Gaming machine
The gaming machine uses pseudo-end images to maintain player engagement by displaying continuation characters when a target state appears to end, addressing the lack of attractiveness in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2021-12-13
- Publication Date
- 2026-07-08
AI Technical Summary
Existing gaming machines lack mechanisms to enhance attractiveness when a target state ends, leading to a potential decrease in player engagement.
A gaming machine that displays an end image including a target character and a continuation character when the target state appears to end but does not, using a pseudo-end image to maintain player interest.
Enhances the attractiveness of the gaming machine by maintaining player engagement through the use of pseudo-end images, thereby improving overall gaming experience.
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 in which an end image is displayed when a specific state (target state) ends (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to improve the attractiveness of a gaming machine in which an end image is displayed when a target state ends.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine in which, when a target state that it is desirable for the player that it does not end ends, an end image including a target character representing the target state and an end character representing that the target state ends is displayed on a display device, and it is possible to execute an effect in which a pseudo-end image different from the end image is displayed in a situation where it appears that the target state has ended but actually has not ended, the pseudo-end image includes the target character and a continuation character representing that the target state continues, and does not include the end character.
Effects of the Invention
[0006] According to the present invention, it is possible to improve the attractiveness of a gaming machine in which an end image is displayed when a target state ends.
Brief Description of the Drawings
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows 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 is a diagram to explain the customization function (target effects). [Figure 5] This diagram illustrates the settings confirmation function. [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 examples 1-3. [Figure 9] This is a diagram to explain specific examples 1-4. [Figure 10] This is a diagram to explain specific examples 1-6. [Figure 11] This diagram shows candidate patterns for the hold animation. [Figure 12] This diagram illustrates how to select between Normal Mode and Specific Hold Hiding Mode. [Figure 13] This is a flowchart illustrating an example of controlling the hold animation. [Figure 14] This is a diagram to explain specific example 2-1. [Figure 15] This is a diagram to explain specific example 2-3. [Figure 16] This is a diagram to explain specific example 2-4. [Figure 17] This is a diagram to explain specific example 2-5. [Figure 18] This is a diagram to explain the pseudo-termination image (shown alongside the actual termination image for comparison). [Figure 19]A diagram showing a comparison between a pattern in which an end image is displayed at the final variation of the first special gaming state (default pattern) and a pattern in which a pseudo-end image is displayed at the final variation. [Figure 20] It is a diagram for explaining Specific Example 3-3. [Figure 21] It is a diagram for explaining the left image displacement effect. [Figure 22] It is a diagram for explaining the right image displacement effect. [Figure 23] It is a diagram for explaining the middle image displacement effect. [Figure 24] It is a diagram for explaining Specific Example 4-1. [Figure 25] It is a diagram for explaining Specific Example 4-2. [Figure 26] It is a diagram for explaining Specific Example 4-3 (an example where the image displacement effect is applied to the pseudo-continuous effect). [Figure 27] It is a diagram for explaining Specific Example 4-3 (an example where the image displacement effect is applied to the pre-reading continuous effect). [Figure 28] It is a diagram for explaining the specific symbol effect (pre-effect). [Figure 29] It is a diagram for explaining the specific symbol effect (continuation of Figure 28). [Figure 30] It is a diagram for explaining Specific Example 5-3. [Figure 31] It is a diagram for explaining Specific Example 5-4 (application of the specific symbol effect to the pseudo-continuous effect). [Figure 32] It is a diagram for explaining Specific Example 5-4 (application of the specific symbol effect to the pre-reading continuous effect). [Figure 33] It is a diagram for explaining Specific Example 5-5. [Figure 34] It is a diagram for explaining the first specific effect. [Figure 35] It is a diagram for explaining the second specific effect. [Figure 36] It is a diagram for explaining the third specific effect. [Figure 37] It is a diagram for explaining Specific Example 6-2. [Figure 38] This is a diagram to explain specific example 6-3. [Figure 39] This is a diagram to explain specific example 6-4. [Figure 40] This is a diagram to explain specific example 6-5. [Figure 41] This is a diagram to explain specific example 6-6. [Modes for carrying out the invention]
[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. In the following description, images will include not only still images but also moving images unless otherwise specified.
[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") that corresponds to a reserved symbol during a spin that has started an animation that notifies the result of the win or loss lottery (the animation that runs from the start of the spin of the decorative symbol 80 (decorative symbol group 80g) until it completely stops with a combination that indicates the result of the win or loss lottery, so-called animation that lasts for one spin; hereinafter sometimes simply referred to as "spin"), but for which the notification of the win or loss lottery result has not been completed, and a reserved symbol 12 that corresponds to a reserved symbol before a spin that corresponds to a reserved symbol before a spin that has not started an animation that notifies the result of the win or loss lottery (hereinafter sometimes referred to as "reserved symbol during a spin"), and a reserved symbol 12 that corresponds to a reserved symbol before a spin that has not started an animation that notifies the result of the win or loss lottery (so-called reserved symbol before a spin).
[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 winner or loser is notified to the player by a combination of three 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 begins to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If the player has won a jackpot, 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 symbol 80). If the player has lost, the combination will be something other than a winning combination. Note that setting the number of decorative symbols 80 (number of decorative symbol groups 80g) that constitute the combination indicating the winner or loser is three is merely an example, and unless otherwise specified, the number of decorative symbols 80 can be increased or decreased as appropriate.
[0017] 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 kinds of images. In other words, basically, it is possible to understand the result of the draw by looking at the decorative symbols 80. If the draw result is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the "bonus" of a jackpot game is granted to the player).
[0018] 2) Game status, etc. 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.
[0019] 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.
[0020] 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 STs) is 150.
[0021] 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 the game ball will almost certainly enter the V-area if the game ball is aimed at 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, if 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.
[0022] 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.
[0023] The jackpot game, which is executed when the result of the draw is a jackpot, is a round game (unit game) in which the normally closed jackpot area 906 is opened until a predetermined closing condition is met, and this is repeated one or more times. The closing condition is met when either a predetermined time has elapsed since the jackpot area 906 was opened (time condition), or a predetermined number of game balls have entered the jackpot area 906 since it was opened (winning condition) occurs (when either the time condition or the winning condition is met). However, if the player continuously aims the game balls at the jackpot area 906 (in this embodiment, if the player is shooting to the right), the predetermined number of game balls will enter the jackpot area 906 before the predetermined time has elapsed (before time runs out). In other words, if the player plays as instructed, the winning condition will be met before the time condition, thus meeting the closing condition. This predetermined number is called the "count," and in this embodiment, the count is set to 10. Furthermore, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, if you continuously aim the game balls at the big prize area 906, you can obtain at least 10 x 15 = 150 prize balls in one unit of play (more if an over-winning occurs). Naturally, the more rounds a jackpot game has, the more prize balls you will receive, which is advantageous for the player.
[0024] As explained earlier, in the first draw (Special Figure 1 draw), 50% of the jackpots won are regular jackpots and 50% are special jackpots, but both are 5-round (R) jackpots (so-called initial wins are all 5 rounds). In other words, 50% are 5-round regular jackpots, and the remaining 50% are 5-round special jackpots. Furthermore, as explained earlier, in the second draw (Special Figure 2) (jackpot distribution), 100% of the jackpots won are special jackpots, but 50% are 5-round special jackpots, and the remaining 50% are 10-round special jackpots.
[0025] Please note that the above-mentioned gameplay (specifications) is merely an example. Instead of a "V-probability variation type," the machine may have the same probability of winning in the first and second win / loss draws. Furthermore, instead of an "ST" machine, it may be a so-called "probability variation loop machine." It may also be a game machine with so-called "two-type" functions (e.g., a "type 1 and type 2 mixed machine"). Unless otherwise specified in the following explanation, the gameplay can be modified as appropriate.
[0026] 3) Customization function and setting confirmation function The gaming machine 1 according to this embodiment is equipped with a customization function. Since this type of customization function itself is publicly known, a detailed explanation will be omitted, but the customization function allows the player to arbitrarily change the probability of one or more target effects that may occur as part of the in-game effects. The types and number of effects set as target effects can be changed as appropriate. Examples of target effects include a reserve effect that suggests the probability (so-called (jackpot) reliability) that the corresponding win / loss lottery result will be a jackpot depending on the configuration of the reserve symbols 10, a premium effect that guarantees a jackpot when it occurs, and a vibration effect that activates a vibration function provided in the operating means, etc. (these do not necessarily occur every spin, but their occurrence gives the player the expectation of a jackpot). It may also be possible to comprehensively change the probability of two or more target effects occurring.
[0027] It should be noted that a known customization feature of this kind allows players to arbitrarily change the reliability of a target animation when it occurs. However, changing the reliability of a target animation is essentially the same as changing the probability of that animation occurring (for example, increasing the reliability of a certain animation is essentially the same as decreasing the probability of that animation occurring), so such customization of the reliability of a target animation is considered equivalent to customizing the probability of occurrence.
[0028] The method by which players can customize is publicly known and can be anything, so we will omit the explanation. Customization is possible by operating the control means (push button 70 (see Figure 1) or directional keys (not shown)) while viewing the customization image displayed in the display area 911 (see Figure 4(a)). In this embodiment, customization is possible during standby when no spinning animation is being performed, and not while a spinning animation is being performed (however, this does not negate the possibility of making customization possible while a spinning animation is being performed). Also, customization is possible during standby, regardless of the game state (normal game state, first special game state, second special game state).
[0029] In this embodiment, the occurrence probabilities of three types of target effects A to C can be changed. These target effects A to C can occur in any game state (normal game state, first special game state, second special game state). In other words, they can occur whether the probability of winning or losing is low (jackpot probability of approximately 1 / 319) or high (jackpot probability of approximately 1 / 100). In addition, there may be effects that occur only in either the low probability state or the high probability state as targets of the customization function, but such effects are not subject to the setting confirmation function, which will be described in detail later.
[0030] For target animation A, the probability of its occurrence can be selected from two options: "normal" or "high". For target animation B, the probability of its occurrence can be selected from two options: "low" or "normal". For target animation C, the probability of its occurrence can be selected from three options: "low", "normal", or "high" (see Figure 4(b)). The higher the probability of occurrence, the higher the probability that the target animation will occur during the spinning animation that ultimately leads to a jackpot (winning spin). Also, the higher the probability of occurrence, the lower the jackpot reliability of the target animation.
[0031] All of the target animations A to C are initially set to "Normal" (default) (see Figure 4(b)). When the predetermined reset conditions are met, all target animations will be set to "Normal". One of the reset conditions is the power being turned OFF / ON. Therefore, when the arcade opens (the so-called morning state), the initial settings are usually met. In addition, when the machine enters standby mode, an animation will appear asking the player whether or not to set the initial settings. If the player indicates that they wish to set the initial settings, the above reset conditions will be met and all target animations will be set to their initial settings.
[0032] As mentioned above, the probability of a target effect occurring can be changed regardless of the game state. However, the probability of each setting occurring may be the same regardless of the game state, or it may be different depending on the game state. For example, the probability of target effect A occurring when it is set to "normal" may differ between the high-probability state and the low-probability state. It is sufficient that the probability of target effect A occurring is higher when it is set to "high" than when it is set to "normal" (it is sufficient that the relative high / low relationship is satisfied), and the probability of occurrence when it is set to "normal" in the low-probability state may differ from the probability of occurrence when it is set to "normal" in the high-probability state, and the probability of occurrence when it is set to "high" in the low-probability state may differ from the probability of occurrence when it is set to "high" in the high-probability state. The same applies to other target effects, as long as the relative high / low relationship is satisfied with "normal" as the baseline.
[0033] In this embodiment, a setting confirmation function is activated when a predetermined condition is met, which is based on the premise that a transition occurs from a normal game state (low probability state) to a first special game state (high probability state). This function asks the player whether to maintain the current settings, which were set using the customization function in the low probability state, in the high probability state. A jackpot won in the normal game state is generally called a "first win," and this setting confirmation function is activated when that "first win" is a special jackpot (see Figure 5(a)). This setting confirmation function is activated before the first special game state begins.
[0034] In this embodiment, during the special jackpot game (the ending period of the special jackpot), the display area 911 is presented with the question "Do you want to maintain the current customization?" along with the options "YES" and "NO" (see Figure 5(b)). The player selects one of the options within a time limit by operating the push button 70 or the directional keys. If "YES" is selected, the first special game state starts while maintaining the occurrence probabilities (current settings) of target effects A to C that were set in the normal game state. If "NO" is selected, the occurrence probabilities of all target effects A to C are set to the initial settings ("normal") and the first special game state starts (see Figure 5(c). Note that "○○ Rush" is the name of the first special game state).
[0035] When the player is asked whether to maintain the current settings, it is preferable to clearly indicate that if they select "NO," the settings will be reset to the initial settings (default) (see Figure 5(b). In Figure 5(b), the message "Reset if NO" is displayed). Without an explanation of what happens if "NO" is selected, the player may not know what will happen if they select "NO." In this way, the player is effectively given two options: "maintain the current settings" and "change to the initial settings."
[0036] The reason for implementing this setting confirmation function is as follows: Normally, players start playing in the normal game state (low probability state), but if a customization function is installed, they can play with the aim of winning a jackpot after setting the probability of the target animation occurring (high or low probability) to their liking. However, if a special jackpot is won and the game transitions to the first special game state (high probability state), the probability of the target animation occurring (high or low probability) may not be to the player's liking in that high probability state. Since the high probability state literally has a high probability of winning a jackpot, players may want to set the probability of the target animation occurring accordingly. Also, in the normal game state, it is impossible to predict when a jackpot will be won, and if a special jackpot is won, the jackpot game starts immediately, so there is no opportunity to customize in anticipation of transitioning to the first special game state. In particular, in this embodiment, customization is not possible while an animation is being performed during a spin, so even if a spin is promising for a jackpot, it is not possible to customize during that spin (in anticipation of transitioning to the first special game state).
[0037] Based on these circumstances, before transitioning to the first special game state (high probability state) (during special jackpot gameplay), the player is asked whether they want to maintain the current settings or revert to the initial settings.
[0038] The setting confirmation function prompts players to choose whether to maintain their current settings, meaning that if they do nothing, their current settings will be retained even in the first special game state. In other words, it serves as an opportunity for players to realize that customizations made in normal game state are also effective in the first special game state (and in some cases, it can correct the misconception that customizations made in normal game state are only effective in normal game state). However, there may be players who do not like to maintain their current settings or to revert to the default settings. In this case, they can make customizations after transitioning to the first special game state (high probability state). The activation of the setting confirmation function also provides an opportunity for players to make customizations again in the high probability state.
[0039] In particular, the first special game state (high probability state) in this embodiment ends after a predetermined number of consecutive losses (150 times in this embodiment) (a so-called ST state), and there is no guarantee of winning a jackpot in the first special game state (winning a jackpot before the predetermined number of consecutive losses leads to a transition to the normal game state). In a machine where the next jackpot is practically guaranteed, such as a so-called probability-changing loop machine, the frequency of occurrence of the target animation in the high probability state may not be a major concern. However, in an ST machine like this embodiment, winning a jackpot in the high probability state is extremely important to the player's benefit, so if the frequency of occurrence of the target animation is too high or too low, the player may become frustrated. Therefore, the activation of the setting confirmation function is highly significant as it gives the player an opportunity to reconsider their customizations in the first special game state.
[0040] While there are known customization features that allow players to adjust elements other than the probability of special effects occurring, such as volume and brightness, this type of customization of the game environment will not be covered by the settings confirmation function. In other words, unless the player changes it themselves, the game environment will be maintained even if the game state changes (in special jackpot games, the player will not be asked whether to revert the game environment settings to the default settings).
[0041] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned customization and configuration confirmation functions. Furthermore, whenever possible, configurations may be created by combining multiple technologies described using the following examples.
[0042] 〇Specific Example 1-1 In the above embodiment, the setting confirmation function asks the player whether to maintain the current settings when the specified conditions are met, and if maintaining the current settings is not selected, the initial settings (default) are used. However, using the initial settings when "maintaining the current settings" is not selected is merely one example. For example, a setting suitable for the first special game state (high probability state) (a pre-prepared customization specifically for the high probability state) can be prepared, and if maintaining the current settings is not selected, this customization can be set (see Figure 6).
[0043] Even when using a method like the one shown in this example, it would be beneficial to clearly indicate what kind of customization will be applied if "NO" is selected (Figure 6 shows an example where it is clearly indicated that the customization will be "customization specifically for rush hour").
[0044] 〇Specific Examples 1-2 In the above embodiment, it was explained that the setting confirmation function is activated (without exception) when a transition occurs from a low probability state (normal game state) to a high probability state (first special game state). One of the conditions for the setting confirmation function to be activated is whether the player has customized the target performance in the low probability state (normal game state). Specifically, if the occurrence probabilities of all target performances (target performances A to C in the above embodiment) are at the initial setting ("normal") (when a special jackpot is won in a state where everything is at the initial setting), the prescribed condition is not met, and even if a transition occurs from a low probability state (normal game state) to a high probability state (first special game state), an image asking the player whether to maintain the current settings will not be displayed (see Figure 7(b-2)). In other words, if the occurrence probabilities of all target performances (target performances A to C in the above embodiment) are not at the initial setting ("normal"), an image asking the player whether to maintain the current settings, as explained in the above embodiment, will be displayed (see Figure 7(b-1)).
[0045] If the probability of all target effects occurring is set to the initial setting during normal gameplay, there is a high probability that the player wants to play with that normal setting, and therefore, the setting confirmation function may be disabled, as there is no need to ask whether to maintain the current setting.
[0046] Specific Examples 1-3 When transitioning from a low-probability state (normal game state) to a high-probability state (first special game state), the setting confirmation function is activated, and it is selected not to maintain the current settings (see Figure 8(a)). In other words, the player wishes to play in the high-probability state without maintaining the customizations used in the low-probability state. In this case, when a transition occurs from the high-probability state to the low-probability state (returning to the low-probability state), the settings will automatically revert to the same settings as the current settings (meaning the same customizations as at the end of the low-probability state) (see Figure 8(d)). In this example, the current settings (the contents of the customizations (contents of Figure 8(a))) when transitioning from the low-probability state to the high-probability state are stored in a memory means (not shown).
[0047] Customizations made by players in the low-probability state (pre-change state) are highly likely to have been made with the assumption that the game would be played in the low-probability state. Based on this, when returning to the low-probability state from the high-probability state (post-change state), the customizations will be set to the same as those at the end of the previous low-probability state (when the setting confirmation function was activated). This way, when transitioning from the high-probability state to the low-probability state, players will not need to re-customize their preferred settings to suit the low-probability state, thus improving player convenience.
[0048] Furthermore, in the case of this example, when it is determined that the high-probability state will end and the game will transition to the low-probability state (from the state shown in Figure 8(c) onward), it is advisable to notify the player that the customization settings will be reverted to those used in the low-probability state before transitioning to the high-probability state (see the "Revert Customization" message in Figure 8(d)).
[0049] 〇Specific Examples 1-4 In the above embodiment, it was explained that the setting confirmation function is activated when transitioning from a low probability state to a high probability state, that is, the low probability state is the "pre-change state" and the high probability state is the "post-change state," and that a predetermined condition may be met when the transition from the pre-change state to the post-change state occurs. However, the reverse setting is also possible. In other words, the high probability state is the "pre-change state" and the low probability state is the "post-change state," and a predetermined condition may be met when transitioning from the high probability state to the low probability state, and the setting confirmation function may be activated when the predetermined condition is met (see Figure 9(a)). Since players may not necessarily want to maintain the customization (probability of occurrence of the target effect) in the low probability state as it is in the high probability state, the configuration is such that the player is asked whether or not to maintain the current setting (customization in the high probability state) in the low probability state.
[0050] 〇Specific Examples 1-5 The system may be configured to either activate or not activate a setting confirmation function when transitioning from the second special game state (low probability, high base state) to the first special game state (high probability, high base state). Since the second special game state is still a low probability state, if it is considered beneficial to the player to ask whether to maintain the current settings when transitioning from the second special game state to the first special game state, then the former configuration should be adopted. On the other hand, since the first special game state is the same high base state as the second special game state (and in the above embodiment, it is the same in that it is a state where you should shoot to the right) and is a more advantageous game state than the normal game state, if it is considered unnecessary to ask the player whether to maintain the current settings, then the latter configuration should be adopted.
[0051] Furthermore, the system may be configured so that the setting confirmation function is activated when transitioning from the normal game state to the second special game state, or it may be configured so that it is not activated. The transition from the normal game state to the second special game state is a transition from a low base state to a high base state (in the above embodiment, it is also a transition from a left-hand shooting state to a right-hand shooting state), and the manner of play changes significantly, so if you think it is necessary to ask whether to maintain the current settings, then the former configuration should be used. On the other hand, since the second special game state is still a low probability state just like the normal game state, if you think it is unnecessary to ask the player whether to maintain the current settings, then the latter configuration should be used. It should also be noted that, at least at the point when the special game state (high base state) begins, it is conceivable to have a gameplay feature that makes it unclear whether it is the first special game state (high probability state) or the second special game state (low probability state) (a gameplay feature that allows the player to enjoy predicting whether it is a high probability state or not, without making it clear to the player). If the game is to have such gameplay features, it is preferable that the setting confirmation function be activated when transitioning from the normal game state to a special game state, regardless of whether it is the first special game state (high probability state) or the second special game state (low probability state). If the setting confirmation function is activated when transitioning to the first special game state (high probability state), but not when transitioning to the second special game state (low probability state), then whether or not the setting confirmation function is activated will reveal whether or not the special game state is a high probability state.
[0052] Specific Examples 1-6 In the above embodiment, it was explained that the setting confirmation function is activated only when a transition occurs from a low probability state to a high probability state (i.e., at the time of the "first win"). However, the setting confirmation function may also be activated when a special jackpot is won in the high probability state. In other words, the setting may be configured so that the setting confirmation function is activated (see Figure 10(b)) even in cases where a jackpot is won in the high probability state (see Figure 10(a)) and the game transitions back to the high probability state after the jackpot game ends (see Figure 10(c)) (so-called consecutive wins).
[0053] For example, players who have not experienced (or have not experienced) a high-probability state may not know what kind of customization (probability of the target effect occurring) is suitable for them to play with. Also, during a winning streak, players may want to try playing with a different customization. To accommodate such players, the system will be designed so that even when a player wins a jackpot that transitions from a high-probability state to another high-probability state, they will be asked whether to maintain the current settings.
[0054] 4) Specific hold hidden mode (special mode) In this embodiment, the gaming machine 1 is equipped with a specific hold-display mode as a target of the above-mentioned customization function (a setting that the player can select). The specific hold-display mode is a type of customization in which the target effect is a hold effect. The hold effect indicates the probability of a jackpot in the corresponding win / loss lottery result (corresponding win / loss lottery result) based on the appearance of the hold symbol 10.
[0055] The hold animation is an animation in which the hold symbol 10 changes to a special form that is different from the normal form (the normal state; hereinafter sometimes referred to as the normal form. Even if the hold symbol 10 is in the normal form, the corresponding win / fail lottery result may still be a jackpot. This is indicated by an unmarked circle in the diagram), suggesting that the reliability of the corresponding win / fail lottery result has increased. In this embodiment, the hold animation refers to the display of the hold symbol 10 in a special form (different from the normal form). The hold animation includes not only changes from the normal form to any of the special forms, or changes from one special form to another, but also cases where the symbol is displayed in a special form from the beginning (immediately after obtaining the corresponding win / fail lottery information).
[0056] In this embodiment, four types of special modes (modes that indicate a higher probability of winning the jackpot than the normal mode) are set as candidates for the special mode, namely the first to the fourth special mode. The first candidate mode 10a is "blue" (see Figure 11(a)), the second candidate mode 10b is "green" (see Figure 11(b)), the third candidate mode 10c is "red" (see Figure 11(c)), and the fourth candidate mode 10d is "rainbow" (see Figure 11(d)) (in the drawings, these colors are represented by letters inside circles). Arranging the corresponding win / loss lottery results in order from lowest to highest probability of winning the jackpot, the order is "blue", "green", "red", and "rainbow". Furthermore, if the reserved symbol 10 is "rainbow", it is confirmed that the corresponding win / loss lottery result will be a jackpot (jackpot probability = 100%). Furthermore, the basic form of the reserved symbol 10 may change depending on the stage, etc., but it is preferable that the part representing the "color" mentioned above be included regardless of which stage is set, so that it is possible to understand which form the reserved symbol 10 is in.
[0057] Furthermore, while the variable animation is being performed, various animation images are displayed, and the reliability is suggested by the appearance of the animation image. In this case, the hold animation can be described as a reliability suggestion animation using the hold symbol 10 as the animation image.
[0058] The above candidate forms are divided into one or more forms belonging to a specific category and one or more forms that do not belong to the specific category (hereinafter, those that do not belong to a specific category will be referred to as "non-specific category"). In this embodiment, "red" (third candidate form 10c) and "rainbow" (fourth candidate form 10d) belong to a specific category, while "blue" (first candidate form 10a) and "green" (second candidate form 10b) do not belong to a specific category (see Figure 11). Regarding the probability of winning the jackpot in the corresponding success / failure lottery, all candidate forms belonging to a specific category have a higher probability of winning the jackpot than any of the candidate forms belonging to a non-specific category.
[0059] In this embodiment, the player can select either the normal mode or the specific hold-display mode (hereinafter sometimes referred to as the "special mode" in contrast to the "normal mode") as the performance mode for the hold-out performance.
[0060] When the normal mode is set, the reserved symbol 10 can be any of the first candidate patterns 10a to the fourth candidate patterns 10d. In other words, in normal mode, the reserved symbol 10 can be "blue," "green," "red," or "rainbow," and a reserved symbol animation may occur in which the color indicates the probability of winning the jackpot in the corresponding win / loss lottery.
[0061] When the special mode (specific hold-in hiding mode) is set, hold symbol 10 can be in a form belonging to a specific category, but it will never be in a form that does not belong to a specific category (a form belonging to a non-specific category). In other words, in special mode, hold symbol 10 can be either "red" or "rainbow," but it will never be "blue" or "green."
[0062] By using the customization function, players can switch between normal mode and special mode. The specific method of switching can be anything. In this embodiment, the mode can be switched as shown in Figure 12. If the hold animation is selected as the target of customization (target animation), and "normal" is selected for that hold animation, the game will be in normal mode. Also, if "low" (lower probability of occurrence than "normal") is selected for that hold animation, "low reliability hold animation hiding mode" will be presented as one of the options. If "low reliability hold animation hiding mode" is selected, the game will be in special mode, and the "blue" and "green" hold animations 10, which belong to the non-specific category, will no longer be displayed. In other words, the phrase "low reliability hold animation hiding mode" indicates that one or more of the candidate animations (four in this embodiment) with the lowest reliability will be "hidden". Note that the options other than "low reliability hold animation hiding mode" (special mode) can be anything, so their explanation will be omitted. It is also acceptable to have a configuration in which no options other than the "Low Reliability Hold Hidden Mode" (special mode) are provided (a configuration in which selecting "Low" automatically results in the special mode).
[0063] The name "Low-Reliability Hold Hidden Mode" is merely an example of how to describe the special mode described above. While it is understandable that relatively low-reliability candidate patterns will be hidden in this "Low-Reliability Hold Hidden Mode," it is unclear which specific candidate patterns will be hidden. Therefore, it would be better to specify which candidate patterns will be hidden, for example, by using a name like "Blue / Green Hold Hidden Mode." Alternatively, it would be better to indicate which candidate patterns may be displayed (patterns belonging to a specific category), such as "Red Hold or Higher Only Mode," and indicate that others will not be displayed.
[0064] The content and execution of the hold animation are controlled by an animation control means (not shown) as follows (for the sake of clarity, Figure 13 shows an example of control assuming a configuration with only a normal mode and a special mode). The animation control means that controls the hold animation determines, regardless of whether the normal mode or the special mode is set, whether the hold symbol 10 (target hold symbol) should be a special type, and if so, which of the candidate types ("blue", "green", "red", or "rainbow") it should be (hold type determination) (Figure 13 "S1"). Note that the method for determining the type of hold symbol 10 based on the corresponding win / failure lottery result is publicly known, so a detailed explanation is omitted. Any method may be used as long as the reliability of the corresponding win / failure lottery result is determined in such a way as described above.
[0065] When normal mode is set (Figure 13 "S2:YES"), a hold animation is generated according to the determined hold type (Figure 13 "S3"). Therefore, in normal mode, hold symbol 10 can be any of "blue," "green," "red," or "rainbow," and the probability of winning the jackpot increases in this order.
[0066] On the other hand, if a special mode is set (Figure 13 "S2:NO"), and the mode determined by the hold mode determination is "blue" or "green" (Figure 13 "S4:YES"), the hold animation will not occur (the determined hold animation will be invalidated) (Figure 13 "S5"). Not generating the hold animation means that the hold symbol 10 will not change from its normal mode. On the other hand, if the mode determined by the hold mode determination is "red" or "rainbow" (Figure 13 "S4:NO"), the hold animation will occur according to that determination (Figure 13 "S6").
[0067] Thus, regardless of whether normal mode or special mode is set, the pattern is determined according to the result of the corresponding win / fail lottery. Therefore, when the reserved symbol 10 is set to the "red" or "rainbow" pattern (a pattern belonging to a specific category), the probability of a jackpot in the corresponding win / fail lottery result remains the same regardless of whether it is normal mode or special mode. This is natural, as "rainbow" is a pattern that guarantees a jackpot (probability = 100%), but the probability of a jackpot for "red" (≠100%) is also the same regardless of whether it is normal mode or special mode.
[0068] As explained above, in this embodiment, multiple candidate patterns are set as chance-up patterns for the reserved symbols 10 displayed when a reserved animation occurs. When the specific reserved symbol hiding mode (special mode) is set, reserved symbols 10 with relatively low reliability (patterns that do not belong to a specific category) among the multiple candidate patterns will not be displayed. Some players may become frustrated if the reserved symbols 10 with low reliability (patterns that are relatively likely to result in a loss in the corresponding win / loss lottery) are displayed frequently, so providing the specific reserved symbol hiding mode (special mode) helps to suppress a decline in the enjoyment factor.
[0069] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific hold / hide mode (special mode). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0070] 〇Specific Example 2-1 Although the above embodiment explains that the performance image targeted by the special mode (normal mode) is the reserved symbol 10, if there are multiple candidate patterns with different reliability levels set, the idea described in the above embodiment may also be applied to other performance images.
[0071] For example, suppose a character image representing a specific character is displayed as a visual effect. The default appearance of this character image (for example, the color of the clothes the character is wearing) is "white," but there are three other appearances available as chance-up options: "blue," "red," and "rainbow" ("blue" being the least reliable, and "rainbow" being the most reliable). Of these, "red" and "rainbow" belong to specific categories (see Figure 14). When normal mode is set, any of the three appearances can be displayed. When special mode is set, "red" and "rainbow" can be displayed, but "blue" will not be displayed (the chance-up option "blue" will not occur). In this way, the relatively low-reliability "blue" character image will not be displayed.
[0072] 〇Specific Example 2-2 In the above embodiment, it was explained that among the four candidate patterns, "red" and "rainbow" belong to a specific category, while the other two, "blue" and "green," belong to a non-specific category. However, this classification is merely an example, and it is sufficient that all candidate patterns belonging to the specific category have a higher probability of winning than any of the candidate patterns belonging to the non-specific category. For example, in a configuration where four candidate patterns are set as in the above embodiment, "green," "red," and "rainbow" may belong to the specific category, and "blue" may belong to a non-specific category. In this case, when a special mode is set, the reserve animation that results in the "blue" reserve symbol 10 will not occur.
[0073] Specific Examples 2-3 In the above embodiment, the candidate patterns belonging to a specific category are relatively high-reliability patterns ("red," "rainbow"), and it was explained that when a special mode is set, the reserved symbol 10 will never be a relatively low-reliability pattern that does not belong to a specific category ("blue," "green"). However, the opposite setting is also possible. That is, the relatively low-reliability pattern ("blue," "green") will belong to a specific category, and when a special mode is set, the reserved symbol 10 will never be a relatively high-reliability pattern that does not belong to a specific category ("red," "rainbow") (see Figure 15).
[0074] As demonstrated in this example, even in "promising spins" where a "red" or "rainbow" hold animation would occur if the normal mode were set, if the special mode is set, the hold animation will not occur (the hold symbol 10 remains in its normal state), resulting in a unique gameplay experience. Therefore, players who want to play in an environment where they can expect a big win even if the hold animation does not occur can simply select the special mode (selecting the special mode prevents the gameplay from becoming a so-called "waiting for a chance hold").
[0075] 〇Specific Example 2-4 As in the above embodiment and specific examples 2-3, it is not necessary to distinguish whether or not a symbol belongs to a specific category based on the reliability of the corresponding success / failure lottery result. For example, a candidate symbol belonging to a specific category may be designated as "red," and all others ("blue," "green," "rainbow") may not belong to a specific category. In other words, a candidate symbol that does not belong to a specific category (belonging to a non-specific category) may include one with a higher reliability than a candidate symbol that does belong to a specific category (see Figure 16). In this case, when the special mode is set, the reserved symbol 10 will never be a candidate symbol other than "red" (the special mode is a mode in which all reserved symbols other than "red" are hidden).
[0076] 〇Specific Example 2-5 In the above embodiment, it was explained that when a special mode is set, candidate symbols 10 that do not belong to a specific category (belonging to a non-specific category) (such as "blue" or "green" in the above embodiment) will not be displayed. However, even when a special mode is set, the configuration is such that a candidate symbol 10 may belong to a non-specific category only if the corresponding win / loss lottery result is a jackpot. Specifically, when a special mode is set, a candidate symbol 10 that results in a loss in the corresponding win / loss lottery will not be considered a candidate symbol belonging to a non-specific category, but a candidate symbol 10 that results in a jackpot in the corresponding win / loss lottery may be considered a candidate symbol belonging to a non-specific category.
[0077] As shown in this example, even though a special mode is set, if the reserved symbol 10 becomes a candidate form belonging to a non-specific category (such as "blue" or "green" in the above embodiment), the result of the win / loss lottery corresponding to that reserved symbol 10 is guaranteed to be a jackpot (see Figure 17), resulting in an interesting gameplay experience. Since players who have set the special mode will likely not expect the reserved symbol 10 to change to a form such as "blue" or "green," the occurrence of such a change will surprise the player (followed by the joy of a jackpot).
[0078] 〇Specific Example 2-6 In the above embodiment, it was explained that among the candidate forms of the reserved symbol 10 (presentation image), there is a "rainbow" form which is guaranteed to result in a jackpot in the corresponding win / loss lottery. However, such jackpot-guaranteed forms may be excluded (excluded from the control target depending on whether a special mode is set).
[0079] Candidate patterns that guarantee a jackpot occur as so-called premium effects and are distinct from candidate patterns that do not guarantee a jackpot (candidate patterns with a jackpot reliability of ≠ 100%). Therefore, after excluding such candidate patterns, it may be possible to distinguish between those belonging to a specific category and those that do not, and to control the display so that only those belonging to the specific category are shown when a special mode is set.
[0080] 5) Pseudo-ending image In this embodiment, the first special game state (high probability / high base state) is the most advantageous game state for the player, and it can be said that it is a state that is desirable for the player not to end (hereinafter, such a state may be referred to as the target state). When the first special game state, which is the target state, ends and the game transitions to the normal game state, an end image 21 (see Figure 18(a)) is displayed in the display area 911 (in this embodiment, it is displayed across the entire display area 911). In this embodiment, the end image 21 includes target characters 23 representing the target state, and end characters 24 indicating that the target state has ended. In this embodiment, since the first special game state, which is the target state, is called "○○ Rush," the characters "○○ Rush" are displayed as the target characters 23. In addition, the characters (string) "END" are displayed as the end characters 24. By displaying the end image 21, which includes the target characters 23 and the end characters 24, the player understands that the first special game state has ended. Furthermore, the ending image 21 includes a background area 26B, which is the background for the target characters 23 and the ending characters 24. The background area 26B is displayed across the entire display area 911, and the target characters 23 and the ending characters 24 are displayed overlapping the background area 26B. In the drawing, the background area 26B is shown as solid white for clarity.
[0081] On the other hand, in this embodiment, a pseudo-end image 22 (see Figure 18(b)), which is a different image from the end image 21, may be displayed in the display area 911 (in this embodiment, it is displayed across the entire display area 911). The pseudo-end image 22 is an image that is similar to the end image 21 to such an extent that it can be made to appear as the end image 21 (the player may mistake it for the end image 21). The pseudo-end image 22 includes the same target characters 23 (the characters "○○ Rush") as the end image 21, and continuation characters 25 that indicate that the target state will continue. The continuation characters 25 are characters that indicate that the target state will continue. In this embodiment, the characters (string) "To be continued" are displayed as the continuation characters 25. In other words, the pseudo-end image 22 is similar to the end image 21 in that it includes the target characters 23, but differs from the end image 21 in that it includes continuation characters 25 that are different from the end characters 24 (the pseudo-end image 22 does not include the end characters 24, and the end image 21 does not include the continuation characters 25). Furthermore, the pseudo-display image includes a background area 26B, which is the background for the target characters 23 and the continuation characters 25. The background area 26B is displayed across the entire display area 911, and the target characters 23 and the continuation characters 25 are displayed overlapping the background area 26B. The background area 26B of the pseudo-end image 22 is exactly the same in appearance (color) as the background area 26B of the end image 21. Note that in the drawing, the background area 26B is shown as solid white for clarity.
[0082] Comparing the final image 21 and the pseudo-final image 22, the following relationship exists: The target characters 23 in the final image 21 and the target characters 23 in the pseudo-final image 22 are all the same in terms of the position, size, and font of the characters displayed. Since both target characters 23 are the words "○○RUSH", if we were to overlay the two images so that their outer edges match, the target characters 23 in the final image 21 and the target characters 23 in the pseudo-final image 22 would overlap perfectly.
[0083] Furthermore, the ending character 24 (END) in the ending image 21 and the continuation character 25 (tsuzuku) in the pseudo-ending image 22 are both three characters long, and the position, size, and font of the characters are all the same. Unlike the target character 23, the strings are different, so even if the two images are superimposed so that their outer edges match, they will not perfectly match. However, if we assume that one of the ending character 24 and the continuation character 25 is replaced with the other, the appearance of the ending image 21 and the pseudo-ending image 22 (including the background part 26B) will match. More specifically, both the ending image 21 and the pseudo-ending image 22 are digital images created by a computer, and the pseudo-ending image 22 is obtained by replacing the character "E" in the ending image 21 with the character "tsu", the character "N" with the character "dzu", and the character "D" with the character "ku" on a computer (without changing the position, size, or font).
[0084] It is not necessary for the position and size of the ending character 24 and the continuation character 25 to be exactly the same; it is sufficient that they appear to be displayed in roughly the same position and at roughly the same size from the player's perspective. For example, as in this embodiment, if both the ending character 24 and the continuation character 25 are displayed at roughly the same size, positioned slightly below the center in the width direction of the target character 23, then it is assumed that the appearance of the ending image 21 and the pseudo-ending image 22 will match if one of the ending character 24 and the continuation character 25 is replaced by the other. Furthermore, matching fonts means that the fonts of both characters should be recognizable as matching from the player's perspective. It is preferable to use a special font (one whose font differences can be easily distinguished) rather than a common font such as Gothic or Mincho.
[0085] Such an ending image 21 or pseudo-ending image 22 is displayed during the final spin animation (final spin of ST) of the first special game state (target state). In this embodiment, the first special game state ends when there are 150 consecutive losses, so it is displayed during the 150th spin after 149 consecutive losses since the start of the first special game state, after the end of the special jackpot game. Hereinafter, the win / loss lottery result corresponding to the final spin may be referred to as the final win / loss lottery result.
[0086] If the final draw result is a loss, the ending image 21 is always displayed during the final spin. Specifically, the decorative symbols 80 make a pseudo-stop (a state in which they appear to be stopped to the player but are not completely stopped; for example, a state in which they are slightly shaking) with a combination that indicates a loss (a losing combination) (see Figure 19(a)), after which the ending image 21 is displayed (see Figure 19(b-1)). When the ending image 21 is displayed, the pseudo-stopped decorative symbols 80 are displayed as small near the outer edge of the display area 911, and after a while they come to a complete stop with that losing combination, and the final spin ends (see Figure 19(c-1)). After that, the game returns to the normal game state.
[0087] On the other hand, if the final draw result is a jackpot, a pseudo-ending image 22 may be displayed during the final spin. Specifically, after the decorative symbols 80 stop in a losing combination (see Figure 19(a)), the pseudo-ending image 22 is displayed (it can be said that the point at which the decorative symbols 80 stop in a losing combination is the branching point that determines whether the ending image 21 or the pseudo-ending image 22 is displayed afterward) (see Figure 19(b-2)). Without the decorative symbols 80 stopping completely, a predetermined effect (hereinafter referred to as the reversal effect) occurs, and the decorative symbols 80 stop completely in a combination of decorative symbols 80 that indicates the final draw result is a jackpot (winning combination), and the final spin ends (see Figure 19(c-2)). Since a jackpot won in the first special game state is a special jackpot, after the special jackpot game ends, the game returns to the first special game state. In other words, the pseudo-end image 22 is displayed when the first special game state (target state) continues without ending (and as in this embodiment, transitioning back to the first special game state, which is the target state, after the jackpot game ends is also considered a type of "continuation." That is, "continuation" is defined as the first special game state being set again without transitioning to a different game state (a state in which the player aims to win a jackpot) from the first special game state, which is the target state).
[0088] Furthermore, if the final draw result is a jackpot, the pseudo-ending image 22 may always be displayed in the final spin, or the setting may be such that the pseudo-ending image 22 is displayed or the ending image 21 is displayed. In the latter case, after the ending image 21 is displayed, the aforementioned reversal effect should occur, and a pattern should be created in which it is announced that the final draw result is a jackpot.
[0089] Thus, in the gaming machine 1 according to this embodiment, the first special game state (target state) is indicated to have ended by displaying the ending image 21 under normal (default) conditions. However, a pseudo-ending image 22, which is similar to the ending image 21, may also be displayed. If the pseudo-ending image 22 is displayed, the first special game state continues. Therefore, only a limited number of players who notice the display of the pseudo-ending image 22 can quickly find out that the first special game state is continuing, which adds an interesting element to the system.
[0090] Furthermore, since the pseudo-end image 22 is created by replacing the end character 24 of the end image 21 with the continuation character 25, the overall composition of the image is similar, making it difficult to notice that the pseudo-end image 22 is being displayed. For example, if the pseudo-end image 22 were created by adding some image element to the end image 21 (so the pseudo-end image = end image + α), the presence of that image element (+α) would stand out, making it easier for the player to notice that the pseudo-end image 22 (an image different from the normal one) is being displayed. However, in this embodiment, the continuation character 25 is displayed instead of the end character 24, so the overall composition of the image is similar, and only certain players will notice the display of the pseudo-end image 22 (the configuration is such that not all players will notice the display of the pseudo-end image 22). Also, since the character indicating the end of the first special game state is replaced with a character indicating continuation, the original function of the images to inform how the game will progress—the end image 21 indicating "end" and the pseudo-end image 22 indicating "continuation"—is not lost.
[0091] In particular, in this embodiment, since the font of the ending character 24 and the continuation character 25 are the same, the difference between the ending character 24 and the continuation character 25 is not noticeable, and therefore it is difficult to notice due to the display of the pseudo-ending image 22.
[0092] Furthermore, in this embodiment, since the ending character 24 (END) and the continuing character 25 (tsuzuku) are both three characters long, the situation where the player notices that a false ending image 22 is being displayed due to the difference in the number of characters (the difference in the number of characters causes a difference in the overall balance of the image, and the player notices that a false ending image 22 is being displayed) does not occur.Incidentally, since the continuing character 25 in this embodiment is "tsuzuku", it would be possible to use kanji characters such as "tsuzuku" or "tsuzuku" to express the same meaning, but hiragana characters are deliberately used to make it the same three characters as the ending character 24, "END".
[0093] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned pseudo-ending image 22. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.
[0094] 〇Specific Example 3-1 In the above embodiment, we explained that the pseudo-ending image 22 is made to resemble the ending image 21 as much as possible in order to create a situation where players are less likely to notice that the pseudo-ending image 22 is being displayed. However, if you want a relatively large number of players to notice the display of the pseudo-ending image 22, you could, for example, do the following.
[0095] In the above embodiment, the fonts of the ending character 24 and the continuation character 25 are described as being the same, but the fonts may be different to slightly highlight the difference between the ending image 21 and the pseudo-ending image 22.
[0096] In the above embodiment, the sizes of the ending character 24 and the continuation character 25 were described as being the same, but their sizes may be made different to slightly highlight the difference between the ending image 21 and the pseudo-ending image 22.
[0097] In the above embodiment, the display positions of the ending character 24 and the continuation character 25 were described as being the same, but the display positions may be made different to slightly highlight the difference between the ending image 21 and the pseudo-ending image 22.
[0098] In the above embodiment, it was explained that the termination character 24 and the continuation character 25 have the same number of characters, but the number of characters may be made different to slightly highlight the difference between the termination image 21 and the pseudo-termination image 22. However, the termination character 24 will remain as representing the "end" of the target state, and the continuation character 25 will remain as representing the "continuation" of the target state. As an alternative example (different string) of the termination character 24 and continuation character 25 described in the above embodiment, the following can be given: Examples of termination characters 24 include "end", "end", "finish", "FIN", "FINISH", etc. Examples of continuation characters 25 include "continue", "continue", "still more", "next", "next time", etc.
[0099] Specific Example 3-2 In the above embodiment, it was explained that the target state in which continuation is indicated by the display of the pseudo-end image 22 (and termination is indicated by the display of the end image 21) is the first special game state. However, any other state may be designated as the target state if it is desirable (advantageous) for the player not to terminate. In order to give the player surprise and delight by displaying the pseudo-end image 22 at the timing when the end image 21 would normally be displayed, the target state should be any state in which "continuation" is desirable for the player.
[0100] Specific Example 3-3 As shown in Figure 20, along with the ending image 21 (see Figure 20(a)) and the pseudo-ending image 22 (see Figure 20(b)), a result image 29 (result image) representing information such as profits obtained by transitioning to the first special game state (target state) may be displayed. Since this type of result image 29 is publicly known, a detailed explanation is omitted. Examples of information represented by the result image 29 include the number of jackpots won in the first special game state after the initial jackpot (the so-called number of consecutive wins; this number of consecutive wins may or may not include the initial jackpot) and the total number of prize balls obtained during the so-called consecutive win state. Naturally, the content shown in the result image 29 will differ each time (the result image 29 is not part of the ending image 21 or the pseudo-ending image 22).
[0101] When the first special game state ends, the result image 29 will be displayed along with the end image 21, and the result shown in the result image 29 will be considered "fact" (because the first special game state will actually end). On the other hand, when the first special game state continues, the result image 29 will be displayed along with the pseudo-end image 22, and the result shown in the result image 29 will be considered "provisional" (it only represents the situation at the present moment) (because the first special game state will continue afterward).
[0102] Even if the false ending image 22 is displayed, the result image 29 is also displayed (see Figure 20(b)), which reinforces the impression that the first special game state (target state) has ended. In other words, the configuration makes it less likely for the player to notice that the false ending image 22 is being displayed.
[0103] Specific Examples 3-4 Although the above pseudo-end image 22 is explained as being displayed when the target state (first special game state) continues without ending, it may also be configured to be displayed when the target state ends. In other words, although the probability of the target state continuing without ending is higher when the pseudo-end image 22 is displayed than when the end image 21 is displayed, the setting is such that the target state does not necessarily continue even when the pseudo-end image 22 is displayed.
[0104] If the setting is such that the display of the pseudo-ending image 22 does not necessarily mean that the game will continue, then the continuation text 25 included in the pseudo-ending image 22 should be something that suggests that "the probability of continuation is higher (than in the normal pattern where the ending image 21 is displayed)." For example, text such as "Continue?" or "May continue" could be displayed as the continuation text 25.
[0105] 6) Image displacement effect The gaming machine 1 according to this embodiment is capable of executing an image displacement effect (see Figures 21 to 23) as an effect that constitutes the effect during reel spinning. The image displacement effect will be described in detail below.
[0106] In this embodiment, the decorative pattern 80 (decorative pattern group 80g) indicating the winning or losing result is displayed as a movement from top to bottom (the direction of movement is "down"). Note that the direction of movement being "down" here does not only mean movement along a straight vertical direction. Any decorative pattern 80 that is displayed as displacing roughly from top to bottom is considered to have a "down" direction of movement. More specifically, the outer edge of the display area 911 is divided into "up," "down," "left," and "right," and a movement that gradually approaches the upper outer edge of the display area 911 has an "up" direction of movement, a movement that gradually approaches the lower outer edge has a "down" direction of movement, a movement that gradually approaches the left outer edge has a "left" direction of movement, and a movement that gradually approaches the right outer edge has a "right" direction of movement. In this embodiment, all three decorative pattern groups 80g are displayed as moving gradually towards the lower outer edge of the display area 911, so the direction of movement is "down."
[0107] The image displacement effect can occur when the decorative pattern 80 (decorative pattern group 80g) stops or pseudo-stops (see Figures 21(b), 22(b), and 23(b)), and the reference image 30 is displayed as if it has shifted toward the direction of movement relative to the display area 911 (see Figures 21(b), 22(b), and 23(b)). More specifically, the image displacement effect is an effect that makes it appear as if the display area 911 has shifted toward the reference image 30 due to being pushed by the stopped or pseudo-stopped decorative pattern 80. As described above, the direction of movement in this embodiment is "down", so an image displacement effect can occur in which the reference image 30 is displayed as if it has shifted downwards relative to the display area 911. Here, the reference image 30 includes the decorative pattern 80 and the background image 30B displayed as the background of the decorative pattern 80. Therefore, when the reference image 30 is displayed as if it is shifted relative to the display area 911, it means that at least the decorative pattern 80 and its background image 30B are displayed as if they are shifted relative to the display area 911. In the diagrams illustrating the image displacement effect, the background image 30B is shown in a simplified form, but in other diagrams, the background image 30B is omitted. In addition, the reference image 30 in this embodiment does not include the reserved pattern 10, but it may include the reserved pattern 10. If the reference image 30 includes the reserved pattern 10, when the image displacement effect occurs, the reference image 30 including the reserved pattern 10 will be displayed as if it is shifted relative to the display area 911, making the "shift" of the image relative to the display area 911 appear more realistic.
[0108] In the following explanation, the state before the reference image 30 is displayed as if it were shifted relative to the display area 911 may be referred to as the reference state, and the state in which the reference image 30 is displayed as if it were shifted relative to the display area 911 may be referred to as the displacement state. The reference state can be described as the state in which the reference image 30 is displayed across the entire display area 911 (the outer edge of the reference image 30 and the outer edge of the display area 911 coincide). In the displacement state, since the reference image 30 is shifted relative to the display area 911, at least a part of the outer edge of the reference image 30 that was not visible in the reference state will be visible. The outer edge of the reference image 30 that appears in the displacement state is represented as the reference image 30 having a roughly rectangular shape. In the displacement state, the reference image 30 is displayed as if it were shifted downwards, so in the displacement state, there will be an area in which the reference image 30 is not displayed, at least between the display area 911 and the upper outer edge of the reference image 30 (see Figures 21(c), 22(c), and 23(c)).
[0109] In this embodiment, as an image displacement effect, (1) Left image displacement effect that occurs when the left decorative pattern 80L (left decorative pattern group 80gL) stops or pseudo-stops (see Figure 21) (2) Right image displacement effect that occurs when the right decorative pattern 80R (right decorative pattern group 80gR) stops or pseudo-stops (see Figure 22) (3) Right image displacement effect that occurs when the central decorative pattern 80C (central decorative pattern group 80gC) stops or pseudo-stops (see Figure 23) Three types of occurrences are possible. However, it is also acceptable to omit some image displacement effects.
[0110] The left image displacement effect will now be explained. In this embodiment, the left decorative pattern 80L (one-side decorative pattern) is displayed on the left side (one side) of the display area 911, the right decorative pattern 80R (other-side decorative pattern) is displayed on the right side (the other side), and the middle decorative pattern 80C (center-side decorative pattern) is displayed between the left decorative pattern 80L and the right decorative pattern 80R (towards the center in the width direction of the display area 911) as they change. The left image displacement effect occurs when the left decorative pattern 80L stops or pseudo-stops (see Figure 21(b)). When the image displacement effect occurs, the decorative patterns 80 other than the decorative pattern 80 that triggers the image displacement effect (the right decorative pattern 80R and the middle decorative pattern 80C in the case of the left image displacement effect) may be changing or may have already stopped or pseudo-stopped (the same applies to the right image displacement effect and the middle image displacement effect). In this embodiment, when the left image displacement effect occurs, the right decorative pattern 80R and the middle decorative pattern 80C are already stopped or pseudo-stopped (see Figures 21(a) and 21(b)). Therefore, the left image displacement effect can be said to emphasize that the last decorative pattern 80 to stop or pseudo-stop is the left decorative pattern 80L. Although not shown, if the configuration is such that decorative patterns 80 other than the decorative pattern 80 that triggers the image displacement effect are in motion, then the reference image 30 in the displaced state should be used to indicate that these decorative patterns 80 are in motion.
[0111] Simultaneously with or immediately after the left decorative symbol 80L stops or pseudo-stops (a slight shift within a range that can be seen by the player simultaneously is permitted; the same applies in the following explanation of the image displacement effect), the entire reference image 30 displaces downward, but the left side of the reference image 30 is displaced relative to the display area 911 such that the amount of displacement (shift) is greater on the left side than on the right side (see Figure 21(c)). Therefore, in the displaced state, the upper edge of the reference image 30 is displayed tilted so that it slopes upward from left to right. The image displacement effect is an effect that makes it appear as if the display area 911 has been displaced relative to the reference image 30 by being pushed by the stopped or pseudo-stopped decorative symbol 80. In the left image displacement effect, the reference image 30 appears to have been tilted to the left in the width direction (horizontal direction) (tilted so that the left side of the reference image 30 is displaced greater on the right side) as a result of being pushed by the momentum when the left decorative symbol 80L stops or pseudo-stops.
[0112] The right image displacement effect is the reverse of the left image displacement effect, so it will be explained simply. Simultaneously or immediately after the right decorative pattern 80R stops or pseudo-stops (see Figure 22(b)), the entire reference image 30 displaces downwards, but the right side of the image is displaced more than the left side in relation to the display area 911 (see Figure 22(c)). Therefore, in the displaced state, the upper edge of the reference image 30 is tilted and displayed so that it slopes upward from right to left. Thus, the right image displacement effect makes it appear as if the reference image 30 has tilted to the right in the width direction (horizontal direction) (tilting so that the right side of the reference image 30 is displaced more than the left side) as a result of being pushed by the momentum when the right decorative pattern 80R stops or pseudo-stops. Similar to the left image displacement effect, when the right image displacement effect occurs in this embodiment, the left decorative pattern 80L and the middle decorative pattern 80C are already stopped or pseudo-stopped (see Figures 22(a) and 22(b)). Therefore, the right image displacement effect can be said to emphasize that the last decorative pattern 80 to stop or pseudo-stop is the right decorative pattern 80R.
[0113] The middle image displacement effect occurs when the middle decorative pattern 80C stops or pseudo-stops. Unlike the left image displacement effect and the right image displacement effect, the middle image displacement effect occurs simultaneously with or immediately after the middle decorative pattern 80C stops or pseudo-stops (see Figure 23(b)), and the entire reference image 30 displaces straight downwards (see Figure 23(c)). In other words, while the left image displacement effect and the right image displacement effect cause the reference image 30 to tilt downwards with respect to the width direction, the middle image displacement effect causes the reference image 30 to displace without tilting with respect to the width direction, and in a direction that follows the downward direction (i.e., the direction of movement). The middle decorative pattern 80C stops or pseudo-stops approximately in the center of the width direction of the display area 911, and the middle image displacement effect makes it appear as if the reference image 30 has been displaced by the momentum of the middle decorative pattern 80C, so it is assumed that it displaces straight downwards without tilting in the width direction. Furthermore, similar to the left image displacement effect and the right image displacement effect, when the middle image displacement effect in this embodiment occurs, the left decorative pattern 80L and the right decorative pattern 80R are already stopped or pseudo-stopped (see Figures 23(a) and 23(b)). Therefore, it can be said that the middle image displacement effect emphasizes that the last decorative pattern 80 to stop or pseudo-stop is the middle decorative pattern 80C.
[0114] Although not shown in the illustration, in any case of image displacement, after the displacement state has occurred, the reference image 30 returns to its original state (reference state) after a predetermined time has elapsed (approximately 1 second in this embodiment).
[0115] Thus, in this embodiment, the image displacement effect is triggered when the decorative pattern 80 stops or pseudo-stops, causing the reference image 30 to appear as if it has shifted in the direction of the movement of the decorative pattern 80 (see Figures 21(c), 22(c), and 23(c)). This results in an interesting effect where the reference image 30 appears to have been displaced by the momentum of the decorative pattern 80.
[0116] In particular, in this embodiment, since the decorative pattern 80 is displayed as fluctuating from top to bottom, when an image displacement effect occurs, the effect appears as if the reference image 30 is being pushed down by the "weight" of the decorative pattern 80 (although it is a virtual thing, the pattern is perceived as having "weight"). In particular, the left image displacement effect is triggered by the left decorative pattern 80L stopping or pseudo-stopping, causing the reference image 30 to tilt to the left (see Figure 21(c)), and the right image displacement effect is triggered by the right decorative pattern 80R stopping or pseudo-stopping, causing the reference image 30 to tilt to the right (see Figure 22(c)). Therefore, the effect of the decorative pattern 80 being perceived as having "weight" (it appears to be displayed tilted because the balance of weight is not even on the left and right) becomes more pronounced.
[0117] Furthermore, the image displacement effect in this embodiment is determined according to the decorative pattern 80 that was last stopped or pseudo-stopped among the three decorative patterns 80 (it is determined whether it will be a left image displacement effect, a right image displacement effect, or a middle image displacement effect depending on which decorative pattern 80 was last stopped or pseudo-stopped) (see Figures 21(c), 22(c), and 23(c)). Therefore, it is emphasized whether the decorative pattern 80 that was last stopped or pseudo-stopped was the left decorative pattern 80L, the right decorative pattern 80R, or the middle decorative pattern 80C.
[0118] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned image displacement effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0119] 〇Specific Example 4-1 In the above embodiment, the left image displacement effect, right image displacement effect, and middle image displacement effect are triggered by the stopping or pseudo-stopping of the left decorative symbol 80L, right decorative symbol 80R, and middle decorative symbol 80C, respectively. However, the image displacement effect (hereinafter referred to as the three-symbol image displacement effect) may be triggered by the simultaneous stopping or pseudo-stopping of the three decorative symbols 80 (left decorative symbol 80L, right decorative symbol 80R, and middle decorative symbol 80C) (a timing difference within the range that the player perceives as simultaneous stopping or pseudo-stopping is permitted) (see Figure 24(b)).
[0120] In the three-symbol image displacement effect, the entire reference image 30 is displaced straight downwards (i.e., along the direction of displacement) (see Figure 24(c)). In other words, in terms of the displacement pattern of the reference image 30, it is the same as the middle image displacement effect. Since the middle decorative symbol 80C is pseudo-stopped approximately in the width direction of the display area 911, and the left decorative symbol 80L and right decorative symbol 80R are pseudo-stopped at approximately equidistant distances from the middle decorative symbol 80C in the left-right direction, the virtual "weight" (momentum) balance of the three decorative symbols 80 is equal in the left-right direction. Therefore, in the three-symbol image displacement effect, the reference image 30 is displaced straight downwards without tilting in the width direction.
[0121] Furthermore, in a configuration where both the medium image displacement effect and the three-symbol image displacement effect can occur, it is preferable that the amount of displacement of the reference image 30 relative to the display area 911 be greater for the three-symbol image displacement effect than for the medium image displacement effect (see Figures 23(c) and 24(c)). The medium image displacement effect is an effect that makes it appear as if the reference image 30 has been displaced by being pushed by one decorative symbol 80 (medium decorative symbol 80C), while the three-symbol image displacement effect is an effect that makes it appear as if the reference image 30 has been displaced by being pushed by three decorative symbols 80. Therefore, the amount of displacement of the reference image 30 should be greater for the latter than for the former.
[0122] 〇Specific Example 4-2 In the above embodiment, the direction of movement of the decorative pattern 80 is described as downward, but it may be in other directions (see Figure 25; in this drawing, the reference image 30 displaced relative to the display area 911 is shown in a simplified manner (the hatched area is the reference image 30)). However, the direction of displacement (direction of shift) of the reference image 30 relative to the display area 911 in the image displacement effect is set to match the direction of movement.
[0123] If the direction of change of the decorative pattern 80 is upward (see Figure 25(a)), the reference image 30 will appear as if it has shifted upward relative to the display area 911 (see Figures 25(a-1) to (a-3)). The left image displacement effect is such that the reference image 30 is tilted and displaced in the width direction so that it moves downward from left to right (see Figure 25(a-1)). The right image displacement effect is such that the reference image 30 is tilted and displaced in the width direction so that it moves downward from right to left (see Figure 25(a-2)). The middle image displacement effect is such that the reference image 30 is displaced so that it moves straight upward (see Figure 25(a-3)).
[0124] Furthermore, if, for example, the direction of movement of the decorative pattern 80 is a horizontal scroll to the left, and three decorative patterns 80 are displayed (from top to bottom, the upper decorative pattern 80U, the middle decorative pattern 80N, and the lower decorative pattern 80S) (see Figure 25(b)), then the reference image 30 will appear as if it has shifted to the left relative to the display area 911 (see Figures 25(b-1) to (b-3)). The upper image displacement effect that occurs when the upper decorative pattern 80U stops or pseudo-stops is such that the reference image 30 tilts and displaces in the vertical direction so that it moves from top to bottom towards the right (see Figure 25(b-1)). The lower image displacement effect that occurs when the lower decorative pattern 80S stops or pseudo-stops is such that the reference image 30 tilts and displaces in the vertical direction so that it moves from top to bottom towards the left (see Figure 25(b-2)). The central image displacement effect, triggered by the stopping or pseudo-stopping of the central decorative pattern 80N, is such that the reference image 30 is displaced so that it moves straight to the left (see Figure 25(b-3)).
[0125] When the direction of change for decorative pattern 80 is set to horizontal scrolling to the right (see Figure 25(c)), the image displacement effect is the reverse of the case where it is set to horizontal scrolling to the left (see Figures 25(c-1) to (c-3)).
[0126] Thus, regardless of the direction in which the decorative pattern 80 changes, the entire reference image 30 is shifted relative to that direction of change. The image displacement effect triggered by the stopping or pseudo-stopping of the decorative pattern 80, which is displayed on one or the other side of the display area 911, is designed so that the amount of shift on the decorative pattern 80 that triggered the effect is large, causing the reference image 30 to tilt.
[0127] Specific Example 4-3 The image displacement effect described above can be applied to continuous effects. Examples of this type of continuous effect include pseudo-continuous effects and pre-read continuous effects. Since pseudo-continuous effects and pre-read continuous effects themselves are publicly known, a detailed explanation will be omitted. A pseudo-continuous effect is an effect that occurs during one spinning effect (during one spin), in which multiple decorative symbols 80 (three decorative symbols 80 if the win / fail lottery result is announced by a combination of three decorative symbols 80 as in the above embodiment) pseudo-stop, and then start spinning again (re-spin), repeating this process one or more times, and the number of such re-spins indicates the probability that the target win / fail lottery result (the win / fail lottery result corresponding to the spinning effect including the pseudo-continuous effect) will be a jackpot. The image displacement effect occurs when the pseudo-stop occurs before this re-spin (see Figures 26(b) and 26(c)). After the image displacement effect ends (after the reference image 30 returns to the reference state), each decorative symbol 80 spins again (see Figure 26(d)). Images corresponding to the number of consecutive occurrences (shown as "×2" in Figure 26(d)) may be displayed in the display area 911. Of the three decorative symbols 80, if the left decorative symbol 80L is the last to pseudo-stop, the left image displacement effect should occur; if the right decorative symbol 80R is the last to pseudo-stop, the right image displacement effect should occur; and if the middle decorative symbol 80C is the last to pseudo-stop, the middle image displacement effect should occur (Figure 26 shows an example where the right decorative symbol 80R is the last to pseudo-stop). Furthermore, if all three pseudo-stop simultaneously, the three-symbol image displacement effect described in Specific Example 4-1 should occur.
[0128] This makes the pseudo-continuous performance easier to understand, as "the number of consecutive pseudo-continuous performances (number of re-spins) = the number of times the image displacement performance occurs." Generally, the more consecutive pseudo-continuous performances there are, the higher the reliability of the target win / loss lottery result. With this setting, the occurrence of the image displacement performance can be said to function as a so-called chance-up performance.
[0129] The pre-announcement sequence uses one or more preceding spinning sequences that are executed before the target spinning sequence for the target win / failure lottery result to indicate the reliability of the target win / failure lottery result. When a combination that indicates that the win / failure lottery result corresponding to the preceding spinning sequence (previous win / failure lottery result) is a loss (losing combination) is displayed, an image displacement sequence is triggered (see Figures 27(b) and 27(c)). After the image displacement sequence ends (after the reference image 30 returns to its reference state), each decorative symbol 80 begins to move in conjunction with the start of the next spinning sequence (previous spinning sequence or target spinning sequence) (see Figure 27(d)). Images corresponding to the number of consecutive occurrences (shown as "×2" in Figure 27(d)) may be displayed in the display area 911. Of the three decorative symbols 80 that make up the losing combination that announces the result of the previous draw, if the left decorative symbol 80L is the last to stop, the left image displacement effect should occur; if the right decorative symbol 80R is the last to stop, the right image displacement effect should occur; and if the middle decorative symbol 80C is the last to stop, the middle image displacement effect should occur (Figure 26 shows an example where the right decorative symbol 80R is the last to stop). Also, if all three stop simultaneously, the three-symbol image displacement effect explained in specific example 4-1 should occur.
[0130] This makes the pre-read sequence easier to understand, as "the number of consecutive pre-read sequences (the number of sequences during the previous spin) = the number of times the image displacement sequence occurs." Generally, the more consecutive pre-read sequences there are, the higher the reliability of the target win / loss lottery result. With this setting, the occurrence of the image displacement sequence can be said to function as a so-called chance-up sequence (a chance-up for the pre-read sequence).
[0131] It is known that in such continuous performances, the occurrence of a continuous performance is indicated by the combination of decorative symbols 80 at the time of stopping or pseudo-stopping which satisfies a predetermined rule (a so-called "chance combination"). However, in this example, the occurrence of a continuous performance is indicated by the occurrence of an image displacement performance, so there is no need to deliberately display (or provide) such a chance combination. However, this does not mean that a configuration in which a chance combination is displayed before the image displacement performance occurs is ruled out.
[0132] 7) Specific Symbol Performance The gaming machine 1 according to this embodiment is capable of executing a specific symbol effect using a specific symbol 80T as an effect that constitutes the effect during reel spinning. The specific symbol effect will be described in detail below.
[0133] The specific design 80T is one of several types of decorative designs 80. In this embodiment, the decorative design 80 of "7" is designated as the specific design 80T. The forms of the specific design 80T are broadly classified into normal forms and composite forms. The composite form (see Figure 28(b), etc.) is a form that includes a main element part 80Tm indicating the type of design and a sub-element part 80Ts attached to the main element part 80Tm. As described above, the specific design 80T in this embodiment is the decorative design 80 of "7", so the part representing the number "7" is the main element part 80Tm. The sub-element part 80Ts is the part representing a predetermined character (represented by the letter "X" in the drawing). The composite form is a form in which the "7" and the "character" appear to be integrated. On the other hand, the normal form is a form that does not include the sub-element part 80Ts (see Figure 28(a), etc.). In other words, the normal form is one in which the part that does not represent the character described above does not have a part that represents the number "7".
[0134] The specific symbol effect is an effect that uses the specific symbol 80T mentioned above. Basically, it is an effect that can occur when the decorative symbol 80 selected from the middle decorative symbol group 80gC and stopped or pseudo-stopped is the specific symbol 80T (when the specific symbol 80T stops or pseudo-stops at a predetermined position approximately in the center of the display area 911 (hereinafter sometimes referred to as the center position)) (see Figure 28(c-1)). In this embodiment, the specific symbol effect occurs after the specific symbol 80T pseudo-stops at the center position. The specific symbol effect is a so-called chance-up effect, and the probability of a jackpot in the win / loss lottery result (target win / loss lottery result) corresponding to the in-spin effect (target in-spin effect) that includes the specific symbol effect (target in-spin effect) is higher than when the specific symbol effect does not occur.
[0135] When a specific symbol effect occurs, the left decorative symbol 80L (left decorative symbol group 80gL) and the right decorative symbol 80R (right decorative symbol group 80gR) are already in a pseudo-stop state. The specific symbol 80T, which is included in the middle decorative symbol group 80gC that is currently moving, is displayed in its normal mode (see Figure 28(a)). Subsequently, a pre-effect occurs that suggests the movement speed of the middle decorative symbol group 80gC will decrease and the specific symbol 80T may pseudo-stop at the center position. That is, after the movement speed of the middle decorative symbol 80C decreases, the specific symbol 80T is displayed as it gradually approaches the center position, making the player feel that the middle decorative symbol 80C may stop at that position. Here, in this pre-effect, the specific symbol 80T is in a composite mode (see Figure 28(b)). In other words, the pre-animation can be described as a state where the fluctuation speed is reduced (a state with a "low" fluctuation speed) compared to the previous state (a state with a "high" fluctuation speed). As the fluctuation speed changes from a "high" state to a "low" state, the specific symbol 80T changes from its normal form to a combined form.
[0136] After this preliminary setup, if the specific symbol 80T pseudo-stops in the center position (see Figure 28(c-1)), the specific symbol setup is executed. If the specific symbol 80T does not pseudo-stop in the center position, the specific symbol setup does not occur. If a decorative symbol 80 other than the specific symbol 80T (in this embodiment, the "8" decorative symbol 80) pseudo-stops in the center position, together with the left decorative symbol 80L and the right decorative symbol 80R which were already pseudo-stopped, they form a losing combination, and the three decorative symbols 80 then completely stop, indicating that the win / loss lottery result is a loss (see Figure 28(c-2)).
[0137] Two types of special symbol effects are set: a first effect (see Figure 29(a-1)) and a second effect (see Figure 29(a-2)) which differs from the first effect. Which of the two effects will occur is determined after the special symbol 80T pseudo-stops in the center position. In other words, the pseudo-stopping of the special symbol 80T in the center position can be considered a branching point in the effects.
[0138] In the first mode, after a specific symbol 80T pseudo-stops, the character represented by the sub-element part 80Ts of the specific symbol 80T performs a first action (see Figure 29(a-1)). In the second mode, after a specific symbol 80T pseudo-stops, the character represented by the sub-element part 80Ts of the specific symbol 80T performs a second action (an action different from the first action) (see Figure 29(a-2)). Note that the actions referred to here include not only the movement of the character's body, but also all movements such as the character's facial expressions (even if the sub-element part 80Ts is not a character, all movements of the sub-element part 80Ts are included). The probability of winning the target lottery is higher when the second action (second mode) occurs than when the first action (first mode) occurs. In other words, the first action is the default, and the second action is a so-called chance-up. The specific modes of the first and second actions can be set as appropriate. It is sufficient that the two actions are different enough for a player who has seen both actions to recognize them as different actions. However, it is preferable that the second action be in a manner that makes it easy for the player to understand that it is more advantageous to the player than the first action. In this embodiment, the character performing the second action is displayed larger (comparing the maximum size of the characters during the actions) than the character performing the first action.
[0139] The progression of the reel spinning sequence after the completion of the specific symbol sequence can be anything. In this embodiment, after the specific symbol sequence, the game transitions to one or more specific reach sequences (see Figure 29(b)), and the result of the target win / loss lottery is announced at the end of the specific reach sequence. In other words, the specific symbol sequence can be said to be a trigger for the transition to the specific reach sequence. The specific reach sequence is preferably a sequence in which a character represented by the sub-element section 80Ts included in the specific symbol 80T appears. For example, it is conceivable that a so-called battle sequence is executed as the specific reach sequence, in which the character appears as the player's character and fights against an enemy character, and if the target win / loss lottery result is a jackpot, the character wins (see Figure 29(c-1)), and if it is a loss, the character loses (the enemy character wins) (see Figure 29(c-2)). (The probability of reaching a victory is higher if the second action occurs in the specific symbol sequence than if the first action occurs.) By doing so, it becomes possible to create an easy-to-understand sequence of events where the pseudo-stopping of a specific symbol 80T containing a designated character in the center position triggers the transition to a reach animation in which that character appears.
[0140] Thus, in this embodiment, the specific symbol effect is an interesting effect in which the reliability of the target win / loss lottery result differs depending on the operation of the sub-element parts 80Ts included in the specific symbol 80T after the specific symbol 80T has pseudo-stopped. Therefore, the operation of the sub-element parts 80Ts after the specific symbol 80T has pseudo-stopped will draw the player's attention.
[0141] Furthermore, in this embodiment, as the game transitions to a pre-show (from a high fluctuation speed to a low fluctuation speed), the specific symbol 80T changes from a mode that does not include the sub-element 80Ts (normal mode) to a mode that includes the sub-element 80Ts (composite mode). Therefore, it is possible to clearly indicate that a pre-show is occurring (that an indication of the occurrence of a specific symbol show is being given).
[0142] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific symbol presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0143] 〇Specific Example 5-1 In the above embodiment, it was explained that the specific symbol 80T is in a normal form that does not include the sub-element 80Ts before the pre-show occurs, and becomes a composite form that includes the sub-element 80Ts during the pre-show. However, it is also possible to have the composite form that includes the sub-element 80Ts even before the pre-show occurs.
[0144] Furthermore, decorative patterns 80 other than the specific pattern 80T may also include a main element portion 80Tm and a sub-element portion 80Ts. In this case, it is preferable that the sub-element portions 80Ts represent different objects, such as different characters for each type of decorative pattern 80.
[0145] 〇Specific Example 5-2 In the above embodiment, the specific symbol effect can occur when a middle decorative symbol 80C selected from the middle decorative symbol group 80gC becomes the specific symbol 80T. However, alternatively, it may also occur when a decorative symbol 80 selected from the left decorative symbol group 80gL or the right decorative symbol group 80gR becomes the specific symbol 80T.
[0146] 〇Specific Example 5-3 The effects executed after the first action in a specific symbol effect and the effects executed after the second action are different (see Figure 30). For example, if the game transitions to a specific reach effect after a specific symbol effect as described in the above embodiment, then after the first action (see Figure 30(a-1)) is executed, the game transitions to the first specific reach effect (see Figure 30(b-1)), and after the second action (see Figure 30(a-2)) is executed, the game transitions to the second specific reach effect (a different type of reach effect than the first specific reach effect) (see Figure 30(b-2)). Note that different types of reach effects do not refer to differences such as the presence or absence of so-called chance-ups that may occur during the reach effect, but rather to differences in the basic structure of the effects. For example, if a title is set for a reach effect, then different titles are considered different types of reach effects.
[0147] The difference between the first specific reach animation and the second specific reach animation can be anything. For example, if the character represented by the sub-element section 80Ts (the player's character) and the enemy character are to battle, as described in the above embodiment, then the first specific reach animation and the second specific reach animation may feature different types of enemy characters (the first specific reach animation involves fighting against the first enemy character (represented as "Enemy 1" in the diagram) (see Figure 30(b-1)), and the second specific reach animation involves fighting against a second enemy character (represented as "Enemy 2" in the diagram), which is different from the first enemy character) (see Figure 30(b-2)). In specific symbol animations, the probability of a jackpot is higher when the second action occurs than when the first action occurs. Therefore, the second specific reach animation is more likely to lead to a favorable outcome (a winning outcome) for the player than the first specific reach animation. As mentioned above, if the types of enemy characters that appear in the first specific reach animation and the second specific reach animation are different, then it can be said that the enemy character in the first animation is considered "weaker" than the enemy character in the second animation.
[0148] In this way, by making the animations performed after the first action and the animations performed after the second action in a specific symbol animation different, the difference between the first and second actions (the difference in the degree of advantage for the player) becomes clearer, which is an advantage.
[0149] 〇Specific Example 5-4 The specific symbol effect can be applied to continuous effects (pseudo-continuous effects (see Figure 31), pre-announcement continuous effects (see Figure 32)). For example, as a pseudo-continuous effect, when a combination of decorative symbols 80 selected from each decorative symbol group 80g and pseudo-stopped becomes a specific combination, the decorative symbol group 80g will be re-changed. The specific combination (excluding three identical decorative symbols 80 that signal a jackpot) is said to include the specific symbol 80T. For example, the specific combination is when the middle decorative symbol 80C selected from the middle decorative symbol group 80gC and pseudo-stopped is the specific symbol 80T (the "7" decorative symbol 80), and the left decorative symbol 80L and the right decorative symbol 80R are not the same (not in a reach state). The specific symbol effect may occur when the specific combination is constructed (see Figure 31(b)). In other words, the sub-element parts 80Ts of the specific symbol 80T, which is the intermediate decorative symbol 80C that constitutes a specific combination, perform a first action (see Figure 31(c-1)) or a second action (see Figure 31(c-2)). After performing the first or second action, each group of decorative symbols 80g changes again (see Figure 31(d)). Naturally, since this is a pseudo-continuous performance, the held symbols are not consumed during the re-change.
[0150] When applied to a pre-read continuous performance, the basic structure is the same as that of a pseudo-continuous performance. The combination that indicates the result of the next win / loss lottery corresponding to one or more subsequent in-spin performances that are executed before the target in-spin performance that notifies the result of the target win / loss lottery is considered a specific combination (a combination in which the middle decorative symbol 80C of the three stopped decorative symbols 80 is the specific symbol 80T), and this is considered an indication that the reliability of the target win / loss lottery result has increased. When the specific combination is constructed (see Figure 32(b)), the sub-element parts 80Ts of the specific symbol 80T, which is the middle decorative symbol 80C that constitutes the specific combination, perform a first action (see Figure 32(c-1)) or a second action (see Figure 32(c-2)). After performing the first or second action, each group of decorative symbols 80g will spin again (the next in-spin performance will begin) (see Figure 32(d)). Naturally, since this is a pre-announcement sequence, one reserved ball will be consumed when the re-spin occurs.
[0151] In this way, the construction of specific combinations that trigger continuous effects (pseudo-continuous effects, pre-read continuous effects) is emphasized by specific symbol effects (operation of sub-element section 80Ts), making it easier to understand when continuous effects occur.
[0152] 〇Specific Example 5-5 (An example that further elaborates on Specific Example 5-4) The manner of the specific symbol performance (operation of the sub-element 80Ts) suggests the number of consecutive performances (pseudo-consecutive performances, pre-read consecutive performances) (see Figure 33. Although Figure 33 shows an example of a pseudo-consecutive performance, the same concept can be applied to pre-read consecutive performances). As described above, a consecutive performance is one or more times in which the decorative symbols 80 (including the specific symbol 80T) that constitute a specific combination stop or pseudo-stop, and then re-spin, and the number of consecutive performances increases each time a re-spin occurs. That is, in a series of consecutive performances, "number of re-spins + 1 = number of consecutive performances". If a consecutive performance includes two or more unit performances, and the number of such unit performances is considered to equal the number of consecutive performances, then the period until a re-spin occurs is counted as one unit performance, and the period after the re-spin occurs is counted as the next unit performance. Furthermore, the more consecutive performances there are, the higher the reliability of the target win / loss lottery result.
[0153] Based on this premise, when a specific combination is constructed (see Figure 33(a)), if the sub-element portion 80Ts of the specific pattern 80T performs a second operation (see Figure 33(b-2)), it is confirmed that after the re-variation following the second operation (see Figure 33(c)), the specific combination will be constructed again and re-variation will occur (see Figure 33(d-1)).
[0154] When a specific combination is constructed (see Figure 33(a)), the occurrence of the subsequent re-variation (hereinafter sometimes referred to as the immediate re-variation) (see Figure 33(c)) is predetermined. Furthermore, if a second operation occurs as a result of the construction of the specific combination (see Figure 33(b-2)), the occurrence of the next re-variation following the immediate re-variation (hereinafter sometimes referred to as the next re-variation) (see Figure 33(d-1)) is also predetermined. For example, if the sub-element 80Ts performs a second operation when the first specific combination is constructed, it is determined that after the re-variation immediately following the second operation (immediate re-variation), the second specific combination will be constructed, and the second re-variation (next re-variation) will occur.
[0155] Even if the first action (see Figure 33(b-1)) occurs instead of the second action (see Figure 33(b-2)), there is still a possibility that a subsequent re-variation (see Figure 33(d-1)) will occur, although it is also possible that the continuous performance will end without a subsequent re-variation occurring (see Figure 33(d-2)).
[0156] By using this example, when a specific combination is formed, the number of consecutive sequences is more likely to occur when the second action occurs than when the first action occurs. Therefore, the advantages of the second action are reflected in the number of consecutive sequences (and the increase in reliability with increasing consecutive sequences), resulting in an easy-to-understand presentation format.
[0157] Unlike the example above, the setting may be such that the occurrence of a second action does not necessarily guarantee the occurrence of a subsequent re-variation. In other words, the probability of a subsequent re-variation occurring is higher when a second action occurs than when a first action occurs, but the setting may be such that the probability of a subsequent re-variation occurring when a second action occurs is not 100%.
[0158] 8) Mid-game change effects The gaming machine 1 according to this embodiment is capable of executing specific effects (see Figures 34 to 36) as part of the in-game effects during reel spinning. In this embodiment, the specific effects can occur during normal gameplay, but they may also occur during special gameplay. The specific effects in this embodiment are so-called reach effects, and are battle effects in which the player's character, an ally character (indicated with "Ai" in the diagrams), and an enemy character (indicated with "Teki" in the diagrams) fight. If the win / loss lottery result (target win / loss lottery result) corresponding to the in-game effects during reel spinning (target in-game effects) including the specific effects is a jackpot, the player's character wins, resulting in a victory ending (favorable ending) (see Figures 34(d-1), 35(d-1), and 36(d-1)), and if it is a loss, it results in a defeat ending (unfavorable ending) (see Figures 34(d-2), 35(d-2), and 36(d-2)). Furthermore, a winning outcome includes a reversal (comeback) pattern where a seemingly lost outcome is overturned.
[0159] In this embodiment, it is possible to execute three specific special effects: a first special effect (see Figure 34), a second special effect (see Figure 35), and a third special effect (see Figure 36). However, only one type of special effect can occur during a single variation (two or more special effects cannot occur). The first to third special effects differ in that the type of ally character fighting the enemy character is different (see Figures 34(a), 35(a), and 36(a)). In the first special effect, the first ally character (indicated as "Ai 1" in the diagrams) appears, in the second special effect, the second ally character (indicated as "Ai 2" in the diagrams) appears, and in the third special effect, the third ally character (indicated as "Ai 3" in the diagrams) appears, and they each fight the enemy character. However, each special effect may have the same ally character but different types of enemy characters. Alternatively, both the ally character and the enemy character may be of different types.
[0160] The first to third specific performances differ in their jackpot reliability (the probability of reaching a winning outcome) when the basic pattern is reached (meaning when no intermediate change performances, which will be described in detail later, occur). In this embodiment, the reliability is highest in the order of the first, second, and third specific performances (the third specific performance being the most reliable).
[0161] Each specific performance can be broadly divided into two periods: a first period and a second period, before reaching the conclusion (victory or defeat). The first period is the opening period of the specific performance, during which a title image 55 representing the title of the specific performance (i.e., the type of specific performance) is displayed in the display area 911 (see Figures 34(a), 35(a), and 36(a)). If the type of specific performance is different, the string of characters contained in the title image 55 will be different. It can be said that the title image 55 is a different image (unique image) depending on the type of specific performance. By looking at the title image 55, the player can know which of the first, second, or third specific performances has occurred.
[0162] Furthermore, during the first period, a numerical image 50 containing numerical elements is displayed in the display area 911 along with the title image 55 (see Figures 34(a), 35(a), and 36(a)). The numerical image 50 suggests the probability (hereinafter sometimes referred to as the probability of victory) that a particular performance will lead to a winning outcome, based on its numerical elements. In this embodiment, "star marks" are displayed as numerical elements, and the number of these star marks indicates the probability of victory. The more star marks there are, the higher the probability of victory. Note that the numerical elements are not limited to the number of such marks. For example, the probability of victory may be represented by the numbers themselves (the magnitude of the numbers). In other words, it is acceptable as long as it is based on some kind of "numerical" element. Also, in this embodiment, the more (larger) the numerical elements (star marks), the higher the reliability (probability of victory), but conversely, the fewer (smaller) the numerical elements, the higher the reliability may be set.
[0163] During the first period of each specific performance, a numerical image 50 containing numerical elements based on the basic pattern described above is displayed. The reliability increases in the order of the first, second, and third specific performances, and therefore the number (size) of numerical elements increases in this order. In this embodiment, two stars (the number of star marks is represented by stars "○"; the same applies hereafter) are displayed during the first period of the first specific performance, three stars are displayed during the first period of the second specific performance, and four stars are displayed during the first period of the third specific performance (see Figures 34(a), 35(a), and 36(a)).
[0164] The second period is the period after the first period has elapsed. The second period is the period during which the video footage for each specific performance is displayed, and can also be said to be the period during which the specific content of each performance is shown. In this embodiment, video footage of each ally character and enemy character fighting is displayed (see Figures 34(b), 35(b), 36(b), etc.). The story reaches its conclusion after going through this second period.
[0165] In this embodiment, the numerical image 50 is displayed in the second period as well, so that the player can grasp the probability of winning even in the middle of the performance (after the opening (first period) has ended). However, the numerical image 50 displayed in the second period is smaller than the numerical image 50 displayed in the first period (note that "smaller" here does not mean that the numerical elements become smaller (fewer). In this embodiment, it means that the size of one star mark becomes smaller) (see Figures 34(b), 35(b), 36(b), etc.). In other words, the numerical image 50 is displayed in a smaller size as a trigger for the transition from the first period to the second period. From the player's perspective, the numerical image 50 becomes less conspicuous when transitioning from the first period to the second period. In the first period, the numerical image 50 is displayed in the display area 911 of the main display device 91 (where the decorative symbols 80 are displayed), but the system may also be configured to include a different display device from the main display device 91, and the numerical image 50 may be displayed on this different display device in the second period.
[0166] Furthermore, in this embodiment, the title image 55 (unique image) is not displayed during the second period (see Figures 34(b), 35(b), 36(b), etc.). In other words, even when transitioning from the first period to the second period, the numerical image 50 remains (although its display size is reduced, the display itself is maintained), while the title image 55 is removed. Since the title image 55 represents a specific type of performance, it is considered sufficient if it is displayed during the first period (the opening of the performance), and therefore it is removed during the second period. Additionally, the transition from the displayed state of the title image 55 to the state of it not being displayed has the advantage of clearly indicating the end of the opening (first period). In other words, in this embodiment, even after such an opening (first period) has ended, the numerical image 50 remains displayed so that the player can grasp the numerical elements. However, this does not negate the possibility of a configuration in which the title image 55 remains displayed even when transitioning to the second period. If such a configuration is adopted, it would be preferable to display the title image 55, along with the numerical image, smaller (compared to the first period) during the second period.
[0167] Assuming this configuration, during the second period of each specific performance, an intermediate change performance may occur in which the numerical elements contained in numerical image 50 change. However, this intermediate change performance does not occur every time. Rather, it is preferable that the probability of an intermediate change performance occurring in a particular performance be less than 50%.
[0168] The mid-game change animation is such that in the second period, the numerical elements of the numerical image 50 (displayed smaller than in the first period) change in a way that increases the probability of a big win (expected win rate). In this embodiment, in the first specific animation, since the number "2" is displayed in the first period, it is at least at the start of the second period that the number "2" is displayed. However, a mid-game change animation may occur in which the number "2" changes to the number "3" (see Figure 34(c-1)). Similarly, in the second specific animation, a mid-game change animation may occur in which the number "3" changes to the number "4" in the second period (see Figure 35(c-1)). In the third specific animation, a mid-game change animation may occur in which the number "4" changes to the number "5" in the second period (see Figure 36(c-1)).
[0169] The occurrence of such an intermediate change can be considered a type of chance-up (corresponding to the basic pattern described above, it can be considered a chance-up pattern). If no intermediate change occurs, the numerical elements remain the same as those displayed in the first period (the first specific effect remains at "2" stars, the second specific effect at "3" stars, and the third specific effect at "4" stars) (see Figures 34(c-2), 35(c-2), and 36(c-2)), and the game proceeds to its conclusion in this manner. The numerical elements displayed in the first period can be said to represent the reliability (expected win rate) assuming that no intermediate change occurs and the basic pattern is followed.
[0170] Furthermore, if a change in the middle of the game occurs, i.e., if it becomes a chance-up pattern, the reliability (expected win rate) of each specific event only needs to be higher than that of the basic pattern of the same specific event (when no change in the middle of the game occurs). In other words, regarding the relationship between the magnitudes (high and low) of reliability, at least the following relationships must hold: "basic pattern of the first specific event < chance-up pattern of the first specific event", "basic pattern of the second specific event < chance-up pattern of the second specific event", and "basic pattern of the third specific event < chance-up pattern of the third specific event". The relationship between the magnitudes when comparing the basic patterns and chance-up patterns of different types of specific events can be set as appropriate. For example, if both the chance-up pattern of the first specific event and the basic pattern of the second specific event are rated "3" stars, their reliability may be set to be exactly the same, or one may be set to have a higher reliability than the other. However, if the number of numerical elements is different, it is preferable to ensure that the relationship between the magnitudes of reliability holds accordingly. For example, the chance-up pattern for the first specific effect is "3" stars, and the basic pattern for the third specific effect is "4" stars. Therefore, it is preferable to set the basic pattern for the third specific effect to have a higher reliability than the chance-up pattern for the first specific effect.
[0171] Thus, in the specific presentation in this embodiment, a numerical image 50 containing numerical elements representing the probability of a big win (expected win rate) is displayed not only during the first period (opening) but also during the second period after the first period has ended. This presentation is interesting because it may feature an intermediate change presentation in which these numerical elements change. In particular, in this embodiment, the numerical image 50 is made smaller in the second period (than in the first period), so it is novel in that the numerical elements may change quietly (before you even realize it).
[0172] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned intermediate change effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0173] Specific Example 6-1 In each specific animation sequence, the timing at which the above-mentioned mid-game change animation may occur is not fixed. Specifically, two or more possible timings for the mid-game change animation are set, and even when the mid-game change animation occurs, the timing of its occurrence is not predetermined. Players who have already experienced the mid-game change animation may remember the timing of its occurrence, and it is conceivable that they will pay close attention to whether the mid-game change animation occurs at that timing when a similar specific animation sequence is performed thereafter. In the mid-game change animation described in the above embodiment, one of the elements that makes it interesting is that the numerical elements change "before you even realize it," so it is good to maintain this interesting aspect by making the timing of the change uncertain.
[0174] 〇Specific Example 6-2 In each specific event, an opportunity event may occur in the second period that suggests an increased probability of reaching a victory (favorable outcome). While various specific forms of opportunity events are conceivable, if the specific event is a battle event as described in the above embodiment, then an event that indicates a favorable situation for the allied character may be set as the opportunity event. For example, if an allied character attacks an enemy character (see Figure 37(a)), and either the attack "misses" (see Figure 37(b-1)) or "hits" (see Figure 37(b-2)), then the "hit" scenario may be set as the opportunity event.
[0175] Assuming that such opportunity-based events can occur, the intermediate change events described in the above embodiment are assumed to occur in conjunction with opportunity-based events. That is, when an opportunity-based event occurs, a change in the numerical elements occurs simultaneously or immediately afterward (see Figure 37(b-1)). If an opportunity-based event does not occur, the intermediate change event will not occur either (see Figure 37(b-2)). In this way, the game becomes easy to understand, with the numerical elements changing in a direction that increases reliability as a result of (linked to) an opportunity-based event that indicates a favorable situation for the player.
[0176] Furthermore, since the mid-game change animation in this example is accompanied by an opportunity animation, the effect of the change occurring "before you even realize it," as described in the above embodiment, is less likely to occur. If clarity of the animation is prioritized over achieving such an effect, then the configuration in this example is appropriate.
[0177] 〇Specific Example 6-3 (A more detailed example of Specific Example 6-2) The game is designed so that a mid-game change sequence may occur along with a chance sequence, or a mid-game change sequence may not occur even if a chance sequence occurs. If we categorize the patterns based on whether or not the chance sequence and mid-game change sequence occur, we can classify them into three patterns: "both the chance sequence and the mid-game change sequence occur" (Pattern A) (see Figure 38(b-1)), "the chance sequence occurs, but the mid-game change sequence does not" (Pattern B) (see Figure 38(b-2)), and "neither the chance sequence nor the mid-game change sequence occurs" (Pattern C) (see Figure 38(b-3)). The probability of winning a jackpot (expected win rate) will increase in the order of Pattern C < Pattern B < Pattern A. This way, when a chance sequence occurs, the player will pay attention to whether or not a mid-game change sequence occurs at the same time (the player will expect that the mid-game change sequence will also occur).
[0178] In addition to the three patterns described above, a pattern called "No opportunity event occurs, but a change in the middle of the game occurs" (Pattern X) may also occur (although not shown in the diagram, this is a mode in which an image like that shown in Figure 38(b-3) is displayed, but a change in numerical elements occurs). In other words, the change in the middle of the game can occur not only with an opportunity event, but also without one. By doing this, the modes in which the change in the middle of the game occurs include modes that are easily noticed by players because they are accompanied by an opportunity event, and modes that are difficult for players to notice because they are not accompanied by an opportunity event.
[0179] 〇Specific Example 6-4 As an intermediate change effect, two or more variations may occur in which the amount (degree of change) of the numerical element changes. For example, in the first specific effect, the numerical image 50 of star "2" is displayed in the first period. As intermediate change effects that may occur in this first specific effect, there are two variations: one in which the numerical image 50 changes to star "3" (first variation) (see Figure 39(b-1)) and another in which the numerical image 50 changes to star "4" (second variation) (see Figure 39(b-2)). When an intermediate change effect occurs, the probability of a winning outcome (jackpot) is higher when it occurs in the second variation than when it occurs in the first variation. In this way, by setting two or more variations as intermediate change effects that differ in the degree of increase in reliability (probability of winning), the effect becomes one in which players who notice the occurrence of an intermediate change effect will also pay attention to the degree of increase.
[0180] Specific Example 6-5 If a change in the animation occurs, the basic form of the numerical image 50 will also change. For example, in the first specific animation, before the change in the animation occurs, the numerical element of "2" stars is displayed, and after the change in the animation occurs, the numerical element of "3" stars is displayed. In this case, the two star marks representing "2" stars are displayed in "white," and the three star marks representing "3" stars are displayed in "red" (see Figure 40; in this figure, "white" is represented without hatching, and "red" is represented with hatching). Although not shown in the illustration, the two star marks are also "white" in the first period. Note that the element representing the difference in basic form is not limited to "color" (hereinafter, the same applies when referring to basic form). It is also conceivable that the shape of the mark representing the numerical element itself may be the basic form. For example, the basic form may change such that the mark is a "star" before the change in the animation occurs, but becomes a "sun" after the change in the animation occurs.
[0181] As mentioned above, the mid-game change animation occurs without the player noticing, but in order to reduce the risk that the player may not notice its occurrence until the end of a specific animation, the basic form of numerical image 50 will be different before and after the mid-game change animation occurs.
[0182] ○Specific Examples 6-6 When an intermediate change animation occurs, the amount of change in the numerical element will be displayed in a way that shows it. Specifically, the display will be such that the difference between the numerical element before the intermediate change animation occurs (base value) and the numerical element after the intermediate change animation occurs (change value) can be understood. For example, in the first specific animation, the numerical element is displayed as "2" stars before the intermediate change animation occurs, and as "3" stars after the intermediate change animation occurs. In the changed numerical element, "3" stars, two star marks will be displayed as "white" and one star mark as "red" (see Figure 41; in this figure, "white" is represented without hatching and "red" is represented with hatching). Although not shown in the figure, in the first period as well, both star marks will be "white". In this way, the part that shows the difference (gap) between the base value and the change value will have a different basic appearance from the other parts so that the amount of change can be understood.
[0183] In this way, even after the occurrence of the mid-game change animation, it is possible to understand the extent of the change in numerical elements (even if the player does not remember the baseline values). In particular, as explained in specific example 6-4 above, if the mid-game change animation can have two or more different types of changes (degrees of change) in numerical elements, there is an advantage in being able to understand which type of change occurred even after the mid-game change animation has occurred.
[0184] Furthermore, as in this example, once a change in the intermediate state occurs, the part showing the difference between the baseline value and the change value will be in a fundamentally different state from the other parts. This reduces the risk that the player may not realize that a change in the intermediate state occurred until the end of the specific effect (similar to the effect in specific example 6-5 is also achieved).
[0185] 9) 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.
[0186] 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.
[0187] It is not necessary for all of the various effects and other features described in the above embodiment to be executable. A configuration in which only some of them are executable is also acceptable.
[0188] The matters concerning "jackpots" described in the above embodiment can be replaced with so-called "minor wins." For example, a presentation that suggests the probability of a jackpot (jackpot reliability) can be used to suggest the probability of a minor win. Furthermore, the game may be designed to have gameplay that allows a jackpot to be obtained via minor wins (the gameplay of so-called "Type 2 gaming machines") (this is well known, so no explanation is given). If the setting is such that every minor win leads to a jackpot, then minor wins can be treated as equivalent to jackpots.
[0189] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0190] ·Means 1-1 A gaming machine characterized by comprising: a game state setting means that can set a normal game state and a special game state that is more advantageous to the player than the normal game state as game states in which the player aims to get a win in the draw; a customization function that allows the player to customize the probability of occurrence of one or more target effects that can occur in either the normal game state or the special game state and suggest the probability of getting a win in the draw; and a setting confirmation function that, when a predetermined condition is met that can be established on the premise that the game state transitions from a pre-change state, which is one of the normal game state or the special game state, to a post-change state, which is the other, asks the player whether to maintain the current setting for the probability of occurrence of the target effects that was set in the pre-change state in the post-change state. As with the gaming machine described above, the convenience of the customization function can be improved by asking the player whether to maintain the current customizations in the changed gaming state when the game state changes.
[0191] ·Means 1-2 A gaming machine characterized in that, when the aforementioned specified conditions are met, the player can arbitrarily choose whether to maintain the current settings or to reset all of the probabilities of one or more of the aforementioned target effects to their initial settings. Therefore, it is a good idea to set up initial settings as an option in case you do not want to maintain the current settings.
[0192] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that the aforementioned specified condition is not met when all of the probabilities of one or more of the aforementioned target effects occurring are at their initial settings. When a player is not using the customization function, they will likely want to continue playing even if the game state changes, so it is preferable that the settings confirmation function is not activated.
[0193] ·Means 1-4 The gaming machine according to any one of claims 1 to 3, characterized in that, even if the user selects not to maintain the current settings when transitioning from one of the normal game state and the special game state to the other using the setting confirmation function, the settings will be restored to the same settings as the current settings when returning to either the normal game state or the special game state. This approach ensures that the customizations are also restored to their original state when the game is reset, thus improving convenience for the player.
[0194] ·Means 2-1 A gaming machine in which multiple candidate patterns with different levels of reliability are set as patterns of a visual image that indicates the probability of the winning or losing lottery result being a win, and a visual mode that can be switched by the player is provided, in which a normal mode in which the visual image can be any of the multiple candidate patterns, and a special mode in which the visual image can be one or more patterns belonging to a specific category among the multiple candidate patterns, but cannot be one or more patterns that do not belong to that specific category. According to the above-mentioned gaming machine, by setting a special mode, players can experience gameplay where the displayed images are not limited to certain candidate patterns, thus broadening the range of gameplay and increasing the enjoyment.
[0195] ·Means 2-2 The gaming machine according to claim 1, characterized in that, when the normal mode is set, the reliability when the performance image is one of the forms belonging to the specific category is higher than the reliability when the performance image is one of the forms not belonging to the specific category. This way, when a special mode is set, the animation images will no longer be of a relatively low reliability (which prevents frustration caused by the frequent occurrence of animation images being of a relatively low reliability when a special mode is set).
[0196] ·Means 2-3 The gaming machine according to claim 1 or 2, characterized in that the aforementioned display image is a reserved symbol indicating the existence of win / loss lottery information used in the win / loss lottery, for which the corresponding win / loss lottery result has not yet been announced. As an example of the above-mentioned visual representation, the reserved symbols are representative images that suggest reliability.
[0197] ·Means 3-1 A gaming machine in which, when a target state that is desirable for the player not to end ends, ends, an ending image including target characters representing the target state and ending characters indicating that the target state has ended is displayed on a display device, and the machine is capable of performing a performance in which a pseudo-ending image different from the ending image is displayed in a situation in which the target state appears to end but does not actually end, and the pseudo-ending image includes the target characters and continuation characters indicating that the target state continues. The above-mentioned gaming machine can implement an interesting feature where only players who notice that a pseudo-ending image similar to the ending image is displayed can quickly learn that the target state is continuing.
[0198] ·Means 3-2 The gaming machine according to means 3-1, characterized in that the pseudo-end image is formed by replacing the end character in the end image with the continuation character. ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that the font of the ending character in the ending image and the font of the continuation character in the pseudo-ending image are the same. ·Means 3-4 A gaming machine according to any one of means 3-1 to 3-3, characterized in that the number of characters in the ending character in the ending image is the same as the number of characters in the continuation character in the pseudo-ending image. As described above, the pseudo-ending image and the actual ending image are similar, making it difficult for the viewer to notice that the pseudo-ending image is being displayed.
[0199] ·Means 4-1 A gaming machine comprising: a display device having a display area; and an image displacement execution means that, after a decorative pattern indicating the result of a draw is displayed in the display area in a predetermined direction of variation, stops or pseudo-stops, triggers an image displacement effect in which a reference image including a background image displayed in the display area as the background of the decorative pattern is displaced as if it had shifted toward the direction of variation relative to the display area. The above-mentioned gaming machine can perform an interesting image displacement effect that makes it appear as if the reference image has shifted due to the momentum of the decorative symbols.
[0200] ·Means 4-2 The gaming machine according to means 4-1, characterized in that a one-sided decorative pattern is displayed on one side of the display area, a other-sided decorative pattern is displayed on the other side, and a central decorative pattern is displayed between the one-sided decorative pattern and the other-sided decorative pattern, and when the one-sided decorative pattern stops or pseudo-stops, the reference image is displaced relative to the display area such that the displacement is greater on one side of the display area than on the other side. By doing so, it is possible to create an image displacement effect in which the reference image tilts and displaces due to the momentum of the decorative pattern that has stopped or pseudo-stopped on one side of the display area.
[0201] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that a one-sided decorative pattern is displayed on one side of the display area, a other-sided decorative pattern is displayed on the other side, a central decorative pattern is displayed between the one-sided decorative pattern and the other-sided decorative pattern, and when the central decorative pattern stops or pseudo-stops, the reference image is displaced relative to the display area along the direction of the variation. ·Means 4-4 A gaming machine according to any one of means 4-1 to 4-3, characterized in that a one-sided decorative pattern is displayed on one side of the display area, a other-sided decorative pattern is displayed on the other side, and a central decorative pattern is displayed between the one-sided decorative pattern and the other-sided decorative pattern, and when the one-sided decorative pattern, the other-sided decorative pattern and the central decorative pattern stop or pseudo-stop simultaneously, the reference image is displaced relative to the display area along the direction of the variation. The image displacement effect triggered by the stopping or pseudo-stopping of the central decorative pattern should be designed so that the reference image does not tilt during the displacement.
[0202] ·Means 4-5 A gaming machine according to any one of means 4-1 to 4-4, characterized in that the decorative pattern stops or pseudo-stops and then changes again one or more times, and the number of such changes indicates the probability that the target win / loss lottery result will be a win, and the image displacement effect occurs when the decorative pattern stops or pseudo-stops in the continuous effect. Since the image displacement effect occurs when the decorative pattern stops or pseudo-stops, this image displacement effect can be suitably used as an indication of a so-called continuous effect.
[0203] ·Means 5-1 A gaming machine comprising a display device having a display area, and a notification means that displays a plurality of groups of decorative symbols, each including a plurality of types of decorative symbols, in the display area, and notifies the result of a winning or losing lottery based on a combination of decorative symbols selected and displayed from each of the groups of decorative symbols, wherein one of the plurality of types of decorative symbols is a specific symbol, and after the specific symbol, including a main element part indicating its type and a sub-element part attached to the main element part, stops or pseudo-stops at a predetermined position in the display area, the reliability of the probability that the target winning or losing lottery result will be a win is higher when the sub-element part performs a second action different from the first action than when it performs a first action. The above-mentioned gaming machine can perform interesting effects that will draw the player's attention to the operation of the sub-element after a specific symbol stops or pseudo-stops.
[0204] ·Means 5-2 The gaming machine according to means 5-1, characterized in that if there is a possibility that the specific symbol will stop or pseudo-stop at the predetermined position, a pre-show indicating this occurs, and in the state prior to the occurrence of the pre-show, the specific symbol is displayed in a variable manner without including the sub-element part. Thus, changing a specific symbol from a configuration that does not include sub-elements to a configuration that includes them can be used to suggest that the specific symbol will stop or pseudo-stop at a predetermined position.
[0205] ·Means 5-3 A gaming machine according to means 5-1 or means 5-2, characterized in that when a combination of decorative symbols selected from each of the multiple groups of decorative symbols and stopped or pseudo-stopped becomes a specific combination, the multiple groups of decorative symbols start to change again, and it is possible to perform a continuous performance that indicates reliability based on the number of times the change occurs, the specific combination is a combination that includes the specific symbol that stopped or pseudo-stopped at the predetermined position, and when the specific combination is formed, the sub-element part of the specific symbol performs the first operation or the second operation. In this way, the operation of the sub-element can be used to suggest the occurrence of a continuous performance.
[0206] ·Means 5-4 The gaming machine according to means 5-3, characterized in that when the sub-element portion of the specific symbol performs the second operation when the specific combination is constructed, the specific combination is constructed again and another variation occurs after the re-variation following the second operation. Thus, the occurrence of a second action (which is more advantageous than the first action) can be used as an indication that the number of consecutive actions (number of re-spins) in a continuous performance sequence is likely to increase.
[0207] ·Means 6-1 The system comprises a display device having a display area, and a means for executing a specific performance that leads to a favorable ending for the player or an unfavorable ending if the favorable ending is not reached, wherein in the first period, a numerical image containing numerical elements that suggest the probability of reaching the favorable ending is displayed in the display area, and in the second period after the first period but before the ending is reached, the numerical image is displayed smaller than in the first period, and in the second period, an intermediate change performance may occur in which the numerical elements of the numerical image change. A gaming machine characterized by being such. According to the above-mentioned gaming machine, it is possible to create an interesting special effect in which the numerical elements shown in the first period may change in the second period.
[0208] ·Means 6-2 The gaming machine according to means 6-1, characterized in that, in the aforementioned specific performance, an opportunity performance may occur that suggests an increased probability of reaching the favorable outcome, and the intermediate change performance occurs in conjunction with the opportunity performance. This makes it easier to notice when a change occurs during the gameplay sequence.
[0209] ·Means 6-3 The gaming machine according to means 6-2, characterized in that even if the aforementioned opportunity presentation occurs, the aforementioned intermediate change presentation may not occur. This approach creates a presentation style where players will focus on whether a mid-game change animation occurs simultaneously with a chance animation.
[0210] ·Means 6-4 A gaming machine according to any one of means 6-1 to 6-3, characterized in that, during the first period, the numerical image is displayed together with a unique image representing the type of specific performance, and during the second period, the numerical image is displayed but the unique image is not displayed. The aforementioned transitional effect is innovative in that the numerical image changes not when the unique image is displayed, but when the unique image is not displayed. [Explanation of Symbols]
[0211] 1. Gaming machine 10 Reserved Symbols 11. Symbols held during reel spins (Information on symbols held during reel spins) 12. Pre-reset symbols (pre-reset information) 10a~10d First candidate configuration to fourth candidate configuration 21 Final Image 22 Pseudo-ending image 23 Target characters 24 Ending characters 25 Continuing characters 26B Background part 30 Reference Images 30B background image 50 Numerical Images 55 Title Image (Unique Image) 80 Decorative patterns 80L Left decorative pattern 80C Medium decorative pattern 80R Right decorative pattern 80T Specific Pattern 80Tm Main element part 80Ts sub-element part 91 Display device 911 Display area
Claims
[Claim 1] A method for conducting a draw to determine whether a winner will be selected, A display means for displaying a decorative pattern that notifies the result of the lottery by the aforementioned lottery means, An effect execution means that performs an effect during the variation from the time the aforementioned decorative pattern starts to vary until it stops in a manner that notifies the result of the lottery, A customization function that allows the player to arbitrarily change the probability of occurrence of the target effects that constitute the aforementioned variable effects, Equipped with, The customization function allows for changing the probability of the target effect occurring in a non-variable state where the variable effect is not being performed, by using the customization image displayed on the display means. As a component of the aforementioned fluctuation-based performance, a specific performance that is the target performance may occur. The aforementioned specific effect is an effect in which a specific effect image, which is different from the reserved symbol indicating the presence of a corresponding win / loss lottery result that has not yet been announced, is displayed on the display means. As for the aforementioned specific performance modes, there are multiple types of performance modes in which the reliability level, which is the probability that the winning or losing result will be a win, differs, and the appearance of the specific performance image displayed differs. The multiple types of performance modes are divided into one or more first performance modes belonging to the first category and one or more second performance modes belonging to the second category. One or more of the second presentation modes have a higher reliability than any of the one or more of the first presentation modes. As a performance mode that can be arbitrarily selected by the player using the aforementioned customization function, a special performance mode is provided in which the specific performance can be any of the one or more second performance modes, but cannot be any of the one or more first performance modes. A gaming machine characterized by the following features.