Gaming machine
The gaming machine implements display effects that transition decorative symbols to reveal the housing, addressing the lack of engaging housing display in existing machines and enhancing player experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2021-05-28
- Publication Date
- 2026-05-19
AI Technical Summary
Existing gaming machines lack engaging housing display effects that maintain continuity and interest during gameplay.
Incorporation of display means and in-play effect execution to transition decorative symbols from a normal to a special state, revealing the housing as part of the display area, with maintained continuity of the changing decorative symbol.
Enhances the gaming experience with an interesting display effect on the enclosure, increasing player engagement and appeal.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is a known gaming machine capable of executing an effect in which the "housing" of the gaming machine itself is displayed (see, for example, Patent Document 1 below).
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting housing display effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area, and in-play effect execution means for executing an in-play effect from the start of variation of a decorative symbol displayed in the display area until the decorative symbol stops in a manner corresponding to a win / loss lottery result. As an effect constituting the in-play effect, from a normal state in which a variation image for the in-play effect is displayed over the entire display area, a change occurs such that the variation image becomes smaller, and as a result, at least a part of the housing is displayed in a special state in a portion of the display area where the variation image is not displayed. A housing display effect is executable, and the continuity of the changing decorative symbol included in the variation image is maintained from the normal state to the special state.
Effects of the Invention
[0006] According to the present invention, it is possible to perform an interesting display effect on the enclosure. [Brief explanation of the drawing]
[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] This is a diagram to explain the game state (transitions between game states). [Figure 4] This diagram illustrates the transition points (short-interval consecutive jackpots, normal-interval consecutive jackpots). [Figure 5] This diagram illustrates the control (whether or not to reset) of the profit image during consecutive jackpot occurrences. [Figure 6] This is a diagram to explain specific example 1-1. [Figure 7] This is a diagram to explain specific example 1-2. [Figure 8] This is a diagram to explain specific example 1-6 (simulated start animation). [Figure 9] This is a diagram illustrating specific example 1-7 (another example of a simulated start animation). [Figure 10] This is a diagram to explain the display effects on the cabinet. [Figure 11] This is a diagram used to explain special conditions (real object / image display effects). [Figure 12] This is a diagram to explain specific example 2-2. [Figure 13] This is a diagram to explain specific example 2-3. [Figure 14] This is a diagram to explain specific example 2-4. [Figure 15] This is a diagram to explain the specific operation sequence (preview period). [Figure 16] This is a diagram to explain specific operation sequences (operation validity period, results). [Figure 17] This is a diagram to explain specific example 3-1. [Figure 18]It is a diagram for explaining Specific Example 3-2. [Figure 19] It is a diagram for explaining Specific Example 3-2. [Figure 20] It is a diagram for explaining a display method of a specific combination. [Figure 21] It is a diagram for explaining Specific Example 4-1. [Figure 22] It is a diagram for explaining Specific Example 4-2. [Figure 23] It is a diagram for explaining Specific Example 4-3. [Figure 24] It is a diagram for explaining Specific Example 4-4. [Figure 25] It is a diagram for explaining Specific Example 4-5. [Figure 26] It is a diagram for explaining Specific Example 4-6. [Figure 27] It is a diagram for explaining a specific prefetch effect. [Figure 28] It is a diagram for explaining Specific Example 5-1. [Figure 29] It is a diagram for explaining Specific Example 5-2. [Figure 30] It is a diagram for explaining Specific Example 5-3. [Figure 31] It is a diagram for explaining an intermediate effect. [Figure 32] It is a diagram (continuation of FIG. 31) for explaining an intermediate effect. [Figure 33] It is a diagram for explaining a confirmation effect (performance sound). [Figure 34] It is a diagram for explaining Specific Example 6-2. [Figure 35] It is a diagram for explaining Specific Example 6-4.
Modes for Carrying Out the Invention
[0008] 1) Basic Configuration of the 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. In the following description, when the term "image" is used without further explanation, it includes not only still images but also moving images.
[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 display device 91, a starting area 904, a big prize area 906, and an out opening. The display area 911 of the display device 91 is a portion that can be seen through the opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the 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 lottery 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 lottery 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 (the in-spin performance described later begins). However, if there is still win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, reserved information before spinning, described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 10 include a reserved symbol 11 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (a performance from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 12 before variation that corresponds to a reserved symbol 12 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 11 during variation is displayed larger than the reserved symbol 12 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 11 during variation and the reserved symbol 12 before variation may be completely different. Alternatively, the configuration may be such that the reserve symbol 11 is not displayed during the reel spin. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 12 before the reel spin is completed (the so-called reserve "consumption order") is faster for those located to the right.
[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 10 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 11 and up to four pre-reserve symbols 12 may be displayed (see Figure 2). The pre-reserve symbols 12 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 12. Regardless of the game state, the system may be configured to display pre-reserve symbols 12 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 12 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the player is notified of the win / loss result by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. 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 begin 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.
[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.
[0018] If the draw result is a jackpot, a jackpot game will be played, opening the jackpot area 906 (the player will be granted the "bonus" of a jackpot game). Details of this jackpot game will be described later.
[0019] 2) Game state The game state in which players aim to win a jackpot can be broadly divided into normal game state and special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player compared to the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and a low base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. There are two special game states: the first special game state and the second special game state. The first special game state is a high probability state (probability fluctuation state) in which the probability of winning a jackpot is high, and a high base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which it is easy for the game ball to enter the starting area 904.
[0020] Furthermore, the average length of time required for the in-game animation (in-game animation time) is shorter in the high-base state than in the low-base state. In other words, in the high-base state, the results of the win / loss lottery are announced more quickly than in the low-base state.
[0021] In normal gameplay, the player aims to launch the game ball towards the first starting area 904a (the so-called starting area of Special Figure 1). In this embodiment, the player performs what is known as "left-handed shooting". Since the first win / loss lottery information is acquired when the game ball enters the first starting area 904a, the normal gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called Special Figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in special gameplay, the player aims to launch the game ball towards the second starting area 904b (the so-called starting area of Special Figure 2). In this embodiment, the player performs what is known as "right-handed shooting". Since the second win / loss lottery information is acquired when the game ball enters the second starting area 904b, the special gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called Special Figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). The special game state is a state in which the player is more likely to win the lottery to open the second starting area 904b, which is triggered when a game ball enters the normal starting area 905. Therefore, game balls enter the second starting area 904b relatively easily. Note that the settings for transitioning between game states can be anything, so the explanation is omitted. Also, the above-mentioned game state is merely an example.
[0022] The gaming machine 1 in this embodiment is a so-called "V-probability type" "ST machine". There are two types of jackpots: a regular jackpot and a special jackpot. After winning a regular jackpot, the game transitions to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues for a predetermined number of consecutive times until the win / loss lottery result is a loss (in the following description, the number of losses from the start of a game state until the end of that game state without winning a jackpot may be referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special game state (so-called time reductions) is 100. After winning a special jackpot, the game transitions to a first special game state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special game state (so-called ST count (=M)) is 150.
[0023] In the first draw (special drawing 1), 50% of the winning jackpots (jackpot distribution) are regular jackpots and 50% are special jackpots (the so-called probability of entering a bonus round is 50%). In the second draw (special drawing 2), 100% of the winning jackpots (jackpot distribution) are special jackpots (the so-called probability of entering a bonus round is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V-area (not shown) is opened during the jackpot game (it is opened for a time when, if the game ball is aimed at the V-area, the game ball will almost certainly enter it), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V-area. On the other hand, when a regular jackpot is won, the V-area is not opened, or it is opened to such an extent that it is practically impossible for the game ball to enter. As a result, the game ball does not enter the V-area, and the game state after the jackpot game ends returns to the normal game state.
[0024] The above-mentioned "V-type probability variation" "ST machine" is merely one example. Unless otherwise specified in the following explanation, the machine may not be a "V-type probability variation" machine, but rather a machine in which the probability variation rate is the same for the first and second win / loss draws. It may also not be an "ST" machine, but rather a so-called "probability variation loop machine." Furthermore, it may be a gaming machine with so-called "two-type" functions ("Type 1 and Type 2 mixed machine," etc.). In addition, the gameplay, such as the distribution of jackpots, can be changed as appropriate.
[0025] In this embodiment, the probability of winning a jackpot in the low-probability state (normal game state, second special game state) is approximately 1 / 319, and the probability of winning a jackpot in the high-probability state (first special game state) is approximately 1 / 100. The specific values of these jackpot probabilities can be changed as appropriate.
[0026] 3) Profit image displayed during a big win If the draw result is a jackpot, the jackpot game is executed. The jackpot game includes one or more unit games (so-called "rounds" of gameplay; hereafter, the ○th unit game after the start of the jackpot game may be referred to as the ○th round (game)). In a unit game, the jackpot area 906 remains open until a predetermined closing condition is met. In this embodiment, the closing condition is met when either C game balls enter the jackpot area 906, or a predetermined amount of time has elapsed since the jackpot area 906 was opened. Basically, if game balls are continuously launched toward the jackpot area 906, C game balls will enter the jackpot area 906 before the predetermined time has elapsed. In other words, the player can enjoy the benefit of at least C game balls entering the jackpot area 906. In this embodiment, C = 10. Additionally, when one game ball enters the grand prize area 906, 10 prize balls are paid out.
[0027] The number of unit games (rounds) that make up a jackpot game can be set as appropriate. In this embodiment, a jackpot won by the first win / loss lottery (special figure 1 lottery) consists of 4 rounds, and a jackpot won by the second win / loss lottery (special figure 2 lottery) consists of 10 rounds.
[0028] During a jackpot game, a profit image 20 is displayed in the display area 911 (see Figure 5). The profit image 20 shows the profit already earned by the player. The profit image 20 includes at least a numerical value representing the number of balls dispensed during the jackpot game. In this embodiment, it includes a numerical value representing the (total) number of prize balls (hereinafter sometimes referred to as the prize ball value). In other words, when one game ball enters the big prize area 906, the prize ball value increases by 10. In this embodiment, the prize ball value also includes so-called over-prizes (prizes from the 11th ball onwards in a single unit of game). Alternatively, instead of the prize ball count, it may represent the "net increase" excluding the game balls launched. Furthermore, in addition to the profit earned by entering the big prize area 906, it may also represent the profit earned by entering other prize areas.
[0029] The profit image 20 (bonus ball value) is reset (set to 0) when the reset condition is satisfied. After the jackpot game ends, when transitioning to the first special game state, reaching the switching point in the first special game state is regarded as the satisfaction of the reset condition. That is, after the jackpot game (previous jackpot game) due to winning the special jackpot (previous jackpot) ends and then transitioning to the first special game state and winning the special jackpot (subsequent jackpot) again resulting in the execution of the jackpot game (subsequent jackpot game), whether the profit image 20 is reset depends on whether the winning time of the subsequent jackpot is before or after the arrival of the switching point. Specifically, it is as follows.
[0030] The switching point is the point when, after the jackpot game (previous jackpot game) ends and the first special game state starts, there are N consecutive losses. In this embodiment, N = 20. That is, the point when 20 rotations have elapsed since the start of the first special game state is the switching point (see Fig. 4). As described above, the first special game state in this embodiment ends by having 150 consecutive losses (ST count: M = 150 times), where the intermediate point (not the end point) of the first special game state is the switching point (which means N < M). Therefore, the first special game state does not reach the switching point and end, but continues thereafter.
[0031] After the previous jackpot game ends (see Fig. 5(a)), when the first special game state starts (see Fig. 5(b)) and after N times (20 times) of consecutive losses, if a jackpot (subsequent jackpot) is won, that is, when an event occurs where a jackpot is won with a rotation count exceeding N times and not exceeding M times (hereinafter, this event may also be referred to as a normal consecutive jackpot), the reset condition is satisfied. Therefore, at the start of the subsequent jackpot, the profit image 20 (bonus ball value) is in a reset state (see Fig. 5(c-2)). That is, in the subsequent jackpot game, the bonus balls obtained from 0 are added.
[0032] On the other hand, after the previous jackpot game ends (see Figure 5(a)), the first special game state begins (see Figure 5(b)), and if a jackpot (the later jackpot) is won before N (20) consecutive losses occur (hereinafter, this event may be referred to as a short-interval consecutive jackpot), the reset condition is not met. Therefore, at the start of the later jackpot, the profit image 20, which includes the profit (prize balls) obtained in the previous jackpot game, is displayed (see Figure 5(c-1)). In other words, in the later jackpot game, the prize balls obtained in the later jackpot game are added to the prize balls obtained in the previous jackpot game.
[0033] Furthermore, if consecutive big wins occur two or more times in quick succession, the number of balls awarded for three or more big wins will be included in the profit image 20 (amount of balls awarded). In other words, in situations where so-called ST (Special Time) consecutive wins occur, the profit image 20 will not be reset unless a normal series of big wins occurs.
[0034] In summary, if a consecutive jackpot occurs after the previous jackpot game has ended and the game has transitioned to the first special game state, and before the first special game state ends (before the ST ends), the profit image 20 will not be reset if the win occurs before the transition point (20 spins) (if it is a short-interval consecutive jackpot) (see Figure 5(c-1)), and if it occurs after the transition point (if it is a normal-interval consecutive jackpot) the profit image 20 will be reset (see Figure 5(c-2)). In other words, if the later jackpot is won relatively early after the first special game state has started, the profit image 20 will not be reset, and the profits from the previous jackpot game and the later jackpot game will be shown together, making it appear as if the previous and later jackpot games are a single jackpot game (making two or more jackpot games appear as if they are a single jackpot game). In other words, it appears to the player that they are gaining a lot of profit from a single jackpot game (which actually includes two or more jackpot games), thus contributing to an increase in the appeal of the game (an increase in the desire to play).
[0035] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned profit image 20, special game states, displays during jackpot games, etc. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following specific examples.
[0036] 〇Specific Example 1-1 During a jackpot game, a unit game count image 22 is displayed (see Figure 6). The unit game count image 22 includes a numerical value (a numerical value indicating the number of rounds) that increases when a unit game (round) ends. Normally, the unit game count image 22 is reset during consecutive jackpots, but it is not reset during consecutive jackpots at short intervals. That is, if a jackpot is won after the end of the previous jackpot game (see Figure 6(a)) and after reaching the switching point, the unit game count image 22 will be in a reset state at the start of the subsequent jackpot (see Figure 6(b-2)). On the other hand, if a jackpot is won after the end of the previous jackpot game (see Figure 6(a)) and before reaching the switching point, the unit game count image 22 that includes the number of unit games played in the previous jackpot game will be displayed at the start of the subsequent jackpot (see Figure 6(b-1)).
[0037] By doing this, when consecutive jackpots occur in short intervals, the number of unit games, including the unit games that make up the previous jackpot game, will be displayed, thus enhancing the effect of making the previous and subsequent jackpot games appear as if they were a single jackpot game.
[0038] Furthermore, in the case of the example shown, it is preferable that the actual number of rounds is not displayed (the example in Figure 5 shows the display of "ROUND〇") (or that it be displayed in a small, inconspicuous size). This is because, as mentioned above, when consecutive jackpots occur in a short interval, the number of unit games (number of rounds) including the previous jackpot game will be displayed in the subsequent jackpot game. If, when consecutive jackpots occur in a short interval, a display such as "ROUND1" is shown in the first round (first unit game) of the subsequent jackpot game, the player who sees it will easily understand that a new jackpot game has started, and the effect of indicating that the previous and subsequent jackpot games are one jackpot game will be weakened.
[0039] 〇Specific Examples 1-2 The control (determination method) of the time required for the variation animation (variation time) differs before and after reaching the switching point in the first special game state. Specifically, the variation time is determined from among multiple candidate times (variation patterns) based on the result of the win / loss lottery, and the shortest variation time that can be set before reaching the switching point is shorter than the shortest variation time that can be set after reaching the switching point. For example, the shortest variation time before reaching the switching point is 0.5 seconds, and the shortest variation time after reaching the switching point is 2.0 seconds (see Figure 7). Regardless of whether it is before or after reaching the switching point, the shortest variation time is the variation time with the highest probability of selection among the multiple candidate times. Because of this setting, the average length of the variation time before reaching the switching point is shorter than the average length of the variation time after reaching the switching point. In addition, at least before reaching the switching point, the shortest variation time (0.5 seconds) can be selected not only when the win / loss lottery result is a loss, but also when it is a jackpot. In other words, there are cases where a jackpot is announced with the shortest variation time.
[0040] In this way, the notification of the win / loss lottery results before reaching the transition point in the first special game state (up to 20 spins) proceeds at a good pace (high speed). Therefore, when consecutive big wins occur in short intervals, the time required from the end of the previous big win game (start of the first special game state) to the start of the subsequent big win game tends to be shorter, and the effect of making the previous and subsequent big win games appear as if they were a single big win game is enhanced.
[0041] Before reaching the switching point, the variation time may be constant (there is only one possible variation time). In the example above, regardless of the outcome of the draw, one variation will end in 0.5 seconds. By doing so, the maximum time required from the start of the first special game state until reaching the switching point can be kept constant (let's call it "variation time × D"). If D = 20 and the variation time is 0.5 seconds, as in the embodiment above, then the maximum time will be 10 seconds. In other words, when consecutive big wins occur at short intervals, the interval between the first big win and the next big win will be a maximum of 10 seconds.
[0042] Specific Examples 1-3 The profit represented by the profit image 20 may include the profit during the first special game state. That is, the first special game state is a game state in which game balls are launched (shot to the right) toward the second starting area 904b, and the profit may include the prize balls obtained therefrom. Of the areas into which prizes can be won by launching game balls toward the second starting area 904b, only the prize balls obtained by winning in certain areas may be the subject of the profit represented by the profit image 20. In this way, the profit image 20 (prize ball value) displayed in a subsequent jackpot game when a series of jackpots occur at short intervals will include not only the profit obtained in the previous jackpot game, but also the profit obtained in the subsequent first special game state.
[0043] 〇Specific Examples 1-4 In the above embodiment, the control of the profit image 20 was explained as occurring when, after the previous jackpot game ends, the player transitions to the first special game state (high probability, with time reduction), and wins a jackpot in the first special game state. However, the same control may be applied when, after the previous jackpot game ends, the player transitions to the second special game state (low probability, with time reduction), and wins a jackpot in the second special game state. In other words, if the player wins a jackpot before reaching the switching point where there have been N consecutive losses (N is less than the number of times the second special game state continues) after transitioning to the second special game state, the profit image 20 will not be reset. If the player wins a jackpot after reaching the switching point, the profit image 20 will be reset.
[0044] 〇Specific Examples 1-5 In the above embodiment, the first special game state was described as an "ST" that ends after M consecutive losses, but it may also be a state that continues until the next big win (high probability, with time reduction). Whether or not the profit image 20 is reset should be determined depending on whether it is before or after the transition point where N consecutive losses have been reached since the start of the game state.
[0045] Specific Examples 1-6 The pseudo-start animation is executed when the game reaches a point where the win / loss lottery result is a loss for N consecutive rounds after the start of the first special game state. If N=20 as in the above embodiment, the pseudo-start animation is executed at the beginning of the 21st spin animation after the start of the first special game state.
[0046] The pseudo-start animation is an animation designed to make it appear as if the first special game state has started from the moment of the switch. For example, if the first special game state is named "○○RUSH", the pseudo-start animation is performed by displaying a pseudo-start image 25 that includes that name (see Figure 8). Note that such a pseudo-start image 25 is not displayed at the start of the first special game state (immediately after the end of the previous jackpot game). Also, as mentioned above, the pseudo-start animation is performed during the 21st spin animation after the start of the first special game state, so the decorative symbols 80 that notify the win / loss lottery result corresponding to the 21st spin animation are displayed as small, fluctuating symbols near the outer edge of the display area 911, making it difficult for the player to notice that a spin animation is in progress (that the symbols are fluctuating). Furthermore, it is preferable that the reserved symbols 10 are not displayed while the pseudo-start animation is being performed, making it difficult for the player to notice that a spin animation is in progress. However, this does not negate the possibility of a configuration in which the reserved symbols 10 are displayed.
[0047] This gives the player the impression that the first special game state starts after the switch point (even though it actually starts before the switch point is reached). Therefore, if a player wins a later jackpot (a series of jackpots in a short interval occurs) before reaching the switch point, the pseudo-start animation will not be executed and a new jackpot game will start (to players who have seen the pseudo-start animation, it will appear as if the first special game state has not started), thus enhancing the effect of making the earlier and later jackpot games appear as a single jackpot game.
[0048] Furthermore, the first spin after reaching the switching point (the 21st spin during the performance after the start of the first special game state) is forcibly made into a long spin (spin for a predetermined time or longer), and time is secured to execute a pseudo-start performance at the beginning of the spin performance. In this embodiment, even if a jackpot is hit on the 21st spin, the pseudo-start performance is executed (after the pseudo-start performance is executed, it is announced that a jackpot has been hit). However, if a jackpot is hit on the 21st spin, the pseudo-start performance may be omitted. In other words, the pseudo-start performance is executed to make it appear as if the first special game state is about to start, and if it is already determined that a jackpot will occur soon, there is no point in executing the pseudo-start performance, so the performance may be omitted.
[0049] In addition to the above display, or in place of the above display, the following display may be executed as a pseudo-start effect. Furthermore, a configuration employing only a portion of the displays shown below is also acceptable.
[0050] • Simulated count display The display of a pseudo-count of 25n, indicating that the first special game state will end after D consecutive losses, is executed as a pseudo-start animation (see Figure 9(a)). Note that D = MN. As in the above embodiment, if the number of consecutive wins (ST count) of the first special game state is M = 150 and N = 20, then D = 150 - 20 = 130, so an image containing the number "130" is displayed as the pseudo-count of 25n. In this way, the player will get the impression that the first special game state will end after 130 consecutive losses (ST 130), even though the actual number of consecutive wins is 150. In other words, the player will get the impression that the first special game state with "number of consecutive wins = 130" will start after the switch point, even though the first special game state actually starts before the switch point is reached. Furthermore, it is preferable that the simulated count 25n be displayed together with (at the same time as) the simulated start image 25 which includes the name of the first special game state (e.g., ○○RUSH) as described above (see Figure 9(a)). This increases the likelihood that the player will perceive the game state with that name as continuing for a simulated count of 25n (130 times).
[0051] • Selection animation The performance mode for the first special game state after reaching the transition point (i.e., the performance mode from the 21st to the 150th spin) will be selectable by the player from several types of performance modes. For example, one of the following may be set: performance mode A based on character A, performance mode B based on character B, or performance mode C based on character C. The nature of the performance during the spin will change according to the set performance mode. However, the performance mode will not directly affect the player's profit (payout).
[0052] Based on this premise, a selection sequence will be performed as a pseudo-start sequence, in which the player selects a performance mode. In other words, a sequence will be performed that prompts the player to choose between performance modes A to C at the time of switching (allowing them to select their preferred performance mode) (see Figure 9(b)). The specific form of the selection sequence (selection method) can be anything. It is sufficient to display an image showing how to operate the operation means 70 for making the selection (such as a push button 71 or a directional pad (not shown)) and the time remaining until the selection is completed.
[0053] Generally, the selection animation for choosing a performance mode is executed when a new state begins (it is not normal for a selection animation to determine the subsequent performance mode to occur in the middle of a game state (when the same game state is maintained)). Therefore, by making such a selection animation triggered when the transition point is reached, the player will get the impression that the first special game state begins after the transition point (even though the first special game state actually begins before the transition point is reached).
[0054] ·Company display As an advertisement to the player, a corporate logo indicating the manufacturer or seller of the gaming machine may be displayed in the display area 911. Generally, such corporate logos are often displayed at clear "boundaries," such as at the end of a jackpot game or at the start of a new game state. As a pseudo-start effect, such a corporate logo will be displayed (see Figure 9(c)). In other words, the corporate logo will be displayed at some point in the first special game state (the point of transition). As mentioned above, since the corporate logo is often displayed at a clear boundary, the player will have the impression that the first special game state has started after the corporate logo has been displayed (even though the first special game state actually starts before the point of transition is reached).
[0055] ·Warning display Warning signs may be displayed to the player to alert them to potential dangers. Examples of warning signs include those that caution the player against forgetting (or having stolen) record cards such as cash cards or cards that record payout information (see Figure 9(d)), and those that caution the player against injury from contact with protrusions on the casing 1a of the gaming machine 1 (not shown). Generally, such warning signs are often displayed at clear "boundaries," such as at the end of a jackpot game or at the start of a new game state. As a pseudo-start effect, such warning signs will be displayed. That is, the warning signs will be displayed at some point in the first special game state (the point of transition). As mentioned above, warning signs are often displayed at clear boundary points, so (although the first special game state actually starts before the point of transition is reached) the player will have the impression that the first special game state has started after the warning signs are displayed.
[0056] Furthermore, the pseudo-start animation described in this example can also be used when the profit image 20 is not controlled as in the above embodiment (control of the profit image 20 as described in the above embodiment is not a necessary condition for application of this example). For example, if you want to make the number of consecutive special game states appear to be fewer than the actual number of consecutive states (if you want to make it appear N times less), the pseudo-start animation as in this example can be executed.
[0057] 4) Various performances The gaming machine 1 according to this embodiment is capable of executing the following effects as effects that constitute the effects during reel spinning. It is also possible that only some of the effects shown below can be executed.
[0058] 4-1) Cabinet display effects The image displayed in the display area 911 during the variation animation is referred to as the variation image 30. The variation image 30 includes at least the decorative pattern 80 and the background image 30b displayed as its background. As will be described in detail later, the cabinet display animation causes a change in which the variation image 30 becomes smaller. However, when the cabinet display animation is not occurring (normal state), the variation image 30 is displayed across the entire display area 911 (see Figure 10(a)).
[0059] The cabinet display effect transitions from the normal state described above to a special state in which the fluctuating image 30 becomes smaller. Basically, the fluctuating image 30, which was displayed across the entire display area 911 (see Figure 10(a)), is displayed as if it is zoomed out (as if it is "shifted" relative to the display area 911) (see Figures 10(b) and (c)). As a result of this display, an area of the display area 911 where the fluctuating image 30 is not displayed (hereinafter sometimes referred to as the non-standard area 911a) is created. At least a part of the cabinet 1a of the gaming machine 1 (including the game board 90) is displayed in this non-standard area 911a (at least a part of the cabinet 1a is displayed as an "image"). When the special state is reached, the positional relationship between the cabinet 1a (image) and the fluctuating image 30 (display area 911) displayed in the display area 911 is maintained. In other words, the enclosure display effect is an effect in which a change occurs from the normal state as if zooming out with the variable image 30 at the center, resulting in a special state in which the enclosure 1a surrounding the display area 911 appears to be displayed. In this embodiment, the display area 911 (variable image 30) is displayed as if it has been displaced straight backward (a two-dimensional displacement occurs), but a three-dimensional displacement may also be displayed. That is, when the enclosure display effect occurs, the outer edge representing the display area 911 may be represented in a substantially parallelogram shape.
[0060] Thus, the display effects on the cabinet involve a change from a normal state to a special state, and the continuity of the fluctuating image 30 is maintained from the normal state to the special state (see Figure 10). As mentioned above, the fluctuating image 30 includes at least a decorative pattern 80, and the continuity of the fluctuation of the decorative pattern 80 (note that fluctuation here includes states that are not completely stopped, such as a pseudo-stopped state where it is slightly shaking) is maintained. For example, if, immediately before the change from the normal state to the special state (zooming out of the fluctuating image 30) occurs, the fluctuating image 30 includes the fluctuating decorative pattern 80 of "5, 1, 7" from left to right (see Figure 10(a)), then the zoom-out will begin while the "5, 1, 7" decorative pattern 80 remains displayed (see Figure 10(b)). The continuity of the fluctuation of the decorative pattern 80 is maintained even during the zoom-out.
[0061] Furthermore, the variable image 30 includes a background image 30b (note that the background image 30b is omitted in some drawings). If the variable image 30 is a "moving image" that changes over time, the continuity of the background image 30b as a "moving image" is maintained from the normal state to the special state (see Figure 10).
[0062] Furthermore, in this embodiment, the fluctuating image 30 includes the reserved symbols 10. In other words, when the cabinet display animation occurs, the fluctuating image 30, which includes the reserved symbols 10, zooms out. If no new win / loss information is acquired (the number of reserved symbols does not change) when the cabinet display animation occurs, the number of reserved symbols 10 included in the fluctuating image 30 does not change. Also, if new win / loss information is acquired while the cabinet display animation is being executed (during the zoom-out), then new reserved symbols 10 will be displayed even during the zoom-out (see the change from Figure 10(b) to (c)). In other words, the increase in reserved symbols 10 is reflected even during the cabinet display animation.
[0063] Thus, in this embodiment, the enclosure display effect maintains the continuity of the fluctuating image 30 from the normal state to the special state. Furthermore, the timing of the occurrence of the enclosure display effect is undefined. In other words, the timing of the start of the change from the normal state to the special state is undefined. Since the appearance of the fluctuating image 30 at the time the change starts can change each time (it varies), the specific appearance of the enclosure display effect (the part of the fluctuating image 30) will be different unless the appearance of the fluctuating image 30 at the above time is exactly the same.
[0064] The cabinet display effect involves projecting an image of the gaming machine 1 "itself" onto the display area 911. By maintaining the continuity of the fluctuating image 30 as in this embodiment, the effect is achieved in making the effect appear more realistic (making it seem as if the gaming machine 1 currently being played is actually being displayed).
[0065] In this embodiment, the housing display is zoomed out to a position where the light-emitting unit 35 provided on the housing 1a is displayed. The light-emitting unit 35 is provided on the upper part of the housing 1a (above the display area 911), and a special state is defined as a state in which the housing 1a is zoomed out to a position in which an image of the light-emitting unit 35 (image light-emitting unit 35x) is displayed in the non-reference area 911a of the display area 911 (a state in which the portion of the housing 1a including the light-emitting unit 35 is displayed) (see Figure 10(c)).
[0066] After entering a special state, an image is displayed that causes the image light-emitting unit 35x to light up, and at the same time, the actual light-emitting unit 35 also lights up, in a "real object / image light-emitting effect" (see Figure 11). In other words, the "real object / image light-emitting effect" is an interesting effect in which an effect using a tangible object actually installed on the housing 1a and an effect using an image representing that tangible object (an effect using an image) are executed simultaneously. After the effect using the image light-emitting unit 35x and the actual light-emitting unit 35 is completed, the display returns to the normal state in which the fluctuating image 30 is displayed across the entire display area 911.
[0067] In this embodiment, the occurrence of the cabinet display effect (real object / image illumination effect) is set as a chance-up effect. In other words, when the cabinet display effect occurs during a certain spinning effect, the probability (reliability of winning) of the win / loss lottery corresponding to that spinning effect is higher than when it does not occur.
[0068] Even if a transition from the normal state to a special state begins, the setting may be such that the physical / image light-up effect does not occur. In other words, the setting may be such that the execution of the physical / image light-up effect is considered a chance-up, and the return to the original state (the normal state in which the fluctuating image 30 is displayed across the entire display area 911) without the physical / image light-up effect occurring is considered a non-chance-up. In this way, the player hopes that the fluctuating image 30 will shift (zoom out) until the image light-emitting section 35x is displayed, and that the physical / image light-up effect will be executed.
[0069] The following describes specific examples of improvements, concretizations, and modifications related to the display effects on the enclosure. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0070] 〇Specific Example 2-1 The variable image 30 includes the decorative pattern 80 and its background image 30b, and it has been explained that its continuity is maintained even when a cabinet display effect occurs. However, if a cabinet display effect occurs while the variable image 30, which includes an effect image that changes over time, is being displayed, the continuity of the effect image will also be maintained (the effect image is not always displayed during the variable effect). For example, if a character image representing a predetermined character is displayed as an effect image, and the cabinet display effect occurs while the character image is moving from right to left over time, the continuity of the movement of the character image will be maintained from the normal state to the special state.
[0071] Specific Example 2-2 After a cabinet display animation occurs, an operation animation may occur prompting the player to operate the operation means 70. Specifically, in a special state, the operation means 70 (for example, a push button 71) provided on the cabinet 1a of the gaming machine 1 is displayed, and the player is prompted to operate the operation means 70. That is, the cabinet display animation is such that the fluctuating image 30 zooms out, and the fluctuating image 30 zooms out until the operation means 70 provided outside the display area 911 is displayed as an image (the image button 35y is displayed). Then, an operation animation prompting the player to operate the operation means 70 occurs (see Figure 12). The continuity of the fluctuating image 30 is maintained even in this case. In this way, cabinet display animations can also be used as operation animations.
[0072] In this example, it is desirable to link the changes in the actual push button 71 with the changes in the image button 35y. For example, the actual push button 71 may be equipped with a light-emitting element, so that when the actual push button 71 lights up, the image button 35y also lights up (creating an indication that the button represented by the image is lit up) (see Figure 12). This makes the target of the operation (push button 71) in the operation demonstration clear.
[0073] The operation animation is set to have an operation validity period during which the operation of the operation means 70 is effective. When the operation means 70 is operated (a single operation) during the operation validity period, the system returns to the normal state. After returning to the normal state, the result of the operation animation is displayed in the display area 911. If the operation means 70 is not operated during the operation validity period, the system returns to the normal state and the result of the operation animation is displayed when the operation validity period ends. The operation animation can also be an animation that shows the result of a win or loss lottery. In this case, the operation animation should show a success result if the win or loss lottery result is a jackpot, and a failure result if it is a loss.
[0074] In this example, even if the cabinet display animation starts and a special state is entered, the display area 911 may not display the image manipulation means 70 and may return to the normal state. That is, whether or not the fluctuating image 30 zooms out until an image representing the manipulation means 70 (image button 35y) provided on the cabinet 1a is displayed is set as the branch for whether or not the manipulation animation is executed. In this case, it is preferable that the execution of the manipulation animation be more advantageous to the player than the non-execution of the manipulation animation. That is, the former case should have a higher probability of winning the jackpot than the latter case. In the latter case, it may be set that the result of the jackpot is guaranteed to be a loss. In this way, the animation becomes one in which the player wishes for the image to zoom out until the manipulation means 70 is displayed.
[0075] Specific Examples 2-3 In the above embodiment, the housing display effect (actual object / image light emission effect) is described as being performed simultaneously by a tangible object (e.g., light emission unit 35) actually provided on the housing 1a and an image representing that tangible object (image light emission unit 35x). However, it is possible that contradictions may occur between the two effects. For example, the actual light emission unit 35 may emit light in white, while the image light emission unit 35x (the light emission unit 35 represented by the image) may emit light in red (see Figure 13(a)).
[0076] In this case, it is advisable to set the probability of winning the jackpot to differ (the degree of chance-up differs) depending on whether a contradiction occurs or not. Specifically, the probability of winning the jackpot should differ depending on whether both the actual light-emitting part 35 and the image light-emitting part 35x emit white light (see Figure 13(b)) or whether the actual light-emitting part 35 emits white light and the image light-emitting part 35x emits red light (see Figure 13(a)). This creates an interesting presentation format where the player focuses on whether or not there is a contradiction between the presentation using an actual tangible object and the presentation using an image representing that object.
[0077] Specific Example 2-4 In the above embodiment, the housing display effect is described as being performed simultaneously by an effect using a tangible object (e.g., light-emitting unit 35) actually provided on the housing 1a and an effect using an image representing that tangible object (image light-emitting unit 35x). However, the configuration may be such that one is performed first. For example, the image light-emitting unit 35x may emit light (see Figure 14(a)) and then the actual light-emitting unit 35 may emit light (see Figure 14(b)). After the actual light-emitting unit 35 has emitted light, the image light-emitting unit 35x may continue to emit light, or it may stop emitting light. In this case, the effect using the image will serve as a preview of the effect using the actual tangible object. Conversely, if the effect using the actual tangible object is reversed, the effect using the image will serve as a preview of the effect using the image.
[0078] 4-2) Specific operation effects In this embodiment, it is possible to perform a specific operation performance as a type of operation performance that prompts the player to operate the operation means 70. The specific operation performance is a performance that prompts the player to perform a single press of the push button 71, which is one of the operation means 70. The push button 71 can change between a normal state and a special state that the player can perceive as being different from the normal state. In this embodiment, the special state is a state in which the push button 71 is vibrating (vibrating state), and the normal state is a state in which it is not vibrating (non-vibrating state). The vibration device for vibrating the push button 71 is publicly known, so its explanation will be omitted.
[0079] The period during which a specific operation animation is performed is divided into an operation validity period (the period during which the player is prompted to perform an operation) in which the operation of the push button 71 is valid, and a notification period, which is the period before the start of the operation validity period. During the operation validity period, an image (meter image) showing the remaining (elapsed) operation validity period, an image representing the push button 71 that is the target of the operation, and an image requesting a single operation (an image containing the words "Press") are displayed (see Figure 16(a)). In other words, the operation validity period is the period during which the player is actually required to perform an operation.
[0080] The notification period is the introductory part of the operation validity period (the part that notifies the user that the operation validity period is about to begin). In this embodiment, the push button 71 changes from its normal state to a special state during the notification period. Specifically, it changes from the normal state (see Figure 15(a)) to the special state (see Figure 15(b)), returns to the normal state, and then changes to the special state again, repeating this process multiple times. In this embodiment, the push button 71 is in the special state a total of three times throughout the notification period (it is in the normal state at the start of the operation validity period).
[0081] During the notification period, the effect image 40 is displayed in the display area 911 in accordance with the change of the push button 71 from its normal state to its special state. In this embodiment, the effect image 40 is displayed when the push button 71 is in its special state (see Figure 15(b)). As described above, the push button 71 enters its special state a total of three times during the notification period, so the effect image 40 is displayed a total of three times throughout the notification period. In this embodiment, the effect image 40 is not displayed when the push button is in its normal state (see Figure 15(a)).
[0082] The effect image 40 is designed to gradually expand from the side where the push button 71 is located. In this embodiment, since the push button 71 is located below the display area 911, the effect image 40 is an image (video) in which the display area expands over time from the lower edge of the display area 911. Furthermore, since the special aspect in this embodiment is "vibration," an image is displayed that appears to be an effect caused by the vibration (see Figure 15(b)). In this embodiment, the effect image 40 is an image that represents a "ripple" spreading from the push button 71.
[0083] After this notification period, the operation validity period (see Figure 16(a)) begins. If the operation means 70 that satisfies the conditions is operated during the operation validity period (see Figure 16(b)), the operation validity period ends, and the result of the performance (a result favorable to the player (success result; see Figure 16(c-1)) or a result unfavorable to the player (failure result; see Figure 16(c-2)) is shown. Since the specific operation performance in this embodiment is a performance that prompts a single operation, the operation validity period ends and the result is shown when the push button 71 is operated once during the operation validity period. If the operation means 70 that satisfies the conditions is not operated during the operation validity period... In this embodiment, the result is displayed when the operation validity period ends (time up). In this embodiment, the result itself is considered to indicate the win / loss lottery result. That is, if the win / loss lottery result corresponding to the in-game performance including the specific operation performance is a jackpot, it leads to a success result (including a reversal pattern that initially appears as a failure), and if it is a loss, it leads to a failure result. However, it is also possible to set it so that it does not indicate such a win / loss lottery result, but rather that the probability of winning a jackpot is higher when the result is a success than when the result is a failure.
[0084] Thus, in this embodiment, the effect image 40 is displayed in conjunction with the vibration (special mode) of the push button 71, thereby emphasizing the vibration of the push button 71. In particular, the effect image 40 in this embodiment is designed to gradually spread outward from the side where the push button 71 is located, that is, to appear as if it were caused by the vibration of the push button 71, thus providing a high vibration emphasizing effect.
[0085] Furthermore, in this embodiment, the push button 71 vibrates during the notification period prior to the start of the operation validity period for the specific operation effect, and the effect image 40 is displayed at the same time. This allows the player to easily grasp the location of the push button 71 to be operated and to anticipate that they will be prompted to operate the push button 71. In other words, preparation for the operation before the operation validity period can be carried out smoothly.
[0086] The following describes specific examples of improvements, concretizations, and modifications to matters related to specific operation and performance. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0087] 〇Specific Example 3-1 Multiple types of images are set as the effect images 40 that can be displayed. For example, the setting is such that sometimes the first effect image 41 is displayed (see Figure 17(a)) and sometimes the second effect image 42 is displayed (see Figure 17(b)). Furthermore, the setting is such that when the second effect image 42 is displayed during the preview period, the probability of the result of the specific operation performance being more favorable to the player is higher than when the first effect image 41 is displayed. If the result of the specific operation performance indicates the win / loss lottery result, then the probability of a big win is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed. In this way, the performance format becomes one in which the player pays attention to the form (type) of the effect image 40.
[0088] In addition, in the case of the present example, the special mode of the operating means 70 (push button 71) may be set to differ depending on the mode (type) of the effect image 40 that is displayed. For example, suppose that the vibration mode of the push button 71 is set to a first special mode (small vibration) (see Figure 17(a)) and a second special mode (large vibration) (see Figure 17(b)) which has a larger vibration. Then, the first effect image 41 is displayed when the first special mode is selected, and the second effect image 42 is displayed when the second special mode is selected. In this case, the difference between the first effect image 41 and the second effect image 42 may be the size of the image (maximum size). That is, since the "vibration" is greater in the second special mode than in the first special mode, the second effect image 42 is larger than the first effect image 41 (if the effect image 40 is a "ripple" as in the above embodiment, the size of the "ripple" should differ depending on the magnitude of the "vibration"). In this way, it is possible to clearly indicate whether the operating means 70 (push button 71) is in the first special mode or the second special mode (the magnitude of the "vibration") by the difference in the effect images 40 (the difference in invisible "vibration" can be represented by the difference in the effect images 40).
[0089] Specific Example 3-2 The setting is such that the display of effect image 40 is considered an increase in chances of winning. In other words, when the push button 71 vibrates, the effect image 40 may be displayed (see Figure 18(a)) or not (see Figure 18(b)). That is, during the notification period, there may be cases where the push button 71 vibrates but the effect image 40 is not displayed (excluding the decorative symbols 80 and the reserved symbols 10, the images displayed in the display area 911 differ in whether or not the effect image 40 is displayed). Furthermore, the setting is such that when the effect image 40 is displayed and the vibration of the push button 71 is emphasized, the probability of the result of the specific operation sequence being more favorable to the player is higher than when the effect image 40 is not displayed. If the result of the specific operation sequence indicates the win / loss lottery result, then the probability of winning the jackpot is higher when the effect image 40 is displayed than when it is not displayed. In this way, the sequence becomes one in which the player pays attention to whether or not the effect image 40 is displayed when the push button 71 vibrates.
[0090] Specific Example 3-3 In the above embodiment, it was explained that the vibration state of the operating means 70 (push button 71) is a special mode. However, other modes can be set as special modes as long as they are recognizable by the player's senses as being different from the normal mode (normal state). For example, the push button 71 may be equipped with a light-emitting element (e.g., an LED), and the normal mode may be set as the non-emitting state of the light-emitting element, and the special mode as the emitting state. In other words, the difference between the normal mode and the special mode should be recognizable by the player's vision. The light-emitting element may also emit light in the normal mode. That is, the light-emitting color of the light-emitting element in the normal mode and the light-emitting color of the light-emitting element in the special mode should be set to be different. In the case of this example, it is good to match the effect image 40 to the light-emitting color of the light-emitting element. For example, if the special mode is set as the light-emitting element emitting red light, then the effect image 40 should be red.
[0091] As explained in the specific example 3-1 above, if two or more modes are set for the effect image 40, then when the first special mode is set in which the light-emitting body emits white light, the first effect image 41 exhibiting white light will be displayed (see Figure 19(a)), and when the second special mode is set in which the light-emitting body emits red light, the second effect image 42 exhibiting red light will be displayed (see Figure 19(b)). In this way, by linking the light-emitting color of the light-emitting body with the color of the effect image 40, the emphasis effect of the effect image 40 on the special mode of the operating means 70 (push button 71) is enhanced.
[0092] Specific Examples 3-4 In the above embodiment, it was explained that the operating means 70 (push button 71) changes from a normal state to a special state during a notice period before the operation validity period, and that the effect image 40 is displayed accordingly. However, such a change from a normal state to a special state and the display of the effect image 40 accordingly may occur during the operation validity period. Alternatively, the operating means 70 (push button 71) may change from a normal state to a special state when the result of a specific operation effect is shown, and that the effect image 40 is displayed accordingly.
[0093] 4-3) Symbol Presentation In this embodiment, a symbol animation occurs as part of the animation that constitutes the animation during the variation. The symbol animation is an animation that utilizes decorative symbols 80. Specifically, it is an animation that indicates a favorable situation to the player by making X combinations of symbols a specific combination. X is the number of combinations of decorative symbols 80 that indicate the win or loss result. That is, in this embodiment, X=3. Note that if X=2 or more, the number of decorative symbols 80 that constitute the specific combination can be changed as appropriate.
[0094] The specific combination is not the same "three matching decorative symbols 80" that are shown when a jackpot is won. In other words, it is a so-called "chance combination" that is different from the combination that notifies a jackpot win. In this embodiment, the specific combination is a combination in which three decorative symbols 80 are arranged from left to right in a predetermined order (see Figure 20(b)). Specifically, the specific combination is a combination arranged in ascending order from left to right, such as "1-2-3", "2-3-4", "3-4-5", etc. Although each decorative symbol 80 is shown in the diagram as containing only "numbers", it may also include characters, etc. that accompany them. Also, each decorative symbol 80 normally includes parts other than "numbers", such as characters, but when a specific combination is constructed, it may be displayed as containing only "numbers". Furthermore, combinations such as "8-9-1" and "9-1-2", which return from the last number (9) to the first number (1) in a predetermined order, may also be included in "ascending order".
[0095] When a symbol animation is triggered, the movement of each group of 80 decorative symbols is stopped or simulated to stop before a specific combination is displayed. Here, "stop" refers to the point in time when a combination indicating a winning or losing result is definitively displayed. In other words, the movement of all 80 decorative symbols stops at the end of the animation. On the other hand, "simulated stop" refers to a state where the symbols appear to be stopped to the player, but are still moving slightly. Therefore, the point of "simulated stop" is not the end of the animation (it can be said to be the point in time when the animation appears to have ended).
[0096] In this embodiment, a specific combination is displayed to indicate that a so-called pseudo-continuous performance is about to occur. Since the pseudo-continuous performance itself is publicly known, a detailed explanation will be omitted, but it involves the fluctuating decorative symbols 80 (see Figure 20(a)) temporarily stopping (see Figure 20(b)), and then starting to fluctuate again (re-fluctuating) (see Figure 20(c)), repeating this process one or more times during a single fluctuating performance. The more times this re-fluctuates, the higher the probability of a jackpot in the target win / loss lottery result (the win / loss lottery result corresponding to the fluctuating performance including the pseudo-continuous performance). The combination at the time of the "pseudo-stop" when this pseudo-continuous performance occurs is referred to as the specific combination. In other words, the specific combination is a combination that indicates that a pseudo-continuous performance (re-fluctuating) will occur.
[0097] In contrast, a specific combination may be used as a "chance symbol" as a so-called pre-announcement effect. A pre-announcement effect suggests that the probability of a jackpot for a certain win / loss result (the target win / loss result of the pre-announcement effect) has increased, by showing a spinning effect for one or more consecutive win / loss results (previous win / loss results) that are announced before the target win / loss result in question. It is conceivable that a pre-announcement effect may occur where a combination indicating a previous win / loss result (a loss) becomes a specific combination (a chance symbol). In this case, the specific combination would be the combination that occurs when the spinning of the decorative symbol 80 "stops" to indicate a previous win / loss result (a loss).
[0098] The three decorative patterns 80 that constitute a specific combination are highlighted as follows. As described above, the specific combination in this embodiment consists of three decorative patterns 80 (numbers) arranged in ascending order. That is, the numbers of the left decorative pattern 80, the middle decorative pattern 80, and the right decorative pattern 80 are "consecutive" (consecutive numbers). These three decorative patterns 80 are displayed in ascending order, getting progressively smaller (see Figure 20(b)). That is, the left decorative pattern 80 is the largest, followed by the middle decorative pattern 80, and then the right decorative pattern 80 is the smallest. The size of each decorative pattern 80 is determined by its vertical length. That is, the greater the distance from the top to the bottom of the pattern, the "larger the pattern". Before a specific combination is constructed, each decorative pattern 80 is basically the same size.
[0099] The rules for specific combinations (chance combinations) vary depending on the gaming machine. In this embodiment, where a specific combination is defined as the decorative symbols 80 being arranged in a predetermined order, the symbols are highlighted in such a way that their size gradually decreases in that predetermined order, as described above. This makes it appear as if each symbol is arranged in numerical order from front to back, emphasizing that the specific combination is in "ascending order (sequential order)." For the player, this has the advantage of making the rules for the specific combination easy to understand.
[0100] The following describes specific examples of improvements, concretizations, and modifications related to the visual presentation. Furthermore, whenever possible, the techniques described using the following examples may be combined and applied to the resulting configuration.
[0101] 〇Specific Example 4-1 In the above embodiment, the highlighting is described as displaying the decorative patterns 80 constituting a specific combination in a predetermined order (ascending order) so that they gradually become smaller. However, they may also be displayed so that they gradually become larger in that order (see Figure 21). In this example, the relationship between the magnitude of the numbers and the relationship between the magnitude of the patterns are linked (the larger the number, the larger it is displayed), resulting in an easy-to-understand presentation.
[0102] 〇Specific Example 4-2 In the above embodiment, the decorative patterns 80 constituting a specific combination are described as being arranged in "ascending order," but a specific combination may also be one arranged in "descending order" (both "ascending order" and "descending order" may be set as specific combinations, or only "descending order" may be set as specific combinations). Even when the configuration is such that "descending order" is the specific combination, it is conceivable to arrange them so that they gradually get smaller from left to right, as in the above embodiment (the left decorative pattern 80 is the largest, and the right decorative pattern 80 is the smallest). In this way, the relative sizes of the numbers and the relative sizes of the patterns are linked. Note that descending order may also include combinations such as "1-9-8" and "2-1-9," which return to the last number (9) in a predetermined order from the first number (1).
[0103] Furthermore, in settings where both "ascending order" and "descending order" are considered specific combinations, it is conceivable to have configurations where the direction of change in the size of the patterns differs between "ascending order" and "descending order". For example, as shown in Figure 22(a), in the case of "ascending order", each decorative pattern 80 may be displayed so that it gradually gets smaller from left to right (see Figure 22(a-1)), while in the case of "descending order", each decorative pattern 80 may be displayed so that it gradually gets larger from left to right (see Figure 22(a-2)) (making it appear as if the numbers are positioned closer to the viewer). Conversely, as shown in Figure 22(b), in the case of "ascending order", each decorative pattern 80 may be displayed so that it gradually gets larger from left to right (see Figure 22(b-1)), while in the case of "descending order", each decorative pattern 80 may be displayed so that it gradually gets smaller from left to right (see Figure 22(b-2)) (assuming that in both "ascending order" and "descending order", the relative sizes of the numbers and the relative sizes of the patterns are linked). By doing this, the direction in which the size of the symbols decreases (or increases) differs depending on whether the order is ascending or descending, making it easier to determine which specific combination of ascending or descending order has occurred. Furthermore, if both ascending and descending order are considered specific combinations, it is preferable to set the game so that the other outcome is more advantageous to the player than the other (higher reliability of the jackpot in the target winning / losing lottery result). In this case, whether the specific combination is ascending or descending becomes a matter of interest to the player, so making it easier to determine which specific combination of ascending or descending order has occurred is of great significance.
[0104] Specific Example 4-3 In the above embodiment, it was explained that a specific combination is one in which the decorative patterns 80 are arranged in a predetermined order (ascending order). However, other combinations may also be considered specific combinations. In other words, the "rules" for specific combinations may be different.
[0105] When a specific combination is defined as one containing two or more of the same type of decorative symbol 80, it is advisable to make the sizes of the same type of decorative symbol 80 the same when highlighted. For example, if a specific combination is defined as one in which the middle decorative symbol 80 and the right decorative symbol 80 are of the same type, such as "1·2·2" or "2·3·3", then the sizes of the middle decorative symbol 80 and the right decorative symbol 80 should be the same, while the sizes of these two decorative symbols 80 and the left decorative symbol 80 should be different (see Figure 23). In this way, players can easily understand that combinations in which two decorative symbols 80 (middle decorative symbol 80 and right decorative symbol 80) are of the same type (but are not jackpot combinations) are considered chance symbols. In this case as well, smaller numbers may be made to appear closer to the viewer (larger) (see Figure 23(a)), or conversely, larger numbers may be made to appear closer to the viewer (larger) (see Figure 23(b)).
[0106] Specific Example 4-4 Since the decorative patterns 80 that make up a specific combination change in size in a predetermined order, two adjacent decorative patterns 80 will have one larger than the other. In the above embodiment, the decorative pattern 80 located to the left is larger. Based on this premise, the highlighting is performed in such a way that a portion of a relatively small decorative pattern 80 is covered by a portion of a relatively large decorative pattern adjacent to it. For example, if the specific combination "2, 3, 4" is displayed, the left portion of the "3" pattern will be obscured by the right portion of the "2" pattern, and the left portion of the "4" pattern will be obscured by the right portion of the "3" pattern (see Figure 24). In this way, the larger decorative pattern 80 will appear to be located closer to the viewer, thus emphasizing the size difference of each decorative pattern 80 and making it clearer that they are arranged in a predetermined order.
[0107] In this example, it is preferable to have separate image layers for each decorative pattern 80 that constitutes a specific combination, in order to facilitate image control. The image layer representing the larger decorative pattern 80 is set as the front layer (in the case of the above embodiment, the left decorative pattern 80 is represented by the frontmost image layer, and the right decorative pattern 80 by the backmost image layer).
[0108] Specific Examples 4-5 The symbol display includes a change from a normal display to a highlighted display, where the X decorative symbols 80 constituting a specific combination are all the same size. To illustrate with an example where the specific combination "1, 2, 3" is displayed, immediately after the variation of each group of decorative symbols 80g stops or is pseudo-stopped, the three decorative symbols 80 "1, 2, 3" are all the same size (in the normal display state) (see Figure 25(b)). From that state, a change occurs in which the middle decorative symbol 80 becomes smaller than the left decorative symbol 80, and the right decorative symbol 80 becomes smaller than the middle decorative symbol 80, resulting in a change to a highlighted display state (see Figure 25(c)). For example, compared to the size in the normal display state, the size of the left decorative symbol 80 is maintained (said to be a magnification of 1.0x), but the middle decorative symbol 80 becomes 0.75x and the right decorative symbol 80 becomes 0.50x. In other words, when switching from normal display to highlighted display, the display magnification of each decorative pattern 80 is changed (the smaller the pattern that should be displayed in highlighted state, the smaller the magnification).
[0109] In this way, by displaying the decorative patterns 80 that make up a specific combination in a normal display where they are all the same size before the highlighting is applied, it becomes clearer that the decorative patterns 80 are of different sizes in a prescribed order (when they are highlighted).
[0110] Specific Examples 4-6 The highlighting is such that the X decorative patterns 80 are displayed in perspective. As in the embodiment described above, if the highlighting is such that each decorative pattern 80 becomes smaller from left to right, then the vanishing point P is located on the right side of the display area 911, resulting in a perspective display. That is, assuming an upper virtual line P1 and a lower virtual line P2 that gradually narrow towards the right side of the display area 911, the highlighting is such that the upper side of each decorative pattern 80 follows the upper virtual line P1 and the lower side follows the lower virtual line P2 (the intersection of the upper virtual line P1 and the lower virtual line P2 is the vanishing point P) (see Figure 26). In this way, the fact that each decorative pattern 80 is arranged in a predetermined order is further emphasized.
[0111] 4-4) Specific Prediction Effects In this embodiment, a specific pre-announcement effect occurs as an effect that constitutes the in-game effect. As described above, the pre-announcement effect indicates that the probability of a win or loss for a certain win or loss result (the target win or loss result that the pre-announcement effect is targeting) has increased, by an in-game effect (previous in-game effect) for one or more consecutive win or loss results (previous win or loss results) that are announced before the target win or loss result. If the in-game effect for the target win or loss result is called the target in-game effect, then the previous in-game effect will be executed before the target in-game effect begins. A specific pre-announcement effect occurs as a type of this pre-announcement effect. Specifically, the previous win or loss result is a loss, and the specific pre-announcement effect occurs as a component of the ending part that includes the end of the previous in-game effect that announces the loss (the end of the loss announcement).
[0112] The reel spinning sequence that constitutes the specific pre-announcement sequence includes the following first to third stages. The first stage (see Figures 27(a) and 27(d)) is the stage in which the reference image 50 of the display area 911 is displayed. The reference image 50 is an image that includes the reel spinning decorative symbols 80 (group of decorative symbols 80g) and the background image 30b that is displayed as its background. In this embodiment, the reserved symbols 10 are also included in the reference image 50 (the background image 30b is also the background of the reserved symbols 10). In other words, the first stage can be said to be the normal state before the specific pre-announcement sequence begins. In this embodiment, the reference image 50 is what is displayed across the entire display area 911 in the first stage.
[0113] The second stage (see Figures 27(b) and 27(e)) following the first stage is a state in which the reference image 50 is displayed as if it has shifted relative to the display area 911. That is, in the first stage, the reference image 50 is displayed across the entire display area 911, but the second stage is reached when the reference image 50 is displaced relative to the display area 911. Since the reference image 50 is displaced relative to the display area 911, in the second stage, the outer edge of the reference image 50 that was not visible in the first stage (the part corresponding to the outer edge of the display area 911 in the first stage) becomes visible. In this embodiment, a change occurs that makes it appear as if the reference image 50 has been displaced backward. In other words, in the second stage, the outer edge of the reference image 50 is displayed in a roughly rectangular shape. It is also possible to make it appear as if the reference image 50 has been displaced in at least one direction, either vertically or horizontally, relative to the display area 911. Furthermore, it is also possible to make it appear as if the reference image 50 has been displaced three-dimensionally relative to the display area 911. For example, in the second stage, the outer edge of the reference image 50 may be displayed in a substantially parallelogram shape.
[0114] When transitioning from the first stage to the second stage, the continuity of the content represented by the reference image 50 is maintained. That is, the continuity of the changes in the decorative symbols 80 included in the reference image 50, and if the background image 30b is a video, is maintained (to the player, it appears as if the shape of the image representing the same content has changed). In other words, even in the second stage, at least one of the decorative symbol groups 80g (left, middle, or right) is still changing (it is in the middle of the previous changing animation).
[0115] The third stage, following the second stage (see Figures 27(c) and 27(f)), is the stage in which the reference image 50 returns to its original state (the same size as the first stage). That is, similar to the first stage, the reference image 50 returns to a state where it is displayed across the entire display area 911. Therefore, the outer edge of the reference image 50 that was displayed in the second stage becomes invisible when the transition to the third stage occurs. As the reference image 50 returns to the same size as the first stage, the combination of decorative patterns 80 included in the reference image 50 is designated as a "losing" combination (losing combination). The specific pre-announcement effect is performed during the previous variation effect that announces the result of the previous win / loss lottery, and the losing combination that announces the result of the previous win / loss lottery is displayed. In other words, the third stage includes the end of the previous variation effect and is the stage in which the losing combination of decorative patterns 80 that indicates the result of the previous win / loss lottery (losing) is displayed. Such a losing combination is displayed almost simultaneously with the reference image 50 returning to its original size.
[0116] In a specific pre-announcement effect, the probability of a jackpot in the target win / loss lottery increases as the number of previous in-spin effects (pre-announcement count) increases. One or more previous in-spin effects that constitute a specific pre-announcement effect are considered to include the first to third stages described above (in the example shown in Figure 27, (a) to (c) are one pre-announcement, and (d) to (f) are the next pre-announcement). In other words, the reference image 50 is displayed as if it has shifted relative to the display area 911, and then it returns to its original position, and the result of the previous win / loss lottery (loss) is announced. In this way, since the announcement of a loss occurs after the reference image 50 "shifts", it has the advantage of being easy to understand that a pre-announcement has occurred (it is easy to understand that the spin in which the action occurs is a spin included in the pre-announcement count).
[0117] The following describes specific examples of improvements, concretizations, and modifications related to specific pre-announcement effects. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.
[0118] 〇Specific Example 5-1 In the second stage, the reference image 50 is displayed as if it were shifted relative to the display area 911, resulting in an area in the display area 911 where the reference image 50 is not displayed (non-reference area 911a). The appearance of the image displayed in this non-reference area 911a (hereinafter referred to as the non-reference image 51) suggests the reliability of the specific pre-announcement effect, that is, the reliability of the target win / loss lottery result. For example, there are cases where the first non-reference image 511 is displayed as the non-reference image 511 (see Figure 28(b-1)) and cases where the second non-reference image 512 (which has a different appearance from the first non-reference image 511) is displayed (see Figure 28(b-2)). In the second stage, the setting is such that the reliability of the target win / loss lottery result is higher when the second non-reference image 512 is displayed than when the first non-reference image 511 is displayed. As mentioned above, the more times a specific pre-announcement effect is displayed, the higher the probability of winning the jackpot in the target win / loss lottery. Therefore, assuming the same number of pre-announcements, the probability of winning the jackpot is higher when the second non-standard image 512 is displayed than when the first non-standard image 511 is displayed. It is also possible to have a configuration in which three or more non-standard images 51 with different jackpot probabilities are set.
[0119] Furthermore, in specific pre-read animations where the previous in-game animation occurs two or more times (the number of pre-reads is two or more), the setting may allow the non-standard image 51 to change (step up) midway through. For example, the setting may allow the first non-standard image 511 to be displayed in the second stage of the in-game animation two stages prior to the target in-game animation, and the second non-standard image 512 to be displayed in the second stage of the in-game animation one stage prior to the target in-game animation. In addition, in such a setting, the setting may allow the reliability of the target win / loss lottery result to be higher if the second non-standard image 512 is displayed in both the in-game animation two stages prior and the in-game animation one stage prior to the target in-game animation, compared to the case where the first non-standard image 511 was displayed in the in-game animation two stages prior, but the second non-standard image 512 was displayed in the in-game animation one stage prior to the target in-game animation. In other words, the setting may allow the reliability of the win to be higher the more times the highly reliable non-standard image 51 is displayed through the specific pre-read animation (through two or more in-game animations).
[0120] 〇Specific Example 5-2 The shape of the outer edge (outer form) of the reference image 50 in the second stage may differ. Specifically, the outer form of the reference image 50 in the state where it has changed the most from the first stage (after a predetermined time has elapsed since the start of the second stage) may differ each time a specific pre-announcement effect occurs. For example, the outer form of the reference image 50 in the second stage may be the first form (see Figure 29(b-1)), or it may be a second form that is different from the first form (see Figure 29(b-2)). Furthermore, the probability of winning the jackpot is higher when the outer form is the second form than when it is the first form. As mentioned above, the probability of winning the jackpot increases with each pre-announcement of the specific pre-announcement effect. If the number of pre-announcements is the same, the probability of winning the jackpot is higher when the outer form of the reference image 50 is the second form than when it is the first form. It is also possible to have a configuration in which three or more outer forms with different jackpot probabilities are set.
[0121] Furthermore, in specific pre-read sequences where the preceding variation sequence occurs two or more times (the number of pre-reads is two or more), the shape of the reference image 50 may change (step up) midway through. For example, in the second stage of the variation sequence two steps prior to the target variation sequence, the shape of the reference image 50 may be the first form, and in the second stage of the variation sequence one step prior to the target variation sequence, the shape of the reference image 50 may be the second form. In addition, in such a setting, the reliability of the target win / loss lottery result may be set to be higher if both the variation sequence two steps prior and the variation sequence one step prior are the second form, compared to the case where the variation sequence two steps prior was the first form but the variation sequence one step prior was the second form. In other words, the more times the shape of the reference image 50 is in a highly reliable form through the specific pre-read sequence (through two or more subsequent variation sequences), the higher the reliability of the win / loss result may be set.
[0122] 〇Specific Example 5-3 In the third stage, the combination of decorative symbols 80 (the combination indicating that the previous variation was a miss) may be set as a branching point for whether or not the probability of a big win in the target win / loss lottery increases, depending on whether or not it is a predetermined combination (a chance symbol) (see Figure 30(b-1)) (see Figure 30(b-2)). In other words, if a chance symbol is formed, a pre-read effect occurs, and if a chance symbol is not formed, no pre-read effect occurs (Note that in Figure 30, an example is shown where the number "7" in the middle decorative symbol 80 is set as the chance symbol).
[0123] In this way, the timing when a chance event is likely to occur is highlighted by a change in the appearance of the reference image 50 (a change from the second stage to the third stage). In other words, the change to the second stage functions as a warning that suggests the possibility of a chance event occurring (a premonition occurring). That is, the setting is such that the probability of a chance event occurring is higher when a change from the first stage to the second stage occurs compared to when it does not occur.
[0124] 〇Specific Example 5-4 In the above embodiment, the combination of decorative symbols 80 shown in the third stage was explained as a losing combination indicating a losing lottery result. However, it is also possible to display a combination that indicates a jackpot. That is, in conjunction with the third stage, three identical decorative symbols 80 may be displayed. In other words, the change of the reference image 50 from the first stage to the second stage to the third stage can also be used to notify a jackpot.
[0125] 4-5) Live broadcast production As part of the performance during the reel spin, a specific performance may occur. This specific performance is a type of so-called super reach performance, and it leads to either a favorable ending, indicating a situation advantageous to the player, or a disadvantageous ending, indicating a situation disadvantageous to the player. A favorable ending indicates that the result of the win / loss lottery is a jackpot. In other words, a favorable ending is only reached if the result of the win / loss lottery is a jackpot. If the favorable ending is not reached, a disadvantageous ending is reached. If the result of the win / loss lottery is a loss, a disadvantageous ending is reached. The specific form of the performance leading up to the ending may be anything. In this embodiment, the specific performance is one in which an ally character (the player's character) and an enemy character fight (see Figure 31(a)). The favorable ending is set to display an image of the ally character winning (see Figure 31(b-1)), and the disadvantageous ending is set to display an image of the ally character losing (including when a reversal performance, described later, occurs) (see Figure 31(b-2)).
[0126] In the course of a spin, a reversal animation may occur when a specific animation occurs. The reversal animation can only occur if the specific animation has an unfavorable outcome. Specifically, the reversal animation is an animation that overturns the unfavorable outcome and indicates that the result of the win / loss lottery is a jackpot. In other words, the reversal animation can be said to be a jackpot confirmation animation that can only occur when the result of the win / loss lottery is a jackpot. The specific form of the reversal animation can be anything as long as the player can understand that the unfavorable outcome has been overturned. In this embodiment, the reversal animation is an image displaying that shows the defeated ally character has been revived (see Figure 32(a)). After the reversal animation, the combination of decorative symbols 80 stops in a combination that indicates a jackpot (a jackpot confirmation is displayed).
[0127] In other words, when a specific animation occurs, if the win / loss lottery result is a jackpot, the jackpot will be announced either by the animation leading to a favorable outcome (see Figure 31(b-1)) or by a reversal animation occurring after an unfavorable outcome (see Figure 31(b-2)) (see Figure 32(a)) to announce the jackpot. If the win / loss lottery result is a loss, it will lead to an unfavorable outcome (see Figure 31(b-2)) and the reversal animation will not occur (see Figure 32(b)). Note that when a specific animation occurs and the win / loss lottery result is a jackpot, the announcement will almost always be made after a favorable outcome. That is, cases in which a reversal animation occurs are rare (for example, it may be set so that a reversal animation occurs only 5% of the time when a jackpot is won).
[0128] After a specific animation sequence leads to an unfavorable outcome (see Figure 31(b-2)), the transition image 60 is displayed in the display area 911 (see Figure 31(c)). The transition image 60 is displayed regardless of whether a reversal animation sequence occurs or not. In other words, if an unfavorable outcome occurs, the same form of the transition image 60 is displayed each time, regardless of whether a reversal animation sequence occurs or not. In this embodiment, a solid black image (blackout image) that covers the entire display area 911 is displayed as the transition image 60. In addition, images such as decorative patterns 80 may be displayed in small size near the outer edge of the display area 911 along with the transition image 60.
[0129] If the result of the draw is a jackpot, the reversal animation will actually occur after the displayed switching image 60 is erased (see Figure 32(a)). On the other hand, if the result of the draw is a loss, the reversal animation will not occur even if the switching image 60 is erased (in this embodiment, an image is displayed in which the decorative symbols 80 have stopped in a combination indicating a loss, confirming a loss) (see Figure 32(b)). In other words, it is determined whether or not the reversal animation will actually occur after the switching image 60, which is displayed after an unfavorable outcome, is erased (note that "determined" here means that it becomes possible to see the reversal animation being executed. In other words, it is not possible to "determine" the situation before the reversal animation actually occurs). The switching image 60 can be said to be an image displayed for scene change after a particular animation has reached an unfavorable outcome.
[0130] If a specific animation ends unfavorably, but a reversal animation occurs afterward (i.e., the result of the win / loss lottery is a jackpot), a relay animation occurs before the actual reversal animation takes place. In this embodiment, the relay animation occurs when a predetermined sound (a short sound lasting a few seconds) is output from speaker 95 (in the diagram, this sound is indicated by the word "Pikiiin") (see Figure 31(c-1)). In this embodiment, the relay animation (output of the sound) is performed while the switching image 60 is displayed (the output of the sound effect ends before the switching image 60 is erased). The relay animation does not occur if a reversal animation does not occur (i.e., the result of the win / loss lottery is a loss) (this means that the predetermined sound ("Pikiiin") is not output, but other sounds may be output) (see Figure 31(c-2)).
[0131] Here, the aforementioned sound effect ("Pikiiin" sound) is a "jackpot confirmation sound" that can be output regardless of whether a specific effect is performed or not. In other words, even during spinning spins where a specific effect is not performed (jackpot spins that do not include a specific effect), a jackpot confirmation sound (hereinafter sometimes simply referred to as a confirmation sound) can occur, in which this sound effect is output. For example, even during reel spins where a reach has not been established, a confirmation sound may suddenly occur (see Figure 33). Therefore, players who have played for a certain amount of time may encounter this confirmation sound during a jackpot spin.
[0132] As mentioned above, the relay animation emits the same sound as the confirmed win animation. In other words, the relay animation is identical in form to the confirmed win animation. The relay animation can only occur when a reversal animation occurs, and by making the relay animation identical in form to the confirmed win animation, players who are aware of the existence of the confirmed win animation can know in advance that an unfavorable outcome (a loss) will be reversed, and the flow of the animation leading up to the reversal animation can be made smoother (they can easily grasp that a reversal animation has occurred).
[0133] Furthermore, in this embodiment, after an unfavorable outcome, regardless of whether a reversal animation occurs (regardless of the win / loss lottery result), the switching image 60 is displayed in the display area 911. When a reversal animation occurs, an animation sound is output when the switching image 60 is displayed (a relay animation occurs). In other words, a reversal animation occurs when the same switching image 60 as usual is displayed (the same animation as usual is being performed as a "visually appealing animation"), but an animation sound that is not normally output is output (something different as an "auditoryly appealing animation" is being performed). To put it simply, the difference between when a reversal animation occurs and when it does not is the presence or absence of an animation sound, and the same image is displayed in the display area 911. Generally, players will be paying attention to the "visually appealing animation" displayed in the display area 911, so even if the "visually appealing animation" performed in the display area 911 is the same as usual, they may feel a sense of incongruity when an "auditoryly appealing animation" that is different from usual occurs at that time. In other words, a gameplay feature is realized in which a reversal animation occurs when there is a "sense of incongruity" caused by the output of an animation sound.
[0134] The following describes specific examples of improvements, concretizations, and modifications related to broadcast production. Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0135] 〇Specific Example 6-1 In the above embodiment, it was explained that after a specific performance reaches an unfavorable outcome, the same type of switching image 60 is displayed regardless of whether a reversal performance occurs or not. However, a configuration in which such a switching image 60 is not displayed is also possible. That is, if a reversal performance does not occur, the first switching image is displayed, but if a reversal performance occurs, a second switching image with a different form from the first switching image is displayed. If a reversal performance occurs, a performance sound is output (a relay performance is executed) when the second switching image is displayed.
[0136] 〇Specific Example 6-2 In the above embodiment, it was explained that the output of a sound effect occurs as a relay effect before the reversal effect occurs, but other types of effects may also occur as relay effects. However, as mentioned above, since the relay effect needs to be an effect that makes the player feel uncomfortable, it is preferable that the effect is not one in which a predetermined image is displayed in the display area 911 (it should not be an effect that is performed in the display area 911, which is the area that the player pays the most attention to). For example, it is conceivable that the illumination of the light-emitting unit 35 provided in the gaming machine 1 (excluding effects in which a predetermined part of the display area 911 illuminates) may occur as a relay effect. That is, after a specific effect reaches an unfavorable outcome (see Figure 34(a)), if the light-emitting unit 35 illuminates in a predetermined manner (see Figure 34(b-1)), a reversal effect occurs (see Figure 34(c-1)), and if it does not illuminate in the predetermined manner (it does not illuminate at all (see Figure 34(b-2)), or if it illuminates in a manner other than the predetermined manner), a reversal effect does not occur (see Figure 34(c-2)).
[0137] 〇Specific Example 6-3 In the above embodiment, it was explained that the sound output as a relay effect is the same as the sound output as a confirmed effect, which can occur even during a variation effect where no specific effect occurs. However, it is also possible to have a configuration in which the sound of the relay effect and the sound of the confirmed effect are different.
[0138] Specific Example 6-4 In the above embodiment, it was explained that if a relay animation occurs after an unfavorable outcome and a predetermined sound effect is output, it is certain that a reversal animation will occur. However, it is also possible to set it so that even if a sound effect is output, a reversal animation does not necessarily occur. In other words, the probability of a reversal animation occurring is higher when a sound effect is output after an unfavorable outcome than when it is not output. In this way, the output of the sound effect only serves as an indication that a reversal animation may occur.
[0139] Furthermore, multiple types of sound effects may be provided as part of the relay effect, and the probability of a reversal effect occurring may differ depending on which sound effect is output. For example, after an unfavorable outcome, the first sound effect may be output (see Figure 35(a-1)), or the second sound effect (which has a different effect from the first sound effect) may be output (see Figure 35(a-2)). The probability of a reversal effect occurring is higher when the second sound effect is output than when the first sound effect is output. It may also be set so that when the second sound effect is output, a reversal effect is guaranteed to occur. In this way, a gameplay feature is achieved that encourages players to pay attention to the type of sound effect.
[0140] 5) 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.
[0141] 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.
[0142] The effects described in the above embodiment that suggest the probability (reliability of winning) of the draw result being a "jackpot" can also be used to suggest the probability of winning a so-called "minor win."
[0143] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0144] ·Means 1-1 The gaming machine comprises: a winning game execution means that executes a winning game when the result of the win / fail lottery is a win; a game state setting means that can set a special game state which is more advantageous to the player than the normal game state, and in which the player aims to get a win / fail lottery result; and a display means that displays a profit image showing the profit already obtained in the winning game. The gaming machine is characterized in that, when a subsequent winning game is executed after the special game state which is started after the previous winning game has finished, if a normal consecutive win occurs where the result of the win / fail lottery is a win after reaching a switching point where the result of the win / fail lottery is a loss for N consecutive times since the start of the special game state, the profit image is displayed in a reset state in the subsequent winning game, whereas if a short-interval consecutive win occurs where the result of the win / fail lottery is a win before reaching the switching point, the profit image including the profit obtained in the previous winning game is displayed in the subsequent winning game. However, the special game state continues even after reaching the switching point. According to the above-mentioned gaming machine, when consecutive wins occur at short intervals, the previous and subsequent winning games appear as if they were a single winning game, and it seems as if a large profit is being obtained from that single winning game, thus improving the appeal of the game (contributing to increased desire to play).
[0145] ·Means 1-2 The winning game includes one or more unit games in which a predetermined prize area is opened until a closing condition is met, and in the winning game, an image of the number of unit games that increases when the unit game ends is displayed, and if the short-interval consecutive wins occur, in the subsequent winning game, the image of the number of unit games that was performed in the previous winning game is displayed, characterized in that the gaming machine according to claim 1. In this way, when consecutive wins occur at short intervals, the unit game count image, which includes the number of unit games from the previous win, is displayed in the subsequent win game, thus enhancing the effect that the previous and subsequent win games appear to be a single jackpot game.
[0146] ·Means 1-3 The gaming machine according to claim 1 or 2, further comprising a variation time determination means for determining the variation time from when the decorative pattern displayed on the display means starts to vary until it stops in a manner that indicates the result of the draw, wherein the shortest variation time before reaching the switching point in the special game state is shorter than the shortest variation time after reaching the switching point. By doing this, the interval between the first and second winning games in cases of consecutive wins at short intervals becomes shorter, which enhances the effect that the first and second winning games appear to be a single jackpot game.
[0147] ·Means 1-4 A gaming machine according to any one of claims 1 to 3, characterized in that the game transitions to the normal gaming state when the result of the winning / losing lottery is M consecutive times unsuccessful after the start of the special gaming state. However, N <Mであるとする。
[0148] ·Means 2-1 A gaming machine comprising: a means for executing a winning game when the result of the winning / losing lottery is a win; and a means for setting a special game state in which the player aims to get a win in the winning / losing lottery, and which is more advantageous to the player than the normal game state; wherein, when a switching point is reached in which the result of the winning / losing lottery is a loss for N consecutive times after the start of the special game state, a pseudo-start performance is executed that makes it appear as if the special game state will start after the switching point. However, the special game state continues even after reaching the switching point. By doing this, it becomes possible to make it appear as if the special game state has started midway through, thus expanding the range of gameplay.
[0149] ·Means 2-2 The gaming machine according to claim 1, characterized in that the game transitions to the normal gaming state when the result of the winning / losing lottery is M consecutive times unsuccessful after the special gaming state has started. However, N <Mであるとする。 ·Means 2-3 The gaming machine according to claim 2, characterized in that the pseudo-start performance includes a display of a pseudo-number of times indicating that the special game state will continue until D consecutive losses occur, provided that D = MN. By doing this, it becomes possible to make a special game state that actually lasts for M rounds appear as if it lasts for D rounds.
[0150] ·Means 2-4 The game machine according to any one of claims 1 to 3, wherein the special game state performance mode after reaching the switching point is set to one of several performance modes, and the pseudo-start performance includes a selection performance that allows the player to select their preferred performance mode from among the several performance modes. This enhances the effect of making it appear as if the special game state has started from the moment of the switch.
[0151] ·Means 2-5 The gaming machine according to any one of claims 1 to 4, characterized in that the aforementioned pseudo-start performance includes a corporate mark indicating the manufacturer or seller of the gaming machine. This enhances the effect of making it appear as if the special game state has started from the moment of the switch.
[0152] ·Means 3-1 A gaming machine comprising: a display means having a display area; and a variation-in-performance execution means that executes a variation-in-performance from the start of variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the result of a win or loss lottery, wherein a cabinet display performance can be executed as a performance constituting the variation-in-performance, which changes from a normal state in which a variation image for the variation-in-performance is displayed across the entire display area, to a special state in which a change occurs in which the variation image becomes smaller, and at least a part of the cabinet is displayed in the portion of the display area in which the variation image is not displayed as a result, and the continuity of the variation image is maintained from the normal state to the special state. According to the above-mentioned gaming machine, the continuity of the fluctuating images is maintained even in special states, making it possible to create an interesting cabinet display effect that makes it appear as if the actual gaming machine (cabinet) being played is being displayed.
[0153] ·Means 3-2 The gaming machine according to means 3-1, wherein the fluctuating image includes the decorative pattern that is displayed in a fluctuating manner, and the continuity of the fluctuation of the decorative pattern included in the fluctuating image is maintained from the normal state to the special state. This enhances the effect of making it appear as if the actual gaming machine (cabinet) being played is truly being displayed.
[0154] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, comprising a storage means for storing a predetermined number of win / loss lottery information used in the win / loss lottery, wherein the fluctuating image includes a reserved symbol indicating the existence of the win / loss lottery information for which the notification of the corresponding win / loss lottery result has not been completed, and if new win / loss lottery information is acquired while the cabinet display performance is being executed, the reserved symbol corresponding to the win / loss lottery information is newly displayed. This enhances the effect of making it appear as if the actual gaming machine (cabinet) being played is truly being displayed.
[0155] ·Means 3-4 The gaming machine according to any one of means 3-1 to 3-3, wherein the housing is provided with a light-emitting unit, and in the special state, at least a part of the housing including the light-emitting unit is displayed in the portion of the display area where the fluctuating image is not displayed, and an image illuminated by the image light-emitting unit is displayed and the light-emitting unit illuminates. This approach creates an interesting visual effect where the light emitted by the actual light-emitting part on the casing is linked to the light emitted by the image representing it (the image light-emitting part).
[0156] ·Means 4-1 A gaming machine comprising: a display means having a display area; an operating means that can be operated by a player and can change between a normal state and a special state that is perceptually different from the normal state; and an effect execution means that performs a specific operation effect using the operating means, wherein, in the specific operation effect, an effect image is displayed in the display area in accordance with the change of the operating means from the normal state to the special state. The above-mentioned gaming machine is capable of performing an interesting operation animation (specific operation animation) in which the fact that the operation means has become a special form is emphasized by effect images.
[0157] ·Means 4-2 The gaming machine according to means 4-1, characterized in that the effect image is an image displayed in the display area so as to gradually expand from the side on which the operating means is provided. In this way, the effect of the special nature of the manipulation means makes it appear as if a change has occurred in the image (the emphasis on the special nature by the effect image is enhanced).
[0158] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, wherein the specified operation effect includes an operation validity period during which the operation of the operation means becomes effective, and a notice period prior to the operation validity period, and an effect image is displayed in the display area in accordance with the change of the operation means from the normal mode to the special mode during the notice period. In this way, by having the operating means change to a special configuration and display an effect image during the notice period prior to the effective period of operation, the location of the operating means to be operated can be easily grasped, and it is possible to predict in advance that operation of the operating means will be prompted.
[0159] ·Means 5-1 A gaming machine comprising: a display means for displaying multiple types of decorative symbols in a predetermined order, which are symbols indicating the result of a winning or losing lottery; and a performance execution means for executing a symbol performance that suggests a favorable situation for the player by designating a specific combination of X of the decorative symbols, wherein the specific combination is a combination of X of the decorative symbols arranged in the predetermined order, and during the symbol performance, the X of the decorative symbols constituting the specific combination are highlighted so that they become progressively smaller or larger in the predetermined order. According to the above-mentioned gaming machine, it becomes possible to clearly demonstrate that a specific combination has been formed.
[0160] ·Means 5-2 The gaming machine according to means 5-1, characterized in that the decorative pattern includes a number set according to its type, the prescribed order is the order of the numbers, and the highlighting display is such that the X decorative patterns constituting the specific combination are displayed in the order of the numbers, becoming progressively smaller or larger. This makes it easy to recognize that the arrangement of decorative patterns in numerical order constitutes a specific combination.
[0161] ·Means 5-3 The gaming machine according to means 5-1 or means 5-2, characterized in that the two adjacent decorative patterns constituting the specific combination are displayed such that a portion of the relatively larger decorative pattern overlaps a portion of the relatively smaller decorative pattern in front of it. This method emphasizes the differences in size of each decorative pattern that make up a particular combination (making it easier to see that the size of the decorative patterns changes in a prescribed order).
[0162] ·Means 5-4 The game machine according to any one of means 5-1 to 5-3, characterized in that the aforementioned pattern display includes a change from a normal display in which the X decorative patterns constituting the specific combination are the same size to the highlighted display. This makes it easier to see that the highlights are made up of different sizes of decorative patterns (making it easier for players to notice the highlights).
[0163] ·Means 6-1 A gaming machine comprising: display means having a display area; in-variation performance execution means that executes an in-variation performance from the start of variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the win / fail lottery result; and pre-read performance execution means that executes a specific pre-read performance that is performed while the previous in-variation performance, which is an in-variation performance prior to the start of the target in-variation performance, which is an in-variation performance for the target win / fail lottery result, is being executed, and the specific pre-read performance includes: a first stage in which a reference image including the decorative pattern is displayed in the display area; a second stage in which, after the first stage, the reference image is displayed as if it has shifted relative to the display area; and a third stage in which, after the second stage, the reference image returns to its original position, and the decorative pattern included in the reference image is shown in a manner indicating a loss, and it is reported that the previous win / fail lottery result corresponding to the previous in-variation performance is a loss. According to the above-mentioned gaming machine, it is possible to clearly indicate when a pre-announcement effect is occurring.
[0164] ·Means 6-2 The gaming machine according to claim 1, characterized in that, in the second stage, the probability of the target winning or losing lottery result being a jackpot is higher when a second non-reference image, which has a different appearance from the first non-reference image, is displayed in the non-reference area created in the display area due to the reference image being displayed as if it were shifted relative to the display area, compared to when a first non-reference image is displayed in the non-reference area. In this way, the non-standard area that inevitably arises in the second stage can be used to indicate the reliability of the target selection lottery results.
[0165] ·Means 6-3 The gaming machine according to claim 1, characterized in that the probability of the target winning or losing lottery result being a jackpot is higher when the external shape of the reference image in the second stage becomes a second form different from the first form than when it becomes the first form. Thus, the shape of the reference image in the second stage can indicate the reliability of the target selection lottery result.
[0166] ·Means 6-4 The gaming machine according to any one of claims 1 to 3, characterized in that the first and third stages are in a state in which the reference image is displayed across the entire display area.
[0167] ·Means 7-1 A gaming machine comprising: an operating means that can be operated by a player; a specific performance execution means that executes a specific performance that results in a favorable outcome indicating that the winning or losing lottery result is a win, or a disadvantageous outcome which occurs when the favorable outcome is not reached, as a performance that constitutes the performance during the variation from the start of variation of decorative symbols indicating the result of the winning or losing lottery until the decorative symbols stop in a manner corresponding to the result of the winning or losing lottery; and a reversal performance execution means that executes a reversal performance that indicates that the disadvantageous outcome has been reversed and the winning or losing lottery result is a win, wherein when the specific performance during the variation performance is not executed, a confirmation performance that confirms that the winning or losing lottery result is a win may occur, and when the reversal performance occurs, a relay performance in the same manner as the confirmation performance occurs after the disadvantageous outcome occurs but before the reversal performance occurs. According to the above-mentioned gaming machine, a relay animation similar to the confirmed win animation occurs before the reversal animation, making the sequence of events easy to understand (for players who are familiar with the confirmed win animation).
[0168] ·Means 7-2 The gaming machine according to means 7-1, characterized in that the aforementioned confirmation effect and the aforementioned relay effect are effects in which a predetermined sound effect is output. One possible approach is to have a sound output indicating a confirmed jackpot occur as part of the broadcast sequence.
[0169] ·Means 7-3 The gaming machine according to means 7-1 or means 7-2, wherein if the aforementioned unfavorable outcome occurs, a predetermined switching image is displayed, and after the switching image is erased, it is determined whether or not a reversal sequence actually occurs, and if the reversal sequence occurs, the relay sequence occurs while the switching image is being displayed. This approach ensures that only players who notice the relay animation occurring while the transition image is displayed can anticipate the reversal animation (i.e., the reversal animation occurs only when the player feels something is amiss due to the relay animation). [Explanation of symbols]
[0170] 1. Gaming machine 1a Enclosure 10 Reserved Symbols 11. Symbols held during reel spins (Information on symbols held during reel spins) 12. Pre-reset symbols (pre-reset information) 20 Profit Images (Prize Ball Values) 22 Units of game count image 25 Pseudo starting image 25n pseudo-number of times 30 Variable Images 30b background image 35 Light-emitting part 35x Image Emitting Unit 35y Image button 40 effect images 41 First Effect Image 42 Second effect image 50 Reference Images 51 Non-standard images 511 First non-standard image 512 Second non-standard image 60 Switching Images 70 Operating means 71 Push Button 80 Decorative patterns 904 Starting Area 904a First starting area 904b Second starting area 906 Grand Prize Area 91 Display device 911 Display area 911a Non-standard area 95 speakers
Claims
[Claim 1] A means for determining whether a winner or loser is selected, which is triggered by the fulfillment of predetermined conditions, A display device having a display area, A means of operation that can be operated by the player, An effect execution means for executing a specific operation effect using the aforementioned operating means, Equipped with, The aforementioned specific operation performance includes an operation validity period during which the operation of the operation means becomes effective, and a notice period prior to the said operation validity period. The aforementioned notice period is not a period during which a shake effect occurs that makes it appear as if the image displayed in the display area has shifted, and is also a period during which the image representing the operating means is not displayed. The aforementioned operating means is capable of changing to a special mode that can be perceived by the player as being different from the normal mode. As the operating means changes from the normal mode to the special mode, an image effect can be performed in which an effect image is displayed in the display area. The aforementioned image presentation is performed during the notice period to indicate the reliability of the probability that the result of the lottery by the lottery means will be a win. As for the aforementioned image presentation, In accordance with the operation means becoming a first special mode, a first image presentation is performed in which a first effect image is displayed in the display area, A second image effect is not an effect performed following the first image effect, but an effect that suggests a higher reliability than the first image effect, wherein the operating means becomes a second special mode different from the first special mode, and a second effect image different from the first effect image is displayed in the display area in accordance with this, It is possible to execute A gaming machine characterized by the following features.