gaming machines
The gaming machine uses a display device with light-emitting elements to highlight selected options, improving the clarity of selection presentations and enhancing player understanding.
Patent Information
- Application Number
- JP2022000064
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-04
- Publication Date
- 2026-01-20
- Estimated Expiration
- 2042-01-04
AI Technical Summary
Existing gaming machines lack an easy-to-understand selection presentation mechanism for players.
A gaming machine with a display device and light-emitting elements around the display area, where option images are associated with light-emitting elements that highlight the selected option during selection effects.
Enhances the clarity of selection presentations, making the gaming experience more understandable for players.
Smart Images

Figure 0007802344000001 
Figure 0007802344000002 
Figure 0007802344000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A gaming machine capable of executing a selection effect as described in Patent Document 1 below is known. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-010971 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 capable of executing an easy-to-understand selection presentation. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a display device having a display area, an effect execution means for executing a selection effect in which one of a plurality of option images displayed in the display area is ultimately selected, and a plurality of light-emitting elements provided around the display area, wherein each of the plurality of option images is associated with the light-emitting element that is closest to it, and when, in the selection effect, one of the plurality of option images is in an emphasized state in comparison to the other option images, the corresponding light-emitting element of the option image in the emphasized state is made to emit light. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing easy-to-understand selection effects. [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 on a display device. [Figure 3] 10A is a diagram for explaining each game state and the transition of game states, and FIG. 10B is a diagram for explaining the allocation of jackpots. [Figure 4] FIG. 10 is a diagram illustrating a special area provided within the big prize area. [Figure 5] FIG. 10 is a diagram for explaining a special image. [Figure 6] FIG. 6 is a diagram for explaining a special image (continuation of FIG. 5). [Figure 7] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 10 is a diagram for explaining a specific effect. [Figure 10] FIG. 10 is a diagram (continuation of FIG. 9) for explaining a specific effect. [Figure 11] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 12] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-6. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 15] FIG. 10 is a diagram for explaining image presentation. [Figure 16] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 17] FIG. 17 is a diagram for explaining specific example 3-1 (an example different from FIG. 16). [Figure 18] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 20]FIG. 10 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 22] FIG. 10 is a diagram for explaining a specific reach effect (operation effect). [Figure 23] FIG. 10 is a diagram for explaining a normal operation presentation (normal pattern). [Figure 24] FIG. 10 is a diagram for explaining a split operation presentation (split pattern). [Figure 25] FIG. 25 is a diagram (continuation of FIG. 24) for explaining the split operation effect (split pattern). [Figure 26] This is a diagram showing the allocation of unit operation presentations that result in a successful outcome when the split operation presentation leads to a favorable ending. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 28] FIG. 10 is a diagram (part 1) for explaining specific example 4-2. [Figure 29] FIG. 10 is a second diagram for explaining specific example 4-2. [Figure 30] FIG. 10 is a diagram (part 3) for explaining specific example 4-2. [Figure 31] FIG. 10 is a diagram (part 1) for explaining specific example 4-3. [Figure 32] FIG. 10 is a second diagram for explaining specific example 4-3. [Figure 33] This is a diagram to explain the selection effect (pre-selection effect). [Figure 34] FIG. 10 is a diagram for explaining the selection effect (post-selection effect). [Figure 35] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 36] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 37] FIG. 10 is a diagram for explaining specific example 5-5. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration Hereinafter, an embodiment of a gaming machine 1 according to the present invention will be described in detail with reference to the drawings. Note that, unless otherwise specified, the term "image" in the following description includes both still images and moving images.
[0009] First, the basic configuration of the gaming machine 1 will be briefly described with reference to FIG. 1 etc. The gaming machine 1 includes a gaming board (game panel) 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 is provided in a substantially arc shape, which constitutes a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 is provided with a starting area 904, a big winning area 906, an outlet 907, etc. A display device 91 is fixed to the rear of the gaming board 90. A display area 911 of the display device 91 can be viewed through an opening 901 formed in the gaming board 90. The shape of the display area 911 can be changed as appropriate.
[0010] In addition, a plurality of game pegs are provided in the game area 902 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 ways depending on the conditions when it collides with the game pegs.
[0011] In this 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 prize area such as the big prize area 906, a predetermined number of prize balls are paid out by the payout device. In this embodiment, the starting area 904 is also a prize area.
[0012] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the starting area 904. Specifically, when a gaming ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as win / lose lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot, and if it is different, it is a loss. In this embodiment, two starting areas 904 are provided: a first starting area 904a (the so-called special chart 1 starting area) and a second starting area 904b (the so-called special chart 2 starting area).
[0013] In this embodiment, the winning / losing lottery result is announced by the combination of decorative patterns 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Decorative pattern groups 80g (three in this embodiment: a left decorative pattern group 80gL, a center decorative pattern group 80gC, and a right decorative pattern group 80gR), each including multiple types of decorative patterns 80, are displayed in a variable manner, and the winning / losing lottery result is announced when one decorative pattern 80 (a total of three decorative patterns 80) is selected from each decorative pattern group 80g and the variation stops. In this embodiment, in the event of a jackpot, a combination in which the three decorative patterns 80 are the same type (winning combination) is displayed. In the event of a loss, another combination (losing combination) is displayed.
[0014] The effects executed from the start of the decorative pattern 80 (decorative pattern group 80g) changing until it stops in a manner corresponding to the result of the win / loss lottery are referred to as "during-change effects" (hereinafter, sometimes simply referred to as "change" or "rotation"). In this embodiment, the during-change effects are started in the order in which the win / loss lottery information was acquired. However, when new win / loss lottery information is acquired and a during-change effect based on the previously acquired win / loss lottery information is started, the newly acquired win / loss lottery information is stored as reserved information (hereinafter, sometimes simply referred to as "reserved") in a storage means provided on a control board (not shown). (Reserved information can be considered a subordinate concept to win / loss lottery information.) The maximum number of reserved information that can be stored (maximum reserved number) can be set as appropriate. In this embodiment, the maximum number of reserved items that can be stored in the storage means is four for each of the reserved items acquired upon the entry of a gaming ball into the first starting area 904a (the so-called special pattern 1 reserved) and the reserved items acquired upon the entry of a gaming ball into the second starting area 904b (the so-called special pattern 2 reserved). In addition, when both the special chart 1 reserve and the special chart 2 reserve are stored in the storage means, the result of the lottery corresponding to the special chart 2 reserve will be notified preferentially (special chart 2 priority consumption)
[0015] In this embodiment, whether the acquired winning / losing lottery information will result in a jackpot or not is determined at the time the corresponding during-variation performance starts, but a winning / losing lottery may be performed when the winning / losing lottery information (reserved information) is acquired, and the winning / losing lottery result itself may be stored. The acquired winning / losing lottery information is also used as a numerical value for determining the specific content of the during-variation performance. In this embodiment, winning / losing lottery information for which the corresponding during-variation performance has started but the during-variation performance has not yet ended is stored in the storage means as during-variation information.
[0016] In this embodiment, a reserved symbol 70 indicating the presence of winning / losing lottery information stored in the storage means is displayed in the display area 911 (see FIG. 2). The reserved symbol 70 is divided into a pre-change reserved symbol 71 indicating the presence of reserved information and a changing reserved symbol 72 indicating the presence of changing information. While the changing information is not strictly "reserved" because the winning / losing lottery has already been executed, it is commonly referred to as "the relevant changing reserved symbol," and therefore the symbol indicating the presence of changing information will be referred to as a changing reserved symbol 72. In this embodiment, only the reserved symbol 70 corresponding to either the reserved special symbol 1 or the reserved special symbol 2 is displayed depending on the game status. Therefore, one changing reserved symbol 72 and up to four pre-change reserved symbols 71 are displayed. A dedicated display means for displaying the reserved symbols 70 may be provided.
[0017] It should be noted that explanations of well-known components such as the lower tray and upper tray for storing game balls will be omitted.
[0018] 2) Specifications (game status) In this embodiment, a basic state and an advantageous state that is more advantageous to the player than the basic state are provided as game states in which the player plays with the aim of winning the lottery result (see Figure 3(a)). The probability that the lottery result will be a jackpot (jackpot probability) is higher in the advantageous state than in the basic state. The probability of winning the lottery for each state can be set appropriately. In this embodiment, the jackpot probability in the basic state (low probability) is approximately 1 / 199, and the jackpot probability in the advantageous state (high probability) is approximately 1 / 49.
[0019] The basic state is a state in which the gaming ball should be launched aiming at the first starting area 904a. That is, the basic state is a state in which the aim is to win a hit / miss lottery (hereinafter sometimes referred to as the first hit / miss lottery) triggered by the gaming ball entering the first starting area 904a, thereby achieving a jackpot. In this embodiment, this is a state in which a "left hit" should be performed so that the gaming ball flows down the left side of the display area 911. The advantageous state is a state in which the gaming ball should be launched aiming at the second starting area 904b. That is, this is a state in which the aim is to win a hit / miss lottery (hereinafter sometimes referred to as the second hit / miss lottery) triggered by the gaming ball entering the second starting area 904b, thereby achieving a jackpot. In this embodiment, this is a state in which a "right hit" should be performed so that the gaming ball flows down the right side of the display area 911. Hitting a "right hit" in the basic state or hitting a "left hit" in the advantageous state is disadvantageous to the player (resulting in a loss). If the player is not playing in a manner appropriate to the current game state, instructions are given to the player to play in a manner appropriate to the current game state (such as hitting left or hitting right).
[0020] A normal start area 905 is provided on the right side of the play area 902 (a position into which a game ball may enter when a right-handed shot is made). When a game ball enters the normal start area 905, a normal lottery is executed. If the normal lottery is won, the second start area 904b is opened. The second start area 904b is normally closed (a region into which a game ball cannot enter) and is opened when a game ball is won in the normal lottery. In the advantageous state, the probability of winning the normal lottery is higher than in the basic state. Therefore, if a game ball is continuously shot to the right in the advantageous state, the second start area 904b is frequently opened, and game balls can enter the second start area 904b relatively easily. In this embodiment, a predetermined number of prize balls are paid out when a game ball enters the second start area 904b. Therefore, in the advantageous state (right-handed shot), the number of balls consumed is slower (the number of prize balls per number of game balls shot is greater) than in the basic state (left-handed shot). In other words, the advantageous state is a so-called "high base" state, and the basic state is a so-called "low base" state. Also, in this embodiment, the average time required for the performance during fluctuation (so-called fluctuation time) is set to be shorter in the advantageous state than in the basic state. Therefore, in the advantageous state, the game progresses at a faster pace than in the basic state (the time from the announcement of one win / loss lottery result to the announcement of the next win / loss lottery result is shorter).
[0021] In this embodiment, the advantageous states are a normal advantageous state and a special advantageous state (see FIG. 3(a)). Either state ends when the lottery results in a predetermined number of consecutive misses, and the game transitions to the basic state. The normal advantageous state ends when the lottery results in 70 consecutive misses (the predetermined number of misses = 70). The special advantageous state ends when the lottery results in 1,000 consecutive misses (the predetermined number of misses = 1,000). As described above, the probability of winning a jackpot in an advantageous state is 1 / 49. Therefore, when transitioning to the normal advantageous state, the probability of winning the next jackpot before 70 consecutive misses (before the normal advantageous state ends) is approximately 76%. On the other hand, when transitioning to the special advantageous state, the probability of winning the next jackpot before 1,000 consecutive misses (before the special advantageous state ends) is approximately 99.999999%. In other words, the special advantageous state will not end unless approximately 48 / 49 misses are made 1000 times in a row, but this almost never happens, and the special advantageous state can be said to be a state (special state) in which it is virtually guaranteed that you will win the next jackpot (continue to win) before the state ends and you move to the basic state. Note that a state in which the probability of continuation (continuation) is over 99% (a state in which the chance of the special advantageous state ending without winning a jackpot is less than 1%) is defined as a "state in which it is virtually guaranteed that you will win the next jackpot."
[0022] A jackpot game involves one or more repeated rounds (unit games) in which the normally closed jackpot area 906 is opened until a predetermined termination condition is met. The termination condition is met when either a predetermined time has elapsed since the jackpot area 906 was opened or a predetermined number of game balls have entered the jackpot area 906 since the jackpot area 906 was opened. However, if the player continuously fires game balls aimed at the jackpot area 906 (by hitting the ball to the right in this embodiment), a predetermined number of game balls will enter the jackpot area 906 before the predetermined time has elapsed (before the timer expires). This predetermined number is referred to as a "count," and in this embodiment, the count is set to 10. In other words, if the player continuously fires game balls aimed at the jackpot area 906, 10 game balls will enter the jackpot area 906 in one round of game. In this embodiment, the number of prize balls paid out when one gaming ball enters the big prize area 906 is set to 10. Therefore, if a player continuously shoots gaming balls aiming at the big prize area 906, 10 x 15 = 100 prize balls will be paid out in one round of play. Note that the above count number and the number of prize balls can be changed as appropriate.
[0023] In this embodiment, the types of jackpots that can be won are broadly divided into basic jackpots and advantageous jackpots. A basic jackpot is a jackpot in which the game state transitions to a basic state after the jackpot game ends. An advantageous jackpot is a jackpot in which the game state transitions to an advantageous state after the jackpot game ends. However, the condition for the game state transitioning to an advantageous state after the advantageous jackpot game ends is that the game ball enters the special area 10 that opens during the jackpot game. The special area 10 is an area generally referred to as a "V (area)" (i.e., the gaming machine 1 according to this embodiment is a so-called V-type variable game). In this embodiment, the special area 10 is located within the large prize area 906 (see FIG. 4). In addition, the letter "V" (hereinafter referred to as the additional character 11) is attached at a position overlapping or near the special area 10 (see FIGS. 1 and 4). The additional character 11 allows the player to identify the location of the special area 10 (the player can understand that the special area 10 is an area referred to as a "V"). The special area 10 is normally closed, and when the special area 10 is closed, even if a gaming ball enters the big prize area 906, the gaming ball will not enter the special area 10 (see FIG. 4(a)). On the other hand, when the special area 10 is open and a gaming ball enters the big prize area 906, the gaming ball will almost always enter the special area 10 (see FIG. 4(b)). In this embodiment, in a jackpot game (advantageous jackpot game) when a favorable jackpot is won, the special area 10 is open for a relatively long time in the first round when the big prize area 906 is opened (as shown in FIG. 4(b)). The round (game) in which the special area 10 is opened is called a V-round or the like, and in this embodiment, the first round is considered to be a V-round. If game balls are continuously fired aiming at the big prize area 906 in one round of play, there is a nearly 100% probability that the game balls will enter the special area 10, so when an advantageous jackpot is won, the player will almost certainly transition to an advantageous state after the jackpot game ends. Note that in the jackpot game when a basic jackpot is won (basic jackpot game), the special area 10 is not opened (or the opening time is made so short that game balls cannot enter), so game balls will not enter the special area 10 (unless there is fraudulent activity, etc.).Therefore, the game state after the basic jackpot game ends will be the basic state.
[0024] Advantageous jackpots are divided into normal advantageous jackpots and special advantageous jackpots. A normal advantageous jackpot is one in which the game state after the jackpot game ends is a normal advantageous state. A special advantageous jackpot is one in which the game state after the jackpot game ends is a special advantageous state. Therefore, in terms of the game state of the jackpot game, a special advantageous jackpot can be said to be a more advantageous jackpot for the player than a normal advantageous jackpot.
[0025] In the case of a jackpot in the first draw (special drawing 1), the jackpot distribution is 50% basic jackpot and 50% normal advantageous jackpot. In the case of a jackpot in the second draw (special drawing 2), the jackpot distribution is 95% normal advantageous jackpot and 5% special advantageous jackpot (see Figure 3(b)). The number of rounds (unit number of games) for each jackpot game can be set appropriately. In this embodiment, in the case of a jackpot in the first draw (special drawing 1), the basic jackpot is 5 rounds (5R basic jackpot), and the normal advantageous jackpot is 10 rounds (10R normal advantageous jackpot). In addition, in the case of a jackpot in the second draw (special drawing 2), both jackpots are 10 rounds (10R normal advantageous jackpot, 10R special advantageous jackpot) (see Figure 3(b)).
[0026] Normally, a player starts playing in the basic state. If a basic jackpot is won in the basic state, the game will return to the basic state after the jackpot play ends. If a normal advantageous jackpot is won in the basic state, the game will return to the normal advantageous state after the jackpot play ends. If a normal advantageous jackpot is won in the normal advantageous state, the game will return to the normal advantageous state after the jackpot play ends. If a special advantageous jackpot is won in the normal advantageous state, the game will return to the special advantageous state after the jackpot play ends. If a normal advantageous jackpot is won in the special advantageous state, the game will return to the normal advantageous state after the jackpot play ends. If a special advantageous jackpot is won in the special advantageous state, the game will return to the special advantageous state after the jackpot play ends. If a special advantageous jackpot is won in the special advantageous state, the game will return to the special advantageous state after the jackpot play ends. The game will transition to the basic state (the so-called winning streak will end) when a certain number of consecutive misses occur in the normal advantageous state or the special advantageous state. However, as mentioned above, it is virtually impossible for 1,000 consecutive misses to occur in the special advantageous state, so once the game transitions to the advantageous state, the winning streak will continue unless 70 consecutive misses occur in the normal advantageous state.
[0027] In this embodiment, the normal advantageous state is named "XX Rush," and the special advantageous state is named "Super XX Rush." In other words, the presence or absence of "Super" allows the player to distinguish which advantageous state they have transitioned to. At the beginning of each advantageous state (including the ending of a jackpot game), the player is shown which advantageous state they will transition to. Furthermore, in each advantageous state, the name indicating the game state is continuously displayed.
[0028] 3) Special images As described above, if a special advantageous jackpot is won (a condition is that the gaming ball enters the special area 10 during the special advantageous jackpot), the game system transitions to a special advantageous state in which the result of the lottery before transitioning to the basic state is essentially guaranteed to be a jackpot. In this embodiment, if it is determined that the game system will transition to the special advantageous state, a special image 20 is displayed in the display area. The special image 20 is an image including the letter "V." In the technical field of the present invention, the letter "V" is commonly used to mean "hit" (jackpot). Therefore, by displaying the special image 20 including the letter "V," the game system indicates to the player that the next jackpot is guaranteed. In this embodiment, if a special advantageous jackpot is won, an image (stock image 21) including the letters "V Stock" (indicating that a jackpot has been stocked) is displayed (see FIG. 5(a)).
[0029] In this embodiment, the special image 20 (at least the letter "V") continues to be displayed even after the transition to the special advantageous state (see FIG. 5(c)). Note that the configuration may include a display device separate from the main display device 91, and the special image 20 may be displayed on that separate display device. In the special advantageous state, fluctuations are "consumed" at high speed until the result of the win / loss lottery becomes a jackpot. In this embodiment, the time (fluctuation time) required for the during-fluctuation effect when the result of the win / loss lottery in the special advantageous state is a loss is the shortest fluctuation time including all game states. In other words, a loss is notified in the shortest fluctuation time until the start of the during-fluctuation effect (win fluctuation) in which the result of the win / loss lottery becomes a jackpot. Even in this case, the special image 20 remains displayed.
[0030] Then, a release effect is executed during the winning variation. The release effect is an effect in which the special image 20 that has been displayed during the special advantageous state is released, indicating that a jackpot has been won. In other words, it is an effect indicating that the jackpot that was promised to be won (stocked) due to the transition to the special advantageous state has been "released." The release effect may be any effect in which an image including the special image 20 (the letter "V") is displayed in the display area. In this embodiment, the letter "V" that was displayed near the outer edge of the display area is displayed moving to the center of the display area (see FIG. 6(a)), and then an image (release image 22) including the letters "V release" with the word "release" added to the letter "V" is displayed (see FIG. 6(b)). This allows the player to understand that the stocked jackpot has been released. Note that the jackpot combination of the decorative symbols 80 is displayed together with the release image 22. In this embodiment, the special image 20 continues to be displayed until the winning variation ends. In other words, the release effect is an effect executed during a period including the end of the winning variation.
[0031] After the winning variation ends, a jackpot game is executed. In this embodiment, a jackpot won in a special advantageous state (advantageous state) becomes an advantageous jackpot (a normal advantageous jackpot or a special advantageous jackpot), and therefore a jackpot game with the first round being a V round is executed. In the V round, an image indicating that the game ball should be aimed at the special area 10 and fired is displayed in the display area. In this embodiment, the special image 20 (the letter "V") displayed in the above-mentioned release effect is used as is to indicate that the game ball should be aimed at the special area 10 and fired. As described above, the release effect in this embodiment is an effect in which a release image 22 containing the letters (character string) "V release" is displayed. At least the letter "V" in the release image 22 (i.e., the special image 20) continues to be displayed even after the release effect ends (the winning variation ends), and the letters "Aim (at)" are newly displayed adjacent to the "V" (see FIG. 6(c)). Depending on how you look at it, it could be said that a change occurs in which the character "release" is replaced with the character "aim (at)." In this way, an image (instruction image 23) containing the characters "aim at V" is displayed before or simultaneously with the start of the V round (first round), and the display continues until the entry of the gaming ball into the special area 10 is detected. A player who sees this instruction image 23 can understand that the situation requires the gaming ball to be launched, aiming at the special area 10 marked with the V-attached character 11. In this embodiment, the character "V" of the special image 20 and the character "V" of the attached character 11 are in the same font (see FIGS. 6(b) and 6(c)). This allows the player to easily understand that the target to be aimed is the special area 10.
[0032] As described above, the gaming machine 1 according to this embodiment uses the special image 20 to indicate that the next jackpot (advantageous jackpot) is substantially guaranteed, and in the event of a win variation in a special advantageous state, a release effect is executed using the special image 20 (the letter "V") to indicate that the next jackpot has been released. Then, in the V round, which is the first round of the jackpot game (advantageous jackpot game) executed following the release effect, it is indicated that the game ball should be launched aiming at the special area 10. The special image 20 displayed in the release effect continues to be displayed, indicating that the game ball should be launched aiming at the special area 10. By utilizing the commonality between the "V" indicating a jackpot and the "V" indicating the special area 10, the process from the release of the jackpot (winning the jackpot) to the situation where the ball should be aimed at the special area 10 appears as a continuous effect (the win variation and the jackpot game (V round) appear as a continuous effect), making the progress of the game easier to understand.
[0033] In particular, in this embodiment, the first round (first unit game) of the advantageous jackpot game is the V round (the round in which the special area 10 is opened), so it can be said that the special image 20 (release image 22) displayed in the smooth flow of the winning variation can be used as it is as the instruction image 23. Note that the transition to the second round may be configured as the V round, but since the special image 20 must continue to be displayed until the V round from the second round onwards, there is a risk that the player may mistake the rounds before the V round for the V round.
[0034] Below, we will explain specific examples in which the matters related to the special image 20 have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques explained using the following specific examples are combined and applied.
[0035] 〇Specific example 1-1 While the gaming machine 1 according to the above embodiment has been described as a so-called V-type probability variable machine, the technical details described in the above embodiment can also be applied to a configuration in which a jackpot can be won via a small jackpot (a configuration with so-called two types of gameplay). These two types of gameplay are publicly known, so a brief explanation will be given. A jackpot and a small jackpot are set as winning modes in the win / lose lottery. If a jackpot is won (a so-called direct win), a jackpot game as described in the above embodiment is executed. On the other hand, if a small jackpot is won, a small jackpot game is executed. In the small jackpot game, the V-zone is opened. If a game ball enters the V-zone during the small jackpot game, a jackpot game is executed. In other words, a jackpot can be won provided that a game ball enters the V-zone during the small jackpot game. For a jackpot game won via a small jackpot, the first round of unit play (first unit play) corresponds to a small jackpot game. For example, in a 10-round jackpot won in a small jackpot game, the first round is a small jackpot game, and on the condition that the gaming ball enters the V area in the first round, rounds 2 to 10 will be executed after the first round. Also, when a small jackpot is won, the V area is opened for a relatively long time, and if the gaming ball is continuously shot aiming at the V area, the gaming ball will almost certainly enter the V area (winning a small jackpot will almost certainly lead to winning a jackpot).
[0036] Assuming that these two types of gameplay are present, the V area, which opens upon winning a small jackpot, is treated as the special area 10 described in the above embodiment. For example, the advantageous state has a jackpot probability of approximately 1 / 319 and a small jackpot probability of approximately 1 / 19. A special advantageous state (special state) with a continuation count of 1,000 times is set as one type of advantageous state. Because the small jackpot probability is higher than the jackpot probability, the special advantageous state can essentially be considered a game state in which players aim to win a small jackpot (aiming to win a jackpot via a small jackpot). However, since it is virtually impossible to lose 1,000 times in a row without even winning a small jackpot, which is approximately 1 / 19, transitioning to the special advantageous state can essentially be considered a guarantee of winning the next jackpot. When a player transitions to the special advantageous state, a special image 20 (an image including the letter "V") is displayed, indicating that the next jackpot is guaranteed. When a player wins a small jackpot in the special advantageous state, a release effect is executed using the special image 20 to indicate that the promised (stocked) win has been released. In the subsequent small win game, the special image 20 is used to indicate that the game ball should be shot aiming at the V area (special area 10).
[0037] In this way, if the configuration is such that a game state in which a small win (a big win via a small win) is virtually guaranteed, the small win game is executed immediately after the small win is won (the unit game of the first round of the big win game acquired via a small win corresponds to the small win game), so the special image 20 displayed as the release effect can be used as is to indicate to the player that the game ball should be fired aiming at the V area (special area 10).
[0038] 〇Specific example 1-2 In the above embodiment, the special advantageous state has a continuation count that is sufficiently long relative to the jackpot probability, so that the next jackpot is essentially guaranteed, as explained above, but such continuation count may not be set and the state may continue until the next jackpot is won (the game state that continues until the next jackpot is won may be configured as a special state). In other words, since the special advantageous state continues until the next jackpot is won, the winning of the jackpot is guaranteed as long as the player continues playing, so the technical matters explained in the above embodiment may be applied to the configuration.
[0039] 〇Specific example 1-3 When a so-called consecutive wins within a reserved lottery occurs, the game proceeds as described in the above embodiment. For example, assume that the result of the corresponding win / loss lottery information (second win / loss lottery information) stored in the storage means at the start of a certain jackpot game is a jackpot. In other words, assume that one of the reserved lottery results stored at the start of the jackpot game is a "winning lottery" (for the sake of explanation, winning lottery results are shown hatched in FIG. 7, but it is not necessary to distinguish winning lottery results from other lottery results in this way). In this case, since it is virtually guaranteed that a jackpot will be won again after the jackpot game ends, a special image 20 (the letter "V") may be displayed to indicate this (the special image 20 may be displayed in all cases where consecutive wins within a reserved lottery occur, or the special image 20 may not be displayed even when consecutive wins within a reserved lottery occur) (see FIGS. 7(a) and 7(b)). Then, in a winning variation corresponding to the "winning reserve" (a variation in which the winning reserve becomes the varying reserved symbol 72), a release effect using the special image 20 is executed (see FIG. 7(c)), and in the subsequent jackpot game (V round), the special image 20 is used as is to indicate that the game ball should be launched aiming at the special area 10 (see FIG. 7(d)). In this way, a smooth flow can be achieved from the suggestion of consecutive wins in the reserve using the special image 20, that is, the stock of a jackpot, to the release of the stock in the winning variation and the instruction to aim at the special area 10.
[0040] It should be noted that the configuration of this example can also be applied to specifications that do not have the special advantageous state described in the above embodiment. In other words, even if a game state in which "the next jackpot is virtually guaranteed" is not provided, consecutive wins in reserve can occur (even if the game state to which the player transitions is not "the next jackpot is virtually guaranteed," if consecutive wins in reserve occur, it can be said that "the next jackpot is virtually guaranteed"). Therefore, the configuration of this example can be applied. In other words, the state in which consecutive wins in reserve occur is considered to be a special state, and the configuration described in the above embodiment is applied.
[0041] 〇Specific example 1-4 The image indicating that the game ball should be launched aiming at the special area 10 in the V round of the advantageous jackpot is different between an advantageous jackpot notified by a winning variation including a release effect (hereinafter referred to as an advantageous jackpot with a release effect) and an advantageous jackpot that is not notified by a release effect (hereinafter referred to as an advantageous jackpot without a release effect). The advantageous jackpot with a release effect is as described in the above embodiment. That is, the instruction image 23 is displayed to indicate to the player that the game ball should be launched aiming at the special area 10 using the special image 20 displayed in the release effect as is (see FIG. 6(c)). For an advantageous jackpot that does not include a release effect, an image of a different form from the instruction image 23 is displayed (see FIG. 8(b)). The specific form may be any form that allows the player to understand that the game ball should be launched aiming at the special area 10.
[0042] An advantageous jackpot that has undergone a release effect is a special thing that is awarded as a result of transitioning to a game state that is most advantageous to the player, called a special advantageous state. Therefore, by making the instruction image 23 (an image using the special image 20 displayed in the release effect) described in the above embodiment different from that of a normal advantageous jackpot (an advantageous jackpot that does not undergo a release effect) (making the instruction image 23 in the form shown in FIG. 6(c) an image dedicated to the case where a release effect has been performed), it is possible to emphasize to the player that transitioning to the special advantageous state is a special event.
[0043] 4) Specific production The gaming machine 1 according to this embodiment can execute special effects (see FIGS. 9 and 10) as effects that can occur while the variable effects are being executed. The special effects will be described in detail below. Note that the special effects in this embodiment can occur during the basic state, but may also occur during an advantageous state.
[0044] The specific effect in this embodiment may occur as a type of so-called pre-reading effect. Since pre-reading effects themselves are well known, detailed explanations will be omitted. However, the pre-reading effect indicates an increased probability (so-called (jackpot) reliability) of a certain winning / losing lottery result (hereinafter sometimes referred to as the "target winning / losing lottery result") becoming a jackpot by using one or more in-flight effects (hereinafter sometimes referred to as "pre-flight effects") that end before the in-flight effect corresponding to the target winning / losing lottery result (hereinafter sometimes referred to as the "target in-flight effect"). In the following explanation, among the in-flight effects, the in-flight effect at which the specific effect (the preliminary stage described below) begins (i.e., the earliest of the "pre-flight effects") may be referred to as the "standard in-flight effect." Furthermore, when a specific effect uses two or more in-flight effects, one or more in-flight effects will be executed between the standard in-flight effect and the target in-flight effect, and the in-flight effect executed between the standard in-flight effect and the target in-flight effect may be referred to as the "intermediate in-flight effect." Since the specific effect is a type of the pre-reading effect, the reliability of the target winning / losing lottery result is higher when the specific effect occurs than when the specific effect does not occur. In the drawings for explaining the specific effect, the reserved pattern 70 (target reserved) corresponding to the target winning / losing lottery result is marked with a "T".
[0045] The special effects in this embodiment are roughly divided into a pre-stage, an intermediate stage, and a post-stage. In the pre-stage, the special image 30 displayed in the display area 911 is displayed as if it had moved outside the display area 911 (hereinafter referred to as pre-display). The special image 30 in this embodiment is an image depicting a predetermined character, and while a special effect is not being executed (normal state), it continues to be displayed as part of the background of the decorative pattern 80 (see FIG. 9(a)). In drawings for explaining the special effects, only the part of the background depicting the special image 30 is illustrated, and the special image 30 is omitted from drawings other than those for explaining the special effects. Furthermore, the special image 30 may be displayed as part of the background only when a specific stage (mode) is set. In this case, the special effect may occur on the stage where the special image 30 is displayed.
[0046] In the reference variation effect during which the specific effect starts, a pre-display is performed in which the specific image 30 moves toward the outer edge of the display area 911 and finally moves outside the display area 911 so that it appears as if it has disappeared (see FIG. 9(b)). In other words, a pre-display is performed in which the character represented by the specific image 30 has "went out" to the outside of the display area 911. This is the pre-stage, and can be said to be a display intended to inform the player that the specific effect has started.
[0047] The intermediate stage is the state after the pre-stage described above until the occurrence of the post-stage, which will be described in detail later (the period from the end of the pre-stage to the start of the post-stage). In the intermediate stage, an intermediate image 32 is displayed, indicating that the specific image 30 has moved out of the display area 911 and that the specific image 30 will return in the future. In this embodiment, an intermediate image 32 reading "Shopping" is displayed in the intermediate stage (see FIGS. 9(c) and 10(a) and (b)). That is, a display is made indicating that the character has gone "shopping" in the pre-stage and that the character is "shopping" and will eventually return. Therefore, a player who sees the intermediate image 32 can sense that the character will return in the future (return from "shopping"). The intermediate image 32 is continuously displayed from the time the specific image 30 moves out of the display area 911 (becomes invisible) until it is displayed again in the post-stage, which will be described later. That is, the interim image 32 continues to be displayed from after the midpoint of the standard variation performance where the pre-stage occurs (see FIG. 9(c)) until before the midpoint of the target variation performance where the post-stage occurs (see FIG. 10(b)). In the case of a specific performance where an intermediate variation performance occurs (a specific performance using two or more previous variation performances), the interim image 32 continues to be displayed during the intermediate variation performance (see FIG. 10(a)). Note that a specific performance where no intermediate variation performance occurs (a specific performance where the previous variation performance is only one standard variation performance and the standard variation performance is followed by a target variation performance) can also occur. In this case, the interim image 32 continues to be displayed from the midpoint of the standard variation performance where the pre-stage occurs until the midpoint of the target variation performance where the post-stage occurs.
[0048] Such intermediate image 32 does not indicate the timing when the post-stage will begin (when the post-stage display, described below, will be displayed). In other words, since the post-stage begins during the target-changing effect, the intermediate image 32 does not indicate the target-changing effect. Note that the phrase "the intermediate image 32 does not indicate the target-changing effect" refers solely to the indication provided by the intermediate image 32 itself. It does not include, for example, a situation in which the target-changing effect (corresponding reserved symbol 70) can be predicted to some extent by the player, such as when a publicly known reserved symbol change effect occurs for the reserved symbol 70 corresponding to the target-changing effect (a change in the reserved symbol 70 indicates an increased likelihood of a jackpot in the target-winning / losing lottery result). Therefore, in this embodiment, the appearance of the intermediate image 32 is constant (the same every time) regardless of the content of the specific effect. The appearance of the intermediate image 32 is constant regardless of the number of previous changing effects used in the specific effect.
[0049] After the intermediate stage, the specific image 30 is again displayed in the display area 911 (see FIG. 10(c)). In other words, after the pre-stage, the specific image 30, which had moved out of the display area 911 and was no longer visible, is displayed as if it had returned to the display area 911. This type of post-stage display is the post-stage. In this embodiment, the player feels as if the character who had been "out" ("shopping") has returned.
[0050] In the post-event stage, after such post-event display, a reliability image 34 is displayed together with the specific image 30 (see FIG. 10(d)). If the specific image 30 represents a predetermined character, as in this embodiment, the character appears to have brought (bought) the reliability image 34. Multiple candidate images are provided as candidates that can be displayed as the reliability image 34. In the post-event stage, one of the candidate images is displayed. In this embodiment, one of the following is displayed as the reliability image 34: a first candidate image containing the character "normal," a second candidate image containing the character "opportunity," or a third candidate image containing the character "hot." (See FIG. 10(d) for a case in which the second candidate image is displayed as the reliability image 34. Cases in which other candidate images are displayed as the reliability image 34 are not shown in FIG. 10). The reliability of the jackpot result of the target winning / losing lottery is higher when the second candidate image is displayed than when the first candidate image is displayed, and higher when the third candidate image is displayed than when the second candidate image is displayed.
[0051] In this way, the specific effect in this embodiment is such that a pre-display is made as if the specific image 30 has moved outside the display area 911, and then a post-display is made as if it has finally returned to the display area 911, and then the reliability image 34 is displayed.This is an interesting effect (pre-reading effect) in which it is not clear when the specific image 30 will return (i.e., the effect during the target change is not known).
[0052] Furthermore, in the intermediate stage, which is the period after the preliminary stage and before the post-stage, an intermediate image 32 is displayed, which suggests that the specific image 30 will return in the future, so that even a player who has not encountered the specific effect can sense that the specific image 30, which was no longer displayed in the preliminary stage, will be displayed again.
[0053] Below, we will explain specific examples in which the above-mentioned specific effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.
[0054] 〇Specific example 2-1 The reliability image 34 displayed in a specific effect may be used to predict an event (target effect) that will occur during the target variation effect. For example, if a pseudo-continuous effect is provided as a possible effect that constitutes the variation effect, and the "continue" reliability image 34 is displayed, the pseudo-continuous effect will occur immediately after the display. The target effect whose occurrence is predicted by the reliability image 34 may be advantageous to the player (i.e., it may indicate an increased reliability of a jackpot in the target lottery result). For example, various possibilities are possible, such as a reach completion, a specified super reach effect, or the display of a chance image. The reliability image 34 suggesting the occurrence of such a target effect can also be said to indirectly indicate the reliability of a jackpot in the target lottery result via the occurring target effect.
[0055] In a configuration like this example, the timing at which the reliability image 34 is displayed during the target change effect, i.e., the timing at which the specific image 30 returns (post-display) during the target change effect, becomes important. This is because the reliability image 34 will not predict a target effect that is no longer likely to occur at the time the reliability image 34 is displayed. For example, if a "reach success" is set as the target effect, and a post-display is not displayed during the target change effect until the reach success is achieved (if a post-display is displayed after the reach success is achieved), the reliability image 34 will not predict the "reach success." This configuration allows the player to enjoy predicting the content of the effect predicted by the reliability image 34 while comparing it with the progress of the current target change effect.
[0056] 〇Specific example 2-2 It has been explained that the specific performance in the above embodiment occurs as a type of pre-reading performance, that is, the pre-display is executed in the previous during-change performance (reference during-change performance) and the post-display is executed in the target during-change performance, but it is also possible to make it so that a specific performance occurs that starts in a certain during-change performance and ends during that during-change performance (a specific performance that fits within one during-change performance from start to end) (see Figure 11) (hereinafter, in contrast to the pre-reading performance, one that fits within one during-change performance from start to end will be referred to as the relevant during-change performance).
[0057] Furthermore, if a specific effect can occur as either a look-ahead effect or a specific change effect, when a pre-display is made during a certain change effect to indicate the start of the specific effect, it is impossible to determine at the pre-display stage whether the specific effect occurred as a look-ahead effect with the subsequent change effect as the target change effect, or as a change effect with the target change effect as the target change effect, making it difficult to predict the subsequent development.If an intermediate image 32 is displayed during a change, and the next change begins while the intermediate image 32 is still displayed, it will be clear that the specific effect occurred as a look-ahead effect.
[0058] 〇Specific example 2-3 Although it has been explained that the specific image 30 in the above embodiment represents a predetermined character, this is merely an example, and the specific image 30 may represent any object, provided that the specific image 30 maintains a state in which the player can recognize that it represents the same object both in the pre-display and post-display.
[0059] Furthermore, in the above embodiment, it has been explained that the specific image 30 is normally displayed (as part of the background of the decorative pattern 80), but it may also be displayed when a specific effect occurs. In other words, when a specific effect starts, a specific image 30 that has not been displayed until then may be newly displayed, and the specific image 30 may be displayed as if it has moved outside the display area 911, which may be regarded as a pre-display.
[0060] 〇Specific example 2-4 In the above embodiment, it has been described that the intermediate image 32 is displayed during the period (intermediate stage) between the pre-display and the post-display, but such intermediate image 32 may not be displayed. The intermediate image 32 indicates to the player that the specific image 30 will return in the future. However, even if such intermediate image 32 is not displayed, if it is considered that the player who sees the specific image 30 go out of the display area 911 will sense that the specific image 30 will return, the intermediate image 32 may not be displayed. In other words, if it is desired to clearly indicate that a post-display will be performed in the future, the intermediate image 32 may be displayed as in the above embodiment.
[0061] 〇Specific example 2-5 In the above embodiment, the special effect is described as one in which all special images 30 that move outside the display area 911 return in the future, i.e., the occurrence of a pre-display is always accompanied by the occurrence of a post-display. However, a pre-display may not necessarily result in a post-display. In other words, the special effect may be configured to end prematurely without resulting in the display of the reliability image 34 (for example, the special effect may progress from (a) to (b) to (c-2) in FIG. 12). Various methods are conceivable for indicating to the player that the special effect has ended prematurely. For example, the interim image 32 may be erased (see FIG. 12(c-2)) to indicate to the player that the special effect has ended prematurely (in other words, the setting is such that there is a possibility that the special image 30 will return while the interim image 32 is displayed).
[0062] In this example, it is preferable to set the result (see Fig. 12(c-1)(d)) to be more advantageous for the player (the player can hope that the target win / lose lottery result will be a jackpot) than the result (see Fig. 12(c-2)) in which the reliability image 34 is displayed (the lottery does not end halfway). By doing so, the player first hopes that the specific image 30 will return (post-event display) without ending halfway, and then hopes that the more reliable reliability image 34 will be displayed when the specific image 30 returns.
[0063] 〇Specific example 2-6 The timing at which the specific image 30 returns (the subsequent display occurs) is suggested by the state of the intermediate image 32. Since the effect during the change that is the subsequent display is the effect during the target change, it can be said that the effect during the target change is suggested by the state of the intermediate image 32.
[0064] For example, the timing of the post-event display can be set to be later when the second interim image 322 (different in appearance from the first interim image 321) is displayed than when the first interim image 321 is displayed. Any method for setting the difference in appearance of the interim image 32 may be used. For example, the text "Shopping" in the interim image 32 could be displayed in "white" (see FIG. 13(a)) for the first interim image 321 and in "red" (see FIG. 13(b)) for the second interim image 322. "The timing of the post-event display being delayed" refers to the number of intermediate interim effects executed between the reference interim effect and the target interim effect (in other words, the number of subsequent interim effects used for the specific effect increases). In other words, the more interim effects are executed between the reference interim effect that was pre-displayed and the target interim effect that is post-displayed, the "later the timing of the post-event display" will be. This results in an effect that is likely to draw the player's attention to the appearance of the interim image 32.
[0065] In this example, the greater the number of upcoming variable effects used in the specific effect, the higher the jackpot reliability of the target win / loss lottery result. A higher jackpot reliability of the target win / loss lottery result also means that the reliability image 34 displayed in the subsequent stage is likely to be highly reliable. The specific effect is a type of pre-reading effect, and a larger number of upcoming variable effects means a larger number of pre-reads. Therefore, the higher the pre-reads, the higher the reliability is set. In this case, the jackpot reliability of the target win / loss lottery result is set to be higher when the second intermediate image 322 is displayed than when the first intermediate image 321 is displayed (see FIG. 13).
[0066] 〇Specific example 2-7 In the post-stage, a new image (hereinafter referred to as an additional image 36) that was not displayed in the pre-stage is displayed. For example, the character represented by the specific image 30 that has returned in the post-stage is holding a "bag" (the bag is the additional image 36) (see FIG. 14(a)), and a reliability image 34 emerges from the bag (see FIG. 14(b)). A plurality of modes are set for the additional image 36, and the mode of the additional image 36 suggests the likelihood that the reliability image 34 that will be displayed thereafter will be more reliable.
[0067] For example, the additional image 36 may be set to a first form representing a "white" bag or a second form representing a "red" bag, and when the second form is displayed, the reliability image 34 displayed thereafter is more likely to be highly reliable than when the first form is displayed (for example, in accordance with the above embodiment, when the additional image 36 is set to the second form, the reliability image 34 with the highest reliability, "super hot," is more likely to be displayed than when the additional image 36 is set to the first form) (see FIG. 12(a)). By doing as in this example, an interesting presentation can be achieved in which the player will likely pay attention to the form of the additional image 36 that is newly displayed at a later stage.
[0068] 5) Image production As a part of the effect that constitutes the effect during the change, an image effect may occur. In this embodiment, the image effect may occur as a part of the effect during the change in the basic state. However, it may also occur as a part of the effect during the change in the advantageous state or during the big win game.
[0069] In this embodiment, the image presentation progresses in the order of a first stage (see FIG. 15(a)), a second stage (see FIG. 15(b)), and a third stage (see FIG. 15(c)). In the first stage, multiple presentation images are displayed in the display area 911. For example, suppose two presentation images, a first presentation image 41 and a second presentation image 42, are displayed. Each presentation image represents a different character. In this embodiment, the first presentation image 41 represents character A, and the second presentation image 42 represents character B (see FIG. 15(a)).
[0070] After the first stage, the game moves to the second stage. In the second stage, one of the multiple effect images is designated as a target effect image, and the other effect images are designated as non-target effect images. The target effect image refers to an effect image in an active state, and the non-target effect image refers to an effect image that is not in an active state (a passive state). To represent the difference between these states, the size of the target effect image is increased relative to the non-target effect image compared to the first stage. In this embodiment, the size of the non-target effect image is maintained while the size of the target effect image is increased from the first stage to the second stage. Unlike this embodiment, the size of the non-target effect image may be decreased from the first stage to the second stage, while the size of the target effect image may be maintained. Alternatively, the size of the non-target effect image may be decreased from the first stage to the second stage, while the size of the target effect image may be increased from the first stage to the second stage. By moving from the first stage to the second stage, the player perceives the target effect image as being more emphasized (more conspicuous) than the non-target effect image.
[0071] In the second stage of this embodiment, first performance image 41 is set as a target performance image (displayed relatively large), and second performance image 42 is set as a non-target performance image (displayed relatively small). Then, a performance element associated with first performance image 41, which is the target performance image, is output. In the following description, the performance element associated with first performance image 41 may be referred to as first performance element 411, and the performance element associated with second performance image 42 may be referred to as second performance element 421. In this embodiment, characters representing the lines of character A represented by first performance image 41 are displayed in display area 911 as first performance element 411 (see Figure 15(b)). Since the first effect element 411 is displayed after a change occurs in which the first effect image 41 is emphasized more than the second effect image 42 (a change that shows the first effect image 41 in an "active" state (and the second effect image 42 in a "passive" state)), the player will see as if character A represented by first effect image 41 is speaking the text represented by the first effect element 411. Also, since the second effect image 42 (character B) is not erased, it is easy to understand that this represents a state in which character A is talking to character B.
[0072] In this embodiment, first effect element 411 (characters representing the lines spoken by character A) is displayed so that at least a portion of it overlaps second effect image 42 (non-target effect image) (which is relatively smaller than first effect image 41) (see FIG. 15(b)). First effect element 411 is displayed as being associated with first effect image 41 (target effect image), and second effect image 42 is relatively smaller and less noticeable. Therefore, even when first effect element 411 is displayed overlapping second effect image 42, the player can understand that first effect element 411 is associated with first effect image 41 (the lines spoken by character A). Furthermore, because first effect element 411 can be displayed overlapping second effect image 42, it is easy to secure space for displaying first effect element 411.
[0073] After the second stage, the process moves to the third stage. In the third stage, the non-target effect image in the second stage becomes the target effect image, and the target effect image in the second stage becomes the non-target effect image. In this embodiment, the second effect image 42 becomes the target effect image, and the first effect image 41 becomes the non-target effect image, and the second effect image 42 is emphasized more than the first effect image 41. In the second stage, the first effect image 41 was larger than the second effect image 42, so in the third stage, the size relationship is reversed. In other words, as the process moves from the second stage to the third stage, the size of the first effect image 41 is reduced, while the size of the second effect image 42 is increased. Furthermore, in the third stage, the size relationship between the first effect image 41 and the second effect image 42 is such that the second effect image 42 is larger relative to the first effect image 41 than in the first stage (see FIG. 15(c)). By transitioning to this third stage, the player will understand that, unlike the second stage, the second presentation image 42 has become "active" (the first presentation image 41 has become "passive").
[0074] Then, a second effect element 421 associated with the second effect image 42, which is the target effect image, is output. Specifically, characters representing the lines of character B, the character represented by second effect image 42, are displayed in display area 911 as second effect element 421 (see FIG. 15(c)). Since second effect element 421 is displayed after a change occurs in which second effect image 42 is emphasized more than first effect image 41 (a change that shows second effect image 42 in an "active" state (showing first effect image 41 in a "passive" state)), the effect appears to the player as if character A represented by second effect image 42 is speaking the characters represented by second effect element 421.
[0075] As in the second stage, in the third stage, second effect element 421 (characters representing the lines spoken by character B) is displayed so that at least a portion of it overlaps first effect image 41 (non-target effect image), which is displayed relatively small (see FIG. 15(c)). Since second effect element 421 is displayed as being associated with second effect image 42 (target effect image), and first effect image 41 is displayed relatively small and inconspicuous, even when second effect element 421 is displayed overlapping first effect image 41, the player can understand that second effect element 421 is associated with second effect image 42 (the lines spoken by character B). Furthermore, because second effect element 421 can be displayed overlapping first effect image 41, it is easy to secure space for displaying second effect element 421.
[0076] By using such image effects including the first to third stages, it is possible to create an effect in which character A represented by first effect image 41 and character B represented by second effect image 42 appear to be speaking the lines represented by the effect elements. In particular, as in this embodiment, by going through the second stage in which the target effect image is first effect image 41 and the third stage in which the target effect image is second effect image 42, it is possible to create an effect in which character A and character B appear to be "having a conversation."
[0077] Note that, although the image presentation in this embodiment includes the second and third stages, it may be configured not to include the third stage. For example, if the presentation is intended to make it appear as if character A is talking unilaterally to character B, the presentation may end at the second stage. The presentation may also continue after the third stage. For example, after the third stage, a fourth stage may be executed in which the first presentation image 41 is again the target presentation image, and after the fourth stage, a fifth stage may be executed in which the second presentation image 42 is again the target presentation image. In this way, a presentation can be created that shows a "back and forth" conversation between character A and character B.
[0078] As explained above, in the image presentation of this embodiment, multiple presentation images are displayed in the first stage, but in the second and third stages, the presentation is in a form that makes it easy to see that the displayed presentation elements correspond to the target presentation image (a presentation image that is displayed relatively large).
[0079] In particular, in this embodiment, the first stage is used as a reference and the target performance image changes to a state (second stage, third stage) in which it is displayed relatively larger than the non-target performance image, making it easier to see which performance image is the target performance image.
[0080] The following describes specific examples in which the above image rendering-related matters are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0081] 〇Specific example 3-1 In the above embodiment, the target effect image is displayed larger relative to the non-target effect images, thereby making the target effect image more conspicuous. However, changes may be made to emphasize the conspicuousness of the target effect image. For example, in the second and third stages, the target effect image may be displayed in color, while the non-target effect image may be displayed in monochrome (see FIG. 16 . Note that in FIG. 16 , the color display state is indicated by solid lines, and the monochrome display state is indicated by dotted lines). Also, in the second and third stages, the lines constituting the target effect image may be thicker than the lines constituting the non-target effect image (see FIG. 17 ). Also, although not shown, in the second and third stages, the non-target effect image may be displayed lighter than the target effect image (e.g., a display mode in which the background is visible through the non-target effect image).
[0082] 〇Specific example 3-2 Although the effect elements in the above embodiment are described as being displayed in the display area 911 (output to the display device 91) (i.e., images), other elements that constitute the effect may also be used. For example, effect sounds output from the speaker 93 (see FIG. 1) may be used as effect elements. If the effect is to be such that the characters represented by the target effect image appear to be speaking, as in the above embodiment, sounds representing the lines of each character are output from the speaker 93 (see FIG. 18).
[0083] Although not shown, as described in the above embodiment, characters representing the lines may be displayed and sounds representing the lines may be output from the speaker 93. In other words, the output production elements may be configured as "image + sound."
[0084] 〇Specific example 3-3 In the above embodiment, it has been described that each effect image represents a different character, but each effect image may represent something else. For example, each effect image may represent a different item (tool). In the second and third stages, an effect image representing one of the items is designated as a target effect image (other effect images are designated as non-target effect images), and then a message introducing the item is displayed as a effect element (see FIG. 19).
[0085] 〇Specific example 3-4 In the above embodiment, the image effect is described as displaying two effect images, the first effect image 41 and the second effect image 42, but three or more effect images may be displayed. When an effect element is output, any one of the three or more effect images is set as a target effect image, and the other effect images are set as non-target effect images (see FIG. 20).
[0086] Furthermore, if three or more effect images are displayed, it is preferable that all of the effect images are set as target effect images at least once. For example, if three effect images (first effect image 41 to third effect image 43) are displayed as an image effect, it is preferable that after the first stage, in addition to a stage in which first effect image 41 is set as the target effect image (second effect image 42 and third effect image 43 are set as non-target effect images) (see FIG. 20(b)), it is also preferable that the image effect include a stage in which second effect image 42 is set as the target effect image (first effect image 41 and third effect image 43 are set as non-target effect images) and a stage in which third effect image 43 is set as the target effect image (first effect image 41 and second effect image 42 are set as non-target effect images), both of which are not shown.
[0087] 〇Specific example 3-5 When an image effect is executed, the entire display area 911 is divided into the number of effect images (each divided area is considered a unit area), and an effect image is displayed in each unit area 911 a, 911 b. If two effect images, a first effect image 41 and a second effect image 42, are displayed as in the above embodiment, the entire display area 911 is divided into two unit areas 911 a, 911 b, and the first effect image 41 and the second effect image 42 are displayed in the two unit areas 911 a, 911 b, respectively (see FIG. 21(a)).
[0088] As the display shifts from the first stage to the second stage, the first performance image 41, which is the target performance image, is made larger than the second performance image 42, which is the non-target performance image, compared to the first stage, and the unit area 911a in which the first performance image 41 is displayed is made larger than the unit area 911b in which the second performance image 42 is displayed (see FIG. 21(b)). When the display shifts from the second stage to the third stage, the size relationship is reversed from that of the second stage. That is, as the display shifts from the second stage to the third stage, the second performance image 42, which is the target performance image, is displayed larger than the first performance image 41, which is the non-target performance image, compared to the first stage, and the unit area 911b in which the second performance image 42 is displayed is made larger than the unit area 911a in which the first performance image 41 is displayed (see FIG. 21(c)). When transitioning from the first stage to the second stage, or from the second stage to the third stage, the dividing image 912 separating the unit areas 911a and 911b can be displaced toward the non-target effect image side, thereby enlarging the unit areas 911a and 911b in which the target effect image is displayed.
[0089] By doing as in this example, it is possible to create an impactful presentation. Also, if the entire display area 911 is occupied by two or more unit areas (there is no area that does not belong to any unit area), it would seem that there would be no area to display the presentation elements corresponding to the target presentation image (it would be difficult to secure an area to display the presentation elements). However, as explained in the above embodiment, at least a part of the presentation element can be displayed superimposed on the non-target presentation image (it can be displayed in the unit area where the non-target presentation image is displayed) (see Figures 21(b) and (c)), so it is easy to secure an area to display the presentation elements.
[0090] In this example, the target effect image is enlarged as the separator image 912 is displaced, but the size of the effect image may not change. In other words, the unit area in which the target effect image is displayed may change to become larger, but the size of the effect image itself may not change.
[0091] 6) Split operation performance As a performance that constitutes the performance during the change, a split operation performance may occur. In this embodiment, the split operation performance may occur as a performance that constitutes the performance during the change in the basic state. However, it may also occur as a performance that constitutes the performance during the change in the advantageous state or during a jackpot game.
[0092] The split operation effect in this embodiment can occur as part of one or more types of reach effects (hereinafter, sometimes referred to as specific reach effects). The specific reach effects lead to an advantageous outcome that is advantageous to the player (see Figures 23(c-1) and 25(e-2)), or an unfavorable outcome that results if the advantageous outcome is not reached (see Figures 23(c-2) and 25(e-1)). An advantageous outcome is reached when the win / loss lottery result (target win / loss lottery result) corresponding to the variation effect (target variation effect) in which the specific reach effect occurs is a jackpot. An unfavorable outcome is reached when the target win / loss lottery result is a miss. However, a setting may also be made in which, when the target win / loss lottery result is a jackpot, an unfavorable outcome is reached and then reversed, a so-called reversal pattern, is possible. In either case, if the target win / loss lottery result is a miss, an unfavorable outcome will always be reached. As will be described in detail later, specific reach effects may reach an ending through operation effects (normal operation effects, specific operation effects), and when such operation effects occur, it can also be considered that the advantageous and unfavorable endings described above are set as the endings of such operation effects.
[0093] The basic form of the specific reach effect may be any. In the specific reach effect in this embodiment, a ally character (indicated by the character "aji" in the drawings) who is a character on the player's side and an enemy character (indicated by the character "enemy" in the drawings) who opposes it fight (see FIG. 22(a) and the like), and a victory of the ally character is set as a favorable ending, and a failure of the ally character to win (to lose) is set as an unfavorable ending.
[0094] A predetermined point (midway point) from the start of a specific reach effect before it reaches its conclusion is considered to be the specified timing (see Figure 22(b)). Note that such specified timings may be set in multiple locations. When a specific reach effect occurs, a split effect may occur at the specified timing. Note that the occurrence of a split effect in a specific reach effect is a type of so-called chance increase (an indication that the probability of reaching a favorable conclusion has increased), but this does not mean that the split effect will necessarily occur in a specific reach effect (probability of a split effect occurring ≠ 100%). It is preferable that the probability of a split effect occurring when a specific reach effect occurs is less than 10%.
[0095] The split effect is an effect in which the display area 911 is divided into X split areas 911d (X is a natural number equal to or greater than 2) (see FIG. 22(d-2)). In this embodiment, X=4. That is, when the split effect occurs, four split areas 911d are created. In this embodiment, the split areas 911d are separated from one another by a split line image L. The four split areas 911d are formed by the split line image L extending in the vertical direction from approximately the center of the width of the display area 911 and the split line image L extending in the width direction from approximately the center of the vertical direction intersecting with each other. In the following description, the area formed in the upper left of the display area 911 may be referred to as the upper-left split area, the area formed in the upper right as the upper-right split area, the area formed in the lower left as the lower-left split area, and the area formed in the lower right as the lower-right split area.
[0096] If a split effect does not occur at the specified timing, such a split area 911d will not occur (see FIG. 22(c-1)). In other words, whether or not a split effect occurs at the specified timing is a major turning point for the specific reach effect. Hereinafter, a pattern in which a split effect does not occur of a specific reach effect may be referred to as a normal pattern, and a pattern in which a split effect occurs may be referred to as a split pattern.
[0097] When the specific reach effect is in a normal pattern (see FIG. 22(c-1)) in which a split effect does not occur at the specified timing, the continuity of the effect is maintained before and after the specified timing as it progresses. In other words, the image of the reach effect is simply displayed continuously in the display area 911, and there is no difference from a normal effect. A player encountering a specific reach effect for the first time has no way of knowing that a split effect could occur at the specified timing.
[0098] On the other hand, if a split pattern occurs in which a split effect occurs at a specified timing, an effect indicating the occurrence of the split effect (split start effect) occurs. In this embodiment, a predetermined character appears and takes an action to split the display area 911. For example, the predetermined character takes an action such as drawing the above-mentioned split line image L (see FIG. 22(c-2)). Just before the occurrence of the split start effect, the image of the specific reach effect temporarily stops. Then, after the split start effect is executed and the split areas 911d are formed, the effect progresses in each split area 911d. That is, the image that was stopped in each split area 911d is resumed. In other words, if a split effect occurs in which the display area 911 is split during the specific reach effect, the same image is displayed in each split area 911d, and the effect progresses (see FIG. 22(d-2)). Note that in this embodiment, the decorative symbols 80 that create the reach state are also displayed in each split area 911d. Therefore, it appears as if the number of reach effects corresponding to the number of split areas 911d are progressing. However, it is also possible that such division of the decorative pattern 80 does not occur (even if a division effect occurs, the state in which only one reach is established is maintained).
[0099] In the specific reach effect in this embodiment, regardless of whether it is a normal pattern or a split pattern, an operation effect occurs in which the player is prompted to operate the operation means 50 just before reaching the conclusion. In this embodiment, the player is prompted to operate a push button (first operation means 51) (see FIG. 1), which is one type of operation means 50 (hereinafter, when simply referring to the operation means 50 without any particular specification, it will refer to the first operation means 51). The manner of this operation effect differs between the normal pattern and the split pattern. In the case of a normal pattern, a normal operation effect occurs, and in the case of a split pattern, a split operation effect occurs.
[0100] A normal operation effect is an effect in which the player is given one opportunity to operate the operation means 50 (see FIG. 23(a)). In this embodiment, one opportunity for a single operation is given. In the display area 911, one operation image 55 representing the operation means 50 (effect button) to be operated is displayed. Also, a mode image 56 representing the required operation mode is displayed. In this embodiment, a single operation of the effect button is requested, so an image including the word "press" is displayed as the mode image 56. Also, a time image 57 is displayed, which indicates the passage of the operation valid time during which the operation is valid. In this embodiment, an image of a meter that decreases as time passes is displayed as the time image 57.
[0101] The normal operation presentation reaches its conclusion when an operation (single operation) of the operation means 50 (presentation button) is detected within the valid operation time (see FIG. 23(b)). This conclusion is also the conclusion (advantageous conclusion, unfavorable conclusion) of the specific reach presentation. If the result of the target hit / miss lottery is a jackpot (when it is internally determined in advance that the specific reach presentation (normal operation presentation) will lead to a favorable conclusion), the advantageous conclusion is reached when the player operates the operation means 50 in response to one operation opportunity given to the player (see FIG. 23(c-1)). On the other hand, if the result of the target hit / miss lottery is a miss (when it is internally determined in advance that the specific reach presentation (normal operation presentation) will lead to an unfavorable conclusion), the unfavorable conclusion is reached when the player operates the operation means 50 in response to one operation opportunity (see FIG. 23(c-2)). Therefore, the result of the target hit / miss lottery is determined when the operation of the operation means 50 is performed within the valid operation time. In this embodiment, if a favorable ending is achieved, a video of an ally character defeating an enemy character is displayed and a notification of a big win is made, and if a disadvantageous ending is achieved, a video of the enemy character not being defeated is displayed and a notification of a loss is made. Note that if no operation of the operating means 50 is detected within the valid operation time, the ending is reached when the valid operation time expires.
[0102] The split operation effect is an effect in which the player is given a maximum of X number of times to operate the operating means 50. In other words, it is an effect in which a maximum of the number of operation opportunities is given, equal to the number of split areas 911d. In this embodiment, X=4, so a maximum of four opportunities for single operation are given. Each split area 911d displays one of the above-mentioned operation images 55, state images 56, and time images 57 (see FIG. 24(a)). In other words, the images displayed in the display area 911 in the normal operation effect are displayed in each split area 911d. It can also be said that this is an effect form in which it appears as if an effect equivalent to the above-mentioned normal operation effect has occurred in all split areas 911d. A player who sees this can easily understand that there are "four operation opportunities."
[0103] The performance for each operation opportunity that constitutes the divided operation performance is referred to as a unit operation performance. That is, the operation performance executed in each of the upper left divided area, upper right divided area, lower left divided area, and lower right divided area is referred to as a unit operation performance. In this embodiment, the unit operation performance is executed in the following order: upper left divided area (first unit operation performance) (see FIG. 24(b)(c-1)(c-2)) → upper right divided area (second unit operation performance) (see FIG. 24(d)(e-1)(e-2)) → lower left divided area (third unit operation performance) (see FIG. 25(a)(b-1)(b-2)) → lower right divided area (fourth unit operation performance) (see FIG. 24(c)(d-1)(d-2)). Note that, as will be described in detail later, if a certain unit operation performance results in a successful result, the divided operation performance ends there (no further unit operation performances are executed). The unit operation performance results in a successful result or a failed result each time the operation means 50 is operated (single operation). However, the image representing the result is always displayed in the corresponding divided area 911d (the divided area 911d in which the unit operation presentation was executed). Note that the specific aspects of a successful result and a failed result may be any. It is sufficient that the aspect allows the player to understand that a successful result is advantageous to the player and that a failed result is disadvantageous to the player. In this embodiment, a successful result is when an image of an ally character defeating an enemy character is displayed. In other words, an image of the same aspect as when the normal operation presentation leads to an advantageous ending is displayed in the corresponding divided area 911d. On the other hand, in this embodiment, a failed result is when the image displayed in the divided area 911d changes from color to monochrome (in the drawing, the monochrome display state is shown by a dotted line).
[0104] The effective operation time in the divided operation presentation may be set as a continuous effective operation time for the entire divided operation presentation, or may be set for each unit operation presentation. The time image 57 is controlled depending on which configuration is used. In this embodiment, the former configuration is used. Therefore, when moving to the next unit operation presentation after a unit operation presentation has ended, the time image 57 is controlled so that the remaining effective operation time at the time the unit operation presentation ended is carried over. In a state where there are two or more unit operation presentations for which no results are displayed, the time images 57 displayed in the two or more divided areas 911d where the unit operation presentations are being executed change in the same manner (if the remaining time is displayed by a meter as in this embodiment, the remaining time on the meter will be the same).
[0105] If the target win / loss lottery result is a loss (if it has been internally determined in advance that the specific reach effect (split operation effect) will lead to an unfavorable ending), all four unit operation effects will lead to a failure result (see FIG. 25(d-1)). In other words, to the player, the effect will appear as if all four of the given operation opportunities had failed. After all four unit operation effects have led to a failure result, the split area 911d disappears (the split line image L is erased), and the entire display area 911 is used to notify that the win / loss lottery result is a loss (leading to an unfavorable ending) (see FIG. 25(e-1)). The image itself notifying the loss is the same as when an unfavorable ending has been reached after a normal operation effect. Note that if four single operations are not performed during the valid operation time, the subsequent unit operation effects will not be executed, and the system is set up to forcibly transition to an unfavorable ending when the valid operation time expires.
[0106] If the result of the target lottery is a jackpot (if it has been internally determined that the specific reach effect (split operation effect) will lead to a favorable ending), at least one of the unit operation effects that occur up to four times will lead to a successful result (leading to one of the successful results of Figure 24(c-2), Figure 24(e-2), Figure 25(b-2), or Figure 25(d-2)). In other words, an operation of the operation means 50 according to one of the operation opportunities that is given up to four times will trigger a transition to a favorable ending (see Figure 25(e-2)). The reason why it is stated "up to four times" here is that if the first to third unit operation effects lead to a successful result (if it is one of Figures 24(c-2), 24(e-2), or 25(b-2)), no further unit operation effects will occur and the split operation effect (specific reach effect) will lead to a favorable ending (see Figure 25(e-2)). In other words, from the player's perspective, if he can make the most of even one of the four chances, he will win the jackpot, so if the first to third unit operation presentations result in a successful outcome, there is no need to execute any further unit operation presentations, and the game will move on to a favorable ending.
[0107] In this embodiment, when a split operation effect is generated during a target variation effect in which the result of the target lottery is a jackpot, the first to fourth unit operation effects that will result in a successful outcome (if operated during the valid operation time) (hereinafter, such a unit operation effect that will result in a successful outcome will be referred to as a successful unit operation effect) are determined in advance by lottery. In this embodiment, the later the unit operation effect is executed, the higher the probability that it will be determined as a successful unit operation effect (see FIG. 26). Therefore, in a split operation effect, the further the effect progresses (the later it gets), the more likely it is that the unit operation effect will result in a successful outcome. Note that before the results of each unit operation effect are known, the player does not know which unit operation effect will be determined as a successful unit operation effect.
[0108] After a certain unit operation presentation has reached a successful result, the divided area 911d disappears (the dividing line image L is erased), and the entire display area 911 is used to announce that the result of the win / lose lottery has been a jackpot (reaching a favorable outcome) (see Figure 25 (e-2)). The image announcing the jackpot itself is the same as when a favorable outcome has been reached through a normal operation presentation. Note that if a single operation is not detected in the unit operation presentation that has been determined to be a successful unit operation presentation during the valid operation time, the system is set to forcibly transition to a favorable outcome when the valid operation time expires.
[0109] The probability of a specific reach effect being advantageous (the reliability of the jackpot of the target winning / losing lottery result) is higher when the split pattern (when the split operation effect occurs) than when the normal pattern (when the normal operation effect occurs). As mentioned above, the split operation effect provides a maximum of four operation opportunities, and from the player's perspective, this can be said to mean more opportunities (opportunities) to reach an advantageous outcome than normal (one time), so the split pattern is set to have a higher reliability than the normal pattern.
[0110] In the present embodiment, the specific reach effect is one in which either a normal operation effect or a split operation effect occurs immediately before the conclusion (either a normal pattern or a split pattern), but a pattern in which no operation effect occurs immediately before the conclusion (a no-operation pattern) may also occur. If this is done, the probability of a favorable outcome (the jackpot reliability of the target win / loss lottery result) should be set to increase in the order of "no-operation pattern < normal pattern < split pattern." In other words, the reliability should be higher when there is one operation opportunity (normal pattern) than when there are zero operation opportunities (no-operation pattern), and the reliability should be higher when there are up to four operation opportunities (split pattern) than when there is one operation opportunity (normal pattern).
[0111] In this way, the gaming machine 1 according to this embodiment can execute a divided operation effect in which the display area 911 is divided into X divided areas 911d, resulting in a maximum of X operation opportunities being granted. In other words, an interesting effect can be executed in which the number of divided areas 911d and the number of operation opportunities are linked.
[0112] Furthermore, as in this embodiment, by setting the occurrence of the split operation effect as a chance increase (setting the probability of a jackpot higher than in the case of the normal operation effect), a game feature is realized in which the player hopes for the occurrence of the split effect. Furthermore, since it is clear that the split operation effect provides more operation opportunities (number of chances) that will lead to a favorable outcome compared to the normal operation effect, it is easy to understand that it is a chance increase effect.
[0113] The following describes specific examples in which the above-described split operation performance has 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.
[0114] 〇Specific example 4-1 In the above embodiment, the split effect (split operation effect) is explained as being such that the display area 911 is divided into four split areas 911d (X=4), but the value of X when the split effect occurs may be set to be not constant (undefined).
[0115] For example, as split effects, a first split effect (first split operation effect) (see FIG. 27(a)) in which the split area 911d becomes two (X=2) and a second split effect (second split operation effect) (see FIG. 27(b)) in which the split area 911d becomes four (X=4) can occur. When the first split effect occurs, the split operation effect (first split operation effect) will provide a maximum of two operation opportunities, and when the second split effect occurs, the split operation effect (second split operation effect) will provide a maximum of four operation opportunities.
[0116] In this example, the number of divided areas 911d, i.e., the value of X, may be used to indicate the probability that the split operation effect will lead to a favorable outcome. In the above example, the probability of a favorable outcome is different when the first split effect (first split operation effect) occurs and when the second split effect (second split operation effect) occurs. In this way, when a split effect occurs, the player will pay attention to the number of divided areas 911d that result.
[0117] As explained in the above embodiment, the number of divided areas 911d corresponds to the maximum number of operation opportunities given to the player in the divided operation effect, and since the number of operation opportunities is considered to be the number of chances that may lead to a favorable outcome, it is preferable to set the number of divided areas 911d (value of X) to be greater, so that the probability of reaching a favorable outcome is higher. In the above example, it is preferable to set the probability of reaching a favorable outcome to be higher when the second divided effect (second divided operation effect) (see FIG. 27(b)) occurs than when the first divided effect (first divided operation effect) (see FIG. 27(a)) occurs. In this way, when a divided effect occurs, the player will hope for a larger number of divided areas 911d.
[0118] Specific example 4-2 The split operation presentation may provide an opportunity to operate different operation means 50. The operation means 50 may include a first operation means 51 and a second operation means 52 (see FIG. 1) that is different from the first operation means 51. Note that "different operation means" does not only refer to the relationship between two physically separated operation means 50, as in this embodiment, but also includes the same physical operation means that have different operation modes. For example, in a configuration with a single operation means that can be operated in both a first operation mode and a second operation mode, operating the operation means in the first operation mode and operating the operation means in the second operation mode constitutes operation of different operation means. Alternatively, a sensor may be provided to detect a part of the player's body (e.g., a hand), and the detection of the player's body part by the sensor constitutes "operation of the operation means."
[0119] Of the maximum four unit operation presentations included in one division operation presentation, some may be unit operation presentations (hereinafter referred to as first unit operation presentations) that prompt the user to operate the first operation means 51, and the other may be unit operation presentations (hereinafter referred to as second unit operation presentations) that prompt the user to operate the second operation means 52 (see FIG. 28, which shows an example in which the first unit operation presentation is the first unit operation presentation and the second to fourth unit operation presentations are the second unit operation presentations). Even in a configuration with multiple operation means 50, a typical operation presentation prompts the user to operate only one operation means 50 (usually, the other operation means 50 are not used). The division operation presentation of the above embodiment is characterized by providing a maximum of X operation opportunities. Taking advantage of this, the type of operation means 50 required for each operation opportunity can be different. In this way, the inclusion of multiple operation means 50 can be utilized to create a variety of interesting division operation presentations.
[0120] It is preferable to designate one of the multiple types of operation means 50 as a specific operation means (opportunity-boosting operation means), and set it so that the more opportunities to operate the specific operation means, the higher the probability of reaching a favorable outcome. If the configuration includes the first operation means 51 and the second operation means 52 as described above, and the second operation means 52 is the "opportunity-boosting operation means" (the first operation means 51 is the "normal operation means"), the more opportunities to operate the second operation means 52, the higher the probability of reaching a favorable outcome (see Figure 29). In addition, at the start of the split operation effect, the type of operation means 50 that each split area 911d is prompted to operate is indicated by an operation image 55 (a first operation image 551 is displayed in the split area 911d (the split area 911d corresponding to the first unit operation effect) where the operation target is the first operation means 51, and a second operation image 552 is displayed in the split area 911d (the split area 911d corresponding to the second unit operation effect) where the operation target is the second operation means 52). Therefore, it can be said that the greater the number of second operation images 552 representing the second operation means 52, the higher the probability of achieving a favorable outcome. In this way, when a split operation effect occurs, the effect is such that the player hopes for a greater number of second operation means 52 (specific operation means). Furthermore, if the second operation means 52 is set as the "chance-up operation means" in this way, it is preferable that the first unit operation effect is not executed after the second unit operation effect is executed (to prevent the "downgrading" of the operation means 50 from occurring).
[0121] Furthermore, in this configuration, it is preferable that the second unit operation presentation be more likely to result in a successful outcome (become a successful unit operation presentation) than the first unit operation presentation. If the target lottery result is a jackpot and it is internally determined that the split operation presentation will result in a favorable outcome, one of the unit operation presentations will result in a successful outcome, and the probability of this successful outcome is higher for the second unit operation presentation than for the first unit operation presentation. As described above, if the setting is such that the later the unit operation presentation is executed, the higher the probability that it will be a successful unit operation presentation (see Figure 26), then when comparing unit operation presentations executed in the same order, the probability of a successful outcome can be higher for the second unit operation presentation than for the first unit operation presentation (see Figure 30, which shows a comparison between four unit operation presentations). This results in a presentation format in which the player operates the second unit operation presentation in the hope of a successful outcome (the player puts more effort into operating the second operation means 52 than the first operation means 51).
[0122] Specific example 4-3 In the split operation presentation described in the above embodiment, if it is predetermined that a favorable outcome will be reached, any of the first to fourth unit operation presentations will result in a successful outcome. If any of the first to third unit operation presentations results in a successful outcome, subsequent unit operation presentations will not be executed, resulting in "excess" operation opportunities (not all of the maximum X granted operation opportunities will be consumed). In such a situation, although the player will be happy about reaching a favorable outcome, there is a possibility that the player will feel regretful about the excess operation opportunities. In order to reduce this "worrying feeling," the system is set so that the expected value of the player's subsequent profit is greater when there are excess operation opportunities (excess pattern) (see FIG. 31(a)) than when there are no excess operation opportunities (satisfaction pattern) (see FIG. 31(b)).
[0123] For example, as in the gaming machine 1 according to the above embodiment, a basic jackpot and an advantageous jackpot are set as jackpots. An advantageous jackpot is more advantageous to the player than a basic jackpot in that the game state transitions to an advantageous state after the jackpot game ends. In other words, the expected value of the player's profit (ball payout) is greater in an advantageous jackpot than in a basic jackpot. The jackpot announced when the split operation presentation reaches an advantageous ending is more likely to be an advantageous jackpot for the player if the surplus pattern is reached than if the fulfillment pattern is reached (when there is a jackpot and a more advantageous jackpot, the probability of the advantageous jackpot being reached is higher). In this way, if the surplus pattern is reached, the announced jackpot can be expected to be an advantageous jackpot, thereby reducing the risk of the player feeling disappointed. Note that a surplus pattern may be set to confirm an advantageous jackpot. In this case, the player will be pleased if a surplus pattern is obtained, and it is thought that the player will hardly feel that he has wasted any money.
[0124] A difference may be set between the surplus patterns. Specifically, the greater the number of remaining operation opportunities, the greater the expected profit to be obtained thereafter. For example, if the first unit operation presentation is a success, three operation opportunities will be remaining (surplus pattern "3") (see FIG. 32(a)), if the second unit operation presentation is a success, two operation opportunities will be remaining (surplus pattern "2") (see FIG. 32(b)), and if the third unit operation presentation is a success, one operation opportunity will be remaining (surplus pattern "1") (see FIG. 32(c)). It is assumed that the probability that the jackpot to be announced is an advantageous jackpot is higher in the case of surplus pattern "2" (see FIG. 32(b)) than in the case of surplus pattern "1" (see FIG. 32(c)), and in the case of surplus pattern "3" (see FIG. 32(a)) than in the case of surplus pattern "2" (see FIG. 32(b)). The setting may be such that if the surplus pattern "3" occurs, which is the earliest successful result (see FIG. 32(a)), an advantageous jackpot is confirmed. Note that the surplus pattern "1" (see FIG. 32(c)) is more likely to result in an advantageous jackpot than if the fulfillment pattern (see FIG. 32(d)) occurs, in which the fourth unit operation presentation results in a successful result. In this way, the more operation opportunities there are, the more advantageous it is for the player, so when a split operation presentation occurs, the presentation is one in which the player hopes for a successful result as early as possible (the unit operation presentation that is executed earliest).
[0125] 〇Specific example 4-4 Although the operation mode required in the operation presentation in the above embodiment has been described as a single operation, continuous operations in which the operation means 50 is continuously operated ("rapid pressing" if the operation means 50 is a push button) or a maintenance operation in which the operation means 50 is maintained in an operated state ("long press" if the operation means 50 is a push button) may also be required. In this case, "one operation opportunity" refers to the operation opportunity until the outcome is revealed in the case of a normal operation presentation, and the operation opportunity until the result of each unit operation presentation is revealed in the case of a divided operation presentation. In other words, even in the case of continuous operations or maintenance operations, a normal operation presentation will be provided with one operation opportunity, and a divided operation presentation will be provided with X operation opportunities.
[0126] 7) Selection As a part of the effect that constitutes the effect during the change, a selection effect (see Figures 33 and 34) may occur. In this embodiment, the selection effect may occur as a part of the effect during the change in the basic state. However, it may also occur as a part of the effect during the change in the advantageous state or during a jackpot game.
[0127] In the selection presentation, a plurality of option images 62 are displayed in the display area 911. In this embodiment, four option images 62 (first option image 621 to fourth option image 624) are displayed (see FIGS. 33 and 34). Specifically, the display area 911 is divided into four regions, and an option image 62 is displayed in each region. In this embodiment, a linear image (hereinafter referred to as a linear image S) along the diagonal of the approximately rectangular display area 911 is displayed in the display area 911, and an option image 62 is displayed in each region (each region is triangular) divided by the linear image S. In the following description, with regard to each of the approximately triangular regions, the region on the upper edge of the display area 911 will be referred to as the upper region, the region on the right edge as the right region, the region on the lower edge as the right region, and the region on the left edge as the left region.
[0128] Each option image 62 indicates the reliability of a jackpot in the target winning / losing lottery result (the winning / losing lottery result corresponding to the during-variation effect (target during-variation effect) including the selection effect) when selected. In this embodiment, four option images are displayed: a first option image 621 including the characters "super hot," a second option image 622 including the characters "great opportunity," a third option image 623 including the characters "good opportunity," and a fourth option image 624 including the character "?" (see FIGS. 33 and 34). In this embodiment, the first option image 621 is displayed in the upper region, the second option image 622 in the right region, the third option image 623 in the lower region, and the fourth option image 624 in the left region.
[0129] As will be described later, one of the option images 62 will ultimately be selected, but the option image 62 to be selected is determined in advance (internally) based on the result of the target win / loss lottery. The jackpot reliability when selected will be, in descending order, the first option image 621, the second option image 622, the third option image 623, and the fourth option image 624 (the first option image 621 being the highest). Note that a configuration may be adopted in which option images 62 of different types are displayed.
[0130] Each option image 62 is assigned a corresponding color (hereinafter, "default color"). Each option image 62 includes a portion that displays the default color. In this embodiment, the background image behind the text displays the default color. The default color can be said to indicate the reliability (level) of a jackpot in the target win / loss lottery result. In this embodiment, the default color for the first option image 621 is "gold," the default color for the second option image 622 is "red," the default color for the third option image 623 is "green," and the default color for the fourth option image 624 is "blue." Note that the default color for each option image 62 may be distinguishable from the default colors of other option images 62 and may be roughly recognized by a player as corresponding to each option image 62 (each option image 62 may be of a different color system). In the drawings, the default color for each option image 62 is indicated by text within a square (the text is not actually displayed).
[0131] In the selection presentation, one option image 62 may be emphasized compared to other option images 62. There are various conceivable methods for creating this emphasized state. In this embodiment, when the cursor C is positioned on one option image 62, the option image 62 is emphasized (see FIGS. 33 and 34). Another conceivable method is to make the brightness of one option image 62 higher than that of the other option images 62, thereby emphasizing the one option image 62. Also, it is conceivable to display one option image 62 in color and the other option images 62 in monochrome, thereby emphasizing the one option image 62 (the above-mentioned specified color is recognized by being in an emphasized state). In the following description, a state that is not an emphasized state may also be referred to as a non-emphasized state.
[0132] The period during which the selection effect is executed is roughly divided into a pre-selection period, during which it is unknown which option image 62 will be selected, and a post-selection period after the option image 62 is selected. During the pre-selection period, a pre-selection effect is executed in which one highlighted option image 62 is rapidly switched (in other words, three unhighlighted option images 62 are rapidly switched) (see FIG. 33). This is like a "roulette" situation. In this embodiment, the cursor C moves rapidly between each option image 62. This allows the player to predict which option image 62 will ultimately be selected. During the post-selection period, one option image 62 is highlighted (the other three option images 62 are unhighlighted), and a post-selection effect is executed in which the player is informed that this option image 62 has ultimately been selected (see FIG. 34). In other words, the "roulette" displayed during the pre-selection period stops upon transition to the post-selection period. In this embodiment, the cursor C automatically stops when it is positioned over the option image 62 to be selected. That is, one option image 62 is automatically selected regardless of the player's selection.
[0133] In this selection presentation, in this embodiment, the light emission / non-emission of a plurality of light-emitting units 64 is controlled. Note that the light-emitting units 64 are not the display device 91 (light emission that forms an image). The plurality of light-emitting units 64 are provided around the periphery of the display area 911 (the outside when the center of the display area 911 is considered to be the inside when viewed from the front). Note that one light-emitting unit 64 refers to a unitized (unitized) entity, and one light-emitting unit 64 may have a plurality of light-emitting elements (LEDs, etc.) (elements divided into one light-emitting element do not necessarily have to be one light-emitting unit 64). In this embodiment, a first light-emitting unit 641 is provided on the upper side of the display area 911, a second light-emitting unit 642 is provided on the right side of the display area 911, a third light-emitting unit 643 is provided on the lower side of the display area 911, and a fourth light-emitting unit 644 is provided on the left side of the display area 911 (see FIGS. 1, 33, and 34).
[0134] As will be described later, such light-emitting units 64 are used in the selection effect, but are not provided exclusively for the selection effect, but are provided for decoration of the game area 902, etc. (their original function (use) is different) (see FIG. 1). In this embodiment, the first light-emitting unit 641 provided on the upper side of the display area 911 illuminates decorative characters (not shown) including at least a part of the title of the gaming machine 1 (the decorative characters are illuminated with light emitted from the light-emitting elements). In addition, the second light-emitting unit 642 and the fourth light-emitting unit 644 provided on the right and left sides of the display area 911 are provided behind the game board 90 and are used to decorate the game board 90 (the right and left sides of the display area 911 in the game area 902 where the game balls flow down). Specifically, at least a part of the game board 90 is made of a light-transmitting material, and the light emitted from the second light-emitting unit 642 and the fourth light-emitting unit 644 is visible through the light-transmitting parts. Furthermore, the third light-emitting unit 643 provided below the display area 911 is a light-emitting unit provided on the movable role object. Specifically, the movable role object moves back and forth between an original position and a performance position, and is normally located at the original position, and the light-emitting unit of the movable role object located at the original position is used as the third light-emitting unit 643 (that is, when a selection performance is performed, the movable role object is located at the original position). Furthermore, in this embodiment, at least a part of the third light-emitting unit 643 is also visible through a light-transmitting portion of the game board 90.
[0135] In the drawings, the shapes and the like of these light-emitting units 64 are depicted in a simplified manner (particularly in Figures 33 and 34, the shapes are simplified more than in Figure 1 so that the approximate positional relationship between the display area 911 and the light-emitting units 64 can be grasped). Furthermore, the specific structure and the like of these light-emitting units 64 may be of any type (these are well known), and therefore a description thereof will be omitted. Furthermore, other light-emitting units 64 can also be used for the selection presentation as long as they are positioned around the display area 911 when viewed from the front. For example, light-emitting units (lamps indicating a win) provided in association with various winning areas can also be used.
[0136] In the selection presentation, each light-emitting element 64 is associated with one of the multiple option images 62. The first light-emitting element 641 is associated with the first option image 621, the second light-emitting element 642 is associated with the second option image 622, the third light-emitting element 643 is associated with the third option image 623, and the fourth light-emitting element 644 is associated with the fourth option image 624 (in the following description, a light-emitting element 64 associated with a certain option image 62 may be referred to as a corresponding light-emitting element). If we imagine a virtual line V extending from the linear image S displayed in the display area 911 to the outside of the display area 911 as separating the option images 62, the corresponding light-emitting element is located inside (between) two virtual lines V (in this embodiment, the virtual lines V become wider as they extend toward the outside of the display area 911) extending from the linear image S that is the outer edge of the option image 62 corresponding to the corresponding light-emitting element (see FIG. 33(a)). Note that "a certain light-emitting element is provided inside the virtual line V" does not necessarily mean that the entire light-emitting element 64 (light-emitting area) is located inside (a portion of the light-emitting element may extend outside the virtual line V). This means that, of the entire light-emitting area of the target light-emitting element 64, the area inside the two virtual lines V is larger than the area outside the two virtual lines V. Furthermore, two or more separate light-emitting elements 64 may be provided as each light-emitting element 64 (first light-emitting element 641 to fourth light-emitting element 644). For example, if two or more separate light-emitting elements 64 are provided as the first light-emitting element 641, the two or more light-emitting elements 64 are positioned inside the two virtual lines V extending above the display area 911. This makes it easy to understand which option image 62 each light-emitting element 64 corresponds to.
[0137] In the selection effect, when any one of the multiple option images 62 is in a highlighted state, the corresponding light-emitting element of the highlighted option image 62 is illuminated. Also, in this embodiment, in the selection effect, the corresponding light-emitting element of the non-highlighted option image 62 is illuminated (in the drawings, the illuminated light-emitting elements 64 are labeled with characters indicating the light color of the light. Light-emitting elements 64 without such characters are considered to be in a non-illuminated state). Therefore, while the pre-selection effect is being executed (while in the "roulette" state), the illuminated state of any one of the multiple light-emitting elements 64 is rapidly switched (see FIG. 33). While the post-selection effect is being executed, the corresponding light-emitting element of the selected option image 62 is illuminated (see FIG. 34).
[0138] Each light-emitting element 64 emits light in a color corresponding to the default color of the corresponding option image 62. In the pre-selection effect, when the first option image 621, whose default color is gold, is highlighted, the corresponding first light-emitting element 641 emits light in gold (see FIG. 33(a)). When the second option image 622, whose default color is red, is highlighted, the corresponding second light-emitting element 642 emits light in red (see FIG. 33(b)). When the third option image 623, whose default color is green, is highlighted, the corresponding third light-emitting element 643 emits light in green (not shown). When the fourth option image 624, whose default color is blue, is highlighted, the corresponding fourth light-emitting element 644 emits light in blue (not shown). In this way, the states in which each light-emitting element 64 emits light in a color corresponding to the default color are rapidly switched. In the post-selection effect, the corresponding light-emitting element of the selected option image 62 emits light in a color corresponding to the default color of that option image 62 (see FIG. 34). The light emitting color of each light emitting portion 64 may be any color that can be distinguished from the light emitting colors of the other light emitting portions 64 and that the player perceives as emitting light in that color. For example, if the first light emitting portion 641 is made to emit light in "yellow," the player will perceive it as emitting light in "gold" because the other light emitting portions 64 do not emit light in the same color in the selection effect.
[0139] As described above, each light-emitting element 64 is not provided exclusively for the selection effect. During the selection effect, each light-emitting element 64 emits light in a color corresponding to the specified color as described above. However, while the selection effect is not being executed, each light-emitting element 64 may emit light in a color other than the specified color (a different light-emitting mode). The first light-emitting element 641 emits light in a mode for emphasizing the title characters, the second light-emitting element 642 and the fourth light-emitting element 644 emit light in a mode suitable for decoration of the game board 90, and the third light-emitting element 643 emits light in a mode suitable for the operation (position) of the movable role object. In other words, each light-emitting element 64 has a different original function (it is not originally provided for use in the selection effect), and the original functions of each light-emitting element 64 are different from each other. However, in this embodiment, the light-emitting elements 64 are provided around the display area 911, and this is used for the selection effect.
[0140] In this way, in the selection presentation of this embodiment, the highlighted option image 62 is further highlighted by the light emitted by the corresponding light-emitting section, so it is easy to see which option image 62 is highlighted (especially in the post-selection period, it is easy to see which option image 62 has been selected).
[0141] The following describes specific examples in which the above selection effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0142] Specific example 5-1 Although the selection effect in the above embodiment has been described as one option image 62 being automatically selected, it may also be applied to a selection effect in which the player can select a preferred option himself / herself. In such a selection effect, one option image 62 is emphasized compared to the other option images 62, so the technical concept described in the above embodiment can be applied.
[0143] Specific example 5-2 In the selection presentation in the above embodiment, it has been explained that the light-emitting unit 64 (corresponding light-emitting unit) corresponding to the option image 62 in an emphasized state is in an emitting state, and the light-emitting unit 64 (non-corresponding light-emitting unit) corresponding to the option image 62 in a non-emphasized state is in a non-emitting state, but it is sufficient if the light-emitting unit 64 has a different light-emitting mode when it is a corresponding light-emitting unit and when it is a non-corresponding light-emitting unit while maintaining the light-emitting mode according to the specified color of the option image 62. Although not shown, for example, the brightness (luminosity) may be higher when it emits light as a corresponding light-emitting unit than when it emits light as a non-corresponding light-emitting unit.
[0144] Furthermore, for example, a corresponding light-emitting element may emit light in a light color (corresponding light-emitting color) corresponding to the specified color of the option image 62, while a non-corresponding light-emitting element may emit light in a light color (non-corresponding light-emitting color) different from that of the corresponding light-emitting element. In this case, it is preferable that the non-corresponding light-emitting color is a color different from any of the corresponding light-emitting colors of each light-emitting element 64. In accordance with the above embodiment, the corresponding light-emitting color of the first light-emitting element 641 is "gold," the corresponding light-emitting color of the second light-emitting element 642 is "red," the corresponding light-emitting color of the third light-emitting element 643 is "green," and the corresponding light-emitting color of the fourth light-emitting element 644 is "blue," so it is conceivable to configure the non-corresponding light-emitting color of each light-emitting element 64 to be "white" (see FIG. 35).
[0145] Specific example 5-3 In the above embodiment, in the selection effect, the corresponding light-emitting element corresponding to the highlighted option image 62 emits light in a color corresponding to a specified color in both the pre-selection effect (in which the highlighted option images 62 are rapidly switched) and the post-selection effect. However, such control may not be performed in the pre-selection effect (see FIG. 36(a)), but may be performed in the post-selection effect (see FIG. 36(b)). In other words, if it is desired to particularly emphasize that a certain option image 62 has been selected, the corresponding light-emitting element corresponding to the selected option image 62 (the highlighted option image 62) may emit light in a color corresponding to a specified color only in the post-selection effect to more clearly distinguish the pre-selection and post-selection states. Note that in the pre-selection effect, all of the light-emitting elements 64 may be configured to be non-illuminating (see FIG. 36(a)), or all of the light-emitting elements 64 may be configured to emit light in a color different from the color corresponding to the specified color (for example, all of the light-emitting elements 64 may be configured to emit light in "white"). (Not shown)
[0146] 〇Specific example 5-4 The form of the linear image S separating the option images 62 (the division form of the display area 911) described in the above embodiment is merely an example. It is sufficient to form the same number of divided areas as the number of option images 62. Depending on the form of the linear image S, the form of the virtual line V extending from the linear image S toward the outside of the display area 911 is also determined, and therefore it is automatically determined which light-emitting section 64 corresponds to each option image 62.
[0147] Specific example 5-5 In the above embodiment, it has been described that the unitized elements are one light-emitting section 64, but some and other of the multiple light-emitting elements (e.g., LEDs) of one light-emitting unit may function as different light-emitting sections 64. For example, if one light-emitting unit having multiple light-emitting elements is configured to intersect with a virtual line V that is an extension of a linear image S that separates the first performance image 41 and the second performance image 42, the light-emitting elements located on one side of the virtual line V are used as a first light-emitting section 641, and the light-emitting elements located on the other side of the virtual line V are used as a second light-emitting section 642 (see FIG. 37(a)).
[0148] Also, a configuration may be adopted in which not all light-emitting elements included in one light-emitting unit are used as light-emitting section 64. For example, in a configuration (see FIG. 37(b)) that includes a light-emitting unit similar to that shown in FIG. 37(a), some light-emitting elements may be used as light-emitting section 64 (FIG. 37(b) shows an example in which two light-emitting elements are used as second light-emitting section 642), but the other light-emitting elements may not be used as light-emitting section 64 (not used for selection presentation) (FIG. 37(b) shows that a first light-emitting section 641 is provided separately from the light-emitting unit (the light-emitting elements included in the light-emitting unit)).
[0149] 8) 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.
[0150] 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.
[0151] In the above embodiment, a jackpot and a miss are set as the winning / losing lottery results, and a jackpot is won (a jackpot game is executed) when a jackpot is won; however, a jackpot may also be won via a so-called small win. Since the gameplay that allows a jackpot to be won via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to 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 jackpot probability, etc., described in the above embodiment may be the sum of the probability of winning a jackpot (the probability of a direct hit) and the probability of winning a small win. Conversely, winning a small win that is impossible or difficult to win (a small win that does not lead to a jackpot) may not be considered a jackpot. In other words, regardless of the type of win (jackpot, small win), the actual probability of winning a jackpot (actual jackpot probability) should be set to the jackpot probability described in the above embodiment, and the low and high probabilities for the win / loss lottery should refer to the high or low level of the actual jackpot probability.
[0152] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0153] ○Means 1-1 a display device having a display area; a game state setting means capable of setting a basic state and an advantageous state that is more advantageous to the player than the basic state as game states in which the player plays with the aim of winning the result of a win / lose lottery; a winning game execution means for executing a winning game when the result of the win / lose lottery is a win; and a special area that may be opened by the winning game, wherein in the special state which is the advantageous state and in which it is essentially guaranteed that the result of the win / lose lottery will be a win before transitioning to the basic state, a release effect may be executed in which a special image indicating that the promised win has been obtained when the result of the win / lose lottery is a win is displayed in the display area, and when a situation arises in which a game ball should be fired aiming at the special area in the winning game that occurs after the release effect, the special image displayed in the display area in the release effect is used as is to indicate to the player that the situation is such that the game ball should be fired aiming at the special area. According to the gaming machine, the special image shown in the release performance is used as it is to indicate that the gaming ball should be fired aiming at the special area, making the progress of the game smooth and easy to understand.
[0154] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the winning game is a game in which multiple unit games are executed in sequence, and the special area is opened in the first unit game. By doing this, the special area opens relatively soon after the release effect is executed (it does not mean that the special area opens after one or more unit games are executed), so it becomes easy to use the special image displayed in the release effect to indicate that the game ball should be fired aiming at the special area.
[0155] ○Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that the special image contains the same characters as those added to the special area. By doing so, it becomes easy to understand that the special image indicates a special area.
[0156] ○Means 2-1 A gaming machine in which a specific effect can occur while a changing effect is being executed, from when a decorative pattern displayed in the display area of the display device begins to change until it stops in a manner corresponding to the result of a win / lose lottery, and wherein the specific effect includes a pre-stage in which a specific image displayed in the display area of the display device is pre-displayed as if it had moved outside the display area, and a post-stage in which, after the pre-stage, a post-display is made as if the specific image had returned to the display area, and a reliability image indicating the reliability, which is the probability that the result of the win / lose lottery will be a win, is displayed together with the specific image. The gaming machine can execute an interesting effect (specific effect) in which a reliability suggestion is given when a specific image that has moved outside the display area returns.
[0157] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that, after the pre-stage and before the post-stage, an intermediate image is displayed suggesting that the specific image will return in the future. By doing this, the player can sense that the specific image that has moved out of the display area will return in the future.
[0158] ○Means 2-3 The gaming machine described in means 2-2 is characterized in that the intermediate image does not indicate the timing at which the subsequent display will be made. By doing this, the specific presentation can be made into a presentation form in which the subsequent progress is difficult to predict (the timing of the subsequent display is difficult to predict).
[0159] ○Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the post-stage occurs during a target change performance, which is the change performance corresponding to the win / lose lottery result whose reliability is suggested by the reliability image, and the pre-stage occurs during a standard change performance, which is the change performance corresponding to the win / lose lottery result that is announced before the target change performance. In this way, specific effects can be used as a type of so-called pre-reading effect.
[0160] ○Means 2-5 A gaming machine as described in means 2-4 which refers to means 2-2 or means 2-4 which refers to means 2-3, characterized in that when one or more of the intermediate fluctuation effects, which are the fluctuation effects, are executed between the standard fluctuation effect and the target fluctuation effect, the intermediate image is displayed while the intermediate fluctuation effect is being executed. By doing this, it becomes easier to understand that a specific effect (prediction effect) is continuing even while an intermediate change effect is being executed.
[0161] ○Means 3-1 A gaming machine characterized by being capable of executing image effects including a first stage in which a plurality of effect images are displayed in a display area of a display device, and a second stage in which, after the first stage, one of the plurality of effect images is designated as a target effect image and the other effect images are designated as non-target effect images, and the target effect image is changed so that its relative size with respect to the non-target effect images becomes larger than it was in the first stage, and then an effect element corresponding to the target effect image is output. According to the gaming machine, although a plurality of effect images are displayed, it is possible to provide an image effect that makes it easy to understand that the output effect element is associated with the target effect image.
[0162] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that the image presentation includes a third stage in which, after the second stage, what was the non-target presentation image in the second stage is changed to the target presentation image, and what was the target presentation image in the second stage is changed to the non-target presentation image, and the relative size of the target presentation image to the non-target presentation image is changed so that it is larger than in the first stage, and then presentation elements corresponding to the target presentation image are output. In this way, if a non-target effect image is changed to a target effect image and then a performance element is output, it is easy to see that the performance element is associated with the target effect image.
[0163] ○Means 3-3 The image presentation is characterized in that the presentation image is displayed in each unit area separated by a dividing image displayed in the display area, and the dividing image is displaced to change the relative size of the target presentation image to the non-target presentation image so that it becomes larger than when it is in the first stage. In this way, by displacing the partition image that divides the display area into a plurality of unit areas, an image effect can be created that indicates which effect image is the target effect image.
[0164] ○Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that each of the multiple effect images represents a different character, and as the effect element, a sound representing a line spoken by the character represented by the target effect image is output from a speaker. In this way, the lines spoken by the character represented by the target effect image can be output as sound.
[0165] ○Means 4-1 A gaming machine comprising: a display device having a display area; an operating means operable by a player; an operation effect in which an image urging the player to operate the operating means is displayed in the display area; and an effect execution means for executing a split effect in which the display area is divided into X split areas (X is a natural number of 2 or more), wherein the split effect occurs at a specified timing before the start of the operation effect, and a split operation effect is generated in which the player is given a maximum of X opportunities to operate the operating means reflected in the effect. The split operation effect of the gaming machine is interesting in that a maximum of X operation opportunities are given as a result of the split effect occurring in which the display area is divided into X split areas.
[0166] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that, as the operation presentation, the split presentation does not occur at the specified timing, and a normal operation presentation occurs in which the player is given one opportunity to operate the operation means reflected in the presentation. By doing so, a game feature is realized in which the player will pay attention to whether or not a split effect occurs at a specified timing.
[0167] ○Means 4-3 The gaming machine described in means 4-2 is characterized in that in the normal operation presentation, one operation image representing the operation means is displayed, and in the divided operation presentation, one operation image is displayed in each of the X divided areas. By doing this, the player can sense in advance that the split operation presentation will provide a maximum of X operation opportunities (the split operation presentation becomes easy to understand).
[0168] ○Means 4-4 The gaming machine described in means 4-2 or 4-3 is characterized in that the endings of the operation presentation are set to an advantageous ending that is advantageous to the player and an unfavorable ending that is the outcome if the advantageous ending is not reached, and when an operation presentation occurs that is internally predetermined to lead to the advantageous ending, in the normal operation presentation, the transition to the advantageous ending is triggered by operation of the operation means in response to one operation opportunity, while in the split operation presentation, the transition to the advantageous ending is triggered by operation of the operation means in response to any of up to X operation opportunities. By doing this, the split operation presentation becomes a presentation format in which X number of operation opportunities, which is the number of "chances" to reach a favorable outcome, are given (the number of "chances" is greater than in the normal operation presentation).
[0169] ○Means 4-5 A gaming machine according to any one of means 4-1 to 4-4, characterized in that the split operation presentation has two outcomes set for it: an advantageous outcome that is advantageous to the player, and an unfavorable outcome that is the outcome if the advantageous outcome is not reached; the value of X when the split operation presentation occurs is indefinite; and the value of X indicates the probability that the split operation presentation will reach the advantageous outcome. By doing so, the presentation will draw the player's attention to the number of operation opportunities (the number of divided areas) given in the divided operation presentation.
[0170] ○Means 4-6 A gaming machine described in any one of means 4-1 to 4-5, characterized in that the operation means include a first operation means and a second operation means different from the first operation means, and in the split operation presentation, operation of the first operation means is encouraged at a certain operation opportunity, but operation of the second operation means is encouraged at an operation opportunity other than the certain operation opportunity. Since the divided operation presentation is a presentation in which X operation opportunities are given, it is also possible to have a presentation form in which the operation of a different operation means is prompted for each operation opportunity.
[0171] ○Means 5-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing a selection effect in which one of a plurality of option images displayed in the display area is ultimately selected; and a plurality of light-emitting elements provided around the display area, wherein each of the plurality of option images is associated with one of the plurality of light-emitting elements as a corresponding light-emitting element, and wherein when, in the selection effect, one of the plurality of option images is in an emphasized state in comparison with the other option images, the corresponding light-emitting element of the option image in the emphasized state is made to emit light. The selection presentation of the gaming machine is easy to understand, in that the highlighted option images are further highlighted by the light emitted from the corresponding light-emitting sections.
[0172] ○Means 5-2 The gaming machine described in means 5-1 is characterized in that each of the multiple option images is set to a specified color, and the corresponding light-emitting unit emits light in a color corresponding to the specified color of the option image in the highlighted state. By doing this, the default color of the highlighted option image and the light color of the corresponding light-emitting part are linked, making the selection presentation easier to understand.
[0173] ○Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that in the selection presentation, a linear image separating the multiple option images is displayed, and the corresponding light-emitting section is located inside a virtual line extending the linear image separating the option image corresponding to the corresponding light-emitting section from other option images toward the outside of the display area. By doing so, the correspondence between each option image and the corresponding light-emitting unit becomes easy to understand.
[0174] ○Means 5-4 A gaming machine described in any one of means 5-1 to 5-3, which is characterized in that it has a gaming board in front of which a gaming area is formed through which gaming balls flow down, and at least some of the multiple light-emitting parts are arranged behind the gaming board so that their light emission can be seen through the gaming board. In this way, the light-emitting parts that decorate the game board (game area) can be used as elements that make the selection presentation easier to understand. [Explanation of symbols]
[0175] 1. Gaming machines 10 Special Area 11 Additional characters 20 Special Images 21 Stock Images 22 Emission image 23 Instruction image 30 Specific Images 32 Intermediate images 34 Reliability images 36 additional images 41 First performance image 411 First production element 42 Second performance image 421 Second production element 50 Operating means (51 First operating means 52 Second operating means) 55 Operation image (551 First operation image 552 Second operation image) 56 Image 57 time images 62 Choice images (621~624 First choice image~Fourth choice image) C cursor 64 Light-emitting unit (641 to 644 First light-emitting unit to fourth light-emitting unit) 70 Reserved symbols (71 Reserved symbols before change 72 Reserved symbols during change) 80 decorative designs 90 Game Board 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 91 Display device 911 Display area 911a, 911b unit area 912 Separated Images 911d split area L Dividing line image S Linear image V Virtual line 93 Speaker
Claims
[Claim 1] A lottery means for executing a first winning / losing lottery when a gaming ball enters a first starting area and a second winning / losing lottery when a gaming ball enters a second starting area; a display device having a display area for displaying decorative symbols for informing the winning or losing lottery result by the lottery means; Equipped with a first step of displaying a plurality of effect images in the display area; a second stage in which, after the first stage, one of the plurality of effect images is designated as a target effect image and the other effect images are designated as non-target effect images, the relative size of the target effect image is changed to be larger than that in the first stage with respect to the non-target effect image, and an effect element that was not output in the first stage is output in association with the target effect image; It is possible to perform image effects including The image effect is displayed in the display area, and the effect image is displayed in each unit area separated by a separating image extending from one side edge to the other side edge of the display area, When transitioning from the first stage to the second stage, the dividing image is displaced to enlarge the unit area in which the target effect image is displayed, and the target effect image is enlarged so that the relative size of the target effect image to the non-target effect image becomes larger than when it is in the first stage. However, the dividing image does not separate the area in which the decorative pattern for notifying the result of the first winning / losing lottery is displayed from the area in which the decorative pattern for notifying the result of the second winning / losing lottery is displayed.
Citation Information
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