Gaming machine
The gaming machine uses a transmissive first display device and a second display device to create a clear and engaging lottery result presentation, addressing the lack of clarity in existing machines and enhancing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-27
- Publication Date
- 2026-03-18
AI Technical Summary
Existing gaming machines lack innovative mechanisms to enhance player engagement and clarity in lottery result presentations, particularly in jackpot games, which can be confusing and less engaging.
The gaming machine incorporates a transmissive first display device and a second display device, with overlapping display areas to create a sense of depth and clarity in lottery result presentations, using transparent and semi-transparent regions to highlight selected options and enhance visual effects during reel spinning and jackpot games.
The solution provides a clear and engaging presentation of lottery results, enhancing player experience by making the selection process more understandable and exciting, thereby increasing player interaction and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0003]
[0001] The present invention relates to a gaming machine.
Background Art
[0002] A gaming machine provided with a movable body that can be touched by a player and an operating means (return operating means) for returning the movable body to its original state (original position) is known (see, for example, Patent Document 1 below).
Prior Art Document
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transitions between game states), and (b) is a diagram to explain the bonus area. [Figure 4] (a) is a diagram to explain the positional relationship between the first display device and the second display device ((a-1) is a diagram showing the positional relationship between the first display device and the second display device when viewed from diagonally above, and (a-2) is a diagram showing the relative sizes of the first display device and the second display device when viewed from the front), and (b) is a diagram to explain the various states of the image displayed on the first display device (transparent part, image display part (semi-transparent part, opaque part)) (when the first display device shown in (b-1) and the second display device shown in (b-2) are superimposed, it will look as shown in (b-3)). [Figure 5] This is a diagram to explain the selection process. [Figure 6] This is a diagram (a continuation of Figure 5) to explain the selection process. [Figure 7] This is a diagram to explain specific example 1-1. [Figure 8] This is a diagram illustrating specific example 1-2 ((a) is a diagram illustrating the positional relationship between the transparent display device and the decorative member ((a-1) is a plan view, (a-2) is a front view), and (b) is a diagram showing the selection effect using the decorative member). [Figure 9] This is a diagram to explain specific examples 1-3. [Figure 10] This is a diagram to explain specific examples 1-4 and 1-5. [Figure 11] This is a diagram used to explain the visual effects. [Figure 12] This is a diagram (a continuation of Figure 11) used to explain the image presentation. [Figure 13]This is a diagram for explaining the post-performance (post-reach performance) that is executed after the image performance reaches a combined ending. [Figure 14] This is a diagram for explaining Specific Example 2-1. [Figure 15] This is a diagram for explaining Specific Example 2-2. [Figure 16] This is a diagram for explaining Specific Example 2-3. [Figure 17] This is a diagram for explaining Specific Example 2-4. [Figure 18] This is a diagram for explaining Specific Example 2-5. [Figure 19] This is a diagram for explaining the state of the reserved symbol. [Figure 20] This is a diagram for explaining the preview performance that occurs before the composite performance. [Figure 21] This is a diagram for explaining the composite performance. [Figure 22] This is a diagram for explaining Specific Example 3-1. [Figure 23] This is a diagram for explaining Specific Example 3-3. [Figure 24] This is a diagram for explaining Specific Example 3-4. [Figure 25] This is a diagram for explaining the movable body and the return operation means. [Figure 26] This is a diagram for explaining the movable performance. [Figure 27] This is a diagram for explaining the special performance. [Figure 28] This is a diagram for explaining Specific Example 4-1. [Figure 29] This is a diagram for explaining Specific Example 4-4. [Figure 30] This is a diagram for explaining Specific Example 4-5. [Figure 31] (a) is a time chart for explaining the flow from the special jackpot game to the transition to the special game state, and (b) is a diagram showing the content of the image displayed at each time point shown in (a). [Figure 32] This is a diagram for explaining Specific Example 5-1. [Figure 33]This is a diagram to explain specific example 5-3. [Figure 34] This is a diagram to explain specific example 5-4. [Modes for carrying out the invention]
[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding game balls launched by the operation of the launching device 908 (launching handle) into the game area 902 are provided in a roughly arc shape.
[0010] The game area 902 includes a starting area 904, a big prize area 906, an out-out area 907, and so on. In addition, the game area 902 is provided with multiple game pins that act as obstacles, causing 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 starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.
[0013] The jackpot lottery is performed by a win / fail determination means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail determination information) is obtained from a random number source. 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 notification of the win / fail lottery result begins in the order in which the numerical values are obtained (so-called variation begins). However, if there is still win / fail determination information for which the notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail determination information is stored as pending information in a storage means provided on a control board (not shown). The fact that pending information is stored in the storage means is displayed as a pending symbol 70. In this embodiment, the reserved symbol 70 is displayed in at least one of the first display device 11 (first display area 111) and the second display device 12 (second display area 121), which will be described in detail later.
[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved in-spinning" symbol) corresponding to information where the in-spinning animation that notifies the win / fail lottery result (the animation from the start of the rotation of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the win / fail lottery result, so-called in-spinning animation; hereinafter sometimes referred to as "rotation") has started, but the notification of the win / fail lottery result has not been completed (hereinafter sometimes referred to as in-spinning reserved information), and a reserved symbol 72 before the rotation that notifies the win / fail lottery result has not started (hereinafter sometimes referred to as pre-spinning reserved information) (see Figure 2). Note that the reserved in-spinning information (reserved symbol 71) is not strictly a "reserved" because the corresponding in-spinning animation has already started, but in this embodiment it is treated as being included in the concept of "reserved" because it is generally referred to as "the reserved in-spinning" etc. In this embodiment, the basic form of the reel symbol 71 during reel movement and the reel symbol 72 before reel movement are the same, and in order to distinguish between the two, the reel symbol 71 during reel movement is displayed larger than the reel symbol 72 before reel movement. The basic forms of the reel symbol 71 during reel movement and the reel symbol 72 before reel movement may be completely different.
[0015] The maximum number of pre-variation reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-variation reserve information items (special figure 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-variation reserve information items (special figure 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special figure 1 or special figure 2, one in-variation reserve symbol 71 and up to four pre-variation reserve symbols 72 may be displayed (see Figure 2).
[0016] The pre-reset symbols 72 are displayed in positions (processing order positions) according to the order in which the notification of the corresponding win / loss lottery result is completed (so-called processing order). In this embodiment, the closer a symbol is to the reset symbol 71 during reel spin, the earlier it is processed. When a certain reel spin performance ends (reset ends), the processing order positions of the reserve symbols 70 are shifted. That is, the pre-reset symbol 72 with the earliest processing order becomes the reset symbol 71 during reel spin, and the processing order positions of the other pre-reset symbols 72 are shifted up one by one.
[0017] In this embodiment, similar to known gaming machines, the player is notified of the winning or losing result by a combination of decorative symbols 80 (see Figure 2) displayed on the display device. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begins to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc. In this embodiment, the decorative symbols 80 are displayed on at least one of the first display device 11 (first display area 111) and the second display device 12 (second display area 121), which will be described in detail later.
[0018] In some diagrams, the illustration of the hold symbol 70 and the decorative symbol 80 may be omitted for clarity. However, while a variation effect is being performed, the decorative symbol 80 will be displayed in variation in at least one of the first display area 111 and the second display area 121. The size and appearance of the decorative symbol 80 may change as appropriate depending on the effect being performed (in order not to obstruct the visibility of the effect being performed).
[0019] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is the state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, in the special game state, the game ball should be launched aiming at the second starting area 904b. In this embodiment, the state is one in which so-called "right-handed shooting" should be performed. Therefore, the special game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The special game state is a state in which it is easy to win the lottery to open the second start area 904b, which is triggered when a game ball enters the normal start area 905, so the game ball enters the second start area 904b relatively easily.
[0020] In this embodiment, there are two types of jackpots: a regular jackpot and a special jackpot. A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game ends. A special jackpot is a jackpot that transitions to the special game state after the jackpot game ends (however, this is conditional on hitting the V, as described later). A jackpot obtained by winning the first win / fail lottery is either a regular jackpot or a special jackpot. A jackpot obtained by winning the second win / fail lottery is a special jackpot. Except in special cases, such as winning a lottery based on the reserved information stored in the memory means immediately after transitioning to a new game state (the so-called lottery for remaining reserved items), the regular game state is a game state that aims to win the first win / fail lottery, so a jackpot obtained in the regular game state is either a regular jackpot or a special jackpot. The special game state is a game state that aims to win the second win / fail lottery, so a jackpot obtained in the special game state is a special jackpot.
[0021] The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game returns to the normal game state. If a big win (special big win) is obtained before the predetermined number of consecutive losses occur after returning to the special game state, the game returns to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning the second winning / losing lottery before the predetermined number of consecutive losses occur after returning to the special game state. Note that unless otherwise specified in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine.
[0022] When the draw result is a jackpot, the jackpot game is executed. The jackpot game is a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition will be met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (R), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.
[0023] The gaming machine 1 according to this embodiment is a so-called V-probability variation machine. In a special jackpot game, a bonus area 15 provided within the jackpot area 906 is opened during a predetermined round (hereinafter referred to as a specific round). The letter "V" is placed near the bonus area 15 (see Figures 1 and 3(b)), and this "V" is used as wording to indicate the bonus area 15 to the player. The bonus area 15 is normally closed (see Figure 3(a)), but is temporarily opened during a specific round (see Figure 3(b)). The jackpot area 906 is provided with two exit areas, and a game ball that enters the jackpot area 906 will pass through one of these two exit areas. One of these two exit areas is the bonus area 15 (see Figure 3(b)). A sensor is provided in each of these exit areas, and a game ball that passes through either of these exit areas is treated as having entered the jackpot area 906. In other words, a game ball that enters bonus area 15 also enters the grand prize area 906.
[0024] Entering the bonus area 15 in a specific round (see Figure 3(b)) is a condition for transitioning to the special game state after the special jackpot game ends. The bonus area 15 is open for a sufficiently long time in a specific round, and if the game ball is continuously launched toward the bonus area 15 for a certain period of time (in this embodiment, if "right-handed shooting"), the game ball will almost certainly enter the bonus area 15 (the entry of the game ball into the bonus area 15 is sometimes referred to as "V-entry"). Therefore, winning a special jackpot effectively guarantees transitioning to the special game state. In the case of a normal jackpot, the bonus area 15 is not opened (or the opening time is extremely short), and it is virtually impossible for the game ball to enter the bonus area 15.
[0025] 2)Display device The gaming machine 1 according to this embodiment includes a first display device 11 and a second display device 12 (see Figures 1 and 4(a)). In the following description, the area on which an image can be displayed in the first display device 11 is referred to as the first display area 111, and the area on which an image can be displayed in the second display device 12 is referred to as the second display area 121. Each display area refers to the range visible to a player facing the gaming machine 1. In the following description, unless otherwise specified, the term "image" includes both moving images and still images.
[0026] The first display device 11 is a transmissive display device. In this embodiment, a known transmissive liquid crystal display device is used. It is also conceivable to use other transmissive display devices, such as transmissive organic EL displays and transmissive inorganic EL displays, as the first display device 11. However, the first display device 11 is not capable of displaying only one or more fixed types of images (such as an illumination panel where the number of images that can be displayed is finite), but is capable of displaying any image (an infinite number of images that can be displayed).
[0027] The second display device 12 is positioned behind the first display device 11. In this embodiment, the liquid crystal display device is used as the second display device 12. As described above, the first display device 11 (first display area 111) is a transmissive display device that exhibits a transparency function, but the second display device 12 (second display area 121) does not exhibit such a transparency function (however, this does not negate the possibility of the second display device 12 being a transmissive display device).
[0028] Part or all of the first display area 111 and the second display area 121 overlap in the front-to-back direction. In this embodiment, the first display area 111 is larger than the second display area 121, and both display devices are arranged so that the entirety of the second display area 121 overlaps the first display area 111. In this embodiment, a part of the first display area 111 is positioned to overlap behind the game board 90 (a plate constituting the main body of the game board 90), which is made of a colorless, transparent material (see Figure 1). In other words, a part of the first display area 111 (the image displayed in the first display area 111) is visible through the game board 90. Note that the game board 90 is not shown in drawings other than Figure 1.
[0029] The first display area 111 and the second display area 121 are positioned offset from each other. Therefore, depending on the direction of the player's gaze toward the image, the image displayed in the first display area 111 may appear to be in front of the player than the image displayed in the second display area 121 (the image visible through the transparent area M and semi-transparent area N1 described later) (the image displayed in the first display area 111 may appear to be popping out) (see Figure 4(a-1)). It can be said that a sense of depth is expressed by displaying a visible image in both the first display area 111 and the second display area 121. However, if the player is facing the image directly (if the line of sight is perpendicular to the image), the images displayed in both display areas may appear to be displayed as a single unit (see Figure 4(a-2)).
[0030] The first display device 11 can make part or all of the first display area 111 a transparent area M (transparent region) that allows the player to see a component located behind it (including the image displayed in the second display area 121; the same applies hereinafter) (see Figure 4(b-1)). In this embodiment, the transparent area M is a part that appears colorless and transparent from the player's perspective (for control purposes, even if it is a region where an image (color) is displayed, any part that appears almost colorless and transparent to the player is considered a transparent area M). Therefore, components located behind the transparent area M (overlapping with the transparent area M in the front-to-back direction) will be visible to the player in almost the same form (see area A1 in Figure 4(b-3)).
[0031] Furthermore, the first display device 11 can make part or all of the first display area 111 an image display area N that allows members located behind the transparent area M to be visible (see Figure 4(b-1)). It is also possible for the transparent area M and the image display area N to be mixed in the first display area 111. The image display area N is the part that appears to display some kind of image from the player's perspective. Because of the image being displayed, the visibility of members located behind the transparent area M (overlapping with the image display area N in the front-to-back direction) is poor.
[0032] Furthermore, the image display unit N is divided into a semi-transparent unit N1 and an opaque unit N2. It is also possible to have an image display unit N in which the semi-transparent unit N1 and the opaque unit N2 are mixed. The semi-transparent unit N1 allows for the viewing of components located behind it through the displayed image, but its visibility is inferior to that of the transparent unit M. From the player's perspective, it appears as a colored transparent (colored semi-transparent) part. In other words, because a semi-transparent image is mediated, it is less visible than the transparent unit M (see area A2 in Figure 4(b-3)). The more white elements there are in the image displayed in the semi-transparent unit N1 (the brighter it becomes), the higher the transparency (transmittance) of the semi-transparent unit N1 tends to be, and the more black elements there are (the darker it becomes), the lower the transparency (transmittance) of the semi-transparent unit N1 tends to be.
[0033] The opaque portion N2 is a part where the visibility of components located behind the semi-transparent portion N1 is poor, and it is extremely difficult or impossible to see components located behind through the displayed image (it is not completely opaque, but includes a state in which the rear cannot be seen unless one stares intently, i.e., a state in which it is substantially opaque). From the player's perspective, it is a part in which only the image represented by the opaque portion N2 is visible, and anything located behind it is covered by that image and becomes invisible (see area A3 in Figure 4(b-3)). In this embodiment, since the entire second display area 121 is set to overlap the first display area 111, if the entire first display area 111 were to be made opaque portion N2, the second display area 121 (the image displayed in the second display area 121) would become invisible. In the following explanation, if at least a portion of the first display area 111 is designated as an opaque area N2, then anything located behind the opaque area N2 will be described as being invisible (not visible). This means that it is substantially invisible (not visible), and includes a state where it is slightly transparent.
[0034] Except for some drawings, the first display area 111 (first display device 11) and the images displayed in the first display area 111 are generally shown with dotted lines, and the second display area 121 (second display device 12) and the images displayed in the second display area 121 are shown with solid lines.
[0035] 3) Various effects using the first and second display devices The following describes various effects using the first display device 11 and the second display device 12 described above. The various effects described below may occur as part of the effects during reel spinning that notify a certain win / loss lottery result (target win / loss lottery result). However, these effects may also occur in situations other than during reel spinning, for example, during a jackpot game.
[0036] 3-1) Selection sequence The selection process transitions from a pre-result stage where multiple options are presented to a post-result stage where one of the options has been selected. In this embodiment, one of the options is automatically selected (automatic selection), and the player cannot choose an option at will. In the following description, elements representing multiple options may be referred to as option elements, the selected option element in the selection result may be referred to as the target element, and the unselected option element may be referred to as the non-target element.
[0037] In this embodiment, multiple choice elements are represented by images (choice images 20) displayed in the second display area 121 (second display device 12) (see the right side of Figure 5(b)). The choice image 20 includes characters, patterns, etc., that directly or indirectly suggest the effect when the image is selected. In this embodiment, the choice image 20 includes characters that suggest the reliability (the probability that the target win / loss lottery result will be a jackpot) when selected. Specifically, a choice image 20 containing one of the following is displayed: "Unfortunate," "Reach," "Chance," "Super Hot," or "Win." The reliability when selected is highest for "Unfortunate," "Reach," "Chance," "Super Hot," and "Win." When "Unfortunate" is selected, it is confirmed to be a loss (reliability = 0%). When "Win" is selected, it is confirmed to be a jackpot (reliability = 100%). When "Reach," "Chance," or "Super Hot" is selected, there is a possibility of either a jackpot or a loss, and when these choice images 20 are selected, a reach is established and a reach animation is executed. In this embodiment, the pattern (combination) of the displayed choice images 20 may change each time a selection animation occurs. However, the pattern of the choice images 20 may be constant. Also, two or more of the same type of choice images 20 may be displayed in a single selection animation (when two or more of the same type of choice images 20 are displayed, it indicates that there is a high probability that the choice image 20 will be selected).
[0038] In this embodiment, a total of four choice images 20 are displayed in the upper left, upper right, lower left, and lower right of the second display area 121 (see the right side of Figure 5(b)). The choice images 20 displayed in the upper left, upper right, lower left, and lower right of the second display area 121 are designated as the first choice image 21, the second choice image 22, the third choice image 23, and the fourth choice image 24. The number of choice images 20 may be constant, or it may change each time a selection animation occurs.
[0039] The first display area 111 displays a covering image 25, which is an opaque image represented by the opaque area N2. In this embodiment, the covering image 25 is a solid black image (represented by hatching in the drawing). At the beginning of the selection animation (the first half of the pre-result stage), the covering image 25 is displayed over the entire first display area 111. Subsequently, the four selection images 20 are displayed in the second display area 121. Therefore, at the beginning of the selection animation, all selection images 20 are covered by the covering image 25 (see Figure 5(b)), making it impossible (or difficult) to determine which selection image 20 is displayed and in which position.
[0040] Subsequently, in the latter half of the pre-result stage, a portion of the covered image 25 is erased. That is, a portion of the first display area 111 becomes a transparent portion M (hereinafter, the portion that becomes the transparent portion M in the selection effect will be referred to as the exposed portion 26). In other words, the covered image 25 is made to appear as if a portion has been cut out (a cavity has been formed). The shape of the exposed portion 26 can be anything. In this embodiment, the exposed portion 26 is approximately circular (however, it is permissible for a portion to appear to protrude outside the first display area 111 (a cut-off state)). Therefore, the exposed portion 26 may appear as if it is a "spotlight" shining on it. The image displayed in the first display area 111 can be viewed through the exposed portion 26.
[0041] As a result, in the latter half of the initial stage, the shape of the covered image 25 changes so that the position of the exposed portion 26 shifts over time. Therefore, the portion of the first display area 111 that can be seen through the exposed portion 26 changes over time. The size of the exposed portion 26 in this embodiment is such that the contents of two or more choice images 20 cannot be grasped at once through the exposed portion 26. That is, although it is possible to grasp the contents of the choice image 20 that has the largest overlap with the exposed portion 26, the contents of the other choice images 20 cannot be grasped. When a certain choice image 20 is exposed, the contents of that choice image 20 can be grasped. Also, when a certain choice image 20 is exposed, the other choice images 20 are not exposed until their contents can be fully grasped (they may be configured not to be exposed at all, or some may be exposed but not exposed until their contents can be fully grasped). As described above, the exposed area 26 is the part that appears as if it is illuminated by a "spotlight," so the exposed option image 20 is presented in a way that makes it appear as if a spotlight is shining on it.
[0042] In the latter half of the pre-result stage, the exposed part 26 is displaced so that all option images 20 are exposed at least once (all options are "introduced") (see Figures 5(c) to 6(b)). This allows the player to understand the nature of each option image 20 (which could not be seen in the first half of the pre-result stage). Furthermore, the displacement of the exposed part 26 allows the player to predict which option image 20 will be selected in the future, making the flow of the selection process easier to understand.
[0043] Just before moving to the next stage (just before the result is revealed), the exposed part 26 is irregularly displaced, and an exciting effect is performed that suggests the exposed part 26 may soon stop. In this embodiment, multiple exposed parts 26 are formed (making it appear as if multiple spotlights are being generated) so that the player can sense that the result is about to be revealed (see Figure 6(c)).
[0044] The displacement of the exposed portion 26 stops when the process moves to the subsequent stage. Specifically, the displacement of the exposed portion 26 stops when the selected option image 20, which is the target element, is exposed (see Figure 6(d)). In other words, the area exposed without being covered by the covering image 25 (the area visible through the transparent portion M) is larger for the selected option image 20, which is the target element, than for the selected option image 20, which is the non-target element, indicating that the selected option image 20 has been ultimately selected. In this embodiment, the selected option image 20, which is the non-target element, is completely covered. Also, in this embodiment, the size of the exposed portion 26 in the post-result stage (the size of the exposed portion 26 in the state shown in Figures 5(c) to 6(c)) is larger for the exposed portion 26 in the pre-result stage (the size of the exposed portion 26 in the state shown in Figures 5(c) to 6(c)). In this way, by aligning the larger exposed area 26 (compared to the pre-result stage) with the selected option image 20, it becomes clear that the selection of the option image 20 exposed by the exposed area 26 has been confirmed. Alternatively, at the stage shown in Figure 6(c), the player may be prompted to operate the operating means 60 (push button 61 (see Figure 1), etc.), and the game may proceed to the post-result stage as a result of operating the operating means 60.
[0045] As described above, the selection presentation in this embodiment indicates the likelihood of a jackpot in the target win / loss lottery result based on the final selected option image 20; therefore, which option image 20 will be selected is determined internally in advance. The player can see the selected option image 20 and understand how much they can expect from the current spin.
[0046] Thus, the selection presentation in this embodiment is a novel and easy-to-understand presentation that uses the transparent portion M of the first display device 11 (first display area 111), which is a transparent display device, to indicate which option has been selected.
[0047] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned selection presentation aspects. It is also possible to combine and apply multiple techniques described using the following examples.
[0048] 〇Specific Example 1-1 The selection process may be one in which the player can choose their preferred option (a selection process that allows arbitrary selection). For example, the player can change the exposed option image 20 by operating the selection operation means 60 (for example, a directional pad 62 (see Figure 1)) provided on the gaming machine 1 (see Figure 7(a)→(b)). In other words, the exposed part 26 is displaced in accordance with the operation of the selection operation means 60. Then, by operating the confirmation operation means 60 (for example, a push button 61 (see Figure 1)), the selection of the exposed option image 20 is confirmed.
[0049] It should be noted that in the case of this example, the selection result cannot be said to indicate the reliability of the target winning / losing lottery result (which is natural since the player makes the selection arbitrarily). This example can be applied to selection sequences and the like that are performed to allow the player to choose the subsequent progression of the game, regardless of the player's direct benefit (benefit related to winnings). For example, it can be applied to a selection sequence in which the player chooses their favorite character.
[0050] 〇Specific Examples 1-2 In the above embodiment, the selection presentation is shown by an image (selection image 20) displayed in the second display area 121, but the selection may also be shown by elements other than images. For example, unlike the above embodiment, a plurality of decorative members 28 with different appearances are provided behind the transparent display device (first display device 11) (see Figure 8(a)). The plurality of decorative members 28 can be anything. For example, each decorative member 28 may represent a different character, and the subsequent development will differ depending on which character is selected in the selection presentation (so that the reliability differs).
[0051] The selection process results in one of the multiple decorative members 28 being exposed (see Figure 8(b)). That is, the area exposed without being covered by the image display unit N is larger for the decorative member 28 designated as the target element than for the decorative member 28 designated as the non-target element, indicating that the decorative member 28 designated as the target element has been selected (and the decorative member 28 designated as the non-target element has not been selected).
[0052] Furthermore, in the configuration described above, where the options are displayed as images by a display device (second display device 12) located behind the transparent display device (first display device 11), there is the advantage that the number and types of options can be easily changed (the number of selection presentation patterns can be easily increased).
[0053] Specific Examples 1-3 In the above embodiment, the covered image 25 is represented by an opaque portion N2 (an opaque image). However, the covered image 25 may also be represented by a semi-transparent portion N1 (a semi-transparent image) (see Figure 9). That is, the option image 20 located behind it can be seen through the covered image 25. Even in this case, the portion overlapping the exposed portion 26, which is the transparent portion M, appears clearer than the portion overlapping the covered image 25, which is the semi-transparent portion N1 (see Figure 9(b)). Therefore, it is possible to create a presentation that allows the user to understand that the option image 20 overlapping the exposed portion 26 has been selected.
[0054] In this example, it is not necessary to ensure that all option images 20 are exposed at least once by displacing the exposed portion 26 in the preceding stage, as in the above embodiment (so that all options are "introduced" through the exposed portion 26) (however, this does not negate the possibility of doing so as in the above embodiment). This is because even when covered by the covering image 25, it is possible to understand what kind of option image 20 is being displayed through the covering image 25 (see Figure 9(a)). Therefore, for example, it is also possible to show that an option image 20 has been selected by transitioning from a state where all option images 20 are covered by the covering image 25 (semi-transparent portion N1) to a state where the exposed portion 26 is formed to match one of the option images 20.
[0055] 〇Specific Examples 1-4 The appearance of the covering image 25 in the preliminary stage of the result suggests which option image 20 will be selected. For example, the setting is such that a black covering image 25 may be displayed (see Figure 10(a-1)) or a red covering image 25 may be displayed (see Figure 10(a-2)). Furthermore, the selection sequence in which a red covering image 25 is displayed has a higher probability of selecting a high-reliability option image 20 than the selection sequence in which a black covering image 25 is displayed (the probability of selecting the one with the highest reliability (the one of the highest value for the player) among the multiple option images 20 presented is higher).
[0056] The covering image 25 covers the unselected option images 20 (option images 20 other than the exposed option image 20). By doing so as in this example, the covering image 25, which covers the unselected options but not the selected options, creates a novel presentation style that suggests the probability that the selected option will be advantageous to the player.
[0057] 〇Specific Examples 1-5 The size of the exposed portion 26 in the preliminary stage of the result suggests which option image 20 will be selected. For example, the exposed portion 26 may be a covered image 25 with an exposed portion 26 of a certain size (exposed portion 26 "small") (see Figure 10(b-1)), or it may be a covered image 25 with a larger exposed portion 26 (exposed portion 26 "large") (see Figure 10(b-2)). The selection presentation with the other exposed portion 26 has a higher probability of selecting a high-reliability option image 20 than the selection presentation with the other exposed portion 26 (the probability of selecting the highest-reliability option image 20 among the multiple option images 20 presented (the one with the highest value to the player)).
[0058] Preferably, the setting should be such that a larger exposed area 26 has a higher probability of selecting a high-reliability option image 20 than a smaller exposed area 26 (see Figure 10(b)). Since the exposed area 26 indicates the selected option image 20, the larger (more prominent) the exposed area 26, the higher the probability of a favorable outcome for the player, making the presentation easier to understand.
[0059] 3-2) Combined production The combination effect is an effect that includes the following first to third stages. In the first stage, the background image 30 and the reference image 32 are displayed. The background image 30 is an image that is displayed as if it were the background of the reference image 32. In this embodiment, the background image 30 is displayed across the entire second display area 121 (second display device 12) (see Figure 11(a)). The background image 30 is also the image that is displayed as the background of the changing decorative pattern 80 (for the sake of clarity in the figure, the illustration of the decorative pattern 80 has been omitted. Note that the decorative pattern 80 may be displayed in either the first display area 111 or the second display area 121).
[0060] The reference image 32 is displayed in the first display area 111 (first display device 11). The reference image 32 is an image that appears to have a hollowed-out interior (hereinafter, the hollowed-out portion will be referred to as the hollow region 321) (see Figure 11(a)). Specifically, the reference image 32 is a portion represented by the image display unit N (in this embodiment, it is an opaque portion N2, but it may also be a semi-transparent portion N1), and is a frame-shaped image formed to constitute the outer edge of one or more characters (however, the "frame" may be partially interrupted). Representing characters in the reference image 32 is merely an example. It is acceptable as long as it represents some object that the player can recognize, such as a character. The inside of the "frame" is the hollow region 321. Since the hollow region 321 is a transparent portion M, the background image 30 displayed in the second display area 121 can be seen through the hollow region 321. In this way, the background image 30 behind the reference image 32 is visible through the cavity region 321, so the reference image 32 appears to be protruding forward. In this embodiment, the reference image 32 (cavity region 321) is stationary (does not displace).
[0061] In the second stage following the first stage, a specific image 34 is displayed in the first display area 111 (first display device 11). The specific image 34 is represented by an image display unit N (in this embodiment, an opaque part N2, but it may also be a semi-transparent part N1). The specific image 34 is shaped in such a way that the player can perceive that it has the same shape as the cavity area 321. In this embodiment, the specific image 34 is approximately the same size and shape as the cavity area 321. The specific image 34 is displaced toward the reference image 32 (cavity area 321). In this embodiment, the specific image 34 is displaced so as to gradually approach the reference image 32 from the upper side of the display area (see Figure 11(b)).
[0062] The third stage is the stage in which the outcome of the image presentation is revealed. The image presentation can lead to either a combined or non-combined outcome. In a combined outcome, the specific image 34 fits into the hollow region 321, and a combined image 35 is formed in which the reference image 32 and the specific image 34 are integrated. In a non-combined outcome, the state in which such a combined image 35 is formed is not reached. In this embodiment, a suspenseful presentation occurs in which the movement speed of the specific image 34 decreases near the hollow region 321 (decreasing from the movement speed in the second stage) (see Figure 11(c)). A player who sees this suspenseful presentation can sense that the specific image 34 may fit into the hollow region 321. If a combined outcome is reached, the displacement of the specific image 34 stops while it is overlapping the hollow region 321, and the reference image 32 and the specific image 34 are integrated (see Figure 12(a)). In the case of a non-combination outcome, the displacement of the specific image 34 does not stop, and the specific image 34 passes through the reference image 32 (hollow region 321) and displaces itself outside the display area (the specific image 34 disappears) (see Figure 12(b)). As described above, in the first and second stages, the background image 30 was visible through the hollow region 321, but when the specific image 34 fits into the hollow region 321, the background image 30 becomes invisible through the hollow region 321.
[0063] In this embodiment, if the image presentation leads to a non-combination ending, the target win / loss lottery result is confirmed to be a loss. On the other hand, if the presentation leads to a combination ending, the possibility of the target win / loss lottery result being a loss remains. In this embodiment, a predetermined reach presentation (hereinafter, reach presentations that can be executed after the image presentation will be referred to as post-reach presentations) that indicates the target win / loss lottery result is executed depending on the ending (see Figure 13). The specific form of the post-reach presentation may be anything. If the target win / loss lottery result is a jackpot, the presentation will show a favorable ending indicating that the player has reached a favorable situation; if it is a loss, the presentation will not show such a favorable ending. The configuration may include two or more types of presentations that can occur as post-reach presentations.
[0064] The image presentation in this embodiment relates to the post-reach presentation. As described above, the reference image 32 represents the outer edge of one or more "characters," and whether or not the specific image 34 fits into the hollow region 321 of the reference image 32 and the character is completed (reaching a combined ending) is considered the branching point for whether or not to proceed to the post-reach presentation. In the first and second stages, the background image 30 is visible through the hollow region 321 of the reference image 32, so the character appears to be in an "incomplete" state. When the specific image 34 fits into the hollow region 321 in a way that obscures the background image 30, and the character (string of characters) is "completed," the post-reach presentation suggested by the character occurs (the player can understand that the character refers to one of several types of reach presentations and not to any other type of reach presentation). For example, the character is considered to be at least part of the title of the post-reach presentation (see Figure 13). In this way, the game (and its presentation) is designed to be easy to understand, with the completion of the title (or at least part of it) of the post-reach presentation serving as the branching point for whether or not the game proceeds to that post-reach presentation. Furthermore, since it is recognizable that the reference image 32 represents the above characters in the stages before the conclusion (first and second stages), the image presentation can also be seen as a way of foreshadowing the possibility of a post-reach presentation occurring. If the post-reach presentation consists of two or more types of presentations, then it is sufficient to provide two or more corresponding image presentations (with different characters formed when the combined conclusion occurs) for each.
[0065] In this embodiment, the post-reach animation is performed by the image displayed in the first display area 111. As described above, the combined image 35 (reference image 32 + specific image 34), which is a string of characters (characters) that suggests the post-reach animation, is displayed in the first display area 111, so the post-reach animation is performed directly in the first display area 111 (the second display area 121 is not involved in the animation) (see Figure 13).
[0066] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned image presentation techniques. It is also possible to combine and apply multiple techniques described using the following examples.
[0067] 〇Specific Example 2-1 The image presentation in the above embodiment uses a first display device 11 (transparent display device) and a second display device 12 provided behind it. However, it is also possible to present the various images displayed in the presentation on a single display device (hereinafter, in this description, this display device will be referred to as display device 13 and its display area as 131) (i.e., an image presentation without using a transparent display device is possible).
[0068] In the first stage, the background image 30 and the reference image 32 are displayed in the display area 131 (see Figure 14(a)). The layer constituting the reference image 32 is set to be in front of the layer constituting the background image 30 (image layer). This makes the background image 30 visible through the hollow area 321 of the reference image 32.
[0069] In the second stage, a specific image 34, which is displaced toward the reference image 32, is displayed in the display area 131 (see Figure 14(b)). The layer constituting the specific image 34 is set to be in front of the layer constituting the background image 30. As a result, the area of the background image 30 where the specific image 34 is displayed is not visible.
[0070] In the third stage, the specific image 34 fits into the hollow region 321, resulting in a combined image 35 in which the reference image 32 and the specific image 34 are integrated, or it results in a non-combined image 35 in which such a combined image 35 is not formed. If the combined image 34 is reached, the specific image 34 fits into the hollow region 321, making the background image 30 invisible through the hollow region 321 (see Figure 14(c)).
[0071] Furthermore, compared to the configuration in this example where the image effect is executed by a single display device 131, the above embodiment is superior in that it has a stronger effect of making the reference image 32 appear to protrude from the background image 30.
[0072] Specific Example 2-2 In the above embodiment, it was explained that the specific image 34 is displayed in the first display area 111 (first display device 11), but the specific image 34 may also be displayed in the second display area 121 (second display device 12) (see Figures 15(a) and 15(b)). That is, the background image 30 and the specific image 34 are displayed in the second display area 121. By setting the layer constituting the specific image 34 in front of the layer constituting the background image 30, it is possible to construct a configuration in which a part of the background image 30 appears to be covered by the specific image 34.
[0073] In this example, the appearance of the combined image 35 differs significantly from that of the above embodiment. In the above embodiment, both the reference image 32 and the specific image 34 are displayed in the first display area 111 (the display area in the foreground), so the entire combined image 35 appears to protrude in front of the background image 30. On the other hand, in this example, the reference image 32 is displayed in the first display area 111 (the display area in the foreground), and the specific image 34 is displayed in the second display area 121 (the display area in the background), so the combined image 35 is represented in a way that makes it appear as if the outer (outer edge) part (reference image 32) is protruding in front of the inner part (specific image 34) (the outer part is emphasized in relation to the inner part) (see Figure 15(c)). More specifically, the inner part of the combined image 35 (specific image 34) appears to be in front of the background image 30, and the outer (outer edge) part (reference image 32) appears to be even further in front.
[0074] Specific Examples 2-3 In a configuration where the reference image 32 for the image presentation represents multiple characters, the branching point for whether the target win / loss lottery result remains a jackpot (transitioning to a post-reach presentation) is whether one or more characters, which are part of the multiple characters, combine at the end. For example, similar to the above embodiment, suppose the reference image 32 represents the outer edges of the characters "XYZ". It is decided that the reference image 32 representing "X" and "Y" and the specific image 34 corresponding to the hollow region 321 of the reference image 32 will combine (see Figures 16(a) to (c)). The combination of the reference image 32 representing "X" and "Y" and the specific image 34 may occur at different timings, as in the example shown in Figure 16, or they may occur simultaneously (not shown).
[0075] Furthermore, regarding the part representing "Z", if the reference image 32 and the specific image 34 combine, it is considered a favorable outcome for the player (see Figure 16(d-1)), and if they do not combine, it is considered an unfavorable outcome for the player (see Figure 16(d-2)). In other words, it is a branching point that determines whether or not the game transitions to a post-reach animation and whether or not the target win / loss lottery result remains a jackpot. By doing it this way, first a part of the reference image 32 and the specific image 34 (a part of the specific image 34 corresponding to the hollow area 321 of a part of the reference image 32) combine, so (even for players encountering image animations for the first time) they can roughly grasp what kind of animation the image animation is, making the flow (purpose) of the animation easy to understand.
[0076] Specific Example 2-4 The reference image 32 is displayed in the second display area 121 along with the background image 30. The layer constituting the reference image 32 is set to be in front of the layer constituting the background image 30 (image layer). This makes the background image 30 visible through the hollow area 321 of the reference image 32 (see Figure 17(a)).
[0077] In the second stage, a specific image 34 displaced toward the reference image 32 is displayed in the first display area 111 (see Figure 17(b)). In the third stage, the specific image 34 fits into the cavity area 321, resulting in either a combined image 35 in which the reference image 32 and the specific image 34 are integrated, or a non-combined image 35 is not formed. If a combined image 35 is formed, the specific image 34 fits into the cavity area 321, making the background image 30 invisible through the cavity area 321 (see Figure 17(c)).
[0078] In this way, a combined image 35 is constructed in which a specific image 34 located inside the reference image 32 displayed in the second display area 121 appears to protrude forward. If the combined image 35 is "text" as in this example, a combined image 35 is constructed in which the inner part of the text appears to protrude forward more than the outer edge of the text.
[0079] 〇Specific Example 2-5 In the above embodiment, the image presentation was explained in which the reference image 32 (combined image 35) represents characters, but it may also represent something other than characters. For example, the image presentation may be such that a reference image 32 with a shape along the outer edge of a predetermined character is displayed, and the branching point for whether or not a specific image 34 fits into the hollow region 321 which is the inner part of the reference image 32 is used as the branching point for whether or not a combined image 35 representing a predetermined character is constructed by the merging of the reference image 32 and the specific image 34.
[0080] Even in cases like this example, it is preferable that the post-event effects that occur after the image effects reach their combined conclusion (post-event effects) relate to the combined image 35. For example, if a combined image 35 representing a predetermined character is constructed, then the effects in which that character appears should occur as post-event effects (see Figure 18(c)). More specifically, it is conceivable that the character in question appears as one of the characters in a battle effect in which the player's character and the enemy character fight. Doing so makes the flow from the image effects to the post-event effects easier to understand.
[0081] 3-3) Combined Production A combined effect (see Figure 21) is an effect that includes a pre-effect and a post-effect. Roughly speaking, it is an effect in which, after the pre-effect, a post-effect is executed in which the outcome of the pre-effect is reflected as a change in the target image. In this embodiment, the reserved symbol 70 is the target image. In other words, the combined effect is executed as a type of so-called reserved symbol change effect. Since the reserved symbol change effect cannot be executed if the reserved symbol 70 is not displayed, the combined effect is an effect that is executed during the reel spin.
[0082] In this embodiment, a pre-announcement animation (see Figure 20) is performed before the start of the combined animation (pre-announcement). This pre-announcement animation is an animation that shows the target image. As described above, the combined animation in this embodiment is a hold change animation, and the pre-announcement animation is an animation that shows the hold symbol 70 (hereinafter sometimes referred to as the target hold symbol 70T) which is the target image in the combined animation. Specifically, the pre-announcement animation is performed by changing the form of the target hold symbol 70T to the pre-announcement form 70w (see Figure 20(b)). The hold symbol 71 during the change may be the target hold symbol 70T, or the hold symbol 72 before the change may be the target hold symbol 70T. In this embodiment, when the pre-announcement animation is being performed, the entire first display area 111 is made opaque N2, and the second display area 121 is in a state where it is not visible or difficult to see (a part of the image represented by the opaque N2 is the hold symbol 70).
[0083] Here, we will explain the possible forms of the reserved symbol 70. As shown in Figure 19, there are two forms of the reserved symbol 70: a normal form 70n and a special form 70s. The normal form 70n is the normal state of the reserved symbol 70 (the reserved symbol 70 is most likely to be in the normal form 70n). The special form 70s is a form that suggests that the probability of the corresponding win / loss lottery result being a jackpot is higher than that of the normal form 70n. In this embodiment, there are three types: the first special form 71s, the second special form 72s, the third special form 73s, and the fourth special form 74s. The first special form 71s is a form that exhibits the color "blue", the second special form 72s is a form that exhibits the color "green", the third special form is a form that exhibits the color "red", and the fourth special form 74s is a form that exhibits the color "rainbow". The reliability increases in this order (the first special form 71s is the lowest, and the fourth special form 74s is the highest). Furthermore, the fourth special aspect 74s, when displayed, is guaranteed to result in a winning lottery. In the drawings, each special aspect 70s (color) is indicated by "text".
[0084] The preview mode 70w is a mode different from the normal mode 70n and each special mode 70s (see FIG. 19). The preview mode 70w can be anything as long as the player can recognize that it is different from the normal mode 70n and each special mode 70s, but it is preferably something that suggests a composite effect that will occur in the future. In this embodiment, since the composite effect is named "special chance", the hold symbol 70 that is the preview mode 70w includes the character "特". Note that the preview mode 70w in this embodiment is to announce the occurrence of the hold change effect executed as a composite effect, and does not announce the occurrence of other hold change effects. By setting the target hold symbol 70T to such a preview mode 70w (see FIG. 20(b)), the player can feel that a composite effect (hold change effect) will occur in the future. Also, even when two or more hold symbols 70 are displayed, it is possible to grasp in advance which hold symbol 70 is the target of the composite effect (hold change effect). Note that the preview effect may occur with the same variation as the composite effect, or may occur with a different variation.
[0085] The pre-show (see Figures 21(a) and 21(b)) is a show performed in the second display area 121. Here, "performed in the second display area" means that the image indicating the outcome of the pre-show (described later) (the selected image 40s described later in this embodiment) is displayed in the second display area 121, and it is permissible for some other images to be displayed in the first display area 111. Since the second display area 121 is located behind the first display area 111, all or part of the first display area 111 is a transparent area M, and images for the pre-show are displayed in at least a portion of the second display area 121, including the area overlapping the transparent area M. In this embodiment, while the pre-show is being performed, the area of the first display area 111 other than the area displaying the hold symbols 70 and decorative symbols 80 is a transparent area M. The pre-show leads to one of several possible outcomes. In this embodiment, candidate images 40 representing multiple possible endings are displayed in the second display area 121 (see Figure 21(a)), and the outcome is indicated by the selection of one of the candidate images 40 (see Figure 21(b)) (hereinafter, the selected candidate image 40 will be referred to as the selected image 40s). The candidate images 40 represent one of the forms of the held symbol 70. In this embodiment, candidate images 40 exhibiting the color "blue", candidate images 40 exhibiting the color "green", candidate images 40 exhibiting the color "red", and candidate images 40 exhibiting the color "rainbow" may be displayed (in the drawings, the color of each candidate image 40 is indicated by "text"). The number of candidate images 40 presented in the pre-show may be the same (constant) each time, or it may change each time. Also, the combination (pattern) of candidate images 40 presented in the pre-show may be the same (constant) each time, or it may change each time. Furthermore, it is acceptable for more than two identical candidate images (40) to be displayed (the more images displayed, the higher the probability of selection).
[0086] Any method can be used to indicate which of the multiple candidate images 40 has been selected as the selected image 40s. In this embodiment, the selection of one candidate image 40 is indicated by making it appear in an enhanced state, which is more pronounced than the other candidate images 40. Various methods can be considered for creating this enhanced state. In this embodiment, the enhanced state of one candidate image 40 is indicated by displaying a "cursor C" along the outer edge of that candidate image 40 (see Figure 21(b)). Other methods include making the brightness of the enhanced candidate image 40 higher than that of the other candidate images 40, or making the enhanced candidate image 40 larger than the other candidate images 40. It is also possible to indicate that one candidate image 40 has been selected as the selected image 40s by making it appear as if only one candidate image 40 remains and the other candidate images 40 are deleted.
[0087] The post-effect is an effect performed in the first display area 111, and specifically, it is an effect in which the target image, represented by the image display unit N in the first display area 111, undergoes a change corresponding to the outcome of the previous effect. Here, "performed in the first display area" means that the change in the target image is shown in the first display area 111, and it is permissible for some other parts of the image to be displayed in the second display area 121. As described above, the target image in this embodiment is the reserved symbol 70, so the reserved symbol 70 is displayed in the first display area 111. At least in a state in which a composite effect may occur, the reserved symbol 70 is displayed in the first display area 111. In this embodiment, while the above-mentioned pre-effect is being performed, the reserved symbol 70 is made into a semi-transparent part N1 (see Figures 21(a) and 21(b)). In other words, even through the reserved symbol 70, a part of the candidate image 40 described above can be seen (the reserved symbol 70 prevents the candidate image 40 from becoming difficult to see). On the other hand, when the above pre-effect is not being executed (when the combined effect is not being executed or during the post-effect that constitutes the combined effect), the reserved symbol 70 is made into an opaque part N2 (see Figures 20 and 21(c)). In other words, during the pre-effect, when the player should be drawn to the image (candidate image 40) displayed in the first display area 111, the reserved symbol 70 is made into a semi-transparent part N1, but in other situations, the reserved symbol 70 is made into an opaque part N2 so that the appearance of the reserved symbol 70 is clearly shown to the player.
[0088] If the outcome of the pre-show is that candidate image 40 exhibiting the color "blue" is selected as the chosen image 40s, then the target reserved symbol 70T will change from the notification pattern 70w to the first special pattern 71s as the subsequent performance. If the outcome of the pre-show is that candidate image 40 exhibiting the color "green" is selected as the chosen image 40s, then the target reserved symbol 70T will change from the notification pattern 70w to the second special pattern 72s as the subsequent performance. If the outcome of the pre-show is that candidate image 40 exhibiting the color "red" is selected as the chosen image 40s, then the target reserved symbol 70T will change from the notification pattern 70w to the third special pattern 73s as the subsequent performance. If the outcome of the pre-show is that candidate image 40 exhibiting the color "rainbow" is selected as the chosen image 40s, then the target reserved symbol 70T will change from the notification pattern 70w to the fourth special pattern 74s as the subsequent performance. Figure 21 shows an example in which candidate image 40, which is red in the pre-performance, is selected as the selected image 40s, and in the post-performance, the target reserved symbol 70T changes to the third special form 73s.
[0089] In this embodiment, the combined effect (pre-effect and post-effect) occurs in a single spin, but the spin in which the pre-effect occurs and the spin in which the post-effect occurs may be different. That is, the pre-effect may reach its conclusion and the previous spin may end, and the post-effect may occur in the next spin (the subsequent spin), thus allowing for a combined effect to span two consecutive spins.
[0090] Thus, the composite performance in this embodiment is interesting because the type of outcome of the pre-performance executed in the second display area 121 is reflected in the change of the target image displayed in the first display area 111 (reflected in the post-performance). Furthermore, since the composite performance is a performance that ultimately leads to the "result" shown in the post-performance (in this embodiment, the appearance of the retained symbol 70 after the change corresponds to the "result"), the pre-performance that shows the "cause" of that result is executed in a different display area (display device) than the post-performance, making it easy to understand that the pre-performance showing the "cause" and the post-performance showing the "result" are executed in different display areas (display devices).
[0091] Hereinafter, specific examples of improving, specifying, modifying, etc. the matters related to the above combined presentation will be described. Note that a configuration in which a plurality of technologies described using the following specific examples are combined and applied may also be used.
[0092] 〇Specific Example 3-1 In the above embodiment, it has been described that the pre-presentation is executed in the second display area 121 and the post-presentation is executed in the first display area 111. However, the reverse configuration, that is, the pre-presentation is executed in the first display area 111 and the post-presentation is executed in the second display area 121, can be adopted.
[0093] The hold symbol 70 that is the target image shall be displayed in the second display area 121.In the pre-presentation, a plurality of candidate images 40 are displayed in the first display area 111 (see Fig. 22(a)), and eventually one of them is selected as the selected image 40s (see Fig. 22(b)). At that time, it is preferable to make the target image (the target hold symbol 70T in the preview mode 70w) displayed in the second display area 121 visible through the first display area 111. That is, the target image can be made visible by making the area where the target image overlaps in the first display area 111 a transparent part M or a semi-transparent part N1. However, it is not to deny that the target image is set to be difficult or impossible to view while the pre-presentation is being executed.
[0094] In the post-presentation, according to the type of the end (selected image 40s) of the pre-presentation, a change occurs in the target hold symbol 70T that is the target image (see Fig. 22(c)). In the example shown in Fig. 22, the target hold symbol 70T can be viewed through the first display area 111 from the stage during which the pre-presentation is being executed, and a change in the state of the target hold symbol 70T (hold change presentation) occurs. Even in the case of this example, it becomes easy to understand that the pre-presentation indicating the "cause" and the post-presentation indicating the "result" are executed in different display areas (display devices).
[0095] 〇Specific Example 3-2 In the above embodiment, the composite effect was described in which the reserved symbol 70 is the target image, but other images may also be used as the target image. For example, there is a known effect in which the color of a text image representing a character's lines of dialogue indicates the probability of winning the jackpot in the win / fail lottery, and it is conceivable that such a text image could be used as the target image in this effect. That is, a composite effect in which a subsequent effect occurs in which the text image changes to the color shown at the end of the previous effect.
[0096] Specific Example 3-3 The outcome of the pre-animation can be used to suggest the subsequent progression of the post-animation. For example, a combined animation may occur during a battle between the player's character and the enemy character. Although not shown in the diagram, the battle animation is progressing in the first display area 111 before the pre-animation occurs. In the middle of this battle animation, a pre-animation occurs in the second display area 121 as an animation to determine the attack of the player's character (see Figures 23(a) and 23(b)). The attack determined in the pre-animation (see Figure 23(b)) is reflected in the battle animation in the first display area 111 (see Figure 23(c)) (the player's character attacks the enemy character with the determined attack). In other words, the battle animation after the pre-animation is executed as the post-animation, making it a combined animation. The outcome of the pre-animation can be said to suggest the probability of victory by making the probability of the player's character winning different depending on the type of attack selected. Furthermore, if the setting is that "the player's character winning = the result of the draw is a jackpot," then the outcome of the preceding sequence can be said to indicate the likelihood of a jackpot.
[0097] Specific Examples 3-4 The conclusion of the pre-performance may include an outcome in which the target image does not change. For example, suppose a candidate image 40 with the word "Unfortunate" attached to it is displayed. If the candidate image 40 with "Unfortunate" is selected as the selected image 40s in the pre-performance (see Figure 24(a)), then the target image will not change (see Figure 24(b)). Hereinafter, "change" refers to a change in a direction that is advantageous to the player (a change that indicates an increased probability of winning the jackpot in the win / fail lottery). For example, in the above embodiment, if the target image (target reserve symbol 70T) is designated as a notification pattern 70w that suggests it is the target of a composite performance, then a change that returns the target image to its state before it became notification pattern 70w (returning the target reserve symbol 70T from notification pattern 70w to normal pattern 70n) is not included in the above definition of "change". If the target image is not configured to be in the preview mode 70w as in the embodiment described above, there is no need to revert from the preview mode 70w to the mode before it became the preview mode 70w. Therefore, the mode of the target image is maintained even after the previous performance ends.
[0098] By using this example, the configuration ensures that the target image does not necessarily change just because a combined effect occurs, thus creating a presentation style that will draw the player's attention to the conclusion of the previous effect.
[0099] 4)Special production The gaming machine 1 according to this embodiment includes a movable body 50 that can automatically change from one of the basic mode (see Figure 25(a)) and the performance mode (see Figure 25(b)) to the other. When in the performance mode, the movable body 50 is in a state that can be touched by the player. In the basic mode, the movable body 50 is housed in a housing space formed on the upper side of the frame of the gaming machine 1 (hereinafter referred to as the upper part of the frame). In the performance mode, the movable body 50 protrudes from the upper part of the frame, making it possible for the player to touch it. The original position (normal state) of the movable body 50 is the basic mode, and the performance mode is the position to which it moves when executing a predetermined performance.
[0100] Assuming the presence of the movable body 50 described above, the game machine is equipped with a type of operating means 60 that can be operated by the player, which, when operated while the movable body 50 is in a performance mode, returns the movable body 50 to its basic mode (hereinafter, this operation may also be referred to as the return operation) (see Figures 1 and 25). A player who wishes to return the movable body 50 from the performance mode to its basic mode can do so by operating the return operation means 65 (see Figures 25(b)→(c)). Generally, a data display that shows game data such as the number of jackpots is installed on the upper side of the game machine. If a player wants to see the data display but the movable body 50 is in a performance mode and the data display is difficult to see, they can operate the return operation means 65 to return the movable body 50 to its basic mode. In addition, a player who dislikes the movable body 50 being in a conspicuous state when it is in a performance mode can operate the return operation means 65 to return the movable body 50 to its basic mode.
[0101] Since the configuration of the movable body 50 and the return operation means 65 themselves is publicly known, a detailed explanation of their specific structure and other details will be omitted. The movable body 50 and the return operation means 65 in this embodiment can be, for example, the "upper decorative unit 200 (left frame movable body 600L and right frame movable body 600R)" and the "release button 68" described in "Japanese Patent Application Publication No. 2018-149407".
[0102] The gaming machine 1 according to this embodiment is capable of performing special effects, provided that it is equipped with a recovery operation means 65. In this embodiment, the special effects may occur during a variation effect. The various images described below may be displayed in either the first display area 111 (first display device 11) or the second display area 121 (second display device 12) (each diagram illustrating the special effects is drawn as if they were displayed in the second display area 121 (the illustration of the first display area 111 is omitted)). In other words, they may be displayed in the display area of the display device of the gaming machine 1. In this embodiment, they are displayed in the display area where the decorative symbols 80 are being displayed in variation.
[0103] In this embodiment, a movable effect (see Figure 26) can occur as an effect that constitutes the in-game effect, in which the movable body 50 changes from its basic form to an effect form. The occurrence of this movable effect is a prerequisite for the occurrence of a special effect. This movable effect can occur when the outcome of the in-game effect is unknown. For example, it does not occur when the reach effect has reached a favorable outcome for the player and it has been determined that it is a jackpot. If a movable effect occurs in an in-game effect corresponding to a certain win / loss lottery result (target win / loss lottery result), the probability (reliability) that the target win / loss lottery result will be a jackpot is higher than if the movable effect did not occur. In other words, the movable effect can occur as a so-called chance-up effect. However, this movable effect is not a jackpot-confirming effect that guarantees the target win / loss lottery result will be a jackpot when it occurs. That is, the movable effect can occur even in a losing spin. The trigger for the occurrence of this movable effect can be anything. In this embodiment, a movable animation occurs when a predetermined opportune image 55 (see Figure 26(b)) is displayed in the display area (the movable body 50 begins to change from its basic state to an animation state). Furthermore, in this embodiment, no more than one movable animation occurs in a single change.
[0104] Furthermore, the performance in which the movable body 50 changes from its basic form to a performance form may occur when its validity is already known (such a performance of the movable body 50 occurring when its validity is already known shall be called a separate movable performance). However, this separate movable performance shall not be a performance that is a prerequisite for the occurrence of a special performance. In other words, while the "movable performance" and the "separate movable performance" are similar in that the movable body 50 changes from its basic form to a performance form, the former is a performance that is a prerequisite for the occurrence of a special performance, while the latter is not a performance that is a prerequisite for the occurrence of a special performance (it is a performance that does not lead to the occurrence of a special performance).
[0105] When a movable effect is performed, the movable body 50 remains in the effect state until a predetermined period of time has elapsed since it entered the effect state, unless the return operation means 65 is operated. In this embodiment, the predetermined period is set to 10 seconds (a fixed time). If the return operation means 65 is not operated, the movable body 50 automatically returns to the basic state (automatic return operation) upon the end of the predetermined period.
[0106] The special effect can occur when the return operation means 65 is operated while the movable body 50 is in the effect state after a movable effect has occurred. In this embodiment, the special effect only occurs when the target win / loss lottery result is a jackpot. In other words, the special effect is a jackpot-confirming effect that does not occur in losing spins. In this embodiment, the special effect occurs without fail when a movable effect occurs in a winning spin and the return operation means 65 is operated while the movable body 50 is in the effect state (see Figure 27(a-1)). The special effect is an effect (exclusive effect) that will not occur unless the return operation means 65 is operated. Furthermore, the special effect will not occur unless the return operation means 65 is operated while the movable body 50 is in the effect state. In other words, the special effect is an effect that occurs in conjunction with the return operation of the movable body 50, and is separate from the return operation itself. In this embodiment, even when a movable animation occurs and the movable body 50 is in the animation state, no image prompting the operation of the return operation means 65 is displayed in the display area (see Figure 26(b)).
[0107] The special effect in this embodiment involves the display of a predetermined special image 52 (see Figure 27(a-1)). This special image 52 is only displayed when the special effect is being executed. Various specific forms of the special image 52 are conceivable. The special effect in this embodiment is a jackpot confirmation effect, and it includes content that suggests that a jackpot is confirmed. In this embodiment, when a movable effect occurs, a battle effect is performed in which the player's character and the enemy character fight (if it is a jackpot, the player's character wins, and if it is a miss, the player's character loses). At this time, an image containing the words "Victory Confirmed" is displayed as the special image 52 to suggest that a jackpot is confirmed. The confirmation of a jackpot may be further emphasized by making the words and their surroundings rainbow-colored (a color commonly used to indicate a jackpot confirmation). In addition to, or instead of, the display of such an image, a predetermined special sound may be output from speaker 69 (see Figure 1) as a special effect. However, it is preferable that the special effect does not involve the displacement of a component other than the movable body 50 (a movable component other than the movable body 50). This is because if it were done this way, the player might mistakenly believe that the operation of the return operation means 65 caused the other movable component to move. In the case of a losing spin, even if the return operation means 65 is operated while the movable body 50 is in the effect state, the special image 52 described above will not be displayed. In other words, no special effect occurs (see Figure 27(b)).
[0108] In this embodiment, the special effect ends when the movable body 50 returns to its basic state (completion of the return operation). That is, the special image 52 is deleted when the movable body 50 returns to its basic state (see Figure 27(a-2)). Since the special effect is executed based on the operation of returning the movable body 50 from the effect state to the basic state, the special effect is made to end when the movable body 50 returns to the basic state. This makes it easier for the player to understand that the special effect occurred based on the operation of "returning the movable body 50 to the basic state". However, this does not preclude the possibility of keeping the special image 25 displayed until it is determined that a jackpot has been won.
[0109] Thus, the special effect in this embodiment occurs when the return operation means 65 is operated to return the movable body 50 to its basic state (original position). From the player's perspective, since it occurs when the operation to return the movable body 50 to its original position is performed, it can be said to be an unexpected effect that occurs at an unexpected timing.
[0110] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special effects. It is also possible to combine and apply multiple techniques described using the following examples.
[0111] 〇Specific Example 4-1 In the above embodiment, it was explained that a special effect occurs without fail when a movable effect occurs during a winning spin and the return operation means 65 is operated while the movable body 50 is in the effect state. However, in this embodiment, it is not guaranteed that a special effect will occur even if the return operation means 65 is operated when a movable effect occurs during a winning spin and the movable body 50 is in the effect state.
[0112] For example, when a winning variation occurs, a movable animation is triggered when the return operation means 65 is operated while the movable body 50 is in the animation state, and a predetermined lottery (special animation execution lottery) with a winning probability of less than 100% is executed. If the special animation execution lottery is won, the special animation is executed (see Figure 28(b-1)), and if it is not won, the special animation is not executed (see Figure 28(b-2)).
[0113] In the configuration described above, if a special animation does not occur even when the return operation means 65 is operated while a movable animation is occurring and the movable body 50 is in the animation state, the result of the target win / loss lottery will be determined to be a loss (a player who operates the return operation means 65 knowing about the existence of a special animation will be disappointed at that point). By using the method described in this example, even if a special animation does not occur when the return operation means 65 is operated while a movable animation is occurring and the movable body 50 is in the animation state, there is still a possibility of a big win, thus preventing the player from being disappointed.
[0114] 〇Specific Example 4-2 The special effect is not set to be a guaranteed jackpot effect. In other words, the special effect can occur even during a losing spin. However, the probability of the target win / loss lottery result being a jackpot is higher (higher jackpot reliability) when the return operation means 65 is operated while the movable effect occurs and the movable body 50 is in the effect state, and a special effect occurs as a result of that, is higher than when the special effect does not occur.
[0115] As in this example, the special effect functions as a so-called chance-up effect. Furthermore, even if the return operation means 65 is operated while the movable body 50 is in the effect state and the special effect does not occur, it is possible to achieve a gameplay feature in which the target win / loss lottery result is still a jackpot.
[0116] 〇Specific Example 4-3 In the above embodiment, the special effect may occur when the return operation means 65 is operated while the movable body 50 is in the effect state. However, it may also occur when the return operation means 65 is operated even when the movable body 50 is not in the effect state. In other words, regardless of whether a movable effect occurs or whether the movable body 50 is in the effect state, the special effect may occur if the return operation means 65 is operated during a winning spin.
[0117] By implementing the method described in this example, the condition of "the movable body 50 being in the performance mode" is eliminated as a condition for whether or not to trigger a special effect (because it is not necessary to determine whether or not to execute a special effect based on whether or not the movable body 50 is in the performance mode), making it easier to control the special effect compared to the above embodiment. The original function of the return operation means 65 is to return the movable body 50, which is in the performance mode, to the basic mode. Therefore, it is generally considered that there is no point in operating the return operation means 65 if the movable body 50 is not in the performance mode, and it is highly probable that the return operation means 65 will be operated very rarely when the movable body 50 is not in the performance mode. Thus, even if the method described in this example is implemented, the occurrence of special effects will not be frequent.
[0118] However, if, as in the above embodiment, the special effect can occur only when the movable body 50 is in a performance state, the return operation of the movable body 50 and the occurrence of the special effect become a set, which has the advantage that it is easier for the player to understand that the special effect occurred based on the operation of the return operation means 65.
[0119] Specific Example 4-4 The special image 52 displayed during the special effect includes an element (hereinafter referred to as the "recovery operation element") that indicates that the movable body 50 is returning to its basic state, that is, is in the process of performing a recovery operation. The recovery operation element only needs to be in a manner that helps the player understand that the movable body 50 is in the process of recovering. For example, the words "○○ stored" (where ○○ is the name representing the movable body 50) can be used as the recovery operation element (see Figure 29(b-1)). In this way, the special effect becomes an easy-to-understand effect in which the player is shown that a jackpot is confirmed by an image indicating that a recovery operation is in progress (the special image 52 serves both the role of indicating that a recovery operation is in progress and the role of indicating that a jackpot is confirmed).
[0120] Even during recovery operations without special effects, it is preferable to perform a normal effect in which an image (hereinafter referred to as a normal image 53) containing a recovery operation element that represents the same content as the special image 52 (in the above example, "Storing ○○") is displayed (see Figure 29(b-2)). Any method can be used to set the difference in appearance between the special image 52 and the normal image 53. For example, the special image 52 may differ from the normal image 53 in that the recovery operation element (text) or its surroundings are rainbow-colored. In this way, the special effect becomes a form of effect that suggests a jackpot is confirmed by the image (special image 52) that indicates that a recovery operation is in progress, which is different from the usual image (normal image 53).
[0121] Specific Examples 4-5 Special effects may occur in states other than during variable performance. The occurrence of special effects only needs to notify the player of the occurrence of an event advantageous to the player. For example, during a jackpot game (during a round), a special effect can be used to notify the player that it is a jackpot advantageous to them (notifying them of a so-called "upgrade") (see Figure 30). As in the above embodiment, if there are regular jackpots and special jackpots, a special effect may occur during a jackpot game as an effect that makes it appear as if the player has won a regular jackpot, but in reality has won a special jackpot.
[0122] During a jackpot game, a movable animation will occur in which the movable body 50 is designated as the animation mode (see Figure 30(a)). In other words, the movable animation will occur to celebrate the jackpot win. Based on this premise, when the return operation means 65 is operated to return the movable animation to its basic mode, a special animation may occur to announce that a special jackpot had actually been won (see Figure 30(b)).
[0123] Furthermore, after the special effect occurs, an effect that actually announces the "promotion" (promotion announcement effect) occurs (see Figure 30(c)). This promotion announcement effect occurs even if the recovery operation means 65 is not operated and the special effect does not occur. In other words, the promotion announcement effect occurs regardless of whether the special effect occurs or not. The special effect functions as an effect that foreshadows the occurrence of a promotion before the promotion announcement effect, which is predetermined to occur.
[0124] 5) Display during jackpot game The jackpot game, which is executed when the draw result is a jackpot, involves repeating multiple unit games (rounds) in which the big prize area 906 is opened until a predetermined closing condition is met. The period during which the jackpot game is executed is broadly divided into an opening period, a prize-winning period, and a closing period. The opening period (not shown) is the so-called opening period before the first unit game (1 round) begins. The prize-winning period (see Figure 31(a)) is the period from the start of the first unit game (1 round) to the end of the last unit game (final round). Specifically, it is the period from the opening of the big prize area 906 in the first round to the closing of the big prize area 906 in the final round (the closing condition for the final round is met). In the case of a 10-round jackpot in which 10 unit games are executed, the final round is the "10th round".
[0125] The end period (see Figure 31(a)) is the so-called ending period, which is the period from the end of the final round (referring to the closing of the big prize area 906 in the final round) until a certain amount of time has elapsed. In this embodiment, the length of the end period is set to 3 seconds. In other words, the jackpot game ends when a certain amount of time has elapsed after the end of the final round. No in-game effects are executed while the jackpot game is in progress. Therefore, even if reserved information (win / loss lottery information) is stored in the memory means at the end of the prize-winning period (= the start of the end period), the in-game effects based on said reserved information will not start until the end period has ended.
[0126] The following describes the various displays during a special jackpot (a jackpot that results in a series of wins, not just an initial win) that is won in a special game state. Note that these displays may be shown in either the first display area 111 or the second display area 121, as long as they are visible to the player (in each figure, they are shown as being displayed in the second display area 121 (the first display area 111 is not shown)). In other words, they may be displayed anywhere on the display device (display area) of the game machine 1, as long as they are visible to the player.
[0127] As described above, a special jackpot is triggered when the bonus area 15 is opened during a specific round. The game transitions to a special game state after the special jackpot game ends, provided that a game ball enters the bonus area 15 (results in a V-win). In this embodiment, the specific round is set to 9 rounds.
[0128] In certain rounds, a message is displayed indicating that the game ball should be aimed at the bonus area 15 (see Figure 31(b-1)). As mentioned above, in certain rounds, if the game ball is continuously launched towards the bonus area 15 for a certain period of time, a V-win is almost guaranteed. In other words, unless the player ignores the launch instruction (right-hand shot instruction) or some kind of abnormality occurs, it is guaranteed that the player will transition to the special game state in round 9 (the right to transition to the special game state is acquired).
[0129] In the 10th round (final round) after the 9th round, a game state image 56 is displayed (see Figure 31(b-2)). This game state image 56 is an image that indicates that the game will transition to a special game state in the future. In other words, it is shown during the "winning period" that the game has decided to transition to a special game state after the jackpot game ends due to a V-win in the 9th round. In this embodiment, the game state image 56 is deleted when the 10th round ends. In other words, the game state image 56 is not displayed during the final period after the winning period. The game state image 56 only needs to directly or indirectly indicate the special game state. In this embodiment, the special game state is named "○○RUSH", so the game state image 56 is made to include the words "○○RUSH". For example, a game state image 56 such as "○○RUSH Started" or "○○RUSH Continued" will be displayed.
[0130] The prize-winning period ends when the 10th round (final round) is completed, and the game transitions to the end period (see Figure 31(a)). During the end period, an image (standby image 57) is displayed in preparation for the start of the first spin animation that is performed after the special jackpot game has ended (see Figure 31(b-3)). This standby image 57 includes decorative symbols 80 that are waiting in preparation for the start of the spin animation in the first spin animation. In this embodiment, the result of the win or loss lottery is announced by a combination of three decorative symbols 80, so three decorative symbols 80 are in a waiting state on the left, center, and right sides of the display area. Here, the three waiting decorative symbols 80 displayed during the end period are not of the same type (they are not three identical decorative symbols 80, but at least two are different). If the three decorative symbols 80 were of the same type, it would look like a winning combination is being displayed to indicate that a jackpot game is in progress, making it difficult to perceive that they are waiting in preparation for the start of the spin. The patterns (combinations) of the three decorative designs 80 may be the same each time, or they may be different each time.
[0131] Furthermore, the standby image 57 displayed during the final period may include the pre-reserve symbol 72 in addition to the decorative symbol 80 mentioned above (see Figure 31(b-3)). While the reel spinning animation is being performed, the pre-reserve information stored in the memory means is displayed in the display area as the pre-reserve symbol 72. If the pre-reserve information is stored in the memory means, the pre-reserve symbol 72 will also be displayed during the final period. However, the pre-reserve symbol 72 that is displayed is limited to those displayed in the game state after the jackpot game has ended. In this embodiment, the special game state is a game state in which the aim is to win a jackpot triggered by the second win / loss lottery (special symbol 2 lottery) by shooting to the right, and the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72 (special symbol 1 reserve is not displayed). Therefore, even during the final period, the pre-reserve symbol 72 indicating the existence of the second pre-reserve information stored in the memory means is displayed. If the basic form of the pre-reset symbol 72 differs between normal gameplay and special gameplay (there are two basic forms for the pre-reset symbol 72: one for normal gameplay and one for special gameplay), then the pre-reset symbol 72 will be displayed in the form for special gameplay. Since the special gameplay state is a high-base state in which game balls easily enter the second starting area 904b, it can be said that in special jackpot games obtained in this special gameplay state, a certain number of second pre-reset information is usually stored. The number of pre-reset symbols 72 displayed is the same as the number of second pre-reset information stored in the storage means. If no second pre-reset information is stored in the storage means, the pre-reset symbol 72 will not be displayed. Also, since no in-reset effects are being executed during the final period, the in-reset symbol 71 will not be displayed. The display position (processing order position) of each pre-reserve symbol 72 shown during the final period is the same as the display position (processing order position) of each pre-reserve symbol 72 shown during the reel spinning animation.
[0132] Furthermore, the standby image 57 displayed during the final period includes a background image 30 displayed as the background for the decorative pattern 80 and the pre-retention pattern 72. This background image 30 is the same as the special background image 30s displayed during the special game state (see Figure 31(b-3)). In this embodiment, there are one or more normal background images (background images 30 that are not displayed in the special game state) that are displayed in the normal game state, and one or more special background images 30s (background images 30 that are not displayed in the normal game state) that are displayed in the special game state. During the final period of the special jackpot game, the special background image 30s is displayed, and the normal background image is not displayed. In this embodiment, the normal background image (background image 30 shown in Figure 11) represents "daytime," and the special background image 30s represents "nighttime."
[0133] During the final period, the standby image 57 (decorative symbol 80, pre-reserve symbol 72, background image 30 (special background image 30s)) is displayed, so the game is already ready to "start reel spinning" during the final period. Therefore, when the final period ends (when the special jackpot game ends), as shown in Figure 31(b-4), the three decorative symbols 80 that were displayed during the final period begin to spin with the special background image 30s as the background. Also, regarding the pre-reserve symbols 72 that were displayed during the final period, the order of consumption is advanced when the final period ends. That is, the pre-reserve symbol 72 that was displayed during the final period and was consumed earliest becomes the in-reserve symbol 71, and the consumption order of the other pre-reserve symbols 72 is advanced by one. Note that the image (insert image) that separates the final period (special jackpot game) from the first in-reel performance is not displayed. In other words, the standby image 57 will be continuously displayed from the end of the period until the start of the first variation animation. Known insert images of this type include images that remind players not to forget their prepaid cards, and brand logos such as corporate images of manufacturers. In this embodiment, this type of insert image is displayed at the time of the so-called first win, but is not displayed during special jackpot games (consecutive wins) that are won with a special jackpot.
[0134] The end period of a jackpot game is the period after the final round has finished and is not the period during which actual profit (payouts) can be obtained. Therefore, if this period feels long, players may become frustrated. In this embodiment, by displaying a waiting image 57 that is waiting to prepare for the start of the spinning during this end period, it appears to the player that the jackpot game has already ended and that the spinning will start immediately, thus reducing the risk of them feeling that the end period is long.
[0135] In this embodiment, the pre-reset symbol 72 is displayed as the standby image 57, but it is also possible that the pre-reset symbol 72 is not displayed. In other words, the reserve symbol 70 may be displayed when the end period (end of the jackpot game) is reached. This is because even if the pre-reset symbol 72 is not displayed, the display of the decorative symbol 80 is likely to give the player the impression that the game is waiting in preparation for the start of the reel spin. However, by displaying the pre-reset symbol 72 during the end period as in the above embodiment, it can be said that the player is more likely to get the impression that the jackpot game has already ended.
[0136] Furthermore, in this embodiment, a game state image 56 indicating a special game state is displayed during the winning period. While such a game state image 56 (an image indicating the game state to which the player transitions after the jackpot game ends) is generally displayed during the final period, in this embodiment, the final period displays a standby image 57 to give the impression that the jackpot game has ended. Therefore, it is preferable that the game state image 56 (an image that suggests the jackpot game has not ended) is not displayed during the final period. Since the game state image 56 indicates that a special game state is about to begin, it is preferable that it be displayed as close as possible to the end of the jackpot game (the start of the special game state). Therefore, as in this embodiment, it is preferable that it be displayed in the final round.
[0137] Furthermore, the above-mentioned game state image 56 is displayed in the round following the specific round (the 9th round in this embodiment) in which the bonus area 15 is opened (the 10th round in this embodiment). In other words, if there are no abnormalities, it is certain that a V-win will occur and the game will transition to the special game state, so there is no contradiction in displaying the game state image 56 which indicates a transition to the special game state. Note that if a so-called "puncture" occurs where a V-win is missed, it is advisable to control the game state image 56 so that it is not displayed.
[0138] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning displays during jackpot gameplay. It is also possible to combine and apply multiple technologies described using the following examples.
[0139] 〇Specific Example 5-1 In the above embodiment, it was explained that the standby image 57 is displayed when the transition to the terminal period is triggered, but the standby image 57 may be displayed from the middle of the award period. For example, the standby image 57 may be displayed continuously from the middle of the final round (round 10 in the above embodiment) through to the terminal period (see Figures 32(c) and 32(d)). By doing so, it is possible to create a situation that appears to be waiting in preparation for the start of fluctuations from the middle of the award period.
[0140] Even in the example shown, the game state image 56 should be displayed before the standby image 57 is displayed. The game state image 56 should be displayed in the round after a specific round has ended. Therefore, if the 9th round (the round before the final round) is designated as the specific round as in the above embodiment (see Figure 32(a)), the game state image 56 should be displayed until a certain point in the final round (first half) (see Figure 32(b)), and then the system should transition to displaying the standby image 57 after that point (second half) (see Figure 32(c)). On the other hand, although not shown, if any of the rounds up to the 8th round is designated as the specific round, the game state image 56 may be displayed in the 9th round, and the standby image 57 may be displayed from the start of the final round.
[0141] 〇Specific Example 5-2 In the above embodiment, the display of the standby image 57, etc., was explained as being a control during a special jackpot game obtained in a special game state. However, the same control can also be performed during a special jackpot game obtained in a normal game state.
[0142] Alternatively, the same control can be performed during a regular jackpot game. Since the game transitions to a regular game state after a regular jackpot game ends, the background image 30 displayed during the final period is the regular background image.
[0143] 〇Specific Example 5-3 The system is configured so that there may be cases in which the aforementioned standby image 57 is not displayed during the end-of-life period. That is, when the predetermined conditions are met, the standby image 57 (see Figure 33(b-1)) will not be displayed during the end-of-life period, and a different image (hereinafter referred to as special image 58) (see Figure 33(b-2)) will be displayed.
[0144] For example, if a so-called "consecutive wins within the reserve" occurs, where the reserve information stored in the so-called memory device (reserve information before the second variation) includes a corresponding win / loss lottery result that results in a jackpot, an image suggesting that consecutive wins within the reserve will occur can be displayed as a special image 58 during the final period. In this way, if the standby image 57 (default image) (see Figure 33(b-1)) is not displayed during the final period, and the special image 58 (see Figure 33(b-2)) is displayed, it is confirmed that an event favorable to the player will occur, thus realizing a gameplay feature.
[0145] 〇Specific Example 5-4 The combination of decorative symbols 80 displayed during the final period (decorative symbols 80 waiting in preparation for the start of the variation) (of course, not combinations that announce the result of the win or loss lottery) suggests the probability of an event favorable to the player occurring. Examples of events favorable to the player include the aforementioned consecutive wins within the reserved state.
[0146] For example, the probability of a favorable event occurring for the player is higher when the three decorative symbols 80 displayed during the final period are all odd-numbered decorative symbols 80 (see Figure 34(b)) than when they are all even-numbered decorative symbols 80 (see Figure 34(a)). Alternatively, the setting could be such that a favorable event for the player is guaranteed when the decorative symbols 80 are odd-numbered. In this way, an interesting gameplay experience is achieved in which players will pay attention to the decorative symbols 80 (combinations of decorative symbols 80) that are waiting in preparation for the start of the variation.
[0147] 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.
[0148] 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.
[0149] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of a so-called "Type 2 game machine" in which a big win is obtained by entering the bonus area 15 (V area) that is opened when a small win is won, a detailed explanation will be omitted. However, if, for example, a small win is won (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the setting is such that it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win ("big win" can be read as "small win").
[0150] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0151] ·Means 1-1 A gaming machine comprising: a transparent display device capable of having a transparent section that allows visibility to the rear and an image display section with lower visibility than the transparent section, and a performance execution means that performs a selection performance that results in a selection result indicating that a target element is selected from among a plurality of selection elements and that the non-target elements, which are the other selection elements, are not selected, wherein the selection result indicates that the target element is selected and the non-target elements are not selected, such that the range in which the target element is visible through the transparent section without being covered by the image display section is larger than that of the non-target elements. The above-mentioned gaming machine is capable of executing innovative and easy-to-understand selection sequences using a transparent display device.
[0152] ·Means 1-2 The gaming machine according to means 1-1, characterized in that, in a stage prior to reaching the selection result, the range of the transparent portion is changed so that each of the multiple selection elements can be viewed through the transparent portion at least once. This approach allows us to understand what options are available before the outcome of the selection is determined.
[0153] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that a separate display device provided behind the transparent display device displays multiple selection images representing the selection elements. In this way, by providing a separate display device behind the transparent display device, the options can be represented by the images displayed on the separate display device.
[0154] ·Means 2-1 A gaming machine characterized by being capable of performing a combination effect, which includes: a first stage in which a reference image is displayed such that a portion of the background image is visible through an inner cavity region; a second stage in which a specific image is displayed that is displaced toward the reference image; and a third stage in which the specific image may fit into the cavity region, potentially leading to a combination ending in which a combined image is formed in which the reference image and the specific image are integrated. According to the above-mentioned gaming machine, it is possible to perform an interesting effect in which a reference image and a specific image, which are displayed as if they are popping out in front of the background image, may merge.
[0155] ·Means 2-2 The gaming machine according to claim 1, comprising: a first display device having a first display area, wherein a part or all of the first display area can be made into a transparent area that allows the rear to be seen; and a second display device having a second display area provided behind the first display device, wherein in the first step, the reference image in which the cavity area is the transparent area is displayed in the first display area, and the background image is displayed in the second display area. This method enhances the effect of making the reference image appear to pop out in front of the background image.
[0156] ·Means 2-3 The gaming machine according to means 2-1, comprising a first display device having a first display area, wherein a part or all of the first display area can be made into a transparent area that allows the rear to be seen, and a second display device having a second display area provided behind the first display device, wherein the reference image and the background image are displayed in the second display area. In this way, the reference image and the background image can be displayed in the same display area (second display area).
[0157] ·Means 2-4 The gaming machine according to means 2-2 or means 2-3, characterized in that the specified image is displayed in the first display area. In the case of method 2-4, which references method 2-2, the combined image, which is formed by combining the reference image and the specific image, appears to be projecting forward relative to the background image. In the case of method 2-4, which references method 2-3, the resulting effect is that a combined image is constructed in which a specific image appears to be protruding in front of the reference image.
[0158] ·Means 3-1 A gaming machine comprising: a first display device having a first display area, wherein part or all of the first display area is a transparent area that allows the rear to be visible; a second display device having a second display area provided behind the first display device; and an effect execution means for executing a composite effect including a pre-effect executed in one of the first and second display areas, and a post-effect executed in the other of the first and second display areas, wherein the pre-effect leads to one of a plurality of possible outcomes, and the post-effect causes a change in a target image displayed in the other of the first and second display areas according to the type of outcome of the pre-effect. The composite effects that the above-mentioned gaming machine can perform are interesting in that the outcome of the pre-effect performed in one of the first and second display areas is reflected in the change of the target image displayed in the other.
[0159] ·Means 3-2 The gaming machine according to means 3-1, characterized in that the aforementioned target image is a reserved symbol indicating the existence of win / loss lottery information used in the win / loss lottery and for which the notification of the corresponding win / loss lottery result has not yet been completed, the reserved symbol is one of several types of forms in which the probability of the corresponding win / loss lottery result being a win differs, and the post-performance is a performance in which the reserved symbol changes to a form corresponding to the type of ending of the pre-performance. In this way, a combined effect (post-effect) can be executed as a so-called hold-change effect.
[0160] ·Means 3-3 The amusement machine according to means 3-1 or means 3-2, characterized in that the pre-performance is a performance in which multiple candidate images are displayed, and one of the multiple candidate images is selected as the chosen image, and the post-performance is a performance in which a change occurs in the target image according to the type of selected image. In this way, the outcome of the image selection in one of the first or second display areas is reflected in the change of the target image displayed in the other. Because the outcome of the image selection and the change of the target image are shown in separate display areas, the two can be clearly distinguished, making the flow of the presentation easy to understand.
[0161] ·Means 4-1 A gaming machine characterized by comprising: a movable body that can change from one of a basic mode and a performance mode to the other, and which is in a state that can be touched by a player when in the performance mode; a return operation means that, when operated while the movable body is in the performance mode, returns the movable body to the basic mode; and an performance execution means that, triggered by the operation of the return operation means, can execute a special performance which is a different performance from the movable body returning to the basic mode. The special effects that the above-mentioned gaming machine can perform are triggered by the operation of the recovery mechanism that returns the movable parts to their basic state, and therefore are interesting because they occur at unexpected times for the player.
[0162] ·Means 4-2 The gaming machine according to means 4-1, characterized in that, as an effect constituting the in-spin effect from when the decorative symbols that notify the result of the win or loss lottery start to change until they stop in a manner corresponding to the result of the win or loss lottery, a movable effect is performed in which the movable body changes from the basic manner to the effect manner, the movable effect may occur in either the in-spin effect when the result of the win or loss lottery is a win or a loss, and the special effect may occur in the in-spin effect when the result of the win or loss lottery is a win, but not in the in-spin effect when the result of the win or loss lottery is a loss. This approach creates a gameplay experience where special effects can occur at unexpected times, guaranteeing a win.
[0163] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that the special image displayed during the special effect includes a recovery operation element indicating that the movable body is in the process of returning to the basic state. In this way, images can also be used as special images to indicate that a movable body is in the process of returning to its original position.
[0164] ·Means 5-1 A gaming machine comprising: display means having a display area; win / fail lottery means that executes a win / fail lottery based on win / fail lottery information acquired when a game ball enters a starting area; performance execution means that executes a variation performance from the time the decorative symbols displayed in the display area start to vary until they stop in a manner corresponding to the win / fail lottery result; and winning game execution means that executes a winning game which is executed when the win / fail lottery result by the win / fail lottery means is a win, and which includes a winning period that includes one or more unit games in which a predetermined winning area is open until a closing condition is met, and a termination period which is the period after the last unit game of the winning period has ended, wherein in the termination period of the winning game, the decorative symbols waiting in preparation for the start of variation in the first variation performance executed after the termination period has ended are displayed in the display area. According to the above-mentioned gaming machine, the end-of-game period appears as if the winning game has already ended and the machine is waiting to begin the in-game animation, thus reducing the risk that players may feel the end-of-game period is too long.
[0165] ·Means 5-2 The gaming machine according to means 5-1, further comprising a storage means for storing a predetermined number of the winning / losing lottery information as reserved information for which the corresponding winning / losing lottery result has not yet been indicated by the in-variation performance, and characterized in that, during the final period of the winning game, if the reserved information is stored in the storage means, a pre-variation reserved symbol indicating the existence of the reserved information is displayed in the display area. By displaying the pending symbols during the final period, it can enhance the impression that the winning game has already ended.
[0166] ·Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that, during the prize-winning period, a game state image indicating the game state to which the player transitions after the winning game ends is displayed in the display area. To make it appear as if the winning game has already ended, the game status image should be displayed during the winning period before the end of the game. [Explanation of Symbols]
[0167] 1. Gaming machine 11 First display device 111 First display area M Transparent part N Image display area (N1 semi-transparent area N2 opaque area) 12 Second display device 121 Second display area 15. Special Features Area 20 Image of the options (21-24 Image of the first option to the fourth option) 25 Covering image 26 Exposed part 30 Background Images (Standard Background Images) 30s special background image 32 Reference Images 321 Cavity area 34 Specific Images 35 Combined Images 40 candidate images 40s Selected Images 50 Movable body 52 Special Images 56 Game state image 57 Standby image 60 Operating means 61 Push button 62 Cross key 65 Return operating means 69 Speaker 70 Reserved symbol (71 Variation in progress reserved symbol, 72 Reserved symbol before variation) 70n Normal mode 70s Special mode (71s - 74s First special mode - Fourth special mode) 70w Preview mode 70T Target reserved symbol (Target image) 80 Decorative symbol
Claims
[Claim 1] A gaming machine in which a decorative pattern is displayed in the display area of a display device, and one variation game is defined as the period from when the decorative pattern starts to change until it stops in a winning pattern if the result of the lottery is a win, or in a losing pattern if it is a loss. If the aforementioned variation game, which is a variation game that notifies that the result of the draw is a win, is executed, the winning game will be executed after the said variation game. In the aforementioned winning game, a round of games is played multiple times in which a predetermined winning area is opened. The aforementioned winning game ends when the final round of the game, which is the last of the multiple rounds of the aforementioned game, is completed, and a predetermined ending period is completed. After the aforementioned ending period ends, the first variation game, which is the first variation game after the end of the winning game, is to begin. When the predetermined conditions are met, during the ending period, the decorative symbols that are waiting in preparation for the first variation game are displayed in a stationary state. During the ending period when the predetermined conditions are met, the decorative pattern is displayed in the losing pattern rather than the winning pattern. A gaming machine characterized by the following features.
Citation Information
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