gaming machines
The gaming machine uses decorative patterns and sequential introduction of candidate patterns to clarify the flow to reach effects, enhancing player understanding and experience.
Patent Information
- Application Number
- JP2022099140
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-20
- Publication Date
- 2025-09-08
- Estimated Expiration
- 2042-06-20
AI Technical Summary
Existing gaming machines do not facilitate easy understanding of the flow leading up to reach effects.
Incorporation of a display mechanism with decorative patterns and specific reach performance execution, along with an introduction performance that sequentially displays candidate patterns, making the flow to reach effects clearer.
Enhances player understanding of the lead-up to reach effects by visually introducing potential patterns and their outcomes, thereby improving the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines that execute reach effects as an effect that gives hope that the result of a win / lose lottery will be a win are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-166650 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 makes it possible to easily understand the flow leading up to the reach effect. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized by comprising: a display means having a display area in which a plurality of types of decorative patterns are displayed; a specific reach performance execution means for executing a specific reach performance in which two of the same type of decorative patterns are displayed as reach patterns in different locations in the display area; and an introduction performance execution means for executing an introduction performance in which, prior to the specific reach performance, two or more candidate patterns which are at least some of the plurality of types of decorative patterns which have the potential to become the reach patterns are displayed one by one in sequence. [Effects of the Invention]
[0006] According to the present invention, it is possible to make the flow leading up to a reach effect (specific reach effect) easier to understand. [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] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] 10A and 10B are diagrams for explaining the appearance of decorative symbols in a specific mode. [Figure 5] FIG. 10 is a diagram for explaining the introduction effect. [Figure 6] FIG. 10 is a diagram for explaining branching effects. [Figure 7] FIG. 10 is a diagram for explaining specific reach effects. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 10] FIG. 1 is a diagram (part 1) for explaining specific example 1-3. [Figure 11] FIG. 10 is a second diagram for explaining specific example 1-3. [Figure 12] FIG. 10 is a diagram for explaining image presentation. [Figure 13] This is a diagram to explain the completed image that is created when the image presentation ends successfully, and the specific operation presentation that is then executed. [Figure 14] This is a reference example given for comparison to explain the effect of image presentation. [Figure 15] FIG. 1 is a diagram (part 1) for explaining specific example 2-1. [Figure 16] FIG. 2 is a diagram (part 2) for explaining specific example 2-1. [Figure 17] FIG. 10 is a diagram (part 1) for explaining specific example 2-2. [Figure 18] FIG. 10 is a second diagram for explaining specific example 2-2. [Figure 19] FIG. 10 is a diagram (part 1) for explaining specific example 2-3. [Figure 20] FIG. 10 is a second diagram for explaining specific example 2-3. [Figure 21] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 22] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 23] FIG. 10 is a diagram for explaining specific example 2-6. 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 loss, it will be a loss combination other than the combination that results in a jackpot. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7." Decorative patterns 80 with the same number are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).
[0019] In this embodiment, when a winning combination of decorative symbols 80 containing odd numbers (decorative symbols 80 of "1," "3," "5," and "7") is displayed as a confirmed combination (i.e., a combination displayed by stopping the fluctuation), a special jackpot is confirmed, as described in detail below. On the other hand, when a winning combination of decorative symbols 80 containing even numbers (decorative symbols 80 of "2," "4," and "6") is displayed as a confirmed combination, a special jackpot is not confirmed, and it may be a normal jackpot, as described in detail below. Specifically, when a winning combination of decorative symbols 80 containing even numbers is displayed, a promotion effect may occur during the subsequent jackpot game, indicating that the jackpot won was a special jackpot. If this promotion effect does not occur, a normal jackpot is confirmed. This type of promotion effect is well known, and any type of effect may be used, so a description thereof will be omitted. Since a special jackpot is more valuable to a player than a regular jackpot, it can be said that a confirmed display of a winning combination using decorative patterns 80 containing odd numbers (confirming a special jackpot) is a more advantageous event for a player than a confirmed display of a winning combination using decorative patterns 80 containing even numbers (possibly a regular jackpot).
[0020] 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.
[0021] In this embodiment, the game states are a normal game state and a special game state (see FIG. 3). 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, and 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, and 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 a first win / loss lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is the 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 passing through the second win / lose lottery. The special gaming state is a state in which it is easy 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 it is relatively easy for the gaming ball to enter the second starting area 904b.
[0022] In this embodiment, a normal jackpot and a special jackpot are provided as jackpots. A normal jackpot is a jackpot that transitions to a normal gaming state after a jackpot game ends. A special jackpot is a jackpot that transitions to a special gaming state after a jackpot game ends. 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 in special cases such as winning a lottery based on the reserved information stored in the storage means immediately after transitioning to a gaming state (so-called lottery for remaining reserved items), the normal gaming state is a gaming state that aims to win the first win / lose lottery, so a jackpot obtained in the normal gaming state is a normal jackpot or a special jackpot. The special gaming state is a gaming state that aims to win the second win / lose lottery, so a jackpot obtained in the special gaming state is a special jackpot.
[0023] The special gaming state ends when the winning / losing lottery results in a predetermined number of consecutive losses (e.g., 100 losses). When the special gaming state ends, the game transitions to the normal gaming state. If a jackpot (special jackpot) is won before the predetermined number of consecutive losses after the transition to the special gaming state, the game 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 the transition to the special gaming state. Note that, unless otherwise specified in the following explanation, the gameplay (specifications) are merely examples. For example, it may be a so-called probability loop machine. It may also be a so-called V probability variable machine.
[0024] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (e.g., 10 balls) enter the jackpot area 906 after the jackpot area 906 is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.
[0025] 2) Specific reach effects and introduction effects 2-1) Specific mode The gaming machine 1 according to this embodiment is provided with multiple presentation modes (status controlling the style of the variation presentation) that may be set in the normal game state. A specific mode is provided as one of these presentation modes. While not shown, whether the specific mode is in effect can be determined by the background image displayed behind the decorative symbols 80. That is, during the specific mode, a dedicated background image that is not displayed outside the specific mode is displayed. As presentations constituting the variation presentation (one variation) when the specific mode is set, a specific reach presentation and an introduction presentation, which will be described in detail below, may occur. The conclusion of the specific reach presentation may indicate that the result of the win / loss lottery corresponding to the variation presentation (hereinafter sometimes referred to as the target win / loss lottery result) is a jackpot. Note that the specific reach presentation and introduction presentation may occur not only when such a specific mode is set. Furthermore, the specific reach presentation and introduction presentation may occur in the special game state.
[0026] 2-2) Decorative designs in specific modes During the specific mode, the decorative pattern 80 is in the following form. Note that in this embodiment, the decorative pattern 80 is in the following form only during the specific mode (specified as a form exclusive to the specific mode), but the decorative pattern 80 may be in the following form regardless of whether or not the specific mode is in effect. Also, although not shown, during the variation performance in the specific mode, a pattern other than the decorative pattern 80 (in a form exclusive to the specific mode) may be displayed in a variable manner to indicate that the pattern is currently varying (that the variation has not ended).
[0027] Each decorative symbol 80 includes a main part and a sub-element part s associated with the main element part 80m (see FIG. 4). The main element part 80m indicates the type of symbol. As described above, in this embodiment, the types of decorative symbols 80 are determined based on the number, so the main element part 80m is a part including the number. The sub-element part s represents a character. The same type of character is associated with decorative symbols 80, and different types of characters are associated with decorative symbols 80. In this embodiment, the "1" decorative symbol 80 has character A as its sub-element part s, the "2" decorative symbol 80 has character B as its sub-element part, the "3" decorative symbol 80 has character C as its sub-element part s, and the "7" decorative symbol 80 has character G as its sub-element part s. Note that in each drawing, various characters are represented by letters. Furthermore, various characters may be modified within the scope that allows a player to understand that they represent the same type of character. As will be described later, these characters may potentially become enemy characters in specific reach effects.
[0028] 2-3) Introduction Before the specific reach effect occurs, an introduction effect occurs. The introduction effect is an effect in which decorative symbols 80 that have the potential to become reach symbols in the specific reach effect are sequentially displayed (introduced to the player) one by one as candidate symbols. In this embodiment, reach is defined as when the left decorative symbol 80L and the right decorative symbol 80R are the same type, and when reach is achieved, the left decorative symbol 80L (decorative symbol 80 selected from the left decorative symbol group 80gL) and the right decorative symbol 80R (decorative symbol 80 selected from the right decorative symbol group 80gR) are defined as reach symbols. In the introduction effect, decorative symbols 80 that have the potential to become reach symbols in the specific reach effect are sequentially displayed in the center of the display area 911 (between the positions where reach symbols are displayed when reach is achieved) (see FIG. 5). In this embodiment, all decorative symbols 80 (all of the decorative symbols 80 from "1" to "7") have the potential to become reach symbols in the specific reach effect. Therefore, all the decorative symbols 80 are displayed in order. In this embodiment, the decorative symbols 80 are displayed in order starting from the "1" decorative symbol 80 (see FIGS. 5(a) and 5(b)), and the introductory effect ends when the "7" decorative symbol 80 is displayed (see FIG. 5(c)).
[0029] In the introduction performance, the decorative patterns 80 are displayed in order, and names (hereinafter referred to as name images 10) representing the sub-element portions s of the decorative patterns 80 are also displayed. That is, when the decorative pattern 80 "1" is introduced, a name image 10 (the name "XX Knight" (see FIG. 5(a))) representing the name of "character A" which is the sub-element portion s is displayed together with each decorative pattern 80. When the decorative pattern 80 "2" is introduced, a name image 10 (the name "XX Satan" (see FIG. 5(b))) representing the name of "character B" which is the sub-element portion s is displayed together with each decorative pattern 80. When the decorative pattern 80 "7" is introduced, a name image 10 (the name "□□ King" (see FIG. 5(c))) representing the name of "character G" which is the sub-element portion s is displayed together with each decorative pattern 80. Such name images 10 are not included in the decorative pattern 80 in its normal state (the decorative pattern 80 when the introduction performance is not being performed) (see FIG. 4). Therefore, the introductory effect can be said to be an effect that specifically shows the name of the character, which would not be clear even if you look at the normal decorative pattern 80.
[0030] After all decorative symbols 80 (candidate symbols) are displayed (the final decorative symbol 80, "7," is displayed along with the name of character G), a branching effect is executed to determine whether a reach is achieved with any of the decorative symbols 80 (candidate symbols). The specific form of the branching effect may be any. In this embodiment, a certain type of decorative symbol 80 (candidate symbol) stops or pseudo-stops as a left decorative symbol 80L (see FIG. 6(a)), and a branching effect is executed to determine whether a decorative symbol 80 of the same type stops or pseudo-stops as a right decorative symbol 80R. When a successful outcome (see FIG. 6(b-1)) is reached in which a decorative symbol 80 of the same type stops or pseudo-stops as a right decorative symbol 80R, a reach is achieved, and a specific reach effect is executed. When a failed outcome (see FIG. 6(b-2)) is reached in which a decorative symbol 80 of the same type does not stop or pseudo-stop as a right decorative symbol 80R, a reach is not achieved, and the specific reach effect is not executed. In this embodiment, if a failure outcome occurs, the losing combination is displayed and it is announced that the target winning / losing lottery result is a losing combination (the variation ends) (see Figure 6(c)). In other words, if the branching effect reaches a successful outcome, there remains a possibility that the target winning / losing lottery result will be a jackpot. Note that, unlike this embodiment, when an introduction effect occurs, it may be set so that a reach is always achieved with any of the decorative patterns 80 (it will not result in a failure outcome). In other words, it may be set so that when an introduction effect occurs, a specific reach effect will always occur.
[0031] 2-4) Specific reach effects The specific reach effect is an effect that leads to an ending according to the result of the target hit / miss lottery. Therefore, the player can understand the result of the target hit / miss lottery from the outcome of the specific reach effect. In this embodiment, the specific reach effect is a battle effect in which the player's character (ally character) fights against the opposing enemy character (enemy character) (see FIG. 7(b)). The battle effect leads to a victory ending in which the ally character wins (see FIG. 7(c-1)) or a defeat ending in which the ally character loses (see FIG. 7(c-2)). Note that the victory ending includes a so-called reversal pattern in which a defeat ending appears to have been reached but is then reversed. If a victory ending is reached, a winning combination indicating that the target hit / miss lottery result is a jackpot is displayed, and the variation effect ends. If a defeat ending is reached, a losing combination indicating that the target hit / miss lottery result is a miss (a combination indicating a reach miss) is displayed, and the variation effect ends.
[0032] Here, the enemy character that appears in the specific reach effect is the character represented by the sub-element part s of the decorative pattern 80 that has been set as the reach effect. For example, when the decorative pattern 80 of "2" is set as the reach effect (see FIG. 7(a)), a battle effect (see FIG. 7(b)) is executed in which the enemy character that confronts the ally character is character B. In this embodiment, an image showing the name of the enemy character is displayed (see FIG. 7(b)). This name matches the name image 10 (the name "XX Satan" (see FIG. 5(b))) that was displayed when the decorative pattern 80 that ultimately became the reach effect was introduced in the introductory effect.
[0033] In this embodiment, the probability that a specific reach effect will result in a winning outcome (= the reliability of the target win / lose lottery result (jackpot)) differs depending on the type of enemy character. Therefore, it is important for the player which decorative pattern 80 is selected as the reach pattern. Note that all of the (seven) types of characters may be set to have different reliability levels, or two or more of all types may be set to have the same reliability level.
[0034] Furthermore, in this embodiment, after the battle between the ally character and the enemy character begins, the decorative pattern 80 displayed as a reach pattern does not include the sub-element portion s (see the upper left of Figure 7(b)). In this embodiment, the reach state is indicated only by the main element portion 80m (number). Since the sub-element portion s of the decorative pattern 80 that has become a reach pattern appears in the battle, the sub-element portion s is removed from the decorative pattern 80 to prevent confusion (to prevent a state in which a character of the same type as a character appearing in the battle is displayed separately).
[0035] Although not shown, different from the above configuration, the character represented by the sub-element portion s of the decorative symbol 80 set as a reach symbol may be set as an ally character instead of an enemy character. That is, the type of ally character in the specific reach symbol effect can change depending on the reach symbol. For example, when the decorative symbol 80 of "3" is set as the reach symbol, a battle effect is executed in which character C confronts an enemy character. Even in such a configuration, it is preferable that the probability that the specific reach symbol effect will lead to a winning outcome (= the (jackpot) reliability of the target win / loss lottery result) differs depending on the type of ally character. This makes it important for the player which decorative symbol 80 is selected as the reach symbol.
[0036] In this way, the gaming machine 1 of this embodiment executes an introductory performance in which two or more decorative patterns 80 (candidate patterns) that have the potential to become reach patterns are sequentially shown (introduced) before the specific reach performance is executed, making it easy to understand the flow leading up to the specific reach performance.
[0037] In particular, in this embodiment, the name (name image 10) of the character represented by the sub-element portion s is also displayed in the introduction effect, so the name of the character of each decorative pattern 80 (candidate pattern) that can become a reach pattern can be grasped from the introduction effect. Since the character possessed by the decorative pattern 80 that has become a reach pattern will appear in the specific reach effect, the introduction effect can also be said to be an effect that introduces characters that will appear in the future.
[0038] Below, we will explain specific examples in which the above-mentioned specific reach effects and introduction effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.
[0039] 〇Specific example 1-1 Although the specific reach effect in the above embodiment has been described as a battle effect, it is also possible to configure the specific reach effect to be an effect other than a battle effect. The specific reach effect may result in an outcome indicating a favorable situation for the player if the target hit / miss lottery result is a jackpot, or an outcome indicating a disadvantageous situation for the player if the target hit / miss lottery result is a miss, and the form of the effect may differ depending on the decorative pattern 80 designated as the reach effect pattern. For example, the effect may be such that a character (sub-element portion s) of the decorative pattern 80 designated as the reach effect pattern (see FIG. 8(a)) takes action (challenges) toward a certain goal (see FIG. 8(b)), and if the target hit / miss lottery result is a jackpot, the outcome indicates success (see FIG. 8(c-1)), or if the target hit / miss lottery result is a miss, the outcome indicates failure (see FIG. 8(c-2)). Furthermore, even when using the present example, the names of the characters that appear can be displayed as the names introduced using name image 10 during the introductory performance (see Figure 8(b) ("△△ Man" is displayed as the name of character E)).
[0040] 〇Specific example 1-2 In the introduction performance, decorative patterns 80 (candidate patterns) that have the possibility of becoming reach patterns are shown (introduced) one by one, and the manner (introduction manner) differs depending on the type of decorative pattern 80. Specifically, the introduction manner differs depending on the reliability of the reach pattern.
[0041] For example, when the "7" decorative pattern 80 is the reach pattern (when character G appears in the specific reach effect), the reliability of the jackpot is higher (the probability that the specific reach effect will result in a winning outcome is higher) than when other types of decorative pattern 80 are the reach pattern (when any of characters A to F appears in the specific reach effect). Based on this premise, in the introductory effect, when the "7" decorative pattern 80 is displayed, the name image 10 of character G is displayed in "red text" (see FIG. 9(b)), and when other decorative patterns 80 are displayed, the name images 10 of characters A to F are displayed in "black text" (see FIG. 9(a)). In other words, the appearance of the name image 10 differs between the former and latter. Note that the difference in the appearance of the name image 10 here excludes differences in the name itself represented by the name image 10 (differences that inevitably arise due to different names (characters) represented). This refers to differences represented by the above-mentioned "color," "size," "font," etc.
[0042] By doing this, the player can sense that the decorative pattern 80 of "7" is different from other decorative patterns 80 at a stage before the reach pattern is decided, so the series of effects from the introductory effect to the specific reach effect becomes easier to understand.
[0043] The introduction mode may be varied depending on the aspect of the part different from the name image 10. However, since the parts other than the name image 10 are elements (main element part 80m, sub-element part s) that the decorative pattern 80 originally has (elements that the normal decorative pattern 80 (see FIG. 4) has), it can be said that expressing that the introduction mode differs depending on the part other than the name image 10 is inferior in terms of clarity. In other words, as in this example, it can be said that it is easier for the player to notice the difference in the introduction mode if it is expressed that there is a difference in the introduction mode depending on the aspect of the name image 10, which is an element (an image unique to the introduction performance) that the normal decorative pattern 80 does not have.
[0044] 〇Specific example 1-3 In the above embodiment, all types of decorative patterns 80 are displayed (introduced) as candidate patterns in the introduction effect. However, only a portion (two or more types) of all types of decorative patterns 80 may be displayed. For example, decorative patterns 80 having an "odd" number in the main element portion 80m may not be displayed as candidate patterns for the introduction effect, and decorative patterns 80 having an "even" number in the main element portion 80m may be displayed as candidate patterns for the introduction effect (see FIG. 10). (The opposite configuration may also be possible, i.e., decorative patterns 80 having an "even" number in the main element portion 80m may not be displayed as candidate patterns for the introduction effect, and decorative patterns 80 having an "odd" number in the main element portion 80m may be displayed as candidate patterns for the introduction effect.) Also, the type (pattern) of decorative patterns 80 displayed as candidate patterns may be configured to change each time the introduction effect is performed. In such a configuration, the relationship (rule) between the candidate symbols (the symbols introduced in the introductory effect) and the specific reach effect (reach symbol) can be set, for example, as follows:
[0045] B) Example 1-3-1 (see Figure 11(a) "Reach pattern limited setting") The decorative symbols 80 that were not shown (introduced) as candidate symbols in the introduction effect are set not to be adopted as reach symbols. In other words, in the specific reach effect that occurs after the introduction effect, any of the decorative symbols 80 shown as candidate symbols is set as a reach symbol, and the decorative symbols 80 that were not shown as candidate symbols are not set as reach symbols. In this way, the introduction effect functions as an effect that introduces symbols that can become reach symbols, and does not introduce other symbols.
[0046] B) Example 1-3-2 (See Figure 11(b) "Reach Pattern Selection Probability Suggestion Setting") Unlike the specific example 1-3-1 above, even decorative patterns 80 that were not shown (introduced) as candidate patterns in the introductory performance are set to be reach patterns. However, decorative patterns 80 shown as candidate patterns in the introductory performance are more likely to be reach patterns than decorative patterns 80 that were not shown as candidate patterns. In other words, the introductory performance introduces decorative patterns 80 that are likely to be reach patterns in advance.
[0047] C) Example 1-3-3 (See Figure 11(c) "High Reliability Symbol Suggestion Setting") Unlike the specific example 1-3-1 above, even decorative symbols 80 that were not shown (introduced) as candidate symbols in the introductory effect are set to be reach symbols. Based on this premise, when a decorative symbol 80 shown as a candidate symbol in the introductory effect is set as a reach symbol, the probability that the specific reach symbol will lead to a winning outcome (higher jackpot reliability) is set compared to when a decorative symbol 80 that was not shown as a candidate symbol in the introductory effect is set as a reach symbol. In this way, the introductory effect functions as a performance that introduces in advance decorative symbols 80 that will have high reliability if selected as a reach symbol.
[0048] D) Example 1-3-4 (see Figure 11(d) "Non-introduction pattern high reliability setting") The setting is the opposite of that of the above specific example 1-3-3. That is, the setting is such that the probability of a specific reach effect leading to a winning outcome (higher jackpot reliability) is higher when a decorative pattern 80 not shown as a candidate pattern in the introduction effect is set as a reach effect compared to when a decorative pattern 80 shown as a candidate pattern in the introduction effect is set as a reach effect. Because the introduction effect introduces some decorative patterns 80 but not other decorative patterns 80, it gives the impression that the effect is based on the introduced decorative patterns 80. In contrast, by setting a higher reliability when a reach effect is achieved using a decorative pattern 80 that was not introduced, a gameplay feature is realized in which the player's chances are increased by being surprised by the situation. The setting may also be such that when a reach effect is achieved using a decorative pattern 80 that was not introduced, the result of the target win / loss lottery is confirmed to be a jackpot. Furthermore, if doing as in this example, as explained in the above specific example 1-3-2, it is preferable that the decorative pattern 80 shown as a candidate pattern in the introductory performance has a higher probability of being a reach pattern than the decorative pattern 80 not shown as a candidate pattern (the basic (default) is that the introduced decorative pattern 80 is a reach pattern, and if this is not the case, it is considered a "chance up").
[0049] 3) Image production 3-1) Specific operation effects The gaming machine 1 according to this embodiment may execute an operation effect that prompts the player to operate a push button 61 (an effect button), which is one type of operation means 60. Before the operation effect occurs, an image effect, which will be described in detail below, may occur. Hereinafter, the operation effect that occurs after the image effect may be referred to as a specific operation effect. The specific operation effect and image effect may be executed as effects that constitute a variation effect, or may be executed while a variation effect is not being executed, such as during a jackpot game. In this embodiment, an image effect and a specific operation effect may occur as effects that constitute a variation effect. The result of the winning / losing lottery corresponding to the variation effect in which the image effect occurs may be referred to as the target winning / losing lottery result. For clarity, the decorative symbols 80 and reserved symbols are omitted from the drawings illustrating the image effects and specific operation effects.
[0050] The specific operation presentation (see FIG. 13) is executed continuously following the image presentation (see FIG. 12) if it has reached a successful conclusion. It is not executed if the image presentation does not reach a successful conclusion (if it has reached a failed conclusion). In other words, the image presentation can be said to be a branching presentation that determines whether or not the specific operation presentation is executed. In the specific operation presentation, the completed image 25 that is displayed when the image presentation reaches a successful conclusion prompts the operation of the push button 61.
[0051] 3-2) Split image In the image presentation, a plurality of divided images 21 (unit images) are displayed in the display area 911. A successful ending is set when N divided images 21 (N is 2 or more) are displayed to form a completed image 25, which will be described later, and a failed ending is set when the completed image 25 is not formed. In other words, whether or not the completed image 25 is formed determines whether or not the successful ending will occur (whether or not the specific operation presentation will be executed). In this embodiment, N=3.
[0052] Each divided image 21 includes a common element 211 and a separate element 212 that is different from the common element 211 (see FIG. 12). The common element 211 is an image component that is common to (the same as) all divided images 21. In this embodiment, the common element 211 represents the entire push button 61. In other words, from the player's perspective, each divided image 21 appears to have one push button 61. Note that there may be slight differences in the common elements 211 of each divided image 21, as long as they are perceived as the same by the player (as representing one push button 61).
[0053] The separate elements 212 are image components that differ from one another in each divided image 21 (appearing to represent different objects to the player). In this embodiment, the push button 61 is divided into three (N divisions) and these are defined as the separate elements 212 of each divided image 21. Specifically, the image components representing the left, central, and right portions of the push button 61 are defined as the separate elements 212 of each divided image 21 (see FIG. 12 ). In other words, a combination of the separate elements 212 included in all divided images 21 represents one push button 61. In the following description, a divided image 21 including the separate element 212 representing the left portion of the push button 61 may be referred to as a left divided image 21L, a divided image 21 including the separate element 212 representing the central portion of the push button 61 may be referred to as a middle divided image 21C, and a divided image 21 including the separate element 212 representing the right portion of the push button 61 may be referred to as a right divided image 21R. As mentioned above, the common element 211 of each divided element also represents one push button 61, so the combination of the separate elements 212 contained in each of all divided images 21 can be said to represent the same object (push button) as the common element 211 contained in one divided image 21 (a single divided image 21).
[0054] 3-3) Transition from image presentation to specific operation presentation The image presentation in this embodiment progresses until two divided images 21 are displayed, regardless of the ending (successful ending or failure ending). Specifically, first, the left divided image 21L is displayed on the left side of the display area 911 (see FIG. 12(a)), and then the right divided image 21R is displayed on the right side of the display area 911 (see FIG. 12(b)). After this, a teasing presentation occurs to see whether the middle divided image 21C will be displayed at a predetermined position between the left divided image 21L and the right divided image 21R (see FIG. 12(c)). In this embodiment, the middle divided image 21C moves from top to bottom of the display area 911, and a teasing presentation occurs to see whether it will stop at a predetermined position where the common elements 211 of each divided image 21 are aligned horizontally. If the ending is successful, the middle divided image 21C will stop at a predetermined position (see FIG. 12(d-1)). In the case of a failure ending, the middle-divided image 21C does not stop at the predetermined position, but moves out of the display area 911 and appears to disappear (see FIG. 12(d-2)). Note that this form of teasing effect is merely an example. Any form may be used as long as it suggests to the player that the middle-divided image 21C may be displayed at the predetermined position (that the completed image 25 may be constructed). Also, this effect of determining whether the middle-divided image 21C is displayed last is merely an example. In other words, the display order of the divided images 21 can be changed as appropriate (the display order may be configured to change each time an image effect is displayed). In the case of a failure ending, the image effect ends, and the specific operation effect is not executed. In this embodiment, it is announced that the result of the target win / loss lottery is a loss (a failure ending = a confirmed loss). On the other hand, in the case of a success ending, there is a possibility that the result of the target win / loss lottery is a jackpot. From this, it can be said that a success ending is more advantageous to the player than a failure ending.
[0055] When a successful ending is reached, the separate elements 212 contained in each of the three divided images 21 are combined (united) to form a completed image 25 (see FIG. 13(a)). As described above, the separate elements 212 of each divided image 21 represent the left, central, and right portions of the push button 61. Therefore, the completed image 25 formed by combining these separate elements represents a single push button 61. In other words, the completed image 25 represents the same object as the common element 211 contained in a single divided image 21. Note that "representing the same object" does not require that the completed image 25 formed by combining the separate elements 212 and the common element 211 be exactly the same. The two may differ in appearance as long as the player can intuitively understand that they represent the same object. Furthermore, in this embodiment, the "object" is a tangible object, such as a button, but it may also be an intangible object (concept), such as a presentation effect.
[0056] In this embodiment, the formation of the completed image 25 triggers the deletion of the common element 211 included in each divided image 21 (see FIG. 13(a)). That is, when the three divided images 21 are displayed, three push buttons 61, which are the common element 211, are displayed, but the formation of the completed image 25 triggers the deletion of the push button 61, which is the common element 211 (leaving only the push button 61 represented by the completed image 25 remaining).
[0057] Thereafter, a specific operation presentation is executed. Specifically, a completed image 25 constructed by the image presentation is used to prompt the operation of the push button 61 represented by the completed image 25 (see FIG. 13(b)). The specific form of the specific operation presentation may be any. In this embodiment, the result of the specific operation presentation is shown when the push button 61 is operated once during the valid operation period. The result may suggest the reliability of the jackpot in the target winning / losing lottery result (see FIG. 13(c)), or may show the target winning / losing lottery result itself (a configuration in which the branch immediately before the winning / losing result is determined is a specific operation presentation) (not shown).
[0058] In this way, the image presentation is a presentation in which whether or not the separate elements 212 included in the N divided images 21 are combined to form a completed image 25 representing one push button 61 determines whether or not the presentation transitions to a specific operation presentation. However, because the separate elements 212 of the divided images 21 represent parts of the push button 61, it is difficult to tell what they represent just by looking at them (in the presentation mode such as the reference example shown in FIG. 14 , it is difficult to tell that they represent parts of a push button). However, in this embodiment, it is easy to understand that the common element 211 included in each of the divided images 21 represents one push button 61, and therefore it is possible to sense from the common element 211 that the image presentation may be a presentation in which the push button 61 may be formed in the future. In other words, the action of the common element 211 makes the "goal" of the image presentation easier to understand.
[0059] The following describes specific examples in which the above image rendering-related matters are 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.
[0060] 〇Specific example 2-1 In the above embodiment, it was explained that the completed image 25 is constructed by combining the separate elements 212 of N divided images 21, and that the object represented by the completed image 25 and the object represented by the common element 211 are the same (push button 61), but what is constructed by the separate elements 212 is not limited to an image (completed image 25).
[0061] The separate element 212 included in one divided image 21 is one or more characters. For example, the separate element 212 of the left divided image 21L is the character "bo", the separate element 212 of the middle divided image 21C is the character "ta", and the separate element 212 of the right divided image 21R is the character "n" (see FIG. 15). Furthermore, the common element 211 included in each divided image 21 represents one push button 61, as in the above embodiment. By doing so, when the image presentation reaches a successful conclusion, a character string is formed by combining the separate elements 212 included in each of the three divided images 21. In the above example, a character string that can be read as "button" from left to right is formed (see FIG. 15(d-1)). This character string represents the same object as the common element 211 included in a single divided image 21, that is, "button" (push button 61). In this way, the separate elements 212 included in each divided image 21 can also be characters that form part of the “name” of the common element 211 .
[0062] In addition, when an image effect is made up of a character string as in this example, a specific operation effect can be made using the character string. That is, since the character string "button" is made up as described above, the specific operation effect is made up of the character string "button" and displays "Press the button!" (see FIG. 16(b)).
[0063] The specific operation presentation can also be a presentation in which an operation is prompted using the common elements 211. Since each of the common elements 211 represents one push button 61, a change occurs in which these elements become one (are combined) (see FIG. 16(a)), and this is used to provide a specific operation presentation in which the operation of the push button 61 is prompted (see FIG. 16(b)). Note that even in the case of an image presentation in which a completed image 25 is constructed as in the above embodiment, a configuration in which an operation request is made using such common elements 211 can also be provided.
[0064] 〇Specific example 2-2 Although the image effects in the above embodiment have been described as suggesting the occurrence of an operation effect (specific operation effect), they can also be used to suggest other effects. For example, by using an image effect in which a divided image 21 like the one below is displayed, it can be used to suggest the occurrence of a battle effect in which a player's character and an enemy character fight.
[0065] Each divided image 21 includes the letters "VS" (short for "versus") as a common element 211. Furthermore, left divided image 21L includes the letter "ba" as a separate element 212, middle divided image 21C includes the letter "to" as a separate element 212, and right divided image 21R includes the letter "ru" as a separate element 212 (see FIG. 17). When the image presentation reaches a successful conclusion, the letters "battle" are formed by the separate elements 212 (see FIG. 17(d-1)), and a transition to a battle presentation occurs (see FIG. 18). Furthermore, since the common element 211 "VS" can be understood to represent a "battle" (fight), it can be understood that the occurrence of a "battle" is suggested from only one divided image 21 (one common element 211).
[0066] In this example, the execution of the battle effect may be indicated by using the character string "battle" formed by combining the separate elements 212 of each divided image 21. For example, it may be displayed as "battle begins" (see FIG. 18(b)).
[0067] It is also preferable to indicate the execution of a battle effect by the common elements 211. Each of the common elements 211 represents the letters "VS," so a change occurs in which they become one (combine) (see FIG. 18(a)), and this is used to create a battle effect indicating that a battle is about to occur between the player's character and the enemy's character (see FIG. 18(b)).
[0068] 〇Specific example 2-3 As in the above specific example 2-2, a battle effect may occur after an image effect, and the image effect may suggest a character that will appear in the battle effect. For example, each divided image 21 may contain separate elements 212 that represent the enemy character that will appear in the battle effect, and each divided image 21 may contain a common element 211 that represents the name of the enemy character (in the example of FIG. 19, the name is "boss") (see FIG. 19). When a successful ending is reached, an image of the enemy character (completed image 25) is constructed by combining the separate elements 212 of each divided image 21 (see FIG. 20(a)).
[0069] In this example, the execution of the battle performance may be indicated using an image of an enemy character (completed image 25) formed by combining the separate elements 212 of each divided image 21. In other words, a display may be made to show the player that the character appearing in the battle performance (the character to be defeated) is the character represented by the completed image 25 (see FIG. 20(b)).
[0070] It is also advisable to indicate the name of a character that appears in the battle performance by using the common elements 211. Each of the common elements 211 represents the character "boss," which is the name of a character (character to be defeated) that appears in the battle performance, so a change occurs in which these become one (combine) (see FIG. 20(a)), and this is used to indicate that the character that appears is named "boss" (see FIG. 20(b)).
[0071] 〇Specific example 2-4 The probability that the target lottery result is a jackpot is suggested by the aspect of the common element 211. For example, the probability that the image presentation will lead to a successful conclusion is suggested by the aspect of the common element 211.
[0072] For example, as in the above embodiment, the common element 211 represents a "push button." The common element 211 can be configured to take a first form (see FIG. 21(a)) representing a push button 61 that is white overall, or a second form (see FIG. 21(b)) representing a push button 61 that is red overall, and the second form is set to be more likely to result in a successful outcome than the first form. Whether the common element 211 is in the first form or the second form, there is no difference in the separate element 212 (the separate element 212 does not suggest reliability).
[0073] Since it is difficult to understand what the separate element 212 represents by itself, even if reliability is suggested by the color or the like of the separate element 212, it will be difficult to understand (the player may not realize that reliability is being suggested). On the other hand, the common element 211, unlike the separate element 212, can be understood as an object (push button) expressed by itself, so it is sufficient to suggest reliability using the common element 211 (this will result in an easy-to-understand suggestion of reliability).
[0074] 〇Specific example 2-5 The type of operation means 60 for which an operation request is made in the specific operation presentation can be changed each time. For example, a first specific operation presentation may occur in which a first operation means 61 (push button) is operated, and a second specific operation presentation may occur in which a second operation means 62 (see FIG. 1) different from the first operation means 61 is operated.
[0075] Accordingly, a first image effect and a second image effect may occur. If the first image effect results in a successful conclusion, a first specific operation effect occurs, and if the second image effect results in a successful conclusion, a second specific operation effect occurs. In other words, multiple types of image effects may occur depending on the type of effect executed following the image effect. The first specific operation effect prompts the player to operate the first operation means 61 (push button). Therefore, the first image effect displays a divided image 21 including a common element 211 that alone represents the first operation means 61 (push button) and a separate element 212 that will represent the first operation means 61 (push button) when the completed image 25 is formed (see Figures 12 and 13). The second specific operation effect prompts the player to operate the second operation means 62. Therefore, the second image effect displays a divided image 21 including a common element 211 that alone represents the second operation means 62 and a separate element 212 that will represent the second operation means 62 when the completed image 25 is formed (see Figure 22 (showing the flow after the transition to a successful conclusion)). In this way, the image presentation functions as a hint in advance as to which operating means 60 an operation request may be made from in the future.
[0076] In this example, it is preferable to set the reliability of the jackpot result of the target win / loss lottery to be higher when the first specific operation effect or the second specific operation effect occurs than when one of them occurs. For example, the reliability of the jackpot is set to be higher when the second specific operation effect occurs than when the first specific operation effect occurs. By doing so, there is more hope for a jackpot in a successful outcome when the second image effect occurs than when the first image effect occurs, and therefore a gameplay in which the player will more strongly desire a successful outcome when the second image effect occurs is realized.
[0077] 〇Specific example 2-6 It is assumed that an image effect (special image effect) in which there is a "contradiction" between the common element 211 and the separate element 212 (a combination of the separate elements 212) may occur. For example, as explained in the above specific example 2-5, it is assumed that different operation means 60 (first operation means 61 and second operation means 62) are provided, and an image effect (special image effect) may occur in which one of the common element 211 and the separate element 212 (a combination of the separate elements 212) represents the first operation means 61, while the other represents the second operation means 62 (see FIG. 23).
[0078] By doing this, when only some of the divided images 21 are displayed (especially when only one divided image 21 is displayed (see Figure 23(a))), the content (operation means) represented by the separate element 212 contained in that divided image 21 is not clear, so the player assumes that he will be prompted to operate the operation means 60 represented by the common element 211.However, as the number of divided images 21 displayed increases and the player grasps the operation means 60 (completed image 25) composed of the separate elements 212, the player realizes that the operation means 60 represented by the common element 211 and the operation means 60 represented by the separate element 212 are different (contradictory), resulting in an unexpected presentation.
[0079] Although not shown, the specific operation effect executed after the special image effect may prompt the operation of the first operation means 61, or may prompt the operation of the second operation means 62. Also, it may be configured so that the operation of the operation means 60 represented by the common element 211 is prompted, or the operation of the operation means 60 represented by the separate element 212 is prompted. Furthermore, the special image effect may be configured to occur as a confirmation effect (premium effect) that confirms that the target win / loss lottery result will be a jackpot (a setting in which a "contradiction" between the common element 211 and the separate element 212 confirms the jackpot).
[0080] 〇Specific example 2-7 In the above embodiment, it has been explained that a specific operation effect occurs when the image effect reaches a successful conclusion, that is, even if an image effect occurs, it is not necessarily the case that a specific operation effect will occur thereafter, but it is also possible to make a specific operation effect occur whenever an image effect occurs. In other words, the image effect may be configured to notify an effect that will occur later by using the common element 211 or a divided element (combined divided elements).
[0081] 3) 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.
[0082] 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.
[0083] 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").
[0084] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0085] ·Means 1-1 A gaming machine comprising: a display means having a display area where a plurality of types of decorative symbols are displayed; a specific reach effect execution means for executing a specific reach effect in which two of the same types of decorative symbols are displayed as reach symbols in different locations in the display area; and an introduction effect execution means for executing an introduction effect in which, prior to the specific reach effect, two or more types of candidate symbols which are at least a part of the plurality of types of decorative symbols which have the possibility of becoming the reach symbols are displayed one by one in order. In the gaming machine, decorative symbols (candidate symbols) that have the potential to become reach symbols are displayed one by one in the introductory performance, making it easy to understand the flow leading up to the specific reach performance.
[0086] ·Means 1-2 The decorative pattern that is the candidate pattern includes a main element portion that indicates its type and a sub-element portion that accompanies the main element portion, and in the introduction performance, a name that represents the sub-element portion of the candidate pattern is displayed. By doing this, the names of the sub-element parts of each decorative pattern (candidate pattern) can be understood from the introduction performance.
[0087] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the specific reach effect is a battle effect in which a character on the player's side fights a character on the enemy's side opposing it, and the character represented by the secondary element part of the decorative pattern that is the reach pattern is one of the character on the player's side and the character on the enemy's side. In this way, the introductory performance will be a performance that introduces characters who may appear in the battle performance in advance.
[0088] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the probability that the specific reach performance will lead to an outcome advantageous to the player differs between the occurrence of the specific reach performance in which one of the two or more candidate patterns shown in the introduction performance is the reach pattern and the occurrence of the specific reach performance in which the decorative pattern different from any of the two or more candidate patterns shown in the introduction performance is the reach pattern. This results in a presentation form in which the player will pay attention to whether or not the decorative symbol shown in the introductory presentation becomes a reach symbol.
[0089] ·Means 2-1 A gaming machine capable of executing an image presentation in which N (N is 2 or more) divided images can be displayed, wherein each of the divided images includes a common element that is common to all of the divided images and a separate element that is different from the common element, and the combination of the separate elements included in each of the N divided images represents the same object as the common element included in a single divided image. According to the gaming machine, it is possible to provide an easy-to-understand image presentation that allows the player to understand in advance what "something made up of a combination of different elements" is, which would be difficult to grasp unless all N divided images are collected, by using the common elements.
[0090] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the completed image formed by combining the different elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common element provides a pre-suggestion of the completed image that will be formed by combining the separate elements.
[0091] ·Means 2-3 The gaming machine described in means 2-1 is characterized in that the different elements are one or more characters, and the character string formed by combining the different elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common element indicates in advance what the character string formed by combining the different elements represents (for example, what the name represents). [Explanation of symbols]
[0092] 1. Gaming machines 10 Name Image 21 split images (21L left split image, 22C middle split image, 22R right split image) 211 Common Elements 212 Other Elements 25 Finished image 60 Operation means (61 First operation means (push button) 62 Second operation means) 80 decorative pattern (80m main element part, 80s sub-element part) 91 Display device 911 Display area
Claims
[Claim 1] a display means having a display area on which a plurality of decorative patterns are displayed; a specific reach effect execution means for executing a specific reach effect in which two of the decorative symbols of the same kind are displayed as reach symbols at different positions in the display area; an introduction performance execution means for executing an introduction performance in which, prior to the specific reach performance, two or more candidate symbols that are at least a part of the plurality of types of decorative symbols that may become the reach symbol are displayed one by one in order; Equipped with A gaming machine characterized in that the probability that the specific reach performance will lead to an outcome advantageous to a player differs between the occurrence of the specific reach performance in which one of the two or more candidate patterns shown in the introduction performance is the reach pattern and the occurrence of the specific reach performance in which the decorative pattern different from any of the two or more candidate patterns shown in the introduction performance is the reach pattern.
Citation Information
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