Gaming machine

The gaming machine enhances player interaction through a divided display area and operation effect, providing multiple opportunities for player input to influence the game outcome, thereby increasing engagement.

JP7832650B2Active Publication Date: 2026-03-18SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-04
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Existing gaming machines lack an engaging operation effect that motivates players to interact with the machine.

Method used

A gaming machine with a display device featuring a divided display area and an operation effect that prompts players to operate an operation means, offering multiple opportunities for their actions to influence the effect, including a division operation effect at specified timings.

Benefits of technology

The gaming machine executes an interesting operation effect that enhances player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007832650000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting operation performance.SOLUTION: A game machine includes a display device having a display region, operation means that a player can operate, and performance execution means for executing an operation performance in which an image for urging a player to execute an operation of the operation means is displayed in the display region, and a division performance in which the display region is divided into X divided regions (X being a natural number of 2 or more). As the operation performance, the division performance is generated at a stipulated timing before the start of the operation performance, and a division operation performance is generated, in which an opportunity of a single operation of the operation means reflected in the performance is given to the player up to X times.SELECTED DRAWING: Figure 24
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] A gaming machine capable of executing an operation effect that prompts a player to operate an operation means is known (for example, refer to the "conversation effect" in Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting operation effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes a display device having a display area, an operation means operable by a player, an operation effect in which an image prompting the player to operate the operation means is displayed in the display area, and an effect execution means for executing a division effect in which the display area is divided into X (X is a natural number of 2 or more) divided areas. As the operation effect, a division operation effect occurs in which the division effect occurs at a specified timing before the start of the operation effect, and the player is given a maximum of X opportunities for a single operation of the operation means to be reflected in the effect.

Effects of the Invention

[0006] The gaming machine according to the present invention can execute an interesting operation effect.

Brief Description of the Drawings

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows decorative and hold symbols displayed on the display device. [Figure 3] (a) is a diagram illustrating each game state and the transitions between game states, and (b) is a diagram illustrating the distribution of jackpots. [Figure 4] This diagram explains the special area established within the Grand Prize area. [Figure 5] This is a diagram to explain special images. [Figure 6] This is a diagram (a continuation of Figure 5) used to explain the special image. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain specific examples 1-4. [Figure 9] This is a diagram to explain specific performance effects. [Figure 10] This is a diagram (a continuation of Figure 9) used to explain specific performance elements. [Figure 11] This is a diagram to explain specific example 2-2. [Figure 12] This is a diagram to explain specific example 2-5. [Figure 13] This is a diagram to explain specific example 2-6. [Figure 14] This is a diagram to explain specific example 2-7. [Figure 15] This is a diagram used to explain the visual effects. [Figure 16] This is a diagram to explain specific example 3-1. [Figure 17] This is a diagram to explain specific example 3-1 (an example different from Figure 16). [Figure 18] This is a diagram to explain specific example 3-2. [Figure 19] This is a diagram to explain specific example 3-3. [Figure 20]It is a diagram for explaining Specific Example 3-4. [Figure 21] It is a diagram for explaining Specific Example 3-5. [Figure 22] It is a diagram for explaining a specific reach effect (operation effect). [Figure 23] It is a diagram for explaining a normal operation effect (normal pattern). [Figure 24] It is a diagram for explaining a split operation effect (split pattern). [Figure 25] It is a diagram (continuation of FIG. 24) for explaining a split operation effect (split pattern). [Figure 26] It is a diagram showing the distribution of unit operation effects that result in a successful outcome when the split operation effect leads to a favorable ending. [Figure 27] It is a diagram for explaining Specific Example 4-1. [Figure 28] It is a diagram (part one) for explaining Specific Example 4-2. [[ID=​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​Hereinafter, embodiments of the gaming machine 1 according to the present invention will be described in detail with reference to the drawings. In the following description, images include both still images and moving images unless otherwise specified.

[0009] First, the basic configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. The gaming machine 1 is equipped with a gaming board 90. The gaming board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding the game balls launched by the operation of the launching device 908 (launching handle) to the game area 902 are provided in a roughly arc shape. The game area 902 is equipped with a starting area 904, a big prize area 906, an out opening 907, etc. A display device 91 is fixed to the rear of the gaming board 90. The display area 911 of the display device 91 is visible through an opening 901 formed in the gaming board 90. The shape of the display area 911 can be changed as appropriate.

[0010] Furthermore, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.

[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the big prize area 906, a predetermined number of prize balls are dispensed by the payout device. In this embodiment, the starting area 904 is also considered a prize area.

[0012] The jackpot lottery is performed by a win / loss lottery means provided on a control board (not shown) when a game ball enters the starting area 904. Specifically, when a game ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as win / loss lottery information) is obtained from a random number source, and if this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, the starting area 904 is provided as two areas: a first starting area 904a (the so-called starting area in Figure 1) and a second starting area 904b (the so-called starting area in Figure 2).

[0013] In this embodiment, the result of the lottery is announced by the combination of decorative patterns 80 (see Figure 2) displayed in the display area 911 of the display device 91. Three groups of decorative patterns 80g (in this embodiment, the left decorative pattern group 80gL, the middle decorative pattern group 80gC, and the right decorative pattern group 80gR), each containing multiple types of decorative patterns 80, are displayed in a variable manner. The result of the lottery 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, if it is a jackpot, a combination in which the three decorative patterns 80 are of the same type (winning combination) is displayed. If it is a loss, any other combination (losing combination) is displayed.

[0014] The performance performed from the start of the variation of the decorative pattern 80 (decorative pattern group 80g) until it stops in a manner corresponding to the win / loss lottery result is called the variation performance (hereinafter sometimes simply referred to as variation or rotation). In this embodiment, the variation performances corresponding to the order in which the win / loss lottery information is acquired are started. However, when a new win / loss lottery information is acquired, if a variation performance based on previously acquired win / loss lottery information has already 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 in the figure (reserved information can be said to be a sub-concept of win / loss lottery information). The maximum number of reserved information items that can be stored (maximum number of reserved items) can be set as appropriate. In this embodiment, the maximum number of reserved items that the storage means can store is four each for reserved items acquired when a game ball enters the first starting area 904a (so-called special pattern 1 reserved items) and reserved items acquired when a game ball enters the second starting area 904b (so-called special pattern 2 reserved items). If both Special Feature 1 and Special Feature 2 are stored in the memory device, the win / loss lottery result corresponding to Special Feature 2 will be announced first (Special Feature 2 will be prioritized).

[0015] In this embodiment, when the corresponding in-game performance begins, it is determined whether the acquired win / loss lottery information will result in a jackpot. However, it is also possible to configure the system so that a win / loss lottery is performed when the win / loss lottery information (reserved information) is acquired, and the result of the win / loss lottery itself is stored. Furthermore, the acquired win / loss lottery information is also used as a numerical value to determine the specific content of the in-game performance. In this embodiment, even if the corresponding in-game performance has started, the win / loss lottery information for the in-game performance that has not yet finished is stored in the storage means as in-game information.

[0016] In this embodiment, a reserved symbol 70 indicating the existence of win / loss lottery information stored in the memory means is displayed in the display area 911 (see Figure 2). The reserved symbols 70 are divided into a pre-reset reserved symbol 71 indicating the existence of reserved information and a reset reserved symbol 72 indicating the existence of reset information. Although the reset information is not strictly "reserved" as the win / loss lottery has already been performed, it is generally referred to as "the relevant reset," so the symbol indicating the existence of reset information will be called the reset reserved symbol 72. In this embodiment, depending on the game state, only the reserved symbol 70 corresponding to either the reserved symbols of special symbol 1 or special symbol 2 is displayed. Therefore, one reset reserved symbol 72 and a maximum of four pre-reset reserved symbols 71 will be displayed. A dedicated display means for displaying the reserved symbols 70 may be provided.

[0017] Note that we will omit explanations of well-known components such as the lower and upper trays for storing game balls.

[0018] 2) Specifications (Gameplay status) In this embodiment, the game is played with the aim of achieving a jackpot result in the draw. The game is played in two states: a basic state and an advantageous state which is more favorable to the player than the basic state (see Figure 3(a)). The probability of achieving a jackpot result (jackpot probability) is higher in the advantageous state than in the basic state. The probability of winning in each state can be set as appropriate. In this embodiment, the jackpot probability (low probability) in the basic state is approximately 1 / 199, and the jackpot probability (high probability) in the advantageous state is approximately 1 / 49.

[0019] The basic state is when the game ball should be launched aiming at the first starting area 904a. In other words, the basic state is a state in which the goal is to win a jackpot by winning a draw (hereinafter sometimes referred to as the first draw) triggered by the game ball entering the first starting area 904a. In this embodiment, the state in which the player should "shoot to the left" so that the game ball flows down the left side of the display area 911. The advantageous state is when the game ball should be launched aiming at the second starting area 904b. In other words, the advantageous state is a state in which the goal is to win a jackpot by winning a draw (hereinafter sometimes referred to as the second draw) triggered by the game ball entering the second starting area 904b. In this embodiment, the state in which the player should "shoot to the right" so that the game ball flows down the right side of the display area 911. Shooting to the right in the basic state or shooting to the left in the advantageous state is disadvantageous (a loss) for the player. If a player is not playing in a manner appropriate to the current game state, instructions will be given to play in a manner appropriate to the current game state (such as "Please play left-handed" or "Please play right-handed").

[0020] A normal starting area 905 is provided on the right side of the game area 902 (a position where game balls may enter when shot to the right). A normal lottery is executed when a game ball enters the normal starting area 905. If the normal lottery is won, the second starting area 904b is opened. The second starting area 904b is normally a closed area (inaccessible to game balls), and is opened when the normal lottery is won. The probability of winning the normal lottery is higher in the advantageous state compared to the basic state. Therefore, if the player continuously shoots to the right in the advantageous state, the second starting area 904b will open frequently, and game balls will enter the second starting area 904b relatively easily. In this embodiment, a predetermined number of prize balls are paid out when a game ball enters the second starting area 904b, so in the advantageous state (shooting to the right), the number of balls held decreases more slowly (the number of prize balls per game ball launched is higher) compared to the basic state (shooting to the left). In other words, the advantageous state is the so-called "high base" state, and the basic state is the so-called "low base" state. Furthermore, in this embodiment, the average time required for the reel spin animation (so-called spin time) is set to be shorter in the advantageous state compared to the basic state. As a result, the game progresses more quickly in the advantageous state compared to the basic state (the time from the notification of one win / loss lottery result to the notification of the next win / loss lottery result is shorter).

[0021] In this embodiment, two advantageous states are provided: a normal advantageous state and a special advantageous state (see Figure 3(a)). Both states end when the lottery result is a predetermined number of times consecutively unsuccessful, and the player returns to the basic state. The normal advantageous state ends when the lottery result is a unsuccessful 70 times in a row (predetermined number of times = 70). The special advantageous state ends when the lottery result is a unsuccessful 1000 times in a row (predetermined number of times = 1000). As described above, the probability of hitting the jackpot in an advantageous state is 1 / 49, so if the player returns to the normal advantageous state, the probability of winning the next jackpot before 70 consecutive losses occur (before the normal advantageous state ends) is approximately 76%. On the other hand, if the player returns to the special advantageous state, the probability of winning the next jackpot before 1000 consecutive losses occur (before the special advantageous state ends) is approximately 99.999999%. In other words, the special advantageous state would not end unless there were approximately 48 / 49 misses for 1000 consecutive times. However, such an event is extremely rare, and the special advantageous state can be said to be a state (special state) in which winning the next jackpot (a winning streak) is practically guaranteed before the state ends and the player returns to the basic state. Furthermore, a state in which the probability of continuation (winning a winning streak) exceeds 99% (a state in which the special advantageous state ends without winning a jackpot with a probability of less than 1%) will be defined as "a state in which winning the next jackpot is practically guaranteed."

[0022] A jackpot game is a round game (unit game) in which the normally closed jackpot area 906 is opened until a predetermined termination condition is met, repeated one or more times. 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 it was opened. However, if the player continuously aims the game balls at the jackpot area 906 (in this embodiment, if the player is shooting to the right), the game is set so that a predetermined number of game balls will enter the jackpot area 906 before the predetermined time has elapsed (before time runs out). This predetermined number is called the "count," and in this embodiment, the count is set to 10. In other words, if the player continuously aims the game balls at the jackpot area 906, 10 game balls will enter the jackpot area 906 in one round game. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 10. Therefore, if the player continuously aims for the big prize area 906 and launches game balls, 10 x 15 = 100 prize balls will be paid out in one round of play. Note that the above count and prize ball values ​​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 one in which the game state transitions to the basic state after the jackpot game ends. An advantageous jackpot is one in which the game state transitions to the advantageous state after the jackpot game ends. However, the condition for the game state to transition to the advantageous state after the advantageous jackpot game ends is that the game ball enters the special area 10 that is opened during the jackpot game. The special area 10 is generally referred to as the "V (area)" (that is, the game machine 1 according to this embodiment is a so-called V probability variation machine). In this embodiment, the special area 10 is provided within the jackpot area 906 (see Figure 4). In addition, the letter "V" (hereinafter referred to as the accompanying letter 11) is attached to the position overlapping with or near the special area 10 (see Figures 1 and 4), and the position of the special area 10 can be identified by the accompanying letter 11 (the player can identify that the special area 10 is the area referred to as the "V"). The special area 10 is normally closed, and when the special area 10 is closed, even if a game ball enters the big prize area 906, the game ball will not enter the special area 10 (see Figure 4(a)). On the other hand, when the special area 10 is open and a game ball enters the big prize area 906, the game ball will almost certainly enter the special area 10 (see Figure 4(b)). In this embodiment, in a jackpot game when a favorable jackpot is won (favorable jackpot game), 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 Figure 4(b)). The round (game) in which the special area 10 is opened is called a V round, etc., and in this embodiment, the first round is called a V round. If you continuously launch game balls aiming for the big prize area 906 during a single round of play, the game balls will enter the special area 10 with almost 100% probability. Therefore, when you win a favorable jackpot, you will almost certainly transition to a favorable state after the jackpot game ends. However, in a jackpot game when you win a basic jackpot (basic jackpot game), the special area 10 is not opened (or the opening time is extremely short, making it impossible for game balls to enter), so game balls will not enter the special area 10 (unless there is some kind of fraudulent activity).Therefore, the game state after a basic jackpot game ends reverts to the basic state.

[0024] Advantageous jackpots are divided into regular advantageous jackpots and special advantageous jackpots. A regular advantageous jackpot is one in which the game state after the jackpot ends is a regular advantageous state. A special advantageous jackpot is one in which the game state after the jackpot ends is a special advantageous state. Therefore, in terms of the game state after the jackpot, a special advantageous jackpot is more advantageous for the player than a regular advantageous jackpot.

[0025] In the first draw (Special Figure 1 draw), if a jackpot is won, the jackpot distribution is 50% for a basic jackpot and 50% for a normally advantageous jackpot. In the second draw (Special Figure 2 draw), if a jackpot is won, the jackpot distribution is 95% for a normally advantageous jackpot and 5% for a specially advantageous jackpot (see Figure 3(b)). The number of rounds (unit number of games) for each jackpot game can be set as appropriate. In this embodiment, in the first draw (Special Figure 1 draw), the basic jackpot is 5 rounds (5R basic jackpot), and the normally advantageous jackpot is 10 rounds (10R normally advantageous jackpot). In the second draw (Special Figure 2 draw), if a jackpot is won, all jackpots are 10 rounds (10R normally advantageous jackpot, 10R specially advantageous jackpot) (see Figure 3(b)).

[0026] Normally, players start playing in the basic state. If a basic jackpot is won in the basic state, the player returns to the basic state after the jackpot game ends. If a normally advantageous jackpot is won in the basic state, the player returns to the normally advantageous state after the jackpot game ends. If a normally advantageous jackpot is won in the normally advantageous state, the player returns to the normally advantageous state again after the jackpot game ends. If a special advantageous jackpot is won in the normally advantageous state, the player returns to the special advantageous state after the jackpot game ends. If a normally advantageous jackpot is won in the special advantageous state, the player returns to the normal advantageous state after the jackpot game ends. If a special advantageous jackpot is won in the special advantageous state, the player returns to the special advantageous state again after the jackpot game ends. Normally, if you lose a set number of times in a favorable or special favorable state, you will revert to the basic state (the so-called winning streak ends). However, as mentioned above, it is practically impossible for you to lose 1000 times in a row in a special favorable state. Therefore, once you have transitioned to a favorable state, the winning streak will effectively continue unless you lose 70 times in a row in a normal favorable state.

[0027] In this embodiment, the normal advantageous state is named "○○ Rush," and the special advantageous state is named "Super ○○ 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. In addition, a name indicating the game state is continuously displayed within each advantageous state.

[0028] 3) Special images As described above, if a special advantageous jackpot is won (conditional on the game ball entering the special area 10 during the special advantageous jackpot), the game transitions to a special advantageous state in which the result of the win / loss lottery is substantially guaranteed to be a jackpot before transitioning to the basic state. In this embodiment, when it is determined that the game will transition to the special advantageous state, a special image 20 is displayed in the display area. The special image 20 is an image that includes the letter "V". In the technical field of the present invention, the letter "V" is commonly used to mean "win" (jackpot), so by displaying the special image 20 that includes the letter "V", the game indicates to the player that the next jackpot is guaranteed. In this embodiment, when a special advantageous jackpot is won, an image (stock image 21) that includes the words "V stock" (indicating that a jackpot has been stocked) is displayed (see Figure 5(a)).

[0029] In this embodiment, the special image 20 (at least the letter "V") continues to be displayed even after transitioning to the special advantageous state (see Figure 5(c)). Alternatively, the system may be configured to include a separate display device from the main display device 91, and the special image 20 may be displayed on this separate display device. In the special advantageous state, the fluctuations are "processed" at high speed until the win / loss lottery result is a jackpot. In this embodiment, the time required for the fluctuation animation when the win / loss lottery result in the special advantageous state is a loss (fluctuation time) is the shortest fluctuation time including all game states. That is, the loss is reported within this shortest fluctuation time until the start of the fluctuation animation (winning fluctuation) where the win / loss lottery result is a jackpot. The special image 20 is still displayed during this time.

[0030] Then, a release animation is performed during a winning spin. The release animation is an animation in which the special image 20, which has been continuously displayed in the special advantageous state, is released, indicating that a jackpot has been won. In other words, it is an animation in which the jackpot that was promised (stockpiled) due to the transition to the special advantageous state has been "released". The release animation only needs to be an image in which an image including the special image 20 (the letter "V") is displayed in the display area. In this embodiment, the letter "V", which was displayed near the outer edge of the display area, is displayed in a way that it moves to the center of the display area (see Figure 6(a)), and then the word "release" is added to the letter "V" to display an image (released image 22) containing the words "V release" (see Figure 6(b)), which is performed as the release animation. As a result, the player understands that the stockpiled jackpot has been released. Along with the released image 22, the jackpot combination of decorative symbols 80 is displayed. In this embodiment, the special image 20 continues to be displayed until the end of the winning spin. In other words, the release animation is an animation that is performed during the period including the end of the winning spin.

[0031] After the winning spin ends, the jackpot game is executed. In this embodiment, a jackpot won in a special advantageous state (advantageous state) becomes an advantageous jackpot (normal advantageous jackpot or special advantageous jackpot), and the jackpot game is executed with the first round being a V round. In the V round, an image is displayed in the display area indicating that the game ball must be launched aiming at the special area 10. In this embodiment, the special image 20 (the letter "V") displayed in the above release animation is used as is to indicate that the game ball should be launched aiming at the special area 10. As described above, the release animation in this embodiment is an animation in which a release image 22 containing the letters (string) "V release" is displayed, and at least the letter "V" (i.e., special image 20) in the release image 22 continues to be displayed even after the release animation ends (after the winning spin ends), and the letters "(Aim for)" are newly displayed adjacent to the "V" (see Figure 6(c)). Depending on the perspective, it could be said that a change occurs in which the word "release" is replaced with the word "(aim for)". In this way, an image containing the words "aim for V" (instruction image 23) is displayed before the start of the V round (first round) or at the same time as the start of the V round, and the display continues until the entry of the game ball into the special area 10 is detected. When a player sees such an instruction image 23, the player can understand that they should aim and launch the game ball at the special area 10 which has the accompanying letter V 11 attached to it. In this embodiment, the font of the letter "V" in the special image 20 and the letter "V" in the accompanying letter 11 are the same (see Figures 6(b) and 6(c)). This makes it easy for the player to understand that the target to aim for is the special area 10.

[0032] As explained above, in this embodiment, the gaming machine 1 uses a special image 20 to indicate when the next jackpot (advantageous jackpot) is substantially guaranteed, and in the winning spin during the special advantageous state, a release animation is performed using the special image 20 (the letter "V") to indicate that it has been released. Then, in the V round, which is the first round of the jackpot game (advantageous jackpot game) that is performed following the release animation, it is indicated that the game ball should be fired at the special area 10. The special image 20 displayed in the release animation is kept on display, indicating that the game ball should be fired at the special area 10. In this way, by utilizing the fact that the "V" indicating a jackpot and the "V" indicating the special area 10 are the same, the game's progress is made easier to understand by making the sequence from the release of the jackpot (winning the jackpot) to the situation where the ball should be fired at the special area 10 appear as a single sequence (making the winning spin and the jackpot game (V round) appear as one continuous sequence).

[0033] In particular, in this embodiment, the first round of the advantageous jackpot game (the first unit game) is designated as 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 during the winning variation can be used directly as the instruction image 23 in a smooth flow. It is also possible to configure the system so that the second round onwards are V-rounds, but in that case, the special image 20 would need to be displayed continuously until the V-rounds of the second round onwards, which could lead to the player mistakenly believing that the rounds before the V-rounds are V-rounds.

[0034] The following describes specific examples of improvements, concretizations, and modifications to the matters related to the special image 20 mentioned above. Furthermore, whenever possible, a configuration may be created by combining and applying multiple techniques described using the following specific examples.

[0035] 〇Specific Example 1-1 Although the gaming machine 1 according to the above embodiment has been described as a so-called V-probability variation machine, the technical matters described in the above embodiment can also be applied to a configuration in which a big win can be obtained via a small win (a configuration with so-called two types of gameplay). Since the two types of gameplay themselves are publicly known, they will be explained briefly. The winning patterns of the win / loss lottery are set to be a big win and a small win. If a big win is achieved (a so-called direct win), the big win game described in the above embodiment is executed. On the other hand, if a small win occurs, the small win game is executed. In the small win game, the V area is opened. If a game ball enters the V area in the small win game, the big win game is executed. In other words, a big win can be obtained on the condition that a game ball enters the V area in the small win game. In a big win game obtained via a small win, the unit game of the first round (the first unit game) corresponds to the small win game. For example, in a 10-round jackpot won through a minor win, the first round is a minor win, and rounds 2 through 10 are executed only if the game ball enters the V-zone during that first round. Additionally, when a minor win is achieved, the V-zone remains open for a relatively long time, and if the game ball is continuously fired with the aim of the V-zone, it is almost guaranteed that the game ball will enter the V-zone (meaning that winning a minor win will almost certainly lead to winning a jackpot).

[0036] Assuming that the game has these two types of gameplay, the V-area, which is opened when a minor win is achieved, 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 minor win probability of approximately 1 / 19, and a special advantageous state (special state) with a duration of 1000 times is set as one type of advantageous state. Since the minor win probability is higher than the jackpot probability, the special advantageous state can be said to be a game state in which the player aims to win a minor win (aiming to win a jackpot via a minor win). In fact, it is virtually impossible to lose 1000 times in a row without winning even a minor win of approximately 1 / 19, so transitioning to the special advantageous state can be said to virtually guarantee the next jackpot. When transitioning to the special advantageous state, a special image 20 (an image containing the letter "V") is displayed to indicate that the next jackpot is guaranteed. When a minor win is achieved in the special advantageous state, a release animation is performed using the special image 20 to indicate that the promised (stocked) win has been released. In the subsequent minor win game, the situation in which the game ball should be launched with the aim of the V area (special area 10) will be indicated using special image 20.

[0037] Thus, if the game is configured in such a way that a minor win (winning a major win via a minor win) is effectively guaranteed, the minor win game is executed immediately after the minor win (the first round of the major win game obtained via a minor win corresponds to the minor win game). Therefore, the special image 20 displayed as a release effect can be used as is to indicate to the player that they should aim for the V area (special area 10) and launch the game ball.

[0038] 〇Specific Examples 1-2 In the above embodiment, the specially advantageous state is described as having a sufficiently long duration relative to the probability of a jackpot, thus effectively guaranteeing the next jackpot. However, it is also possible that no such duration is set, and the state continues until the next jackpot is won (a configuration in which the game state that continues until the next jackpot is won is designated as the special state). In other words, since the specially advantageous state continues until the next jackpot is won, a configuration in which the acquisition of the jackpot is guaranteed as long as the player continues playing is also possible, to which the technical matters described in the above embodiment can be applied.

[0039] Specific Examples 1-3 When a so-called "repeated win" occurs, the game proceeds in the manner described in the above embodiment. For example, at the start of a certain jackpot game, one of the win / loss lottery information (second win / loss lottery information) stored in the memory means has a corresponding win / loss lottery result of a jackpot. That is, one of the reserved balls stored at the start of a jackpot game is a "winning reserved ball" (in Figure 7, the winning reserved ball is shown with hatching for illustrative purposes, but it is not necessary to distinguish the winning reserved ball from other reserved balls in this way). In this case, since it is virtually guaranteed that the player will win another jackpot 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 a repeated win occurs within the reserved balls, or the special image 20 may not be displayed even when a repeated win occurs within the reserved balls) (see Figures 7(a) and 7(b)). Then, in the winning spin corresponding to the "winning reserve" (the spin in which the winning reserve becomes reserve symbol 72 during the spin), a release animation using special image 20 is performed (see Figure 7(c)), and in the subsequent jackpot game (V round), the same special image 20 is used to indicate that the game ball should be launched aiming for special area 10 (see Figure 7(d)). In this way, the flow from the indication of consecutive wins within the reserve, i.e., the stock of jackpots, using special image 20, to the release of said stock in the winning spin and the instruction to aim for special area 10 can be made smooth.

[0040] Furthermore, the configuration shown in this example is also applicable to specifications that do not have a specially advantageous state as described in the above embodiment. In other words, even if there is no game state in which the next jackpot is virtually guaranteed, consecutive wins within the reserve can still occur (even if the game state to which it transitions is not one in which the next jackpot is virtually guaranteed, if consecutive wins within the reserve occur, it can be said that the next jackpot is virtually guaranteed), so the configuration shown in this example can be applied. That is, the state in which consecutive wins within the reserve occur is considered a special state, and the configuration described in the above embodiment is applied.

[0041] 〇Specific Examples 1-4 Advantageous jackpots that are announced during a winning variation that includes a release animation (hereinafter referred to as advantageous jackpots after a release animation) and advantageous jackpots that are not announced during a release animation (hereinafter referred to as advantageous jackpots without a release animation) will have different image formats that indicate the situation in which the game ball should be launched towards the special area 10 during the V-round of the advantageous jackpot. Advantageous jackpots after a release animation are as described in the above embodiment. That is, an instruction image 23 is displayed that indicates to the player that the situation is such that the game ball should be launched towards the special area 10, using the special image 20 displayed during the release animation (see Figure 6(c)). For advantageous jackpots without a release animation, an image with a different format from the instruction image 23 (see Figure 8(b)) is displayed. The specific format of this image may be any format that allows the player to understand that the situation is such that the game ball should be launched towards the special area 10.

[0042] A jackpot that follows a payout animation is a special one, awarded as a result of transitioning to a specially advantageous state, which is the most advantageous game state for the player. Therefore, by making the instruction image 23 (an image using the special image 20 displayed during the payout animation) different from that of a normal jackpot (a jackpot that does not follow a payout animation) (making the instruction image 23 in the form shown in Figure 6(c) a dedicated image for when a payout animation has been performed), the player is made to understand that transitioning to the specially advantageous state is a special event.

[0043] 4) Specific production The gaming machine 1 according to this embodiment is capable of executing specific effects (see Figures 9 and 10) as effects that may occur while a variation effect is being executed. The specific effects will be described in detail below. In this embodiment, the specific effects may occur during the basic state, but they may also occur during the advantageous state.

[0044] The specific effect in this embodiment may occur as a type of so-called pre-announcement effect. Since pre-announcement effects themselves are well known, a detailed explanation will be omitted, but it indicates that the probability (so-called (jackpot) reliability) of a certain win / loss lottery result (hereinafter sometimes referred to as the "target win / loss lottery result") becoming a jackpot has increased, by using one or more in-game effects (hereinafter sometimes referred to as the "target in-game effect") that end before the in-game effect corresponding to the target win / loss lottery result (hereinafter sometimes referred to as the "target in-game effect"). In the following explanation, among the in-game effects, the in-game effect in which the specific effect (the preliminary stage described later) begins (i.e., the earliest of the "in-game effects") may be referred to as the reference in-game effect. Furthermore, when a specific effect utilizes two or more in-game effects, one or more in-game effects will be executed between the reference in-game effect and the target in-game effect, and the in-game effects executed between the reference in-game effect and the target in-game effect may be referred to as the intermediate in-game effect. Since the specific animation is a type of pre-announcement animation, the probability of winning the jackpot in the target win / loss lottery is higher when the specific animation occurs than when it does not occur. In the diagrams used to explain the specific animation, the reserve symbol 70 (target reserve) corresponding to the target win / loss lottery result is marked with a "T".

[0045] The specific performance in this embodiment can be broadly divided into a pre-stage, an intermediate stage, and a post-stage. In the pre-stage, a display is made that makes it appear as if the specific image 30, which was displayed in the display area 911, has moved outside the display area 911 (hereinafter referred to as pre-display). The specific image 30 in this embodiment is an image representing a predetermined character, and when the specific performance is not being performed (normal state), it continues to be displayed as part of the background of the decorative pattern 80 (see Figure 9(a)). In the diagrams used to explain the specific performance, only the portion of the background representing the specific image 30 is shown, and in diagrams other than those used to explain the specific performance, the specific image 30 is omitted from the diagram. Alternatively, the specific image 30 may be displayed as part of the background only when a specific stage (mode) is set. In this case, the specific performance may occur in the stage where the specific image 30 is displayed.

[0046] During the performance in which a specific performance is initiated, the specific image 30 moves toward the outer edge of the display area 911, and a pre-show is displayed that it appears to have moved beyond the display area 911 and become invisible (see Figure 9(b)). In other words, a pre-show is displayed that the character represented by the specific image 30 has "gone outside" the display area 911. This is the pre-stage, and it can be said that this is a performance to inform the player that a specific performance has begun.

[0047] The intermediate stage is the period from the end of the preliminary stage to the start of the post-stage, which will be described in detail later, after the preliminary stage described above. During the intermediate stage, an intermediate image 32 is displayed that indicates that the specific image 30 has moved outside the display area 911 and that the specific image 30 will return in the future. In this embodiment, the intermediate image 32 displayed during the intermediate stage is "Shopping" (see Figures 9(c), 10(a)(b)). In other words, the preliminary stage indicates that the character has gone "shopping" 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 outside the display area 911 (becomes invisible) until it is displayed again in the post-stage, which will be described later. In other words, the image continues to be displayed from after a certain point in the reference fluctuation sequence where the preliminary stage occurs (see Figure 9(c)) until before a certain point in the target fluctuation sequence where the post-stage occurs (see Figure 10(b)). In the case of a specific sequence where an intermediate fluctuation sequence occurs (a specific sequence that uses two or more preceding fluctuation sequences), the intermediate image 32 will continue to be displayed during the intermediate fluctuation sequence as well (see Figure 10(a)). Note that there may also be specific sequences where no intermediate fluctuation sequence occurs (a specific sequence where the preceding fluctuation sequence is only one reference fluctuation sequence, and the sequence following the reference fluctuation sequence is the target fluctuation sequence). In this case as well, the intermediate image 32 will continue to be displayed from the middle of the reference fluctuation sequence where the preliminary stage occurs until the middle of the target fluctuation sequence where the post-stage occurs.

[0048] Such intermediate image 32 does not suggest in any way the timing of the start of the post-stage (the post-event display described later). In other words, since the post-stage starts during the target variation performance, it can also be said that intermediate image 32 does not suggest the target variation performance. It should be noted that "intermediate image 32 does not suggest the target variation performance" here refers only to the suggestion made by the intermediate image 32 itself, and excludes situations where, for example, a known reserve change performance occurs for the reserve symbol 70 corresponding to the target variation performance (suggesting that the reliability of the target win / loss lottery result has increased due to the change in the reserve symbol 70), thereby allowing the player to predict the target variation performance (and the corresponding reserve symbol 70) to some extent. Therefore, in this embodiment, the appearance of intermediate image 32 is constant (the same every time) regardless of the content of the specific performance. The appearance of intermediate image 32 is constant regardless of how many of the previous variation performances used in the specific performance are.

[0049] After the intermediate stage, the specific image 30 is displayed again in the display area 911 (see Figure 10(c)). In other words, a post-event display is made that makes it appear as if the specific image 30, which had moved outside the display area 911 and become invisible after the preliminary stage, has returned to the display area 911. This post-event display is the post-stage. In this embodiment, the player will feel as if the character that was "out" ("shopping") has returned.

[0050] In the post-event stage, after such a post-event display is made, the confidence image 34 is displayed along with the specific image 30 (see Figure 10(d)). If the specific image 30 is to represent a predetermined character, as in this embodiment, the presentation will appear as if the character has brought (bought) the confidence image 34. Multiple candidate images are provided as candidates that can be displayed as the confidence image 34. In the post-event stage, one of these candidate images is displayed. In this embodiment, one of the following is displayed as the confidence image 34: the first candidate image containing the word "normal", the second candidate image containing the word "opportunity", or the third candidate image containing the word "hot" (see Figure 10(d) for the case where the second candidate image is displayed as the confidence image 34. Cases where other candidate images are displayed as the confidence image 34 are not shown in Figure 10). The confidence of winning the target 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] Thus, in this embodiment, the specific effect is shown in advance as if the specific image 30 has moved outside the display area 911, and then in retrospect as if it has returned inside the display area 911, before the reliability image 34 is displayed. This is an interesting effect (predictive effect) in that the timing of when the specific image 30 returns is not clearly known (i.e., the effect during the target change is not known).

[0052] Furthermore, during the intermediate stage, which is the period between the pre-stage and the post-stage, an intermediate image 32 is displayed that suggests that the specific image 30 will return in the future. Therefore, even players who have never encountered the specific effect can sense that the specific image 30, which disappeared during the pre-stage, will be displayed again.

[0053] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0054] 〇Specific Example 2-1 The reliability image 34 displayed during a specific performance may also foreshadow an event (target performance) that will occur during the target spinning performance. For example, if a pseudo-continuous performance is provided as one of the performances that can occur as part of the spinning performance, the display of the "Continue" reliability image 34 will indicate that the pseudo-continuous performance will occur immediately after its display. The target performance foreshadowed by the reliability image 34 only needs to be one that is advantageous to the player (suggesting an increased probability of winning the target draw). For example, this could be a reach being established, a predetermined super reach performance, the display of a chance image, and various other things. In this way, the reliability image 34 that foreshadows the target performance can be said to indirectly suggest the probability of winning the target draw through the target performance.

[0055] In a configuration like this example, the timing at which the reliability image 34 is displayed during the target spinning animation, that is, the timing at which the specific image 30 returns (post-event display) during the target spinning animation, becomes important. This is because target animations that have already ceased to occur by the time the reliability image 34 is displayed will no longer be foreshadowed by the reliability image 34. For example, if the target animation is set to "Reach established," and no post-event display is shown during the target spinning animation until the reach is established (or if a post-event display is shown after the reach is established), then the reliability image 34 will no longer be foreshadowing "Reach established." With this configuration, players can enjoy predicting the content of the animation foreshadowed by the reliability image 34 by comparing it with the current progress of the target spinning animation.

[0056] Specific Example 2-2 In the above embodiment, the specific performance occurs as a type of pre-announcement performance, meaning that the pre-display is performed in the preceding variation performance (reference variation performance) and the post-display is performed in the target variation performance. However, it is also possible for a specific performance to occur that starts in a certain variation performance and ends during that variation performance (a specific performance that fits within a single variation performance from start to finish) (see Figure 11) (hereinafter, in contrast to pre-announcement performances, a variation performance that fits within a single variation performance from start to finish will be referred to as "the variation performance").

[0057] Furthermore, if a specific effect is set to occur as either a pre-announcement effect or a variation effect, and a pre-announcement is made during a variation effect indicating the start of a specific effect, it is impossible to determine at the pre-announcement stage whether that specific effect occurred as a pre-announcement effect targeting subsequent variation effects, or as a variation effect targeting that particular variation effect. Therefore, the subsequent development of the effect becomes difficult to predict. If an intermediate image 32 is displayed during a variation, and the next variation starts while that intermediate image 32 is still displayed, it will be determined that the specific effect occurred as a pre-announcement effect.

[0058] Specific Examples 2-3 Although the specific image 30 in the above embodiment is described as representing a predetermined character, this is merely an example, and the object represented by the specific image 30 may be anything. However, the specific image 30 should be designed in such a way that the player can recognize that it represents the same object in both the pre-display and post-display modes.

[0059] Furthermore, although the above embodiment described that the specific image 30 is displayed under normal circumstances (it is part of the background of the decorative pattern 80), it may also be displayed when a specific effect occurs. That is, when a specific effect is started, the specific image 30, which was not displayed until then, may be newly displayed, and a display may be made that makes it appear as if the specific image 30 has moved outside the display area 911, which may be considered a pre-display.

[0060] Specific Example 2-4 In the above embodiment, it was explained that an intermediate image 32 is displayed during the period between the pre-display and the post-display (intermediate stage). However, it is also possible to omit such an intermediate image 32. The intermediate image 32 suggests to the player that the specific image 30 will return in the future. If it is thought that a player who sees the specific image 30 move outside the display area 911 will sense that the specific image 30 will return even without such an intermediate image 32 being displayed, then the configuration can be configured so that the intermediate image 32 is not displayed. In other words, if it is to clearly indicate that a post-display will be made in the future, then the intermediate image 32 should be displayed as in the above embodiment.

[0061] 〇Specific Example 2-5 In the above embodiment, it was explained that in the specific performance, any specific image 30 that has moved outside the display area 911 will inevitably return in the future; that is, the occurrence of a pre-display is always accompanied by the occurrence of a post-display. However, it is also possible to have a configuration in which a post-display is not necessarily required even if a pre-display occurs. In other words, it is also possible to have a configuration in which the specific performance does not result in the display of the confidence image 34 (it may terminate prematurely) (for example, it may proceed as shown in Figure 12(a)→(b)→(c-2)). Various methods can be considered to indicate to the player that the specific performance has terminated prematurely. For example, it is possible to indicate to the player that the specific performance has terminated prematurely by erasing the intermediate image 32 (see Figure 12(c-2)) (conversely, this means that as long as the intermediate image 32 is displayed, there is a possibility that the specific image 30 will return).

[0062] In this example, it is preferable to set the game so that the outcome where the confidence image 34 is displayed (see Figure 12(c-1)(d)) is more advantageous for the player than the outcome where the confidence image 34 is not displayed (the game ends prematurely) (see Figure 12(c-2)). This way, the player first hopes that the specific image 30 will return without the game ending prematurely (a post-event display will occur), and when the specific image 30 returns, they hope that the more reliable confidence image 34 will be displayed.

[0063] 〇Specific Example 2-6 The appearance of intermediate image 32 suggests the timing when specific image 30 returns (when the post-display occurs). Since the in-game animation in which the post-display occurs is the target in-game animation, it can be said that the appearance of intermediate image 32 suggests the target in-game animation.

[0064] For example, the timing of the post-event display can be set to be later when the second intermediate image 322 (which has a different appearance from the first intermediate image 321) is displayed compared to when the first intermediate image 321 is displayed. Any method can be used to set the difference in appearance of the intermediate image 32. For example, the text "Shopping" in the intermediate image 32 could be "white" in the first intermediate image 321 (see Figure 13(a)) and "red" in the second intermediate image 322 (see Figure 13(b)). "The timing of the post-event display is delayed" means that there are many intermediate in-game animations executed between the standard in-game animation and the target in-game animation (in other words, there are many in-game animations used for a specific animation). That is, the more in-game animations that are executed from the standard in-game animation where the pre-event display is shown to the target in-game animation where the post-event display is shown, the "timing of the post-event display is delayed." In this way, the animation style will be such that players will pay attention to the appearance of the intermediate image 32.

[0065] In this example, the more replayable animations used in the preceding animation sequence that are used for the specific animation sequence, the higher the probability of a jackpot in the target win / loss lottery. A higher probability of a jackpot in the target win / loss lottery also means that the reliability image 34 displayed in the subsequent stage is more likely to be a high-reliability image. The specific animation sequence is a type of pre-announcement animation, and a large number of preceding replayable animations means a large number of pre-announcements. Therefore, the probability of a jackpot in the target win / loss lottery is set to increase with a larger number of pre-announcements. In this case, the probability of a jackpot in the target win / loss lottery is higher when the second intermediate image 322 is displayed than when the first intermediate image 321 is displayed (see Figure 13).

[0066] 〇Specific Example 2-7 In the post-event stage, a new image (hereinafter referred to as "additional image 36") that was not displayed in the pre-event stage will be displayed. For example, in the post-event stage, the character represented by the returned specific image 30 is holding a "bag" (the bag being the additional image 36) (see Figure 14(a)), and a confidence level image 34 emerges from the bag (see Figure 14(b)). Multiple forms of the additional image 36 are set, and the form of the additional image 36 suggests a higher probability that the confidence level image 34 displayed afterward will be more reliable.

[0067] For example, the additional image 36 may be set to either a first form representing a "white" bag or a second form representing a "red" bag, and the probability that the subsequent reliability image 34 will be a high-reliability image is higher when the second form is displayed than when the first form is displayed (for example, in the above embodiment, the probability that the highest-reliability reliability image 34, "Super Hot," will be displayed is higher when the additional image 36 is set to the second form than when the additional image 36 is set to the first form) (see Figure 12(a)). By doing so, the form of the additional image 36 that is newly displayed in the subsequent stage can also be made into an interesting presentation that will attract the player's attention.

[0068] 5) Image presentation Image effects may occur as part of the effects that constitute the effects during reel spinning. In this embodiment, image effects may occur as part of the effects during reel spinning in the basic state. However, they may also occur as part of the effects during reel spinning in an advantageous state, or during a jackpot game.

[0069] The image presentation in this embodiment proceeds in the following order: first stage (see Figure 15(a)), second stage (see Figure 15(b)), and third stage (see Figure 15(c)). In the first stage, multiple presentation images are displayed in the display area 911. For example, 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 Figure 15(a)).

[0070] After the first stage, the game moves to the second stage. In the second stage, one of several animation images is designated as the target animation image, and the other animation images are designated as non-target animation images. The target animation image is an animation image that is in an active state, while the non-target animation images are animation images that are not in an active state (in a passive state). To represent this difference in state, the relative size of the target animation image to the non-target animation images is increased compared to the first stage. In this embodiment, from the first stage to the second stage, the size of the non-target animation images is maintained, but the size of the target animation image is increased. Unlike this embodiment, from the first stage to the second stage, the size of the non-target animation images may be decreased, while the size of the target animation image may be maintained. Alternatively, from the first stage to the second stage, the size of the non-target animation images may be decreased, while the size of the target animation image may be increased. The player perceives that the target animation image has become more emphasized (more prominent) than the non-target animation images when moving from the first stage to the second stage.

[0071] In the second stage of this embodiment, the first performance image 41 is set as the target performance image (displayed relatively large), and the second performance image 42 is set as the non-target performance image (displayed relatively small). Then, the performance elements corresponding to the first performance image 41, which is the target performance image, are output. In the following description, the performance elements corresponding to the first performance image 41 may be referred to as the first performance element 411, and the performance elements corresponding to the second performance image 42 may be referred to as the second performance element 421. In this embodiment, the characters representing the dialogue of character A, which is shown in the first performance image 41, are displayed in the display area 911 as the first performance element 411 (see Figure 15(b)). Since the first presentation element 411 is displayed after a change occurs in which the first presentation image 41 is emphasized more than the second presentation image 42 (a change in which the first presentation image 41 is shown as "active" (the second presentation image 42 is shown as "passive")), the player will perceive the characters represented by the first presentation element 411 as if character A, represented by the first presentation image 41, were speaking. Furthermore, since the second presentation image 42 (character B) is not erased, it is easy to understand that this represents character A speaking to character B.

[0072] In this embodiment, the first performance element 411 (characters representing the dialogue of character A) is displayed such that at least a portion of it overlaps with the second performance image 42 (non-target performance image), which is smaller relative to the first performance image 41 (see Figure 15(b)). The first performance element 411 is displayed in correspondence with the first performance image 41 (target performance image), and the second performance image 42 is made relatively smaller and less conspicuous. Therefore, even if the first performance element 411 is displayed superimposed on the second performance image 42, the player can understand that the first performance element 411 is corresponding to the first performance image 41 (that it is dialogue spoken by character A). Furthermore, since the first performance element 411 can be displayed superimposed on the second performance image 42, it is easy to secure space for displaying the first performance element 411.

[0073] After the second stage, the process moves to the third stage. In the third stage, the image that was an asymmetrical image in the second stage becomes the symmetrical image, and the image that was a symmetrical image in the second stage becomes an asymmetrical image. In this embodiment, the second image 42 is the symmetrical image and the first image 41 is the asymmetrical image, with the second image 42 being more emphasized than the first image 41. In the second stage, the first image 41 was larger than the second image 42, so in the third stage, this size relationship is reversed. That is, as the process moves from the second to the third stage, the size of the first image 41 is reduced while the size of the second image 42 is increased. Furthermore, in the third stage, the relative size of the first image 41 and the second image 42 is larger than in the first stage (see Figure 15(c)). By moving to this third stage, unlike the second stage, the player becomes aware that the second presentation image 42 has become "active" (and the first presentation image 41 has become "passive").

[0074] Then, a second performance element 421 is output that corresponds to the target performance image, the second performance image 42. Specifically, the characters representing the dialogue of character B, the character represented by the second performance image 42, are displayed in the display area 911 as the second performance element 421 (see Figure 15(c)). Since the second performance element 421 is displayed after a change has occurred in which the second performance image 42 is emphasized more than the first performance image 41 (a change in which the second performance image 42 is shown as an "active" state (the first performance image 41 is shown as a "passive" state)), the performance form appears to the player as if character A, represented by the second performance image 42, is speaking the characters represented by the second performance element 421.

[0075] Similar to the second stage, in the third stage, the second presentation element 421 (the characters representing character B's lines) is displayed so that at least a portion of it overlaps with the first presentation image 41 (the non-target presentation image), which is displayed relatively smaller (see Figure 15(c)). The second presentation element 421 is displayed in correspondence with the second presentation image 42 (the target presentation image), and since the first presentation image 41 is displayed relatively small and inconspicuous, even if the second presentation element 421 is displayed superimposed on the first presentation image 41, the player can understand that the second presentation element 421 corresponds to the second presentation image 42 (that it is lines spoken by character B). Furthermore, because the second presentation element 421 can be displayed superimposed on the first presentation image 41, it is easy to secure space for displaying the second presentation element 421.

[0076] By using an image presentation that includes these first to third stages, the presentation becomes such that character A, represented by the first presentation image 41, and character B, represented by the second presentation image 42, appear to be speaking lines expressed by the presentation elements. In particular, as in this embodiment, by going through a second stage where the target presentation image is the first presentation image 41 and a third stage where the target presentation image is the second presentation image 42, it is possible to create a presentation that makes it appear as if character A and character B are "having a conversation".

[0077] In this embodiment, the image presentation includes a second and a third stage, but the configuration may also omit the third stage. For example, if the presentation is intended to show character A unilaterally speaking to character B, the presentation may end at the second stage. Alternatively, the presentation may continue beyond the third stage. For example, after the third stage, a fourth stage may be performed in which the first presentation image 41 is again the target presentation image, and after the fourth stage, a fifth stage may be performed in which the second presentation image 42 is again the target presentation image. In this way, a presentation can be created that shows the conversation between character A and character B "going back and forth".

[0078] As explained above, in this embodiment, although multiple animation images are displayed in the first stage, the animation form in the second and third stages is such that it is easy to understand that the displayed animation elements are associated with the target animation image (the animation image displayed relatively larger).

[0079] In particular, in this embodiment, the target animation image is displayed relatively larger than the non-target animation image (second and third stages) relative to the first stage, making it easier to identify which animation image is the target animation image.

[0080] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0081] 〇Specific Example 3-1 In the above embodiment, the target animation image is made to stand out by being displayed relatively larger than the non-target animation image. However, changes may be made to further emphasize the prominence of the target animation image. For example, in the second and third stages, the target animation image may be displayed in color while the non-target animation image is displayed in monochrome (see Figure 16; in Figure 16, the color display is shown with a solid line and the monochrome display with a dotted line). Alternatively, in the second and third stages, the lines constituting the target animation image may be made thicker than the lines constituting the non-target animation image (see Figure 17). Although not shown, in the second and third stages, the non-target animation image may be displayed lighter than the target animation image (e.g., the background may be visible through the non-target animation image).

[0082] Specific Example 3-2 In the above embodiment, the performance elements are described as being displayed in the display area 911 (output to the display device 91) (i.e., images), but other elements may also be used as performance elements, as long as they constitute the performance. For example, performance sounds output from speaker 93 (see Figure 1) may be used as performance elements. If the performance is to be such that the characters represented by the target performance image appear to be speaking, as in the above embodiment, then sounds representing the lines of each character will be output from speaker 93 (see Figure 18).

[0083] Although not shown in the diagram, as described in the above embodiment, characters representing the dialogue may be displayed, and sounds representing the dialogue may be output from speaker 93. In other words, the output performance element may be configured as "image + sound".

[0084] Specific Example 3-3 In the above embodiment, it was explained that each animation image represents a different character, but each animation image may represent something other than that. For example, each animation image may represent a different item (tool). In the second and third stages, an animation image representing one of the items is designated as the target animation image (the other animation images are designated as non-target animation images), and text introducing that item is displayed as an animation element (see Figure 19).

[0085] Specific Examples 3-4 In the above embodiment, the image presentation was described as displaying two presentation images, a first presentation image 41 and a second presentation image 42. However, it is also possible to display three or more presentation images. When the presentation elements are output, one of the three or more presentation images should be designated as the target presentation image, and the other presentation images should be designated as non-target presentation images (see Figure 20).

[0086] Furthermore, if three or more animation images are displayed, the image animation should be designed so that all animation images are treated as target animation images at least once. For example, if an image animation displays three animation images (first animation image 41 to third animation image 43), after the first stage, in addition to the stage where the first animation image 41 is treated as a target animation image (the second animation image 42 and third animation image 43 are treated as non-target animation images) (see Figure 20(b)), it is preferable to include stages, although not shown, where the second animation image 42 is treated as a target animation image (the first animation image 41 and third animation image 43 are treated as non-target animation images) and stages where the third animation image 43 is treated as a target animation image (the first animation image 41 and second animation image 42 are treated as non-target animation images).

[0087] Specific Examples 3-5 When an image animation is executed, the entire display area 911 is divided into the number of animation images (each divided area is considered a unit area), and the animation images are displayed in each unit area 911a, 911b. As in the embodiment described above, if two animation images, a first animation image 41 and a second animation image 42, are to be displayed, the entire display area 911 is divided into two unit areas 911a and 911b, and the first animation image 41 and the second animation image 42 are displayed in each of these two unit areas 911a and 911b (see Figure 21(a)).

[0088] As the system transitions from the first stage to the second stage, the first animation image 41, which is the target animation image, is made larger than the second animation image 42, which is the non-target animation image, while the unit area 911a in which the first animation image 41 is displayed is made larger than the unit area 911b in which the second animation image 42 is displayed (see Figure 21(b)). When the system transitions from the second stage to the third stage, the relative sizes are reversed. That is, as the system transitions from the second stage to the third stage, the second animation image 42, which is the target animation image, is displayed larger than the first animation image 41, which is the non-target animation image, while the unit area 911b in which the second animation image 42 is displayed is made larger than the unit area 911a in which the first animation image 41 is displayed (see Figure 21(c)). When transitioning from the first stage to the second stage, or from the second stage to the third stage, the delimiter image 912 that separates the unit regions 911a and 911b is shifted toward the non-asymmetrical performance image side, thereby making the unit regions 911a and 911b on which the symmetrical performance image is displayed larger.

[0089] As shown in this example, an impactful presentation style can be achieved. Furthermore, if the entire display area 911 is occupied by two or more unit areas (there are no areas that do not belong to any unit area), it might seem that there would be no area to display the presentation elements corresponding to the target presentation image (making it 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 an area to display the presentation elements can be easily secured.

[0090] In this example, the segmented image 912 is displaced, and the target animation image becomes larger. However, it is also possible for the size of the animation image to remain unchanged. In other words, although the unit area on which the target animation image is displayed becomes larger, the size of the animation image itself may remain unchanged.

[0091] 6) Division operation performance As an effect constituting the effect during variation, a division operation effect may occur. In this embodiment, the division operation effect may occur as an effect constituting the effect during variation in the basic state. However, it may also occur as an effect constituting the effect during variation in the advantageous state or during the jackpot game.

[0092] The division operation effect in this embodiment may occur as a part of one or more types of reach effects (hereinafter sometimes referred to as specific reach effects). The specific reach effect leads to an advantageous ending (see FIGS. 23(c-1) and 25(e-2)) favorable to the player or an unfavorable ending (see FIGS. 23(c-2) and 25(e-1)) when the advantageous ending is not reached. The advantageous ending is reached when the win / loss lottery result (target win / loss lottery result) corresponding to the effect during variation (target effect during variation) in which the specific reach effect occurs is a jackpot. The unfavorable ending is reached when the target win / loss lottery result is a loss. However, it may be set such that a so-called reversal pattern in which the unfavorable ending is covered after the target win / loss lottery result becomes a jackpot may occur. In any case, when the target win / loss lottery result is a loss, an unfavorable ending will surely be reached. As will be described in detail later, in the case where the specific reach effect reaches an ending through an operation effect (normal operation effect, specific operation effect), when the operation effect occurs, it can also be considered that the above-mentioned advantageous ending and unfavorable ending are set as the ending of the operation effect.

[0093] The basic mode of the specific reach effect may be any. The specific reach effect in this embodiment is such that the ally character (indicated by the character "taste" in the drawing), which is a character on the player's side, and the enemy character (indicated by the character "enemy" in the drawing) confronting it fight (see FIG. 22(a) etc.), and the victory of the ally character is set as the advantageous ending and the inability of the ally character to win (losing) is set as the unfavorable ending.

[0094] A predetermined point in time (intermediate point) between the start of a specific reach animation and the conclusion is designated as a specified timing (see Figure 22(b)). Multiple such specified timings may be set. When a specific reach animation occurs, a split animation may occur at the designated timing. While the occurrence of a split animation during a specific reach animation is a type of "chance-up" (an indication that the probability of reaching a favorable conclusion has increased), this split animation does not necessarily occur in every specific reach animation (the probability of a split animation occurring is not 100%). It is preferable that the probability of a split animation occurring when a specific reach animation occurs is less than 10%.

[0095] The division effect is an effect in which the display area 911 is divided into X division areas 911d (where X is a natural number greater than or equal to 2) (see Figure 22(d-2)). In this embodiment, X=4. That is, when the division effect occurs, four division areas 911d are created. In this embodiment, each division area 911d is separated from each other by a dividing line image L. The four division areas 911d are formed when a dividing line image L extending vertically from approximately the center of the width direction of the display area 911 intersects with a dividing line image L extending horizontally from approximately the center of the vertical direction. In the following description, the division area formed in the upper left of the display area 911 may be referred to as the upper left division area, the division area formed in the upper right as the upper right division area, the division area formed in the lower left as the lower left division area, and the division area formed in the lower right as the lower right division area.

[0096] If the splitting animation does not occur at the specified timing, this splitting region 911d will not occur (see Figure 22(c-1)). In other words, whether or not the splitting animation occurs at the specified timing is a major branching point for a specific reach animation. Hereafter, the pattern in which the splitting animation does not occur for a specific reach animation may be referred to as the normal pattern, and the pattern in which the splitting animation occurs may be referred to as the splitting pattern.

[0097] In the case of a specific reach animation, if the split animation does not occur at the predetermined timing (see Figure 22(c-1)), the continuity of the animation is maintained before and after the predetermined timing. In other words, the video of the reach animation is simply displayed continuously in the display area 911, and there is no difference from a normal animation. A player encountering a specific reach animation for the first time would have no way of knowing that there was a possibility of a split animation occurring at the predetermined timing.

[0098] On the other hand, if a splitting pattern occurs where a splitting effect occurs at a predetermined timing, an effect indicating the occurrence of the splitting effect (splitting start effect) occurs. In this embodiment, a predetermined character appears and performs an action that splits the display area 911. For example, the predetermined character performs an action that draws the splitting line image L described above (see Figure 22(c-2)). Immediately before the occurrence of the splitting start effect, the video of the specific reach effect temporarily stops. After the splitting start effect is executed and the split areas 911d are formed, the effect proceeds in each split area 911d. That is, the video that was stopped in each split area 911d is resumed. In other words, if a splitting effect occurs in the middle of a specific reach effect, the same video will be displayed in each of the split areas 911d and the effect will proceed (see Figure 22(d-2)). In this embodiment, the decorative symbols 80 that make up the reach state are also displayed in each split area 911d. Therefore, it may appear as if the reach effect is progressing for the number of split areas 911d. However, it is also acceptable to assume that no division occurs in such decorative patterns 80 (even if a division animation occurs, the state in which only one reach is achieved is maintained).

[0099] In the specific reach animation in this embodiment, regardless of whether it is a normal pattern or a split pattern, an operation animation occurs that prompts the player 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 Figure 1), which is a type of operation means 50 (hereinafter, when the operation means 50 is simply referred to without further specification, it refers to the first operation means 51). The form of the operation animation differs between the normal pattern and the split pattern. In the case of the normal pattern, a normal operation animation occurs, and in the case of the split pattern, a split operation animation occurs.

[0100] The normal operation animation is an animation in which the player is given one opportunity to operate the operation means 50 (see Figure 23(a)). In this embodiment, one opportunity for a single operation is given. One operation image 55 representing the operation means 50 (animation button) to be operated is displayed in the display area 911. An appearance image 56 representing the required operation is also displayed. In this embodiment, since a single operation of the animation button is required, an image containing the word "Press" is displayed as the appearance image 56. In addition, a time image 57 showing the elapsed time until the operation becomes effective is displayed. In this embodiment, an image of a meter that decreases as time passes is displayed as the time image 57.

[0101] The normal operation sequence reaches its conclusion when an operation (single operation) of the operation means 50 (sequence button) is detected within the operation valid time (see Figure 23(b)). This conclusion is also the conclusion of the specific reach sequence (favorable conclusion, unfavorable conclusion). If the target win / loss lottery result is a jackpot (when it is predetermined internally that the specific reach sequence (normal operation sequence) will reach a favorable conclusion), the player will reach a favorable conclusion triggered by an operation of the operation means 50 corresponding to one operation opportunity (see Figure 23(c-1)). On the other hand, if the target win / loss lottery result is a loss (when it is predetermined internally that the specific reach sequence (normal operation sequence) will reach an unfavorable conclusion), the player will reach an unfavorable conclusion triggered by an operation of the operation means 50 corresponding to one operation opportunity (see Figure 23(c-2)). Therefore, the target win / loss lottery result is determined by an operation of the operation means 50 within the operation valid time. In this embodiment, if the outcome is favorable, a video of the allied character defeating the enemy character is displayed, followed by notification that it is a jackpot. If the outcome is unfavorable, a video of the enemy character failing to be defeated is displayed, followed by notification that it is a loss. If no operation of the operation means 50 is detected within the operation valid time, the outcome is triggered by the end of the operation valid time.

[0102] The divided operation animation is an animation in which the player is given up to X opportunities to operate the operation means 50. In other words, it is an animation in which the player is given up to the number of divided regions 911d. In this embodiment, since X=4, the player is given up to 4 opportunities for single operations. In each of the divided regions 911d, the operation image 55, the aspect image 56, and the time image 57 described above are displayed once each (see Figure 24(a)). In other words, the image displayed in the display region 911 in the normal operation animation is displayed in each of the divided regions 911d. It can also be said that this is an animation form that makes it appear as if an animation equivalent to the normal operation animation has occurred in all of the divided regions 911d. A player who sees this can easily understand that there are "4 opportunities to operate".

[0103] The unit operation sequences that constitute the division operation sequence are defined as the sequences performed for each operation opportunity. That is, the operation sequences performed in the upper left division region, upper right division region, lower left division region, and lower right division region are defined as unit operation sequences. In this embodiment, the unit operation sequences are executed in the following order: upper left division region (1st unit operation sequence) (see Figure 24(b)(c-1)(c-2)) → upper right division region (2nd unit operation sequence) (see Figure 24(d)(e-1)(e-2)) → lower left division region (3rd unit operation sequence) (see Figure 25(a)(b-1)(b-2)) → lower right division region (4th unit operation sequence) (see Figure 24(c)(d-1)(d-2)). As will be described in detail later, if a unit operation sequence results in a success, the division operation sequence ends there (subsequent unit operation sequences are not executed). Each time an operation (single operation) of the operation means 50 is performed, the unit operation sequence results in either a success or failure. However, the image representing the result is displayed only in the corresponding segmented area 911d (the segmented area 911d where the unit operation animation was performed). The specific forms of success and failure results may be anything. It is sufficient that the form allows the player to understand that a success result is advantageous and a failure result is disadvantageous. In this embodiment, the success result is defined as the display of an image in which an allied character defeats an enemy character. In other words, the same type of image as when a normal operation animation leads to a favorable outcome is displayed in the corresponding segmented area 911d. On the other hand, in this embodiment, the failure result is defined as the image displayed in segmented area 911d changing from color to monochrome (in the drawing, the monochrome display state is indicated by a dotted line).

[0104] In addition, the effective operation time in a split operation sequence may be set as a continuous effective operation time for the entire split operation sequence, or the effective operation time may be set for each individual operation sequence. The time image 57 is controlled according to which configuration is used. In this embodiment, the former configuration is used. Therefore, when transitioning from one unit operation sequence to the next after the completion of the previous unit operation sequence, the time image 57 is controlled so that the remaining effective operation time at the time the previous unit operation sequence was completed is carried over. When there are two or more unit operation sequences for which the results have not yet been shown, the time image 57 displayed in the two or more split regions 911d in which the unit operation sequences are being executed changes in the same manner (if the remaining time is shown 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 (i.e., if it is internally predetermined that a specific reach animation (split operation animation) will lead to an unfavorable outcome), all four unit operation animations will result in failure (see Figure 25(d-1)). In other words, the animation will appear to the player as if all four of the given operation opportunities have failed. After all four unit operation animations have resulted in failure, the split area 911d disappears (the split line image L is erased), and the entire display area 911 is used to inform the player that the win / loss lottery result was a loss (that an unfavorable outcome occurred) (see Figure 25(e-1)). The image used to inform the player of this loss is the same as when an unfavorable outcome occurs after a normal operation animation. If four individual operations are not performed during the operation validity period, the subsequent unit operation animations will not be executed, and the game is set to forcibly transition to an unfavorable outcome upon the end of the operation validity period.

[0106] If the target win / loss lottery result is a jackpot (i.e., it is internally predetermined that a specific reach animation (split operation animation) will lead to a favorable outcome), then at least one of the up to four unit operation animations will lead to a successful outcome (one of the successful outcomes shown in Figure 24(c-2), Figure 24(e-2), Figure 25(b-2), or Figure 25(d-2)). In other words, the game transitions to a favorable outcome (see Figure 25(e-2)) triggered by an operation of the operation means 50 corresponding to one of the up to four operation opportunities provided. The reason for specifying "up to four times" is that if the first to third unit operation animations lead to a successful outcome (i.e., one of the outcomes shown in Figure 24(c-2), Figure 24(e-2), or Figure 25(b-2)), then no further unit operation animations will occur, and the split operation animation (specific reach animation) will lead to a favorable outcome (see Figure 25(e-2)). In other words, the game's presentation is designed so that the player wins the jackpot if they succeed in even one of the four chances. Therefore, if the first three unit manipulation sequences result in a successful outcome, there is no need to perform any further unit manipulation sequences, and the game transitions to a favorable ending.

[0107] In this embodiment, when a segmented operation sequence occurs during a target variation sequence where the target win / loss lottery result is a jackpot, one of the first to fourth unit operation sequences that would result in a success (if performed during the operation valid time) is predetermined by lottery (hereinafter, such a unit operation sequence that results in a success will be referred to as a successful unit operation sequence). In this embodiment, the later a unit operation sequence is executed, the higher the probability that it will be a successful unit operation sequence (see Figure 26). Therefore, in segmented operation sequences, the further the sequence progresses (the later it gets), the greater the expectation that the unit operation sequence will result in a success. Note that before the results of each unit operation sequence are known, the player does not know which unit operation sequence is the successful unit operation sequence.

[0108] After a unit operation sequence is successful, 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 / loss lottery is a jackpot (a favorable outcome has been reached) (see Figure 25(e-2)). The image that announces the jackpot is the same as when a favorable outcome is reached through a normal operation sequence. If a single operation in a unit operation sequence that was deemed a successful unit operation sequence is not detected during the operation validity period, the system is set to forcibly transition to a favorable outcome when the operation validity period ends.

[0109] In certain reach sequences, the probability of a favorable outcome (the reliability of the target win / loss lottery result) is higher when the sequence is split (when the sequence is split) than when it is the normal sequence (when the sequence is normal). As mentioned above, the sequence is split, which gives the player up to four opportunities to perform actions. This means that the player has more opportunities to reach a favorable outcome than the normal sequence (one opportunity). Accordingly, the sequence is set to have a higher reliability than the normal sequence.

[0110] In this embodiment, the specific reach animation involves either a normal operation animation or a split operation animation occurring immediately before the ending (either a normal pattern or a split pattern). However, a pattern in which no operation animation occurs immediately before the ending (no operation pattern) may also occur. If this is done, the probability of a favorable ending (the reliability of the target win / loss lottery result) should 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 higher when there are up to four operation opportunities (split pattern) than when there is one operation opportunity (normal pattern).

[0111] Thus, the gaming machine 1 according to this embodiment can perform a segmented operation animation in which the display area 911 is divided into X segmented areas 911d, resulting in a maximum of X opportunities for operation. In other words, it can perform an interesting animation in which the number of segmented areas 911d is linked to the number of opportunities for operation.

[0112] Furthermore, as in this embodiment, by setting the game so that the occurrence of the split operation animation is considered a chance-up (a setting that increases the probability of winning a jackpot compared to when the normal operation animation occurs), a gameplay experience is achieved where players hope for the occurrence of the split operation animation. In addition, it is clear that the split operation animation provides more opportunities for operations (a greater number of chances) that can lead to a favorable outcome compared to the normal operation animation, making it easy to understand that it is a chance-up animation.

[0113] The following describes specific examples that improve, concretize, and modify the above-mentioned splitting operation effects. Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.

[0114] 〇Specific Example 4-1 In the above embodiment, the splitting effect (splitting operation effect) is described as dividing the display area 911 into four split areas 911d (X=4). However, the value of X when the splitting effect occurs may be set to be indeterminate (not constant).

[0115] For example, two division sequences may occur: a first division sequence (first division operation sequence) where there are two division regions 911d (X=2) (see Figure 27(a)), and a second division sequence (second division operation sequence) where there are four division regions 911d (X=4) (see Figure 27(b)). When the first division sequence occurs, the division operation sequence (first division operation sequence) will grant a maximum of two opportunities to operate, and when the second division sequence occurs, the division operation sequence (second division operation sequence) will grant a maximum of four opportunities to operate.

[0116] In this example, it is desirable to indicate the probability that the division operation animation will lead to a favorable outcome based on the number of division regions 911d, i.e., the value of X. In the example above, the probability of reaching a favorable outcome will differ depending on whether the first division operation animation (first division operation animation) occurs or the second division operation animation (second division operation animation) occurs. In this way, when a division operation animation occurs, the player will focus on the number of division regions 911d that result.

[0117] As explained in the above embodiment, the number of division regions 911d corresponds to the maximum number of operation opportunities given to the player in the division operation performance. Since the number of operation opportunities can be considered as the number of chances that can lead to a favorable outcome, it is preferable to set the probability of reaching a favorable outcome to be higher the larger the number of division regions 911d (value of X). In the above example, it is preferable to set the probability of reaching a favorable outcome to be higher when the second division performance (second division operation performance) (see Figure 27(b)) occurs than when the first division performance (first division operation performance) (see Figure 27(a)) occurs. In this way, when a division performance occurs, the performance form becomes one in which the player wishes for the number of division regions 911d to be larger.

[0118] 〇Specific Example 4-2 The split operation presentation may provide opportunities to operate different operating means 50. The operating means 50 is said to consist of a first operating means 51 and a second operating means 52 (see Figure 1) that is different from the first operating means 51. Note that "different operating means" refers not only to operating means 50 that are physically separated, as in this embodiment, but also to operating means that are physically the same but have different operating modes. For example, in a configuration that includes one operating means that can be operated in a first operating mode and a second operating mode that is different from it, operating the operating means in the first operating mode and operating it in the second operating mode are considered to be operations of different operating means. Furthermore, a sensor that detects a part of the player's body (such as a hand) may be provided, and the detection of a part of the player's body by the sensor is considered to be equivalent to "operation of the operating means".

[0119] In a split operation sequence, up to four unit operation sequences are included, some of which are unit operation sequences that prompt the operation of the first operation means 51 (hereinafter referred to as the first unit operation sequence), and other parts are unit operation sequences that prompt the operation of the second operation means 52 (hereinafter referred to as the second unit operation sequence) (see Figure 28. Figure 28 shows an example in which the first unit operation sequence is the first unit operation sequence, and the second to fourth unit operation sequences are the second unit operation sequences). Even in a configuration with multiple operation means 50, a typical operation sequence only prompts the operation of one operation means 50 (it is usually the case that the other operation means 50 are not used). The split operation sequence in the above embodiment is characterized by providing up to X operation opportunities, and by utilizing this, the type of operation means 50 required for operation can differ for each operation opportunity. In this way, by utilizing the presence of multiple operation means 50, the split operation sequence can be made into a varied and interesting sequence.

[0120] It is preferable to designate one of the multiple types of operating means 50 as a specific operating means (a chance-up operating means), and to set it so that the more opportunities to operate the specific operating means are given, the higher the probability of reaching a favorable outcome. If the configuration includes a first operating means 51 and a second operating means 52 as described above, and the second operating means 52 is designated as a "chance-up operating means" (the first operating means 51 is a "normal operating means"), then the more opportunities to operate the second operating means 52, the higher the probability of reaching a favorable outcome (see Figure 29). In the split operation sequence, the type of operation means 50 to be prompted to operate in each split region 911d at the start of the sequence is indicated by the operation image 55 (the first operation image 551 is displayed in the split region 911d where the operation target is the first operation means 51 (the split region 911d corresponding to the first unit operation sequence), and the second operation image 552 is displayed in the split region 911d where the operation target is the second operation means 52 (the split region 911d corresponding to the second unit operation sequence)). Therefore, it can be said that the more second operation images 552 representing the second operation means 52 there are, the higher the probability of reaching a favorable outcome. In this way, when a split operation sequence occurs, the sequence becomes one in which the player hopes for an increase in the number of second operation means 52 (specific operation means). Furthermore, if the second operation means 52 is to be a "chance-up operation means," it is preferable that the first unit operation sequence is not executed after the second unit operation sequence is executed (the operation means 50 is not "downgraded").

[0121] Furthermore, in such a configuration, it is preferable that the second unit operation animation has a higher probability of resulting in a success (a successful unit operation animation) than the first unit operation animation. If the target win / loss lottery result is a jackpot and it is internally determined that the division operation animation will lead to a favorable outcome, then one of the unit operation animations will result in a success, and the probability of that success is higher for the second unit operation animation than for the first unit operation animation. As mentioned above, if the setting is such that the later the unit operation animation is executed, the higher the probability of it being a successful unit operation animation (see Figure 26), then when comparing unit operation animations with the same execution order, the probability of the second unit operation animation being a success should be higher than for the first unit operation animation (see Figure 30. Figure 30 shows a comparison of the fourth unit operation animations). In this way, the player will operate the second unit operation animation expecting a success rather than the first unit operation animation (they will "put more effort" into" the operation of the second operation means 52 than the first operation means 51).

[0122] Specific Example 4-3 In the above embodiment, if a favorable outcome is predetermined, one of the first to fourth unit operation sequences will result in a successful outcome. If one of the first to third unit operation sequences results in a successful outcome, the subsequent unit operation sequences will not be executed, resulting in "excess" operation opportunities (not consuming all of the maximum X operation opportunities granted). In this situation, while the player may be pleased to have reached a favorable outcome, they may feel a sense of wastefulness regarding the excess operation opportunities. To reduce this "wastefulness," the expected value of the player's subsequent profits is set to be greater when there are excess operation opportunities (excess pattern) (see Figure 31(a)) compared to when there are no excess opportunities (sufficient pattern) (see Figure 31(b)).

[0123] For example, as in the gaming machine 1 according to the above embodiment, the configuration includes both a basic jackpot and a favorable jackpot. A favorable jackpot is more advantageous to the player than a basic jackpot in that the game state transitions to a favorable state after the jackpot game ends. In other words, the expected value of the profit (payout) obtained by the player is greater when a favorable jackpot occurs than when a basic jackpot occurs. The jackpot announced when the split operation performance reaches a favorable ending is more likely to be a favorable jackpot for the player when it is a surplus pattern than when it is a satisfying pattern (when there is a jackpot and a more favorable jackpot, the probability of it being a favorable jackpot is higher). In this way, when a surplus pattern occurs, the player can expect the announced jackpot to be a favorable jackpot, thus reducing the risk of the player feeling that they have wasted their money. It is also possible to set it so that when a surplus pattern occurs, it is guaranteed to be a favorable jackpot. In this case, having surplus patterns is actually a welcome outcome for the players, so it is unlikely that players will feel that they are wasting anything.

[0124] A difference may be set between the surplus patterns. Specifically, the more surplus operation opportunities there are, the greater the expected value of the profit obtained afterward. For example, if the first unit operation is successful, 3 operation opportunities remain (surplus pattern "3") (see Figure 32(a)), if the second unit operation is successful, 2 operation opportunities remain (surplus pattern "2") (see Figure 32(b)), and if the third unit operation is successful, 1 operation opportunity remains (surplus pattern "1") (see Figure 32(c)). In this case, the probability of the announced jackpot being a favorable jackpot is higher when surplus pattern "2" (see Figure 32(b)) occurs than when surplus pattern "1" (see Figure 32(c)), and higher when surplus pattern "3" (see Figure 32(a)) occurs than when surplus pattern "2" (see Figure 32(b)). The earliest possible success result, surplus pattern "3" (see Figure 32(a)), may be set to guarantee a favorable jackpot. Furthermore, surplus pattern "1" (see Figure 32(c)) is considered to have a higher probability of resulting in a favorable jackpot than the satisfying pattern (see Figure 32(d)) where the fourth unit operation sequence is a success. This configuration ensures that the more surplus operation opportunities there are, the more advantageous it is for the player, thus creating a presentation where players expect a success as early as possible (the earliest unit operation sequence executed) when a split operation sequence occurs.

[0125] Specific Example 4-4 Although the operation required in the operation performance in the above embodiment was explained as a single operation, it may also be required to perform a continuous operation (a "rapid press" if the operation means 50 is a push button) or a maintenance operation (a "long press" if the operation means 50 is a push button) in which the operation means 50 is operated. In this case, "one operation opportunity" refers to the number of operation opportunities until the outcome is determined in the case of a normal operation performance, and the number of operation opportunities until the result of each unit operation performance is determined in the case of a divided operation performance. In other words, even in the case of a continuous operation or a maintenance operation, a normal operation performance is given as one operation opportunity, and a divided operation performance is given as X operation opportunities.

[0126] 7) Selection sequence As part of the performance during reel spinning, a selection performance (see Figures 33 and 34) may occur. In this embodiment, the selection performance may occur as part of the performance during reel spinning in the basic state. However, it may also occur as part of the performance during reel spinning in an advantageous state, or during a jackpot game.

[0127] In the selection process, multiple selection images 62 are displayed in the display area 911. In this embodiment, four selection images 62 (first selection image 621 to fourth selection image 624) are displayed (see Figures 33 and 34). Specifically, the display area 911 is divided into four regions, and a selection image 62 is displayed in each region. In this embodiment, a linear image (hereinafter referred to as linear image S) along the diagonal of the roughly rectangular display area 911 is displayed in the display area 911, and a selection image 62 is displayed in each region (each region is triangular in shape) divided by the linear image S. In the following description, for each of the roughly triangular regions of the display area 911, the region on the upper edge is referred to as the upper region, the region on the right edge is referred to as the right region, the region on the lower edge is referred to as the lower region, and the region on the left edge is referred to as the left region.

[0128] Each option image 62 indicates the probability of winning the jackpot in the target win / fail lottery result (the win / fail lottery result corresponding to the in-game performance including the selection performance (target in-game performance)) when selected. In this embodiment, four options are displayed: the first option image 621 containing the words "Super Hot", the second option image 622 containing the words "Great Opportunity", the third option image 623 containing the words "Opportunity", and the fourth option image 624 containing the word "?" (see Figures 33 and 34). In this embodiment, the first option image 621 is displayed in the upper area, the second option image 622 in the right area, the third option image 623 in the lower area, and the fourth option image 624 in the left area.

[0129] As will be described later, one of the option images 62 will ultimately be selected, but the selected option image 62 is predetermined (internally) based on the result of the target win / loss lottery. The probability of winning the jackpot when selected is, in descending order, from highest to lowest, to highest: first option image 621, second option image 622, third option image 623, and fourth option image 624 (first option image 621 is the highest). Note that the configuration may also include the display of other types of option images 62.

[0130] Each option image 62 has a corresponding color (hereinafter referred to as the "predefined color"). Each option image 62 includes a portion that exhibits the prescribed color. In this embodiment, the background image, which is the background of the above text, exhibits the prescribed color. The prescribed color can be said to indicate the probability (high or low) of winning the jackpot in the target winning / losing lottery result. In this embodiment, the prescribed color of the first option image 621 is "gold", the prescribed color of the second option image 622 is "red", the prescribed color of the third option image 623 is "green", and the prescribed color of the fourth option image 624 is "blue". Note that the prescribed color of each option image 62 should be distinguishable from the prescribed colors of other option images 62, and it is sufficient that the player can roughly recognize it as being associated with each option image 62 (it is sufficient to have different color systems for each option image 62). In the drawings, the prescribed color of each option image 62 is indicated by the text inside the "□" (the text is not actually displayed).

[0131] In the selection process, one option image 62 may be highlighted compared to the other option images 62. Various methods can be considered to create this highlighted state. In this embodiment, one option image 62 is highlighted when the cursor C is aligned with it (see Figures 33 and 34). Another method is to increase the brightness of one option image 62 compared to the other option images 62 to make it highlighted. Alternatively, one option image 62 may be displayed in color and the other option images 62 in monochrome to make it highlighted (the specified color is recognized when it is highlighted). In the following description, a state that is not highlighted may be referred to as a non-highlighted state.

[0132] The period during which the selection animation is performed is broadly divided into a pre-selection period, during which it is unknown which of the selection images 62 will be selected, and a post-selection period, after a selection image 62 has been made. During the pre-selection period, a pre-selection animation is performed in which one selection image 62, designated as being in a highlighted state, switches rapidly (in other words, three selection images 62, designated as being in a non-highlighted state, switch rapidly) (see Figure 33). This is like a "roulette" state. In this embodiment, the cursor C moves rapidly between each selection image 62. This allows the player to predict that one selection image 62 will ultimately be selected. During the post-selection period, one selection image 62 is designated as being in a highlighted state (the other three selection images 62 are non-highlighted), and a post-selection animation is performed in which the player is shown that the selected selection image 62 has been made (see Figure 34). In other words, the "roulette" shown during the pre-selection period stops as it transitions to the post-selection period. In this embodiment, the cursor C automatically stops in a state that matches the selection image 62 to be selected. In other words, one option image 62 is automatically selected regardless of the player's choice.

[0133] In this selection presentation, the illumination / de-illumination of multiple light-emitting units 64 is controlled. Note that these light-emitting units 64 are not the display device 91 (light-emitting units that form an image). The multiple light-emitting units 64 are provided around the display area 911 (outside when viewed from the front, with the center of the display area 911 considered the inside). Note that one light-emitting unit 64 refers to a unitized (unitized) group, and one light-emitting unit 64 may have multiple light-emitting elements (LEDs, etc.) (it is not necessarily the case that elements separated by each light-emitting element must be one light-emitting unit 64). In this embodiment, the first light-emitting unit 641 is provided above the display area 911, the second light-emitting unit 642 is provided to the right of the display area 911, the third light-emitting unit 643 is provided below the display area 911, and the fourth light-emitting unit 644 is provided to the left of the display area 911 (see Figures 1, 33, and 34).

[0134] As will be described later, these light-emitting units 64 are used in selection effects, but they are not provided exclusively for selection effects, but rather for the purpose of decorating the game area 902 (they have a different original function (purpose)) (see Figure 1). In this embodiment, the first light-emitting unit 641 provided above the display area 911 illuminates decorative characters (not shown) including at least a part of the title of the game machine 1 (the decorative characters are illuminated with light emitted from the light-emitting unit). 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 located behind the game board 90 and are for decorating the game board 90 (the right and left sides of the display area 911 in the game area 902 through which the game balls flow). 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 portion. Furthermore, the third light-emitting unit 643, located below the display area 911, is a light-emitting unit provided on the movable mechanism. Specifically, the movable mechanism moves back and forth between its original position and the performance position, and is normally located in its original position. The light-emitting unit of the movable mechanism located in its original position is used as the third light-emitting unit 643 (that is, the movable mechanism is in its original position when a selected performance is executed). In this embodiment, at least a part of the third light-emitting unit 643 is also visible through the light-transmitting portion of the game board 90.

[0135] In the drawings, the shapes of these light-emitting parts 64 are simplified (in particular, in Figures 33 and 34, they are simplified compared to Figure 1 so that the approximate positional relationship between the display area 911 and the light-emitting parts 64 can be understood). Furthermore, the specific structure of these light-emitting parts 64 can be anything (it is well known), so no explanation is given. In addition, other light-emitting parts 64 can be used for selection effects as long as they are located around the display area 911 when viewed from the front. For example, light-emitting parts (lamps indicating wins) provided in conjunction with various winning areas can also be used.

[0136] In the selection animation, each light-emitting unit 64 is associated with one of the multiple choice images 62. The first light-emitting unit 641 is associated with the first choice image 621, the second light-emitting unit 642 with the second choice image 622, the third light-emitting unit 643 with the third choice image 623, and the fourth light-emitting unit 644 with the fourth choice image 624 (in the following description, a light-emitting unit 64 associated with a particular choice image 62 may also be referred to as the corresponding light-emitting unit). If we assume that the linear image S displayed in the display area 911 is extended to the outside of the display area 911 to separate the choice images 62, then the corresponding light-emitting unit is located inside (between the two virtual lines V) which are extensions of the linear image S that are the outer edge of the choice image 62 corresponding to the corresponding light-emitting unit (in this embodiment, the virtual lines V become wider as they extend outwards from the display area 911) (see Figure 33(a)). Furthermore, "a light-emitting part is located inside the virtual line V" does not mean that the entire light-emitting part 64 (light-emitting area) is located inside (it is acceptable for a part of it to extend outside the virtual line V). It means that the area of ​​the light-emitting area of ​​the target light-emitting part 64 that is located inside the two virtual lines V is larger than the area that is located outside the two virtual lines V. In addition, each light-emitting part 64 (first light-emitting part 641 to fourth light-emitting part 644) may consist of two or more separate light-emitting parts 64. For example, if two or more separate light-emitting parts 64 are provided as the first light-emitting part 641, these two or more light-emitting parts 64 will be located inside the two virtual lines V extending above the display area 911. In this way, it is easy to determine which of the selected images 62 each light-emitting part 64 corresponds to.

[0137] During the selection animation, when any of the multiple choice images 62 are highlighted, the corresponding light-emitting part of the highlighted choice image 62 is illuminated. In this embodiment, during the selection animation, the corresponding light-emitting parts of choice images 62 that are not highlighted are kept in a non-illuminated state (in the drawings, light-emitting parts 64 that are illuminated are labeled with characters indicating their illumination color. Light-emitting parts 64 that do not have such characters are considered to be in a non-illuminated state). Therefore, while the pre-selection animation is being executed (while in the "roulette" state), the state in which any one of the multiple light-emitting parts 64 is illuminated is rapidly switched (see Figure 33). While the post-selection animation is being executed, the corresponding light-emitting part of the selected choice image 62 is illuminated (see Figure 34).

[0138] Each light-emitting unit 64 emits light in a color corresponding to the specified color of the corresponding choice image 62. In the pre-selection presentation, when the first choice image 621, whose specified color is gold, is highlighted, the corresponding light-emitting unit, the first light-emitting unit 641, emits light in gold (see Figure 33(a)). When the second choice image 622, whose specified color is red, is highlighted, the corresponding light-emitting unit, the second light-emitting unit 642, emits light in red (see Figure 33(b)). When the third choice image 623, whose specified color is green, is highlighted, the corresponding light-emitting unit, the third light-emitting unit 643, emits light in green (not shown). When the fourth choice image 624, whose specified color is blue, is highlighted, the corresponding light-emitting unit, the fourth light-emitting unit 644, emits light in blue (not shown). In this way, the state in which each light-emitting unit 64 emits light in a color corresponding to the specified color switches rapidly. In the post-selection presentation, the corresponding light-emitting unit of the selected choice image 62 emits light in a color corresponding to the specified color of that choice image 62 (see Figure 34). Furthermore, the light-emitting color of each light-emitting part 64 should be distinguishable from the light-emitting colors of other light-emitting parts 64, and should be such that the player perceives it as emitting that color. For example, if the first light-emitting part 641 is made to emit "yellow," the player will perceive it as emitting "gold" in effect, since the other light-emitting parts 64 do not emit similar colors in the selection animation.

[0139] As mentioned above, each light-emitting unit 64 is not provided exclusively for selection effects. During selection effects, each light-emitting unit 64 will emit light in a color corresponding to a predetermined color as described above. However, when the selection effect is not being executed, each light-emitting unit 64 may emit light in a color other than the predetermined color (a different emission pattern). The first light-emitting unit 641 emits light in an emission pattern to emphasize the title characters, the second light-emitting unit 642 and the fourth light-emitting unit 644 emit light in an emission pattern suitable for decorating the game board 90, and the third light-emitting unit 643 emits light in an emission pattern suitable for the operation (position) of the movable mechanism. In other words, each light-emitting unit 64 has a separate original function (it was not originally provided for use in selection effects), and even when comparing each light-emitting unit 64, their original functions differ. In this embodiment, however, attention is paid to the fact that these light-emitting units 64 are provided around the display area 911, and their application to selection effects is attempted.

[0140] Thus, in the selection presentation of this embodiment, the selected image 62 that is in the emphasized state is further emphasized by the illumination of the corresponding light-emitting unit, making it easy to see which selected image 62 is being emphasized (in particular, it is easy to see which selected image 62 was selected during the post-selection period).

[0141] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned selection presentation aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0142] 〇Specific Example 5-1 In the above embodiment, the selection presentation was described as automatically selecting one option image 62. However, it may also be applied to a selection presentation in which the player can select their preferred option themselves. In such a selection presentation as well, one option image 62 is placed in an emphasized state that is highlighted compared to the other option images 62, so the technical concept described in the above embodiment can be applied.

[0143] 〇Specific Example 5-2 In the above embodiment, the selection animation is described as follows: the light-emitting unit 64 corresponding to the selected image 62 that is in an emphasized state (corresponding light-emitting unit) is in an illuminated state, and the light-emitting unit 64 corresponding to the selected image 62 that is in an unemphasized state (uncorresponding light-emitting unit) is in an uncorresponding state. However, it is sufficient if the light-emitting mode of the corresponding light-emitting unit 64 is different between the state where it is a corresponding light-emitting unit and the state where it is an uncorresponding light-emitting unit, while maintaining that the light-emitting mode of the corresponding light-emitting unit 64 corresponds to the specified color of the selected image 62. Although not shown in the figures, for example, the brightness (luminosity) may be higher when the corresponding light-emitting unit is emitting than when the uncorresponding light-emitting unit is emitting.

[0144] Furthermore, for example, if it is a corresponding light-emitting unit, it may emit light in a color corresponding to the specified color in the selection image 62 (corresponding light-emitting color), while if it is a non-corresponding light-emitting unit, it may emit light in a different color than when it is a corresponding light-emitting unit (non-corresponding light-emitting color). 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 unit 64. In accordance with the above embodiment, the corresponding light-emitting color of the first light-emitting unit 641 is "gold", the corresponding light-emitting color of the second light-emitting unit 642 is "red", the corresponding light-emitting color of the third light-emitting unit 643 is "green", and the corresponding light-emitting color of the fourth light-emitting unit 644 is "blue", so it is conceivable to configure the non-corresponding light-emitting color of each light-emitting unit 64 to be "white" (see Figure 35).

[0145] 〇Specific Example 5-3 In the above embodiment, the selection effect is described as such that in both the pre-selection effect (a state in which the selected image 62, designated as the highlighted state, switches rapidly) and the post-selection effect, the corresponding light-emitting unit for the highlighted selected image 62 emits light in a specified color. However, this control may not be performed in the pre-selection effect (see Figure 36(a)), and may only be performed in the post-selection state (see Figure 36(b)). In other words, if you want to particularly emphasize that "a certain selected image 62 has been selected," you can make the difference between the pre-selection and post-selection state clearer by having the corresponding light-emitting unit for the selected selected image 62 (the highlighted selected image 62) emit light in a specified color only in the post-selection state. In the pre-selection effect, it is conceivable to have a configuration in which all light-emitting units 64 are in a non-emitting state (see Figure 36(a)), or a configuration (not shown) in which all light-emitting units 64 emit light in a color different from the specified color (for example, all light-emitting units 64 emit "white").

[0146] 〇Specific Example 5-4 The configuration of the linear image S that separates the choice images 62 (the configuration of the division 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 choice images 62. Depending on the configuration of the linear image S, the configuration of the virtual line V that is extended outward from it will also be determined, and therefore, which light-emitting unit 64 corresponds to each choice image 62 will also be determined.

[0147] Specific Example 5-5 In the above embodiment, the unitized components are described as a single light-emitting section 64. However, some of the multiple light-emitting elements (e.g., LEDs) in a single light-emitting unit may function as separate light-emitting sections 64. For example, if a single light-emitting unit having multiple light-emitting elements is configured to intersect a virtual line V, which is an extension of a linear image S separating the first and second performance images 41, the light-emitting elements located on one side of the virtual line V may be used as the first light-emitting section 641, and the light-emitting elements located on the other side of the virtual line V may be used as the second light-emitting section 642 (see Figure 37(a)).

[0148] Furthermore, the configuration may not involve all light-emitting elements of a single light-emitting unit being used as light-emitting sections 64. For example, in a configuration with a light-emitting unit similar to that in Figure 37(a) (see Figure 37(b)), some of the light-emitting elements may be used as light-emitting sections 64 (Figure 37(b) shows an example where two light-emitting elements are used as a second light-emitting section 642), but the other light-emitting elements may not be used as light-emitting sections 64 (they are not used for selection effects) (Figure 37(b) shows that a first light-emitting section 641 is provided separately from the light-emitting unit (and its light-emitting elements)).

[0149] 8) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0150] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0151] In the above embodiment, the winning / losing results are set to either a big win or a loss, and a big win is achieved when the result is a big win (a big win game is executed). However, it is also possible to have a system where a big win can be achieved via a so-called minor win. As the gameplay that allows a big win to be achieved via a minor win (the gameplay of a so-called "Type 2 game machine") is well known, a detailed explanation will be omitted. However, if, for example, a minor win is set to lead to a big win (except in cases of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the probability of a big win as described in the above embodiment should be the sum of the probability of winning a big win (the so-called direct win probability) and the probability of winning a minor win. Conversely, winning a minor win that does not lead to a big win (a minor win that does not lead to a big win) should not be considered a big win. In other words, regardless of the type of win (big win, small win), the configuration should be such that the actual probability of winning a big win (actual big win probability) is the same as the big win probability described in the above embodiment, and the low probability and high probability in the draw for winning or losing should refer to the level of this actual big win probability.

[0152] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0153] ○Means 1-1 A gaming machine comprising: a display device having a display area; a game state setting means capable of setting a basic state and an advantageous state which is more favorable to the player than the basic state as game states in which the player plays with the aim of getting a win in the win / fail lottery result; a winning game execution means that executes a winning game when the win / fail lottery result is a win; and a special area which may be opened in the winning game, wherein in the advantageous state which is the special state in which it is substantially guaranteed that the win / fail lottery result 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 is displayed in the display area when the win / fail lottery result is a win; and in the winning game which occurs after the release effect, when it is a situation in which the player should aim the game ball at the special area, the special image displayed in the display area in the release effect is used as is to indicate to the player that it is a situation in which the player should aim the game ball at the special area. According to the above-mentioned gaming machine, the special image shown during the release animation is used directly to indicate when the game ball should be launched towards the special area, resulting in smooth and easy-to-understand gameplay.

[0154] ○Means 1-2 The winning game is characterized in that a plurality of unit games are executed in sequence, and the special area is opened during the first unit game, as described in means 1-1. This way, the special area will be opened relatively soon after the release animation is performed (it will not be opened after one or more units of gameplay have been performed), making it easy to use the special image displayed during the release animation to indicate that the game balls should be aimed at the special area.

[0155] ○Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that the special image includes the same characters as the characters attached to the special area. This approach makes it easier to understand that the special image represents a special region.

[0156] ○Means 2-1 A gaming machine in which a specific performance may occur while a variation performance is being executed from the time a decorative pattern displayed in the display area of ​​a display device starts to vary until it stops in a manner corresponding to the result of a win or loss lottery, wherein the specific performance includes a preliminary stage in which a preliminary display is made that makes it appear as if a specific image that was displayed in the display area of ​​the display device has moved outside the display area, and a subsequent stage in which, after the preliminary stage, a post-display is made that makes it appear as if the specific image has returned to the display area, and a confidence image that indicates the probability that the win or loss lottery result is a win is displayed together with the specific image. The above-mentioned gaming machine is capable of performing an interesting special effect (specific effect) in which a reliability indication is given when a specific image that has moved outside the display area returns.

[0157] ○Means 2-2 The gaming machine according to means 2-1, characterized in that, after the aforementioned preliminary stage and before the aforementioned post-stage, an intermediate image is displayed that suggests the specific image will return in the future. This allows players to sense that a specific image that has moved outside the display area will likely return in the future.

[0158] ○Means 2-3 The gaming machine according to means 2-2, characterized in that the aforementioned intermediate image does not indicate the timing of the aforementioned post-event display. In this way, a specific performance can be designed in a way that makes it difficult to predict what will happen next (i.e., it is difficult to predict when the post-event display will occur).

[0159] ○Means 2-4 A gaming machine according to any one of means 2-1 to 2-3, characterized in that the post-stage occurs in the target in-play performance, which is an in-play performance corresponding to the win / fail lottery result whose reliability is suggested by the reliability image, and the pre-stage occurs in the reference in-play performance, which is an in-play performance corresponding to the win / fail lottery result that is announced before the target in-play performance. In this way, specific effects can be used as a type of so-called pre-announcement effect.

[0160] ○Means 2-5 A gaming machine according to means 2-4, which references means 2-2, or means 2-4, which references means 2-3, characterized in that when one or more intermediate variation performances, which are variation performances, are performed between the standard variation performance and the target variation performance, the intermediate image is displayed while the intermediate variation performance is being performed. This makes it easier to see that a specific animation (pre-announcement animation) is continuing even while an intermediate animation is being performed.

[0161] ○Means 3-1 A gaming machine characterized by being capable of executing an image presentation, which includes a first step of displaying multiple presentation images in the display area of ​​a display device, and a second step after the first step of designating one of the multiple presentation images as a target presentation image and the other presentation images as non-target presentation images, changing the relative size of the target presentation image to the non-target presentation images to be larger than in the first step, and then outputting a presentation element associated with the target presentation image. According to the above-mentioned gaming machine, although multiple visual effects are displayed, the resulting image effects are easy to understand, as it is clear that the outputted visual elements correspond to the target visual effect image.

[0162] ○Means 3-2 The game machine according to means 3-1, characterized in that the image presentation includes a third stage in which, after the second stage, the non-target presentation image in the second stage becomes the target presentation image, and the target presentation image in the second stage becomes the non-target presentation image, and the relative size of the target presentation image to the non-target presentation image becomes larger than it was in the first stage, and then a presentation element corresponding to the target presentation image is output. In this way, by converting a non-targeted animation image into a targeted animation image and then outputting the animation element, it becomes clear that the animation element is associated with the image that has become the targeted animation image.

[0163] ○Means 3-3 The image presentation is characterized in that the presentation image is displayed in each of the unit areas separated by the separator images displayed in the display area, and the relative size of the target presentation image to the non-target presentation image is increased by displacing the separator images compared to when it is in the first stage, as described in means 3-1 or means 3-2 of the gaming machine. In this way, by displacing a dividing image that divides the display area into multiple unit areas, it is possible to create an image effect that indicates which effect image is the target effect image.

[0164] ○Means 3-4 The gaming machine according to any one of means 3-1 to 3-3, characterized in that each of the multiple performance images represents a different character, and as a performance element, sound representing dialogue spoken by the character represented by the target performance image is output from a speaker. In this way, the dialogue spoken by the character represented by the target visual image can also be output as sound.

[0165] ○Means 4-1 A gaming machine comprising: a display device having a display area; an operating means that can be operated by a player; an operation performance in which an image prompting the player to operate the operating means is displayed in the display area; and an effect execution means that performs a division performance in which the display area is divided into X division areas (where X is a natural number of 2 or more), wherein the operation performance is characterized in that the division performance occurs at a predetermined timing before the start of the operation performance, and the player is given up to X opportunities to operate the operating means that are reflected in the performance. The segmentation animation of the above-mentioned gaming machine is interesting because, as the display area is divided into X segments, the player is given up to X opportunities to perform actions.

[0166] ○Means 4-2 The gaming machine according to means 4-1, characterized in that, as the aforementioned operation performance, the aforementioned split performance does not occur at the predetermined timing, and a normal operation performance occurs in which the player is given one opportunity to operate the operation means reflected in the performance. This approach creates a gameplay experience where players will focus on whether or not the split animation occurs at the predetermined timing.

[0167] ○Means 4-3 The gaming machine according to means 4-2, characterized in that in the normal operation performance, one operation image representing the operation means is displayed, and in the divided operation performance, one operation image is displayed in each of the X divided regions. In this way, players can anticipate in advance that the split operation animation will provide a maximum of X opportunities for operation (making the split operation animation easier to understand).

[0168] ○Means 4-4 The game machine according to means 4-2 or means 4-3, characterized in that, as the outcome of the aforementioned operation performance, a favorable outcome that is advantageous to the player and an unfavorable outcome that occurs when the favorable outcome is not reached, occur in the operation performance in which the favorable outcome is internally predetermined, in the normal operation performance, the game transitions to the favorable outcome triggered by an operation of the operation means corresponding to one operation opportunity, whereas in the divided operation performance, the game transitions to the favorable outcome triggered by an operation of the operation means corresponding to any of up to X operation opportunities. In this way, the split operation sequence becomes a type of sequence in which X operation opportunities, which are the number of "chances" to reach a favorable outcome, are granted (the number of such "chances" is greater than in the normal operation sequence).

[0169] ○Means 4-5 The gaming machine according to any one of means 4-1 to 4-4, characterized in that, as the outcome of the division operation performance, a favorable outcome that is advantageous to the player and an unfavorable outcome that occurs when the favorable outcome is not reached are set, the value of X when the division operation performance occurs is indeterminate, and the probability that the division operation performance will reach the favorable outcome is suggested by the value of X. This approach creates a presentation style where players focus on the number of interaction opportunities (number of divided areas) presented during the segmented interaction sequence.

[0170] ○Means 4-6 The gaming machine according to any one of means 4-1 to 4-5, wherein the operating means includes a first operating means and a second operating means different from the first operating means, and in the divided operation performance, the operation of the first operating means is prompted at a certain operation opportunity, but the operation of the second operating means may be prompted at an operation opportunity other than that certain operation opportunity. Since the segmented operation sequence provides X opportunities for operation, it can be a sequence where the user is prompted to operate a different control method for each opportunity.

[0171] ○Means 5-1 A gaming machine comprising: a display device having a display area; an execution means for executing a selection performance in which one of a plurality of choice images displayed in the display area is ultimately selected; and a plurality of light-emitting units provided around the display area, wherein each of the plurality of choice images is associated with one of the plurality of light-emitting units as a corresponding light-emitting unit, and in the selection performance, when one of the plurality of choice images is in an emphasized state compared to the other choice images, the corresponding light-emitting unit of the choice image in the emphasized state is set to a light-emitting state. The selection animation for the above-mentioned gaming machine is easy to understand because the highlighted selection image is further emphasized by the illumination of the corresponding light-emitting part.

[0172] ○Means 5-2 The gaming machine according to means 5-1, wherein each of the multiple selection images is assigned a predetermined color, and the corresponding light-emitting unit emits light in a color corresponding to the predetermined color of the selection image in the enhanced state. By doing this, the default color of the highlighted option image is linked to the emission color of the corresponding light-emitting part, making the selection process easier to understand.

[0173] ○Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that, in the selection presentation, linear images separating a plurality of the selection images are displayed, and the corresponding light-emitting unit is provided inside a virtual line that extends the linear image separating the selection image corresponding to the corresponding light-emitting unit from other selection images toward the outside of the display area. This makes it easier to understand the correspondence between each option image and the corresponding light-emitting part.

[0174] ○Means 5-4 A gaming machine according to any one of means 5-1 to 5-3, characterized in that it comprises a game board in which a game area is formed in front of the player through which game balls flow, and at least a portion of the plurality of light-emitting units are arranged behind the game board so that their light emission can be seen through the game board. In this way, the light-emitting parts that decorate the game board (game area) can be used as an element to make the selection process easier to understand. [Explanation of symbols]

[0175] 1. Gaming machine 10 Special Area 11. Associated characters 20 Special Images 21 22 Released Images 23 Instructional image 30 Specific Images 32 Intermediate images 34 Confidence Images 36 Additional Images 41 First stage image 411 First performance element 42 Second stage image 421 Second production element 50 Operating means (51 First operating means 52 Second operating means) 55 Operation Images (551 First Operation Image, 552 Second Operation Image) 56 Dimensional Images 57-hour image 62 Image Options (621-624 Image Options 1-4) C cursor 64 Light-emitting section (641-644 First light-emitting section to fourth light-emitting section) 70 Reserved symbols (71 Reserved symbols before spinning 72 Reserved symbols during spinning) 80 Decorative patterns 90 Game board 904 Starting Region (904a First Starting Region 904b Second Starting Region) 906 Grand Prize Area 91 Display device 911 Display area 911a, 911b Unit region 912 segmented images 911d split area L-shaped dividing line image S linear image V virtual line 93 speakers

Claims

[Claim 1] A means for determining whether a winner or loser is determined when a predetermined condition is met, A display means having a display area on which decorative patterns are displayed for notifying the result of the lottery by the aforementioned lottery means, An effect execution means for executing an image effect that displays a character image in the aforementioned display area, Equipped with, The aforementioned image presentation is In the first stage, character image A and character image B are displayed as the aforementioned character images, Following the first stage, the character image A is made to appear in a more prominent and emphasized form than in the first stage, and the corresponding performance element A associated with the character image A is output. Includes, The corresponding visual element A is an image that is displayed superimposed on the character image B. A gaming machine characterized by the following features.

Citation Information

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  • Game machine

    JP2013158393A

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