). The switching image 60 is displayed regardless of the occurrence of the reversal effect. That is, when an unfavorable outcome occurs, the switching image 60 in the same form is displayed every time, regardless of whether the reversal effect occurs. In the present embodiment, an all-black image (blackout image) covering the entire display area 911 is displayed as the switching image 60. Note that an image such as the decorative pattern 80 may be displayed small near the outer edge of the display area 911 together with the switching image 60.
[0129] When the win / loss lottery result is a big win, after the displayed switching image 60 is erased, an actual reversal effect occurs (see Fig. 32(a)). On the other hand, when the win / loss lottery result is a loss, no reversal effect occurs even if the switching image 60 is erased (in this embodiment, an image in which the decorative pattern 80 stops in a combination indicating a loss is displayed, and the loss is determined) (see Fig. 32(b)). That is, after the switching image 60 displayed after an unfavorable outcome is erased, it becomes clear whether an actual reversal effect occurs (note that the term "becomes clear" here means that the situation becomes such that the executed reversal effect can be seen. That is, it is assumed that it does not "become clear" in a situation before the actual occurrence of the reversal effect). It can be said that the switching image 60 is an image displayed for scene transition after a specific effect reaches an unfavorable outcome.
[0130] When a specific effect reaches an unfavorable outcome but a reversal effect occurs thereafter (when the win / loss lottery result is a big win), a relay effect occurs before the actual reversal effect. In this embodiment, a predetermined effect sound (a short sound of about several seconds) is output from the speaker 95 as the relay effect (in the drawing, the effect sound is indicated by the characters "Pikkin") (see Fig. 31(c-1)). Also, in this embodiment, the relay effect (output of the effect sound) is executed when the above switching image 60 is displayed (the output of the sound effect ends before the switching image 60 is erased). The relay effect does not occur when the reversal effect does not occur (when the win / loss lottery result is a loss) (that is, the predetermined effect sound ("Pikkin" sound) is not output, and other sounds may be output) (see Fig. 31(c-2)).
[0131] Here, the above-described effect sound (the sound of "Pikkin") is a "jackpot confirmation sound" that can be output regardless of whether a specific effect is executed or not. That is, even in a variable effect during which a specific effect is not executed (a jackpot variation that does not include a specific effect), a jackpot confirmation effect (hereinafter, may also be simply referred to as a confirmation effect) in which the effect sound is output may occur. For example, even during a symbol variation in which a reach is not established, a confirmation effect may occur suddenly (see FIG. 33). Therefore, a player who has played the game to some extent may have a possibility of encountering the confirmation effect during a jackpot variation.
[0132] As described above, the relay effect is one in which the same effect sound as the above-described confirmation effect is output. That is, the relay effect is of the same form as the confirmation effect. The relay effect can occur only when a reversal effect occurs. By making the relay effect the same as the confirmation effect, a player who knows the existence of the confirmation effect can know in advance that an adverse outcome (a loss) will be covered, and the flow of the effect leading to the reversal effect can be made smooth (it can be easily grasped that a reversal effect has occurred).
[0133] In addition, in this embodiment, after an adverse outcome occurs, regardless of whether a reversal effect occurs (regardless of the win / loss lottery result), the switching image 60 is displayed in the display area 911. When a reversal effect occurs, an effect sound is output while the switching image 60 is being displayed (a relay effect occurs). That is, when the same switching image 60 as usual is being displayed (when the same effect as usual is being executed as an "effect appealing to the visual sense"), a reversal effect occurs when an effect sound that is not normally output is output (when something different from usual is being executed as an "effect appealing to the auditory sense"). Put simply, when a reversal effect occurs and when it does not, there is a difference in the presence or absence of the effect sound, and the same image is displayed in the display area 911. Generally, since the player will pay attention to the "effect appealing to the visual sense" displayed in the display area 911, although the "effect appealing to the visual sense" executed in the display area 911 is the same as usual, there is a possibility that the player may feel a sense of discomfort when a different "effect appealing to the auditory sense" occurs at that time. That is, a gaming property is realized in which a reversal effect occurs when there is a "sense of discomfort" due to the output of the effect sound.
[0134] Hereinafter, specific examples in which matters related to the relay 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.
[0135] 〇Specific Example 6-1 In the above embodiment, it was explained that the same switching image 60 is displayed regardless of whether a reversal effect occurs after a specific effect reaches an adverse outcome, but a configuration in which such the same switching image 60 is not displayed may also be used. That is, when a reversal effect does not occur, a first switching image is displayed, but when a reversal effect occurs, a second switching image different in form from the first switching image is displayed. When a reversal effect occurs, an effect sound is output while the second switching image is being displayed (a relay effect is executed).
[0136] 〇Specific Example 6-2 In the above embodiment, it has been described that the production sound is output as an intermediate production before the reversal production occurs, but productions in other modes may occur as intermediate productions. However, as described above, since the intermediate production needs to be a production that makes the player feel uncomfortable, it is preferably a production that is not a production in which a predetermined image is displayed in the display area 911 (a production that is not executed in the display area 911 that the player pays the most attention to). For example, it is conceivable that the light emitting unit 35 provided in the gaming machine 1 emits light (excluding productions in which a predetermined part of the display area 911 emits light) as an intermediate production. That is, after a specific production reaches an adverse ending (see Fig. 34(a)), if the light emitting unit 35 emits light in a predetermined mode (see Fig. 34(b-1)), a reversal production occurs (see Fig. 34(c-1)), and if it does not emit light in a predetermined mode (does not emit light at all (see Fig. 34(b-2)), or emits light in a mode other than the predetermined mode), the reversal production does not occur (see Fig. 34(c-2)).
[0137] 〇Specific Example 6-3 In the above embodiment, it has been described that the production sound output as an intermediate production is of the same form as the production sound output as a definite production that can occur even during a fluctuating production in which a specific production does not occur. However, differently from this, the sound of the intermediate production and the sound of the definite production may be configured to be different.
[0138] 〇Specific Example 6-4 In the above embodiment, it has been described that when an intermediate production in which a predetermined production sound is output occurs after an adverse ending, the reversal production is determined to occur. However, it may be set that the reversal production does not necessarily occur even if the production sound is output. That is, after an adverse ending, it is set that the probability of the reversal production occurring is higher when the production sound is output than when it is not output. In this way, the occurrence of the production sound remains as a suggestion of the occurrence of the reversal production.
[0139] Also, a plurality of modes of performance sounds that can occur as relay performances may be provided, and the probability of a reversal performance occurring may vary depending on which performance sound is output. For example, after an unfavorable outcome, there may be a case where a first performance sound is output (see Fig. 35(a-1)), and there may also be a case where a second performance sound (different in mode from the first performance sound) is output (see Fig. 35(a-2)). It is assumed that the probability of a reversal performance occurring is higher when the second performance sound is output than when the first performance sound is output. Note that when the second performance sound is output, it may be set such that a reversal performance is certain to occur. By doing so, a playability is realized in which the player pays attention to the mode of the performance sound.
[0140] 5) As described in detail above regarding the embodiments of the present invention, 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.
[0141] Except for using the configurations specific to pachinko gaming machines, the matters described in the above embodiments can also be applied to other gaming machines such as rotary gaming machines.
[0142] Regarding the performance suggesting the probability (big win reliability) that the win / loss lottery result described in the above embodiment becomes a "big win", it can also be used to suggest the probability of a so-called "small win".
[0143] The specific means (gaming machines) obtained from the above embodiments are listed below.
[0144] · Means 1-1 A gaming machine comprising: a winning game execution means for executing a winning game when the winning / losing lottery result is a winning game; a game state setting means for setting a special game state in which a player plays a game aiming for the winning / losing lottery result to be a winning game and which is more advantageous to the player than the normal game state; and a display means for displaying a profit image showing a profit already obtained in the winning game, wherein, when a subsequent winning game is executed through the special game state which is started after the end of a previous winning game, when a normal consecutive winning occurs in which the winning / losing lottery result is a winning game after reaching a switching point in which the winning / losing lottery result is a losing game N times in succession since the start of the special game state, the profit image is displayed in a reset state in the subsequent winning game, whereas when a short-interval consecutive winning occurs in which the winning / losing lottery result is a winning game before reaching the switching point, the profit image including the profit obtained in the previous winning game is displayed in the subsequent winning game. However, the special game state continues even after the switching point is reached. According to the above gaming machine, when consecutive wins occur at short intervals, the earlier win game and the later win game are just one win game, and it looks like a large profit has been obtained in the one win game, which improves the entertainment value of the game (contributes to increasing the desire to play).
[0145] ·Means 1-2 The gaming machine described in claim 1, characterized in that the winning game includes one or more unit games in which a predetermined winning area is opened until a closing condition is met, and in the winning game, an image of the number of unit games that increases as a result of the end of the unit game is displayed, and when the short-interval consecutive winning occurs, in the subsequent winning game, the image of the number of unit games including the number of unit games executed in the previous winning game is displayed. By doing this, when short-interval consecutive wins occur, a unit game number image including the number of unit games of the previous win game is displayed in the subsequent win game, enhancing the effect that the previous win game and the subsequent win game look like one big win game.
[0146] ·Means 1-3 A variation time determination means for determining a variation time from when a decorative pattern displayed on the display means starts to vary until it stops in a mode indicating a winning or losing lottery result, wherein the shortest variation time before reaching the switching point in the special game state is shorter than the shortest variation time after reaching the switching point. The gaming machine according to claim 1 or claim 2. By doing so, when consecutive big wins occur in a short interval, the interval between the previous winning game and the subsequent winning game becomes shorter, so the effect of making the previous winning game and the subsequent winning game appear to be part of a single big winning game is enhanced.
[0147] · Means 1 - 4 The gaming machine according to any one of claims 1 to 3, characterized in that it shifts to the normal game state when, after the special game state is started, the winning or losing lottery result consecutively fails M times. However, it is assumed that N < M.
[0148] · Means 2 - 1 A winning game execution means for executing a winning game when the winning or losing lottery result is a win, and a game state setting means capable of setting a special game state that is more advantageous to the player than the normal game state, which is a game state in which the player plays aiming for the winning or losing lottery result to be a win. When the switching point is reached where the winning or losing lottery result consecutively fails N times after the special game state is started, a pseudo-start effect is executed so that a special game state appears to start after the switching point. However, the special game state continues even when the switching point is reached. By doing so, it is possible to make it appear that the special game state has started from the middle of the special game state, so the range of the game expands.
[0149] · Means 2 - 2 The gaming machine according to claim 1, characterized in that it shifts to the normal game state when, after the special game state is started, the winning or losing lottery result consecutively fails M times. However, it is assumed that N < M. · Means 2 - 3 The gaming machine according to claim 2, wherein the pseudo start effect includes a display of the pseudo number of times indicating that the special gaming state continues until it fails D times in a row. However, let D = M - N. By doing so, it becomes possible to make the special gaming state, which is actually M times continuous, appear as if it were D times.
[0150] ·Means 2-4 In the gaming machine according to any one of claims 1 to 3, the effect mode of the special gaming state after reaching the switching time point is set to any one of a plurality of effect modes, and the pseudo start effect includes a selection effect that allows the player to select a preferred one from among the plurality of effect modes. By doing so, the effect of making it appear that the special gaming state has started from the switching time point is enhanced.
[0151] ·Means 2-5 The gaming machine according to any one of claims 1 to 4, wherein the pseudo start effect includes a company display indicating the manufacturer or seller of the gaming machine. By doing so, the effect of making it appear that the special gaming state has started from the switching time point is enhanced.
[0152] ·Means 3-1 A gaming machine comprising: display means having a display area; and in-motion effect execution means for executing an in-motion effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to a winning or losing lottery result. As an effect constituting the in-motion effect, from a normal state in which a variation image for the in-motion effect is displayed over the entire display area, a change occurs such that the variation image becomes smaller, and as a result, a special state is entered in which at least a part of the housing is displayed in the portion of the display area where the variation image is not displayed. The continuity of the variation image is maintained from the normal state to the special state. According to the above-described gaming machine, since the continuity of the variable image is maintained even in the special state, it is possible to provide an interesting cabinet display effect that makes it appear as if the actually-played gaming machine (cabinet) is truly being displayed.
[0153] ·Means 3-2 The variable image includes the decorative symbol that is variably displayed, and the gaming machine according to Means 3-1, wherein the continuity of the variation of the decorative symbol included in the variable image is maintained from the normal state to the special state. By doing so, the effect of making it appear as if the actually-played gaming machine (cabinet) is truly being displayed is enhanced.
[0154] ·Means 3-3 The gaming machine according to Means 3-1 or Means 3-2, comprising storage means for storing win / loss lottery information used in a win / loss lottery up to a predetermined number, wherein the variable image includes a hold symbol indicating the existence of the win / loss lottery information for which notification of the corresponding win / loss lottery result has not been completed, and when new win / loss lottery information is acquired during the execution of the cabinet display effect, a new hold symbol corresponding to the win / loss lottery information is displayed. By doing so, the effect of making it appear as if the actually-played gaming machine (cabinet) is truly being displayed is enhanced.
[0155] ·Means 3-4 The gaming machine according to any one of Means 3-1 to Means 3-3, wherein a light-emitting part is provided on the cabinet, and after at least a part of the cabinet including the light-emitting part is displayed in a portion where the variable image in the display area is not displayed in the special state, an image in which the image light-emitting part emits light and the light-emitting part emits light is displayed. By doing so, an interesting effect is achieved in which the light-emitting part actually provided on the cabinet and the light emission of the image (image light-emitting part) representing it are linked.
[0156] ·Means 4-1 A gaming machine comprising: display means having a display area; operating means that can be operated by a player and can be changed from a normal mode to a special mode that can be recognized by the player's senses as being different from the normal mode; and effect execution means for executing a specific operation effect using the operating means, wherein in the specific operation effect, an effect image is displayed in the display area in accordance with the change of the operating means from the normal mode to the special mode. The gaming machine can execute an interesting operation effect (specific operation effect) in which the fact that the operating means has become the special mode is emphasized by the effect image.
[0157] ·Means 4-2 The gaming machine according to means 4-1, wherein the effect image is an image displayed in the display area so as to gradually spread from the side where the operating means is provided. By doing so, it seems that a change has occurred in the image due to the effect of the operating means becoming the special mode (the emphasizing effect of the special mode by the effect image is enhanced).
[0158] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, wherein the specific operation effect includes an operation valid period during which the operation of the operating means is valid and a notice period before the operation valid period, and in the notice period, an effect image is displayed in the display area in accordance with the change of the operating means from the normal mode to the special mode. In this way, by causing the operating means to become the special mode and displaying the effect image in the notice period before the operation valid period, the position of the operating means to be operated can be easily grasped, and it can be predicted in advance that the operation of the operating means will be promoted hereafter.
[0159] ·Means 5-1 A symbol indicating a lottery result, comprising display means for displaying a plurality of types of decorative symbols with a specified order, and effect execution means for executing a symbol effect that suggests a favorable situation for the player by specifying a combination of X of the decorative symbols as a specific combination, wherein the specific combination is a combination in which X consecutive decorative symbols in the specified order are arranged, and during the symbol effect, an emphasis display is performed in which the X decorative symbols constituting the specific combination are displayed so as to gradually decrease or increase in the specified order. A gaming machine characterized by this. According to the above gaming machine, it is possible to clearly show that a specific combination has been constructed.
[0160] · Means 5-2 The decorative symbol includes a number set according to its type, the specified order is the order of the numbers, and the emphasis display is such that the X decorative symbols constituting the specific combination are displayed so as to gradually decrease or increase in the order of the numbers. The gaming machine according to means 5-1, characterized by this. By doing so, it becomes possible to easily grasp that the decorative symbols are arranged in the order of numbers in the specific combination.
[0161] · Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that two adjacent decorative symbols constituting the specific combination are displayed such that a part of the relatively large decorative symbol overlaps in front of a part of the relatively small decorative symbol. By doing so, the difference in size of each decorative symbol constituting the specific combination is emphasized (it is easy to understand that the size of the decorative symbol changes in the specified order).
[0162] · Means 5-4 The gaming machine according to any one of means 5-1 to means 5-3, characterized in that the symbol effect includes a change from a normal display in which the X decorative symbols constituting the specific combination have the same size to the emphasis display. By doing so, it becomes easier to understand that the highlighting has different sizes for each decorative pattern (it is easier for the player to notice the highlighting).
[0163] ·Means 6-1 A display means having a display area, a middle-performance execution means for executing a middle performance from the start of the variation of the decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the win / loss lottery result, and a previous middle performance that is the middle performance before the start of the target middle performance that is the middle performance for the target win / loss lottery result. A preview performance execution means for executing a specific preview performance that is a performance executed while the previous middle performance is being executed and that suggests that the probability of the target win / loss lottery result being a hit has increased. The specific preview performance includes a first stage in which a reference image including the decorative pattern is displayed in the display area, a second stage in which, after the first stage, the reference image is displayed as if it has shifted with respect to the display area, and after the second stage, the reference image returns to its original state and the decorative pattern included in the reference image is in a state indicating a deviation, and a third stage in which it is notified that the previous win / loss lottery result corresponding to the previous middle performance is a miss. A gaming machine characterized by including the above. According to the above gaming machine, it is possible to clearly show that a preview performance is occurring.
[0164] ·Means 6-2 In the second stage, when a second off-reference image having a different mode from the first off-reference image is displayed in an off-reference area generated in the display area by displaying the reference image as if it has shifted with respect to the display area, rather than when the first off-reference image is displayed, the gaming machine according to claim 1, characterized in that the probability of the target win / loss lottery result being a big hit is high. In this way, by using the off-reference area that inevitably occurs in the second stage, it is possible to suggest the reliability of the target win / loss lottery result.
[0165] ·Means 6-3 The gaming machine according to claim 1, characterized in that when the outer shape of the reference image in the second stage is in a second form different from the first form, the probability that the target win / loss lottery result is a big win is higher than when it is in the first form. In this way, the outer shape of the reference image in the second stage can suggest the reliability of the target win / loss lottery result.
[0166] · Means 6-4 The gaming machine according to any one of claims 1 to 3, characterized in that in the first stage and the third stage, the reference image is displayed over the entire display area.
[0167] · Means 7-1 An operation means operable by a player, an effect constituting a variation effect from the start of variation of a decorative symbol indicating a win / loss lottery result until the decorative symbol stops in a manner corresponding to the win / loss lottery result, a specific effect execution means for executing a specific effect that is a favorable ending indicating that the win / loss lottery result is a win or an ending that is an unfavorable ending when the favorable ending is not reached, and a reversal effect execution means for executing a reversal effect that is an effect constituting the specific effect and indicating that the unfavorable ending is covered and the win / loss lottery result is a win. When the specific effect in the variation effect is not executed, a confirmation effect that determines that the win / loss lottery result is a win may occur. When the reversal effect occurs, a relay effect in the same form as the confirmation effect occurs before the reversal effect occurs after the unfavorable ending. The gaming machine is characterized by this. According to the above gaming machine, since a relay effect in the same form as the confirmation effect occurs before the reversal effect occurs, (for players who know the confirmation effect) the flow of the effect becomes easy to understand.
[0168] · Means 7-2 The gaming machine according to means 7-1, characterized in that the confirmation effect and the relay effect are effects in which a predetermined effect sound is output. It is conceivable to cause the output of a sound indicating the confirmation of a big win to occur as a relay effect.
[0169] ·Means 7-3 When the above-mentioned unfavorable outcome occurs, a predetermined switching image is displayed. After the switching image is erased, it is determined whether or not an actual reverse effect occurs. When the reverse effect occurs, the relay effect occurs while the switching image is being displayed. The gaming machine according to means 7-1 or means 7-2, characterized in that By doing so, a gaming property is realized in which only the player who notices that the relay effect is occurring while the switching image is being displayed can grasp the occurrence of the reverse effect in advance (a gaming property is realized in which the reverse effect occurs when the player feels discomfort due to the occurrence of the relay effect).
Explanation of Signs
[0170] 1 Gaming machine 1a Cabinet 10 Hold symbols 11 Variable hold symbols (variable hold information) 12 Pre-variable hold symbols (pre-variable hold information) 20 Profit image (number of bonus balls) 22 Unit game number image 25 Pseudo-start image 25n Pseudo-count 30 Variable image 30b Background image 35 Light-emitting part 35x Image light-emitting part 35y Image button 40 Effect image 41 First effect image 42 Second effect image 50 Reference image 51 Out-of-reference image 511 First out-of-reference image 512 Second out-of-reference image 60 Switching image 70 Operating means 71 Push button 80 Decorative symbol 904 Start area 904a First start area 904b Second start area 906 Large winning area 91 Display device 911 Display area 911a Out-of-reference area 95 Speaker
Claims
1. Specific effect execution means for executing a specific effect in which a reversal pattern can occur, in which, after an adverse image indicating that the situation has become adverse for the player is displayed, a reversal image that covers it is displayed, indicating that the result of the win / loss lottery is a win; Determination effect execution means for executing a determination effect that can occur when the specific effect is not executed, and that determines that the result of the win / loss lottery is a win; Relay effect execution means for executing a relay effect in the same manner as the determination effect before the reversal image is displayed when the specific effect becomes the reversal pattern; Comprising: Regardless of whether or not the specific effect becomes the reversal pattern, the specific effect is such that a switching image in the same manner is displayed after the adverse image is displayed; The relay effect is executed while the switching image is being displayed in the specific effect that becomes the reversal pattern. A gaming machine characterized by the above.
2. The gaming machine according to claim 1, wherein the relay effect is an effect in which an effect sound in the same manner as the determination effect is output.
Citation Information
Patent Citations
Game machine
JP2016209551A
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