Gaming machine
The gaming machine employs alternating exposure and covering effects with suggestion images and post-win animation selection to enhance player engagement and interest by offering the possibility of upgrading non-specific to specific jackpots, addressing the lack of engaging mechanisms in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2022-06-22
- Publication Date
- 2026-07-23
Smart Images

Figure 0007894126000001 
Figure 0007894126000002 
Figure 0007894126000003
Abstract
Description
Technical Field
[0006]
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine that displays a covering image covering a predetermined image to improve the interestingness of the game (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 provide a gaming machine capable of executing an interesting effect using a covering image.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area, and an exposure / covering effect execution means for executing an exposure / covering effect in which an exposure state in which a suggestion image is displayed in the display area and a covering state in which a covering image is displayed without the suggestion image being displayed in the display area are repeated in an introduction part before the result is revealed. The probability of reaching a favorable result for the player after the introduction part is suggested by the suggestion image displayed in the exposure state. [[ID=[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 selection process. [Figure 5] This is a diagram to explain specific examples 1-3. [Figure 6] This is a diagram to explain specific examples 1-4. [Figure 7] This is a diagram to explain specific examples 1-5. [Figure 8] This is a diagram to explain the triggering effects for the operation. [Figure 9] This is a diagram (a continuation of Figure 8) used to explain the triggering effects for the operation. [Figure 10] This is a diagram to explain specific example 2-1. [Figure 11] This is a diagram to explain specific example 2-2. [Figure 12] This is a diagram to explain specific example 2-3. [Figure 13] This is a diagram to explain the exposure and covering effect. [Figure 14] This is a diagram (a continuation of Figure 13) to explain the exposure and covering effect. [Figure 15] This figure shows examples of regular and irregular patterns in the introductory section of the exposure covering effect. [Figure 16] This is a diagram to explain specific example 3-1. [Figure 17] This is a diagram to explain specific example 3-2. [Figure 18] This is a diagram to explain specific example 3-3. [Figure 19] This is a diagram to explain specific example 3-4. [Figure 20] This is a diagram to explain sudden, unexpected events. [Figure 21] This diagram illustrates candidate timings and specific timings. [Figure 22] This is a diagram for explaining that when winning a display lottery before reaching a specific timing, the display of the emergency image is advanced (becomes earlier than the specific timing). [Figure 23] This is a diagram for explaining Specific Example 4-1. [Figure 24] This is a diagram for explaining Specific Example 4-3.
Embodiments for Carrying out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a 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 FIG. 1. In the following description, when referring to an image, it includes not only a still image but also a moving image. Also, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game ball launched by the operation of a launching device 908 (launching handle) to the game area 902 is provided in a substantially arc shape.
[0010] In the game area 902, a display device 91 which is the main display device, a start area 904, a big winning area 906, an out port 907, etc. are provided. The display area 911 of the display device 91 is a part that can be visually recognized through an opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins as obstacles that change the flow state of the game ball when the flowing game ball collides are provided. The game ball flowing down in the game area 902 changes in various modes according to the conditions when it collides 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 / loss 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 / loss 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. Hereinafter, the win / loss lottery based on the first win / loss lottery information obtained when a game ball enters the first starting area 904a may be referred to as the first win / loss lottery (Special Figure 1 lottery), and the win / loss lottery based on the second win / loss lottery information obtained when a game ball enters the second starting area 904b may be referred to as the second win / loss lottery (Special Figure 2 lottery).
[0014] In this embodiment, notification of the winning or losing lottery results begins in the order in which the numerical values are acquired. However, if there is still winning or losing lottery information for which notification of the winning or losing results has not yet been completed, the newly acquired winning or losing lottery information is stored as pending information (more precisely, pre-change pending information, which will be described later) in a storage means provided on a control board (not shown).
[0015] In this embodiment, the reserved symbols 70 include a reserved symbol 71 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved during reel spinning information") where the reel spinning animation that notifies the winning / losing result (the animation from the start of the reel spinning of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing result, so-called animation for one reel spin; hereinafter sometimes simply referred to as "reel spinning") has started, but the notification of the winning / losing result has not been completed, and a reserved symbol 72 corresponding to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved before reel spinning information") where the reel spinning animation that notifies the winning / losing result has not started (see Figure 2). Although the reserved symbol 71 is not strictly included in the concept of "reserved," it is generally referred to as "the reserved during reel spinning," etc., and therefore in this embodiment it is defined as being included in the concept of "reserved." In this embodiment, the reserve symbol 71 during the reel spin is displayed larger than the reserve symbol 72 before the reel spin, but the basic form of both is the same. The basic forms of the reserve symbol 71 during the reel spin and the reserve symbol 72 before the reel spin may be completely different. Alternatively, the reserve symbol 71 during the reel spin may not be displayed at all. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called reserve "consumption order") is faster for those located to the right.
[0016] 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 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 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 72, and if the game ball should be launched aiming at the second starting area 904b (specific game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 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 72 may be displayed).
[0017] If both the first pre-reset information and the second pre-reset information are stored in the memory means, the win / loss lottery result based on the second pre-reset information (second win / loss lottery information) is reported preferentially. In other words, the gaming machine 1 according to this embodiment prioritizes the consumption of special feature 2.
[0018] In this embodiment, similar to known gaming machines, the result of the draw is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) is a predetermined combination (in this embodiment, three of the same type of decorative symbol 80). If it is a loss, it is a combination other than the combination that results in a jackpot. In this embodiment, each type of decorative symbol 80 includes one of the numbers from "1" to "9". Decorative patterns with the same number 80 are considered "same type" patterns (decorative patterns with different numbers 80 are considered "different type" patterns).
[0019] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.
[0020] In this embodiment, two game states are set: a normal game state and a specific game state (see Figure 3). The specific game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The specific game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is the state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, in the specific game state, the game ball should be launched aiming at the second starting area 904b. In this embodiment, the state is one in which so-called "right-handed shooting" should be performed. Therefore, the specific game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The specific game state is a state in which it is easy to win the lottery to open the second start area 904b, which is triggered when a game ball enters the normal start area 905, so the game ball enters the second start area 904b relatively easily.
[0021] In this embodiment, there are two types of jackpots: a normal jackpot and a special jackpot. A normal jackpot is a jackpot that transitions to the normal game state after the jackpot game ends. A special jackpot is a jackpot that transitions to the special game state after the jackpot game ends. A jackpot obtained by winning the first win / fail lottery is either a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / fail lottery is a special jackpot. Except in special cases such as winning a lottery based on the reserved information stored in the memory means immediately after transitioning to a game state (so-called lottery for remaining reserved items), the normal game state is a game state that aims to win the first win / fail lottery, so a jackpot obtained in the normal game state is either a normal jackpot or a special jackpot. The special game state is a game state that aims to win the second win / fail lottery, so a jackpot obtained in the special game state is a special jackpot.
[0022] The special game state ends when the win / loss lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game returns to the normal game state. If a jackpot (special jackpot) is won before the predetermined number of consecutive losses occur after returning to the special game state, the game returns to the special game state again (the predetermined number of losses is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning the second win / loss lottery before the predetermined number of consecutive losses occur after returning to the special game state. Note that unless otherwise specified in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine. It may also be a so-called V probability variation machine.
[0023] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.
[0024] 2) Post-win performance 2-1) Basic structure of the post-win animation The gaming machine 1 according to this embodiment can execute a post-win animation as an animation that constitutes the animation during reel spinning. In this embodiment, the post-win animation can occur as an animation that constitutes the animation during reel spinning (an animation during reel spinning corresponding to the result of the first win / fail lottery) in the normal game state. In this embodiment, there is no point in executing a post-win animation in the specific game state (second win / fail lottery) because only one type of jackpot can be won. However, if there are multiple types of jackpots that can be won in the specific game state, the configuration may be such that the post-win animation, which will be described in detail below, can occur in the specific game state.
[0025] As described above, in this embodiment, the jackpot obtained by winning the first win / loss lottery in the normal game state is either a normal jackpot or a special jackpot. A "jackpot" can be described as a "reward" given to the player, and if the first win / loss lottery result in the normal game state is a win, one of several types of rewards will be given. Comparing a normal jackpot and a special jackpot, a normal jackpot results in the game state returning to the normal game state after the jackpot game ends, while a special jackpot results in the game state returning to the special game state after the jackpot game ends. Therefore, a special jackpot is a more valuable jackpot for the player (it has a higher expected value of future profits (payouts)) than a normal jackpot. Among the several types of rewards that can be obtained in the game state in which the post-winning performance is executed, the one with the highest expected value of profit is designated as the special reward, and the others are designated as non-special rewards. In this embodiment, a special jackpot is a special reward, and a normal jackpot is a non-special reward.
[0026] The post-win animation begins during the in-spin animation and ends simultaneously with or before the in-spin animation ends. Furthermore, the post-win animation only occurs in spins where the corresponding win / loss result is a jackpot (winning spin). In a winning spin, the winning combination consisting of three identical decorative symbols 80 is confirmed and displayed at the end (when the in-spin animation ends). In this embodiment, if the confirmed winning combination is three identical "7" decorative symbols 80 (hereinafter sometimes referred to as a specific combination), it is confirmed to be a specific jackpot, but if it is three identical decorative symbols 80 of any other type (hereinafter sometimes referred to as a non-specific combination), there is a possibility of a regular jackpot (it may also be confirmed to be a regular jackpot). Note that the types of decorative symbols 80 that make up the specific and non-specific combinations can be set as appropriate. It is sufficient that "the types of decorative symbols 80 that make up the specific combination ≠ the types of decorative symbols 80 that make up the non-specific combination".
[0027] During the reel spinning animation, the reel may pseudo-stop (meaning it is not completely stopped, such as shaking slightly) when a winning combination has been formed (this pseudo-stop display of the winning combination is sometimes referred to as a provisional display (in contrast to the confirmed display mentioned above)). When the winning combination is provisionally displayed, it is determined that the result of the draw is a jackpot (the possibility of losing is eliminated). In other words, the provisional display of a winning combination only occurs during a winning spin (it does not occur during a losing spin). If a winning combination is provisionally displayed during the reel spinning animation, it will eventually be confirmed and displayed. However, if a specific combination (the winning combination of the "7" decorative symbol 80) is provisionally displayed, that specific combination will then be confirmed and displayed. In other words, there is no so-called "downgrade" of the winning combination. Therefore, when a specific combination is provisionally displayed, the win of that specific jackpot is confirmed (the post-win animation, which will be described in detail later, does not occur).
[0028] On the other hand, if a non-specific combination (a winning combination of 80 decorative symbols other than "7") is provisionally displayed, there is a possibility that the non-specific combination will change into a specific combination and be displayed as confirmed. In this embodiment, after a non-specific combination is provisionally displayed and it is determined that the result of the draw is a jackpot, a post-win performance may be executed (after the selection performance described later). The post-win performance will result in either a favorable outcome or an unfavorable outcome, which is the result if the favorable outcome is not reached. The favorable outcome includes so-called reversal patterns where it appears to result in an unfavorable outcome but is then reversed. If the jackpot won is a specific jackpot, it may result in a favorable outcome. That is, if the post-win performance results in a favorable outcome, it indicates that the jackpot won is a specific jackpot (that a specific bonus will be granted). If the post-win performance results in a favorable outcome, the specific combination is displayed as confirmed and the in-spin performance ends. In other words, the post-win performance can be said to be a so-called upgrade performance that suggests that a non-specific combination at the time of provisional display may change into a specific combination at the time of confirmed display.
[0029] 2-2) Selection of post-winning animation (selection animation) Multiple candidate animations are provided as animations that can be executed after a win. In this embodiment, three candidate animations (first candidate animation, second candidate animation, and third candidate animation) are provided. Each candidate animation differs in how it notifies that a specific jackpot has been won (that a specific bonus will be granted) when executed as a post-win animation, i.e., in the manner of the advantageous result described above. To put it simply, when an "upgrade" (non-specific combination → specific combination) occurs, the manner in which it notifies that the upgrade has been confirmed differs. In this embodiment, the player can arbitrarily select which animation from the three candidate animations will be executed as the post-win animation. A selection animation is executed as the animation for selecting the post-win animation. The selection animation (see Figure 4(b)) is executed after the non-specific combination is tentatively displayed (see Figure 4(a)) and it has been determined that the win / loss result is a jackpot.
[0030] An introductory image 18 is displayed (see Figure 4(a)) indicating that a post-win animation (upgrade animation) will be performed along with or after a provisional display of non-specific combinations, and that a specific jackpot may be confirmed in the post-win animation. After the introductory image 18 is displayed, the selection animation is performed (see Figure 4(b)). The selection animation may also be started without such an introductory image 18 being displayed. The selection animation displays candidate images 10 (first candidate image 101, second candidate image 102, third candidate image 103) representing each of the three candidate animations described above. Each candidate image 10 may directly indicate the corresponding candidate animation (for example, including characters representing the name (title) of each candidate animation), or it may indirectly indicate it (for example, showing the image that will be displayed when each candidate animation is performed as a post-win animation). In this embodiment, a candidate image 10 is displayed that includes characters representing the characteristics of each candidate animation and the corresponding character that appears when each candidate animation occurs as a post-win animation (the corresponding character for each animation is different from each other). The first candidate image 101 is to include the word "button" and "character A," the second candidate animation is to include the word "heartbeat" and "character B," and the third candidate image 103 is to include the word "freeze" and "character C." Details of the specific form of each candidate animation (the specific form when each candidate animation is executed as a post-win animation) will be described later.
[0031] One of several candidate images 10 is designated as a "highlighted" state, where it is emphasized (stands out) more than the other candidate images 10. The highlighted candidate image 10 indicates that it is in a selectable state (a state in which the selection of that candidate image 10 can be decided). Various methods can be considered for representing the highlighted state. In this embodiment, the state is represented when the "cursor C" is positioned over the highlighted candidate image 10 (see Figure 4(b)). Other methods include displaying the highlighted candidate image 10 in color and the non-highlighted candidate image 10 in monochrome, or displaying the highlighted candidate image 10 larger than the non-highlighted candidate image 10. Changing the highlighted candidate image 10 and deciding to select the highlighted candidate image 10 are performed using the operation means 60 provided by the gaming machine 1. In this embodiment, the highlighted candidate image 10 can be changed (the cursor C can be moved) by operating the cross key 62, which is a type of operation means 60. Furthermore, the selection of a candidate image 10 that is in a highlighted state is determined by operating a push button 61 (a button for effects), which is a type of operating means 60. In the selection effect, an operation validity period is set during which the operation of the operating means 60 is effective. An image (meter image) showing the progress of the operation validity period (remaining time) is also displayed. If the push button 61 is not operated (decision operation) before the operation validity period ends, the candidate image 10 that was in a highlighted state at the end of the operation validity period is considered to have been selected. Since the selection effect is at the player's discretion, the probability of the post-win effect that is executed afterward reaching a favorable result remains unchanged regardless of which type of candidate effect (candidate image 10) is selected (the selection in the selection effect is unrelated to whether the post-win effect reaches a favorable result).
[0032] The candidate animation corresponding to the candidate image 10 selected in the selection animation is actually executed as a post-win animation after the selection animation ends (see Figures 4(c-1) to (c-3)). If the post-win animation results in a favorable outcome, it is confirmed to be a specific jackpot, and the specific combination is confirmed and displayed (the flow is: provisional display of a non-specific combination → favorable result of the post-win animation → confirmed display of the specific combination). If the post-win animation results in an unfavorable outcome, it is not confirmed to be a specific jackpot, and a non-specific combination is confirmed and displayed. In this embodiment, it is assumed that even if the post-win animation results in an unfavorable outcome, it may still be a specific jackpot. Specifically, during a jackpot game after an unfavorable outcome, an upgrade animation (jackpot upgrade animation during jackpot) may occur, and it may be announced that the jackpot (the jackpot currently being played) is a specific jackpot. The specific form of the jackpot upgrade animation can be anything, so an explanation is omitted. However, it is also possible to prevent such a jackpot upgrade animation from occurring. With this configuration, if the post-winning animation leads to an unfavorable outcome, it means there is no possibility of it being a specific jackpot (it is confirmed to be a regular jackpot).
[0033] Thus, according to the gaming machine 1 of this embodiment, it is possible to realize an interesting gameplay experience in which the player can choose their preferred post-win animation (an animation that constitutes the animation during reel spin) from among several candidate animations, which may occur after the result of the win / loss lottery is determined to be a jackpot.
[0034] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned post-win animation and post-win animation selection (selection animation). Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0035] 〇Specific Example 1-1 In the above embodiment, it was explained that the post-win animation can occur when two types of jackpots (rewards), a regular jackpot and a special jackpot, can be obtained. However, it may also occur when three or more types of jackpots (rewards) can be obtained. That is, one of the three or more types of jackpots may be designated as a special reward (the others as non-special rewards), and the granting of the special reward may be announced when the post-win animation leads to a favorable outcome.
[0036] Furthermore, in the above embodiment, the specific bonus that is announced in the post-win animation is explained as the jackpot of the highest value to the player among multiple types of bonuses (the jackpot with the highest expected value of profit). However, the configuration may also include jackpots that are not of the highest value as specific bonuses. For example, suppose there are three types of jackpots: a 2-round regular jackpot, a 5-round specific jackpot, and a 10-round specific jackpot. Considering the number of rounds in the jackpot game (number of unit games) and the game state that is transitioned to after the jackpot game ends, the value to the player (expected value of profit brought about by winning the jackpot) is 2-round regular jackpot < 5-round specific jackpot < 10-round specific jackpot. In such a configuration, if the post-win animation results in a favorable outcome, it may be confirmed that it is a 5-round specific jackpot or a 10-round specific jackpot (it is confirmed that it will be a 5-round specific jackpot or higher). In other words, the configuration may also include a 5-round specific jackpot, which is not the highest value jackpot (bonus) that can be obtained, as the target of the post-win animation announcement.
[0037] 〇Specific Examples 1-2 In the above embodiment, it was explained that if a specific combination is tentatively displayed, it is confirmed to be a specific jackpot (no "downgrade" of the winning combination occurs), and therefore the post-win animation (selection animation) is not executed. However, it is also possible to make it so that the post-win animation (selection animation) is executed even if a specific combination is tentatively displayed. Even if a specific combination is tentatively displayed, it is also possible to make it so that the post-win animation (candidate animation selected in the selection animation) is executed after the selection animation, and the acquisition of the specific jackpot (specific prize) is announced again when the post-win animation leads to a favorable result.
[0038] In this embodiment, the post-win animation is performed as part of the animation during the reel spin. That is, the time required for the post-win animation is considered part of the time required for the animation during the reel spin (the so-called reel spin time). As in this example, by making the post-win animation performed regardless of whether a specific combination or a non-specific combination is displayed, it becomes easier to determine the reel spin time (there is no need to control whether the reel spin time (length or length) is determined depending on whether a specific combination or a non-specific combination is displayed).
[0039] Specific Examples 1-3 In the above embodiment, the selection animation allows the player to arbitrarily select one of several candidate animations. However, the selection animation may be automatically selected (see Figure 5(a)) instead of being arbitrarily chosen by the player. In this example, the probability of the subsequent post-win animation reaching a favorable outcome may differ depending on the type of candidate animation that is automatically selected. For example, the probability of the post-win animation reaching a favorable outcome may be higher when the second candidate animation (second candidate image 102) is selected than when the first candidate animation (first candidate image 101) is selected, and higher when the third candidate animation (third candidate image 103) is selected than when the second candidate animation (second candidate image 102) is selected (see Figure 5(b)). In this way, a gameplay feature is achieved that encourages players to pay attention to which type of candidate animation (candidate image 10) is selected in the selection animation.
[0040] The configuration may include a selection sequence that is "arbitrarily chosen" by the player, as in the above embodiment (see Figure 4(b)), or a selection sequence that is "automatically chosen," as in this example (see Figure 5(a)). In other words, when a situation arises where a selection sequence (post-winning sequence) should occur, a lottery may be held to determine whether it should be an arbitrarily chosen selection sequence or an automatically chosen selection sequence, and one of the selection sequences may be executed based on the result of the lottery.
[0041] 〇Specific Examples 1-4 The content of the reach animations and selection animations that can be performed during the reel spinning animations are assumed to correspond. A reach animation is an animation that, when it occurs, gives the expectation that the result of the win / fail lottery will be a jackpot. The probability (reliability) of the win / fail lottery corresponding to a reel spinning animation is higher when a reach animation occurs than when it does not occur. The reach animation leads to an outcome corresponding to the win / fail lottery result. If the win / fail lottery result is a jackpot, it leads to a successful outcome indicating a favorable situation for the player; if it is a loss, it leads to a failed outcome indicating a disappointing situation for the player (however, the successful outcome includes so-called reversal patterns where it appears to lead to a failed outcome but is then reversed).
[0042] Multiple types of reach sequences may occur in this sequence. For example, a first reach sequence, a second reach sequence, and a third reach sequence may occur. The first reach sequence features character A (see Figure 6(a-1)), the second reach sequence features character B (see Figure 6(b-1)), and the third reach sequence features character C (see Figure 6(c-1)). In other words, each reach sequence is associated with a different character (corresponding character). The way the corresponding characters are used in each reach sequence is arbitrary. For example, a reach sequence could be set where each corresponding character fights an enemy character, and victory is the successful outcome (see Figures 6(a-2), (b-2), (c-2)), while defeat is the unsuccessful outcome (not shown).
[0043] Since a successful outcome in the reach animation means a jackpot is determined, the winning combination is tentatively displayed. Therefore, after the reach animation, a selection animation may be performed, followed by a post-win animation. Based on this, the animation during the first reel spin is configured so that the type of reach animation that leads to a successful outcome is linked to the content of the selection animation that is performed afterward. Specifically, when the selection animation is performed after the first reach animation has a successful outcome (see Figure 6(a-2)), the first candidate image 101 is highlighted (see Figure 6(a-3)), when the selection animation is performed after the second reach animation has a successful outcome (see Figure 6(b-2)), the second candidate image 102 is highlighted (see Figure 6(b-3)), and when the selection animation is performed after the third reach animation has a successful outcome (see Figure 6(c-2)), the third candidate image 103 is highlighted (see Figure 6(c-3)). In other words, the first reach animation and the first candidate image 101 (first candidate animation) are assumed to correspond, the second reach animation and the second candidate image 102 (second candidate animation), and the third reach animation and the third candidate image 103 (third candidate animation). The type of reach animation executed immediately before the selection animation corresponds to the type of candidate image 10 (candidate animation) that is highlighted at the start of the selection animation. As explained in the above embodiment, if each candidate animation occurs as a post-win animation, the corresponding character that appears is character A for the first candidate animation, character B for the second candidate animation, and character C for the third candidate animation. This means that the corresponding reach animations and candidate animations (candidate images 10) will have the same animation elements output when the animation is executed.
[0044] As shown in this example, a straightforward gameplay experience is achieved in which the initial state of the reach animation performed during a certain variation (winning variation) and the subsequent selection animation are linked. As explained in the above embodiment, if no decision operation (operation of the push button 61) is performed during the operation valid period of the selection animation, the candidate image 10 (candidate animation) that is in the highlighted state at the end of the operation valid period will be selected. Therefore, if no operation of the operation means 60 is performed at all during the operation valid period of the selection animation (no change in the candidate image 10 that is in the highlighted state (movement of the cursor C) occurs), the candidate image 10 (candidate animation) that is in the highlighted state at the start of the selection animation will be selected. In other words, if no operation of the operation means 60 is performed at all during the operation valid period, the executed reach animation and the subsequent post-winning animation will have a corresponding relationship (the characters that appear will be the same).
[0045] Furthermore, it is possible for one or more reach animations that do not correspond to any of the candidate images 10 (candidate animations) (reach animations that are different from any of the first to third reach animations mentioned above; hereinafter referred to as "uncorresponding reach animations") to occur. The initial state of the selection animation that is executed when such an uncorresponding reach animation results in a successful outcome can be anything. For example, at the start of the selection animation that occurs when an uncorresponding reach animation results in a successful outcome, the first candidate image 101 may always be in a highlighted state, or a predetermined specific candidate image 10 may be set to a highlighted state.
[0046] 〇Specific Examples 1-5 As explained in specific example 1-4, it is assumed that reach animations can occur that correspond to various candidate images 10 (candidate animations). Not only are there patterns in which the type of reach animation executed in a certain variation animation (winning variation) (see Figure 7(a)) corresponds to the type of candidate image 10 (candidate animation) that is highlighted at the start of the subsequent selection animation (hereinafter referred to as the corresponding pattern) (see Figure 7(b-1)), but there are also patterns in which the type of reach animation and the type of candidate image 10 (candidate animation) that is highlighted at the start of the subsequent selection animation do not correspond (they are not in a corresponding relationship) (hereinafter referred to as the non-corresponding pattern) (see Figure 7(b-2)). Furthermore, it is assumed that when the non-corresponding pattern occurs, the probability of the post-winning animation executed after the selection animation leading to a favorable result is higher (the probability of the winning jackpot being a specific jackpot (specific bonus) is higher) than when the corresponding pattern occurs. In this way, the player will remember the type of reach animation that indicates a big win, and at the start of the selection animation, they will pay attention to whether the candidate image 10 (candidate animation) corresponding to that reach animation is highlighted or not (hoping that the character in the reach animation and the character in the highlighted candidate image 10 do not match), resulting in an interesting gameplay experience.
[0047] It is also possible to use the opposite settings from the example above. That is, the settings may be such that the probability of the post-winning animation performed after the selection animation leading to a favorable result is higher when a corresponding pattern is selected than when a non-corresponding pattern is selected. In this case, the gameplay becomes such that the player hopes that the character in the reach animation matches the character in the highlighted candidate image 10.
[0048] 2-3) Various post-winning animations The following describes the types of post-win animations (candidate animations) that can be selected in the selection animation. In this embodiment, three types of post-win animations can be executed: operation trigger animation, exposure / covering animation, and sudden animation. The operation trigger animation corresponds to the first candidate animation (first candidate image 101; "button" "character A"), the exposure / covering animation corresponds to the second candidate animation (second candidate image 102; "heartbeat" "character B"), and the sudden animation corresponds to the third candidate animation (third candidate image 103; "freeze" "character C"). In this embodiment, the operation trigger animation, exposure / covering animation, and sudden animation are post-win animations (upgrade animations) that are executed when selected in the selection animation, but they can also be used as post-win animations (upgrade animations) in gaming machines that do not have such selection animations. Furthermore, these animations can also be executed as animations other than post-win animations (upgrade animations). That is, the above animations can be used as animations that notify whether or not an event advantageous to the player will occur (an animation in which an advantageous result is notified that an advantageous event will occur).
[0049] 2-3-1) Operation trigger production The trigger animation is triggered by the operation of the operation means 60, which leads to a result (a favorable or unfavorable result). In this embodiment, the result is determined by the operation of the push button 61. Therefore, the first candidate image 101 contains the word "button" (see Figure 4(b)).
[0050] The trigger presentation for the operation in this embodiment is broadly divided into a first half before the result is determined and a second half after the result is determined. In the first half, the user is prompted to operate the push button 61 for the first time. Specifically, an operation validity period is set, and the user is prompted to operate the push button 61 once during this validity period (see Figure 8(a)). If the push button 61 is not operated during the validity period, the operation is deemed to have been performed at the end of the validity period. When the push button 61 is operated for the first time (when an operation that satisfies predetermined conditions is performed), a suggestion image 20 is displayed in the display area 911 (see Figures 8(b-1) to (b-3)). In this embodiment, a normal suggestion image 21 and a specific suggestion image 22 may be displayed. The normal suggestion image 21 is an image that suggests a normal jackpot (non-specific bonus). The specific suggestion image 22 is an image that suggests a specific jackpot (specific bonus). The specific form of the suggestion image 20 can be anything as long as it is generally understandable that it suggests the corresponding jackpot. In this embodiment, the normal suggestion image 21 includes the word "BONUS" which represents a normal jackpot, and the specific suggestion image 22 includes the word "BIG BONUS" which represents a specific jackpot. In addition, a difference in color may be set to suggest that the specific suggestion image 22 is of higher value than the normal suggestion image 21. For example, the normal suggestion image 21 may have a "white" background, and the specific suggestion image 22 may have a "gold" background.
[0051] The display patterns of the suggestion image 20, which are displayed in response to the first operation of the push button 61, can be broadly divided into basic patterns and special patterns. In the basic pattern, both the normal suggestion image 21 and the specific suggestion image 22 are displayed, and the size of each suggestion image 20 (the range in which each suggestion image 20 is displayed within the display area 911) is approximately equal (see Figure 8(b-1)). In this embodiment, two special patterns can occur: a first special pattern and a second special pattern. In the first special pattern, the normal suggestion image 21 is smaller (the range in which the normal suggestion image 21 is displayed is smaller) and the specific suggestion image 22 is larger (the range in which the specific suggestion image 22 is displayed is larger) than in the basic pattern (see Figure 8(b-2)). In the second special pattern, the normal suggestion image 21 is not displayed (or is almost invisible), and only the specific suggestion image 22 is displayed (see Figure 8(b-3)). The probability of a favorable outcome (the probability that the winning jackpot is a specific jackpot) is higher when the first special pattern occurs than when the basic pattern occurs, and higher when the second special pattern occurs than when the first special pattern occurs. In other words, the larger the size of the displayed specific suggestion image 22 (the larger the area in the display area 911 where the specific suggestion image 22 is displayed), the higher the probability of a favorable outcome. It is preferable that the probability of the basic pattern being selected in the first half is 50% or more. In other words, it is preferable that the basic pattern is selected in most cases, and the probability of the first special pattern and the second special pattern, which are so-called chance-up patterns, being selected is set lower than the probability of the basic pattern being selected. Furthermore, in this embodiment, if the second special pattern occurs, it is determined that a favorable outcome will be achieved. That is, the first half is basically a "hype" effect that suggests that it will be announced whether the player has won a regular jackpot or a special jackpot, and if only the specific suggestion image 22 corresponding to a special jackpot is displayed at that stage (if the regular suggestion image 21 is not displayed), it is determined that it is a special jackpot (the possibility of a regular jackpot is eliminated).
[0052] When such a suggestive image 20 is displayed (either the basic pattern, the first special pattern, or the second special pattern), the user is prompted to press the push button 61 a second time. Specifically, an operation validity period is set, and the user is prompted to press the push button 61 once during this period (see Figures 8(a-1) to (a-3)). If the push button 61 is not pressed during the operation validity period, it is considered that the operation was performed when the operation validity period ends. When the push button 61 is pressed a second time (an operation that satisfies the predetermined conditions is performed), the process moves to the second part and the result is determined. In this embodiment, a favorable result is when the specific suggestive image 22 is displayed and the normal suggestive image 21 is not displayed (see Figure 8(b-1)). On the other hand, a disadvantageous result is when the normal suggestive image 21 is displayed and the specific suggestive image 22 is not displayed (see Figure 8(b-2)). In other words, whether or not an image suggesting a specific jackpot remains is the branching point for whether or not a favorable result occurs (whether or not the acquisition of a specific jackpot is confirmed). Furthermore, if a favorable result is achieved, the specific combination will be displayed immediately or after the favorable result is achieved. If an unfavorable result is achieved, the non-specific combination will be displayed immediately or after the favorable result is achieved.
[0053] Thus, the trigger presentation for operation in this embodiment is interesting because, when the first operation of the operation means 60 (an operation that satisfies predetermined conditions) is performed, the suggestion image 20 indicates the probability of achieving a favorable result, and when the second operation of the operation means 60 (an operation that satisfies predetermined conditions) is performed, the result is revealed.
[0054] The suggestion provided by suggestion image 20 is easy to understand because it is indicated by the size of specific suggestion image 22, which suggests a specific benefit (specific jackpot) that is advantageous to the player (the larger the image, the higher the probability of a favorable outcome). Furthermore, a favorable outcome is indicated by the fact that the specific suggestion image 22, which was displayed before the result was revealed, remains visible (an unfavorable outcome is indicated by the fact that the normal suggestion image 21, which was displayed before the result was revealed, remains visible), resulting in a smooth and easy-to-understand connection before and after the result is revealed.
[0055] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning the presentation of triggers for operation. Furthermore, to the extent possible, a configuration may be created by combining multiple techniques described using the following examples.
[0056] 〇Specific Example 2-1 As described above, the trigger for operation is explained as requiring two operations of the operation means 60 (operations that satisfy predetermined conditions), with the result being determined as a result of the second operation. However, the system may be configured to include multiple types of operation means 60, and the operation means 60 targeted for the first operation and the operation means 60 targeted for the second operation may be different. For example, as in this embodiment, if the system is equipped with two types of operation means 60, namely a push button 61 and a special operation unit 63 (an operation means that can be pushed in the depth direction; see Figure 1) which is different from the push button 61, then the system is configured to prompt the operation of the push button 61 (see Figure 10(a)) for the first operation and the operation of the special operation unit 63 (see Figure 10(b)) for the second operation. The first operation is not the operation that triggers the determination of the result, while the second operation is the operation that triggers the determination of the result. Therefore, in order to clearly distinguish between the two, the operation means 60 targeted for the first operation and the operation means 60 targeted for the second operation are made different.
[0057] If the device is equipped with an operating means that can be operated in different operating modes (an operating means that is integrally configured as a single unit but has two or more operating modes), then the operating mode required for the first operation and the operating mode required for the second operation may be different. That is, the first operation is not the operation that triggers the determination of the result, while the second operation is the operation that triggers the determination of the result. Therefore, in order to clearly distinguish between the two, the operating mode required for the first operation and the operating mode required for the second operation may be different. For example, if the device is equipped with an operating means capable of reciprocating motion as described as "operating means 10" in Japanese Patent Application Publication No. 2018-140012, then it is conceivable that the first operation requires a "forward operation" and the second operation requires a "reverse operation".
[0058] Specific Example 2-2 As an action trigger, both a normal and a special effect may occur. In a normal effect, as in the above embodiment (shown in Figures 8 and 9), the operation of the operation means 60 (an operation that satisfies predetermined conditions) is required twice, and the result is determined as a result of the second operation. On the other hand, in a special effect, the result is determined as a result of the first operation (see Figure 11). The probability of a normal effect occurring as an action trigger is set to be higher than the probability of a special effect occurring. Preferably, it should be set so that 80% or more are normal effects (the probability of a special effect being less than 20%). A player who has already experienced a normal effect does not expect the result to be determined on the first operation. Therefore, if a special effect occurs, the result will be determined on the first operation, which can surprise a player who did not expect the result to be determined on the first operation.
[0059] Special effects may be selected only when a favorable outcome is achieved. In other words, since special effects are unique in that they lead to an immediate result on the first turn, it is desirable that such results be limited to favorable outcomes. This would prevent situations where players are disappointed when an unfavorable outcome occurs immediately after the first turn.
[0060] Specific Examples 2-3 In the above embodiment, it was explained that special patterns other than the basic pattern are so-called chance-up patterns in which the probability of achieving a favorable result is higher than that of the basic pattern. However, it is also possible to configure a system in which special patterns have a lower probability of achieving a favorable result than that of the basic pattern. For example, a special pattern (see Figure 12) may be such that the normal suggestion image 21 is larger (the area in which the normal suggestion image 21 is displayed is larger) and the specific suggestion image 22 is smaller (the area in which the specific suggestion image 22 is displayed is smaller) than that of the basic pattern. In such a special pattern, the probability of achieving a favorable result is lower than that of the basic pattern.
[0061] 2-3-2) Exposed covering effect The exposure-and-covering effect involves a sequence of alternating states in the display area 911 before the result is known (hereinafter referred to as the introductory phase): an exposure state in which the suggestive image 20 is displayed in the display area 911, and a covered state in which the suggestive image 20 is not displayed in the display area 911, and the covered image 30 is displayed (see Figures 13 and 14). In this embodiment, the covered image 30 is also displayed in the exposure state, but its size (the area it occupies in the display area 911) is smaller than in the covered state. Specifically, in the exposure state, the suggestive image 20 is displayed in an area closer to the center of the display area 911, and the covered image 30 surrounds it. However, it is not necessary for the entire suggestive image 20 to be exposed. It is sufficient that the type of suggestive image 20 being displayed can be determined from the exposed portion. In the covered state, the area in which the suggestive image 20 was displayed in the exposure state is also covered by the covered image 30. In this embodiment, the covered image 30 is displayed over almost the entire display area 911. The transition from the exposed state to the covered state is characterized by the exposed image gradually enlarging toward the center of the display area 911, creating the illusion that it is obscuring the suggestive image 20. The transition from the covered state to the exposed state is characterized by the exposed image gradually shrinking toward the center of the display area 911, creating the illusion that the suggestive image 20 is visible through the area created by the shrinking of the exposed image. The specific form of the covered image 30 can be anything. In this embodiment, a solid black image is displayed as the covered image 30.
[0062] In this embodiment, the introduction begins in a covered state (see Figure 13(a)). From there, it becomes exposed (see Figure 13(b)), and then becomes covered again (see Figure 13(c)), and this process is repeated. In this embodiment, a total of six exposed states occur in the introduction. The number of times the exposed state occurs can be changed as appropriate, but since the exposure-covering effect gives the player the impression that the exposed and covered states are being repeated, it is preferable to have at least three exposed states in the introduction so that the number of repetitions is not too small. Furthermore, in the case of the alternating pattern described in detail later, it is preferable to have an even number of exposed states so that the number of times the normal suggestion image 21 is displayed and the number of times the specific suggestion image 22 is displayed are the same. Therefore, it is preferable that the number of exposed states in the introduction be four or more and be an even number. In this embodiment, after the sixth exposed state, it becomes covered again and the introduction ends. In other words, just before the result is revealed, it is in a covered state.
[0063] As for the presentation patterns in the introductory section, alternating and irregular patterns can occur (see Figure 15). In the alternating pattern, exposure states in which the normal suggestion image 21 (first suggestion image) is displayed and exposure states in which the specific suggestion image 22 (a second suggestion image different from the first suggestion image) is displayed alternately. In other words, the sequence is: exposure state in which either the normal suggestion image 21 or the specific suggestion image 22 is displayed → covered state → exposure state in which the other of the normal suggestion image 21 or the specific suggestion image 22 is displayed → covered state → exposure state in which either the normal suggestion image 21 or the specific suggestion image 22 is displayed...and so on. The example shown in Figure 15 is an alternating pattern in which the specific suggestion image 22 is displayed in the first exposure state, but the reverse alternating pattern (an alternating pattern in which the normal suggestion image 21 is displayed in the first exposure state) can also occur. This alternating pattern can also be described as a regular pattern in which the normal suggestion image 21 and the specific suggestion image 22 are displayed regularly.
[0064] The irregular pattern occurs in the introductory section when exposure states in which the specific suggestive image 22 is displayed occur consecutively. In other words, the sequence of exposure state in which the specific suggestive image 22 is displayed → covered state → exposure state in which the specific suggestive image 22 is displayed → covered state... occurs at least once. Note that the irregular pattern shown in Figure 15 is merely an example. Other irregular patterns may also occur.
[0065] The probability of the exposure and covering effect resulting in a favorable outcome differs depending on whether the introductory part follows an alternating pattern or an irregular pattern. In this embodiment, the probability of a favorable outcome is higher when the irregular pattern occurs than when the alternating pattern occurs. As described above, the irregular pattern in this embodiment consists of a series of specific suggestive images 22 indicating a specific jackpot (specific bonus), so it can be said that players can easily sense that there is a high probability of a favorable outcome in which a specific jackpot is confirmed.
[0066] Furthermore, the probability of the introductory section exhibiting an alternating pattern is set to be higher than the probability of an irregular pattern. Preferably, the probability of an alternating pattern is set to 80% or higher. In other words, it is preferable to set the "default" mode to an alternating pattern. By doing so, players will encounter the alternating pattern more frequently, resulting in a presentation style that makes players feel "unusual" when an irregular pattern occurs (the occurrence of "unusualness" becomes a presentation style that increases the chances of winning).
[0067] After the final covering state of the introductory section (see Figure 14(b)) ends, the result of the exposure covering effect is shown. If the result is favorable, the specific suggestion image 22 is displayed (see Figure 14(c-1)); if the result is unfavorable, the normal suggestion image 21 is displayed (see Figure 14(c-2)). In this embodiment, the covering image 30 is erased, creating an effect that makes it appear as if either the normal suggestion image 21 or the specific suggestion image 22 has appeared. The final covering state immediately before the result is revealed lasts longer than the other covering states that make up the introductory section. This allows the player to sense that the result is about to be revealed (the next suggestion image 20 displayed will indicate the result). Furthermore, if a favorable result is achieved, a specific combination is confirmed and displayed simultaneously with or after achieving that favorable result. If a failure result is achieved, a non-specific combination is confirmed and displayed simultaneously with or after achieving that favorable result.
[0068] Furthermore, the image displayed to show the result may be different from the specific suggestion image 22 and the normal suggestion image 21 (an image that the player does not perceive as identical). In other words, the image indicating that a specific jackpot has been won, or the image indicating that a specific jackpot has not been won, may be different from the normal suggestion image 21 and specific suggestion image 22 displayed in the introduction. However, since the display of the normal suggestion image 21 and specific suggestion image 22 in the introduction can be said to be a prior announcement that the result will be one of these images, it can be said that the presentation is easier to understand if the image displayed in the result and the image displayed in the introduction are the same (meaning that the player perceives them as identical), as in this embodiment.
[0069] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned exposure and covering effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0070] 〇Specific Example 3-1 In the above embodiment, the irregular pattern is described as one in which exposure states in which a specific suggestion image 22 is displayed occur consecutively in the introductory section (hereinafter, this irregular pattern may be referred to as the specific irregular pattern). However, another irregular pattern may occur in which exposure states in which the normal suggestion image 21 is displayed consecutively (hereinafter, this irregular pattern may be referred to as the normal irregular pattern) (see Figure 16).
[0071] When such a normal irregular pattern occurs, it is preferable to set the probability of a favorable outcome to be lower than when an alternating pattern occurs. This is because the normal irregular pattern consists of a series of normal suggestive images 21 indicating a normal jackpot (non-specific bonus), which appears to suggest a low probability of a favorable outcome that guarantees a specific jackpot. If the system is configured so that three types of patterns can occur—alternating pattern, specific irregular pattern, and normal irregular pattern—the probability of achieving a favorable outcome should be in the order of normal irregular pattern < alternating pattern < specific irregular pattern (see Figure 16).
[0072] However, it is also possible to intentionally set the game so that the probability of a favorable outcome is higher when an irregular pattern occurs than when an alternating pattern occurs. If the intention is to suggest that "a breakdown in the alternating pattern" is an indication of increased chances, then the game should be set so that an irregular pattern has a higher probability of leading to a favorable outcome than an alternating pattern.
[0073] Specific Example 3-2 As irregular patterns, there are multiple types of patterns with different numbers of consecutive exposure states in which the specific suggestive image 22 is displayed (the maximum number of consecutive exposures throughout a single introductory section), and the higher the number of consecutive exposures, the higher the probability of achieving a favorable result. For example, if "Irregular Pattern 2" (2 consecutive exposures), "Irregular Pattern 3" (3 consecutive exposures), and "Irregular Pattern 4" (4 consecutive exposures) can occur, the probability of achieving a favorable result when an irregular pattern occurs will be in the order of "Irregular Pattern 2" < "Irregular Pattern 3" < "Irregular Pattern 4" (see Figure 17).
[0074] In this way, when the specific suggestive image 22 is displayed in a continuous exposure state, it becomes an interesting presentation format in which players will pay attention to how long that continuity will last (how many consecutive times it will occur).
[0075] Specific Example 3-3 The setting is such that the more times the specific suggestive image 22 is displayed during the introductory phase, the higher the probability of achieving a favorable outcome (see Figure 18). As explained in the above embodiment, if six exposure states occur during the introductory phase, the number of times the specific suggestive image 22 is displayed during those six exposure states indicates the probability of achieving a favorable outcome. In this way, the game is designed to create a presentation where the player hopes that the specific suggestive image 22 will be displayed each time an exposure state occurs.
[0076] In this example, if the specific suggestive image 22 is displayed in all exposure states in the introductory section (six exposure states in the above embodiment), it may be set so that a favorable result is guaranteed. The introductory section can be described as a way to "hype" the user by showing candidate images that may be displayed as the result before the result is revealed. If the specific suggestive image 22 is displayed in all of the candidate images, it is desirable to ensure that the final result will always be one in which the specific suggestive image 22 is displayed (a favorable result).
[0077] Specific Examples 3-4 The setting is such that if a specific suggestive image 22 is displayed during the final exposure state in the introductory section, the probability of achieving a favorable outcome is higher than if it is not displayed (hereinafter, the suggestive image 20 displayed during this final exposure state will be referred to as the final suggestive image 20). Since the final exposure state in the introductory section is the last exposure state before the result is revealed, the type of final suggestive image 20 displayed there is important (it has a significant impact on the result).
[0078] In addition to the suggestions provided by alternating and irregular patterns described in the above embodiment, a configuration is also possible in which suggestions are provided as in this example. That is, even in the case of alternating patterns, the last suggestion image 20 may be a normal suggestion image 21 (first alternating pattern) or a specific suggestion image 22 (second alternating pattern), and the configuration is such that the probability of achieving a favorable result is higher when the second alternating pattern occurs than when the first alternating pattern occurs (see Figure 19(a)). Similarly, even in the case of irregular patterns, the configuration is such that the last suggestion image 20 may be a normal suggestion image 21 (first irregular pattern) or a specific suggestion image 22 (second irregular pattern), and the configuration is such that the probability of achieving a favorable result is higher when the second irregular pattern occurs than when the first irregular pattern occurs (see Figure 19(b)).
[0079] Specific Examples 3-5 The number of exposed states included in each introductory section is set to be variable (unpredictable) each time. For example, the number of exposed states can vary from 4 to 9 each time. This creates a gameplay element where the player doesn't know how long the introductory section will last. However, setting the number of exposed states included in each introductory section to be constant, as in the above embodiment, has the advantage of making the presentation easier to understand.
[0080] 2-3-3) Spontaneous Performance The sudden appearance (see Figure 20) is an appearance that either results in the sudden image 40 being displayed during the target period (see Figure 20(c-1)) or results in the sudden image 40 not being displayed throughout the target period (see Figure 20(c-2)). In this embodiment, the display result is considered a favorable result, and the non-display result is considered an unfavorable result. In other words, if the sudden image 40 is displayed during the target period, a specific jackpot (specific bonus) is confirmed (a specific combination is confirmed and displayed) (see Figure 20(d-1)), but if the sudden image 40 is not displayed during the target period (if the target period ends without the sudden image 40 being displayed), a specific jackpot (specific bonus) is not confirmed (a non-specific combination is confirmed and displayed) (see Figure 20(d-2)). Therefore, the sudden appearance is an appearance that the player hopes will result in the sudden image 40 being displayed.
[0081] In this embodiment, a predetermined video (performance video) and music associated with the performance video (performance music) are output from the start of the target period. Hereinafter, the performance in which the performance video and performance music are output will be referred to as the target performance. Even if a display result is reached, the performance video and performance music continue to be output until the sudden image 40 is displayed (see Figures 20(a) and 20(b)). If the sudden image 40 is displayed, the output of the performance video and performance music stops abruptly as a result of the sudden image 40 being displayed (the target performance stops abruptly) (see Figure 20(c-1)). In other words, if the result is not displayed, the performance video and performance music do not stop, and the performance video and performance music continue to be output without stopping from the start to the end of the target period (the target performance "completes") (see Figure 20(c-2)).
[0082] In this embodiment, the length of the target period (the length from the start to the end of the target performance, assuming that the result of not displaying the image is reached) is a predetermined fixed time. Therefore, the target performance is designed to correspond to this fixed time (no performances longer than this fixed time are provided). In this embodiment, this time is set to 15 seconds. Therefore, whether or not the sudden image 40 is displayed before these 15 seconds have elapsed is the branching point for whether or not the display result (advantageous result) occurs. In this embodiment, in order to make the performance easier to understand, an image showing the remaining time until the end of the target period (remaining time image) is displayed (see Figure 20(b), etc.). The remaining time image may directly show the remaining time numerically, or it may visually show the approximate remaining time using a meter, etc. Reaching the display result means that the remaining time does not become 0, and reaching the result of not displaying the image means that the remaining time becomes 0. For the player, this is a performance that they hope will be displayed before the remaining time becomes 0. However, it is also possible to not display such remaining time (remaining time image). In this way, the game is designed to display the sudden image 40 without the player knowing exactly when the target period will end. Unlike this embodiment, if the sudden effect is to have a non-constant target period, it is best to avoid displaying the remaining time (remaining time image).
[0083] The specific form of the sudden image 40 can be anything. In this embodiment, a solid black image is displayed (see Figure 20(c-1)). Therefore, the display of the sudden image 40 creates an effect that makes it appear as if a "freeze" with a blackout has occurred. In this embodiment, during the target performance, the message "BIG BOUNS with freeze" is displayed (see Figure 20(b), etc.). Therefore, the player can understand that a specific jackpot is confirmed when the target performance ends and a freeze occurs. After the sudden image 40 is displayed, the message "BIG BOUNS" is displayed, notifying the confirmation of a specific jackpot (specific bonus) (see Figure 20(d-1)).
[0084] When a display result occurs, the timing at which the sudden image 40 is displayed varies. In other words, the timing at which the sudden image 40 is displayed is unpredictable to the player. Multiple candidate timings are provided for when the sudden image 40 is displayed. In this embodiment, the candidate timings are 1 second, 3 seconds, 6 seconds, 7 seconds, 8 seconds, 9.5 seconds, 10 seconds, 11 seconds, 12.5 seconds, and 14 seconds after the start of the target period (a total of 10 timings) (see Figure 21(a)). When executing a sudden performance that results in a display result, one of these multiple candidate timings is determined in advance as the specific timing. Specifically, in a winning variation where it has been internally determined that a specific jackpot has been won, when it is decided to execute a sudden performance that results in a display result (favorable result), a specific timing determination lottery is performed before the sudden performance starts. Through this lottery, one of the multiple candidate timings is determined as the specific timing (see Figure 21(b)). The player is not shown which candidate timing is designated as the specific timing (in fact, the player doesn't even know if the sudden animation will result in a display). Therefore, even if a display result is reached, the timing at which sudden image 40 is displayed is unpredictable to the player. Naturally, if the sudden animation results in a non-display outcome, sudden image 40 will not be displayed, and the above-mentioned lottery to determine the specific timing will not be performed.
[0085] The triggers for the sudden image 40 to be displayed in the sudden animation are broadly divided into basic triggers and special triggers. Basic triggers are those that occur when a specific timing is reached, while special triggers are those that occur when predetermined conditions are met before the specific timing is reached (see the bottom of Figure 21(b)).
[0086] If the predetermined conditions are not met until a specific timing is reached, the sudden image 40 will be displayed at that specific timing (basic trigger). In other words, the sudden image 40 will be displayed at a predetermined timing. As will be described later, in this embodiment, the predetermined conditions are not met unless the push button 61 is operated. Therefore, if the player is simply watching the target performance without taking any particular action, the sudden image 40 will be displayed automatically when the specific timing is reached.
[0087] On the other hand, if a predetermined condition is met before reaching a specific timing, the sudden image 40 is displayed, triggered by the fulfillment of that predetermined condition (special trigger). In other words, the sudden image 40 is displayed before reaching a predetermined timing. This means that the sudden image 40 is displayed "earlier" than the specific timing. In this embodiment, the predetermined condition is a condition that can be met by the operation of the operation means 60 (push button 61) during the target period (a condition that cannot be met if the push button 61 is not operated during the target period). Specifically, a display lottery is executed when the push button 61 is operated during the target period, and the predetermined condition is met if the user wins the display lottery. In this embodiment, the probability of winning the display lottery is set to 1 / 32. That is, each time the push button 61 is operated during the target period, a display lottery with a winning probability of 1 / 32 is executed, and if the user wins the lottery, the sudden image 40 is displayed (see Figure 22(a)→(b-1)). From the player's perspective, the sudden image 40 appears as a result of pressing button 61. During the target period, no image prompting the press of button 61 is displayed (see Figure 22(a)). Therefore, the display of the sudden image 40 as a result of pressing button 61 can be considered a type of "hidden button" effect. No matter how many times the press button 61 is pressed during the target period, if the above display lottery is not won by the specific timing, the sudden image 40 will be displayed at the specific timing (basic trigger) (see Figure 22(a)→(b-2)→(b-3)).
[0088] Even when the operation of the operating means 60, such as the push button 61, is not prompted, there is a certain amount of players who will hope that something good will happen by repeatedly operating the operating means 60 (there is a certain amount of players who will act on their hope that something good will happen by pressing the button). The sudden effect in this embodiment is interesting because, during the target period (when the sudden image 40 is not displayed), if a player repeatedly presses the push button 61 in the hope that the sudden image 40 will be displayed, they may win the display lottery and the sudden image 40 may be displayed before a specific timing (such actions by the player may lead to the "early" display of the sudden image 40).
[0089] The probability of winning the above-mentioned display lottery can be set as appropriate, but it is preferable to set it to less than 100%. If the probability of winning the display lottery is set to 100%, it becomes an extremely simple presentation where an unfavorable result is guaranteed if the operation means 60 is operated during the target period and the sudden image 40 is not displayed as a result.
[0090] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning sudden effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0091] 〇Specific Example 4-1 In the above embodiment, it was explained that in a sudden event resulting in a display result (favorable result), the sudden image 40 is displayed even before reaching a specific timing if predetermined conditions are met during the target period. However, the setting is such that a sudden event resulting in a display result may occur in which the predetermined conditions are likely to be met (let's call it sudden event A) (see Figure 23(a-1)), or in which the predetermined conditions are not likely to be met (let's call it sudden event B) (see Figure 23(b-1)) (the player cannot distinguish whether sudden event A or sudden event B is occurring). In other words, in sudden effect A, the display lottery is executed when the operation means 60 is operated (there is a possibility that the sudden image 40 will be displayed "early" if the display lottery is won) (see Figure 23(a-1)→(a-2)), but in sudden effect B, the display lottery is not executed when the operation means 60 is operated (or the probability of winning the display lottery is 0%) (see Figure 23(b-1)→(b-2)→(b-3)).
[0092] In this way, even if a sudden event ultimately leads to a display result, if it is sudden event B, the sudden image 40 will not be displayed no matter how many times the control device 60 is operated during the target period. In other words, sudden event B is guaranteed to display the sudden image 40 at a specific timing (see Figure 23(b-3)). A player who knows that there is a possibility that the sudden image 40 will be displayed "earlier" as a result of operating the control device 60 may almost give up on achieving the display result (advantageous result) if the sudden image 40 is not displayed even after operating the control device 60 many times during the target period. Even in such a situation, it is possible to create an event format that is surprising because there is still a possibility of achieving the display result (advantageous result).
[0093] 〇Specific Example 4-2 The system is configured so that the probability of winning the display lottery can change each time a sudden event occurs that leads to the display result. For example, there are four possible candidate probabilities (candidate probabilities) that can be used as the probability of winning the display lottery: 1 / 64, 1 / 32, 1 / 16, and 1 / 8. When it is determined that a sudden event leading to the display result will occur, one of the candidate probabilities to be adopted is randomly determined (the player does not know which candidate probability was adopted). In this way, a gameplay feature is achieved in which the probability of the sudden image 40 being "advance" when the operation means 60 is operated during the target period can be different each time.
[0094] Although it was explained that it is preferable in the above embodiment that the probability of winning the display lottery is not 100%, if the example is used, it is also acceptable to have a configuration in which 100% (1 / 1) is set as one of the candidate probabilities. In the case of the example, since the probability of winning the display lottery can change each time, even if 100% is set as one of the probabilities, the sudden effect will not become extremely simple.
[0095] Specific Example 4-3 In the above embodiment, the predetermined condition is described as not being met unless the operating means 60 (push button 61) is operated, but a configuration with a different predetermined condition is also possible. However, it is preferable that the predetermined condition is one that is not met unless the player takes some action. In other words, if the player simply watches the target performance during the target period of the sudden performance leading to the display result (without taking any action), the sudden image 40 will be displayed at a specific timing (basic trigger).
[0096] For example, one possible configuration is one in which a predetermined condition is not met unless a game ball enters a predetermined area during the target period. In other words, if a game ball is not launched during the target period, the predetermined condition is not met. The above predetermined area can be any area into which a game ball can enter when a sudden performance is executed. For example, one possible configuration is to set the first starting area 904a as the predetermined area. Alternatively, one may configure the system so that the predetermined condition is met when a game ball enters the predetermined area, or, as shown in Figure 24, one may configure the system so that a display lottery (with a winning probability of less than 100%) is executed when a game ball enters the predetermined area, and the predetermined condition is met when the player wins the display lottery.
[0097] 3) 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.
[0098] 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.
[0099] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. However, if, for example, a small win is set to lead to obtaining a big win (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the winning of a big win as described in the above embodiment shall include winning a small win.
[0100] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0101] ·Means 1-1 A gaming machine comprising: a means for awarding one of several types of benefits when the result of the lottery is a win; and an execution means for executing a post-win performance that may occur after the result of the lottery is determined to be a win, as an in-spin performance that constitutes the performance from when several types of decorative symbols start to change until the change stops, wherein the post-win performance may result in the awarding of a specific benefit, which is one of the several types of benefits, and there are several types of candidate performances that may be executed as the post-win performance, each having a different manner of announcing that the awarding of the specific benefit will be given, and the player can arbitrarily select which of the several types of candidate performances to execute as the post-win performance in a selection performance. According to the above-mentioned gaming machine, an interesting gameplay experience is achieved in which players can select from several candidate animations that differ in how they notify them of the granting of a specific bonus, and then choose the post-win animation that will actually be performed.
[0102] ·Means 1-2 The selection animation displays multiple candidate images, each associated with one of the multiple candidate animations, and one of the multiple candidate images is highlighted to indicate that the highlighted candidate image is selectable. The animation constituting the variation animation allows for the execution of multiple reach animations that lead to a successful outcome if the win / failure lottery result is a win, each of the multiple reach animations is associated with one of the multiple candidate animations, and after a certain type of reach animation reaches a successful outcome, determining that the win / failure lottery result is a win, the candidate image representing the candidate animation corresponding to a certain type of reach animation is highlighted at the start of the selection animation. This is a feature of the gaming machine according to means 1-1. This approach creates a straightforward gameplay experience where the reach animation, which indicates a win in the lottery, and the initial state of the subsequent selection animation (the candidate image, which is considered the highlighted state) are linked.
[0103] ·Means 1-3 The selection animation displays multiple candidate images, each associated with one of the multiple candidate animations, and one of the multiple candidate images is highlighted compared to the other candidate images, indicating that the highlighted candidate image is selectable. The animation constituting the variation animation allows for the execution of multiple reach animations that lead to a successful outcome if the win / failure lottery result is a win. Each of the multiple reach animations is associated with one of the multiple candidate animations. After a certain type of reach animation leads to a successful outcome, determining that the win / failure lottery result is a win, the probability of the specific bonus being awarded being announced in the post-win animation differs depending on whether the selection animation starts in a corresponding pattern where the candidate image representing the candidate animation corresponding to a certain type of reach animation is highlighted, or in a non-corresponding pattern where the candidate image representing the candidate animation corresponding to a certain type of reach animation is not highlighted. This is the characteristics of the gaming machine according to means 1-1. In this way, the reach animation indicating a win in the lottery results and the initial state of the subsequent selection animation (the candidate image in the highlighted state) are linked, which suggests whether the post-win animation will result in a favorable outcome, creating an interesting gameplay experience.
[0104] ·Means 2-1 A gaming machine comprising: a display means having a display area; and an effect execution means that performs an exposure-covering effect in which, in an introductory section before the result is known, an exposure state in which a suggestive image is displayed in the display area and a covering state in which a covering image is displayed in the display area without the suggestive image being displayed are repeated, wherein the suggestive image displayed in the exposure state suggests that the player is likely to achieve a favorable result after the introductory section. According to the above-mentioned gaming machine, it is possible to perform an interesting exposure / covering effect in which suggestive images revealed between covering states indicate a higher probability of achieving a favorable outcome.
[0105] ·Means 2-2 The gaming machine according to means 2-1, wherein a first suggestion image and a second suggestion image are provided as images that can be displayed as the suggestion image, and the probability of the player achieving a favorable result after the introduction portion is higher when the introduction portion is one of two patterns: an alternating pattern in which the exposure state in which the first suggestion image is displayed and the exposure state in which the second suggestion image is displayed occur alternately, and an irregular pattern in which the exposure state in which either the first suggestion image or the second suggestion image is displayed occurs consecutively, compared to the other case. This approach creates a presentation style where players focus on whether the suggestive images exposed between the covered states change "alternatingly."
[0106] ·Means 2-3 The gaming machine according to means 2-1, wherein a specific suggestive image is provided as an image that can be displayed as the suggestive image, and the more times the exposure state in which the specific suggestive image is displayed occurs in the introduction section, the higher the probability that the player will achieve a favorable result after the introduction section. This approach creates a presentation style where players focus on how many times a specific suggestive image is displayed throughout the introductory section.
[0107] ·Means 2-4 The gaming machine according to means 2-1, wherein a specific suggestive image is provided as an image that can be displayed as the suggestive image, and the probability of the player achieving a favorable result after the introduction portion is higher when the specific suggestive image is displayed in the final exposure state of the introduction portion than when it is not displayed. In this way, the key to the presentation becomes whether or not a specific suggestive image is displayed in the final exposure state before the result is revealed.
[0108] ·Means 3-1 A gaming machine capable of executing a sudden performance that results in either a sudden image being displayed during the target period, or a sudden image not being displayed throughout the target period, wherein when executing the sudden performance that results in the display, one of several candidate timings during the target period is predetermined as a specific timing, and if a predetermined condition is not met until the specific timing is reached, the sudden performance results in the sudden image being displayed at the specific timing, while if the predetermined condition is met before the specific timing is reached, the sudden performance results in the sudden image being displayed as a result of the fulfillment of the predetermined condition. According to the aforementioned gaming machine, it is possible to perform an interesting sudden effect where the timing of the sudden image display can be "advanced".
[0109] ·Means 3-2 The gaming machine according to means 3-1, characterized in that it is equipped with an operating means that can be operated by a player, the target period is a period during which the player is not prompted to operate the operating means, and the fulfillment of the predetermined condition is determined by winning a display lottery triggered by operating the operating means. In this way, the game's presentation is designed so that if the player operates the controls hoping to trigger the display of a sudden image (i.e., reach the display result), the sudden image may be displayed as a result of those operations. [Explanation of symbols]
[0110] 1. Gaming machine 10 candidate images C cursor 20 suggestive images 21. Normal suggestion image (first suggestion image) 22. Specific suggestive image (second suggestive image) 30 Covered image 40 sudden images 80 Decorative patterns 91 Display device 911 Display area
Claims
[Claim 1] A gaming machine that provides players with specific benefits and non-specific benefits that offer less benefit to the player than the specific benefits, It is possible to perform image effects in which a specific image representing a specific benefit and a non-specific image representing a non-specific benefit that the player enjoys less than the specific benefit can be displayed in the display area of the display device. The aforementioned image presentation is At least a preliminary stage in which the specific image is displayed, A specific result is reached in which the specific image is displayed but the non-specific image is not displayed, or a non-specific result is reached in which the non-specific image is displayed but the specific image is not displayed. Includes, If the aforementioned image presentation leads to the aforementioned specific result, the granting of the aforementioned specific benefit is confirmed; if it leads to the aforementioned non-specific result, the granting of the aforementioned specific benefit is not confirmed. In the aforementioned preliminary stage, the specified image and the non-specified image may be displayed. When the specified image and the non-specified image are displayed in the aforementioned preliminary stage, the display mode of the specified image and the non-specified image may be considered a standard display mode or a special display mode. The special display mode suggests that, compared to the standard display mode, there is a higher probability that the target image, which is one of the specific image and the non-specific image, will be displayed at the result stage, and a portion of the non-target image, which is the other of the specific image and the non-specific image, is displayed in a manner that is cut off outside the display area. A gaming machine characterized by the following features.