Gaming machine
The gaming machine uses visual indicators to suggest continuous effects, improving player understanding and engagement by clearly conveying potential ongoing benefits.
Patent Information
- Application Number
- JP2021195653
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-01
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2041-12-01
AI Technical Summary
Existing gaming machines do not effectively convey to players that continuous effects may occur, making it difficult to understand the potential for ongoing benefits.
A gaming machine with a display device that includes a count image indicating the number of unit effects and a continuous suggestion image to suggest the occurrence of continuous effects, enhancing player understanding through visual cues.
The solution makes it easier for players to comprehend the likelihood of continuous effects, thereby enhancing gameplay engagement and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] A gaming machine capable of executing continuous effects such as pseudo-continuous effects is known (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of making it easy to understand the suggestion that continuous effects may occur.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a display device having a display area and an effect execution means for executing a continuous effect including two or more unit effects. In the continuous effect, a count image indicating the number of occurrences of the unit effect is displayed in the display area, and in a reference state where the continuous effect may not be executed, a continuous suggestion image indicating that the number of occurrences of the unit effect is one may be displayed in the display area.
Effects of the Invention
[0006] The gaming machine according to the present invention can make it easy to understand the suggestion that continuous effects may occur.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] 1) Basic Structure 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. Note that various images in the following description include not only still images but also moving images unless otherwise specified.
[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) to a 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-down 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 balls flowing down in the game area 902 win in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by a 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 upper tray for storing game balls, etc., will be omitted. For these, those having the same structure as known gaming machines can be applied.
[0013] The jackpot lottery is executed by the win / loss lottery means provided on a control board (not shown) triggered by a winning of a game ball in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "Special Figure 1") and a second start area 904b (the start area of the so-called "Special Figure 2") are provided. When a game ball wins in the start area 904, a numerical value (win / loss lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot; if different, it is a miss. In the present embodiment, the notification of the win / loss lottery result (the performance during variation described later is started) is started in the order in which the numerical value is acquired. However, if there is win / loss lottery information for which the notification of the win / loss lottery result has not been completed yet, the newly acquired win / loss lottery information is stored as hold information (strictly speaking, hold information before variation described later) in a storage means provided on a control board (not shown).
[0014] In the present embodiment, as the hold 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 win / loss lottery result, that is, a performance during one variation. Hereinafter, it may be simply referred to as "variation" or "rotation") for notifying the win / loss lottery result has started, but a variation hold symbol 11 (a symbol indicating the existence of the so-called "such variation hold") corresponding to win / loss lottery information (hereinafter, may also be referred to as variation hold information during variation) for which the notification of the win / loss lottery result has not been completed and a pre-variation hold symbol 12 corresponding to win / loss lottery information (hereinafter, may also be referred to as pre-variation hold information) for which the performance during variation for notifying the win / loss lottery result has not started are displayed (see Fig. 2). Note that the order (the so-called hold "digestion order") in which the notification of the win / loss lottery result corresponding to the pre-variation hold symbol 12 is completed is earlier for those closer to the variation hold symbol 11.
[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 either the first pre-variation retained information or 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 result of a winning / losing lottery 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 hit, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined combination (for example, three of the same decorative symbol 80). When losing, it becomes a combination other than that (other than the combination for a big hit).
[0017] In addition, images (so-called "small symbols", 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 images is omitted in each figure). The player can enjoy the game without being conscious of this type of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80. 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 "prize" called a big win game is given to the player).
[0018] 2) Game state, etc. The game state in which the player plays the game 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 is 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-variable state) with a high probability of winning a big win, and is 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 is a high-base state (low probability, time shortening available) in which it is easy for the game ball to enter the start area 904.
[0019] In the normal gaming state, the player fires a game ball aiming at the first starting area 904a (the so-called starting area in the special figure 1). In this embodiment, so-called "left hitting" 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 for a jackpot win by means of a 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 fires a game ball aiming at the second starting area 904b (the so-called starting area in the special figure 2). In this embodiment, so-called "right hitting" 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 for a jackpot win by means of a 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 for 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 settings regarding the transition of the gaming state may be of any kind, so the description thereof is omitted. Also, the fact that the gaming state as described above is set is merely an example.
[0020] The gaming machine 1 in this embodiment is a so-called "V-probability variable type" "ST machine". As jackpots, a normal jackpot and a special jackpot are set. After winning the normal jackpot, after the end of the jackpot game, the player transitions to the second special gaming state (low probability, time reduction 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 reduction number of times) of the second special gaming state in this embodiment is 100 times. After winning the special jackpot, after the end of the jackpot game, the player transitions to the first special gaming state (high probability, time reduction available). The continuous number of times (so-called ST number of times) of the first special gaming state in this embodiment is 150 times.
[0021] Among the jackpot wins (jackpot distribution) selected by the first win / loss lottery (Special Figure 1 lottery), 50% are normal jackpots and 50% are special jackpots (i.e., the so-called probability of entering the probability variation state is 50%). Among the jackpot wins (jackpot distribution) selected by the second win / loss lottery (Special Figure 2), 100% are special jackpots (i.e., the so-called probability of entering the probability variation state is 100%) (see Fig. 3(b)). When a special jackpot is won, a so-called V area (not shown) is opened during the jackpot game (opened for a time when shooting a game ball aiming at the V area, and the game ball will almost surely enter), and the game state after the jackpot game becomes a special game state on the condition that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to such an extent that it is substantially impossible for the game ball to enter, so the game ball does not enter the V area, and the game state after the jackpot game becomes a normal game state.
[0022] In this embodiment, the jackpot probability in the low-probability state (normal game state, second special game state) of the win / loss lottery probability is about 1 / 319, and the jackpot probability in the high-probability state (first special game state) is about 1 / 100. Note that the specific values of the jackpot probability can be changed as appropriate.
[0023] When the lottery result is a big win, the big win game executed is a game that repeats one or more round games (unit games) in which the big winning area 906, which is normally closed, is opened until a predetermined closing condition is satisfied. The closing condition is established when either the elapse of a predetermined time (time condition) after the big winning area 906 is opened or the winning of a predetermined number of game balls after the big winning area 906 is opened (winning condition) occurs (when either the time condition or the winning condition is satisfied). However, if the game balls are continuously shot aiming at the big winning area 906 (in this embodiment, if shooting to the right), it is set that a predetermined number of game balls will win in the big winning area 906 before the elapse of the predetermined time (before time-up). That is, if the player plays the game as instructed, the winning condition will be satisfied before the time condition, and thus the closing condition will be satisfied. The predetermined number is referred to as "count (number)", etc., and in this embodiment, the count = 10. Also, the number of prize balls paid out when one game ball enters the big winning area 906 is set to 15. Therefore, if the game balls are continuously shot aiming at the big winning area 906, at least 10×15 = 150 prize balls can be obtained in one unit game (more than that if so-called over-winning occurs). Naturally, the more rounds of the big win game, the more prize balls can be obtained, so it can be said that it is advantageous for the player.
[0024] It has been explained that among the big wins selected in the first win / loss lottery (Special Figure 1 lottery), 50% are normal big wins and 50% are special big wins, and both of them are 5-round (R) big wins (so-called first wins are all 5 rounds). That is, 50% are 5-round normal big wins and the remaining 50% are 5-round special big wins. Also, it has been explained that among the big wins (big win allocation) selected in the second win / loss lottery (Special Figure 2), 100% are special big wins, 50% are 5-round special big wins, and the remaining 50% are 10-round special big wins.
[0025] Note that setting the game properties (specifications) as described above is merely an example. Instead of the "V probability variation type", the configuration may be such that the probability variation ratios of the first winning / losing lottery and the second winning / losing lottery are the same. Also, instead of the "ST" machine, a so-called "probability variation loop machine" may be used. Further, a gaming machine having so-called "two types" of functions (such as a "mixed type one and two machine") may be used. Except in the cases specifically indicated in the following description, the game properties can be changed as appropriate.
[0026] 3) Activation effect The gaming machine 1 according to the present embodiment is capable of executing an activation effect (see FIGS. 4 to 6). Hereinafter, the activation effect will be described in detail. The activation effect occurs on the condition that a lucky image 20 is displayed in the display area 911 (see FIG. 4(b)). Conversely, if the lucky image 20 is not displayed, the activation effect does not occur. The specific form of the lucky image 20 may be any form. It is preferable that the form makes the player feel that something good may happen in the future. In the present embodiment, the lucky image 20 is in the form of representing a "weapon".
[0027] In the present embodiment, the lucky image 20 is displayed during the variable effect in the first special game state (it may also be that the lucky image 20 is displayed during the variable effect in the normal game state or the second special game state). The activation effect is shown as if an event advantageous to the player has occurred by using the lucky image 20 (the weapon) (the lucky image 20 is consumed). When the activation effect occurs (when an advantageous event occurs), the lucky image 20 is erased (assuming that the "weapon" has been used). In the following description, the use of the displayed lucky image 20, that is, the occurrence of the activation effect, may also be simply referred to as "activation". After the lucky image 20 is displayed, the player cannot know in advance at what specific timing the activation will occur. Therefore, after the lucky image 20 is displayed, the player will enjoy the game while speculating on the activation timing.
[0028] As the activation timing of the jackpot image 20, it is roughly classified into normal timing (see Fig. 5) and special timing (see Fig. 6). When a new jackpot image 20 is displayed, the activation timing is normal timing in more than 95% of cases. That is to say, it can be said that the activation timing being the normal pattern is the "default" (basic) production mode.
[0029] The normal timing (see Fig. 5) is to activate during the variable production. The advantageous events associated with the activation production occurring during the variable production are related to the acquisition of a big win. Since the first special game state is a state where the player plays aiming for the next big win, advantageous events related to the acquisition of that big win occur. In particular, the first special game state in this embodiment is a so-called ST state where the player wins the next big win before losing continuously a predetermined number of times (150 times) and becomes the dealer. Therefore, winning the big win before the end of the first special game state becomes a major goal for the player. Events that seem to "help" the player acquire that big win occur along with the activation production.
[0030] In this embodiment, an event indicating that the probability (so-called (big win) reliability) that the win / loss lottery result (target win / loss lottery result) corresponding to the in-play performance (target in-play performance) in which the activation performance has occurred is a big win has increased occurs along with the activation performance. The specific aspect thereof may be anything. In this embodiment, in the first special gaming state, a battle performance (see Fig. 5(a)) in which an ally character (represented with the character "taste" in the drawing), which is a character on the player's side, battles an enemy character (represented with the character "enemy" in the drawing) may occur. When the battle is won (including so-called revival (reversal)), it is a big win. In such a case, the activation performance may occur during the battle performance (see Fig. 5(b)). When the activation performance occurs during the battle performance, the probability of reaching a victorious outcome (see Fig. 5(c)) in which the ally character wins is higher (i.e., the big win reliability is higher) than when it does not occur. However, although not shown, in this embodiment, even if the activation performance occurs, there is a possibility of reaching a losing outcome in which the ally character loses (the target win / loss lottery result is a miss). Note that, unlike this embodiment, when the activation performance occurs, it may be set such that the target win / loss lottery result is determined to be a big win. Also, as the content of the activation performance (advantageous event), a configuration may be adopted in which a plurality of types of content with different big win reliabilities are set.
[0031] The special timing (see Fig. 6) is such that it is activated during the jackpot game. When the winning or losing lottery result becomes a jackpot without the activation effect occurring during the variable and performance periods (see Fig. 6(b)), the jackpot game will start. In this embodiment, the favorable machine image 20 continues to be displayed as it is even during the jackpot game (the "carry-over" of the favorable machine image 20 occurs. Although it is allowed for the favorable machine image 20 to be temporarily not displayed, it is set to be displayed at least during the unit games in which the activation effect can occur) (see Fig. 6(c)). And in the said jackpot game (hereinafter, the jackpot game in which the activation effect occurs may also be referred to as the target jackpot game), the favorable machine image 20 is activated, and an event advantageous to the player is supposed to occur (see Fig. 6(d)). In this embodiment, when the target jackpot game starts with the favorable machine image 20 in the "carried-over" state, it is set that the activation of the favorable machine image 20 will surely occur in the said target jackpot game. In other words, when the favorable machine image 20 is displayed, if it does not activate at the normal timing (during the variable performance), it will activate at the special timing (target jackpot game).
[0032] Advantageous events associated with the activation effects occurring during a jackpot game are regarded as being related to the jackpot game. In this embodiment, "round extension" occurs as an advantageous event. Specifically, the target jackpot game in which the activation effect is to occur is limited to a 10-round jackpot (10-round special jackpot). However, at the time when the target jackpot game is started, the jackpot game appears to be a 5-round jackpot (5-round special jackpot). In this embodiment, the 10-round special jackpot is named "MAX BONUS" and the 5-round special jackpot is named "BIG BONUS". At the beginning of the target jackpot game, the characters "BIG BONUS" are displayed in the display area 911, making it appear to the player that it is a 5-round special jackpot (see FIG. 6(c)). Then, before the end of the unit game of the 5th round (the 5th unit game), an activation effect occurs, and it is reported that the current jackpot being executed is actually a 10-round special jackpot, that is, "round extension" occurs ( "round extension" occurs as an advantageous event) (see FIG. 6(d)). As described above, when the good chance image 20 is displayed, if it does not activate at the normal timing (during the variable effect), it will activate at the special timing (target jackpot game). Therefore, if the good chance image 20 is displayed and then wins the jackpot without activating, it can be said that the jackpot will be determined to be a 10-round jackpot (MAX round jackpot).
[0033] Summarizing the above point (activation at special timing), before the activation effect occurs, it is reported along with the activation effect that the jackpot game, which was shown as including X unit games (X-round jackpot), actually includes Y unit games (Y-round jackpot) where X < Y).
[0034] In this embodiment, the favorable opportunity image 20 determines whether to display after performing so-called anticipation (it can be said that the display of the favorable opportunity image 20 is a kind of anticipation effect). As described above, the activation effect (advantageous event) occurs during the target variation performance or during the target jackpot game. However, the favorable opportunity image 20 is displayed in a situation where the success or failure lottery information (reserved information) corresponding to the target variation performance or the target jackpot game is displayed as the pre-variation reserved symbol 12 (illustrated as the target reservation T) (see Fig. 4(a)). In other words, the favorable opportunity image 20 is displayed through an effect that indicates that a new "weapon" has been acquired at a stage where it has been previously determined that either "activation in the battle effect" or "activation indicating round extension" will be executed in the future (the stage determined by "anticipation"). Note that it is not in a form that allows the player to recognize that it is a target reservation (although there may be a suggestion of reliability based on the form of the reserved symbol 10, this form is not a notification that it is a target reservation). Also, in the state where it is displayed as the favorable opportunity image 20, the player cannot distinguish whether it will be activated in the battle effect (activated during the target variation performance) or during the jackpot game (activated during the target jackpot game). Under normal timing, the activation effect occurs during the variation performance in a state where the target reservation T is displayed as the variation reserved symbol 11 (see Fig. 4(c), Fig. 5), and under special timing, the success or failure lottery result corresponding to the target reservation T becomes a jackpot, and the activation effect occurs during that jackpot game (see Fig. 4(c), Fig. 6).
[0035] Thus, since the activation effect basically occurs during the variable effect (the normal timing which is the "default" is during the variable effect), when the lucky image 20 is displayed, it is conceivable that the player plays while assuming which variable effect will trigger the activation. However, in this embodiment, there is a case where it does not activate during the variable effect (the "carry-over" of the lucky image 20 occurs), and it activates during the big win game (activates at a special timing). Therefore, it is possible to realize an interesting gameplay where an activation contrary to the player's assumption can occur. Viewed from another perspective, if the lucky image 20 is obtained but is not used during the variable effect and a big win occurs instead (if it does not activate during the big win game as in this embodiment), there is a risk that the player may feel as if they have suffered a loss. In this embodiment, since the lucky image 20 activates during the big win game, it can be said that such a risk can be reduced.
[0036] In particular, in this embodiment, when activated at the normal timing, although the probability that the target win / loss lottery result is a big win increases compared to the case where it is not activated, there is also a possibility that the target win / loss lottery result may be a miss. That is, although the activation at the normal timing is a favorable event in terms of increasing reliability, there is also a possibility that the player may not be able to obtain a substantial benefit (big win). On the other hand, the activation at the special timing ensures the enjoyment of a clear benefit of "round extension" (becoming a 10-round big win). Therefore, for a player who knows that there is a possibility of activation not only during the variable effect but also during the big win game, when the lucky image 20 is displayed, a gameplay is realized where the player hopes to achieve a big win without activating during the variable effect as much as possible.
[0037] Hereinafter, specific examples obtained by improving, specifying, modifying, etc. the matters related to the above activation 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.
[0038] 〇Specific Example 1-1 It is configured such that two or more lucky machine images 20 may be displayed (see Fig. 7(a)). Instead of actually displaying two or more lucky machine images 20, characters such as "×2" may be attached to the lucky machine image 20 to represent the state where two or more lucky machine images 20 are displayed. When two or more lucky machine images 20 are displayed in this way, activation effects will occur for the number of displayed lucky machine images 20. Therefore, if not all activation effects based on the two or more displayed lucky machine images 20 occur, activation effects based on the remaining lucky machine images 20 will occur during the jackpot game.
[0039] For example, when two lucky machine images 20 are displayed (see Fig. 7(a)) and only one activation effect occurs during the variable display (only one lucky machine image 20 is consumed) (see Fig. 7(b)) and a jackpot is achieved (see Fig. 7(c)), the activation effect based on the remaining one lucky machine image 20 will occur during the jackpot game (see Fig. 7(e)). By doing so, when two or more lucky machine images 20 are displayed, the game play becomes such that the player pays attention to whether activation effects based on all the lucky machine images 20 occur during the variable display.
[0040] 〇Specific Example 1-2 In the above embodiment, it has been explained that the advantageous event (notification) associated with the activation effect occurring during the jackpot game is "round extension". However, instead of or in addition to this, other events may occur as advantageous events. For example, after setting that the game state after the jackpot game can transition to either the normal game state (low probability state) or the first special game state (high probability state), by pretending to be a jackpot (normal jackpot) that transitions to the normal game state after the jackpot game, the notification (so-called promotion to a certain variable jackpot) that it is a jackpot (special jackpot) that transitions to the first special game state may occur as an advantageous event. Also, among the hold information acquired at the end of the jackpot game, there is one in which the winning or losing lottery result is a jackpot. When so-called consecutive winning during holds occurs, the notification that such consecutive winning during holds has occurred may occur as an advantageous event. Note that although the consecutive winning during holds actually occurs after the jackpot game (not during the jackpot game), the notification of such an event occurring after the jackpot game may also be set as an "advantageous event" occurring during the jackpot game.
[0041] As described in the above Specific Example 1-1, if it is set to be in a state where two or more favorable machine images 20 can be displayed, the configuration can be such that there is also a possibility that two or more favorable machine images 20 are "carried over" to the jackpot game. However, if multiple types of events are set as advantageous events occurring during the jackpot game as in this example, when two or more favorable machine images 20 are carried over to the jackpot game, different events can occur depending on the activation of each of the two or more favorable machine images 20. For example, when two favorable machine images 20 are carried over to the jackpot game (see Fig. 8(a)), one of the favorable machine images 20 is activated and "round extension" is notified (see Fig. 8(b)), and the other favorable machine image 20 is activated and "consecutive winning during holds" is notified (see Fig. 8(c); for example, by executing an effect indicating that "V" (jackpot) has been stocked, consecutive winning during holds is notified). This is the configuration that may occur.
[0042] 〇Specific Example 1-3 Assume that a plurality of different modes are set as the winning opportunity images 20, and the activation timing (whether it is normal timing or special timing) is suggested by the mode. For example, assume that the first winning opportunity image 21 (see Fig. 9(a)) and the second winning opportunity image 22 (see Fig. 9(b)) with a different mode can be displayed. When the second winning opportunity image 22 is displayed, the probability that the activation effect occurs during the jackpot game rather than during the variation effect without the activation effect occurring is higher than when the first winning opportunity image 21 is displayed (the probability of being special timing rather than normal timing is high). However, it is preferable to set that any of the winning opportunity images 20 (both the first winning opportunity image 21 and the second winning opportunity image 22) may be activated at normal timing or may be activated at special timing (the setting is such that it is not certain to be activated at any of the timings). This is because any of the winning opportunity images 20 is basically activated during the variation effect, and by making it possible that it can be "carried over" during the jackpot game, the playability of the game is ensured (the occurrence of "carrying over" to the jackpot game is the essence). By doing so, the playability is realized in which the player (knowing that the activation timing may not be normal timing but special timing) will pay attention to the mode of the winning opportunity image 20.
[0043] As described in the above specific example 1-1, if it is set that two or more winning opportunity images 20 can be displayed, among the two or more displayed winning opportunity images 20, a part can be the first winning opportunity image 21 and the other part can be the second winning opportunity image 22. For example, a configuration can be set in which a situation (see Fig. 9(c)) occurs where two winning opportunity images 20 are displayed, one is the first winning opportunity image 21, and the other is the second winning opportunity image 22.
[0044] 〇Specific example 1-4 It is assumed that the activation effect does not occur during the variable effect during the start-up effect, and the winning image 20 is carried over to the big win game. Even if the activation effect occurs during the big win game, there is a possibility that no substantial profit can be obtained. For example, in the case of a configuration in which "round extension" may occur with the activation effect during the big win game as in the above embodiment, although the probability of round extension occurring is higher when the activation effect occurs than when it does not occur, the round extension is not necessarily set to occur. In short, the carry-over of the winning image 20 to the big win game is set to only suggest that the probability of round extension occurring increases (the occurrence of round extension is not certain). Even if configured as in this example, it can also be considered that "the probability of round extension occurring increases" is an advantageous event for the player associated with the activation effect.
[0045] 4) Continuous suggestion image The gaming machine 1 according to the present embodiment is capable of executing a continuous effect, and a continuous suggestion image 30 may be displayed in the display area 911 as an indication of the occurrence of the continuous effect. In the present embodiment, the continuous suggestion image 30 is displayed (the occurrence of the continuous effect is suggested by the continuous suggestion image 30) during the variable effect in the normal gaming state. However, it may be configured such that the continuous suggestion image 30 may be displayed during the variable effect in the special gaming state.
[0046] A continuous performance (an example of which is shown in FIG. 10) includes two or more unit performances that occur continuously. In the present embodiment, the continuous performance to be suggested by the continuous suggestion image 30 is a pseudo-continuous performance. Since the pseudo-continuous performance itself is well-known, it will be briefly described. Briefly speaking, a decorative pattern 80 (a group of decorative patterns 80g) that varies in the display area 911 pseudo-stops (refers to a state where it appears to the player to have stopped but is slightly shaking and not completely stopped) in a predetermined combination (see FIGS. 10(b) and (d)), and then starts to vary again (see FIGS. 10(c) and (e)). This refers to a performance that repeats one or more times. Note that the pseudo-stopped state is not a state that constructs a combination indicating the final winning or losing lottery result. The combination indicating the winning or losing lottery result is a state where all the decorative patterns 80 have completely stopped. The above-mentioned predetermined combination (also referred to as a "chance position" or the like) is preferably not a combination indicating a big win (three of the same decorative pattern 80) and is set based on a predetermined rule. In the present embodiment, the middle decorative pattern 80C selected from the middle decorative pattern group 80gC and pseudo-stopped is the "7" pattern, and the left decorative pattern 80L selected from the left decorative pattern group 80gL and pseudo-stopped and the right decorative pattern 80R selected from the right decorative pattern group 80gR and pseudo-stopped are different patterns (a state where "reach" is not established) (see FIGS. 10(b) and (d)).
[0047] Here, in the pseudo-continuous performance, after stopping in a predetermined combination, starting to vary again is regarded as the start of a new unit performance. For example, "(1) Variation state due to the start of the performance during variation" (FIG. 10(a)) → "(2) Resume variation after pseudo-stopping in a predetermined combination" (FIGS. 10(b) and (c)) → "(3) Resume variation after pseudo-stopping in a predetermined combination" (FIGS. 10(d) and (e)) If such pseudo-sequential performance occurs, then (1) to (2) would be the first unit performance, (2) to (3) would be the second unit performance, and (3) onwards would be the third unit performance. In the technical field of the present application, (2) to (3) are generally referred to as "pseudo 2 fluctuations" and (3) onwards as "pseudo 3 fluctuations," so determining the number of unit performances as described above is based on the numerical value of the "○" in the "pseudo ○ fluctuation," and can be said to be an extremely natural determination. In addition, in pseudo-sequential performances, the term "consecutive number of times" is sometimes used, but the number of times of succession = the number of times that a unit performance occurs.
[0048] In this embodiment, the more times a unit performance occurs, the higher the reliability of the target winning / losing lottery result (meaning the winning / losing lottery result corresponding to the in-fluctuation performance (target in-fluctuation performance) in which the pseudo-continuous performance occurs) becomes a jackpot. In addition, the maximum number of times a unit performance occurs can be set appropriately. In this embodiment, the maximum number of times a unit performance occurs is set to 4 (reaching pseudo 4 fluctuations). When the number of times a unit performance occurs reaches 4, it is confirmed that the target winning / losing lottery result will be a jackpot. In other words, it is extremely rare for the number of times a unit performance occurs to reach 4, as this only occurs with fluctuations that result in a jackpot.
[0049] When the number of occurrences of the unit performance is between 2 and 4 times, a number image 32 including a numerical value indicating that number of times is displayed in the display area 911. In the present embodiment, in the state where the number of occurrences = 2 times (pseudo 2 fluctuations), a number image 32 including the character "×2" (see Fig. 10(c)) is displayed, in the state where the number of occurrences = 3 times (pseudo 3 fluctuations), a number image 32 including the character "×3" (see Fig. 10(d)) is displayed, and in the state where the number of occurrences = 4 times (pseudo 4 fluctuations), a number image 32 including the character "×4" (not shown) is displayed. Note that various methods of expressing numerical values are conceivable. It may be Chinese numerals or Roman numerals, or it may be expressed by the number of predetermined images (icons), etc. (the same applies to the continuous suggestion image 30 described later in detail. However, the methods of expression for the number image 32 and the continuous suggestion image 30 are the same. For example, if the number image 32 is expressed by Chinese numerals, the continuous suggestion image 30 is also expressed by Chinese numerals). Since the higher the number of occurrences of the unit performance, the higher the jackpot reliability of the target right / wrong lottery result, it can be said that the higher the numerical value of the number image 32, the higher the jackpot reliability of the target right / wrong lottery result. As described above, when the number of occurrences = 4 times, the jackpot is determined, so the number image 32 (the number image 32 of "×4") may not be displayed intentionally (in a state where there is also a possibility that the target right / wrong lottery result may be a miss, the number image 32 (displaying "×2" or "×3") may be displayed).
[0050] A continuous performance is established only when unit performances occur continuously two or more times. This is because unless at least the second unit performance occurs, the unit performances cannot be considered "continuous". In the case of the above pseudo-continuous performance, if the pseudo-stop and re-variation do not occur at least once in a predetermined combination, it cannot be said that a continuous performance has occurred. However, in the present embodiment, in a state where the player does not know whether the second unit performance will be executed, that is, a state where the player does not know whether a continuous performance will be executed (hereinafter referred to as the reference state. For example, the state in Fig. 10(a) can be said to be a state where it is not known whether a pseudo-continuous performance will occur thereafter), a continuous suggestion image 30 (see Fig. 11(b)) indicating that the number of occurrences of the unit performance is once may be displayed in the display area 911. In the present embodiment, a continuous suggestion image 30 including the character "×1" (numerical value "1") is displayed. That is, as described above, the number-of-times image 32 includes characters such as "×2", "×3", "×4", so a continuous suggestion image 30 including the character "×1" is displayed following that. As described above, since a continuous performance cannot be said to have occurred unless at least two unit performances are executed, the reference state is a state where a continuous performance does not necessarily occur. Therefore, the continuous suggestion image 30 that can be displayed in the reference state is only an image that indicates "as if" the number of occurrences of the unit performance is once (assuming that a continuous performance will occur in the future, it indicates the state where the first unit performance is being executed at present).
[0051] Since the continuous performance of the target in this embodiment is a pseudo - continuous performance, the above - mentioned reference state includes the state at the beginning (immediately after the start) of the performance during variation. (If a pseudo - continuous performance occurs, it means that from the start of the performance during variation to the pseudo - stop in a predetermined combination is the first unit performance.) Therefore, the reference state is the state including all the performances during variation (visited by each variation reference state). However, the continuous suggestion image 30 (display of "×1") is not displayed in all the performances during variation (all of the reference states visited by each variation). This is because when the continuous suggestion image 30 is displayed for each variation, the suggestive effect by the continuous suggestion image 30 will virtually disappear. In this embodiment, it is set such that the probability of the pseudo - continuous performance occurring when the continuous suggestion image 30 is displayed in the reference state (see Fig. 11(b)) is higher than when the continuous suggestion image 30 is not displayed in the reference state (see Fig. 11(a)). That is, "×1" may be displayed at the beginning of the performance during variation (or may not be displayed), and when such a display is made, the probability of the subsequent pseudo - continuous performance occurring is higher than when such a display is not made. However, even if the continuous suggestion image 30 is not displayed in the reference state of a certain performance during variation (see Fig. 10(a), Fig. 11(a)), there is still a possibility that a subsequent pseudo - continuous performance (the second unit performance) will occur.
[0052] Also, in this embodiment, just because the continuous suggestion image 30 is displayed in the reference state of a certain performance during variation (resulting in the state shown in Fig. 11(b)), it is not always the case that a pseudo - continuous performance occurs in that performance during variation. That is, the probability of the pseudo - continuous performance occurring when "×1" is displayed ≠ 100%. However, it does not mean that it is denied that a pseudo - continuous performance will definitely occur when the continuous suggestion image 30 is displayed.
[0053] As described above, in this embodiment, as an image suggesting that the probability of a continuous effect occurring has increased, a continuous suggestion image 30 that indicates that the number of occurrences of a unit effect is one, as if it were in a reference state where it is unknown whether the continuous effect will occur, may be displayed. Since it is generally known that the number image 32 (an image including characters such as "×2", "×3", "×4") as described above is displayed when the continuous effect occurs, a continuous suggestion image 30 (an image including the character "×1") is displayed following that, making it easy to understand the suggestion that the probability of the continuous effect occurring has increased.
[0054] Hereinafter, specific examples in which matters related to the continuous suggestion image 30 are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.
[0055] 〇Specific Example 2-1 In the above embodiment, it was explained that the continuous effect suggested by the continuous suggestion image 30 is a pseudo-continuous effect, but a configuration in which other continuous effects are the suggested target may also be used. For example, a pre-reading continuous effect may be the suggested target (see FIG. 12). Since the pre-reading effect itself is well-known, a detailed explanation will be omitted. However, it uses one or more previous win / loss lottery results (losses) whose notification is completed before the target win / loss lottery result, and suggests that the jackpot reliability of the target win / loss lottery result has increased. For example, it is conceivable to suggest that the jackpot reliability of the target win / loss lottery result has increased by making the combination of the decorative patterns 80 that notify one or more previous win / loss lottery results (losses) a combination that satisfies a predetermined rule (chance pattern; in FIG. 12, the pattern that becomes the "normal pattern" from the left is defined as the chance pattern). In this case, during the variable effect (hereinafter referred to as the earliest variable effect) of the first win / loss lottery result among the one or more previous win / loss lottery results used for the pre-reading effect, the continuous suggestion image 30 is displayed (see FIG. 12(a)).
[0056] While the first ongoing effect is being executed, the chance mark is not being displayed in the ongoing effect immediately preceding the first ongoing effect, and it is unknown whether a preview continuous effect will occur. Also, if a preview effect were to occur, it could be said that it corresponds to the state in which the first unit effect was being executed. Therefore, it is set such that the continuous suggestion image 30 may be displayed during the first ongoing effect, using the first ongoing effect as the reference state. When the continuous suggestion image 30 is displayed during a certain ongoing effect, it can also be said that the probability of the chance mark being displayed increases as a combination for notifying the success or failure lottery result (failure) corresponding to the ongoing effect. After that, until the target ongoing effect corresponding to the target success or failure lottery result, the count image 32 that increases in number each time the chance mark stops → the variation starts may be displayed (see FIGS. 12(b) to (e)).
[0057] 〇Specific Example 2-2 Assume that two or more modes are set for the image displayed as the continuous suggestion image 30. The method for setting the difference in the modes of the continuous suggestion image 30 may be any method, but it is ensured that it is something that "indicates as if the number of occurrences of the unit effect is one", which is the essential function of the continuous suggestion image 30. For example, while maintaining that it includes the character "×1", it is conceivable to vary the color of the character.
[0058] When the continuous suggestion image 30 is displayed, assume that either the first continuous suggestion image 30 (black) (see Fig. 13(b)) or the second continuous suggestion image 30 (red) (see Fig. 13(c)) with a different mode is displayed. Moreover, assume that the probability of subsequent continuous effects (the second unit effect occurs) is higher when the second continuous suggestion image 30 (red) is displayed than when the first continuous suggestion image 30 (black) is displayed in the reference state. Including the case where the continuous suggestion image 30 is not displayed, it means that in the order of "continuous suggestion image not displayed" < "first continuous suggestion image displayed" < "second continuous suggestion image displayed" in the reference state, the probability of subsequent continuous effects occurring is high (see Fig. 13). By doing so as in this example, a gaming property is realized in which the player will pay attention not only to whether the continuous suggestion image 30 is displayed in the reference state but also to the mode when the continuous suggestion image 30 is displayed.
[0059] 〇Specific Example 2-3 In the above embodiment, it was explained that the continuous suggestion image 30 may be displayed from the beginning of the effect during variation. However, during a predetermined period from the start of variation (a predetermined period from the start of the effect during variation), the continuous suggestion image 30 will not be displayed regardless of the situation (regardless of whether a continuous effect will actually occur in the future) (Figs. 14(a)(b)), and there is a possibility that the continuous suggestion image 30 will be displayed after the elapse of the said predetermined period (see Fig. 14(c); Fig. 14(c) shows a state where the continuous suggestion image 30 is displayed, but there are also cases where the continuous suggestion image 30 is not displayed). If the continuous suggestion image 30 is displayed from the beginning (the first) of the effect during variation, there is a risk that the player may not notice that the continuous suggestion image 30 is being displayed. By doing so as in this example, the continuous suggestion image 30 is not displayed during at least the said predetermined period in all variations, and even when the continuous suggestion image 30 is to be displayed, a change from the state where the continuous suggestion image is not displayed to the state where the continuous suggestion image is displayed will occur. Therefore, it becomes easy to understand that the continuous suggestion image 30 is displayed (that the occurrence of a continuous effect is suggested by the continuous suggestion image 30).
[0060] 〇Specific Example 2-4 With the number-of-times image 32 displayed in the state where the second unit performance has occurred being set as "×1" (see Fig. 15(c)), the number-of-times image 32 displayed when the third unit performance has occurred being set as "×2", and so on, it may be configured such that the numerical value included in the number-of-times image 32 is "the number of occurrences of the unit performance - 1". As described above, the continuous performance is recognized as being executed only when two or more unit performances occur continuously (since a single unit performance cannot be said to be "continuous"). That is, since it can be said that the continuous performance is established only when the second unit performance occurs, the "number of times" of the number-of-times image 32 may be counted starting from the second unit performance.
[0061] In this case, the continuous suggestion image 30 may be expressed as, for example, "×0" (see Fig. 15(a)). That is, since the counting of the number of times starts from the second unit performance when the continuous performance is established, it may be displayed as a number-of-times suggestion image including the numerical value "0" following that, so as to suggest the occurrence of the continuous performance.
[0062] 5) Stage change In this embodiment, a concept of "stage" (also referred to as "mode", etc.) is used as a style (performance style) that controls the content of the performance during variation (such a concept of "stage" itself is well-known). Based on the currently set stage, the content of the performance during variation is determined (various performances constituting the performance during variation dedicated to each stage can occur). Note that although the stage can be used for reliability suggestion and the like, it does not directly affect the substantial benefits (payouts) of the player. Also, in this embodiment, the concept of the stage is used to control the performance during variation in the normal gaming state, but it may be controlled in the same way even in the special gaming state. Also, in the drawings other than the drawings for explaining the stage (stage change), the illustration of the elements related to the stage is omitted.
[0063] In this embodiment, as stages that can be set, there are three types: stage A with City A as the motif (see Fig. 16(a)), stage B with City B as the motif (see Fig. 16(b)), and stage C with City C as the motif (see Fig. 16(c)). In this embodiment, a character indicating the type of the currently set stage is displayed in the display area 911. Also, a background image (the background of the decorative pattern 80) corresponding to the type of the currently set stage is displayed in the display area 911 (in the drawing, the background image is shown in a simplified manner). Therefore, the player can grasp the currently set stage also from the background image. Although not shown, the basic mode (default mode) of the hold symbol 10 may be changed according to the type of the set stage. By doing so, the difference in stages will be emphasized by the difference in the basic modes of the hold symbol 10.
[0064] Such a change in the type of stage is generally referred to as a stage change. In this embodiment, a special stage change (change in the middle style) to be described in detail below is executable. Note that in this embodiment, a part of the occurring stage changes is the special stage change, but all of the occurring stage changes may be the special stage change. Also, in the following description, unless otherwise specified, simply referred to as a stage change means the special stage change.
[0065] When a stage change occurs, the stage before the change is referred to as the pre-stage (pre-style), and the stage after the change (the newly set stage) is referred to as the post-stage (post-style) (naturally, "the type of the pre-stage ≠ the type of the post-stage"). Assuming that a stage change occurs in which the pre-stage is set in a certain in-play effect (hereinafter referred to as the previous in-play effect), and the post-stage is set in the next in-play effect (hereinafter referred to as the target in-play effect) of the certain in-play effect, the switching from the pre-stage to the post-stage is controlled as follows (the case where the pre-stage is B and the post-stage is C is shown and explained in Fig. 17 as an example).
[0066] During the previous variable performance, the pre-stage (stage B) is set (see Fig. 17(a)). During the period T (hereinafter, may also be referred to as the notice period T) including at least a part of the end of the previous variable performance or the beginning of the target variable performance, a change notice image 40 is displayed (see Fig. 17(b)). In the present embodiment, the beginning of the target variable performance (until a predetermined time has elapsed from the start) is set as the notice period T. Note that the length of the notice period T during which the change notice image 40 is displayed is about 0.5 seconds to 2 seconds (it is displayed for a short time like a so-called cut-in image). The change notice image 40 is an image that indicates to the player in advance that a change in the stage will occur. In the present embodiment, a change notice image 40 corresponding to the type of the stage that becomes the post-stage is displayed, and the type of the stage that becomes the post-stage is shown to the player in advance. When stage A is the post-stage, change notice image A is displayed, when stage B is the post-stage, change notice image B is displayed, and when stage C is the post-stage, change notice image C is displayed (the modes of change notice images A to C are different from each other). In the present embodiment, each change notice image 40 includes a statement indicating the name of the post-stage. Also, in the present embodiment, the change notice image 40 is displayed over the entire display area 911. Since the example shown in Fig. 17 shows a change from stage B to stage C, change notice image C is displayed (see Fig. 17(b)). Note that for change notice image A and change notice image B in the present embodiment, the statement "C stage" included in change notice image C shown in Fig. 17(b) is changed to "A stage" and "B stage". The modes of other parts may also be made different for each change notice image 40 so that the differences between the images are more prominent.
[0067] The time point when the change notice image 40 is erased (erasure time point) is the end point of the notice period T. Note that the erasure time point is a time point before the switching time point described later. In the present embodiment, even after the change notice image 40 is erased, the pre-stage (stage B) is set. That is, even though the change notice image C for notifying the change to stage C is displayed, the stage B is still set after the change notice image C is erased (see FIG. 17(c)). Note that in the case of a configuration that depends on the stage in which the basic mode of the hold symbol 10 is set (the basic mode of the hold symbol 10 is different for each type of stage), until the change to stage C is completed, the basic mode of the hold symbol 10 is also made to correspond to stage B.
[0068] The target in-play effect progresses in the state where stage B is set, and changes from stage B to stage C when reaching the switching time point, which is in the middle of the target in-play effect (see FIG. 17(d)). That is, it changes from the pre-stage to the post-stage when reaching the switching time point. Note that the switching time point is a time point about 1 to 2 seconds after the erasure time point. That is, after the change notice image 40 is erased, the state where the pre-stage is set is maintained for about 1 to 2 seconds. At least, the switching time point is set as the time point when all of the three decorative symbol groups 80g are in motion. That is, before it is determined whether a reach or the like is established, the switching time point is reached, and a change from the pre-stage to the post-stage occurs. After that, the post-stage (stage C) is maintained until the next stage change occurs.
[0069] In the conventional stage change, it was common for a new stage (post-stage) to already be set when the target in-play effect was started. The special stage change in the present embodiment is one in which a change from the pre-stage to the post-stage occurs during the in-play effect (target in-play effect) (see FIGS. 17(c) and 17(d)). That is, since the stage change is clearly shown to the player during the in-play effect, there is an advantage that it is easy to understand that the stage has changed.
[0070] Also, as shown in FIG. 18 as a reference example, in a conventional stage change using a change notification image 40 (an image corresponding to the change notification image 40) as referred to in the present embodiment, after the change notification image 40 is erased, the stage after the change is set, that is, since the change notification image 40 is interposed between the state where the stage before the change is set and the state where the stage after the change is set (because the stage before the change and the stage after the change are separated by the change notification image 40), the state of the stage changing did not actually appear. In contrast, in the present embodiment, even after the change notification image 40 (see FIG. 17(b)) that notifies that a change in the stage occurs is erased, the pre-stage is in a set state (a state where no change has occurred) (see FIG. 17(c)). Therefore, after notifying that a stage change occurs due to the change notification image 40, it is possible to show the state where an actual "change from the pre-stage to the post-stage" has occurred (show the change from FIG. 17(c) to (d)). That is, it is possible to more clearly show that the stage has changed.
[0071] Also, the change notification image 40 indicates the type of the stage that becomes the post-stage (see FIG. 17(b)). In the present embodiment, it is a novel thing that even after such a type of the post-stage is indicated, temporarily, the pre-stage is in a set state (see FIG. 17(c)).
[0072] Hereinafter, specific examples obtained by improving, embodying, modifying, etc. matters related to the above stage change (special stage change) will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.
[0073] 〇Specific Example 3-1 In the above embodiment, it was explained that the change notice image 40 is displayed before the change from the pre-stage to the post-stage occurs. However, a configuration may be adopted in which such a change notice image 40 is not displayed. That is, the change notice image 40 is not displayed even during a period including at least one of the end of the previous in-transition effect and the start of the target in-transition effect (a period corresponding to the notice period T in the above embodiment), and a background image or the like representing the pre-stage is continuously displayed from the previous in-transition effect to the target in-transition effect (before the switching point is reached). Then, the change from the pre-stage to the post-stage occurs when the switching point (for example, the point 2 seconds after the target in-transition effect is started) is reached. Even in this example, since the change of the stage is clearly shown to the player during the in-transition effect, it is easy to understand that the stage has changed.
[0074] 〇Specific Example 3-2 In the above embodiment, it was explained that the change notice image 40 indicates the type of the post-stage (the mode varies according to the type of the post-stage). However, a change notice image 40 having a common mode regardless of the type of the post-stage may be used. For example, a change notice image 40 including the characters "Stage Change" may be commonly used regardless of the type of the post-stage. Even in this case, when the change notice image 40 is displayed, the player can know in advance that a stage change will occur (although the type of the post-stage is unknown). That is, after knowing in advance the occurrence of the stage change, the change from the pre-stage to the post-stage actually occurs when the switching point is reached.
[0075] 〇Specific Example 3-3 The change notice image 40 in the above embodiment has been described as indicating the type of the post stage (the mode varies according to the type of the post stage), but it may also indicate the types of the pre stage and the post stage. That is, when the combination of the types of the pre stage and the post stage is the same, the mode of the change notice image 40 is the same, and when the type of either the pre stage or the post stage is different, the mode of the change notice image 40 is different. For example, when a change from stage A to stage C occurs, it is assumed that a change notice image 40 including words representing both stage A and stage C is displayed (see Fig. 19).
[0076] The special stage change is in a state where the pre stage is set even after the change notice image 40 is erased, and actually shows the change from the pre stage to the post stage. If it is to be emphasized, as in this example, it is advisable to make the change notice image 40 indicate not only the type of the post stage but also the type of the pre stage.
[0077] 〇Specific Example 3-4 Unlike the special stage change of the above-described embodiment, a stage change (for example, a stage change that proceeds as shown in FIGS. 20(a)→(b)→(c-1). Hereinafter, it may also be referred to as a normal stage change to distinguish it from the special stage change) may occur in a state where the post-stage is set when the change notice image 40 is erased. That is, it is assumed that a stage change may occur in which the change from the pre-stage to the post-stage is already completed at the time when the change notice image 40 is erased, rather than actually showing the change from the pre-stage to the post-stage. And, it is assumed that the winning reliability of the win / loss lottery result (target win / loss lottery result) corresponding to the effect during the target variation is higher when the other of the special stage change (for example, the stage change that proceeds as shown in FIGS. 20(a)→(b)→(c-2)→(d)) and the normal stage change occurs than when one of them occurs. Since the normal stage change is the same as the conventional stage change, it is preferable to set the winning reliability of the target win / loss lottery result to be higher when the special stage change occurs than when the normal stage change occurs.
[0078] By doing so as in this example, the player will pay attention to whether the stage change has already been completed at the time when the change notice image 40 is erased. If the special stage change is set to have a higher reliability, a gaming property is realized in which the player wishes that the stage change has not been completed at the time when the change notice image 40 is erased.
[0079] Note that the special stage change can also be regarded as an effect in which the timing of the stage change is "delayed" in comparison with the normal stage change. If the special stage change is set to have a higher reliability, a gaming property is realized in which the occurrence of the "delay" of the stage change is regarded as an increase in chance.
[0080] 〇Specific Example 3-5 It may also be configured such that two or more types of special stage changes with different timings at which the stage change occurs are set. For example, as shown in FIG. 21, a first special stage change in which a change from a pre-stage to a post-stage occurs at a first switching point, and a second special stage change in which a change from the pre-stage to the post-stage occurs at a second switching point are set. Since the time from the start point of the performance during the target variation to the second switching point is longer than the time from the start point of the performance during the target variation to the first switching point (if the change notice image 40 is displayed, the time from the erasure point of the change notice image 40 to the second switching point is longer than the time from the erasure point of the change notice image 40 to the first switching point), it can be said that the timing of the second special stage change is "delayed" compared to the first special stage change.
[0081] On this premise, the winning reliability of the target win / loss lottery result shall be different depending on the type of the special stage change that occurs. For example, if the second special stage change has a higher reliability than the first special stage change, a game property in which the occurrence of a "delay" in the stage change is regarded as a chance-up is realized.
[0082] 6) Specific symbol control In the present embodiment, the decorative symbol 80 displayed in the display area 911 for notifying the win / loss lottery result can be controlled (specific symbol control) as follows. In the present embodiment, the specific symbol control is executed during the performance during variation in a state where a specific stage that can be set in the normal game state is set. However, the specific symbol control may be executed regardless of such a stage or the like.
[0083] In a state where a specific stage is set, a target decorative pattern 80T (see FIG. 22), which is a part of a plurality of types of decorative patterns 80, is assumed to include a main element part 80Tm and a sub-element part 80Ts. In the present embodiment, the decorative pattern 80 of "7" is the target decorative pattern 80T. The other decorative patterns 80 are not the target decorative pattern 80T (hereinafter, the decorative pattern 80 that is not the target decorative pattern 80T is referred to as a non-target decorative pattern). The specific pattern control is executed for the target decorative pattern 80T (the specific pattern control is not executed for the non-target decorative pattern).
[0084] The main element part 80Tm is a part indicating the type of the decorative pattern 80. In the present embodiment, it is assumed that the difference in the type of the decorative pattern 80 is determined by the difference in "numbers". Therefore, the main element part 80Tm of the decorative pattern 80 of "7", which is the target decorative pattern 80T, is the part representing the "7". In the present embodiment, although the non-target decorative pattern also includes a number indicating its type, it is not assumed to include the sub-element part 80Ts described later.
[0085] The sub-element part 80Ts is displayed accompanying the main element part 80Tm. In the present embodiment, what represents a specific character is displayed as the sub-element part 80Ts. When the specific pattern control is executed, although the aspect of the sub-element part 80Ts changes as described later, it is assumed that the form, color, size, etc. of the sub-element part 80Ts may change over time within a range where the player can recognize that it represents the same character (specific character).
[0086] As display modes of the target decorative symbol 80T, an inner display mode (see Fig. 22(a)) and an outer display mode (see Fig. 22(b)) are set. The inner display mode (see Fig. 22(a)) is a mode in which the sub-element part 80Ts is represented inside the main element part 80Tm. In the present embodiment, since the main element part 80Tm is the part representing the number "7", the sub-element part 80Ts is represented inside the outer edge of the "7", which is the inner display mode. The sub-element part 80Ts represents the specific character, and it can also be said that the specific character is expressed in the area inside the outer edge of the "7" in the inner display mode. The specific character is expressed so that an element that allows the player to understand that it is a specific character appears in the area. Since the specific character is represented in the area inside the outer edge of the "7" and does not protrude outside, the entire target decorative symbol 80T in the inner display mode presents the shape of the "7".
[0087] The outer display mode (see Fig. 22(b)) is a mode in which the sub-element part 80Ts is represented outside the main element part 80Tm. In the present embodiment, since the main element part 80Tm is the part representing the number "7", the sub-element part 80Ts is represented outside the outer edge of the "7", which is the outer display mode. Note that the entire specific character may be represented outside the main element part 80Tm, or a part of the specific character may be represented outside the main element part 80Tm. In any case, the part existing outside the main element part 80Tm is made into a mode that allows the player to understand that it represents the specific character. In the present embodiment, the specific character that is the sub-element part 80Ts is represented so as to overlap after the "7" that is the main element part 80Tm. Such a display mode is realized by setting the image layer representing the specific character behind the image layer representing the "7". To the player, it appears as if the part of the specific character that does not overlap the "7" is exposed outside the "7". Note that even the part overlapping the "7" may be made into a mode where it can be seen transparently through the "7".
[0088] Also, in this embodiment, the target decorative pattern 80T may be in a covering display mode, which is different from the above-mentioned inner display mode and outer display mode. The covering display mode (see Fig. 22(c)) is a mode in which the sub-element part 80Ts is displayed so as to cover at least a part of the main element part 80Tm. Such a display mode is realized by setting the image layer representing "7" behind the image layer representing the specific character (the front-back relationship between the image layer representing the main element part 80Tm and the image layer representing the sub-element part 80Ts is opposite to that of the above-mentioned outer display mode). It can be said that the covering display mode is different from the inner display mode and the outer display mode, and is a display mode in which the entire specific character represented by the sub-element part 80Ts appears.
[0089] The specific pattern control switches the above-mentioned inner display mode, outer display mode, and covering display mode as shown in Fig. 23 according to the state of the target decorative pattern 80T. Fig. 23 shows an example of the decorative pattern 80 of "7" included in the left decorative pattern group 80gL, but the decorative pattern 80 of "7" included in the middle decorative pattern group 80gC and the right decorative group 80gR is also controlled in the same way. However, the control may be executed only for the decorative pattern 80 of "7" included in some of the decorative pattern groups 80g.
[0090] While the target decorative pattern 80T is being variably displayed (together with non-target decorative patterns that are other decorative patterns 80), the target decorative pattern 80T is in the inner display mode (see Fig. 23(a)). Since the inner display mode substantially has the size corresponding to the main element part 80Tm (the number "7"), it can be said that it is variably displayed in a compact state (a state where the overall size of the target decorative pattern 80T is smaller than that in the outer display mode and the covering display mode).
[0091] Immediately after the target decorative symbol 80T stops or pseudo-stops while being displayed in the display area 911, it is temporarily set to the covering display mode (see Fig. 23(b)). Specifically, when the target decorative symbol 80T in the inner display mode stops or pseudo-stops, a change occurs such that the specific character (sub-element part 80Ts) displayed inside the "7" (main element part 80Tm) pops out forward, and it temporarily becomes the covering display mode. In this embodiment, the time in the covering display mode is about 1 second.
[0092] Then, while remaining in the stopped or pseudo-stopped state, the target decorative symbol 80T changes from the covering display mode to the outer display mode (see Fig. 23(c)). Specifically, a change occurs such that the "7" at least partially covered by the specific character (sub-element part 80Ts) pops out forward (a change occurs such that the specific character (sub-element part 80Ts) retracts backward), and the target decorative symbol 80T becomes the outer display mode. Since the outer display mode is a state where the entire "7" which is the main element part 80Tm can be seen, when the target decorative symbol 80T is set to the outer display mode, the player can easily grasp that the decorative symbol 80 of "7" has stopped or pseudo-stopped.
[0093] Note that as the next variable effect is started, the target decorative symbol 80T becomes the inner display mode and is variably displayed (see Fig. 23(d)).
[0094] As described above, in this embodiment, the decorative symbol 80 of "7" is used as the target decorative symbol 80T, and the others are non-target decorative symbols. Since the decorative symbol 80 of "7" which is the target decorative symbol 80T is the target of the above-mentioned specific symbol control, and the others are not, the decorative symbol 80 of "7" will be more prominent than other decorative symbols 80. The reason for performing special control only for the decorative symbol 80 of "7" in this way is that the decorative symbol 80 of "7" is a "valuable" symbol for the player compared to other decorative symbols 80.
[0095] Specifically, when the winning or losing lottery result is a big win, a winning combination composed of the same type of decorative symbol 80 (in this embodiment, three of the same type of decorative symbol 80) will be displayed. However, it is considered more advantageous for the player when the big win is notified by a winning combination composed of the target decorative symbol 80T than when the big win is notified by a winning combination composed of non-target decorative symbols. In this embodiment, as the big wins that can be won through the first winning or losing lottery (special drawing 1 lottery) executed in the normal gaming state, there are set a normal big win where the gaming state after the big win game ends is the second special gaming state (low probability), and a special big win where the gaming state after the big win game ends is the first special gaming state (high probability). When a big win is notified by a winning combination using the decorative symbol 80 of "7", which is the target decorative symbol 80T, it is set that it is determined to be a special big win. When a big win is notified by a winning combination composed of non-target decorative symbols, there is a possibility that it is a normal big win (it may be set that there is a possibility of either a special big win or a normal big win, or it may be set that it is determined to be a normal big win). That is, the fact that a winning combination composed of the target decorative symbol 80T is displayed determines that it is a special big win, which is a big win that is advantageous for the player (more advantageous than a normal big win). Therefore, it can be said that the target decorative symbol 80T is a "valuable" symbol for the player compared to the non-target decorative symbols, and the target decorative symbol 80T is made prominent by performing specific symbol control.
[0096] Also, in the present embodiment, based on the following viewpoints, the target decorative symbol 80T is a "valuable" symbol for the player compared to the non-target decorative symbols. In the present embodiment, a reach (referring to a state where the types of the two decorative symbols 80 that stopped or pseudo-stopped first are the same. In the present embodiment, a state where the types of the left decorative symbol 80L and the right decorative symbol 80R are the same is defined as a reach) is established. The jackpot reliability when a reach is established is different between when a reach of the target decorative symbol 80T is established and when a reach of a non-target decorative symbol is established. Specifically, the probability of reaching a jackpot when a reach by the decorative symbol 80 of "7" is established is higher than any of the probabilities of reaching a jackpot when a reach by other decorative symbols 80 is established (the jackpot reliability at the time of reaching a reach is the highest for the reach of the decorative symbol 80 of "7"). Therefore, when a reach is established, the player wishes for a reach by the decorative symbol 80 of "7" to occur. Thus, it can be said that there is significance in making the decorative symbol 80 of "7" more prominent by performing specific symbol control for the said decorative symbol 80 of "7" compared to other decorative symbols 80.
[0097] Thus, the specific symbol control in the present embodiment is such that when the target decorative symbol 80T is in a state of being variably displayed, it has an inner display mode, and when the target decorative symbol 80T stops or pseudo-stops, it has an outer display mode. That is, while the sub-element part 80Ts (specific character) is being represented in the state where the target decorative symbol 80T is fluctuating, it is displayed in a compact state (substantially, only the "numerical" part is in a state of being variably displayed, so it does not differ significantly from other decorative symbols 80 (non-target decorative symbols)). And when the target decorative symbol 80T stops or pseudo-stops, since the sub-element part 80Ts is represented outside the main element part 80Tm (it is represented as if the sub-element part 80Ts jumps out from the inside to the outside of the main element part 80Tm), it becomes an easy-to-understand display form that emphasizes that the target decorative symbol 80T (a valuable symbol for the player) has stopped or pseudo-stopped.
[0098] In addition, in this embodiment, before the target decorative pattern 80T stops or appears to stop and enters the outer display mode, it is temporarily set to the covering display mode. That is, since the sub-element part 80Ts (specific character) is displayed in front of the main element part 80Tm, the whole of the specific character appears, and it is more emphasized that the target decorative pattern 80T has stopped or appears to stop. Although at least a part of the main element part 80Tm (the number "7") is covered and it is difficult to recognize the main element part 80Tm in the state of the covering display mode, after the covering display mode, it becomes the outer display mode and the whole of the main element part 80Tm is displayed, so it can be easily understood that the decorative pattern 80 of "7" has stopped or appears to stop.
[0099] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific pattern control 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.
[0100] 〇Specific Example 4-1 In the above embodiment, it has been described that the decorative pattern 80 of "7", which is one of the plurality of types of decorative patterns 80, is the target decorative pattern 80T subject to the specific pattern control, and the others are non-target decorative patterns that are not targets. However, two or more types of decorative patterns 80 may be used as the target decorative pattern 80T. For example, in a configuration provided with a so-called probability variation state (high probability state), two or more types of patterns (probability variation patterns) that are determined to shift to the probability variation state after the big win game ends are used as the target decorative pattern 80T, and the other patterns (non-probability variation patterns) are used as non-target decorative patterns. Such a configuration can be considered.
[0101] In addition, all of the plurality of types of decorative patterns 80 may be subject to the specific pattern control. That is, all of the plurality of types of decorative patterns 80 have the main element part 80Tm and the sub-element part 80Ts, and may be made to be the target of the specific pattern control as described in the above embodiment.
[0102] 〇Specific Example 4-2 In the above-described embodiment, it has been explained that the target decorative symbol 80T subject to specific symbol control is a symbol that is more valuable to the player than the non-target decorative symbols that do not become the mode of such control. However, the reverse configuration may also be used. That is, it is set that the non-target decorative symbols that are not subject to specific symbol control are symbols that are more valuable to the player than the target decorative symbol 80T that is the target of such control. The non-target decorative symbols are controlled so as not to be as conspicuous as the target decorative symbol 80T. In other words, it can be said that they are controlled more simply. It is also assumed that the configuration is such that a symbol that is valuable to the player is made to appear more simply.
[0103] 〇Specific Example 4-3 In the above-described embodiment, it has been explained that after the target decorative symbol 80T is temporarily set to the covering display mode when it stops or pseudo-stops, it then becomes the outer display mode. However, a configuration in which it is not set to the covering display mode may also be used. That is, it may be configured such that the target decorative symbol 80T is variably displayed in the inner display mode, and when the target decorative symbol 80T stops or pseudo-stops (without being set to the covering display mode), it becomes the outer display mode (see FIG. 24).
[0104] Also, as in the above-described embodiment, when the target decorative pattern 80T stops or pseudo-stops, it may be temporarily set to the covering display mode and then to the outer display mode (as shown in FIG. 23), or it may be set to the outer display mode without being set to the covering display mode (as shown in FIG. 24). In this case, according to whether it is set to the covering display mode or not, the jackpot reliability of the win / loss lottery result can be set differently. For example, when the target decorative pattern 80T stops or pseudo-stops in a certain variable effect, the probability that the win / loss lottery result corresponding to the certain variable effect is a jackpot is higher when the target decorative pattern 80T is temporarily set to the covering display mode than when it is not set to the covering display mode (the setting where it becomes the covering display mode as shown in FIG. 23(b) is a so-called chance-up setting). As described above, it can be said that the covering display mode makes the sub-element part 80Ts of the target decorative pattern 80T prominent. When the sub-element part 80Ts becomes prominent, the expectation of a jackpot is higher than when it does not. By doing so, the game properties that the player will pay attention to in the mode change when the target decorative pattern 80T stops or pseudo-stops are realized.
[0105] 〇Specific Example 4-4 When the target decorative pattern 80T stops or pseudo-stops, there may be a configuration in which the specific pattern control as described in the above embodiment is performed, or there may be a configuration in which the specific pattern control is not performed. That is, when the target decorative pattern 80T stops or pseudo-stops, a change from the inner display mode to the outer display mode (through the covering display mode) may occur (see FIG. 25(b-2)), or the change may not occur (remaining in the inner display mode) (see FIG. 25(b-1)).
[0106] When configured as in this example, when the target decorative design 80T stops or pseudo-stops during a certain variable display, it is preferable to set the probability that the win / loss lottery result corresponding to the certain variable display becomes a big win to be higher when specific symbol control is performed (when it becomes Fig. 25(b-2)) than when it is not performed (when it becomes Fig. 25(b-1)). Specific symbol control causes a change from the inner display mode to the outer display mode (a change such that a specific character jumps outwards), and it can be said that it is control that makes the stopped or pseudo-stopped target decorative design 80T prominent. Therefore, when the target decorative design 80T becomes prominent in this way, it can be considered that an expectation of a big win can be held. By doing so, a gaming property that players will pay attention to in the mode change when the target decorative design 80T stops or pseudo-stops is realized.
[0107] 7) Specific display (character display) The gaming machine 1 according to the present embodiment is capable of executing a specific display as a display constituting a variable display. Note that the specific display in the present embodiment occurs in the normal gaming state, but it may also occur in the special gaming state.
[0108] The specific display (see Fig. 26) leads to a favorable ending (see Fig. 26(c-1)) that is ultimately advantageous to the player or an unfavorable ending (see Fig. 26(c-2)) when the favorable ending is not reached. Note that the favorable ending includes a so-called reversal pattern mode that appears to have reached an unfavorable ending once and is then covered. The specific display in the present embodiment occurs as a type of reach display. When the win / loss lottery result (hereinafter, also referred to as the target win / loss lottery result) corresponding to the variable display (hereinafter, also referred to as the target variable display) in which the specific display occurs is a big win, the specific display leads to a favorable ending, and when it is a loss, it leads to an unfavorable ending. Note that when a favorable ending is reached, it is not necessary to configure it to be a big win. For example, when a favorable ending is reached, the probability that the win / loss lottery result becomes a big win may be increased compared to when an unfavorable ending is reached, but it may not necessarily be set to be a big win.
[0109] In a specific performance, at the beginning thereof, a title image 50 (character image) is displayed in a display area 911 (see Fig. 26(a)). The title image 50 represents the title of the specific performance and includes two or more characters (hereinafter referred to as constituent characters) representing the title. The specific performance in this embodiment is one in which a predetermined character challenges to jump over a cliff (see Fig. 26(b)), and it is set such that jumping over results in a favorable outcome (see Fig. 26(c-1)) and not being able to jump over results in an unfavorable outcome (see Fig. 26(c-2)). Here, a title image 50 including the constituent characters "Desperate Jump" is displayed at the beginning.
[0110] In this embodiment, using the above title image 50 (constituent characters), the probability that the specific performance reaches a favorable outcome is suggested. Hereinafter, this will be referred to as character performance and the character performance will be described. As described above, the fact that the specific performance reaches a favorable outcome means that the result of the win / loss lottery is a big hit, so it can also be said that it is a suggestion of the big hit reliability.
[0111] The character performance suggests the probability of reaching a favorable outcome based on the final state (final state) of the title image 50. At the start of the character performance, all of the constituent characters are "white" (see Fig. 26(a)). In the character performance, it is shown whether the constituent characters change "one by one". Specifically, it is shown whether the constituent characters change to "red" one by one (in the drawings, white characters are represented as "white" and filled characters are represented as "red"). In this embodiment, it is shown whether the characters with an earlier reading order (i.e., the left ones) change. Note that the method of indicating the presence or absence of change by the "color" of the constituent characters is merely an example. Other elements may be used as long as the presence or absence of change can be visually determined.
[0112] Figs. 27(a) to 27(d) show, as an example of character rendering, a case where, in the "Desperate Jump", the final form is such that up to "Desperate Di" turns red (a case where 4 out of 7 characters change). In this case, the character "Ketsu" changes from white to red (see Fig. 26(a) → Fig. 27(a)), the character "Shi" changes from white to red (see Fig. 27(a) → Fig. 27(b)), the character "no" changes from white to red (see Fig. 27(b) → Fig. 27(c)), and the character "Ji" changes from white to red (see Fig. 27(c) → Fig. 27(d)), and so on, the constituent characters change one by one in order (changing with a time difference). The same applies when the number of changing characters is different, and they change in order from the leftmost constituent character. There may also be a case where none of the constituent characters change.
[0113] In addition, in this embodiment, an end action (not shown) indicating that the final form has been determined occurs. After the occurrence of the end action, no new change in the constituent characters occurs. Since the character rendering is such that the constituent characters change one by one with a time difference, there is a possibility that it may be difficult to understand where it ended (whether the constituent characters will change any further). To reduce such a possibility, after a predetermined number of changes in the characters occur (in the above example, 4 changes in the constituent characters occur), the end action is generated to indicate to the player that no further changes will occur. Various methods (modes) of the end action can be considered. For example, a method of temporarily displaying an effect image (e.g., an effect image that makes it look like the title image 50 is glowing) around the title image 50 can be used.
[0114] In this embodiment, it is set such that the higher the number of finally changed constituent characters, the higher the probability of reaching a favorable ending (see Fig. 27(e)). Therefore, the case where all 7 constituent characters change to red has the highest reliability. When all 7 constituent characters change, it may be considered that it is certain to reach a favorable ending. Also, the case where none of the 7 constituent characters change has the lowest reliability. Since there are 7 constituent characters, it means that the number of levels of the reliability (probability of reaching a favorable ending) suggested by the final form is 8 levels.
[0115] However, even when the number of changed characters is different, a range with the same reliability may be provided, such as when the changed number of characters is "0 or 1", "2 or 3", "4 or 5", etc., and each has the same reliability. Even when configured to have such a range, for example, the reliability when the changed number of characters is "2 or 3" may be higher than the reliability when the changed number of characters is "0 or 1". This is also considered to be a configuration where "the greater the number of finally changed constituent characters, the higher the probability of reaching a favorable outcome".
[0116] Even in conventional gaming machines, the reliability was not suggested by the color of the title such as the reach effect. However, such a conventional effect was dull in that the reliability could be grasped just by a glance. In the present embodiment, since it is shown whether the constituent characters of the title image 50 change one by one, the player can enjoy the effect while expecting how much it will change.
[0117] Hereinafter, specific examples obtained by improving, concretizing, modifying, etc. matters related to the above specific effect (character effect) will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.
[0118] 〇Specific Example 5-1 In the above-described embodiment, it has been explained that the more the number of the finally changed constituent characters, the higher the probability (reliability) that the specific effect leads to a favorable ending. However, after it is shown whether the constituent characters change one by one, it may be set as a branch as to whether all the constituent characters finally change or not, which determines whether the probability of leading to a favorable ending increases (the chance is enhanced). In terms of the above-described embodiment, when all seven characters of "Desperate Jump" change from white to red, it is a case where the chance is enhanced, and when some of the constituent characters do not change, it is set that the chance is not enhanced. That is, when some of the constituent characters do not change, regardless of the number of the changed constituent characters, it is set that the probability of leading to a favorable ending does not change (see FIG. 28).
[0119] Even in the case of this example, since it is not instantaneously clear whether the constituent characters change one by one and whether the chance is enhanced (the manner in which the constituent characters change one by one is shown to the player), it is a more interesting effect form than the conventional ones.
[0120] 〇Specific Example 5-2 The order in which it is shown whether it changes or not is set to be non-fixed. For example, there is a case where it is shown whether it changes or not in the order of "reading" of the title as in the above-described embodiment (hereinafter referred to as ascending order. In the above-described embodiment, it corresponds to the mode of changing from the left constituent character), and there is also a case where it is shown whether it changes or not in the reverse order (hereinafter referred to as descending order. In the above-described embodiment, it corresponds to the mode of changing from the right constituent character) (see FIG. 29(b-1) and FIG. 29(b-2)).
[0121] When it is like this example, whether it is in ascending order or descending order may suggest the number of constituent characters that ultimately change (i.e., suggest the jackpot reliability). Since the ascending order is the order of "reading", it is preferable that the ascending order be the basic pattern (the "default" pattern). That is, it is preferable that the number of constituent characters that ultimately change is more likely to be larger (the expected value of the number of changing characters is larger) when it is in descending order than when it is in ascending order (the descending order is the chance-up pattern).
[0122] 〇Specific Example 5-3 It was explained in the above embodiment that a case where no constituent character changes (a case where all constituent characters remain "white") may occur, but at least one constituent character shall change. If it is set such that the higher the number of changed constituent characters as in the above embodiment, the higher the probability of reaching a favorable end, it can be said that it is the most undesirable result for the player that only one constituent character changes and then the game ends.
[0123] It can be said that when the game ends without any constituent character changing, the production effect peculiar to the character production of "changing one character at a time" does not appear. By doing like this example, it is possible to prevent the player from stopping the game without knowing the effect peculiar to the character production of "changing one character at a time".
[0124] 〇Specific Example 5-4 As described above, in the character effect where it is shown whether the constituent characters change one by one, control is performed so that it becomes clear which character among the constituent characters (hereinafter referred to as target characters) is the target of "whether it changes or not" at the current time. Any control that can grasp that the target character is in a state different from other characters is acceptable. For example, temporarily make the character size of the target character larger than that of other characters (see Fig. 30(b)). When the color of the target character changes, the character changes while being large (see Fig. 30(c-1)), and returns to the original size with the same color (see Fig. 30(d-1)). Then, the next constituent character is made large so that it can be grasped that the character is the target character. When the color of the target character does not change (see Fig. 30(c-2)), it returns to the original size as it is (see Fig. 30(d-2)), and the character effect ends.
[0125] By doing so as in this example, it becomes easy to understand that the effect shows whether the constituent characters change one by one, and it also becomes clear which constituent character is the target character at the current time.
[0126] 〇Specific Example 5-5 In the above embodiment, it was explained that the color of the constituent characters is "white" as the reference color (default color; hereinafter referred to as the reference color), and "red" is the color that may change in character rendering (the color indicating a chance up; hereinafter referred to as the favorable opportunity color). However, two or more colors may be set as such favorable opportunity colors. For example, "red" is set as the first favorable opportunity color, and "gold" (indicated by hatching in the drawing) is set as the second favorable opportunity color that is more advantageous than the first favorable opportunity color. As character rendering, not only the rendering that shows whether each constituent character changes from "white" to "red" one by one (refer to Fig. 31(a-1)) but also the rendering that shows whether each constituent character changes from "white" to "gold" one by one (refer to Fig. 31(a-2)) may occur. When N constituent characters become "red" and when N constituent characters become "gold", it is sufficient to set a situation where the probability of the latter reaching a more favorable outcome is higher (when comparing those with the same number of changed characters, the setting where "gold" is more advantageous). By doing so, when character rendering occurs, it becomes an expressive form that not only focuses on whether the first character changes but also on the color after the change of the first character.
[0127] Also, if the configuration is such that multiple types of favorable opportunity colors are set as described above, when the character rendering that shows whether each constituent character changes from "white" to "red" one by one (the previous character rendering) occurs and as a result all the colors of the constituent characters change from "white" to "red", it is also possible to adopt a configuration where subsequently the character rendering that shows whether each constituent character changes from "red" to "gold" one by one (the subsequent character rendering) may be executed (refer to Fig. 31(b)). That is, when all the constituent characters change in the previous character rendering, it is also possible to adopt a configuration where the subsequent character rendering that shows whether they change to a more preferable color may occur.
[0128] Also, although not shown in the drawings, it may be arranged such that an effect occurs in which, from the beginning of the effect, the constituent characters are set to "red" and then an effect that shows whether each constituent character changes from "red" to "gold" one by one may occur.
[0129] 〇Specific Examples 5-6 Although it has been described that the character effect in the above embodiment shows whether the constituent characters change one by one, the target character string (title in the above embodiment) may be divided into a plurality of character groups, and whether each character group changes may be sequentially shown (each character group includes one or more characters).
[0130] It is preferable that the target character string is divided into "phrases", and each "phrase" is the above character group (one or more characters constituting the character group itself has a meaning). For example, if the target character string is the same "Desperate Jump" as in the above embodiment, each of "Desperate", "no", and "Jump" is used as a character group. That is, first, it is shown whether the color of "Desperate" changes, and if the color changes, it is shown whether the color of "no" changes, and if the color changes, it is shown whether the color of "Jump" changes (see Fig. 32).
[0131] 〇Specific Examples 5 - 7 Although it has been described that the target of the character effect in the above embodiment is the title image 50 of the specific effect, as long as it contains two or more characters, other images can also be targeted. For example, there is a known effect that suggests reliability by the color of the characters representing the lines of a character or the lyrics of a song. For such lines, lyrics, etc., a character effect may be generated that shows whether the constituent characters change one by one.
[0132] 8) Image displacement effect The gaming machine 1 according to the present embodiment can execute an image displacement effect as an effect constituting the variable effect. Note that the image displacement effect in the present embodiment occurs in the normal gaming state, but it may also occur in the special gaming state.
[0133] In this embodiment, the image displacement effect can occur during a specific type of battle effect (hereinafter simply referred to as the battle effect), and the image displacement effect is executed as a part of the battle effect. The battle effect is one in which the ally character (represented by the character "ally" in the drawing), which is a character on the player's side, battles against the enemy character (represented by the character "enemy" in the drawing) opposing it, and ultimately results in a victory result in which the ally character wins (a favorable result advantageous to the player) (see Fig. 34(c-1)) or a defeat result in which the ally character loses (the enemy character wins) (an unfavorable result disadvantageous to the player) (see Fig. 34(c-2)). Note that the victory result includes a so-called reversal (revival) pattern in which the ally character appears to have lost once and is then covered. Thus, the battle effect shows the result in the situation of the ally character. If the ally character is taken as the main effect element, it can be said that it is a favorable result for the main effect element to reach a predetermined situation, and it is an unfavorable result for the main effect element not to reach the predetermined situation.
[0134] In this embodiment, the battle effect can occur as a type of reach effect. When the win / loss lottery result (target win / loss lottery result) corresponding to the variable effect during which the battle effect is included (target variable effect) is a big hit, a victory result (see Fig. 34(c-1)) is reached, and when it is a miss, a defeat result (see Fig. 34(c-2)) is reached. Note that the execution of the battle effect as a type of such reach effect is merely an example. Instead of a big hit being determined when a victory result is reached, it may be set such that the probability of the target win / loss lottery result being a big hit only increases (it only results in a chance up).
[0135] The image displacement effect is such that, from the reference state in which the reference image 60 is displayed in the display area 911 (see FIG. 33(a)), it is displayed in a displacement state (see FIG. 33(b)) as if the reference image 60 has been displaced with respect to the display area 911 (as if it has "shifted"). In the present embodiment, the reference image 60 is displayed over the entire display area 911 in the reference state. Since the image displacement effect is executed during the battle effect, the reference image 60 is assumed to include at least one of the ally characters and the enemy characters. Also, in the present embodiment, in order to enhance the impression that the reference image 60 has "shifted" with respect to the display area 911, the reference image 60 is assumed to include the decorative pattern 80. That is, the image including the decorative pattern 80 is displayed as if it has "shifted" with respect to the display area 911. Note that in the present embodiment, the hold pattern 10 is not displayed during the battle effect, but if the hold pattern 10 is to be displayed, the reference image 60 may include the hold pattern 10. However, only the parts specific to the battle effect excluding such things as the decorative pattern 80 and the hold pattern 10 may be displaced with respect to the display area 911 as the reference image 60. Also, in the present embodiment, the reference image 60 in the displacement state is a still image, but it may be a moving image representing the progress of the battle (it may be such that the progress of the battle is represented by the reference image 60 even during the displacement state).
[0136] As described above, since the image displacement effect is such that the reference image 60, which was displayed across the entire display area 911 in the reference state, is displaced with respect to the display area 911, the outer edge of the reference image 60 appears in the displaced state (see Fig. 33(b)). That is, in the displaced state, a portion corresponding to the outer edge (substantially rectangular shape) of the display area 911 in the reference state is displayed in the display area 911. The image displacement effect in the present embodiment is such that the reference image 60 is displayed as if it has been displaced in the depth direction with respect to the display area 911. Therefore, the outer edge of the reference image 60 in the displaced state is substantially rectangular (the displaced state appears to show the overall size of the reference image 60 as being smaller than the reference state). Note that the reference image 60 may be represented as if it has been displaced in the left-right or up-down direction with respect to the display area 911. Further, the reference image 60 may be represented as if it has been displaced three-dimensionally with respect to the display area 911 (in this case, the outer edge of the reference image 60 in the displaced state is substantially parallelogram-shaped).
[0137] As described above, since the reference image 60 is displaced with respect to the display area 911, in the displaced state, an area where the reference image 60 is not displayed in the display area 911 (hereinafter referred to as the reference outer area 911x) is generated (see Fig. 33(b)). It can also be said that the reference outer area 911x is the area from the outer edge of the reference image 60 to the outer edge of the display area 911.
[0138] During the battle effect (before the battle effect reaches the result), when the image displacement effect occurs and the state becomes the displaced state, a reference outer image 62 is displayed in the reference outer area 911x. The reference outer image 62 is assumed to include a sub-effect element. In the present embodiment, the sub-effect element is a character on the player's side, specifically a character that helps an ally character (hereinafter referred to as an assisting character; represented with the character "assist" in the drawings) (see Fig. 33(b)).
[0139] In the displacement state, the auxiliary character is displayed as if it were "running" toward the reference image 60. In the present embodiment, in the displacement state, the reference image 60 changes so as to gradually (over time) become smaller. In other words, the off-reference area 911x changes so as to gradually (over time) become larger. As the reference image 60 becomes smaller (as the off-reference area 911x becomes larger), the auxiliary character included in the off-reference image 62 is displaced so as to approach the reference image 60 (see the change from Fig. 33(b) to (c)).
[0140] The image displacement effect finally leads to an inclusive ending state (see Fig. 33(d-1) and Fig. 34(a-1)) where the auxiliary character (sub-effect element) is included in the reference image 60 or a non-inclusive ending state (see Fig. 33(d-2) and Fig. 34(a-2)) where the auxiliary character (sub-effect element) is not included in the reference image 60. As described above, since the auxiliary character is a character on the player's side that helps the ally character, it can be said that an inclusive ending indicates a state where the auxiliary character has participated in order to help the ally character. On the other hand, it can be said that a non-inclusive ending indicates a state where the auxiliary character has not participated.
[0141] In the present embodiment, when reaching an inclusive ending, after the state where the auxiliary character (sub-effect element) is included in the reference image 60 in the displacement state (see Fig. 33(d-1)), the reference image 60 returns to its original size (returns to the reference state) (see Fig. 34(a-1)). However, it may be such that the reference image 60 returns to its original size and at substantially the same time, the auxiliary character is included in the reference image 60. When reaching a non-inclusive ending, the reference image 60 returns to its original size (returns to the reference state) without the auxiliary character being included in the reference image 60. By assuming that the auxiliary character is displayed in the off-reference area 911x until immediately before the reference image 60 returns to its original size, an effect form is obtained where it appears as if the auxiliary character has been covered by the reference image 60 that has returned to its original size (see Fig. 33(d-2) and Fig. 34(a-2)).
[0142] In this way, whether reaching the inclusive ending or the non-inclusive ending, the reference image 60 returns to its original size. Then, the battle performance progresses to reach the result (victory result or defeat result). When reaching the inclusive ending, since the auxiliary character participates in the battle, it is preferable that the subsequent videos are different (refer to the difference between FIGS. 34(b-1) and (b-2)) when reaching the inclusive ending and when reaching the non-inclusive ending (at least until the result is reached). However, it does not deny that the same video is output in any case of reaching the ending (it is possible to use a common video).
[0143] To summarize, the image displacement effect in this embodiment occurs during the execution of the battle performance. In the image displacement effect, since the reference image 60 is displayed as if it has been displaced with respect to the display area 911, an out-of-reference area 911x (the area in the display area 911 where the reference image 60 is not displayed) is inevitably generated in the displaced state. In this embodiment, the occurrence of the out-of-reference area 911x is utilized, and an auxiliary character (sub-effect element) is displayed in the out-of-reference area 911x to suggest the possibility that the auxiliary character participates in the battle (refer to FIG. 33(b)). In particular, in this embodiment, while the reference image 60 gradually becomes smaller in the displaced state, the auxiliary character is gradually displayed approaching the reference image 60 accordingly (refer to FIGS. 33(b)→(c)), emphasizing that it is a situation where it seems to "participate in the battle". And finally, when the auxiliary character reaches the state of being included in the reference image 60 (inclusive ending) (refer to FIGS. 33(d-1) and 34(a-1)), it indicates that the "participation in the battle" has been realized (when the auxiliary character is not included in the reference image 60 (non-inclusive ending) (refer to FIGS. 33(d-2) and 34(a-2)), it indicates that the "participation in the battle" has not been realized).
[0144] In this embodiment, it is assumed that when the inclusive ending is reached, the probability of the battle effect leading to a victory result is higher than when the non-inclusive ending is reached. That is, considering only the image displacement effect, it can be said that the inclusive ending is more advantageous for the player than the non-inclusive ending. Since the auxiliary character is displayed as one that helps the ally character aiming for victory, it can be said that it is natural as a series of effects to set the probability of reaching a victory result to be higher when "participation" is realized than when it is not. To put it simply, since the ally character, which is the main effect element, is assisted by the auxiliary character, which is the sub-effect element, to reach the situation of the victory result (advantageous result), the player can feel that when the auxiliary character is included in the reference image 60, it is closer to victory than when it is not. Note that in this embodiment, it is not certain that a victory result will be reached when the inclusive ending is reached. That is, reaching the inclusive ending is only set to increase the chance. However, it does not deny the setting that a victory result is certain when the inclusive ending is reached. Also, in this embodiment, there is a possibility of reaching a victory result even when the non-inclusive ending is reached.
[0145] As described above, the image displacement effect in this embodiment is an interesting effect in which the off-reference image 62 including the sub-effect element is displayed in the off-reference area 911x generated by the displacement of the reference image 60 with respect to the display area 911, and finally, whether or not the inclusive ending in which the sub-effect element is included in the reference image 60 is reached is made a branch as to whether it becomes an ending advantageous to the player.
[0146] Hereinafter, specific examples in which the matters related to the above image displacement 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.
[0147] 〇Specific Example 6-1 The image displacement effect in the above embodiment has been described as being executed as part of a battle effect in which the ally character (main effect element) wins (reaches a predetermined situation) and is regarded as a favorable result for the player. However, it may also be executed as part of a target effect different from such a battle effect. What is displayed as a sub-effect element included in the off-reference image 62 in the image displacement effect only needs to represent something that promotes the target effect reaching a favorable result (it can be understood that the target effect becomes a favorable development for the player by, for example, the sub-effect element appearing or being used). In this way, the sub-effect element reaching an inclusive ending becomes a natural flow effect form indicating that the target effect is approaching a favorable result.
[0148] For example, consider an effect where a predetermined character (main effect element) attempts to jump across a cliff, and jumping across is set as a favorable result while being unable to jump over is set as an unfavorable result (an effect similar to that shown in FIG. 26) as the target effect. During the target effect, an image displacement effect occurs (see FIGS. 35(a) and (b)), and an effect form can be considered where a "jump platform" is displayed as a sub-effect element included in the off-reference image 62. In the case of an inclusive ending, the character tries to jump across the cliff using the jump platform (see FIG. 35(c-1)), and in the case of a non-inclusive ending, the character tries to jump across the cliff without using the jump platform (see FIG. 35(c-2)), resulting in a flowing effect. That is, since the situation of "the character jumping across the cliff" is a favorable result (goal) for the player, the "jump platform" is displayed as something that promotes it, and when an inclusive ending is reached, the player can feel as if the probability of reaching that favorable result has increased.
[0149] 〇Specific Example 6-2 In the above embodiment, it has been explained that the inclusive ending is a more favorable ending for the player than the non-inclusive ending in the image displacement effect (the ending where the probability of the battle effect resulting in a victory result (favorable result) is high). However, the reverse setting may also be used, that is, the non-inclusive ending may be set as a more favorable ending for the player than the inclusive ending.
[0150] In such a setting, in the image displacement effect, what inhibits the main effect element from leading to an advantageous result in a predetermined situation (in other words, what promotes an adverse result) may be displayed as a sub-effect element. If the target is a battle effect like the above embodiment, what indicates that the friendly character (main effect element) is in an adverse situation (the enemy character is in an advantageous situation) is displayed as a sub-effect element. For example, another character that helps the enemy character (another enemy character. Represented by attaching the character "another" in the drawing) is displayed as a sub-effect element (see Fig. 36(b)). Reaching an inclusive ending means that another character participates in the battle (see Fig. 36(c-1)), which means that the friendly character is in an adverse situation, so it suggests that it has become difficult for the friendly character to win. On the other hand, reaching a non-inclusive ending means that another character does not participate in the battle (see Fig. 36(c-2)), which means that the situation where the friendly character is in an adverse situation has been avoided, so it can be said that it suggests that the friendly character is in a situation where it is easier to win than in the case of an inclusive ending.
[0151] As described in the above Specific Example 6-1, when an effect other than the battle effect is the target effect, it can also be set that an inclusive ending is a more advantageous ending for the player than a non-inclusive ending. As in Specific Example 6-1, for an effect where a predetermined character (main effect element) attempts to jump over a cliff, if jumping over is set as an advantageous result and not being able to jump over is set as an adverse result, for example, what represents "oil" is displayed as a sub-effect element (see Fig. 37(b)). When an inclusive ending is reached, it is expressed that the "oil" is spilled and the character is in a situation where it is difficult to jump (see Fig. 37(c-1)). When a non-inclusive ending is reached, since the "oil" is not spilled (see Fig. 37(c-2)), it can be said that the character is in a situation where it is easier to jump than in the case of an inclusive ending.
[0152] 〇Specific Example 6-3 In the displacement state of the image displacement effect, it is assumed that the player is prompted to operate the operation means 70 (for example, a push button; see FIG. 1) (an operation effect occurs). As described above, in the displacement state, it has been explained that the larger the off-reference area 911x becomes, the closer the sub-effect element (auxiliary character) is displayed to the reference image 60. However, it is assumed that such a change is caused by the operation of the operation means 70. For example, it is assumed that the player is prompted to continuously operate (rapidly press) the operation means 70, and each time an operation of the operation means 70 is detected during the operation valid period, there is a possibility that the off-reference area 911x becomes smaller and the sub-effect element approaches the reference image 60 (see FIGS. 38(b) and (c)). By doing so, it is possible to create an effect form that gives the impression of approaching the inclusive end by the player's own power (operation). Note that it is assumed that a holding operation (long press) for maintaining the state in which the operation means 70 is operated is required, and each time a holding operation for a predetermined time is detected, there is a possibility that the off-reference area 911x becomes smaller and the sub-effect element approaches the reference image 60. This may also be an effect form.
[0153] Also, in the displacement state of the image displacement effect, the operation of the operation means 70 may be prompted as described above (an operation effect occurs) (see FIG. 39(b-2)), or the operation may not be prompted (an operation effect does not occur) (see FIG. 39(b-1)). It may be set such that the probability of reaching the inclusive end is higher when the operation effect occurs than when it does not. It can be said that the operation effect gives the player an impression as if it supports the sub-effect element (auxiliary character) approaching the reference image 60 by the operation of the operation means 70. Therefore, if the setting is such that the probability of reaching the inclusive end is higher in such a situation, it is sufficient.
[0154] 〇Specific Example 6-4 As described above, in the displacement state, the outer edge (frame) of the reference image 60 will be displayed in the display area 911. It is assumed that the form of the outer edge can change each time the image displacement effect occurs, and the probability leading to the inclusion end is suggested by the form of the outer edge. In a sense, the image displacement effect is an effect where the sub-effect element (auxiliary character) displayed in the reference outer area 911x in the displacement state crosses the outer edge of the reference image 60 and enters the reference image 60, which can be said to be a branch of whether the inclusion end occurs or not. Therefore, making the probability leading to the inclusion end be suggested by the form of the outer edge can be said to be an operation with high affinity from the essence of the image displacement effect.
[0155] For example, as the form of the outer edge of the reference image 60, a first form (see Fig. 40(b-1)) and a second form (see Fig. 40(b-2)) with a higher probability of leading to the inclusion end than when it becomes the first form are set. It is assumed that the outer edge of the first form is "thicker" than the outer edge of the second form. By doing so, the thicker the outer edge is, the lower the probability that the sub-effect element (auxiliary character) crosses the outer edge and enters the reference image 60 (resulting in the inclusion end), which becomes an effect form.
[0156] 9) As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.
[0157] The matters described in the above embodiments can also be applied to other gaming machines such as rotary gaming machines, except for the points using the configurations peculiar to pachinko gaming machines.
[0158] It is not necessary for all of the various effects and the like described in the above embodiments to be executable. It may also be configured to be executable only in part.
[0159] The matters regarding "big win" described in the above embodiments shall be replaceable with so-called "small wins". For example, for an effect suggesting the probability of a big win (big win reliability), it can also be used as an effect suggesting the probability of a small win. Further, it may be configured to have a game property (the game property of a so-called "two types of gaming machines") in which a big win can be obtained via a small win (since it is well-known per se, the description thereof is omitted). If it is assumed that the small win selection is surely linked to the acquisition of a big win, it shall be possible to treat the small win as equal to the big win.
[0160] The specific means (gaming machine) obtained from the above embodiments are listed below.
[0161] ·Means 1-1 A display device having a display area, an effect execution means for executing an in-variation effect from when a decorative symbol displayed in the display area starts to vary until it stops in a mode indicating a winning or losing lottery result, and a winning game execution means for executing a winning game when the winning or losing lottery result is a win, wherein a lucky machine image is displayed in the display area, and an activation effect can be executed so as to indicate that an event advantageous to the player has occurred based on the lucky machine image. When the lucky machine image is displayed but the activation effect based on the lucky machine image does not occur during the in-variation effect and the winning or losing lottery result is a win, the activation effect occurs during the winning game. A gaming machine characterized by this. According to the above gaming machine, when the lucky machine image does not activate during the in-variation effect, it is possible to realize an interesting game property in which the activation effect occurs during the winning game.
[0162] ·Means 1-2 When two or more of the lucky machine images are displayed, if the activation effect based on all of the two or more lucky machine images displayed during the in-variation effect does not occur, the activation effect based on the remaining lucky machine images occurs during the winning game. The gaming machine according to Means 1-1, characterized by this. By doing so, when all of two or more jackpot images do not activate during the variable production, the game play is such that the remaining jackpot images activate during the winning game.
[0163] ·Means 1-3 The winning game includes one or more unit games in which a predetermined winning area is opened until a closing condition is satisfied. When the activation production occurs during the winning game, it is shown that the winning game, which was shown to include X unit games before the activation production, actually includes Y unit games (where X < Y). The gaming machine according to Means 1-1 or Means 1-2, characterized in that this may be shown. By doing so, when a jackpot image does not activate during the variable production, a game play can be realized in which it is expected that the number of unit games of the winning game increases.
[0164] ·Means 1-4 A first jackpot image and a second jackpot image are provided as the jackpot images. The gaming machine according to any one of Means 1-1 to Means 1-3, characterized in that the second jackpot image has a higher probability of the activation production occurring during the winning game without the activation production occurring during the variable production than the first jackpot image. By doing so, a game play that the player will also pay attention to is realized in the form (type) of the jackpot image.
[0165] ·Means 2-1 A gaming machine comprising: a display device having a display area; and production execution means for executing a continuous production including two or more unit productions. In the continuous production, a count image indicating the number of occurrences of the unit production is displayed in the display area, and a continuous suggestion image indicating that the number of occurrences of the unit production is one may be displayed in the display area in a reference state where it is not determined whether the second unit production has started and the continuous production is executed. According to the above gaming machine, it is possible to make the suggestion of the occurrence of the continuous production easier to understand.
[0166] · Means 2-2 In the display area, a decorative pattern indicating the result of the win / loss lottery is displayed, and the continuous effect is a pseudo-continuous effect in which the fluctuating decorative pattern pseudo-stops in a predetermined combination and then fluctuates again, which is regarded as the start of a new unit effect. The gaming machine according to claim 1, characterized in that By using a continuous suggestion image, it is possible to suggest the occurrence of an easy-to-understand pseudo-continuous effect immediately after the start of the fluctuation of the decorative pattern.
[0167] · Means 2-3 In the reference state, the continuous suggestion image may or may not be displayed. When the continuous suggestion image is displayed in the reference state, the probability of the occurrence of the continuous effect is higher than when it is not displayed. The gaming machine according to claim 1 or claim 2, characterized in that If the continuous suggestion image is displayed every time the reference state is visited, it will be unclear what the continuous suggestion image is suggesting. Therefore, it is advisable that the continuous suggestion image may not be displayed in the reference state.
[0168] · Means 2-4 When a second continuous suggestion image different from the first continuous suggestion image is displayed rather than when the first continuous suggestion image is displayed as the continuous suggestion image, the probability of the occurrence of the continuous effect is higher. The gaming machine according to any one of claims 1 to 3, characterized in that In this way, by using the mode (type) of the continuous suggestion image, it is also possible to suggest the level of the probability of the occurrence of the continuous effect.
[0169] · Means 3-1 A gaming machine comprising: a display device having a display area for displaying a decorative symbol indicating a winning or losing lottery result; an effect execution means for executing an in-play effect that starts with the variation of the decorative symbol and stops in a manner corresponding to the winning or losing lottery result; and a mode control means for controlling the effect mode of the in-play effect. Until a switching point, which is in the middle of a target in-play effect that is the in-play effect, the previous mode, which is the effect mode set in the previous in-play effect before the target in-play effect, is maintained, and an intermediate mode change that changes to a subsequent mode, which is an effect mode different from the previous mode, is executable upon reaching the switching point. According to the above gaming machine, it is possible to make the change in the effect mode easy to understand.
[0170] · Means 3-2 A change notice image for notifying that a change in the effect mode will occur is displayed. Even after the change notice image is erased, the previous mode is set, and then upon reaching the switching point, it changes to the subsequent mode. The gaming machine according to means 3-1, characterized in that. By doing so, after notifying the occurrence of a mode change with the change notice image, it is possible to actually show the change from the previous mode to the subsequent mode, so it is easy to understand that a mode change has occurred.
[0171] · Means 3-3 The change notice image shows the type of the effect mode that becomes the subsequent mode. The gaming machine according to means 3-2, characterized in that. By doing so, after the type of the effect mode that becomes the subsequent mode is shown by the change notice image, until the switching point is reached, the effect mode of the previous mode is set (in a state where the mode change is not completed), which is a novel configuration.
[0172] · Means 4-1 A gaming machine that notifies a winning or losing lottery result by using a plurality of types of decorative symbols displayed in a display area of a display device. Among the plurality of types of decorative symbols, a target decorative symbol, which is at least a part of them, includes a main element part indicating its type and a sub-element part attached to the main element part. While the target decorative symbol is being variably displayed, an inner display mode in which the sub-element part is shown inside the main element part is adopted. Specific symbol control is executable such that, when the target decorative symbol stops or pseudo-stops, an outer display mode in which the sub-element part is shown outside the main element part is adopted. According to the gaming machine, by performing specific symbol control, it is possible to make it conspicuous that the target decorative symbol has stopped or pseudo-stopped.
[0173] ·Means 4-2 The gaming machine according to Means 4-1, wherein, when the target decorative symbol stops or pseudo-stops, after adopting a covering display mode in which the sub-element part is displayed so as to cover at least a part of the main element part, the outer display mode is adopted. By doing so, when the target decorative symbol stops or pseudo-stops, the sub-element part of the target decorative symbol can be temporarily made conspicuous.
[0174] ·Means 4-3 The gaming machine according to Means 4-1 or Means 4-2, wherein the target decorative symbol is a part of the plurality of types of decorative symbols, and the specific symbol control is not executed for a non-target decorative symbol, which is a decorative symbol other than the target decorative symbol. By doing so, the target decorative symbol can be made more conspicuous than other decorative symbols (non-target decorative symbols).
[0175] ·Means 4-4 The gaming machine according to Means 4-3, wherein, when the winning or losing lottery result is a win, a winning combination composed of the same type of decorative symbols is displayed, and it is more advantageous for the player when the winning combination composed of the target decorative symbols is displayed than when the winning combination composed of the non-target decorative symbols is displayed. Thus, if the target decorative pattern is set to be more valuable to the player than the non-target decorative pattern, it is conceivable to make the "valuable" target decorative pattern stand out by specific symbol control.
[0176] · Means 5-1 A gaming machine comprising: a display device having a display area; and effect execution means for executing a specific effect configured as an effect during variation from when a decorative pattern displayed in the display area starts to vary until it stops in a mode indicating a winning or losing lottery result, wherein the specific effect is one in which a character image including two or more constituent characters is displayed in the display area, whether the constituent characters change one by one is shown, and the final mode of the character image suggests the probability that the end of the specific effect leads to a favorable end advantageous to the player. The above gaming machine can execute an interesting effect using a character image.
[0177] · Means 5-2 The gaming machine according to Means 5-1, characterized in that the higher the number of the changed constituent characters, the higher the probability of reaching the favorable end. By doing so, it becomes an effect form that the player wishes for the state where the constituent characters change one by one to continue longer.
[0178] · Means 5-3 The gaming machine according to Means 5-1, characterized in that when all of the constituent characters change, the probability of reaching the favorable end is higher than when some of the constituent characters do not change, and when some of the constituent characters do not change, the probability of reaching the favorable end is the same regardless of the number of the changed constituent characters. By doing so, it becomes an easy-to-understand effect form in which whether all of the constituent characters change becomes a chance-up branch.
[0179] · Means 5-4 The specific effect is a reach effect that leads to the favorable outcome when the result of the win / loss lottery is a win, and the character image represents the title of the reach effect with the constituent characters, and the gaming machine according to any one of means 5-1 to 5-3 is characterized in that. Since the title of the reach effect is what the player pays attention to, it is suitable to use the constituent characters representing the title.
[0180] · Means 6-1 A display device having a display area, and an effect execution means for executing an image displacement effect that becomes a displacement state in which the reference image is displaced with respect to the display area from a reference state in which the reference image is displayed in the display area, and the image displacement effect is, in the displacement state, after a non-reference image including a sub-effect element is displayed in a non-reference area other than the area where the reference image is displayed in the display area, it reaches an inclusive end state in which the sub-effect element is included in the reference image or a non-inclusive end state in which the sub-effect element is not included in the reference image, and one end state is set as a more favorable end state for the player than the other end state, and the gaming machine is characterized in that. According to the above gaming machine, it is possible to execute an interesting effect using the non-reference area generated by becoming a displacement state.
[0181] · Means 6-2 In the displacement state, the gaming machine according to means 6-1 is characterized in that the closer the non-reference area is to becoming larger, the closer the sub-effect element included in the non-reference image is displayed to the reference image. By doing so, since it is suggested that the sub-effect element may enter the reference image (there is a possibility of reaching an inclusive end state), the effect becomes easier to understand.
[0182] · Means 6-3 The image displacement effect is generated as part of an effect in which a main effect element different from the sub-effect element reaches a predetermined situation, which is set as an advantageous result for the player. In the displacement state, an off-reference image including the sub-effect element representing something that promotes reaching the advantageous result is displayed in the off-reference area. When it becomes the inclusive end state in which the sub-effect element is included in the reference image, the probability of reaching the advantageous result is higher than when it becomes the non-inclusive end state in which the sub-effect element is not included in the reference image. The gaming machine according to means 6-1 or means 6-2, characterized in that. In this way, by using a sub-effect element representing something that promotes reaching an advantageous result, it is possible to construct an effect form in which reaching an inclusive end is advantageous for the player.
[0183] · Means 6-4 The image displacement effect is generated as part of a battle effect in which an ally character, which is a player-side character displayed as the main effect element, battles an enemy character facing it, and the victory of the ally character is set as the advantageous result. In the displacement state, an off-reference image including the sub-effect element representing something that promotes the victory of the ally character is displayed in the off-reference area. The gaming machine according to means 6-3, characterized in that. In this way, by using a sub-effect element representing something that promotes the victory of the ally character, it is possible to construct an effect form in which reaching an inclusive end is advantageous for the player (ally character).
[0184] · Means 6-5 The image displacement effect is generated as part of an effect in which a main effect element different from the sub-effect element reaches a predetermined situation, which is set as an advantageous result for the player. In the displacement state, an off-reference image including the sub-effect element representing something that inhibits reaching the advantageous result is displayed in the off-reference area, and when it reaches the non-inclusive end state where the sub-effect element is not included in the reference image, the probability of reaching the advantageous result is higher than when it reaches the inclusive end state where the sub-effect element is included in the reference image. The gaming machine according to means 6-1 or means 6-2, characterized in that. In this way, by using a sub-effect element representing something that inhibits reaching an advantageous result, it is possible to construct an effect form in which reaching an inclusive end is disadvantageous for the player.
[0185] ·Means 6-6 The image displacement effect is generated as part of a battle effect in which an ally character, which is a player-side character displayed as the main effect element, battles an enemy character facing it, and the victory of the ally character is set as the advantageous result. In the displacement state, an off-reference image including the sub-effect element representing something that inhibits the victory of the ally character is displayed in the off-reference area. The gaming machine according to means 6-5, characterized in that In this way, by using a sub-effect element representing something that inhibits the victory of the ally character, it is possible to construct an effect form in which reaching an inclusive end is disadvantageous for the player (ally character).
Explanation of Signs
[0186] 1 Gaming machine 10 Reserved symbol 11 Reel-stop symbol during variation (reel-stop information during variation) 12 Reel-stop symbol before variation (reel-stop information before variation) 20 Good machine image (21 First good machine image 22 Second good machine image) 30 Continuous suggestion image 32 Number of times image 40 Change notice image 50 Title image (character image) 60 Reference image 62 Image outside the reference 911 Area outside the reference 70 Operating means 80 Decorative knob 80T Target decorative knob 80Tm Main element part 80Ts Sub - element part 91 Display device 911 Display area
Claims
【Claim 1】 A winning / losing lottery means for conducting a winning / losing lottery triggered by the entry of a game ball into the start area; An effect execution means for executing a variable effect for notifying the winning / losing lottery result by the winning / losing lottery means; A winning game execution means for conducting a winning game after a winning variable effect, which is the variable effect for notifying that the winning / losing lottery result by the winning / losing lottery means is a win, is executed; Comprising: In the variable effect, a favorable opportunity image may be displayed; As an effect constituting the variable effect, it is possible to execute a triggering effect that is not executed unless a favorable opportunity image is displayed; The winning variable effect may be a specific winning variable effect in which the triggering effect is executed after the favorable opportunity image is displayed, or may be a non-specific winning variable effect in which the favorable opportunity image is displayed but the triggering effect is not executed; The probability that a specific event favorable to the player occurs during the winning game is higher in the winning game executed after the non-specific winning variable effect than in the winning game executed after the specific winning variable effect; The probability of becoming the non-specific winning variable effect without becoming the specific winning variable effect is higher when a second favorable opportunity image in a mode different from the first favorable opportunity image is displayed than when the first favorable opportunity image is displayed as the favorable opportunity image. A gaming machine characterized by the above.
Citation Information
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