Gaming machine
The gaming machine employs an image displacement effect to improve game attractiveness by displacing reference images within the display area, integrating sub-effect elements, thereby enhancing player engagement.
Patent Information
- Application Number
- JP2021195657
- 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 lack an effective mechanism to enhance game attractiveness through image displacement effects.
A gaming machine with a display device capable of executing an image displacement effect, where a reference image is displayed as if it has been displaced within the display area, allowing a sub-effect element to be integrated into the reference image in a non-reference area.
The image displacement effect enhances the attractiveness of the game by providing unexpected and engaging visual experiences, increasing player interest 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 an image displacement effect as described in Patent Document 1 below is known (for example, see Patent Document 1 below).
Prior Art Document
Patent Document
[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 improving the attractiveness of a game by using an image displacement effect.
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 an image displacement effect that causes the reference image to be displayed as if it has been displaced with respect to the display area from a reference state in which the reference image is displayed in the display area. The image displacement effect is such that, in the displaced state, after a non-reference image including a sub-effect element is displayed in a non-reference area outside the area where the reference image is displayed in the display area, the sub-effect element can be included in the reference image.
Effects of the Invention
[0006] The gaming machine according to the present invention can improve the attractiveness of a game by using an image displacement effect.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In addition, 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 guide rails 903 that form a passage for guiding a game ball launched by operating a launching device 908 (launching handle) to a game area 902 are provided in a substantially arc shape.
[0010] In the game area 902, a display device 91, a start area 904, a large winning area 906, an out port, and the like 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. In addition, a plurality of game pins are provided in the game area 902 as obstacles that change the flowing state of the game ball when the flowing game ball collides with them. The game balls flowing down in the game area 902 change in various modes 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 large winning area 906, a predetermined number of prize balls are paid out by a paying device.
[0012] In addition, 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 dish and upper dish for storing game balls, will be omitted. For these, those having the same structure as known gaming machines can be applied.
[0013] The jackpot lottery is executed by a win / loss lottery means provided on a control board (not shown) triggered by a winning of a game ball into 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 it is different, it is a miss. In the present embodiment, the notification of the win / loss lottery result (the start of the performance during variation described later) 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 (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 for which the notification of the win / loss lottery result has not been completed yet (hereinafter, may also be referred to as variation hold information during variation) and a pre-variation hold symbol 12 corresponding to win / loss lottery information for which the performance during variation for notifying the win / loss lottery result has not started yet (hereinafter, may also be referred to as pre-variation hold information) are displayed (see Fig. 2). Note that the order in which the notification of the win / loss lottery result corresponding to the pre-variation hold symbol 12 is completed (the so-called hold "digestion order") 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-play 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 the first pre-variation retained information (Special Drawing 1 Retained) is displayed as the pre-variation retained symbol 12 if it is a state in which a game ball should be launched aiming at the first start area 904a (a normal game state described later), and the second pre-variation retained information (Special Drawing 2 Retained) is displayed as the pre-variation retained symbol 12 if it is a state in which a game ball should be launched aiming at the second start area 904b (a special game state described later). Regardless of the game state, it may be configured such that the pre-variation retained symbol 12 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means is displayed (up to eight pre-variation retained symbols 12 are displayed).
[0016] In this embodiment, similar to a known gaming machine, the result of a winning or 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 (a combination other than the combination for a big hit).
[0017] In addition, an image (so-called "small symbol", etc.) indicating various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the image is omitted in each figure). The player can enjoy the game without being conscious of this kind of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80. 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 in which the probability of winning a big win is low, and a low-base state in which it is difficult for the game ball to enter the start area 904 (low probability, no time shortening). As the special game state, a first special game state and a second special game state are set. The first special game state is a high-probability state (probability variation state) in which the probability of winning a big win is high, and a high-base state in which the game ball easily enters the start area 904 (high probability, time shortening available). The second special game state is a low-probability state in which the probability of winning a big win is low, and a high-base state in which the game ball easily enters the start area 904 (low probability, time shortening available).
[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, the so-called "left shot" 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 big 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, the so-called "right shot" 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 big 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 of the second starting area 904b triggered by the game ball entering the normal starting area 905, the game ball enters the second starting area 904b relatively easily. Note that the settings regarding the transition of the gaming state may be any, 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 change type" "ST machine". As big wins, a normal big win and a special big win are set. After winning the normal big win, after the end of the big win game, it transitions to the second special gaming state (low probability, time shortening available). The second special gaming state continues until the win / loss lottery result fails for a predetermined number of consecutive times (in the following description, the number of consecutive failures from the start of a certain gaming state until the end of the gaming state without winning a big win may also be referred to as the "continuous number of times"). The continuous number of times (so-called time shortening number of times) of the second special gaming state in this embodiment is 100 times. After winning the special big win, after the end of the big win game, it transitions to the first special gaming state (high probability, time shortening 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] For the jackpot (jackpot allocation) won in the first win / loss lottery (Special Figure 1 lottery), 50% is a normal jackpot and 50% is a special jackpot (i.e., the so-called probability of hitting the jackpot is 50%). For the jackpot (jackpot allocation) won in the second win / loss lottery (Special Figure 2), it is 100% special jackpot (i.e., the so-called probability of hitting the jackpot is 100%) (see Fig. 3(b)). When winning the special jackpot, a so-called V area (not shown) is opened in the jackpot game (opened for a time when shooting a game ball aiming at the V area, and it is almost certain that the game ball will enter). 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 winning the normal jackpot, the V area is not opened or is opened to such an extent that it is substantially impossible for the game ball to enter. Therefore, 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 and the like can be changed as appropriate.
[0023] When the lottery result of winning or losing is a big win, the big win game executed is to repeat 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 (if hitting the right in this embodiment), it is set that a predetermined number of game balls win in the big winning area 906 before the elapse of the predetermined time (before the time runs out). That is, if the player plays the game as instructed, the winning condition is satisfied earlier than the time condition, and thus the closing condition is satisfied. The predetermined number is referred to as "count (number)", 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 when so-called over-winning occurs). Naturally, the more rounds of the big win game, the more prize balls can be obtained, which is advantageous for the player.
[0024] It has been explained that for the big wins selected in the first winning or losing lottery (special drawing 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 for the big wins (big win allocation) selected in the second winning or losing lottery (special drawing 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", a configuration where the probability variation ratios of the first win / loss lottery and the second win / loss lottery are the same may be adopted. 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. Unless otherwise 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 machine image 20 is displayed in the display area 911 (see FIG. 4(b)). Conversely, if the lucky machine image 20 is not displayed, the activation effect does not occur. The specific form of the lucky machine 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 machine image 20 is such that it seems to represent a "weapon".
[0027] In the present embodiment, the lucky machine image 20 is displayed during the variation effect in the first special gaming state (it may also be displayed during the variation effect in the normal gaming state or the second special gaming state). The activation effect is shown as if an event advantageous to the player has occurred by using the lucky machine image 20 (the lucky machine image 20 is consumed). When the activation effect occurs (when an advantageous event occurs), the lucky machine image 20 is erased (assuming that the "weapon" has been used). In the following description, the use of the displayed lucky machine image 20, that is, the occurrence of the activation effect, may also be simply referred to as "activation". After the lucky machine image 20 is displayed, the player cannot know in advance at what specific timing the activation will occur. Therefore, after the lucky machine image 20 is displayed, the player will enjoy the game while guessing 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 in 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 event associated with the activation production occurring during the variable production is 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, an advantageous event related to the acquisition of that big win occurs. 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 a continuous winner. Therefore, winning the big win before the end of the first special game state becomes a major goal for the player. An event that seems to "help" in winning that big win occurs along with the activation production.
[0030] In this embodiment, an event occurs along with the activation effect, indicating that the probability (so-called (big win) reliability) that the win / loss lottery result (target win / loss lottery result) corresponding to the variable performance (target variable performance) in which the activation effect has occurred is a big win has increased. The specific form thereof may be anything. In this embodiment, in the first special gaming state, a battle effect (see Fig. 5(a)) may occur in which an ally character (represented by attaching the character "ally" in the drawing), which is a character on the player's side, battles an enemy character (represented by attaching the character "enemy" in the drawing). When winning the battle (including so-called revival (comeback)), it is a big win, and in some cases, the activation effect occurs during the battle effect (see Fig. 5(b)). When the activation effect occurs during the battle effect, the probability of reaching a winning outcome (see Fig. 5(c)) in which the ally character wins is higher than when it does not occur (that is, the big win reliability increases). However, although not shown, in this embodiment, even if the activation effect 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 effect occurs, it may be set such that the target win / loss lottery result is determined to be a big win. Further, as the content of the activation effect (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 a big win game. When the winning or losing lottery result becomes a big win without the activation effect occurring during the variable display or performance (see Fig. 6(b)), the big win game will start. In this embodiment, the favorable machine image 20 continues to be displayed as it is even during the big win 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 game in which the activation effect can occur) (see Fig. 6(c)). And in the big win game (hereinafter, the big win game in which the activation effect occurs may also be referred to as the target big win 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 big win 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 target big win game. In other words, when the favorable machine image 20 is displayed and it does not activate at the normal timing (during the variable display), it will activate at the special timing (target big win game).
[0032] Advantageous events associated with the activation effects occurring during jackpot games are regarded as related to jackpot games. In the present 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 starts, the jackpot game appears to be a 5-round jackpot (5-round special jackpot). In the present 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)). And before the end of the unit game of the 5th round (the 5th unit game), if the 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 lucky symbol 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 lucky symbol image 20 is displayed and it does not activate but wins the jackpot, it can be said that the jackpot is 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 (favorable 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 win / loss lottery information (pending information) corresponding to the target variation performance or the target jackpot game is displayed as the pre-variation pending symbol 12 (illustrated as the target pending T) (see Fig. 4(a)). In other words, the favorable opportunity image 20 is displayed after 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 pending (although there may be a suggestion of reliability based on the form of the pending symbol 10, this form is not a notification that it is a target pending). Also, in the state where the favorable opportunity image 20 is displayed, the player cannot determine 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 when the target pending T is displayed as the variation pending symbol 11 (see Figs. 4(c) and 5), and under special timing, the win / loss lottery result corresponding to the target pending T becomes a jackpot, and the activation effect occurs during that jackpot game (see Figs. 4(c) and 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 activate. 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 activates during the big win game (activates at a special timing), so it is possible to realize an interesting gameplay where an activation contrary to the player's assumption can occur. Viewed another way, if the lucky image 20 is obtained but is not used during the variable effect and a big win occurs, (if it does not activate during the big win game as in this embodiment) there is a possibility 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 possibility 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 an advantageous 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 in which the matters related to the above activation effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in plural may also be used.
[0038] 〇Specific Example 1-1 It is configured such that two or more winning opportunity images 20 may be displayed (see Fig. 7(a)). Instead of actually displaying two or more winning opportunity images 20, characters such as "×2" may be attached to the winning opportunity image 20 to represent the state where two or more winning opportunity images 20 are displayed. When two or more winning opportunity images 20 are displayed in this way, activation effects will occur for the number of displayed winning opportunity images 20. Therefore, if not all activation effects based on the two or more displayed winning opportunity images 20 occur, activation effects based on the remaining winning opportunity images 20 will occur during the jackpot game.
[0039] For example, when two winning opportunity images 20 are displayed (see Fig. 7(a)) and only one activation effect occurs during the variable display (only one winning opportunity 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 winning opportunity image 20 will occur during the jackpot game (see Fig. 7(e)). By doing so, when two or more winning opportunity images 20 are displayed, the game play becomes such that the player pays attention to whether activation effects based on all the winning opportunity images 20 occur during the variable display.
[0040] 〇Specific Example 1-2 In the above-described 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), it appears to be a normal jackpot that transitions to the normal game state after the jackpot game, but the notification that it is actually a jackpot (special jackpot) that transitions to the first special game state (so-called promotion to a certain variable jackpot) may occur as an advantageous event. Also, among the hold information acquired at the end of the jackpot game, there is one where the winning or losing lottery result is a jackpot. When so-called consecutive jackpots within holds occur, the notification that such consecutive jackpots within holds occur may occur as an advantageous event. Note that although the consecutive jackpots within holds actually occur 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 lucky machine images 20 can be displayed, it can be configured such that two or more lucky machine images 20 may be "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 lucky 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 lucky machine images 20. For example, when two lucky machine images 20 are carried over to the jackpot game (see Fig. 8(a)), one of the lucky machine images 20 is activated and "round extension" is notified (see Fig. 8(b)), and the other lucky machine image 20 is activated and "consecutive jackpots within holds" is notified (see Fig. 8(c); for example, by executing an effect indicating that "V" (jackpot) has been stocked, consecutive jackpots within holds are notified).
[0042] 〇Specific Example 1-3 Assume that a plurality of different modes are set as the lucky symbol images 20, and the activation timing (whether it is normal timing or special timing) is suggested by the mode. For example, assume that a first lucky symbol image 21 (see Fig. 9(a)) and a second lucky symbol image 22 (see Fig. 9(b)) with a different mode can be displayed. The probability that an activation effect occurs during the jackpot game rather than during the variable display is higher when the second lucky symbol image 22 is displayed than when the first lucky symbol image 21 is displayed (the probability of being special timing rather than normal timing is high). However, it is preferable that any of the lucky symbol images 20 (both the first lucky symbol image 21 and the second lucky symbol image 22) can be activated at normal timing or special timing (the setting is such that it is not certain to be activated at any timing). Any of the lucky symbol images 20 is basically activated during the variable display, and by making it possible for it to be "carried over" during the jackpot game, the interest of the game is ensured (the occurrence of "carrying over" to the jackpot game is the essence). By doing so, a game property is realized in which the player (knowing that the activation timing may be special timing rather than normal timing) will pay attention to the mode of the lucky symbol image 20.
[0043] As described in the above Specific Example 1-1, if a setting is adopted in which two or more lucky symbol images 20 can be displayed, among the two or more displayed lucky symbol images 20, a configuration can be adopted in which some are the first lucky symbol image 21 and some are the second lucky symbol image 22. For example, a situation (see Fig. 9(c)) in which two lucky symbol images 20 are displayed, one is the first lucky symbol image 21 and the other is the second lucky symbol image 22 can occur.
[0044] 〇Specific Example 1-4 It is assumed that the activation effect does not occur during the variable effect during the activation performance, 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 along 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, it is set that the round extension does not necessarily occur. To put it simply, the carry-over of the winning image 20 to the big win game is set to suggest an increase in the probability of round extension occurring (the occurrence of round extension is not certain). Even with the configuration as in this example, it can also be considered that "the probability of round extension occurring increases" is an event advantageous to the player accompanying 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 a means of suggesting 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, the decorative pattern 80 (the decorative pattern group 80g) that varies in the display area 911 pseudo-stops (refers to a state where it seems to have stopped for the player 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 "chance position" etc.) 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 a pseudo - continuous performance such as this occurs, then (1) to (2) is the first unit performance, (2) to (3) is the second unit performance, and (3) and after is the third unit performance. In the technical field of this application, since (2) to (3) is generally referred to as "pseudo - 2 variation" and (3) and after is generally referred to as "pseudo - 3 variation", determining the number of times of the unit performance as described above is based on the numerical value of "○" in the "pseudo - ○ variation", and it can be said that this is a very natural determination. Also, in a pseudo - continuous performance, it may be expressed as the "number of consecutive times", but the number of consecutive times = the number of occurrences of the unit performance.
[0048] In this embodiment, the higher the number of occurrences of the unit performance, the higher the winning reliability of the target pass / fail lottery result (referring to the pass / fail lottery result corresponding to the performance during variation (target variation during performance) in which a pseudo - continuous performance occurs). Also, the maximum number of occurrences of the unit performance can be set as appropriate. In this embodiment, the maximum number of occurrences of the unit performance = 4 (reaching pseudo - 4 variation) is set. When the number of occurrences of the unit performance reaches 4 times, it is determined that the target pass / fail lottery result is a big win. That is, since the number of occurrences of the unit performance reaching 4 times only occurs in a variation that results in a big win, it is extremely rare.
[0049] When the number of occurrences of the unit performance is 2 to 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 used. 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 used. 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 success / failure 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 success / failure lottery result. As described above, since the jackpot is determined when the number of occurrences = 4 times, the number image 32 (the number image 32 of "×4") may not be displayed intentionally (in a state where the target success / failure lottery result may also 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 if at least the second unit performance does not occur, 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, in 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 occurs in the future, it indicates the state where the first unit performance is being executed at present).
[0051] Since the continuous effect for the target in this embodiment is a pseudo-continuous effect, the above reference state will include the state at the beginning (immediately after the start) of the effect during variation (if a pseudo-continuous effect occurs, it will be the first unit effect from the start of the effect during variation until it pseudo-stops in a predetermined combination). Therefore, the reference state is the state that includes all effects during variation (the reference state for each variation is visited). However, the continuous suggestion image 30 (display of "×1") is not displayed in all effects during variation (all of the reference states visited for 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 a pseudo-continuous effect occurring is higher when the continuous suggestion image 30 is displayed in the reference state (see Fig. 11(b)) than when it is not displayed in the reference state (see Fig. 11(a)). That is, "×1" may be displayed at the start of the effect during variation (it may not be displayed), and the probability of a subsequent pseudo-continuous effect occurring is higher when it is displayed than when it is not displayed. However, even if the continuous suggestion image 30 is not displayed in the reference state of a certain effect during variation (see Fig. 10(a), Fig. 11(a)), there is a possibility that a subsequent pseudo-continuous effect (the second unit effect) will occur.
[0052] Also, in this embodiment, just because the continuous suggestion image 30 is displayed in the reference state of a certain effect during variation (resulting in the state shown in Fig. 11(b)), it is not always the case that a pseudo-continuous effect occurs in the effect during variation. That is, the probability of a pseudo-continuous effect occurring when "×1" is displayed ≠ 100%. However, it does not mean that it is denied that a pseudo-continuous effect will definitely occur when the continuous suggestion image 30 is displayed.
[0053] As described above, in this embodiment, as an image suggesting an increased probability of a continuous effect occurring, a continuous suggestion image 30 indicating 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 it, making the suggestion that the probability of the continuous effect occurring is increasing easy to understand.
[0054] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the above continuous suggestion image 30 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 other configurations in which other continuous effects are the suggestion target may also be used. For example, a preview continuous effect may be the suggestion target (see FIG. 12). Since the preview effect itself is well-known, a detailed description thereof will be omitted, but one or more previous win / loss lottery results (losses) that are notified before the target win / loss lottery result are used to suggest that the winning reliability of the target win / loss lottery result has increased. For example, it is conceivable to suggest that the winning reliability of the target win / loss lottery result has increased by setting a combination of decorative patterns 80 that notify one or more previous win / loss lottery results (losses) as a combination that satisfies a predetermined rule (chance pattern; in FIG. 12, the pattern that becomes "regular 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 notified one or more previous win / loss lottery results used for the preview effect, the continuous suggestion image 30 is displayed (see FIG. 12(a)).
[0056] While the first ongoing performance is being executed, the chance mark is not displayed in the ongoing performance immediately before the first ongoing performance, and it is not known whether a pre-reading continuous performance will occur. Also, if a pre-reading performance occurs, it can be said that it corresponds to the state where the first unit performance was being executed. Therefore, it is set that the continuous suggestion image 30 may be displayed during the first ongoing performance with the first ongoing performance as the reference state. When the continuous suggestion image 30 is displayed during a certain ongoing performance, it can also be said that the probability of the chance mark being displayed increases as a combination for notifying the corresponding success / failure lottery result (failure) for the ongoing performance. After that, until the target ongoing performance corresponding to the target success / failure lottery result, the number-of-times image 32 that increases in value each time the chance mark stops → the change 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 mode 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 performance 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 make the color of the character different.
[0058] When the continuous suggestion image 30 is displayed, 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 from the former shall be displayed. Moreover, it is assumed that the probability of the subsequent continuous performance (the second unit performance 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 the subsequent continuous performance 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 has been explained that the continuous suggestion image 30 may be displayed from the beginning of the performance during variation. However, during a predetermined period from the start of variation (a predetermined period from the start of the performance during variation), the continuous suggestion image 30 will not be displayed regardless of the situation (regardless of whether the continuous performance will actually occur in the future) (Figs. 14(a)(b)), and there is a possibility that the continuous suggestion image 30 may 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 is also a case where the continuous suggestion image 30 is not displayed). If the continuous suggestion image 30 is displayed from the beginning (the first) of the performance 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 the continuous performance is suggested by the continuous suggestion image 30).
[0060] 〇Specific Example 2-4 With the number image 32 displayed in the state where the second unit performance has occurred being set as "×1" (see Fig. 15(c)), the number 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 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 the number image 32 may be counted 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 starts from the second unit performance when the continuous performance is established, it may be displayed as a number suggestion image including the numerical value "0" following that, so as to suggest the occurrence of the continuous performance.
[0062] 5) Stage change In the present embodiment, a concept of "stage" (also referred to as "mode" etc.) is used as a format (performance format) 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 etc., it does not directly affect the substantial benefits (payouts) of the player. Also, in the present 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 in the special gaming state as well. 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 aspect (default aspect) 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 aspects 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 (intermediate mode change) 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-mode), and the stage after the change (the newly set stage) is referred to as the post-stage (post-mode) (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 change performance, the pre-stage (stage B) is set (see Fig. 17(a)). During a period T (hereinafter sometimes referred to as the notice period T) including at least a part of the end of the previous change performance or the beginning of the target change performance, a change notice image 40 is displayed (see Fig. 17(b)). In the present embodiment, the beginning of the target change performance (until a predetermined time has elapsed from the start) is defined 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 notifies 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 becomes the post-stage, change notice image A is displayed; when stage B becomes the post-stage, change notice image B is displayed; when stage C becomes 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 caption 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 is a case where a change from stage B to stage C occurs, 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 caption "C stage" included in the change notice image C shown in Fig. 17(b) is changed to "A stage" or "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 point in time when the change notice image 40 is erased (the erasure point in time) is the end point of the notice period T. Note that the erasure point in time is a point in time prior to the switching point in time described later. In the present embodiment, even after the change notice image 40 is erased, the pre-stage (stage B) remains set. That is, even though the change notice image C for notifying a change to stage C is displayed, stage B remains set even after the change notice image C is erased (see FIG. 17(c)). When the configuration depends on the stage in which the basic mode of the hold symbol 10 is set (the basic mode of the hold symbol 10 differs 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] With stage B set, the target variation performance progresses, and at the switching point in time, which is in the middle of the target variation performance, a change is made from stage B to stage C (see FIG. 17(d)). That is, a change is made from the pre-stage to the post-stage when the switching point in time is reached. Note that the switching point in time is a point in time about 1 to 2 seconds after the erasure point in time. That is, after the change notice image 40 is erased, the state in which the pre-stage is set is maintained for about 1 to 2 seconds. At least, the switching point in time is set to be a point in time when all of the three decorative symbol groups 80g are in a varying state. That is, the switching point in time is reached before it is determined whether a reach or the like is established, 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 conventional stage changes, it was common for a new stage (post-stage) to already be set when the target variation performance 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 variation performance (target variation performance) (see FIGS. 17(c) and 17(d)). That is, since the stage change is clearly shown to the player during the variation performance, there is an advantage that it is easy to tell that the stage has changed.
[0070] Also, as shown in FIG. 18 as a reference example, in the conventional stage change using the change notice image 40 (an image corresponding to the change notice image 40) in the present embodiment, after the change notice image 40 is erased, the stage after the change is set, that is, since the change notice 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 notice image 40), the state of the stage changing was not actually shown. On the other hand, in the present embodiment, even after the change notice image 40 (see FIG. 17(b)) that warns of the occurrence of a stage change is erased, the pre-stage is in a set state (a state where no change has occurred) (see FIG. 17(c)). Therefore, after warning that a stage change will occur due to the change notice image 40, it is possible to show the state where the actual "change from the pre-stage to the post-stage" is occurring (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 notice image 40 indicates the type of the stage to be 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 in which the matters related to the above stage change (special stage change) 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.
[0073] 〇Specific Example 3-1 In the above-described embodiment, it has been 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-described embodiment), and a background image or the like representing the pre-stage continues to be displayed continuously from the previous in-transition effect to the target in-transition effect (before the switching time point is reached). Then, a change from the pre-stage to the post-stage occurs when the switching time point (for example, the time point 2 seconds after the start of the target in-transition effect) 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-described embodiment, it has been explained that the change notice image 40 indicates the type of the post-stage (the aspect varies according to the type of the post-stage). However, a change notice image 40 having a common aspect 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 that a stage change will occur, a change from the pre-stage to the post-stage actually occurs when the switching time 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 form 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 form 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 form 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 the 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 progresses 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, instead of actually showing the change from the pre-stage to the post-stage, a stage change in which the change to the post-stage is already completed at the time when the change notice image 40 is erased may also occur. And, when one of the special stage change (for example, a stage change that progresses as shown in FIGS. 20(a)→(b)→(c-2)→(d)) and the normal stage change occurs, the winning reliability of the win / loss lottery result (target win / loss lottery result) corresponding to the performance during the target variation is higher when the other 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 game 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 game property is realized in which the occurrence of the "delay" of the stage change is enhanced as a chance.
[0080] 〇Specific Example 3-5 It may be configured such that two or more types of special stage changes with different timings at which stage changes occur 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 time point, and a second special stage change in which a change from a pre-stage to a post-stage occurs at a second switching time point are set. The time from the start time point of the effect during the target variation to the second switching time point is longer than the time from the start time point of the effect during the target variation to the first switching time point (if the change notice image 40 is displayed, the time from the erasure time point of the change notice image 40 to the second switching time point is longer than the time from the erasure time point of the change notice image 40 to the first switching time point). Therefore, it can be said that the second special stage change has a "delay" in the timing of the stage change compared to the first special stage change.
[0081] On this premise, the big win reliability of the target win / loss lottery result shall be different depending on the type of special stage change that occurs. For example, if the second special stage change has a higher reliability than the first special stage change, a gaming 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, it is possible to control (specific symbol control) the decorative symbol 80 displayed in the display area 911 as a means for notifying the win / loss lottery result as follows. In the present embodiment, the specific symbol control is executed during the effect during variation in a state where a specific stage that can be set in the normal gaming 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 supposed 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). Specific pattern control is executed for the target decorative pattern 80T (specific pattern control is not executed for non - target decorative patterns).
[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 supposed 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, 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 inner display mode is to express the specific character in the area inside the outer edge of the "7". An element that allows the player to understand that it is a specific character appears in the area, and the specific character is expressed in this way. 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 that can be seen transparently through the "7".
[0088] Also, in the present embodiment, the target decorative pattern 80T may be in a covering display mode different from the above-described 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-described 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-described 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 manner. 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" which was 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, by setting the target decorative symbol 80T 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-described 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 Figure 1 lottery) executed in the normal gaming state, there are set a normal big win in which the gaming state after the big win game ends is the second special gaming state (low probability), and a special big win in which 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 using the target decorative symbol 80T is displayed means that it is determined to be a special big win, which is a big win more 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] In addition, in the present embodiment, from 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 (a state where the types of 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 is established for the target decorative symbol 80T and when a reach is established for a non-target decorative symbol. Specifically, the probability of reaching a jackpot when a reach is established by the decorative symbol 80 of "7" is higher than any of the probabilities of reaching a jackpot when a reach is established by other decorative symbols 80 (the jackpot reliability at the time of reach establishment is the highest for the reach of the decorative symbol 80 of "7"). Therefore, when a reach is established, the player hopes that a reach is established by the decorative symbol 80 of "7". Thus, it can be said that there is a significance in making the decorative symbol 80 of "7" more prominent by performing specific symbol control on the decorative symbol 80 of "7" compared to other decorative symbols 80.
[0097] As described above, the specific symbol control in the present embodiment is set to the inner display mode when the target decorative symbol 80T is in a state of being variably displayed, and is set to the outer display mode when the target decorative symbol 80T stops or pseudo-stops. That is, when the target decorative symbol 80T is in a variable state, the sub-element part 80Ts (specific character) is represented while being displayed in a compact state (substantially only the "number" 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, 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). Thus, 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 the present embodiment, the target decorative pattern 80T is temporarily set to a covering display mode before stopping or pseudo-stopping and becoming the outer display mode. That is, since the sub-element part 80Ts (specific character) is displayed in front of the main element part 80Tm, the entire specific character appears, and it is emphasized more that the target decorative pattern 80T has stopped or pseudo-stopped. Although at least a part of the main element part 80Tm (the number "7") is covered and it is difficult to grasp the main element part 80Tm in the state of being in the covering display mode, after the covering display mode, it becomes the outer display mode and the entire main element part 80Tm is displayed. Therefore, it can be easily understood that the decorative pattern 80 of "7" has stopped or pseudo-stopped.
[0099] Hereinafter, specific examples in which the matters related to the above specific pattern control 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 be used.
[0100] 〇Specific Example 4-1 In the above embodiment, it was explained 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 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 in which a so-called probability variation state (high probability state) is provided, a configuration may be adopted in which two or more types of patterns (probability variation patterns) that are determined to shift to the probability variation state after the jackpot 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.
[0101] In addition, all of the plurality of types of decorative patterns 80 may be subject to specific pattern control. That is, all of the plurality of types of decorative patterns 80 may have a main element part 80Tm and a sub-element part 80Ts, and may be subject to 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 subject of such control. However, the reverse configuration may also be used. That is, the non-target decorative symbols that are not subject to specific symbol control are set to be symbols that are more valuable to the player than the target decorative symbol 80T that is the subject of such control. The non-target decorative symbols are controlled so as to be less conspicuous than 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 symbols that are valuable to the player are 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, a configuration may be adopted in which 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, like in the above-described embodiment, when the target decorative design 80T stops or pseudo-stops, it may be temporarily in the covering display mode and then in the outer display mode (as shown in Fig. 23), or it may be in the outer display mode without being in the covering display mode (as shown in Fig. 24). In this case, the reliability of the jackpot in the winning or losing lottery result can be set differently depending on whether it is in the covering display mode. For example, when the target decorative design 80T stops or pseudo-stops during a certain variable performance, the probability that the winning or losing lottery result corresponding to the certain variable performance is a jackpot is higher when the target decorative design 80T is temporarily in the covering display mode than when it is not in the covering display mode (the setting where it becomes the covering display mode as shown in Fig. 23(b) is so-called a 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 design 80T conspicuous. It is assumed that when the sub-element part 80Ts becomes conspicuous, there is more expectation of a jackpot than when it does not. By doing so, the gaming property that the player will pay attention to the mode change when the target decorative design 80T stops or pseudo-stops is realized.
[0105] 〇Specific Example 4-4 When the target decorative design 80T stops or pseudo-stops, there may be a configuration where the specific symbol control as described in the above embodiment is performed, or there may be a configuration where the specific symbol control is not performed. That is, when the target decorative design 80T stops or pseudo-stops, a change from the inner display mode to the outer display mode (via 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 symbol 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 is 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 out), and it can be said that it is control that makes the stopped or pseudo-stopped target decorative symbol 80T prominent. Therefore, when the target decorative symbol 80T becomes prominent in this way, it can be considered that there is an expectation of a big win. By doing so, a gaming property that players will pay attention to the mode change when the target decorative symbol 80T stops or pseudo-stops is realized.
[0107] 7) Specific display (character display) The gaming machine 1 according to this embodiment is capable of executing a specific display as a display constituting a variable display. Note that the specific display in this embodiment occurs in the normal gaming state, but it may also occur in a special gaming state.
[0108] The specific display (see Fig. 26) ultimately leads to a favorable ending (see Fig. 26(c-1)) that is 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 this 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 miss, 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 is a big win may be increased compared to when an unfavorable ending is reached, but it may be set such that it is not necessarily 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 the present 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 ending (see FIG. 26(c-1)) and not being able to jump over results in an unfavorable ending (see FIG. 26(c-2)). Here, a title image 50 including the constituent characters of "Desperate Jump" is displayed at the beginning.
[0110] In the present embodiment, using the above title image 50 (constituent characters), the probability that the specific performance reaches a favorable ending 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 ending 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 ending according to 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 the present 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] As an example of character presentation, Fig. 27(a)-(d) shows a case where the final mode is "Desperate Jump" in which up to "Desperate Ji" 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, with each constituent character changing in sequence (changing with a time difference). The same applies when the number of characters changing is different, and the characters change in sequence starting from the left. There may also be a case where none of the constituent characters change.
[0113] In this embodiment, an end action (not shown) occurs to indicate that the final state has been determined. After the end action occurs, no new changes in constituent characters occur. In the character presentation, the constituent characters change one by one with a time difference, so it may be difficult to know where the presentation has ended (whether the constituent characters will not change any more). In order to reduce such a risk, after a predetermined number of characters have changed (in the above example, four constituent characters have changed), an end action is generated to indicate to the player that no more changes will occur. There are various methods (modes) of the end action. For example, a method of temporarily displaying an effect image (for example, an effect image that makes the title image 50 look as if it is glowing) around the title image 50 can be used.
[0114] In this embodiment, the more constituent characters that are ultimately changed, the higher the probability of reaching an advantageous ending (see FIG. 27(e)). Therefore, the most reliable case is when all seven constituent characters have changed to red. When all seven constituent characters have changed, it may be determined that an advantageous ending will be reached. The least reliable case is when none of the seven constituent characters have changed. Because there are seven constituent characters, the number of stages of reliability (probability of reaching an advantageous ending) suggested by the final state is eight.
[0115] However, even when the number of changed characters is different, a range may be provided where the same reliability is maintained, such as when the changed number of characters is "0 or 1", "2 or 3", "4 or 5", etc., each with the same reliability. Even in the case of such a configuration with a provided range, for example, a setting where the reliability when the changed number of characters is "2 or 3" is higher than the reliability when the changed number of characters is "0 or 1" is acceptable. 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 a reach effect. However, such conventional effects were uninteresting 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 anticipating how much it will change.
[0117] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific effect (character 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.
[0118] 〇Specific Example 5-1 In the above embodiment, it has been explained that the more the number of 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 finally all the constituent characters change or not, which determines whether the probability of reaching a favorable ending increases (the chance goes up). Speaking in accordance with the above embodiment, when all seven characters of "Desperate Jump" change from white to red, it is a case where the chance goes up, and when some of the constituent characters do not change, it is set that the chance does not go up. 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 reaching a favorable ending does not change (see Fig. 28).
[0119] Even in the case of this example, since it is not shown whether the constituent characters change one by one and whether the chance goes up can be immediately understood (the manner in which the constituent characters change one by one is shown to the player), it becomes a more interesting effect form than before.
[0120] 〇Specific Example 5-2 Set the order in which it is shown whether it changes to be non-fixed. For example, there is a case where it is shown whether it changes in the order of "reading" the title as in the above embodiment (hereinafter referred to as ascending order. In the above embodiment, it corresponds to the manner of changing from the leftmost constituent character), and there is also a case where it is shown whether it changes in the reverse order (hereinafter referred to as descending order. In the above embodiment, it corresponds to the manner of changing from the rightmost constituent character) (see Fig. 29(b-1) and Fig. 29(b-2)).
[0121] When configured as in this example, whether it is in ascending order or descending order may be indicative of the number of constituent characters that ultimately change (i.e., indicative of the jackpot reliability). Since ascending order is the order of "reading", it is preferable that the ascending order be the basic pattern ("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 in descending order than when in ascending order (making the descending order the chance-up pattern).
[0122] 〇Specific Example 5-3 Regarding the character presentation in the above embodiment, it was explained 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 outcome, it can be said that it is the least desirable result for the player that only one constituent character changes and the game ends.
[0123] It can be said that when the game ends without any change in the constituent characters, the presentation effect peculiar to the character presentation of "changing one character at a time" is not manifested. By doing as in this example, it is possible to prevent the player from ending the game without knowing the effect peculiar to the character presentation 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 is the constituent character (hereinafter referred to as the target character) that is currently the target of "whether it changes or not". Any control may be used as long as it enables grasping that the target character is in a state different from other characters. 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, it changes in the state where the character is 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-described 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 the character effect (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 the character effect, not only the effect of showing whether each constituent character changes from "white" to "red" one by one (see Fig. 31(a-1)) but also the effect of showing whether each constituent character changes from "white" to "gold" one by one (see Fig. 31(a-2)) may occur. When N constituent characters become "red" and when N constituent characters become "gold", a setting may be made such that the probability of the latter leading to 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 a character effect occurs, it becomes an effect form in which not only whether the first character changes but also the color after the change of the first character should be noted.
[0127] Also, if the configuration is such that a plurality of types of favorable opportunity colors are set as described above, a character effect (the previous character effect) that shows whether each constituent character changes from "white" to "red" one by one may occur. If all the colors of the constituent characters change from "white" to "red" as a result, it is also possible to adopt a configuration in which a character effect (the subsequent character effect) that shows whether each constituent character changes from "red" to "gold" one by one may be executed subsequently (see Fig. 31(b)). That is, it is also possible to adopt a configuration in which when all the constituent characters change in the previous character effect, a subsequent character effect that shows whether they change to a more preferable color may occur.
[0128] Also, although not shown in the drawings, it may be possible to have an effect in which the constituent characters are set to "red" from the beginning of the effect, and an effect that shows whether each constituent character changes from "red" to "gold" one by one may occur.
[0129] 〇Specific Example 5-6 Regarding the character effect in the above embodiment, although it has been described that whether or not the constituent characters change one by one is shown, the target character string (the title in the above embodiment) may be divided into a plurality of character groups, and whether or not each character group changes may be shown in order (each character group includes one or more characters).
[0130] It is preferable to divide the target character string into "phrases", and each "phrase" is the above-mentioned character group (one or more characters constituting the character group itself is / are considered to have 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 or not the color of "Desperate" changes. If the color changes, it is shown whether or not the color of "no" changes. If the color changes, it is shown whether or not the color of "Jump" changes as an effect form (see FIG. 32).
[0131] 〇Specific Examples 5-7 Regarding the above embodiment, it has been explained that the target of the character effect is the title image 50 of the specific effect. However, as long as it contains two or more characters, it is also possible to target other images. 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. Regarding such lines or lyrics, a character effect may be generated in which it is shown whether or not 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 in-game 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 part of the battle effect. The battle effect is one in which a friendly character, which is a character on the player's side (represented by the character "Mi" in the drawing), battles against an enemy character opposing it (represented by the character "Enemy" in the drawing), and ultimately results in a victory result where the friendly character wins (a favorable result advantageous to the player) (see FIG. 34(c-1)) or a defeat result where the friendly character loses (the enemy character wins) (an unfavorable result disadvantageous to the player) (see FIG. 34(c-2)). Note that the victory result is assumed to include a so-called reversal (revival) pattern in which the friendly character appears to have lost once and is then covered. Thus, the battle effect shows the result in the situation of the friendly character. If the main performance element is the friendly character, it can be said that it is a favorable result for the main performance element to reach a predetermined situation, and it is an unfavorable result for the main performance 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 win, a victory result (see FIG. 34(c-1)) is reached, and when it is a loss, 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 win 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 win only increases (it only amounts to 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 as if the reference image 60 has been displaced (as if it has "shifted") with respect to the display area 911, resulting in a displacement state (see FIG. 33(b)). 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 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, it is also possible to displace only the parts specific to the battle effect excluding such things as the decorative pattern 80 and the hold pattern 10 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 also 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. Since the image displacement effect in the present embodiment is displayed as if the reference image 60 is displaced in the depth direction with respect to the display area 911, the outer edge of the reference image 60 in the displaced state is substantially rectangular (it is displayed as if the size of the entire reference image 60 is smaller in the displaced state than in the reference state). Note that the reference image 60 may be represented as if it is displaced in the left-right direction or the up-down direction with respect to the display area 911. Further, the reference image 60 may be represented as if it is 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 in the display area 911 where the reference image 60 is not displayed (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 displaced state is reached, a reference outer image 62 is displayed in the reference outer area 911x. The reference outer image 62 is supposed to include a sub-effect element. In the present embodiment, the sub-effect element is a character on the player's side, a character that helps an ally character (hereinafter referred to as an assisting character; represented with the character "help" in the drawings) (see Fig. 33(b)).
[0139] In the displacement state, the auxiliary character is displayed as if it is "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 the 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 the non-inclusive ending indicates a state where the auxiliary character has not participated.
[0141] In the present embodiment, when reaching the 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 configured such that the auxiliary character is included in the reference image 60 substantially simultaneously when the reference image 60 returns to its original size. When reaching the 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 is covered by the reference image 60 that has returned to its original size (see Fig. 33(d-2) and Fig. 34(a-2)).
[0142] Thus, whether reaching an inclusive ending or a non-inclusive ending, the reference image 60 returns to its original size. Then, the battle scene proceeds to the result (victory result or defeat result). Note that when reaching an inclusive ending, since the auxiliary character participates in the battle, it is preferable that the subsequent video is different (refer to the difference between FIGS. 34(b-1) and (b-2)) between when reaching an inclusive ending and when reaching a non-inclusive ending (at least until the result is reached). However, it is not to deny that the same video is output (so that common video can be used) regardless of which ending is reached.
[0143] To summarize, the image displacement effect in this embodiment occurs during the execution of the battle effect. 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) inevitably occurs 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, the reference image 60 gradually becomes smaller in the displaced state, and accordingly, the auxiliary character gradually approaches the reference image 60 (refer to FIGS. 33(b)→(c)) to emphasize 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 end is reached, the probability of the battle effect leading to a victory result is higher than when the non-inclusive end is reached. That is, if only the image displacement effect is considered, it can be said that the inclusive end is a more advantageous end for the player than the non-inclusive end. Since the auxiliary character is displayed as helping 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 the situation is closer to victory when the auxiliary character is included in the reference image 60 than when it is not. Note that in this embodiment, it is not certain that a victory result will be reached when the inclusive end is reached. That is, reaching the inclusive end is only set to increase the chance. However, it does not deny setting that a victory result will be certain when the inclusive end is reached. Also, in this embodiment, there is a possibility of reaching a victory result even when the non-inclusive end 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 the inclusive end 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 end 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-described 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 may 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 the sub-effect element appearing, the sub-effect element being used, etc.). In this way, the sub-effect element reaching the inclusive end becomes a natural flow effect form indicating that the target effect is approaching a favorable result.
[0148] For example, an effect in which a predetermined character (main effect element) attempts to jump over a cliff, where jumping over is set as a favorable result and not being able to jump over is set as an unfavorable result (an effect similar to that shown in FIG. 26) is taken as the target effect. During the target effect, an image displacement effect occurs (see FIGS. 35(a) and (b)), and an effect form in which a "jump platform" is displayed as a sub-effect element included in the off-reference image 62 can be considered. In the case of an inclusive end, the character tries to jump over the cliff using the jump platform (see FIG. 35(c-1)), and in the case of a non-inclusive end, the character tries to jump over the cliff without using the jump platform (see FIG. 35(c-2)), resulting in a flow effect. That is, since the situation of "the character jumping over the cliff" is a favorable result (goal) for the player, the "jump platform" is displayed to promote it, and when the inclusive end is reached, the player can feel as if the probability of reaching the favorable result has increased.
[0149] 〇Specific Example 6-2 In the above-described embodiment, it has been explained that the inclusive end is a more favorable end for the player than the non-inclusive end (the end with a high probability of the battle effect resulting in a victory result (favorable result)). However, the reverse setting, that is, the non-inclusive end being a more favorable end for the player than the inclusive end, may also be used.
[0150] In such a setting, in the image displacement effect, an element that inhibits the main effect element from reaching an advantageous result in a predetermined situation (in other words, an element that promotes an adverse result) may be displayed as a sub-effect element. If the target is a battle effect like the above-described embodiment, an element that shows 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 with the character "another" in the drawings) 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, suggesting 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, suggesting that it is a situation where the friendly character is more likely 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 is also possible to set the inclusive ending to be more advantageous for the player than the 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 the advantageous result and not being able to jump over is set as the adverse result, for example, something representing "oil" is displayed as a sub-effect element (see Fig. 37(b)). When reaching an inclusive ending, 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 reaching a non-inclusive ending, 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 as the off-reference area 911x becomes larger, the sub-effect element (auxiliary character) is displayed so as to approach 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 tap) 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 adopt 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, there may be a setting such that, as described above, the operation of the operation means 70 is prompted (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 that the probability of reaching the inclusive end is higher when the operation effect occurs than when it does not occur. Since 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, it may be set that the probability of reaching the inclusive end is higher in such a situation.
[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 it is assumed that the probability leading to the inclusion conclusion 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 it becomes the inclusion conclusion. Therefore, making it so that the probability of becoming the inclusion conclusion is 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, it is assumed that 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 conclusion 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, it becomes an effect form indicating that the thicker the outer edge, the lower the probability that the sub-effect element (auxiliary character) crosses the outer edge and enters the reference image 60 (becomes the inclusion conclusion).
[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 point of using the configuration 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 embodiment shall be replaceable with so-called "small win". For example, the effects suggesting the probability of big win (big win reliability) can also be used as those suggesting the probability of small win. Further, it may be provided with a game property (the game property of so-called "two types of gaming machines") by 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 winning is surely linked to the big win acquisition, it shall be possible to handle the small win = big win.
[0160] The specific means (gaming machine) obtained from the above embodiment 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 the decorative symbol displayed in the display area starts to vary until it stops in a mode indicating the 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 that is shown as if an event advantageous to the player has occurred based on the lucky machine image is executable, and 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 of activating during the winning game.
[0162] ·Means 1-2 When two or more of the lucky machine images are displayed, when 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 performance, 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 performance occurs during the winning game, it is shown as if the winning game includes X unit games before the activation performance occurs. In some cases, it is shown that the winning game includes Y unit games (where X < Y). The gaming machine according to Means 1-1 or Means 1-2, characterized in that. By doing so, when the jackpot image does not activate during the variable performance, the game play is realized in which it can be 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 probability that the activation performance occurs during the winning game without the activation performance occurring during the variable performance is higher for the second jackpot image than for the first jackpot image. By doing so, the game play that the player will pay attention to is realized also in the aspect (type) of the jackpot image.
[0165] ·Means 2-1 A gaming machine comprising: a display device having a display area; and performance execution means for executing a continuous performance including two or more unit performances. In the continuous performance, a count image indicating the number of occurrences of the unit performance is displayed in the display area. In a reference state where it is not determined whether the continuous performance is executed when the second unit performance is started, a continuous suggestion image indicating that the number of occurrences of the unit performance is one may be displayed in the display area. According to the above gaming machine, it is possible to make the suggestion that the continuous performance occurs easy to understand.
[0166] · Means 2-2 In the display area, a decorative symbol indicating the result of a win / loss lottery is displayed, and the continuous effect is a pseudo-continuous effect in which the fluctuating decorative symbol pseudo-stops in a predetermined combination and then resumes fluctuating, which is taken 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 easily understandable pseudo-continuous effect immediately after the start of the fluctuation of the decorative symbol.
[0167] · Means 2-3 In the reference state, it is set such that 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 to set it so 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, the probability of the occurrence of the continuous effect is higher than when the first continuous suggestion image is displayed. 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 pattern 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 pattern 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, wherein until a switching point in the middle of a target in-play effect which is the in-play effect, the previous in-play effect, maintains the previous mode which is the effect mode set in the previous in-play effect, and a transitional 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 understandable.
[0170] · Means 3-2 A change notification image for notifying that a change in the effect mode occurs is displayed, and the previous mode is set even after the change notification image is erased, and then the gaming machine according to means 3-1, characterized in that it changes to the subsequent mode upon reaching the switching point. By doing so, after notifying the occurrence of a mode change with the change notification 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 gaming machine according to means 3-2, characterized in that the change notification image indicates the type of the effect mode to be the subsequent mode. By doing so, after the type of the effect mode to be the subsequent mode is indicated by the change notification image, the effect mode of the previous mode is set until the switching point is reached (the state where the mode change is not completed), which is a novel configuration.
[0172] · Means 4-1 A gaming machine in which a winning or losing lottery result is notified using a plurality of types of decorative symbols displayed in a display area of a display device, wherein a target decorative symbol, which is at least a part of the plurality of types of decorative symbols, includes a main element part indicating its type and a sub-element part associated with the main element part. When the target decorative symbol is being variably displayed, it is in an inner display mode in which the sub-element part is represented inside the main element part, and specific symbol control is executable such that when the target decorative symbol stops or pseudo-stops, it is in an outer display mode in which the sub-element part is represented outside the main element part. According to the above 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, characterized in that when the target decorative symbol stops or pseudo-stops, after being in 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, it is in the outer display mode. 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, characterized in that the target decorative symbol is a part of the plurality of types of decorative symbols, and the specific symbol control is not executed for non-target decorative symbols, which are the decorative symbols 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, characterized in that 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 an 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 manner 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 or not the constituent characters change one by one is shown, and the final form 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 for a longer time.
[0178] · Means 5-3 The gaming machine according to Means 5-1, characterized in that the probability of reaching the favorable end is higher when all of the constituent characters change 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 branch for increasing the chance.
[0179] · Means 5-4 The specific effect is a reach effect leading to the advantageous ending when the winning or losing lottery result is a win, and the character image represents the title of the reach effect by the constituent characters, and the gaming machine according to any one of means 5-1 to 5-3 is characterized in that this is the case. 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 as if the reference image is displaced from a reference state in which the reference image is displayed in the display area. The image displacement effect includes a non-reference image including a sub-effect element in a non-reference area other than the area where the reference image is displayed in the display area in the displacement state, and then the sub-effect element is included in the reference image. It leads to an inclusive ending in a state where it is included or a non-inclusive ending in a state where the sub-effect element is not included in the reference image, and one ending is set as a more advantageous ending for the player than the other ending. A gaming machine characterized by 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, characterized in that the closer the sub-effect element included in the non-reference image is to the reference image as the non-reference area becomes larger. By doing so, it is suggested that the sub-effect element may enter the reference image (there is a possibility of reaching an inclusive ending), so 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 the achievement of the advantageous result is displayed in the off-reference area. When it reaches the inclusive end state where the sub-effect element is included in the reference image, the probability of reaching the advantageous result is higher than when it reaches the non-inclusive end state where 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 the achievement of an advantageous result, it is possible to construct an effect form in which reaching the 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, the 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 the 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 the non-inclusion end state where the sub-effect element is not included in the reference image is reached, the probability of reaching the advantageous result is higher than when the inclusion end state where the sub-effect element is included in the reference image is reached. The gaming machine according to means 6-1 or means 6-2, characterized in that. In this way, by using the sub-effect element representing something that inhibits reaching the advantageous result, it is possible to construct an effect form in which reaching the inclusion 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 the sub-effect element representing something that inhibits the victory of the ally character, it is possible to construct an effect form in which reaching the inclusion end is disadvantageous for the player (ally character).
Explanation of Signs
[0186] 1 Gaming machine 10 Reserved symbols 11 Variable reserved symbols (variable reserved information) 12 Pre-variable reserved symbols (pre-variable reserved information) 20 Good machine images (21 First good machine image 22 Second good machine image) 30 Continuous suggestion images 32 Number images 40 Change notice images 50 Title images (character images) 60 Reference image 62 Image outside the reference 911x 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 gaming machine in which a decorative pattern is displayed in a display area of a display device, and one cycle of a variation game is defined as a period from the start of variation of the decorative pattern until it stops in a manner corresponding to the winning or losing lottery result. During the variation game, a lucky image may be displayed in the display area. It is possible to execute a triggering effect that does not occur unless the lucky image is displayed in the display area. The triggering effect may occur during the variation game. When a winning variation game, which is the variation game that notifies that the winning or losing lottery result is a win, is executed, a winning game in which a predetermined winning area is opened is executed after the winning variation game. The triggering effect occurs only in the winning variation game. The variation game in which the triggering effect does not occur may be a losing variation game that notifies that the winning or losing lottery result is a loss. The probability that a specific event advantageous to the player occurs in the winning game executed after the winning variation game is higher when the triggering effect does not occur in the winning variation game in which the lucky image is displayed than when the triggering effect occurs in the winning variation game in which the lucky image is displayed. A gaming machine characterized by the above.
Citation Information
Patent Citations
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