gaming machines
The gaming machine improves entertainment value by using decorative symbols with a win/lose lottery and progression effects, offering engaging gameplay through variable patterns and increased event probabilities, enhancing player experience.
Patent Information
- Application Number
- JP2022113900
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-15
- Publication Date
- 2025-10-10
- Estimated Expiration
- 2042-07-15
AI Technical Summary
Existing gaming machines lack innovative ways to enhance entertainment value through decorative symbols.
A gaming machine that utilizes decorative symbols with a win/lose lottery system, variable decorative pattern groups, and a progression effect where the probability of advantageous events increases with each stage progression, featuring a win/lose lottery means, announcement means, and effect execution means.
Enhances gameplay entertainment value by providing unpredictable and engaging experiences with decorative symbols, including target preview and corresponding effects, increasing player engagement and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is known a gaming machine capable of executing a so-called same-color chance effect in which a combination of decorative symbols of the same color is displayed (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-130395 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 improve the entertainment value of the game by utilizing decorative symbols. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises: a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information obtained when a gaming ball enters a starting area; an announcement means for variably displaying a plurality of decorative pattern groups, each of which includes a plurality of types of decorative pattern, and then announcing the win / lose lottery result by a pattern combination that is a combination of decorative patterns selected from each of the plurality of decorative pattern groups; and an effect execution means for executing a progression effect that is divided into a plurality of stages, and the more the stage progresses, the higher the probability that an event advantageous to the player will occur, and is characterized in that the progression effect is an effect in which there is a possibility of the stage progressing each time a decorative pattern selected from one of the plurality of decorative pattern groups is displayed. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the entertainment value of the game by utilizing decorative symbols. [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] A diagram for explaining the state of reserved patterns. [Figure 5] This is a diagram showing an example of a target preview effect and a corresponding effect. [Figure 6] FIG. 5 is a diagram showing an example of a target preview effect and a corresponding effect (continuation of FIG. 5). [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-3 (continuation of FIG. 9). [Figure 11] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 12] FIG. 10 is a diagram for explaining specific example 1-5. [Figure 13] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 14] 10A and 10B are diagrams for explaining stage images (each stage of the progression presentation). [Figure 15] A figure showing an example of a progression presentation in which the third stage is the final stage. [Figure 16] A figure showing an example of a progression presentation in which the second stage is the final stage. [Figure 17] FIG. 10 is a diagram showing an example of a progression presentation in which the first stage is the final stage. [Figure 18]FIG. 10 is a diagram for explaining specific example 2-1. [Figure 19] 10A is a diagram for explaining specific example 2-2, and FIG. 10B is a diagram for explaining specific example 2-3. [Figure 20] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 21] FIG. 10 is a diagram for explaining specific example 2-6. [Figure 22] FIG. 10 is a diagram illustrating a normal mode and a specific mode. [Figure 23] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 25] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 26] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 27] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 28] FIG. 10 is a diagram for explaining specific example 3-6. 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" (except when in a specific mode, the details of which will be described later). 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 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 (approximately 1 / 319 in this embodiment) and a low-base state (low probability, no time-saving feature) 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 / 50 in this embodiment) and a high-base state (high probability, time-saving feature) 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] 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.
[0022] 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).
[0023] 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.
[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] Hereinafter, the effects and the like (contents and controls of the effects) that can be executed by the gaming machine 1 according to the present embodiment will be described. Note that only a part of the effects and the like described below may be configured to be executable. In addition, in some of the drawings for explaining the effects and the like, the illustration of the reserved symbol 70 and the decorative symbol 80 may be omitted.
[0026] 2) Target preview effect and corresponding effect 2-1) Target preview effect In the normal gaming state, the gaming machine 1 according to the present embodiment may generate a target preview effect and a corresponding effect as effects that constitute the same variable effect (variation). However, it may be possible to occur as an effect that constitutes the variable effect in the special gaming state.
[0027] The target preview effect is to announce that a target event will occur in the same variation before the target event occurs. In the present embodiment, the event that the ally character (indicated by attaching the character "taste" in the drawing), which is a character on the player's side, transforms into a predetermined form (see FIGS. 6(b) and (c)) is defined as the target event. The target event occurs only in some variations that satisfy a predetermined condition, and does not occur every variation. Also, in the variation in which the target event occurs, the probability (big win reliability) that the win / loss lottery result is a big win is higher than in the variation in which the target event does not occur. That is, it can be said that the target event is a kind of so-called chance-up (effect). Also, the target event may occur even if the target preview effect does not occur in advance. That is, it is not the case that it will not occur if the target preview effect is not executed in the same variation.
[0028] The target preview effect is such that an image (preview image 10) including a name suggesting the target event is displayed in the display area 911. The name suggesting the target event may be such that a player who has been playing the game continuously for a certain period of time can feel that it refers to the event. In the present embodiment, a preview image 10 including the character "transform" is displayed (see FIG. 5(b)).
[0029] The timing of the target advance notice effect to occur may be any timing as long as it occurs before the target event occurs. In this embodiment, the target advance notice effect occurs immediately after or simultaneously with the start of the change (see FIG. 5(a)). When a player sees this, they can sense that the target event (transformation of an ally character) will occur due to this change.
[0030] 2-2) Corresponding effects and their candidate effects (suggested effects) The corresponding effect occurs in accordance with the timing of the occurrence of the target event when the target event occurs (the corresponding effect is a different effect from the occurrence of the target event). As long as the player can sense that the corresponding effect is being executed at the same time as the target event occurs, it is acceptable for the timing of the occurrence of the target event and the execution timing (start timing) of the corresponding effect to be slightly different. The corresponding effect may be any effect that suggests the reliability of a jackpot. The corresponding effect in this embodiment is a so-called reserve change effect in which the state of the reserved pattern 71 changes during the change.
[0031] As shown in FIG. 4 , the reserved symbol 70 has a plurality of special modes 70s, which are different from the normal mode 70n and indicate a higher reliability of the corresponding winning / losing lottery result than the normal mode 70n. In this embodiment, the special modes 70s include a first special mode 71s that displays a “blue” color, a second special mode 72s that displays a “green” color, a third special mode 73s that displays a “red” color, and a fourth special mode 74s that displays a “rainbow” color (the colors of the special modes 70s are indicated by letters in the drawings). The special modes 70s have decreasing reliability in the order of the first special mode 71s, the second special mode 72s, the third special mode 73s, and the fourth special mode 74s (the first special mode 71s has the lowest reliability, and the fourth special mode 74s has the highest reliability). In this embodiment, when the fourth special mode 74s is displayed, the corresponding winning / losing lottery result is determined to be a winning jackpot. The hold change effect that can occur as the corresponding effect is an effect in which the state of the hold pattern 70 changes in a direction that increases the reliability.
[0032] During the same fluctuation as the fluctuation that causes a specific event, but before the specific event occurs (i.e., before the corresponding effect occurs), a suggestive effect is executed. The suggestive effect suggests in advance "candidates" (candidate effects) that may occur as the corresponding effect. In this embodiment, "candidates" for the state of the currently changing pending symbol 71 after the change are displayed in advance. For example, if the suggestive effect suggests three "candidates," namely, a first special state 71s, a second special state 72s, and a third special state 73s, a suggestive effect is executed in which a first candidate image 151 including a portion representing "blue" that symbolizes the first special state 71s, a second candidate image 152 including a portion representing "green" that symbolizes the second special state 72s, and a third candidate image 153 including a portion representing "red" that symbolizes the third special state 73s are displayed (see FIGS. 5(c) to 6(b)). The number and combination (pattern) of candidate images 15 may be configured to change with each suggestive effect, or may be configured to remain the same each time. Although not shown, a fourth candidate image corresponding to the fourth special aspect 74s may be displayed.
[0033] In this embodiment, when the suggestion effect is being executed, these candidate images 15 are displayed separately from the reserved pattern 70. Each candidate image 15 may include an element that represents the appearance of the corresponding changed reserved pattern 70 (special appearance 70s) itself, but is assumed to include another element in addition to that element. This is because if it only includes an element that represents the special appearance 70s itself, there is a high risk that the candidate image 15 itself will be mistaken for the reserved pattern 70. In this embodiment, the candidate image 15 includes not only an element that represents the appearance of the changed reserved pattern 70 itself, but also an element such as a case (box) that surrounds it.
[0034] In the suggestive effect, the plurality of candidate images 15 are displayed in the display area 911 so as to change over time. In this embodiment, the plurality of candidate images 15 are arranged horizontally and are displaced horizontally (see FIGS. 5(c) to 6(b)). That is, the direction in which the plurality of candidate images 15 are arranged and the direction in which they change are substantially the same. Furthermore, the plurality of candidate images 15 are displaced while maintaining their relative positional relationship with the other candidate images 15. The suggestive effect in this embodiment suggests a candidate for a reserve change effect (future state of the changing reserved pattern 71) that occurs as a corresponding effect, and therefore the candidate pattern is displayed in the vicinity of the reserved pattern 70 (in this embodiment, the reserved pattern 70 is displayed along the lower edge of the display area 911, and therefore the candidate pattern is displayed in an area lower than the vertical center of the display area 911).
[0035] It is predetermined which of the multiple candidate effects will occur as the corresponding effect. In other words, since the corresponding effect is a reserve change effect that changes the state of the currently changing reserved pattern 71 in a direction that increases the reliability, it is determined internally in advance (in a manner that is not apparent to the player) which state (hereinafter referred to as the post-change state) the currently changing reserved pattern 71 will be in, based on whether the winning / losing lottery result corresponding to the currently changing reserved pattern 71 is a jackpot or not.
[0036] In the suggestion effect, the speed of movement of the candidate image 15 (hereinafter also referred to as the selected candidate image 15s) corresponding to the internally determined post-transformation state is adjusted so that it is positioned at a predetermined position at a specified timing. For example, when the third special state 73s is the post-transformation state, the speed of movement of the candidate image 15 is adjusted so that the third candidate image 153 is positioned at a predetermined position at a specified timing. The specified timing is the timing at which the target event occurs, that is, in this embodiment, the timing at which the image of the ally character transforms is displayed (a slight deviation is acceptable as long as the player can sense that this is the same timing as the timing at which the specific event occurs) (see FIG. 6(b)).
[0037] Moreover, the predetermined position is near the currently changing reserved pattern 71 (above the currently changing reserved pattern 71 in this embodiment). In other words, the candidate image 15 located at the predetermined position is closer to the currently changing reserved pattern 71 than any of the pre-changing reserved patterns 72 (see FIG. 6(b)). Since the corresponding effect is a reserve change effect in which the state of the currently changing reserved pattern 71 changes, the currently changing reserved pattern 71 is accompanied by the selected candidate image 15s at a specified timing. In other words, at the specified timing, one of the multiple candidate images 15 (selected candidate image 15s) is displayed at a position closer to the currently changing reserved pattern 71 than the other candidate images 15.
[0038] Furthermore, the predetermined position in this embodiment is also the position where the candidate image 15 overlaps the preview image 10. In other words, when the candidate image 15 is positioned at the predetermined position, at least a portion of the preview image 10 is covered by the candidate image 15 positioned at the predetermined position (see FIG. 6(b)). In other words, the preview image 10 also functions as an indicator of the predetermined position.
[0039] In the suggestion effect of this embodiment, the multiple types of candidate images 15 are displaced so that they reach a predetermined position in order of the reliability of the corresponding special mode 70s. Just before the candidate image 15 reaches the predetermined position, a teasing effect is generated to suggest that the displacement of the candidate image 15 may stop there (see FIGS. 5(d) and 6(a)). Various specific embodiments of this teasing effect are conceivable. It is conceivable that the displacement speed of a certain type of candidate image 15 may decrease just before it reaches the predetermined position, or that the candidate image 15 that is closest to the predetermined position may be made more noticeable than the other candidate images 15 (for example, the candidate image 15 that is closest to the predetermined position may be made to emit light). Such teasing effect occurs one or more times, and when the selected candidate image 15s reaches the predetermined position, the displacement of the candidate image 15 ends (i.e., the suggestion effect ends).
[0040] When the selection candidate image 15s reaches a predetermined position, a target event occurs. In this embodiment, an image of the ally character transforming is displayed in the display area 911. At the same time, the changing reserved pattern 71 changes to the special pattern 70s corresponding to the selection candidate image 15s. For example, if it is internally determined in advance that the third special pattern 73s will be the post-change pattern, the third candidate image 153 is displayed in a predetermined position at a specified timing (see FIG. 6(b)), and then a corresponding reserve change effect occurs in which the changing reserved pattern 71 changes to the third special pattern 73s (see FIG. 6(c)). This reserve change effect is an effect form that emphasizes that it occurred as a result of the selection candidate image 15s stopping at a predetermined position. In this embodiment, a part of the selection candidate image 15s (an element representing the "color" of the reserve after the change) is displaced toward the changing reserved pattern 71, making it appear as if the selection candidate image 15s is integrated with the changing reserved pattern 71, and then the state of the changing reserved pattern 71 changes.
[0041] In this embodiment, after the target event occurs, a super reach effect is executed in which the transformed ally character and the enemy character fight (see FIG. 6(d)). Although not shown, if the result of the lottery is a jackpot, the ally character will win, and if it is a miss, the ally character will lose.
[0042] In this way, when the occurrence of a target event is predicted by a target preview effect (display of preview image 10), the gaming machine 1 of this embodiment not only causes the target event to occur, but also generates a corresponding effect in accordance with the timing of the occurrence of the target event, thereby realizing an interesting gameplay.
[0043] Furthermore, as in this embodiment, if a suggestion effect is executed that suggests multiple types of candidate effects that may occur as corresponding effects, it is possible to enjoy predicting in advance which of the multiple candidate effects will occur when the target event occurs.
[0044] In particular, in this embodiment, a candidate effect corresponding to the candidate image 15 located at a predetermined position at the time of occurrence of the target event is executed as the corresponding effect, so that the player can enjoy predicting which candidate effect will be executed as the corresponding effect while anticipating the time of occurrence of the target event.
[0045] Below, we will explain specific examples in which the above-mentioned target preview effects and corresponding 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.
[0046] 〇Specific example 1-1 The target preview performance is configured to show not only the target event, but also a pre-event that occurs before the target event occurs. Specifically, the preview image 10 includes a name that suggests the target event as well as a name that suggests the pre-event (see FIG. 7(a)). In a variation in which the target preview performance occurs, the target event will occur after the pre-event occurs. It is preferable that the preview image 10 include an element indicating that the pre-event occurs before the target event. For example, by including an "arrow" pointing from the name of the pre-event to the name of the target event, it is easy to understand that the pre-event occurs before the target event. Note that in variations in which the target preview performance is not executed, the occurrence of the pre-event does not necessarily mean that the target event will occur. In other words, the pre-event does not guarantee the occurrence of the target event, and variations in which the pre-event occurs but the target event does not occur are possible.
[0047] The pre-event may be any event that can occur before the target event. For example, if the target event is the transformation of an ally character as described in the above embodiment and the target event can occur after a reach is achieved, a preview image 10 (see FIG. 7(a)) containing the names "transformation" representing the target event and "reach" representing the pre-event is displayed. After the target preview performance, the pre-event "reach" is achieved (see FIG. 7(b)), and then the target event, "transformation" of the ally character, occurs (see FIG. 7(c)). A corresponding performance is also generated in accordance with the timing of the target event (see FIG. 7(d)).
[0048] By doing as in this example, the target preview effect (preview image 10) not only predicts that the target event will occur, but also that a pre-event will occur before that, making it easier to predict the timing of the target event. The timing of the target event occurrence is an element that determines the content of the corresponding effect (the type of candidate effect executed as the corresponding effect) and is something that the player should pay attention to, but because the pre-event is predicted to occur before the target event occurs, after the pre-event occurs, the player can enjoy the effect knowing that the target event is about to occur.
[0049] 〇Specific example 1-2 The target preview performance is configured to show not only the target event but also the subsequent event that will occur after the target event occurs. Specifically, the preview image 10 includes a name that suggests the target event as well as a name that suggests the subsequent event (see FIG. 8(a)). In a variation in which the target preview performance occurs, the subsequent event will occur after the target event occurs. It is preferable that the preview image 10 include an element that indicates that the subsequent event will occur after the target event. For example, by including an "arrow" pointing from the name representing the target event to the name representing the subsequent event, it is easy to understand that the subsequent event will occur after the target event. Note that in a variation in which the target preview performance is not executed, the subsequent event does not necessarily occur even if the target event occurs. In other words, the target event does not guarantee the occurrence of the subsequent event, and a variation in which the target event occurs but the subsequent event does not occur is possible.
[0050] The subsequent event may be any event that can occur after the target event. For example, as described in the above embodiment, if the target event is the transformation of an ally character, and one of multiple types of super reach effects (SP) occurs after the target event, one of the multiple types of super reach effects may be displayed as the subsequent event. That is, a preview image 10 including "transformation" representing the target event and a name representing one of the multiple types of super reach effects (for example, a name such as "XX SP") is displayed (see FIG. 8(a)). After the target preview effect, the "transformation" of the ally character, which is the target event, occurs (see FIG. 8(b)). A corresponding effect also occurs in accordance with the timing of the occurrence of the target event (see FIG. 8(c)). After that, the super reach effect (an effect named "XX SP"), which is the subsequent event, occurs (see FIG. 8(d)).
[0051] By doing as in this example, the target preview effect (preview image 10) not only predicts that the target event will occur, but also that a subsequent event will occur later, resulting in a gameplay that allows players to know in advance what will happen after the target event occurs.
[0052] 〇Specific example 1-3 The target preview performance (preview image 10) shows both the pre-event described in Specific Example 1-1 above and the post-event described in Specific Example 1-2 above. In other words, the events that occur before and after the target event occur are shown in advance in the fluctuation that triggers the target preview performance. The preview image 10 preferably includes an element indicating that the pre-event occurs before the target event and an element indicating that the post-event occurs after the target event. For example, it may include an "arrow" pointing from the pre-event to the post-event, and the target event may be shown between the pre-event and the post-event (see FIG. 9(a)). After the target preview performance begins (see FIG. 9(a)), the pre-event (see FIG. 9(b)), the target event (see FIG. 10(a)), and the post-event (see FIG. 10(c)) will occur in this order in the same fluctuation.
[0053] In this example, the preview image 10 looks like a signboard at a "station" (a signboard including the name of the station where the signboard is installed and the names of the stations before and after it) (see FIG. 9(a)). Therefore, the suggestive effect should be something that represents a "train." For example, a suggestive effect is executed in which a train, with the candidate image 15 representing "freight," is moving (see FIGS. 9(b) to 10(a)). Then, a corresponding effect of a type corresponding to the candidate image 15 (selected candidate image 15s) representing "freight" that was located in a predetermined position at the time the target event occurred (see FIG. 10(a)) is generated (see FIG. 10(b)). In this way, an interesting presentation form is achieved in which the target preview effect in which the preview image 10 representing the "station" signboard is displayed and the suggestive effect in which multiple candidate images 15 representing "trains" are displayed are related.
[0054] 〇Specific example 1-4 The target event to be predicted by the target prediction effect may be changed each time. In other words, one of multiple candidate events (multiple events that can occur during the variable effect) is set as the target event. Since the timing of the occurrence of the target event varies depending on the content of the target event, the timing of the corresponding effect to occur also varies depending on the content of the target event, realizing a gameplay feature.
[0055] When a target preview performance is configured to display a pre-event or a post-event as described in the above specific examples 1-1 to 1-3, the pre-event or post-event will differ depending on the event selected as the target event. Furthermore, a certain event may be displayed as a target event, or as a pre-event or post-event. For example, in the case of a target preview performance in which a preview image 10 showing a pre-event, a target event, and a post-event is displayed as in specific example 1-3, four or more candidates that can be displayed as these events are provided. The timing at which these events can occur in a single change is determined. For example, five types of events are considered candidates, in order of earliest possible occurrence: Event A, Event B, Event C, Event D, and Event E (see FIG. 11(a)). In such a case, the target preview presentation can be any of the following preview images 10, in which "event A is the preceding event, event B is the target event, and event C is the subsequent event" (see Figure 11(b-1)), "event B is the preceding event, event C is the target event, and event D is the subsequent event" (see Figure 11(b-2)), or "event C is the preceding event, event D is the target event, and event E is the subsequent event" (see Figure 11(b-3)).
[0056] 〇Specific example 1-5 In the above embodiment, the suggestion effect is explained as one in which a plurality of types of candidate images 15 change over time, and a candidate effect corresponding to the candidate image 15 (selected candidate image 15s) that is located at a predetermined position at the timing of occurrence of the target event is generated as a corresponding effect, but a configuration different from the above embodiment is also possible as long as which of the plurality of types of candidate images 15 has been selected (which has become the selected candidate image 15s) is displayed in association with the timing of occurrence of the target event. For example, the following configuration is conceivable.
[0057] As suggestive effects, multiple types of candidate images 15 are displayed, indicating candidate effects that may occur as corresponding effects (see FIG. 12(a)). One of the multiple types of candidate images 15 is in an emphasized state, being more emphasized (made more conspicuous) than the other candidate images 15. For example, when a cursor C is placed on one of the candidate images 15, that candidate image 15 is emphasized (see FIG. 12(b)). Other conceivable methods for creating an emphasized state include making one of the candidate images 15 brighter than the other candidate images 15, or displaying one candidate image 15 in color while displaying the other candidate images 15 in monochrome.
[0058] In the suggestion effect (before the target event occurs), the highlighted candidate image 15 changes over time (see FIG. 12(b)). Then, a candidate effect corresponding to the highlighted candidate image 15 (see FIG. 12(c)) at the timing of the target event occurs is generated as a corresponding effect (see FIG. 12(d)). In other words, the cursor C stops at the timing of the target event, and the candidate effect on which the cursor C is positioned actually occurs as a corresponding effect. If the change in the highlighted candidate image 15 is considered to be like a "roulette," the timing at which the roulette stops is the timing at which the target event occurs, and this is a performance form in which the timing at which the roulette stops is considered to be the timing at which the target event occurs.
[0059] 〇Specific example 1-6 Although the corresponding effect in the above embodiment has been described as a different effect from the target event, it is assumed that something related to the target event occurs as the corresponding effect. For example, the target event is a comprehensive concept (superordinate concept) of multiple candidate effects, and the corresponding effect, which is one of the multiple candidate effects, is a specific embodiment (subordinate concept) of the target event.
[0060] As in the above embodiment, the target event is assumed to be the transformation of an ally character. The transformation modes are provided as a mode of transformation into a "blue" character, a mode of transformation into a "green" character, and a mode of transformation into a "red" character (FIG. 13(c) shows the mode of transformation into a "red" character). When the target event occurs, one of these modes is assumed to be used. Each of these modes is set as a candidate effect, and one of them is assumed to actually occur as the corresponding effect. That is, three candidate images 15 corresponding to each of the three modes—"candidate effect 'Blue'" for transformation into a "blue" character, "candidate effect 'Green'" for transformation into a "green" character, and "candidate effect 'Red'" for transformation into a "red" character—are displayed (see FIG. 13(a)). At the timing when the target event is to occur, the character transforms into the mode (color) corresponding to the selected candidate image 15s (see FIG. 13(b)) located at a predetermined position (see FIG. 13(c)). The probability of winning the jackpot varies depending on the color of the transformed character (the color the character will be is determined internally in advance based on the results of the lottery).
[0061] 3) Progress production 3-1) Basic structure of the progression The gaming machine 1 according to this embodiment can execute a progression effect as an effect constituting a variation effect in a normal gaming state. However, the progression effect may also be executed as an effect constituting a variation effect in a special gaming state.
[0062] The progression effect is divided into multiple stages, and the further the stage progresses, the higher the probability that an event advantageous to the player will occur. In other words, the stages step up, which is a so-called step-up effect. In this embodiment, it is divided into three steps, the first stage to the third stage. The state before progression to the first stage occurs is sometimes referred to as the initial stage (stage 0). The initial stage can also be said to be a state in which the player does not know whether a progression effect will occur.
[0063] Each stage of the progression presentation is associated with a unique presentation element (presentation mode) that differs from the other stages. In this embodiment, each stage is associated with a "color" that differs from the other stages. The first stage is "blue," the second stage is "green," and the third stage is "red." At each stage of the progression presentation, a predetermined presentation image (stage image 20) is displayed. At the first stage, a first stage image 21 (see FIG. 14(a)) that presents blue is displayed, at the second stage, a second stage image 22 (see FIG. 14(b)) that presents green is displayed, and at the third stage, a third stage image 23 (see FIG. 14(c)) that presents red is displayed. In other words, the color of the stage image 20 represents the color associated with each stage. In the drawings, the color of the stage image 20 is represented by letters.
[0064] 3-2) The trigger for the progression of the performance The progression effect is an effect that utilizes decorative symbols 80. As described above, in this embodiment, the winning / losing lottery result is announced based on a combination (symbol combination) of three decorative symbols 80 (left decorative symbol 80L, right decorative symbol 80R, and center decorative symbol 80C) selected from each of a plurality of decorative symbol groups 80g (left decorative symbol group 80gL, right decorative symbol group 80gR, and center decorative symbol group 80gC). In the progression effect, a stage may advance each time the variation of one decorative symbol group 80g stops or pseudo-stops and a decorative symbol 80 selected from that decorative symbol group 80g is displayed. In other words, the display of any of the left decorative symbol 80L, right decorative symbol 80R, and center decorative symbol 80C is considered to be a trigger that may advance the stage. There are a total of three triggers (hereinafter referred to as progression triggers) for advancing the stage in one variation. In this embodiment, only one stage may advance per progression trigger. In other words, one progression trigger either causes one stage of progression or no stage progression.
[0065] 3-3) Progression of the performance As the progression effect progresses, a stage image 20 corresponding to the stage after progression (after step-up) is displayed. That is, when progressing from the initial stage to the first stage, a first stage image 21 (blue) is displayed, when progressing from the first stage to the second stage, a second stage image 22 (green) is displayed, and when progressing from the second stage to the third stage, a third stage image 23 (red) is displayed. In this embodiment, each stage image 20 is displayed in association with a decorative pattern 80 that is displayed when the variation of one decorative pattern group 80g has stopped or pseudo-stopped. Therefore, each stage image 20 functions as a representation of the "color" of the associated decorative pattern 80. The decorative pattern 80 itself may temporarily change to a color corresponding to each stage image 20.
[0066] In this embodiment, when a progression effect occurs, the left decorative symbol 80L, the right decorative symbol 80R, and the center decorative symbol 80C are displayed in this order (this order can be changed as needed). Therefore, when the first progression trigger is reached, one of the left decorative symbols 80L is displayed; when the second progression trigger is reached, two of the left decorative symbol 80L and the right decorative symbol 80R are displayed; and when the third progression trigger is reached, three of the left decorative symbol 80L, the right decorative symbol 80R, and the center decorative symbol 80C are displayed stopped or pseudo-stopped. Each stage image 20 is displayed accompanying all of the symbols stopped or pseudo-stopped at each progression trigger. That is, when the first advancement trigger is reached, the stage image 20 is displayed accompanying one of the left decorative symbols 80L, when the second advancement trigger is reached, the left decorative symbol 80L and the right decorative symbol 80R, and when the third advancement trigger is reached, the left decorative symbol 80L, the right decorative symbol 80R, and the center decorative symbol 80C (see Figures 15 to 17). In other words, the number of symbols to which the stage image 20 is attached is one when the first advancement trigger is reached, two when the second advancement trigger is reached, and three when the third advancement trigger is reached, so that the presentation is linked to the order of the advancement triggers.
[0067] The end point of the in-flight effect (the point at which the effect stops) marks the conclusion of the progression effect. In other words, when all three progression triggers have ended (when the third progression trigger is reached), the outcome of the progression effect is determined. Hereinafter, the stage at the conclusion of the progression effect may be referred to as the "final stage." In this embodiment, the progression effect occurs during a losing variation, but not during a winning variation. In other words, the progression effect does not indicate the jackpot reliability of the winning / losing lottery result corresponding to the variation including the progression effect, but rather indicates the jackpot reliability of the winning / losing lottery result (hereinafter also referred to as the "target winning / losing lottery result") corresponding to the variation executed after the variation including the progression effect. The further the progression effect stage progresses, the higher the probability that the target winning / losing lottery result will result in a jackpot, an event advantageous to the player. Thus, because the progression effect occurs during a losing variation, the symbol combination of the left decorative pattern 80L, the right decorative pattern 80R, and the center decorative pattern 80C indicated by the end of the three progression triggers is a combination indicating a losing result.
[0068] The final stage of the progression effect is determined internally (without being visible to the player) in advance based on the results of the target lottery. If it is determined that the third stage will be the final stage, the stage will progress at all of the first to third progression triggers, as shown in Figure 15. At the first progression trigger when the left decorative pattern 80L is displayed, a first-stage image 21 (blue) is displayed in association with the left decorative pattern 80L (see Figure 15(b)). At the second progression trigger when the right decorative pattern 80R is displayed, a second-stage image 22 (green) is displayed in association with the left decorative pattern 80L and the right decorative pattern 80R (see Figure 15(c)). In other words, the left decorative pattern 80L changes color from blue to green. At the third progression trigger when the center decorative pattern 80C is displayed, a third-stage image 23 (red) is displayed in association with all three decorative patterns 80 (see Figure 15(d)). That is, the left decorative pattern 80L and the right decorative pattern 80R change from green to red.
[0069] If it is determined that the second stage will be the final stage, the stage will advance at two of the first to third advancement triggers. That is, one of the following patterns will occur: "stage advancement at the first and second triggers (no advancement at the third trigger)," "stage advancement at the first and third triggers (no advancement at the second trigger)," or "stage advancement at the second and third triggers (no advancement at the first trigger)." For example, a progression effect of "stage advancement at the first and second triggers (no advancement at the third trigger)" will be as shown in FIG. 16. At the first advancement trigger when the left decorative pattern 80L is displayed, a first-stage image 21 (blue) is displayed in association with the left decorative pattern 80L (see FIG. 16(b)). At the second advancement trigger when the right decorative pattern 80R is displayed, a second-stage image 22 (green) is displayed in association with the left decorative pattern 80L and the right decorative pattern 80R (see FIG. 16(c)). That is, the left decorative pattern 80L changes from blue to green. At the third advancement trigger when the middle decorative pattern 80C is displayed, the second-stage image 22 (green) is displayed in association with all three decorative patterns 80 (see FIG. 16(d)). That is, the second-stage image 22 (green) associated with the left decorative pattern 80L and the right decorative pattern 80R already displayed before the third advancement trigger is maintained, and the same second-stage image 22 (green) is also displayed for the newly displayed middle decorative pattern 80C.
[0070] If it is determined that the first stage will be the final stage, the stage will advance at one of the first to third advancement triggers. That is, one of the following patterns will occur: "Step advance at the first trigger (no advance at the second or third trigger)," "Step advance at the second trigger (no advance at the first or third trigger)," or "Step advance at the third trigger (no advance at the first or second trigger)." For example, the progression effect of "Step advance at the second trigger (no advance at the first or third trigger)" will be as shown in FIG. 17. At the first advancement trigger when the left decorative pattern 80L is displayed, the left decorative pattern 80L is simply displayed (none of the step images 20 are displayed) (see FIG. 17(b)). At the second advancement trigger when the right decorative pattern 80R is displayed, the first step image 21 (blue) is displayed in conjunction with the left decorative pattern 80L and the right decorative pattern 80R (see FIG. 17(c)). That is, the left decorative pattern 80L changes from no step image to blue. At the third advancement trigger when the middle decorative pattern 80C is displayed, the first-stage image 21 (blue) is displayed in association with all three decorative patterns 80 (see FIG. 17(d)). That is, the first-stage image 21 (blue) associated with the left decorative pattern 80L and the right decorative pattern 80R already displayed before the third advancement trigger is maintained, and the same first-stage image 21 (blue) is also displayed for the newly displayed middle decorative pattern 80C.
[0071] As explained above, in the progression presentation, when two or more decorative patterns 80 are displayed, the type of the stage image 20 accompanying one decorative pattern 80 and the type of the stage image 20 accompanying another decorative pattern 80 are not different (different "colors"). As the stage progresses, the stage images 20 accompanying all of the two or more decorative patterns 80 change (a "color" change occurs). Therefore, regardless of the circumstances leading up to the conclusion of the progression presentation, the types (colors) of the stage images 20 accompanying the three decorative patterns 80 that make up the losing combination will indicate the final stage.
[0072] 3-4) The conclusion of the progress performance and its reflection in the reserved pattern After the progression effect ends, a post-effect occurs, the content of which corresponds to the final stage of the progression effect. In this embodiment, as the post-effect, a reserve change effect occurs in which the state of the reserved symbol 70 (hereinafter sometimes referred to as the target reserved symbol) corresponding to the target winning / losing lottery result changes. In other words, the outcome of the progression effect is reflected in the state of the target reserved symbol. This change in the state of the target reserved symbol indicates that the reliability of the target winning / losing lottery result has increased.
[0073] The state of the target reserved symbol after the change corresponds to the final stage of the progression effect. In this embodiment, the color of the stage image 20 and the color of the target reserved symbol after the change correspond to each other. That is, if the final stage is the first stage (first stage image 21 (blue)) (see FIG. 17(d)), the target reserved symbol changes to the first special mode 71s (blue) (see FIG. 17(e)). If the final stage is the second stage (second stage image 22 (green)) (see FIG. 16(d)), the target reserved symbol changes to the second special mode 72s (green) (see FIG. 16(e)). If the final stage is the third stage (third stage image 23 (red)) (see FIG. 15(d)), the target reserved symbol changes to the third special mode 73s (red) (see FIG. 15(e)). The reliability increases in the order of the first special mode 71s, the second special mode 72s, and the third special mode 73s, so the further the stage of the progression performance progresses, the more one can expect the result of the lottery to determine whether the target has been selected or not.
[0074] In this embodiment, the end of the progression effect means that the variation including the progression effect ends (a loss is notified), so the target reserved symbol is one of the pre-variation reserved symbols 72 (the pre-variation reserved symbol 72 in the variation in which the progression effect is executed). In this embodiment, the pre-variation reserved symbol 72 (the pre-variation reserved symbol 72 with the earliest consumption order) that is the variation corresponding to the variation in which the progression effect is executed is set as the target reserved symbol (see Figures 15 to 17). In this way, the progression effect suggests the winning / losing lottery result corresponding to the variation that starts immediately after the progression effect ends (see Figures 15(f), 16(f), and 17(f)).
[0075] In this way, the progression effect in this embodiment may progress through stages each time a decorative symbol 80 constituting a symbol combination corresponding to the winning / losing lottery result is displayed, and the extent to which the stage progresses indicates the probability of an event advantageous to the player occurring (in this embodiment, the reliability of the jackpot of the target winning / losing lottery result). In other words, this is a novel and interesting effect in which there is a possibility of a step-up occurring along with the event in which the symbols constituting the symbol combination are revealed.
[0076] As a suggestion by such a pattern combination, it is known that all decorative patterns 80 constituting the pattern combination are of the same color and the color suggests the reliability, but this configuration has the problem that the color of the first stopped or pseudo-stopped pattern determines the color of the chance pattern when it is formed (the reliability of the chance pattern when it is formed is determined). In this embodiment, the element (color) suggesting the reliability may progress until the last decorative pattern 80 is revealed, so it is possible to create a presentation form that keeps the player's eyes on it until the last decorative pattern 80 is revealed.
[0077] The following describes specific examples in which the above-described progress renderings 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.
[0078] 〇Specific example 2-1 In the progression presentation in the above embodiment, it has been explained that one progression trigger can result in one stage of progression, but one progression trigger can also result in two or more stages of progression (see Figure 18 (which shows an example of two stages of progression (from blue to red) at the third progression trigger (Figure 18(d)))). In this way, a presentation can be created in which one can expect the final stage to be highly reliable right up until the final progression trigger.
[0079] However, as in the above embodiment, the number of progression triggers (3) = the number of stages (3 stages), and by configuring it so that there is a possibility of progressing only one stage at each progression trigger, it is possible to create an easy-to-understand presentation format in which the ending will progress to the highest stage (third stage) if the stage progresses at all progression triggers (if no progression triggers are missed).
[0080] 〇Specific example 2-2 The trigger for progression in the progression effect is when a certain decorative pattern 80 that constitutes the pattern combination is displayed (stopped or pseudo-stopped). The probability of the progression of stages occurring at the trigger for progression differs depending on the type of decorative pattern 80. For example, since various decorative patterns 80 include numbers that indicate their types, the probability of the progression of stages occurring is set to be higher when an odd-numbered decorative pattern 80 is displayed than when an even-numbered decorative pattern 80 is displayed (see FIG. 19(a)).
[0081] A decorative pattern 80 that determines the progression of the stage may be provided. For example, when the decorative pattern 80 of "7" is displayed, the progression of the stage is determined (other decorative patterns 80 do not necessarily result in the progression of the stage).
[0082] The speed of change of the decorative symbol 80 (decorative symbol group 80g) slows down just before it stops or pseudo-stops, so the player can grasp what kind of decorative symbol 80 is likely to be selected. By doing as in this example, it is preferable for the player to be shown decorative symbols 80 that have a high probability of progressing through the stages, so gameplay is realized in which the player will pay attention to the type of decorative symbol 80 that is likely to be selected (is likely to stop or pseudo-stop).
[0083] 〇Specific example 2-3 In the case of the setting as in the above specific example 2-1, when the stage advances in response to an advancement trigger, the expected value of the number of stages to advance varies depending on the type of decorative pattern 80 indicated by the advancement trigger. For example, the probability of progressing two or more stages when an odd-numbered decorative pattern 80 is indicated is higher than the probability of progressing two or more stages when an even-numbered decorative pattern 80 is indicated (see FIG. 19(b)).
[0084] A decorative pattern 80 that determines two or more stages of progression may be provided. For example, when the decorative pattern 80 of "7" is displayed, two or more stages of progression is determined (other decorative patterns 80 are not necessarily configured to determine two or more stages of progression).
[0085] The speed of the change of the decorative symbol 80 (decorative symbol group 80g) slows down just before it stops or pseudo-stops, so the player can grasp what kind of decorative symbol 80 is likely to be selected. By doing as in this example, it is preferable for the player to be shown decorative symbols 80 that have a high probability of progressing through more stages, so gameplay is realized in which the player will pay attention to the type of decorative symbol 80 that is likely to be selected (is likely to stop or pseudo-stop).
[0086] 〇Specific example 2-4 The type of stage image 20 displayed as the stage progresses when a certain decorative pattern 80 stops or pseudo-stops is maintained until the progression effect ends. For example, a progression effect that progresses to the third stage is configured as follows: At the first progression trigger when the left decorative pattern 80L is displayed, the first stage image 21 (blue) is displayed in association with the left decorative pattern 80L (see Figure 20(b)). At the second progression trigger when the right decorative pattern 80R is displayed, the second stage image 22 (green) is displayed in association with the right decorative pattern 80R, but the first stage image 21 (blue) is maintained in association with the left decorative pattern 80L (see Figure 20(c)). At the third progression trigger when the middle decorative pattern 80C is displayed, the third stage image 23 (red) is displayed in association with the middle decorative pattern 80C, but the first stage image 21 (blue) is still associated with the left decorative pattern 80L and the second stage image 22 (green) is still associated with the right decorative pattern 80R (see Figure 20(d)).
[0087] By doing as in this example, even when the progression effect progresses, it is possible to grasp which stage the player has progressed to by the progression trigger when each decorative pattern 80 is displayed. In the above example, even when the state in which the center decorative pattern 80C is displayed (the state in FIG. 20(d)) is reached, it is possible to grasp from the first-stage image 21 that progression to the first stage has occurred at the progression trigger (first progression trigger) when the left decorative pattern 80L is displayed, and it is possible to grasp from the second-stage image 22 that progression to the second stage has occurred at the progression trigger (second progression trigger) when the right decorative pattern 80R is displayed. In addition, it is possible to grasp from the third-stage image 23 accompanying the last-displayed decorative pattern 80 (center decorative pattern 80C) that the player has progressed to the third stage (the final stage).
[0088] However, as in the above embodiment, when the stage progresses, the appearance of the stage image 20 changes (steps up) for all decorative patterns 80 displayed at that time, which has the advantage of making the current degree of progress clear.
[0089] 〇Specific example 2-5 In the above embodiment, one progression effect ends when the three decorative symbols 80 that make up a losing combination are confirmed and displayed (when the variation stops). Alternatively, one progression effect may end when the three decorative symbols 80 are pseudo-stopped. In other words, the progression effect may come to an end in the middle of the variation effect in which the three decorative symbols 80 are pseudo-stopped, and then the three decorative symbols 80 may start varying again.
[0090] In this example, a reserve change effect can be generated in which the state of the variable reserved symbol 71 changes depending on the degree of progress of the progress effect (final stage). Since the change does not end when the progress effect ends, the outcome of the progress effect can be reflected in the state of the variable reserved symbol 71.
[0091] 〇Specific example 2-6 A progression effect may be generated across two or more changes. For example, a progression effect may be generated in which the previous change progresses to the second stage (see FIGS. 21(a) to 21(d)), and the progress up to the second stage is carried over to the next change, and the next change progresses to the third stage (see FIGS. 21(e) to 21(h)).
[0092] In the case of this example, it is preferable that the stage progressed to in the previous change is maintained, and that this is also shown at the beginning of the next change. For example, if the previous change has progressed to the second stage as in the above example, at the beginning of the previous change (a state in which none of the decorative symbols 80 have stopped or pseudo-stopped), the second progress image 22 in green is displayed and all of the decorative symbols 80 (decorative symbol group 80g) are in a state of changing (see FIG. 21(e)).
[0093] By doing as in this example, the player will expect the progression effect to continue in the next variation. Also, since the number of times the decorative symbols 80 stop or pseudo-stop increases (six times in total for two variations), the progression effect can be increased.
[0094] 4) The specific mode 4-1) Presentation mode The concept of "presentation mode" (also called "stage") is used as an element that controls the content of the presentation during fluctuations (the concept of "(presentation) mode" itself is well known). The content of the presentation during fluctuations is determined based on the currently set presentation mode. The normal mode and special mode described below are presentation modes that can be set in the normal game state, but they may also be presentation modes that can be set in the special game state.
[0095] 4-2) Normal mode and specific mode In this embodiment, the presentation modes are a normal mode (first mode) (see Figures 22(a) and (b)) and a specific mode (second mode) (see Figures 22(c) and (d)). Note that other modes may also be provided. The normal mode is the presentation mode in normal conditions. The probability that a presentation during fluctuation in the normal mode is executed is higher than the probability that a presentation during fluctuation in the specific mode is executed. Note that the above-mentioned "target preview presentation and corresponding presentation" and "progress presentation" can occur during a presentation during fluctuation when the normal mode is set, but will not occur when the specific mode is set.
[0096] The normal mode and the specific mode differ in the number of types of decorative patterns 80 that notify the result of the winning or losing lottery. The normal mode is a presentation mode in which the result of the winning or losing lottery is shown by a combination of patterns selected from N types of decorative patterns 80. The specific mode is a presentation mode in which the result of the winning or losing lottery is shown by a combination of patterns selected from M types of decorative patterns 80 (where N>M).
[0097] In this embodiment, the normal mode is a presentation mode (presentation mode where N=7) in which seven types of decorative patterns 80 including any of the numbers "1" to "7" are displayed (see FIG. 22(a)). Specifically, it is a presentation mode in which each of three decorative pattern groups 80g includes the seven types of decorative patterns 80, and the result of the winning / losing lottery is indicated by the combination of patterns selected and displayed from each of the three decorative pattern groups 80g. On the other hand, the specific mode is a presentation mode (presentation mode where M=3) in which three types of decorative patterns 80 including any of the numbers "1" to "3" are displayed (see FIG. 22(d)). Specifically, it is a presentation mode in which each of three decorative pattern groups 80g includes the three types of decorative patterns 80, and the result of the winning / losing lottery is indicated by the combination of patterns selected and displayed from each of the three decorative pattern groups 80g.
[0098] The numbers contained in each decorative pattern 80 are identification elements for distinguishing the type of pattern (if the numbers are the same, it is the same type of pattern, if the numbers are different, it is a different type of pattern), and each of the M types of decorative patterns 80 displayed in the specific mode (each of the decorative patterns 80 "1" to "3") contains the same identification element as any of the N types of decorative patterns 80 displayed in the normal mode. In other words, all of the M types of decorative patterns 80 displayed in the specific mode can also be displayed in the normal mode.
[0099] In particular, in this embodiment, the multiple types of decorative patterns 80 include numbers as identification elements, and in both the normal mode and the specific mode, the numbers are arranged in order (increasing by one) from the smallest value ("1" in this embodiment). Therefore, the maximum value of the numbers also differs between the normal mode, which has a relatively large number of types of patterns, and the specific mode, which has a relatively small number. Therefore, the specific mode has the advantage that it is easier to understand that it is a presentation mode in which there are fewer types of decorative patterns 80 displayed than the normal mode (it is easier to notice that it is the specific mode).
[0100] In this embodiment, the background image 30 (illustration of the background image 30 is omitted in drawings other than those for explaining the presentation modes) displayed as the background of the decorative pattern 80 is also different between the normal mode and the specific mode. In the normal mode, a normal background image 30n (see FIGS. 22(a) and 22(b)) is displayed, and in the specific mode, a specific background image 30s (see FIGS. 22(c) and 22(d)) is displayed. The normal background image 30n and the specific background image 30s may take any specific form as long as the player can recognize that they are different background images 30. In this embodiment, the normal background image 30n represents "daytime," and the specific background image 30s represents "nighttime."
[0101] 4-3) Increased chances in specific modes When a performance during a change in a specific mode is executed, the probability that the result of the winning / losing lottery will be a jackpot (jackpot reliability) is higher than when a performance during a change in a normal mode is executed. In other words, transitioning to a specific mode is considered to be a so-called chance increase. In this embodiment, the change immediately before the change that is considered to be a chance increase is considered to be a normal mode, and the end of that change (the start of the next change) is used as a trigger to transition to the specific mode. In other words, the occurrence of a transition from the normal mode to the specific mode is considered to be a chance increase (in Figure 22, the reserved symbol 70 corresponding to the winning / losing lottery result that is the target of the chance increase is shown with a "C" attached).
[0102] Here, at the start of the transition to the specific mode, a predetermined combination of decorative symbols 80 (hereinafter, a standby combination) is displayed. Generally, the combination of decorative symbols 80 that signaled a loss in the previous transition remains displayed at the start of the next transition, and the transition usually begins with that combination. However, as described above, the specific mode is a presentation mode in which the number of types of decorative symbols 80 displayed is small. Therefore, the symbol combination signaling a loss in the previous transition executed in the normal mode (see FIG. 22(b)) may include a symbol that is not displayed in the specific mode (in this embodiment, any of the decorative symbols 80 "4" to "7"). Therefore, when transitioning from the normal mode to the specific mode, a predetermined standby combination is displayed at the start of the transition to the specific mode. The standby combination is a combination of decorative symbols 80 that can be displayed in the specific mode. In other words, it is a combination using the decorative symbols 80 "1" to "3." In this embodiment, the combination of "1, 2, 3" arranged in this order from the left is the standby combination (see FIG. 22(c)). Note that, in order to prevent the result of the lottery from being mistaken for a jackpot, the standby combination is not a set of three of the same decorative symbols 80.
[0103] In this embodiment, when the presentation mode shifts to the specific mode, there is hope for a big win, and since the specific mode has fewer types of decorative symbols 80 displayed than the normal mode, it appears that a winning combination (three of the same decorative symbols 80) is more likely to be constructed. In other words, the specific mode clearly shows that there is hope for a big win due to the number of types of decorative symbols 80 displayed.
[0104] The following describes specific examples in which the above-described specific modes 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.
[0105] 〇Specific example 3-1 The configuration allows for a pre-reading effect to occur using a specific mode. The pre-reading effect itself is publicly known, so it will be explained briefly. The pre-reading effect indicates an increased probability that a certain winning / losing lottery result (target winning / losing lottery result) will result in a jackpot (a higher probability of a jackpot than if the pre-reading effect does not occur) by using one or more future-change effects (future changes) that are executed before the target-change effect (target change), which is a change effect corresponding to the target winning / losing lottery result. The winning / losing lottery result corresponding to the future changes will be a loss. The higher the number of future changes, the higher the reliability of the target winning / losing lottery result being a jackpot.
[0106] As this type of pre-reading effect, an effect in which one or more future variations to the target variation are set to a specific mode may occur. In other words, from the variation that starts the pre-reading to the variation that is the target of the pre-reading (see Figures 23(b) to (g)), a situation in which the number of types of decorative symbols 80 displayed is small (M types) continues. In this way, if two or more variations in which the number of types of decorative symbols 80 is smaller than normal (normal mode) continue, a gameplay feature in which a jackpot can be expected is realized.
[0107] Even if a transition to the specific mode occurs, the predictive effect may end without the target change being executed. For example, regardless of the result of the target lottery (whether it is a jackpot or a miss), the target change will at least result in a reach. The specific mode may end (transition to the normal mode) without a change that results in such a reach. In this case, the player will hope that the specific mode will continue in the next change, that is, that the state with fewer types of decorative patterns 80 will be maintained in the next change.
[0108] 〇Specific example 3-2 Each of the M types of decorative patterns 80 displayed in the specific mode is configured to have a different identification element from any of the N types of decorative patterns 80 displayed in the normal mode. For example, in the normal mode, as in the above embodiment, decorative patterns 80 including the numbers "1" to "7" (seven types of decorative patterns 80) are displayed as identification elements (see FIG. 24(a)), and in the specific mode, decorative patterns 80 including the letters "X" to "Z" (three types of decorative patterns 80) are displayed as identification elements (see FIG. 24(b)).
[0109] By doing as in this example, when a transition to a specific mode occurs, a decorative pattern 80 different from any of the decorative patterns 80 displayed in normal mode is displayed, making the transition to the specific mode easy to understand.
[0110] 〇Specific example 3-3 Some of the M types of decorative patterns 80 displayed in the specific mode include the same identification elements as any of the N types of decorative patterns 80 displayed in the normal mode, but other parts of the M types of decorative patterns 80 displayed in the specific mode include identification elements different from any of the N types of decorative patterns 80 displayed in the normal mode. For example, in the normal mode, as in the above embodiment, decorative patterns 80 including the numbers "1" to "7" (seven types of decorative patterns 80) are displayed as identification elements (see FIG. 25(a)), and in the specific mode, decorative patterns 80 including the letters "X" to "Z" and decorative patterns 80 including the number "7" (four types of decorative patterns 80) are displayed as identification elements (see FIG. 25(b)). In other words, the "7" decorative pattern 80 is a "common decorative pattern" that is displayed in both the normal mode and the specific mode, and the other "X" to "Z" decorative patterns 80 are "exclusive decorative patterns" for the specific mode that are not displayed in the normal mode.
[0111] By using this example, the display of a "special decorative symbol" indicates a transition to a specific mode, while the "common decorative symbol" displayed in both normal mode and specific mode allows for gameplay that takes advantage of the characteristics of the "common decorative symbol" in both normal mode and specific mode. For example, if a jackpot is signaled by a winning combination of "7" decorative symbols 80, a special jackpot is confirmed (there is no possibility of a normal jackpot). Displaying the "7" decorative symbol 80 in both normal mode and specific mode has the advantage of signaling that a special jackpot has been confirmed by displaying a winning combination of "7" decorative symbols 80, regardless of the selected presentation mode. Furthermore, for example, a "reach" achieved by the "7" decorative symbol 80 is set to have a higher probability of winning than a reach achieved by other decorative symbols 80 (a reach achieved by the "7" decorative symbol 80 is set to increase the chance of winning). If the decorative pattern 80 of "7" is displayed in both the normal mode and the specific mode, there is an advantage that a chance-up effect can be executed by achieving a reach of the decorative pattern 80 of "7", regardless of the effect mode that has been set.
[0112] 〇Specific example 3-4 After a winning combination consisting of one of the M decorative patterns 80 is displayed in the specific mode, the winning combination may change to a winning combination consisting of a decorative pattern 80 that is not one of the M decorative patterns 80. For example, as in the above embodiment, the decorative patterns 80 "1" to "3" are displayed in the specific mode (see FIG. 26(a)). If the result of the lottery is a jackpot, the winning combination will be composed of one of these. For example, a set of three "3" decorative patterns 80 is formed. After the winning combination consisting of the "3" decorative pattern 80 is displayed (see FIG. 26(b)), the winning combination may change to a winning combination consisting of, for example, a "7" decorative pattern 80 (a decorative pattern 80 that is not one of the M decorative patterns 80) (see FIG. 26(c)). The winning combination consisting of the "3" decorative pattern 80 is configured in a pseudo-stop state, and after changing to a winning combination consisting of the "7" decorative pattern 80, the fluctuation completely stops.
[0113] In the specific mode, the decorative symbols 80 of the M type are displayed only until the result of the winning / losing lottery is determined. In other words, when a winning combination of any of the decorative symbols 80 of the M type is displayed (a pseudo-stop occurs at the winning combination), the result of the winning / losing lottery is confirmed to be a jackpot (although the fluctuation has not completely ended), and therefore, thereafter, the type of decorative symbols 80 constituting the winning combination may change to a type other than any of the decorative symbols 80 of the M type (a so-called promotion effect or the like may occur).
[0114] 〇Specific example 3-5 A symbol smaller than the decorative symbol 80 (hereinafter referred to as a small symbol 85) is displayed. The small symbol 85 is displayed small and inconspicuously near the outer edge of the display area 911, for example (see FIG. 27(a)). By displaying such a small symbol 85, it is possible to indicate that the symbol is changing even when the decorative symbol 80 is temporarily hidden (when the decorative symbol 80 is hidden to make the effect easier to see). However, the player can play the game (by looking at the decorative symbol 80) without being aware of the small symbol 85.
[0115] The configuration may be such that the appearance of the small pattern 85 is the same regardless of whether the normal mode or the specific mode is set, i.e., the appearance of the small pattern 85 does not depend on the presentation mode (mode-independent configuration), or the configuration may be such that the appearance of the small pattern 85 is different when the normal mode is set and when the specific mode is set, i.e., the appearance of the small pattern 85 changes depending on the presentation mode (mode-dependent configuration).
[0116] In the case of the "mode-independent form," it is conceivable that the same types of small symbols 85 as the types of decorative symbols 80 in the normal mode are displayed in both the normal mode and the specific mode (see FIG. 27(b)). In other words, seven types of small symbols 85 containing any of the numbers "1" to "7" are displayed.
[0117] In the case of a "mode-dependent form," it is conceivable that the types of small symbols 85 displayed in each presentation mode are the same as the decorative symbols 80. That is, in the normal mode, seven types of small symbols 85 containing any of the numbers "1" to "7" are displayed, and in the specific mode, three types of small symbols 85 containing any of the numbers "1" to "3" are displayed (see FIG. 27(c)). By doing so, when switching from the normal mode to the specific mode, not only the number of types of decorative symbols 80 but also the number of types of small symbols 85 is reduced, resulting in a presentation form in which the number of types of small symbols 85 is reduced.
[0118] 〇Specific example 3-6 Unlike the above embodiment, the background image 30 is the same in the normal mode and the specific mode. In other words, the background image 30 does not change (background change) even when switching from the normal mode to the specific mode (the background image 30 that is seen by the player as the same is displayed in both the normal mode and the specific mode) (see FIG. 28).
[0119] As in the above embodiment, if the background image 30 changes (from the normal background image 30n to the specific background image 30s) when the game mode shifts from the normal mode to the specific mode (see FIG. 22), the player is less likely to miss the shift to the specific mode. On the other hand, if the background image 30 does not change (background change) when the game mode shifts from the normal mode to the specific mode (see FIG. 28), as in this example, the player is more likely to feel that nothing has changed because the background image 30 does not change. In other words, it is possible to reduce the number of players who notice that the number of types of decorative patterns 80 has decreased (a gameplay feature is realized in which only a limited number of players notice that the game mode has shifted to the specific mode).
[0120] 5) 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.
[0121] 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.
[0122] 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").
[0123] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0124] ·Means 1-1 This gaming machine is characterized by being capable of executing, as effects constituting the during-variation effects from when multiple types of decorative patterns start to vary until they stop in a manner according to the result of a win / lose lottery, a target notice effect that warns of the occurrence of a target event in the during-variation effects before the target event occurs, and a corresponding effect that is suggested to occur before the target event occurs and is generated in accordance with the occurrence timing of the target event. According to the above gaming machine, when the occurrence of a target event is predicted by the target advance notice performance, not only will the target event occur, but a corresponding performance will occur in time with the occurrence of the target event, providing an interesting gaming experience.
[0125] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that before the target event occurs, a suggestion effect is executed that suggests multiple types of candidate effects that may occur as the corresponding effect, and one of the multiple types of candidate effects occurs as the corresponding effect. In this way, if a suggestive effect is executed that suggests a plurality of candidate effects that may occur as corresponding effects, the gameplay can be enjoyed by predicting in advance which of the plurality of candidate effects will occur when the target event occurs.
[0126] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the suggestive effect is a display in which candidate images representing each of the multiple types of candidate effects are displayed so as to change over time, and the candidate effect corresponding to the candidate image located at a predetermined position at the time the target event occurs is generated as the corresponding effect. By doing this, a candidate effect corresponding to a candidate image located at a predetermined position at the timing of occurrence of a target event is executed as a corresponding effect, so that the gameplay can be enjoyed by predicting which candidate effect will be executed as a corresponding effect while estimating the timing of occurrence of the target event.
[0127] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the target preview performance indicates the target event as well as a pre-event that occurs before the target event occurs. In this way, by showing the pre-events that occur before the target event occurs, it becomes easier to predict the timing at which the target event will occur.
[0128] ·Means 1-5 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the target preview performance indicates the target event as well as a subsequent event that occurs after the target event occurs. In this way, by showing subsequent events after the target event has occurred, the target preview performance also functions as a performance that previews the developments that will occur after the target event has occurred.
[0129] ·Means 2-1 A gaming machine comprising: a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information obtained when a gaming ball enters a starting area; a notification means for variably displaying a plurality of decorative pattern groups, each of which includes a plurality of types of decorative pattern, and then notifying the win / lose lottery result by a pattern combination that is a combination of decorative patterns selected from each of the plurality of decorative pattern groups; and an effect execution means for executing a progression effect that is divided into a plurality of stages, and the more the stage progresses, the higher the probability that an event advantageous to the player will occur, wherein the progression effect is an effect in which there is a possibility that the stage will progress each time a decorative pattern selected from one of the plurality of decorative pattern groups is displayed. The gaming machine can execute a novel and interesting effect (progression effect) in which the display of a decorative symbol that constitutes a symbol combination may trigger a progression of stages.
[0130] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the final stage of the progression presentation is the stage at which the pattern combination that indicates that a certain winning / losing lottery result is a losing result is determined, and after the progression presentation, a reserve change presentation occurs in which the reserved pattern indicating the existence of winning / losing lottery information corresponding to the winning / losing lottery result that is announced after the certain winning / losing lottery result changes to a state corresponding to the final stage. In this way, the stage to which the progression presentation will progress is reflected in the state of the reserved pattern, thereby suggesting its reliability.
[0131] ·Means 2-3 A gaming machine described in means 2-1 or 2-2, characterized in that the probability of the stage of the progression presentation progressing when a decorative pattern is displayed varies depending on the type of decorative pattern selected and displayed from one of the multiple decorative pattern groups. By doing so, the probability of progression to a different stage varies depending on the type of decorative symbol, so this is an effect that will attract the player's attention to the type of decorative symbol.
[0132] ·Means 3-1 A gaming machine in which, after multiple types of decorative symbols start to fluctuate, a performance is executed during the fluctuation until the fluctuation stops at a symbol combination according to the result of a win / lose lottery, characterized in that the gaming machine has two modes for the performance during the fluctuation: a first mode in which the symbol combination is selected from N types of decorative symbols, and a second mode in which the probability of the result of the win / lose lottery being a win is higher than in the first mode, and the symbol combination is selected from M types of decorative symbols. However, assume that N>M. According to the gaming machine, an interesting gaming experience is realized in which a decrease in the number of types of decorative symbols suggests an increase in reliability.
[0133] ·Means 3-2 The gaming machine described in means 3-1 is capable of executing a pre-reading effect that indicates an increased probability of the target win / loss lottery result being a win using one or more previous during-variation effects that occur before the target during-variation effect that corresponds to the target win / loss lottery result is started, and is characterized in that, as one type of pre-reading effect, an effect that is considered to be the second mode occurs from one or more previous during-variation effects to the target during-variation effect. By doing so, an interesting pre-reading effect can be executed in which the reduction in the number of decorative symbols indicates the start of pre-reading.
[0134] ·Means 3-3 The gaming machine described in means 3-1 or 3-2 is characterized in that the decorative patterns include an identification element for determining their type, and any of the M types of decorative patterns displayed in the second mode includes the same identification element as any of the N types of decorative patterns displayed in the first mode. By doing this, a certain type of decorative pattern will be displayed in both the first mode and the second mode, making it possible to provide a game in which the characteristics of the certain type of decorative pattern are expressed in both the first mode and the second mode.
[0135] ·Means 3-4 The gaming machine described in means 3-1 or 3-2 is characterized in that the decorative patterns include identification elements for determining their types, and none of the M types of decorative patterns displayed in the second mode include the same identification elements as any of the N types of decorative patterns displayed in the first mode. By doing so, it is possible to create a presentation that makes it easy to understand that the transition to the second mode has occurred.
[0136] 1. Gaming machines 10 Preview 15 Candidate images (151-153 First candidate image to third candidate image) 20 step images (21~23 first step images~third step images) 70 Reserved symbols (71 Reserved symbols during change 72 Reserved symbols before change) 70n Normal mode 70s special mode (71s~74s first special mode ~ fourth special mode) 80 decorative designs 904 starting area (904a first starting area 904b second starting area) 91 Display device 911 Display area
Claims
[Claim 1] A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when the gaming ball enters the starting area; a notification means for variably displaying a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each of which includes a plurality of types of decorative patterns, and then notifying a winning or losing lottery result based on a pattern combination that is a combination of the decorative patterns selected from each of the first decorative pattern group, the second decorative pattern group, and the third decorative pattern group; An effect execution means for executing a progression effect which is divided into a plurality of stages, and the probability of an event advantageous to the player occurring increases as the stage progresses; Equipped with The progression effect is an effect in which stages may progress at a first timing when one of the decorative symbols (hereinafter referred to as a first selected symbol) is selected and displayed from the first decorative symbol group, a second timing when one of the decorative symbols (hereinafter referred to as a second selected symbol) is selected and displayed from the second decorative symbol group, and a third timing when one of the decorative symbols (hereinafter referred to as a third selected symbol) is selected and displayed from the third decorative symbol group, In the progression presentation, a stage image showing the degree of progression of the stage is displayed, The staged image is At the first timing, the first selected symbol: At the second timing, the first selection symbol and the second selection symbol, At the third timing, the first selection symbol, the second selection symbol, and the third selection symbol, A gaming machine characterized by being accompanied by a display.
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