gaming machines
The gaming machine enhances player engagement by allowing for dynamic background image switching between normal and special game states, addressing the lack of interesting presentations in existing machines.
Patent Information
- Application Number
- JP2022112522
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-13
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2042-07-13
AI Technical Summary
Existing gaming machines lack the ability to provide an interesting presentation using background images effectively.
A gaming machine with a game state setting mechanism that allows for both normal and special game states, along with display and effect execution means to switch between normal and special background images, enhancing player engagement.
Enables an engaging presentation through dynamic background image switching, providing a more interesting gaming experience.
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Gaming machines that execute effects using background images displayed as backgrounds for decorative symbols are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2016-027862 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can execute an interesting presentation using a background image. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a game state setting means which is capable of setting a normal game state and a special game state which is more advantageous to the player than the normal game state as game states in which the player plays with the aim of winning or losing the lottery result, a display means which is capable of displaying a normal background image which is displayed in the normal game state and a special background image which is displayed in the special game state as background images for the decorative patterns displayed to show the win or loss lottery result, and an effect execution means which executes a switching effect which displays a switching image, and which is characterized in that the endings of the switching effect can be a normal ending in which the normal background image is displayed after the switching image is displayed, and a special ending in which the special background image is displayed after the switching image is displayed. [Effects of the Invention]
[0006] According to the present invention, it is possible to perform an interesting performance using a background image. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram for explaining the game state (transition of game state), (b) is a diagram for explaining the distribution of jackpots, and (c) is a diagram for explaining the classification of specific benefits / non-specific benefits and the names of each benefit. [Figure 4] 10(a) shows the specified period, and FIG. 10(b) shows an example of a result image (a result image when both a 10-round special jackpot and a 7-round special jackpot are won within the specified period). [Figure 5] (a) is an example of a result image when a 10-round special jackpot is won but a 7-round special jackpot is not won within the specified period, (b) is an example of a result image when a 7-round special jackpot is won but a 10-round special jackpot is not won within the specified period, and (c) is an example of a result image when neither a 10-round special jackpot nor a 7-round special jackpot is won within the specified period. [Figure 6] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 8] 10A and 10B are diagrams for explaining a normal background image and a special background image. [Figure 9] FIG. 10 is a diagram illustrating the promotion effect. [Figure 10] FIG. 10 is a diagram for explaining a switching effect. [Figure 11] FIG. 11 is a diagram for explaining the switching effect (continuation of FIG. 10). [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 13]FIG. 10 is a diagram for explaining specific example 2-5. [Figure 14] FIG. 10 is a diagram illustrating the reach-prediction effect. [Figure 15] FIG. 14 is a diagram for explaining the reach-prediction effect (continuation of FIG. 14). [Figure 16] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 17] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 18] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 19] FIG. 19 is a diagram for explaining specific example 3-5 (an example different from FIG. 18). [Figure 20] FIG. 10 is a diagram for explaining an image change effect. [Figure 21] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 22] FIG. 10 is a diagram for explaining specific example 4-3. [Figure 23] FIG. 10 is a diagram for explaining specific example 4-4. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. Furthermore, unless otherwise specified, the following description is based on the assumption that the player plays the game as instructed (the player plays the game normally without performing any special gameplay). Furthermore, when it is stated that "a gaming ball has entered XX (a prize has been won)," strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a start area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs which act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a winning / losing lottery means provided on a control board (control circuit), not shown, when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a number (winning / losing lottery information) is obtained from a random number source. If the number is the same as the predetermined jackpot number, the jackpot is awarded; if it is different, the jackpot is awarded. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired when a gaming ball enters the first start area 904a will be referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired when a gaming ball enters the second start area 904b will be referred to as the second winning / losing lottery (special chart 2 lottery).
[0014] In this embodiment, the results of the winning / losing lottery will be announced in the order in which the numbers are obtained, but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information will be stored as pending information (strictly speaking, pre-change pending information, as described below) in a memory means provided on a control board not shown.
[0015] In this embodiment, as the reserved symbols 70, a reserved symbol 71 during fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 during fluctuation) in which the in-flux effect (from the start of fluctuation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination that indicates the winning / losing lottery result, that is, the effect during one fluctuation; hereinafter also referred to as simply "flux" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 71 during fluctuation), and a reserved symbol 72 before fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 before fluctuation) in which the in-flux effect that notifies the winning / losing lottery result has not started (see FIG. 2) are displayed. Note that the reserved symbol 71 during fluctuation is not strictly included in the concept of "reserved", but is generally referred to as "the reserved symbol in question" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before change is completed (the so-called pending "consumption order") is earlier the further to the right it is.
[0016] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).
[0017] When both the first pre-variation reserved information and the second pre-variation reserved information are stored in the storage means, the result of the lottery based on the second pre-variation reserved information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.
[0018] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, "stop" refers to a complete stop, excluding a so-called pseudo-stop state (e.g., a state in which the symbol appears to the player to have stopped but is only slightly shaking)). If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R arranged from left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a miss, the other missing combination (other than the combination that results in a jackpot) will be used.
[0019] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0020] In this embodiment, the game states are 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 game state in which the probability of winning a jackpot is low (approximately 1 / 319 in this embodiment), and is a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (approximately 1 / 40 in this embodiment), and is a high-base state (high probability, time reduction) in which it is easy for the game ball to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a so-called "left-handed shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first win / loss lottery. On the other hand, the special gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a so-called "right hit" should be performed. Therefore, the special gaming state can be said to be a gaming state in which the aim is to win a jackpot after the second winning / losing lottery. The special gaming state is a state in which the gaming ball is likely to win the lottery to open the second starting area 904b, which is triggered by the gaming ball entering the normal starting area 905, so the gaming ball will enter the second starting area 904b relatively easily.
[0021] The special gaming state ends when the winning / losing lottery results in a predetermined number of consecutive losses. When the special gaming state ends, the game state transitions to the normal gaming state. If a jackpot (special jackpot) is won before the predetermined number of consecutive losses after transitioning to the special gaming state, the game state transitions again to the special gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win the second winning / losing lottery before the predetermined number of consecutive losses after transitioning to the special gaming state. In this embodiment, the predetermined number of times (ST number of times) is set to 72.
[0022] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened one or more times until a predetermined closing condition is met. A unit game is also referred to as a round (game). The closing condition is met when either a predetermined number of game balls (a value known as a "count," which is 10 in this embodiment) enter the jackpot area 906 after it is opened (the winning condition) or a predetermined time has passed since the jackpot area 906 was opened (the time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a unit game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 during one unit game. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, if game balls are continuously shot toward the big prize area 906 in one unit game, 150 prize balls can be obtained in one unit game.
[0023] In this embodiment, the jackpots are divided into a normal jackpot and a special jackpot. A normal jackpot is a jackpot that transitions to a normal game mode after the jackpot game ends. A special jackpot is a jackpot that transitions to a special game mode after the jackpot game ends (see FIG. 3(a)). A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / lose lottery is a special jackpot. Except for special cases such as winning a lottery based on the reserved information stored in the storage means immediately after the transition to the game mode (so-called remaining reserved lottery), the normal game mode is a game mode that aims to win the first win / lose lottery, so a jackpot obtained in the normal game mode is a normal jackpot or a special jackpot. The special game mode is a game mode that aims to win the second win / lose lottery, so a jackpot obtained in the special game mode is a special jackpot. In other words, if a jackpot is won in the special game mode, the game will transition back to the special game mode after the jackpot game ends. In addition, the configuration may be such that the condition for transitioning to a special game state after the special jackpot game ends is to have the game ball enter a predetermined area (V area) that opens during the special jackpot game (V entry) (so-called V-variable machine).
[0024] In this embodiment, the jackpot (special chart 1 jackpot allocation) won in the first winning / losing lottery (special chart 1 lottery) is 50% a 2-round normal jackpot (2R normal) and 50% a 2-round special jackpot (2R special) (see Figure 3(b-1)). Also, the jackpot (special chart 2 jackpot allocation) won in the second winning / losing lottery is 10% a 2-round special jackpot (2R special), 40% a 7-round special jackpot (7R special), and 50% a 10-round special jackpot (10R special) (see Figure 3(b-2)).
[0025] The special jackpots are given names (unique names). In this embodiment, the 2-round special jackpot is called "Bonus," the 7-round special jackpot is called "BIG Bonus," and the 10-round special jackpot is called "MAX Bonus" (see FIG. 3(c)). When a special jackpot is won, an image containing the name is displayed.
[0026] The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the gaming machine 1 may be configured to be able to execute only some of the effects described below.
[0027] 2) Result image 2-1) Basic aspects of the resulting image In this embodiment, the special game state ends when 72 consecutive losses occur after the start of the special game state (the 72nd loss is referred to as the final loss). If the result of the lottery corresponding to the final loss is a loss, a loss effect is executed for the final loss, and then a result image 10 (see FIG. 4(b)) is displayed during a predetermined period until the final loss ends. Strictly speaking, the period during which the result image 10 is displayed is the period during which the decorative pattern 80 is changing (the period before the change of the decorative pattern 80 completely stops), but the decorative pattern 80 is not shown in each diagram showing the result image 10.
[0028] The result image 10 shows the status of the jackpot (benefit) acquired during the specified period. In this embodiment, the specified period is the period from the start of the two-round special jackpot game acquired in the normal game state until the end of the final variation (loss variation) (see Figure 4(a)). In other words, the two-round special jackpot, which is the first win acquired after the first win / loss lottery, is also included in the benefits acquired during the specified period. It can be said that the result image 10 shows the status of the benefits acquired during the specified period (in short, in the current winning streak state).
[0029] In this embodiment, the result image 10 includes a bonus display section 11 that indicates the status of jackpots (bonuses) acquired during the specified period, and a prize ball display section 12 that indicates the number of prize balls (total number of prize balls) paid out in jackpot games during the specified period (see FIG. 4(b)). The number of prize balls displayed by the prize ball display section 12 may be a value limited to those acquired by winning in the jackpot area, or may be a value that includes those acquired by winning in the jackpot area and other prize areas. The result image 10 may not include the prize ball display section 12. Instead of the number of prize balls, the result image 10 may display a net increase in the number of jackpots or the like. Furthermore, the result image 10 in this embodiment does not indicate the total number of jackpots (total bonus number; this number can also be considered the number of consecutive jackpots), which indicates the number of all jackpots (bonuses) acquired during the specified period. Furthermore, since the result image 10 also indicates the end of the special game mode, it includes a name representing the special game mode (in this embodiment, the characters "XX RUSH"). The mode (control) of the bonus display section 11 included in the result image 10 will be described in detail below.
[0030] 2-2) Bonus display section The jackpots that can be obtained during a specified period (the so-called first jackpot and the jackpot that can be obtained after a second draw in a special game state) are divided into one or more specific benefits that have a relatively large expected value of the benefit that the player will receive, and one or more non-specific benefits that have a relatively small expected value of the benefit that the player will receive. In this embodiment, the 10-round special jackpot and the 7-round special jackpot are considered to be specific benefits, and the 2-round special jackpot is considered to be a non-specific benefit (see Figure 3(c)). Note that, hereinafter, the 10-round special jackpot will also be referred to as the first specific benefit, and the 7-round special jackpot will also be referred to as the second specific benefit.
[0031] Since the greater the number of rounds (unit number of games) that make up a jackpot game, the greater the expected value of the number of prize balls obtained in that jackpot game, it can be said that the non-specific bonus has a smaller expected value of prize balls obtained in the jackpot game itself than the specific bonus (it is assumed that all non-specific bonuses and specific bonuses satisfy this relationship). In other words, when comparing the one or more non-specific bonuses with the most number of rounds with the one or more specific bonuses with the fewest number of rounds, the former has fewer rounds than the latter.
[0032] The bonus display section 11 of the result image 10 includes the name of the specific bonus that was acquired during the specified period, but does not include the name of the specific bonus that was not acquired during the specified period. In this embodiment, the specific bonuses are a 10-round special jackpot (first specific bonus) named "MAX BONUS" and a 7-round special jackpot (second specific bonus) named "BIG BONUS." If the 10-round special jackpot is not acquired during the specified period, the bonus display section 11 of the result image 10 does not include the name (letters) of "MAX BONUS." If the 7-round special jackpot is not acquired during the specified period, the bonus display section 11 of the result image 10 does not include the name (letters) of "BIG BONUS." Specifically, this is as follows.
[0033] The number of specific benefits (number of jackpots) acquired during the specified period is displayed as "Name of specific benefit x N" (where "N" is a number representing the number). If both a 10-round special jackpot and a 7-round special jackpot are acquired during the specified period, the benefit display section 11 will include the text "MAX Bonus x N" and "BIG Bonus x N" (see Figure 4(b)). In other words, the result image 10 will include the names of both the first and second specific benefits.
[0034] If a 10-round special jackpot is won during the specified period but a 7-round special jackpot is not won, the bonus display section 11 will include the characters "MAX BONUS" ("MAX BONUS x N") but will not include the characters "BIG BONUS" (see Figure 5(a)). In other words, the result image 10 will include the name of the first specific bonus but will not include the name of the second specific bonus. This means that no display such as "BIG BONUS x 0" will be displayed to indicate that the number of times the 7-round special jackpot has been won is 0.
[0035] Similarly, if a 7-round special jackpot is won during the specified period but a 10-round special jackpot is not won, the bonus display section 11 will include the characters "BIG BONUS" ("BIG BONUS x N") but will not include the characters "MAX BONUS" (see Figure 5(b)). In other words, the result image 10 will include the name of the second specific bonus but will not include the name of the first specific bonus. This means that no display such as "MAX BONUS x 0" will be displayed to indicate that the number of times the 10-round special jackpot has been won is 0.
[0036] Furthermore, if a specific benefit is won during the specified period (if at least one of the 10-round special jackpot and the 7-round special jackpot is won at least once), the benefit display section 11 of the result image 10 does not include the name of a non-specific benefit. In this embodiment, the so-called first 2-round special jackpot is included in the benefits (non-specific benefits) won during the specified period, so that means that a non-specific benefit has been won at least once during the specified period. However, the result image 10 does not include the word "bonus" indicating a 2-round special jackpot, and the number of times the 2-round special jackpot has been won is not shown (see FIGS. 4(b), 5(a), and 5(b)).
[0037] If no specific benefit is acquired during the specified period (if the number of wins for both the 10-round special jackpot and the 7-round special jackpot is zero), the benefit display section 11 of the result image 10 does not include a name indicating the specific benefit, but includes a name indicating the non-specific benefit (2-round special jackpot). Specifically, "Bonus x N" is displayed, which includes the word "bonus," which is the name of the 2-round special jackpot, which is a non-specific benefit (N indicates the number of 2-round special jackpot wins during the specified period) (see FIG. 5(c)). In this embodiment, since the 2-round special jackpot, which is the so-called first win, is included in the benefits acquired during the specified period (non-specific benefits), it means that the non-specific benefit has been acquired one or more times during the specified period. In other words, the value of N in "Bonus x N" is 1 or greater.
[0038] In this way, in this embodiment, the result image 10 does not include the name of a specific benefit that could not be obtained within the specified period (it does not display "BIG BONUS x 0" or "MAX BONUS x 0"), for a specific benefit that can be obtained relatively large (see Figures 5(a), 5(b), and 5(c)). In other words, the result image 10 does not emphasize that the specified period has ended without the specific benefit being obtained, which reduces the risk of the player becoming frustrated when looking at the result image 10.
[0039] Furthermore, if a specific benefit is acquired within the specified period, the result image 10 does not include a name representing a non-specific benefit (see Figures 4(b), 5(a), and 5(b)). If a name representing a non-specific benefit, which has a relatively low profit, is displayed, the player may think that if the acquired non-specific benefit had been a specific benefit, the player would have gained more profit (the player may get the impression that the total profit gained was less because the acquired benefit was a non-specific benefit). Therefore, if a specific benefit is acquired within the specified period, the name representing a non-specific benefit (the number of times the non-specific benefit has been acquired) is intentionally not included in the result image 10.
[0040] However, if the specific benefit is not obtained within the specified period, the user may be given the impression that no benefit was obtained if even the non-specific benefit is not displayed, so the result image 10 includes the name of the non-specific benefit (the number of times the non-specific benefit was obtained) (see Figure 5(c)).
[0041] Furthermore, the result image 10 in this embodiment does not show the total number of bonuses (number of consecutive bonuses), which indicates the number of all jackpots (bonuses) obtained during the specified period. As mentioned above, when a specific bonus is obtained, the non-specific bonuses are not displayed. However, if the total number of bonuses were displayed, the number of times the non-specific bonuses were obtained would be known (by subtracting the number of times each specific bonus was obtained from the total number of bonuses). Therefore, the total number of bonuses is not displayed. However, this does not mean that a configuration in which such a total number of bonuses is displayed in addition to the bonus display section 11 is not denied.
[0042] The following describes specific examples in which the above-described resultant images have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0043] 〇Specific example 1-1 Although the gaming machine 1 according to the above embodiment has been described as a so-called ST machine in which the special gaming state ends when a predetermined number of consecutive misses occur, it may also be a so-called probability variable loop machine in which the special gaming state continues until the next jackpot, and if the next jackpot is a special jackpot, the game transitions back to the special gaming state (if the next jackpot is a normal jackpot, the game transitions back to the normal gaming state). In other words, the technical matters described in the above embodiment can be applied to the result image 10 that shows the acquisition status of a jackpot (benefit) in a state advantageous to the player (consecutive win state).
[0044] 〇Specific example 1-2 The result image 10 may be configured to display two or more jackpots as a single bonus (specific bonus). For example, in a game where, after winning a previous jackpot, winning the next jackpot (later jackpot) without transitioning to a normal game state is virtually guaranteed (unless the player quits playing, etc.), the winning of the previous jackpot and the later jackpot may be displayed in the result image 10 as a single specific bonus. Examples of cases where such a "state in which winning the next jackpot is virtually guaranteed" include a case where the winning of the next jackpot is virtually guaranteed due to a series of wins in a reserved state, or a case where, after the end of the previous jackpot game, the player transitions to a special game state (high probability / high base state) that continues until the winning of the next jackpot.
[0045] 〇Specific example 1-3 In the above embodiment, it has been explained that the benefits displayed by the result image 10 include the so-called first jackpot (in the above embodiment, a two-round special jackpot), but the first jackpot may not be included. In other words, the period from the start of the special game state after the end of the first special jackpot game to the end of the final change (loss change) of the special game state without transitioning to the normal game state is defined as the specified period (see FIG. 6(a)), and the benefits acquired during the specified period are displayed by the result image 10 (benefit display section 11).
[0046] In this example, there is a possibility that no special bonuses will be acquired during the specified period (because the first win is not included). In other words, there is a possibility that neither the special bonuses nor the non-specified bonuses will be acquired during the specified period. In such a case, in order to avoid emphasizing that no special bonuses were acquired during the specified period, it is possible to display a result image 10 (see FIG. 6(b)) that does not have the bonus display section 11 (i.e., a display such as "Bonus Name x 0" is not displayed). In other cases, the same procedure as in the above embodiment may be used. That is, the special bonuses acquired during the specified period are displayed in the result image 10, and the special bonuses not acquired are not displayed in the result image 10 (see FIGS. 4(b), 5(a), and 5(b)). If a special bonus is acquired during the specified period, the non-specified bonuses will not be displayed in the result image 10 even if they were acquired (see FIGS. 4(b), 5(a), and 5(b)). If the specific benefit is not acquired during the specified period but a non-specific benefit is acquired, the non-specific benefit will be displayed in the result image 10 (see FIG. 5(c)).
[0047] 〇Specific example 1-4 In the above embodiment, it has been explained that some of the jackpots that can be obtained during the specified period are specific benefits and the rest are non-specific benefits, but it is assumed that all of the jackpots that can be obtained during the specified period are specific benefits (no non-specific benefits are provided). In accordance with the above embodiment, it is assumed that the 10-round special jackpot, 7-round special jackpot, and 2-round special jackpot are specific benefits.
[0048] In this case, the result image 10 will include the name of the jackpot that was acquired during the specified period, but will not include the name of the jackpot that was not acquired during the specified period. If the setting is such that the first jackpot (two-round special jackpot) is included in the jackpots acquired during the specified period, the result image 10 will include "bonus," which is the name of the two-round special jackpot, in any case.
[0049] 〇Specific example 1-5 In the above embodiment, it has been explained that if no specific benefit is obtained within the specified period, the result image 10 includes a name indicating a non-specific benefit. However, regardless of whether a specific benefit is obtained within the specified period, the result image 10 may not include a name indicating a non-specific benefit. If a non-specific benefit is a relatively low benefit and is not particularly pleasing to a player when it is obtained (displaying it may irritate the player), then the result image 10 may not include a non-specific benefit regardless of the benefit acquisition status.
[0050] 〇Specific example 1-6 Along with the display of the result image 10, a launch instruction image 18 may be displayed, indicating that the game ball should be launched aiming at the second start area 904b. Specifically, before the special game state ends, in order to achieve a state in which the maximum number of second pre-change reserved information (special image 2 reserved) is stored in the storage means (referred to as the "special image 2 reserved full" (state)), the launch instruction image 18 is displayed to indicate that the game ball should be launched aiming at the second start area 904b (see FIG. 7(a)). Since the result image 10 is displayed in the final change of the special game state, the launch instruction image 18 may also be displayed in the final change together with the result image 10. The launch instruction image 18 is displayed so as to overlap in front of the result image 10.
[0051] The firing instruction image 18 is displayed if the special chart 2 reserve is not full at the reference point (before or at the same time as the result image 10 is displayed) during the final variation (missing variation) (see FIG. 7(a)), but is not displayed if it is full (see FIG. 7(b)). In other words, the firing instruction image 18 is not necessarily displayed at the final variation; if the special chart 2 reserve is full, there is no need to accumulate the special chart 2 reserve, so the firing instruction image 18 is not displayed. The firing instruction image 18 can be displayed together with the result image 10, but if the firing instruction image 18 is displayed, there is a high possibility that the player's attention will be drawn to the firing instruction image 18, and there would be no point in displaying the result image 10, so the firing instruction image 18 is not displayed when it is unnecessary.
[0052] Furthermore, if the game has so-called two types of playability (playability in which winning a small prize leads to winning a big prize), and the actual probability of winning a big prize is higher in the second win / loss lottery (special prize 2 lottery) than in the first win / loss lottery (special prize 1 lottery) regardless of the game state (this type of configuration is well known, so a detailed explanation will be omitted), then it can be said that there is greater significance in encouraging the player to fill up the special prize 2 reserve at the end of the special game state (so that they can receive a high probability lottery for the remaining reserve).
[0053] 3) Switching effects 3-1) Background image In this embodiment, a background image is displayed as the background of the decorative symbols 80 that are displayed while the in-variation effect is being executed. These background images include a normal background image 25n (see FIG. 8(a)) that can be displayed in the normal game state and a special background image 25s (see FIG. 8(b)) that can be displayed in the special game state (note that some drawings (drawings not intended to explain the switching effect) omit the illustration of these background images). The normal background image 25n is a background image that is never displayed in the special game state. The special background image 25s is a background image that is never displayed in the normal game state. In other words, the normal background image 25n can be said to be a dedicated image that indicates the normal game state, and the special background image 25s is a dedicated image that indicates the special game state. Note that two or more types of normal background images 25n and special background images 25s may be provided, but the background image used for the switching effect, which will be described in detail later, is one of these.
[0054] The normal background image 25n used in the switching effect is displayed at the beginning of the first in-game effect when a transition from a special gaming state to a normal gaming state occurs. The special background image 25s used in the switching effect is displayed at the beginning of the first in-game effect (the first spin of the ST state) after the special jackpot gaming ends. In other words, the normal background image 25n and the special background image 25s used in the switching effect are background images displayed when a new normal gaming state or special gaming state is started, and the display of these background images can be said to indicate to the player that a new normal gaming state or special gaming state is starting. Hereinafter, when simply referring to the normal background image 25n or the special background image 25s, this refers to the background image in question (the background image displayed when a new normal gaming state or special gaming state is started).
[0055] 3-2) Promotion performance The gaming machine 1 according to this embodiment may win a normal jackpot in the normal game state (first win / lose lottery), or may win a special jackpot. When a jackpot is announced by displaying three "7" decorative symbols 80 (special combination) during the variable performance, it is confirmed to be a special jackpot, and when a jackpot is announced by displaying three decorative symbols 80 other than "7" (non-special combination) (see FIG. 9(a)), either a normal jackpot or a special jackpot is possible. When a non-special combination is displayed and a jackpot is announced, an upgrade performance may occur during jackpot play.
[0056] The promotion effect leads to a favorable ending that indicates that the player is in an advantageous situation, or an unfavorable ending that is the outcome if the favorable ending is not reached. The specific form of the promotion effect may be any. In this embodiment, the player is prompted to operate the operation means 60 (a push button in this embodiment) (see FIG. 9(b)), and the operation of the operation means 60 (a single operation) triggers the execution of the promotion effect, which reveals the outcome. Note that the outcome of the promotion effect is revealed during the jackpot game.
[0057] If a favorable ending occurs, an image for a favorable ending (favorable image 28) is displayed in the display area 911 in response to operation of the operating means 60 (see FIG. 9(c-1)). If an unfavorable ending occurs, an image for an unfavorable ending (unfavorable image 29) is displayed in the display area 911 (see FIG. 9(c-2)). If a favorable ending occurs, it is determined that the jackpot won is a special jackpot (if the jackpot won is not a special jackpot, the promotion effect will not result in a favorable ending). However, even if an unfavorable ending occurs, it may still be a special jackpot.
[0058] 3-3) Conclusion of transition images and transition effects The switching effect is executed when the promotion effect has reached an unfavorable ending, and is an effect to inform the player that the promotion effect has ended and a "scene change" will occur. The switching effect begins with the display of switching image 20 in display area 911 (see FIG. 10(a)). As described above, when the promotion effect has reached an unfavorable ending, the unfavorable image 29 is displayed, so switching image 20 is displayed in place of the unfavorable image 29.
[0059] The specific form of the switching image 20 may be any, except for the shape of the spatial portion 20a, which will be described later. In this embodiment, at the beginning of the switching performance, a solid black image is displayed as the switching image 20 in the entire display area 911 (see FIG. 10(a)). From there, a spatial portion 20a is formed, as if a part of the switching image 20 has been hollowed out (see FIGS. 10(b-1) and (b-2)). The spatial portion 20a gradually becomes larger, and finally the switching image 20 is no longer displayed.
[0060] The final outcome of the switching effect is when the switching image 20 is no longer displayed. In this embodiment, when the switching image 20 is no longer displayed, the normal outcome (see FIG. 11(a-1)) is when the normal background image 25n is displayed, and the special outcome (see FIG. 11(a-2)) is when the special background image 25s is displayed. The special outcome is more advantageous to the player than the normal outcome.
[0061] In this embodiment, when the normal ending (see FIG. 11(a-1)) is reached, it is confirmed that the jackpot won was a normal jackpot. In other words, the normal ending, in which the normal background image 25n, which is the background image displayed in the normal game state, is displayed, suggests that fluctuations in the normal game state will then begin, and is an ending that notifies the player that the jackpot won was a normal jackpot. After the jackpot game that resulted in the normal ending (normal jackpot game) is over, the decorative pattern 80 is displayed in front of the displayed normal background image 25n, and the first fluctuation performance in the normal game state begins (see FIG. 11(b-1)).
[0062] On the other hand, if the special ending (see FIG. 11(a-2)) is reached, it is confirmed that the jackpot was a special jackpot. In other words, the special ending, which results in the display of the special background image 25s, which is the background image displayed in the special game state, suggests that fluctuations in the special game state will begin thereafter, and is an ending that notifies the player that the jackpot won was a special jackpot. As mentioned above, since the promotion effect reaching an unfavorable ending makes the won jackpot appear as if it were a normal jackpot, the switching effect reaching a special ending can also be seen as a so-called reversal pattern effect in which the unfavorable ending of the promotion effect is overturned. After the jackpot game with the special ending (special jackpot game) ends, the decorative pattern 80 is displayed in front of the displayed special background image 25s, and the first fluctuation effect in the special game state begins (see FIG. 11(b-2)). Note that after the special ending is reached, an effect may be executed to emphasize this (emphasize the transition to the special game state). For example, an effect may be executed that emphasizes the transition to a special game state (that the unfavorable outcome of the promotion effect has been overturned (a reversal pattern)), such as by displaying the words "○○RUSH confirmed."
[0063] In addition, the probability of a transition effect leading to a normal ending is higher than the probability of a special ending. In other words, the normal ending is the "default" ending, and the special ending is an ending that "rarely" occurs. Preferably, the transition effect is set to lead to the normal ending in more than 80% of cases.
[0064] Here, the period before the normal ending or special ending is reached and during which switching image 20 is displayed is referred to as the pre-ending period. The switching effect during this pre-ending period is as follows: When switching image 20 is displayed, and depending on whether the normal ending or special ending is reached, normal background image 25n or special background image 25s is displayed behind switching image 20. In other words, by placing the image layer of switching image 20 in the front and the image layer of the background image in the back, a state is created in which the background image is covered by switching image 20. When space portion 20a is not formed in switching image 20, the entire background image is covered by switching image 20 (see FIG. 10(a)).
[0065] After this, a space portion 20a appears in the switching image 20 (see FIGS. 10(b-1) and 10(b-2)). In this embodiment, a circular space portion 20a appears in the approximate center of the switching image 20. This space portion 20a exposes the background image, and thus a portion of the background image can be seen through this space portion 20a. The space portion 20a gradually expands outward (see the changes from (b-1) to (c-1) to (d-1) and from (b-2) to (c-2) to (d-2) in FIGS. 10(b-1) to (c-1)). Therefore, the range of the background image that can be seen through the space portion 20a gradually expands. Whether the normal background image 25n or the special background image 25s is displayed determines the outcome of the switching effect (normal outcome or special outcome). During the pre-conclusion period, the space portion 20a expands over time, gradually revealing which background image is being displayed. In other words, it can be said that this is a presentation format in which the timing at which the player realizes which background image is being displayed varies depending on the player.
[0066] In this way, the switching effect in this embodiment is easy to understand and interesting, as it indicates whether or not a special ending advantageous to the player has been reached depending on whether the normal background image 25n displayed in the normal game state or the special background image 25s displayed in the special game state is displayed after the switching image 20 is displayed (this is an innovative effect in which the background image showing the game state is also used to indicate the ending).
[0067] In addition, the switching performance in this embodiment provides an interesting pre-conclusion period in which the spatial portion 20a formed in the switching image 20 becomes larger, and the type of background image visible through the spatial portion 20a gradually becomes clear.
[0068] The following describes specific examples in which the above-described switching performance-related matters are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0069] 〇Specific example 2-1 The shape of the space portion 20a is configured to be different when the switching performance results in a normal ending and when it results in a special ending. Note that, since the space portion 20a gradually becomes larger during the period before the ending, the difference in size of the space portion 20a (being a similar shape) is not considered to be a difference in "shape" as used here. In other words, the difference in shape as used here refers to a non-similar shape.
[0070] Since the normal ending is a default ending that is disadvantageous to the player and the special ending is an ending that is advantageous to the player, the shape of the space portion 20a in the case of the special ending (hereinafter sometimes referred to as the special shape) is preferably more prominent than the shape of the space portion 20a in the case of the normal ending (hereinafter sometimes referred to as the normal shape). For example, as shown in the figure, the normal shape is circular (see Fig. 12(a-1)), and the special shape can be configured to be star-shaped (see Fig. 12(a-2)). During the pre-ending period, the space portion 20a will gradually increase in size over time while maintaining the shape (while maintaining a similar shape).
[0071] Also, it is conceivable that the special shape has a meaning that suggests that the shape of the space portion 20a itself leads to a special ending. As an example, it is conceivable that the space portion 20a represents one or more characters, and the character suggests in advance that a special ending will occur. For example, the special shape is made to resemble the character "fortune" (see Fig. 12(b-2)) to suggest that an event in which the player becomes "happy" will occur. In this case, it is preferable that the normal shape also resembles some character (different from the character at the special ending). This is because if the normal shape does not represent a character, it will be easy to tell whether it is a normal ending or a special ending depending on the aspect of the space portion 20a. For example, the space portion 20a of the normal shape represents one or more characters included in the title of the gaming machine (in the drawing, the normal shape represents the character "A") (see Fig. 12(b-1)). During the pre-ending period, the space portion 20a will gradually increase in size over time while maintaining the shape that resembles the character (while maintaining a similar shape).
[0072] By doing as in this example, an interesting production form is realized in which the ending is suggested not only by the part of the background image visible through the spatial portion 20a but also by the shape of the spatial portion 20a itself. From the opposite perspective, if the shape of the spatial portion 20a is the same in both the normal ending and the special ending, as in the above embodiment, only the part of the background image visible through the spatial portion 20a suggests the ending, which can be said to have the characteristic that the ending is more difficult to understand than in this example.
[0073] In this example, it is also possible to configure the spatial portion 20a so that there is a possibility of a special outcome even when the spatial portion 20a has a normal shape. It is also possible to configure the spatial portion 20a so that there is a possibility of a normal outcome even when the spatial portion 20a has a special shape. It is also possible to configure the spatial portion 20a so that there is a higher probability of a special outcome when the spatial portion 20a has a special shape than when the spatial portion 20a has a normal shape, but the normal outcome is not determined when the spatial portion 20a has a normal shape, and the special outcome is not determined when the spatial portion 20a has a special shape.
[0074] 〇Specific example 2-2 In the above embodiment, it has been explained that the switching effect is executed when the promotion effect executed during the jackpot game leads to an unfavorable outcome, but the switching effect may be executed without such a promotion effect occurring. For example, during the jackpot game, a predetermined video for the jackpot game is output, and a switching image 20 is displayed to indicate that the video has ended, and the switching effect is executed using the switching image 20.
[0075] 〇Specific example 2-3 Although the switching effect in the above embodiment is explained as being executed during a jackpot game, it may also be executed during a variable effect. For example, if the switching image 20 is displayed during a variable effect, and the result of the lottery corresponding to the variable effect is a miss, the normal ending will be reached, and if the lottery result is a jackpot, the special ending will be reached.
[0076] However, since the outcome of the switching effect is indicated by the type of background image according to the game state, it is preferable to use it to suggest the game state after the end of the jackpot game, as in the above embodiment. In addition, by doing as in the above embodiment, there is also the advantage that the first change after the end of the jackpot game can be executed using the displayed background image as it is, regardless of whether the normal ending in which the normal background image 25n is displayed or the special ending in which the special background image 25s is displayed.
[0077] 〇Specific example 2-4 In the above embodiment, the switching effect is explained as indicating the outcome by the type of background image, but the outcome may also be indicated by an image other than the background image. That is, an image indicating that the situation is favorable to the player and an image different from the image are prepared, and the former is displayed when a special outcome is reached, and the latter is displayed when a normal outcome is reached.
[0078] Also, a background image may be displayed when one of the normal ending and the special ending is reached, but an image other than the background image may be displayed when the other ending is reached. For example, a normal background image 25n may be displayed when the normal ending is reached, but a special image indicating that a special ending (an ending advantageous to the player) has been reached may be displayed when the special ending is reached.
[0079] 〇Specific example 2-5 The speed at which the spatial portion 20a grows during the pre-conclusion period (hereinafter referred to as the "expansion speed") is set to be different between the normal conclusion and the special conclusion. That is, when comparing the size of the spatial portion 20a after a certain time has elapsed since the switching image 20 was displayed, the size of the spatial portion 20a will be different between the normal conclusion and the special conclusion.
[0080] As shown in Figure 13, if the expansion speed is set to be faster when the normal ending is reached than when the special ending is reached, the special ending will be reached when the area of the background image that is exposed does not become large enough (when the background image is revealed at a slower rate than usual (normal ending)).
[0081] Although not shown, if the expansion speed is made faster when a special ending is reached than when a normal ending is reached, when an ending (special ending) that is advantageous to the player is reached, the background image (special background image 25s) will be revealed at an earlier timing than usual (normal ending).
[0082] 4) Reach prediction performance 4-1) Reach and Missed Reach In the gaming machine 1 of this embodiment, if the result of the lottery is a jackpot, a pattern combination consisting of three decorative patterns 80 selected from each of the three decorative pattern groups 80g (left decorative pattern group 80gL, middle decorative pattern group 80gC, right decorative pattern group 80gR) is determined to be a winning combination (a combination in which the three decorative patterns 80 are of the same type), and if the result is a loss, it is determined to be a losing combination (a combination that is not a winning combination).
[0083] A reach is achieved when decorative symbols 80 selected from two of the three decorative symbol groups 80g are of the same type. In this embodiment, a reach is achieved when the left decorative symbol 80L (first decorative symbol) and the right decorative symbol 80R (second decorative symbol) are of the same type. In the following description, the left decorative symbol 80L and the right decorative symbol 80R of the same type may also be referred to as reach symbols. Furthermore, a losing combination in which the left decorative symbol 80L and the right decorative symbol 80R are of the same type and reach is achieved, but the middle decorative symbol 80C (third decorative symbol) is of a different type is referred to as a reach-losing combination.
[0084] 4-2) Order of Regulations A predetermined order is established for the multiple types of decorative patterns 80. In this embodiment, the order of the numbers (elements that determine the type of decorative pattern 80) contained in the decorative patterns 80 is the predetermined order. In addition, in the predetermined order, the largest number, "7," is followed by the smallest number, "1" (the predetermined order is "cyclical"). Therefore, the predetermined order is "1" → "2" → "3" ... "6" → "7" → "1" → "2" ... In the following description, an order following the predetermined order may be referred to as ascending order, and an order opposite to the predetermined order may be referred to as descending order. Furthermore, a pattern "N" positions ahead in ascending order will be represented by "+N," and a pattern "N" positions ahead in descending order will be represented by "-N." For example, adding "1" to a "2" decorative pattern 80 results in a "3" decorative pattern 80, and subtracting "1" from a "2" decorative pattern 80 results in a "1" decorative pattern 80.
[0085] 4-3) Target change during performance and previous change during performance The reach-prediction effect is a type of pre-reading effect (pre-reading effects themselves are publicly known). In this embodiment, the reach-pre-reading effect can occur in the normal gaming state, but it may also occur in the special gaming state. The pre-reading effect indicates an increased probability that a certain change-in-progression effect (the change-in-progression effect that is the target of the pre-reading effect) will result in a jackpot, using one or more change-in-progression effects that are executed before the certain change-in-progression effect. Hereinafter, the change-in-progression effect that is the target of the pre-reading effect will be referred to as the target change-in-progression effect (target change), and the change-in-progression effect before the target change-in-progression effect used in the pre-reading effect will be referred to as the future change-in-progression effect (future change). In addition, the change-in-progression effect immediately before the target change-in-progression effect will be referred to as the one-before-previous future change-in-progression effect (one-before-previous future change), and the change-in-progression effect two before-previous will be referred to as the two-before-previous future change-in-progression effect (two-before-previous future change), etc. Furthermore, the winning / losing lottery result corresponding to the target change performance (i.e., the winning / losing lottery result that is the target of the pre-reading performance) is called the target winning / losing lottery result, and the winning / losing lottery result corresponding to the previous changing performance is called the previous winning / losing lottery result. If the previous winning / losing lottery result is not a losing result, the reach pre-reading performance will not occur.
[0086] 4-4) Specific aspects of reach prediction performance The reach prediction effect is a prediction effect that suggests that a reach will be achieved in one or more future fluctuation effects during the target fluctuation effect. The achievement of a reach in a certain fluctuation effect means a higher probability of a jackpot than if the reach was not achieved, so the occurrence of a reach prediction effect can be said to suggest that the probability (jackpot reliability) of the target winning / losing lottery result is higher (compared to when the reach prediction effect does not occur).
[0087] The reach-prediction effect proceeds as follows. Note that Figures 14 and 15 show an example of a reach-prediction effect in which future changes are executed three times (a reach-prediction effect that starts from the third previous future change), but the number of future changes can increase or decrease (in this embodiment, the maximum number of reserved special symbols 1 that can be stored in the storage means is 4, so the maximum number of future changes that the reach-prediction effect can include is 4). Also, a "T" is attached to the reserved symbol 70 that corresponds to the target win / loss lottery result. Also, to make the diagram easier to understand, it is assumed that no new reserved information (win / loss lottery information) is acquired after the reach-prediction effect has started.
[0088] (i) A losing combination that indicates a loss in the previous lottery result is considered to be a reaching losing combination (see Figures 14(b), (d), and (f)). (b) The types of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns, are maintained from the previous change at which the pre-reading performance starts to the target change (see FIGS. 14 and 15). (c) The middle decorative pattern 80C constituting a losing combination of a reach is set to "+1" each time a forward variation ends (see Figures 14(b), (d), (f)) (the middle decorative pattern 80C constituting a losing combination in a certain forward variation is "+1" of the middle decorative pattern 80C constituting a losing combination in the previous forward variation). (ii) The middle decorative pattern 80C that constitutes the missed-reach combination in the previous forward variation is set to the "-2" pattern of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (see Figure 14(f)) (in the forward variation immediately before the target variation, the difference between the specified order of the middle decorative pattern 80C and the specified order of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (hereinafter sometimes referred to as the pattern gap) is controlled to be the same every time. Note that the pattern gap in the forward variation before the previous forward variation satisfies the above (iii). In other words, the pattern gap becomes smaller by 1 each time the forward variation ends (see Figures 14(b), (d), (f))). (e) In the target variation, the middle decorative pattern 80C temporarily pseudo-stops at the pattern that is set to "-1" of the left decorative pattern 80L and the right decorative pattern 80R, which are the reach patterns (see Figure 15(a)) (in other words, the pseudo-stopped middle decorative pattern 80C is "+1" of the middle decorative pattern 80C that formed the reach-miss combination in the previous preceding variation, and the pseudo-stop in the target variation indicates that the middle decorative pattern 80C has progressed by "+1" in the specified order (from the previous preceding variation). (F) After the above (E), a provocative effect occurs. For example, a provocative effect is executed to indicate that the middle decorative pattern 80C that has been pseudo-stopped in the above (E) is about to change (see FIG. 15(b)). (T) After the above (F), if the result of the target lottery is a jackpot, the middle decorative pattern 80C that was pseudo-stopped in the above (E) changes to the pattern "+1" and a winning combination is formed, and the target variation ends (see Figure 15(c-1)). On the other hand, if the result is a loss, the middle decorative pattern 80C that was pseudo-stopped in the above (E) changes to the pattern "+1" and a losing combination is formed, and the target variation ends (see Figure 15(c-2)).
[0089] In this way, in the reach-prediction performance in this embodiment, the middle decorative pattern 80C that constitutes the reach-miss combination progresses in a specified order (by "+1") each time the previous variation ends, and approaches the reach patterns (left decorative pattern 80L and right decorative pattern 80R) (in short, the middle decorative pattern 80C "counts up" as it approaches the target variation), making the progress of the prediction performance easy to understand.
[0090] In particular, in this embodiment, the central decorative pattern 80C that constitutes the reach-miss combination in the previous forward variation (the forward variation immediately before the target variation) is determined to be the "-2" symbol of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (the difference (pattern gap) between the specified order of the reach patterns and the specified order of the central decorative pattern 80C is the same every time). Therefore, a player who has been exposed to the reach-prediction performance several times may know that the point at which the "-2" symbol appears is the last read-ahead variation (the previous forward edge variation). A player who knows this can predict in advance which variation (which reserved symbol) will be the target variation from the stage at which the previous variation is being executed.
[0091] In this embodiment, the left decorative pattern 80L and the right decorative pattern 80R are symbols that constitute a reach, and the middle decorative pattern 80C is a symbol that changes by "+1" each time the next variation ends. However, as long as two of the three decorative patterns 80 are symbols that constitute a reach (first decorative pattern, second decorative pattern) and the remaining one is a symbol that changes by "+1" each time the next variation ends (third decorative pattern), any of the three decorative patterns 80 (left decorative pattern 80L, middle decorative pattern 80C, right decorative pattern 80R) may be the symbol that constitutes a reach. The symbols that constitute a reach may change each time a reach prediction effect is performed. However, since the reach prediction effect is characterized by the change of symbols other than reach symbols, it is preferable that the changing symbol be displayed in the most "prominent position." In other words, as in this embodiment, it is preferable that the middle decorative pattern 80C displayed between two reach symbols be a symbol that changes each time the next variation ends.
[0092] Below, specific examples of improvements, specific embodiments, modifications, etc. of the matters related to the reach-ahead performance will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0093] 〇Specific example 3-1 In the above embodiment, it has been explained that the middle decorative pattern 80C constituting the reach-loss combination in the previous preceding variation (the variation immediately preceding the target variation) is the "-2" symbol of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (see FIG. 14(f)). However, if the difference between the prescribed order of the reach patterns in the previous preceding variation and the prescribed order of the middle decorative pattern 80C is the same every time, it may be set to, for example, a "-1" symbol. In this way, the middle decorative pattern 80C constituting the reach-loss combination becoming the reach pattern "-1" is an effect form that indicates that this is the final variation of the look-ahead, making the reach-ahead effect easier to understand.
[0094] 〇Specific example 3-2 The pattern gap, which is the difference between the prescribed order of the middle decorative pattern 80C in the previous variation and the prescribed order of the reach pattern, can be different each time. The pattern gap indicates the reliability of the jackpot in the target hit / miss lottery result. For example, three types of pattern gaps are set as possible patterns: "-1", "-2", and "-3" (see Figure 16. Note that Figure 16 shows an example in which the reach pattern is the decorative pattern 80 "4"), and the reliability of the jackpot in the target hit / miss lottery result differs depending on which of the three types of pattern gaps is selected.
[0095] In this example, it is preferable to set the smaller the pattern gap, the higher the jackpot reliability of the target win / loss lottery result. As described above, if three types of pattern gap patterns, "-1," "-2," and "-3," are set, "-1" will be set to have the highest reliability, and "-3" will be set to have the lowest reliability (see Figure 16). The closer the middle decorative pattern 80C is to the reach pattern, the more likely it is to be perceived as being closer to a jackpot combination. Accordingly, it is preferable to set the reach-forward performance so that the smaller the pattern gap, the higher the reliability.
[0096] 〇Specific example 3-3 In the above embodiment, it has been explained that the middle decorative symbol 80C constituting the reach-loss combination is set to "+1" each time the previous variation ends, but it may be set to a different variation as long as it follows a certain pattern. For example, it may be set to "+2" each time the previous variation ends. It may also be set to change in descending order, such as "-1" each time the previous variation ends.
[0097] 〇Specific example 3-4 When the middle decorative pattern 80C stops in the previous variation and a reach-loss combination is formed, an image that emphasizes (makes the middle decorative pattern 80C stand out) (hereinafter referred to as an emphasis image 30) is displayed. If the reach-loss combination is simply displayed in the previous variation, there is a possibility that the player will not notice that the middle decorative pattern 80C indicates the occurrence and progress of the pre-reading performance, so the emphasis image 30 accompanying the middle decorative pattern 80C is displayed (see FIG. 17(b)). The emphasis image 30 may also be displayed at the time of a pseudo-stop in the target variation (see FIG. 17(c)).
[0098] It is preferable that the emphasized image 30 is not displayed in a variation in which the reach-prediction effect is not being executed, but is an image dedicated to the reach-prediction effect. By doing so, when the emphasized image 30 is displayed, it is clearly indicated that the variation is one in which the reach-prediction effect is being executed (i.e., a variation that is different from a normal variation). Furthermore, the emphasized image 30 is not displayed in conjunction with the reach symbols (left decorative symbol 80L and right decorative symbol 80R) among the three decorative symbols 80 that constitute a reach-loss combination in the previous variation (see FIG. 17(b)). In other words, the emphasized image 30 can be said to be an image that makes the middle decorative symbol 80C (the symbol that is "counted up") stand out more than the reach symbols that constitute a reach-loss combination.
[0099] 〇Specific example 3-5 In the above embodiment, it has been explained that the types of the left decorative pattern 80L and the right decorative pattern 80R, which are reach symbols, are maintained from the previous change when the pre-reading performance starts to the target change, but the type of reach symbol may be changed along the way. However, even when the type of reach symbol changes in this way, the pattern gap between the reach symbol and the center decorative pattern 80C must satisfy the rule explained in the above embodiment.
[0100] For example, if a reach-miss combination of "5·2·5" (the reach symbol is the decorative symbol 80 of "5") is formed in the forward variation two times before (see FIG. 18(b)), the reach symbol is changed to the decorative symbol 80 of "7" (see FIG. 18(c)). In this case, a reach-miss combination of "7·5·7" is formed in the forward variation one time before (see FIG. 18(d)). In other words, as the reach symbol is increased by "+2" from the forward variation two times before to the forward variation one time before, the middle decorative symbol 80C is increased by "+3" ("+1" + "+2"), and the rule that the symbol gap in the forward variation one time before is "-2" is maintained.
[0101] The same applies when the type of reach symbol is changed in the target variation. For example, if a reach-miss combination of "6·4·6" (the reach symbol is a decorative symbol 80 of "6") is formed in the previous preceding variation (see FIG. 19(b)), the reach symbol is changed to a decorative symbol 80 of "7" in the target variation. In this case, the combination of "7·6·7" is formed (see FIG. 19(c)) at the time of the pseudo-stop in the target variation (before the promotion effect (see FIG. 19(d))). In other words, as the reach symbol is increased by "+1" from the previous preceding variation to the pseudo-stop of the target variation, the middle decorative symbol 80C is increased by "+2" ("+1" + "+1"), so that the rule that the symbol gap at the pseudo-stop of the target variation is "-1" is maintained.
[0102] A configuration such as this example is particularly effective when the game is designed to have different jackpot reliability depending on the type of reach symbol. For example, a rule is set that when the reach symbol is "7," the reliability is higher than when it is other symbols. Based on this premise, if the reach symbol can change midway after the reach-prediction performance has started, it becomes a performance format in which the player hopes that the reach symbol will change to one with high reliability (conversely, if the configuration is such that the type of reach symbol does not change from the start of the reach-prediction performance as in the above embodiment, it means that the reach symbol will not change to a high-reliability reach symbol midway).
[0103] 〇Specific example 3-6 The number of variations used in the reach-prediction performance indicates the reliability of the jackpot of the target winning / losing lottery result. For example, the more variations used in the reach-prediction performance (the more variations there are from the start of the reach-prediction performance until the target variation occurs), the higher the reliability of the jackpot of the target winning / losing lottery result is set.
[0104] As mentioned above, in the reach-prediction performance, the middle decorative pattern 80C is "counted up" each time a future variation ends, and in this example, the number of "count-ups" (the length of the "count-up") indicates the reliability of the jackpot in the target win / loss lottery result. If the setting is such that the more future variations used in the reach-prediction performance, the higher the reliability of the jackpot in the target win / loss lottery result, then the longer the count-up, the higher the reliability of the jackpot, which is an easy-to-understand performance format.
[0105] 〇Specific example 3-7 The same technical concept as the reach-forward effect in the above embodiment can also be applied to the pseudo-sequential effect. Since the pseudo-sequential effect itself is well known, detailed explanation will be omitted. It is an effect in which the decorative symbols 80 pseudo-stop in a predetermined combination, and then start to vary again, and this is repeated one or more times. The above "predetermined combination" is a "reach-miss combination" in which the left decorative symbol 80L and the right decorative symbol 80R are the same type, and the central decorative symbol 80C is a different type, and a change of "+1" occurs in the central decorative symbol 80C with each pseudo-stop.
[0106] 5) Image change effects 5-1) Operation image The gaming machine 1 according to this embodiment is capable of executing an image change effect as part of the effect during the variation effect. In this embodiment, the image change effect is executed during the normal game mode, but it can also be executed during the special game mode. Furthermore, it can also be executed during the jackpot game, rather than during the variation effect. The image change effect is an effect that prompts the player to operate the operation means 60 (push button). The operation means 60 is a substantially circular structure when viewed from above. In the image change effect, an operation image 40 representing the operation means 60 is displayed in the display area 911. The operation image 40 may be displayed in any manner that allows the player to recognize that it represents the operation means 60 (the object of operation). In this embodiment, the operation means 60 has a substantially circular outer shape when viewed from above, with a triangular mark inside. The operation image 40 represents the operation means 60 as viewed from above (see FIG. 20(a) ; note that the operation image displayed when an operation is requested other than during the image change effect is shown in FIG. 9(b) ).
[0107] 5-2) Target image In the image change effect, the target image 50 is displayed in the display area 911 (see FIG. 20). The image change effect is an effect in which the target image 50 changes. Specifically, the image change effect is an effect in which the target image 50 changes (successfully ends) from the initial state (see FIG. 20(a)) to the target state (see FIG. 20(d-1)). The target image 50 is displayed together with the operation image 40. The target image 50 in the initial state has an outer edge portion 51 and a transparent portion 52 (see FIG. 20(a)). The outer edge portion 51 is a portion that constitutes the outer edge of the target image 50. Therefore, the shape of the outer edge portion 51 is equal to the shape (outer shape) of the target image 50. The transparent portion 52 is a portion surrounded by the outer edge portion 51. However, it is sufficient that the majority of the transparent portion 52 is surrounded by the outer edge portion 51 (as long as it appears to the player as being surrounded), and it is also acceptable for part of the outer edge portion 51 to be interrupted, etc.
[0108] In this embodiment, the target image 50 represents the letter "G." That is, the outer edge 51 is a portion that represents the letter "G," and the portion inside the letter "G" is a transparent portion 52 (see FIG. 20(a)).
[0109] 5-3) Image change performance At the beginning of the image change effect, the target image 50 in the initial state and the operation image 40 are displayed in the display area 911 so as to overlap each other (see FIG. 20(a)). Specifically, the target image 50 in the initial state is displayed in the display area 911 so that at least a portion of the operation image 40 is visible through the transparent portion 52 of the target image 50 in the initial state. In other words, the display mode is such that it appears to the player as if the target image 50 in the initial state is present in front of the operation image 40. Note that the area of the operation image 40 that is not overlapped by the target image 50 is visible in its original state.
[0110] As described above, the target image 50 in this embodiment represents the letter "G" and is roughly circular in shape, and the target image 50 and the operation image 40 are displayed so as to overlap concentrically. Note that, in the image change presentation, no image representing the operation means 60 is displayed other than the operation image 40.
[0111] Thereafter, a valid operation period begins during which operation of the operation means 60 is valid. In this embodiment, during the valid operation period, a remaining time image 45 indicating an estimate of the remaining (elapsed) time of the valid operation period and an operation style image 46 indicating the required operation style of the operation means 60 are displayed in the display area 911 (see FIGS. 20(a) to (c)). In this embodiment, since continuous operation (repeated tapping) of the operation means 60 is encouraged, the word "repeated tapping" is displayed as the operation style image 46.
[0112] During the valid operation period, each time the operation of the operation means 60 satisfies a predetermined condition, the transparent portion 52 of the target image 50 becomes smaller (see FIGS. 20(a) to 20(c)). In the target image 50, the portion that is initially set as the transparent portion 52 is divided into a plurality (N) of divided elements. In this embodiment, N=5. Note that the divided elements may be divided so that each divided element can be identified, or may not be divided. Each time the operation of the operation means 60 satisfies a predetermined condition, one divided element changes to an opaque portion 53. When the divided element changes to an opaque portion 53, the operation image 40 becomes invisible through the opaque portion 53. In other words, a portion of the operation image 40 that was visible when the divided element was part of the transparent portion 52 becomes invisible when the divided element changes to an opaque portion 53 (a portion of the operation image 40 becomes covered by the opaque portion 53).
[0113] In this embodiment, each time an operation of the operating means 60 is detected during the valid operation period, a lottery is executed to determine whether or not to change one divided element into an opaque portion 53 (hereinafter referred to as a change lottery). Winning the change lottery triggers the change of one divided element into an opaque portion 53. That is, each time the change lottery is won, the transparent portion 52 of the target image 50 becomes smaller. It is preferable that the probability of winning the change lottery is less than 100%. That is, it is preferable that an operation of the operating means 60 does not necessarily result in the change of one divided element into an opaque portion 53. Furthermore, in one image change presentation, the probability of winning the change lottery may be changed each time the divided element becomes an opaque portion 53. However, a configuration in which the transparent portion 52 becomes smaller when the operation of the operating means 60 is won is merely an example. For example, the transparent portion 52 may become smaller each time a specified number of operations of the operating means 60 are detected (which may be fixed or variable).
[0114] The image change presentation is set such that a successful outcome (see FIG. 20(d-1)) is when the target image 50 changes from its initial state to the target state, and a failed outcome (see FIG. 20(d-2)) is when the target state is not reached. Whether the outcome is a successful outcome or a failed outcome is determined internally in advance (so that it is not known to the player). In this embodiment, if the outcome is a successful outcome, there remains a possibility that the target win / loss lottery result (the win / loss lottery result corresponding to the change in the image change presentation that is executed) will be a jackpot, and if the outcome is a failed outcome, it is determined that the target win / loss lottery result will be a miss. In other words, based on the result of the target win / loss lottery, it is determined in advance whether the image change presentation will result in a successful outcome or a failed outcome.
[0115] The goal mode is a mode in which all of the N divided elements become opaque portions 53. That is, the entire portion that was the transparent portion 52 in the initial mode becomes the opaque portion 53 (see FIG. 20(d-1)). In this embodiment, regardless of whether the predetermined outcome is a successful outcome or a failed outcome, the game can proceed until N-1 divided elements (four divided elements in this embodiment) become opaque portions 53 (the change lottery can be won N-1 times). If the predetermined outcome is a failed outcome, after N-1 divided elements become opaque portions 53, the change lottery is not executed even if the operation means 60 is operated during the valid operation period. That is, the target image 50 will not reach the goal mode. On the other hand, if the predetermined outcome is a successful outcome, the change lottery is executed when the operation means 60 is operated during the valid operation period even after N-1 divided elements become opaque portions 53. That is, there is a possibility that the target image 50 will reach the goal mode. In addition, if the predetermined ending is a successful ending and the target image 50 does not reach the target state during the valid operation period, the target image 50 is forcibly brought to the target state upon the end of the valid operation period (forcibly transitioning to the successful ending).
[0116] As described above, since the target image 50 is displayed in front of the operation image 40, the visible range of the operation image 40 gradually becomes smaller as the transparent portion 52 of the target image 50 becomes smaller. The state in which the target image 50 is in the initial state (see FIG. 20(a)) is the state in which the visible range of the operation image 40 is the largest, and the state in which the target image 50 has reached the goal state (see FIG. 20(d-1)) is the state in which the visible range of the operation image 40 is the smallest.
[0117] Furthermore, target image 50 in this embodiment has transparent portion 52 surrounded by outer edge portion 51, and transparent portion 52 gradually changes to non-transparent portion 53. Outer edge portion 51 is shaped like a letter (the letter "G" in this embodiment), and the image change presentation can be said to be a presentation form in which a "meter" representing the letter accumulates over time (the change of transparent portion 52 to non-transparent portion 53 represents the meter accumulating).
[0118] As described above, the image change presentation in this embodiment is a presentation aimed at changing the target image 50 from the initial state to the target state by operating the operation means 60, and the operation image 40 visible through the transparent portion 52 of the target image 50 in the initial state indicates that the operation means 60 should be operated, and as the target image 50 approaches the target state, the visible range of the operation image 40 becomes smaller as it is covered by the non-transparent portion 53. In other words, at the start of the effective operation period, the operation image 40 is in a conspicuous state, emphasizing that the operation means 60 should be operated, and as the target image 50 approaches the target state, the operation image 40 becomes less visible, emphasizing that the presentation is progressing (reaching a climax), making it an easy-to-understand presentation format.
[0119] The following describes specific examples in which the above-described image change effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0120] 〇Specific example 4-1 Although the image change effect in the above embodiment has been described as prompting the player to continuously operate (hit repeatedly) the operating means 60, other modes of operation may also be prompted. For example, the player may be prompted to perform a maintenance operation to maintain the operating state of the operating means 60 (this would be a "long press" if the operating means 60 is a push button as in this embodiment). The above change lottery is executed when the operating state of the operating means 60 continues for a predetermined time, and winning the change lottery triggers a change in which the transparent portion 52 becomes smaller (one divided element becomes the non-transparent portion 53).
[0121] It is also conceivable that the player is prompted to operate the operation means 60 once (a single operation) (the valid operation period ends with a single operation of the operation means 60). In the case of a successful ending, the operation of the operation means 60 triggers the entire transparent portion 52 of the target image 50 to change to an opaque portion 53. In the case of a failed ending, the operation of the operation means 60 does not result in a change to an opaque portion 53 (the transparent portion 52 remains). However, in the case of an image change effect that prompts a single operation, the change in the transparent portion 52 gradually becoming smaller will not be shown in the effect.
[0122] Specific example 4-2 The probability that the image change presentation will lead to a successful conclusion is suggested by the transparent portion 52 of the target image 50 in the initial state. For example, the transparent portion 52 is set to either a first state (see FIG. 21(a)) that is a semi-transparent state of "white" or a second state (see FIG. 21(b)) that is a semi-transparent state of "red," and the second state is set to have a higher probability of leading to a successful conclusion than the first state.
[0123] By making the state of the transparent portion 52 variable as in this example, the appearance of the operation image 40 viewed through the transparent portion 52 varies depending on the state of the transparent portion 52. That is, when the transparent portion 52 is in the first state, the operation image 40 appears to be white, and when the transparent portion 52 is in the second state, the operation image 40 appears to be red. In other words, because the operation image 40 is viewed through the transparent portion 52, changing the state of the transparent portion 52 also changes the appearance of the operation image 40.
[0124] Specific example 4-3 If the image change effect results in a successful outcome (see Figure 22(a-2)), a specified post-effect will occur (if the result is a failed outcome, the post-effect will not occur) (see Figure 22(a-3)). In other words, the image change effect will be executed as a branching effect that indicates whether the post-effect will occur or not. It is conceivable that a specified reach effect will be executed as the post-effect. If the result of the target win / loss lottery is a jackpot, a reach effect that leads to a jackpot outcome will occur as the post-effect, and if it is a miss, a reach effect that leads to a miss outcome will occur as the post-effect.
[0125] Based on this premise, the target image 50 is assumed to suggest a post-performance. For example, the characters displayed by the target image 50 represent at least a part of the "title" of the post-performance. By doing so, it is possible to indicate that a post-performance has occurred (see FIG. 22(a-3)) using the target image 50 that has reached the target state (see FIG. 22(a-2)). By doing as in this example, it becomes easier to understand that the target image 50 reaching the target state suggests that a post-performance will occur.
[0126] In addition, in the case of this example, multiple types of target images 50 are provided as target images 50 that can be displayed in the image change effect. For example, a first target image 50a (see FIG. 22(a-1)) may be displayed, and a second target image 50b (see FIG. 22(b-1)) different from the first target image 50a may be displayed. If the image change effect in which the first target image 50a is displayed reaches a successful conclusion (see FIG. 22(a-2)), a first post-effect (see FIG. 22(a-3)) occurs as a post-effect. On the other hand, if the image change effect in which the second target image 50b is displayed reaches a successful conclusion (see FIG. 22(b-2)), a second post-effect (different from the first post-effect) (see FIG. 22(b-3)) with higher reliability than the first post-effect occurs as a post-effect. In this way, the type (mode) of the target image 50 indicates the type of post-effect that can occur thereafter. Furthermore, when the second target image 50b is displayed, the reliability of reaching a successful conclusion is higher than when the first target image 50a is displayed, so when the second target image 50b is displayed, the player is more likely to hope for a successful conclusion.
[0127] Specific example 4-4 The target image 50 is configured to be used as one of the decorative symbols 80 that make up the symbol combination that indicates the result of the winning or losing lottery. For example, if the image change effect occurs as a type of reach effect and the result of the winning or losing lottery is a jackpot, the image change effect may be successful, and the target image 50 that has reached the target state may become one of the decorative symbols 80 that make up the winning combination. Specifically, this is as follows.
[0128] The image change effect can occur when a reach is achieved in which the left decorative pattern 80L and the right decorative pattern 80R (reach pattern) are the same type. The outer edge 51 of the target image 50 is designed to resemble the decorative pattern 80 of the same type as the reach pattern. For example, when a reach is achieved in which the decorative pattern 80 of "6" becomes the reach pattern, the target image 50 with the outer edge 51 representing "6" is displayed (see FIG. 23(a)). In the image change effect, the transparent portion 52 inside the outer edge 51 representing "6" can change to become smaller (become an opaque portion 53) (see FIG. 23(b)). The image change effect leads to a successful ending if the result of the target win / loss lottery is a jackpot, and to a failed ending if the result is a miss. In the case of a successful ending, the entire transparent portion 52 becomes an opaque portion 53, and the target image 50 reaches the target state (see FIG. 23(c-1)). In the case of a failure outcome, the target image 50 does not reach the target state (see FIG. 23(c-2)). The target image 50 that has reached the target state is displayed between reach symbols, so it forms a winning combination as a middle decorative symbol 80C, and the fluctuation stops completely and the result of the win / lose lottery is announced as a jackpot (see FIG. 23(d-1)). If the target state is not reached, a losing combination is formed and the fluctuation stops completely (see FIG. 23(d-2)).
[0129] In this way, the image change effect can be used as a type of reach effect that indicates whether one of the symbols that make up the winning combination that indicates a win in the lottery result will be completed (the completion of a symbol is considered to be the selection of that symbol). Note that, since the decorative symbol 80 in the above embodiment is a "number," the target image 50 (outer edge 51) is made to resemble a number, but if the decorative symbol 80 is made to be a letter, character, or the like other than a number, the target image 50 can also be a letter, character, or the like other than a number.
[0130] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0131] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0132] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay in which a jackpot can be won via a small win (the gameplay of a so-called "two-type gaming machine" in which a jackpot is won by causing a gaming ball to enter a special area (V area) that opens when a small win is won) is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to the winning of a jackpot (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), then the winning of a jackpot described in the above embodiment will include winning a small win ("jackpot" can be read as "small win").
[0133] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0134] ·Means 1-1 A gaming machine comprising a bonus awarding means for awarding one of a plurality of bonuses when the result of a lottery is a win, and a display means for displaying a result image showing the status of acquisition of said bonuses during a specified period, wherein at least one of said plurality of bonuses is a specific bonus, and said result image includes a name representing said specific bonus that has been acquired during said specified period, and does not include a name representing said specific bonus that has not been acquired during said specified period. The result image in the gaming machine does not include the name of the specific benefit that was not obtained, so that the possibility that the player will become irritated when he sees the result image can be reduced.
[0135] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the multiple types of benefits include non-specific benefits that are not the specific benefits and have a lower expected value of profit that the player will receive than the specific benefits, and if the specific benefit is acquired during the specified period, the result image includes a name representing the acquired specific benefit and does not include a name representing the non-specific benefit. If a specific benefit, which provides a relatively high benefit, has been acquired, it is not necessary to show in the result image the status of acquiring a non-specific benefit, which provides a relatively low benefit (because showing the status of acquiring a non-specific benefit may lead the player to imagine that he or she would have gained more benefit if the non-specific benefit had been the specific benefit, and this may cause the player to feel as if he or she has lost out).
[0136] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that if the specific benefit is not obtained at all during the specified period, the result image does not include a name representing the specific benefit, but includes a name representing the non-specific benefit. If the result image does not show even the non-specific benefit when the specific benefit is not acquired, it gives the impression that no benefit has been acquired during the specified period, so in such a case it is better to show the non-specific benefit in the result image.
[0137] ·Means 2-1 A gaming machine comprising: a game state setting means capable of setting a normal game state and a special game state that is more advantageous to the player than the normal game state as game states in which the player plays with the aim of winning or losing the lottery result; a display means capable of displaying a normal background image displayed in the normal game state and a special background image displayed in the special game state as background images of decorative patterns displayed to show the win or loss lottery result; and an effect execution means that executes a switching effect that displays a switching image, wherein the ending of the switching effect can be a normal ending in which the normal background image is displayed after the switching image is displayed, or a special ending in which the special background image is displayed after the switching image is displayed. According to the gaming machine, an interesting effect can be executed in which the ending is indicated by the type of background image displayed after the switching image is displayed.
[0138] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the switching effect is an effect in which, through the space formed in the switching image, a part of the normal background image is visible when the normal ending is reached, and a part of the special background image is visible when the special ending is reached. By doing so, a part of the background image can be seen through the space from the stage when the switching image is displayed (the ending is hinted at in advance).
[0139] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that the spatial portion of the switching image is made normal in shape when the normal ending is reached, and made special in shape different from the normal shape when the special ending is reached. In this way, not only the part of the background image visible through the space, but also the shape of the space itself provides a dramatic effect in which the ending is hinted at in advance.
[0140] ·Means 3-1 A gaming machine in which, after a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group each including a plurality of types of decorative patterns have started to vary, a pattern combination consisting of a first decorative pattern selected from the first decorative pattern group, a second decorative pattern selected from the second decorative pattern group, and a third decorative pattern selected from the third decorative pattern group is a winning combination if the result of a win / lose lottery is a winning combination, and a losing combination if the result is a losing combination, and a performance is executed during the variation until the variation stops, wherein the winning combination is a combination in which the first decorative pattern, the second decorative pattern, and the third decorative pattern are of the same type, and the losing combination is a losing combination. The combinations that result in a missed reach are those in which the first decorative pattern and the second decorative pattern are the same type, but the third decorative pattern is of a different type, and the gaming machine is capable of executing a reach-forward-reading effect in which the type of the third decorative pattern that constitutes the missed reach combination shown in the previous during-variation effect changes with each successive previous during-variation effect, as a pre-reading effect that suggests an increased probability of the target hit / miss lottery result being a hit, using the previous during-variation effect that occurs before the target during-variation effect that corresponds to the target hit / miss lottery result begins. According to the gaming machine, it is possible to execute an easy-to-understand predictive performance that progresses according to the change in the type of the third decorative symbol that constitutes the reach-miss combination.
[0141] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that a prescribed order is set for each of the multiple types of decorative patterns, and in the reach-prediction performance, the type of the third decorative pattern that constitutes the reach-miss combination changes in accordance with the prescribed order for each successive forward-changing performance. By doing this, the change in the third decorative pattern in the specified order indicates the progress of the reach-prediction performance (approaching the performance during target change).
[0142] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the reach-prediction performance is controlled so that the difference between the specified order of the types of the first decorative pattern and the second decorative pattern that constitute the reach-miss combination in the previous during-variation performance immediately before the target during-variation performance and the specified order of the type of the third decorative pattern is the same every time. By doing this, when the difference in the prescribed order between the first decorative pattern, the second decorative pattern and the third decorative pattern reaches a predetermined value, it is considered to be the change immediately before the target change performance, so it becomes a pre-reading performance that makes it easy to predict the hold corresponding to the target change performance.
[0143] ·Means 4-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player; and an operation execution means for executing an image change effect in which the player is prompted to operate the operation means, with a successful outcome being a target image displayed in the display area changing from an initial state to a target state, and a failed outcome being a failure if the target state is not reached, wherein the image change effect is displayed so that the operation image representing the operation means is visible through a transparent portion of the target image in the initial state, and each time the operation of the operation means during the effective operation period satisfies a predetermined condition, the transparent portion of the target image changes to become smaller. The image change presentation that the gaming machine can execute is an easy-to-understand presentation format in which the operation image is made conspicuous at the beginning of the presentation to emphasize that the operation means should be operated, and the operation image becomes less visible as the target image approaches the target state to emphasize that the presentation is progressing.
[0144] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the transparent portion is a portion surrounded by an outer edge portion that follows the outer edge of the target image. By doing this, the target image changes like a meter.
[0145] ·Means 4-3 A gaming machine as described in means 4-1 or 4-2, characterized in that if the result of the lottery is a win, a winning combination consisting of multiple symbols is displayed, and if the result of the lottery is shown to be a win after the image change presentation, the target image that has reached the target state is made one of the symbols that make up the winning combination. In this way, an image change effect can be applied as an effect in which the target image in the target mode becomes one of the symbols that make up the winning combination. [Explanation of symbols]
[0146] 1. Gaming machines 10 Result image 20 Switching Images 20a Space part 25n Normal background image 25s special background image 40 Operation Images 50 target images 51 outer edge 52 Transparent part 53 Opaque part 60 Operating means 70 Reserved Design 80 decorative pattern (80L left decorative pattern 80R right decorative pattern 80C center decorative pattern) 91 Display device 911 Display area
Claims
[Claim 1] a game state setting means for setting a normal game state and a special game state that is more advantageous to a player than the normal game state as game states in which the player plays with the aim of winning the lottery result; a display means capable of displaying a normal background image displayed in the normal game state and a special background image displayed in the special game state as background images of decorative patterns displayed to indicate the winning / losing lottery result; a performance execution means for executing a switching performance that displays a switching image; Equipped with As a conclusion of the above switching performance, a normal ending in which the normal background image is displayed after the switching image is displayed; a special ending in which the special background image is displayed after the transition image is displayed; may occur, The switching effect is an effect in which a part of the normal background image is visible when the normal ending is reached, and a part of the special background image is visible when the special ending is reached, through a space portion formed in the switching image, The spatial portion of the switching image has a normal shape when the normal ending is reached, and a special shape different from the normal shape when the special ending is reached. A gaming machine characterized by:
Citation Information
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