Gaming machine
Patent Information
- Application Number
- JP2022200064
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-15
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2042-12-15
AI Technical Summary
【0006】 本発明によれば、特定演出により当たりが示される可能性がないのではないかと遊技者が感じてしまうことによる趣向性の低下を抑制することが可能である。
Smart Images

Figure 0007909290000001 
Figure 0007909290000002 
Figure 0007909290000003
Abstract
Description
Technical Field
[0006] , , ,
[0005] , , , ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] When a certain effect frequently leads to a result indicating a miss (particularly prominent in low reliability effects such as those described in Patent Document 1 below), the player may become skeptical about whether this effect is truly a hit, and there is a risk that the appeal of the game will decline.
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 suppressing a decline in appeal caused by a player feeling that a particular effect may not indicate a win.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes an effect execution means that executes a specific effect that may lead to an outcome indicating a win in a win / loss lottery result, and a doubt effect that displays a character who doubts whether the win / loss lottery result can be shown to be a win by the specific effect.
Effects of the Invention
[0006] According to the present invention, it is possible to suppress a decline in appeal caused by a player feeling that a particular effect may not indicate a win. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram to explain special combinations and regular combinations. [Figure 5] This is a diagram to explain the special effects during a jackpot (up to the point before the ending). [Figure 6] This diagram explains the flow of gameplay (waiting image, pseudo-waiting image) after a specific jackpot animation ends in failure. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain specific examples 1-4. [Figure 9] This is a diagram to explain specific examples 1-5. [Figure 10] This diagram shows an example of a specific performance. [Figure 11] This diagram illustrates an example of how to create a ambiguous situation. [Figure 12] This is a diagram to explain specific example 2-1. [Figure 13] This is a diagram to explain specific example 2-2. [Figure 14] This is a diagram to explain specific example 2-3. [Figure 15] This is a diagram to explain specific example 2-4. [Figure 16] This is a diagram to explain specific example 2-5. [Figure 17] This diagram shows the period before the selection of the selection animation. [Figure 18] This diagram shows the period after the selection process (however, (d) is the post-event process after the end of the selection period). [Figure 19] This is a diagram to explain specific example 3-1. [Figure 20] It is a diagram for explaining Specific Example 3-4. [Figure 21] It is a diagram for explaining Specific Example 3-5. [Figure 22] It is a diagram for explaining Specific Example 3-6. [Figure 23] It is a diagram for explaining Specific Example 3-8. [Figure 24] It is a diagram for explaining image presentation. [Figure 25] It is a diagram (continuation of FIG. 24) for explaining image presentation. [Figure 26] It is a diagram for explaining Specific Example 4-2. [Figure 27] It is a diagram for explaining Specific Example 4-4. [Figure 28] It is a diagram for explaining Specific Example 4-4 (an example different from FIG. 27). [Figure 29] It is a diagram for explaining Specific Example 4-5. [Figure 30] It is a diagram (continuation of FIG. 29) for explaining Specific Example 4-5. [Figure 31] It is a diagram for explaining Specific Example 4-6. [Figure 32] It is a diagram for explaining Specific Example 4-6 (an example different from FIG. 31).
Mode 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 ۱ will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. 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 the 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 from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding game balls launched by the operation of the launching device 908 (launching handle) into the game area 902 are provided in a roughly arc shape.
[0010] The game area 902 includes a main display device 91, a starting area 904, a big prize area 906, an out opening 907, and the like. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that change the way the game balls flow when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.
[0013] The jackpot lottery is performed by a win / 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 (special 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 special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is the state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, in the special game state, the game ball should be launched aiming at the second starting area 904b. In this embodiment, the state is one in which so-called "right-handed shooting" should be performed. Therefore, the special game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The special game state is a state in which it is easy to win the lottery to open the second start area 904b, which is triggered when a game ball enters the normal start area 905, so the game ball enters the second start area 904b relatively easily. Since a predetermined number of prize balls are paid out when a game ball enters the second start area 904b, the special game state allows you to play without losing too many balls (compared to the normal game state) (it is a high-base state).
[0021] The gaming machine 1 according to this embodiment is a so-called probability-increasing loop machine (a type of specification in which a high-probability state (special game state) that is advantageous to the player is looped at a predetermined probability). In this embodiment, there are regular jackpots and special jackpots. A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game ends. A special jackpot is a jackpot that transitions to the special game state after the jackpot game ends. Both the jackpot obtained by winning the first win / failure lottery and the jackpot obtained by winning the second win / failure lottery have a 20% chance of being a regular jackpot and an 80% chance of being a special jackpot. In other words, the gaming machine 1 according to this embodiment is a so-called probability-increasing loop machine with an 80% probability of entering probability-increasing mode and an 80% probability of looping probability-increasing mode. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called V-probability-increasing machine in which the probability of entering probability-increasing mode and the probability of looping probability-increasing mode are different. Alternatively, it may be a so-called ST machine where the special game state (high probability state) ends after a predetermined number of consecutive misses.
[0022] When the result of the draw is a jackpot, the jackpot game is executed. The jackpot game is a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened one or more times until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it has been 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. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in each jackpot game can be set as appropriate (the so-called round distribution can be anything), so an explanation is omitted.
[0023] 2) The following describes the effects and other features (content and control of the effects) that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects and other features described below can be performed. In addition, in some of the drawings describing the effects and other features, the illustration of the reserved symbols 70 and decorative symbols 80 may be omitted.
[0024] 2-1) Pseudo-waiting image A jackpot won during normal gameplay (low probability, no time-saving feature) is referred to as a "first win." If the combination of decorative symbols 80 that signals the first win is a special combination, it is confirmed that the first win is a special jackpot. However, if the combination of decorative symbols 80 is a normal combination, it is not confirmed that it is a special jackpot (it could be either a special jackpot or a normal jackpot). In this embodiment, three matching decorative symbols 80 containing an "odd" number are considered a special combination (see Figure 4(a)), and three matching decorative symbols 80 containing an "even" number are considered a normal combination (see Figure 4(b)).
[0025] When a win is announced through a normal combination (see Figure 4(b)), a predetermined animation (hereinafter referred to as the "specific jackpot animation") (see Figure 5) is performed during the jackpot game (round) that is executed as a result of that win. Basically, the specific jackpot animation informs the player whether the jackpot won is a normal jackpot or a special jackpot. In other words, when a win is announced through a normal combination, there is a possibility of either a normal jackpot or a special jackpot, so basically, this is announced during the specific jackpot animation that is executed during the jackpot game. Therefore, the specific jackpot animation is not executed when a win is announced through a special combination (see Figure 4(a)) (special jackpot confirmed). Furthermore, while it is possible to determine whether an initial win, announced through a normal combination, is a regular jackpot or a special jackpot by the lighting patterns of multiple light-emitting elements (LEDs, etc.) before the announcement is made by the special jackpot performance (so-called segment determination), such indications based on lighting patterns are not considered equivalent to announcements by the special jackpot performance. Only the announcements made by the performances executed on the main display device 91 are considered equivalent to announcements by the special jackpot performance (clearly indicating whether or not it is a special jackpot, regardless of whether or not the lighting patterns are known, is considered equivalent to announcements by the special jackpot performance).
[0026] The special jackpot animation leads to either a favorable outcome (see Figure 5(b-1)) or an unfavorable outcome (see Figure 5(b-2)) if the favorable outcome is not reached. The favorable outcome can be any form that indicates a favorable situation for the player, and the unfavorable outcome can be any form that indicates a situation that was not favorable for the player. The specific form of the special jackpot animation can be anything. In this embodiment, the special jackpot animation is an animation (see Figure 5(a)) that prompts the player to operate the operation means 60 (a push button in this embodiment), and the outcome (favorable or unfavorable outcome) is reached when the operation of the operation means 60 during the operation valid period satisfies predetermined conditions. If the operation of the operation means 60 during the operation valid period does not satisfy the predetermined conditions, the game transitions to the outcome when the operation valid period ends. In this embodiment, one operation of the operation means 60 (single operation) is required, and the game transitions to the outcome when one operation of the operation means 60 is detected. In contrast, it may also require continuous operation (repeated tapping) or sustained operation (long press).
[0027] A favorable outcome is when a success image 17 is displayed in the display area 911. In this embodiment, an image representing the special game state is displayed as the success image 17. Since the special game state is called "○○RUSH", an image containing the words "○○RUSH" is displayed as the success image 17 (see Figure 5(b-1)). In other words, reaching a favorable outcome indicates that the initial win is a special jackpot (that the game transitions to a special game state after the jackpot game ends). An unfavorable outcome is when the success image 17 is not displayed, and a failure image 18 is displayed. In this embodiment, a failure image 18 containing the words "unfortunate" is displayed (see Figure 5(b-2)). If an unfavorable outcome occurs, it is confirmed that the initial win is a regular jackpot, except when a reversal sequence described later occurs (however, in this embodiment, a reversal sequence does not occur in more than 90% of cases where an unfavorable outcome occurs). In other words, the unfavorable outcome is basically indicated by the display of failure image 18, which shows that the initial win was a regular jackpot (that the game does not transition to a special game state after the jackpot game ends).
[0028] Even if the initial win is a special jackpot, the special jackpot animation may lead to an unfavorable outcome. In this case, a reversal animation (see Figure 6(c-2)) occurs to overturn the unfavorable outcome (an outcome that indicates not transitioning to the special game state) and indicate that the player will transition to the special game state. The reversal animation can be any form that indicates a favorable situation for the player. In this embodiment, a predetermined sound effect (a sound effect specifically for the reversal animation) is output from speaker 65 (see Figure 1), and an image containing the words "○○RUSH entry" (reversal image 19) is displayed in the display area 911 as part of the reversal animation.
[0029] The following describes the gameplay flow when the special jackpot sequence leads to an unfavorable outcome. If the initial win is a regular jackpot, the special jackpot sequence will lead to an unfavorable outcome. In this embodiment, the unfavorable outcome is set to occur before the last unit game (final round) constituting the jackpot game ends. After the last unit game (see Figure 6(a)) ends, a predetermined condition is met, and the standby image 11 is displayed in the display area 911 (see Figure 6(b-1)). In this embodiment, the predetermined condition is met when a predetermined time (3 seconds) has elapsed after the last unit game ends.
[0030] After a jackpot game ends, a spinning animation (hereinafter, the first spinning animation after a jackpot game ends may simply be referred to as the first spin) begins (see Figure 6(c-1)). If pre-spin reserve information is stored in the memory means, the first spin starts automatically; if pre-spin reserve information is not stored, the first spin starts when a game ball enters the starting area 904. The standby image 11 (see Figure 6(b-1)) is an image that includes decorative symbols 80 waiting in preparation for the start of the first spin. That is, the standby image 11 is an image that is displayed before the first spin starts, and includes decorative symbols 80 and a background image 15 that is displayed as the background for the decorative symbols 80. Therefore, the game transitions to the first spin directly from the state in which the standby image 11 is displayed (without any other images being displayed). As described above, in this embodiment, a reversal animation does not occur in more than 90% of cases when an unfavorable outcome is reached, so the display of the standby image 11 is the "default". In this embodiment, multiple types of performance modes (referred to as stages or modes, etc.) are provided, and the performance during the spin is executed according to the currently set performance mode. A background image 15 corresponding to each of these multiple types of performance modes is provided. The background image 15 included in the standby image 11 is a background image 15 corresponding to a specific mode (specific stage), which is one of the multiple types of performance modes. At least in the first spin (a spin in the normal game state), the background image 15 (the same as the background image 15 included in the standby image 11) will be displayed (a spin in the specific stage will be executed). In this embodiment, the same type of background image 15 will continue to be displayed in spins after the first spin until the conditions for changing the performance mode (so-called stage (mode) change) are met.
[0031] The three decorative symbols 80 included in the standby image 11 represent the winning combination that announced the first win. As described above, in this embodiment, a specific jackpot performance is executed when a jackpot is announced with a normal winning combination, so the standby image 11 includes three even-numbered decorative symbols 80. Here, the decorative symbols 80 included in the standby image 11 are in a stationary state (see Figure 6(b-1)). That is, the position in which each decorative symbol 80 is displayed in the display area 911 does not change (until the first spin begins). Each decorative symbol 80 is displaced (scrolled) when the first spin begins. Since the standby image 11 is displayed before the first spin begins, strictly speaking, it is displayed during the jackpot game (during the ending period after the final round of the jackpot game ends).
[0032] On the other hand, even if the initial win is a special jackpot, if the special jackpot sequence ends unfavorably, a reversal sequence will occur. However, the flow of the game leading up to the reversal sequence is similar to the case where no reversal sequence occurs. Specifically, it is as follows: Even if the initial win is a special jackpot, an unfavorable outcome occurs before the last unit game (final round) constituting the jackpot game ends. After the last unit game (see Figure 6(a)) ends, a pseudo-standby image 12 (the difference from standby image 11 will be described later) is displayed in the display area 911 when a predetermined condition is met (see Figure 6(b-2)). The predetermined condition is the same as when standby image 11 is displayed (in this embodiment, the predetermined condition is met when a predetermined time (3 seconds) has elapsed after the last unit game ends). In other words, the timing of when the pseudo-standby image 12 is displayed is the same as when standby image 11 is displayed.
[0033] The pseudo-waiting image 12 (see Figure 6(b-2)) is an image that resembles the waiting image 11, and is similar to the waiting image 11 in that it includes decorative symbols 80 and the background image 15 that is its background. The background image 15 included in the pseudo-waiting image 12 is of the same type as that of the waiting image 11 (it is perceived as identical by the player (corresponding to the same presentation style)). Also, the decorative symbols 80 included in the pseudo-waiting image 12 are the same as the winning combination that notified the first win, just like in the waiting image 11. Therefore, in this embodiment, three even-numbered decorative symbols 80 are included.
[0034] However, the decorative symbol 80 included in the pseudo-standby image 12 is in a swaying state (see Figure 6(b-2)). This differs from standby image 11 (see Figure 6(b-1)), in which the decorative symbol 80 is stationary. In other words, standby image 11 and pseudo-standby image 12 differ in whether or not the decorative symbol 80 is stationary, and are similar in all other respects (the type of decorative symbol 80 displayed may change as it depends on the type of decorative symbol 80 displayed when the initial win occurs, but this is not considered a difference). The swaying of the decorative symbol 80 included in the pseudo-standby image 12 is slight (about 1 mm) and not significant. In other words, it is considered to be a movement so slight that not everyone will notice the decorative symbol 80 is moving (you won't notice the decorative symbol 80 moving unless you look closely at the image).
[0035] After this pseudo-waiting image 12 is displayed, a reversal sequence occurs (see Figure 6(c-2)). That is, it appears as if an unfavorable outcome will occur and the game will not transition to the special game state, but this is reversed and the transition to the special game state is shown (an event favorable to the player occurs). After this reversal sequence is executed, the first spin in the special game state begins (see Figure 6(d)).
[0036] Thus, in this embodiment, if the special jackpot animation leads to an unfavorable outcome, the standby image 11 (see Figure 6(b-1)) is basically displayed and the game starts in the normal game state. However, a pseudo-standby image 12 (see Figure 6(b-2)) that resembles the standby image 11 may also be displayed, and if the pseudo-standby image 12 is displayed, a reversal animation occurs (the game transitions to a special game state). The pseudo-standby image 12 differs from the standby image 11 (where the decorative symbols 80 are stationary) in that the decorative symbols 80 are swaying, so the game has the advantage of quickly suggesting the occurrence of a reversal animation to players who notice the swaying of the decorative symbols 80.
[0037] The reason why the decorative symbol 80 in the pseudo-waiting image 12 is shown to "oscillate" is as follows: Waiting image 11 is an image that shows the decorative symbol 80 waiting in preparation for the first variation (see Figure 6(c-1)), and since it is an image that shows that the variation has not yet started, the decorative symbol 80 is shown to be "still" (see Figure 6(b-1)). In order to make it similar to waiting image 11, but to show that it is not waiting in preparation for the first variation (since a reversal effect occurs before the first variation, it cannot be said that it is waiting in preparation for the first variation), the decorative symbol 80 in the pseudo-waiting image 12 is shown to "oscillate" (see Figure 6(b-2)). Therefore, even a player who is completely unaware that the display of pseudo-waiting image 12 leads to the occurrence of a reversal effect may be able to sense that something is different from the normal situation (that it is not simply waiting) by seeing that the decorative symbol 80 is not still but moving.
[0038] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned pseudo-standby image 12. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.
[0039] 〇Specific Example 1-1 In the above embodiment, it was explained that if the standby image 11 is displayed after a specific jackpot animation reaches an unfavorable outcome, a reversal animation will not occur. However, the configuration may be such that a reversal animation can occur even if the standby image 11 is displayed. In other words, the configuration may be such that even if the standby image 11 is displayed, there is still an expectation that a reversal animation will occur.
[0040] Furthermore, in the above embodiment, it was explained that a reversal sequence occurs when the pseudo-waiting image 12 is displayed after a specific jackpot sequence has reached an unfavorable outcome. However, the configuration may also be such that a reversal sequence does not occur even when the pseudo-waiting image 12 is displayed.
[0041] As described above, even if the configuration is such that a reversal sequence may occur when the standby image 11 is displayed, and a reversal sequence may not occur when the pseudo-standby image 12 is displayed, the probability of a reversal sequence occurring is set to be higher when the pseudo-standby image 12 is displayed than when the standby image 11 is displayed. In other words, the presentation format is maintained such that the pseudo-standby image 12 offers a greater expectation of a reversal sequence occurring than the standby image 11.
[0042] Specific Examples 1-2 In the above embodiment, it was explained that when the pseudo-standby image 12 is displayed, an event advantageous to the player occurs, namely the occurrence of a reversal effect (transition to a special game state). However, other events that may be suggested by the pseudo-standby image 12 are also conceivable.
[0043] For example, it is conceivable to have a configuration that suggests the occurrence of so-called consecutive wins within the reserved balls. If any of the reserved ball information acquired at the end of a winning game before the variation results in a winning game, then so-called consecutive wins within the reserved balls occur. If the pseudo-waiting image 12 is displayed, then consecutive wins within the reserved balls will occur. The probability of consecutive wins within the reserved balls occurring is only higher when the pseudo-waiting image 12 is displayed than when the waiting image 11 is displayed, and it is not necessary to have a configuration where consecutive wins within the reserved balls always occur when the pseudo-waiting image 12 is displayed.
[0044] However, since the pseudo-standby image 12 does not show the decorative pattern 80 in a stationary state, it can be said that it suggests that the machine is not in a standby state in preparation for the first variation. In light of this, it is preferable that the event suggested by the pseudo-standby image 12 occurs before the first variation, as in the reversal effect of the above embodiment.
[0045] Specific Examples 1-3 In the above embodiment, it was explained that the pseudo-standby image 12 differs from the standby image 11 (where the decorative pattern 80 is stationary) in that the decorative pattern 80 is swaying. However, it is conceivable that the difference is not in the "movement" of the decorative pattern 80, but rather in the fundamental characteristics of the decorative pattern 80 itself. That is, at least one of the basic components of the pattern, such as the color or font of the decorative pattern 80, may differ between the decorative pattern 80 included in the standby image 11 (see Figure 7(a)) and the decorative pattern 80 included in the pseudo-standby image 12 (see Figure 7(b)).
[0046] In this case, the standby image 11 is an image that is waiting in preparation for the first variation (the game transitions directly to the first variation from the state in which the standby image 11 is displayed). Therefore, it is preferable that the decorative symbols 80 included in the standby image 11 be in the normal form that can be displayed in the variation performance, and the decorative symbols 80 included in the pseudo-standby image 12 be in a special form (exclusive form) that is not displayed in the variation performance. For example, the decorative symbols 80 included in the standby image 11 may use the same font as the decorative symbols 80 that can be displayed in the variation performance, but the decorative symbols 80 included in the pseudo-standby image 12 may use a special font that is different from any of the decorative symbols 80 that can be displayed in the variation performance (that is, strictly speaking, the symbols included in the pseudo-standby image 12 are not symbols that indicate the result of the win or loss lottery). In this way, if, after the final round of a jackpot game, an unfamiliar symbol is displayed (if the form of the decorative symbol seems unusual), a reversal performance will occur.
[0047] 〇Specific Examples 1-4 The standby image 11 and the pseudo-standby image 12 will differ in their background image 15. In other words, the difference between standby image 11 and pseudo-standby image 12 will be in the composition that appears in the background image 15, not in the decorative pattern 80 (see Figure 8).
[0048] In this case, the standby image 11 is an image that is waiting in preparation for the first variation (the game transitions directly to the first variation from the state in which the standby image 11 is displayed). Therefore, it is preferable that the background image 15 included in the standby image 11 be a normal form that can be displayed in the variation animation (a normal background), and the background image 15 included in the pseudo-standby image 12 be a special form that is not displayed in the variation animation (a dedicated background). For example, although the subject matter (scenery, etc.) depicted in the background image 15 included in the standby image 11 (see Figure 8(a)) and the background image 15 included in the pseudo-standby image 12 (see Figure 8(b)) is the same, at least some of the colors are different, and the background image 15 of the pseudo-standby image 12 is not displayed in the variation animation. In this way, if an unfamiliar background image 15 is displayed after the final round of a jackpot game (if the background image 15 looks strange), a reversal animation will occur.
[0049] 〇Specific Examples 1-5 It is assumed that multiple types of pseudo-standby images 12 are provided. For example, the configuration may include the display of a first pseudo-standby image 121 (see Figure 9(a)) or a second pseudo-standby image 122 (see Figure 9(b)) of a different type from the first pseudo-standby image 121. Both the first pseudo-standby image 121 and the second pseudo-standby image 122 differ from the standby image 11 in that the decorative pattern 80 is oscillating. The difference between the first pseudo-standby image 121 and the second pseudo-standby image 122 can be anything (however, differences in the type of decorative pattern 80 (combinations of decorative patterns 80) are not included in the differences in the appearance of the pseudo-standby image 12). For example, the oscillation of the decorative pattern 80 is greater in the second pseudo-standby image 122 than in the first pseudo-standby image 121.
[0050] Assuming this configuration, the probability of an event favorable to the player (corresponding to a reversal effect in the above embodiment) occurring is higher when the second pseudo-standby image 122 is displayed than when the first pseudo-standby image 121 is displayed. (Note that with this setting, there is a possibility that no favorable event will occur, at least when the first pseudo-standby image 121 is displayed.) In this way, even if the standby image 11 is not displayed and the pseudo-standby image 12 is displayed, the type of pseudo-standby image 12 will also attract the player's attention.
[0051] Specific Examples 1-6 In the above embodiment, it was explained that the reversal effect does not occur when the decorative symbol 80 is stationary, and occurs when it is moving. However, the opposite setting is also possible, that is, the reversal effect does not occur when the decorative symbol 80 is moving, and occurs when it is stationary. However, if the reversal effect does not occur, the first variation will start as is, so it can be said that it is more natural in the flow of the effect to prevent the reversal effect from occurring when the decorative symbol 80 is stationary, as in the above embodiment (it is more natural to have a flow from stationary state to start of variation).
[0052] 2-2) Doubtful performance The gaming machine 1 according to this embodiment is capable of executing specific effects and questionable effects as effects that constitute the effects during reel spinning. The specific effect (see Figure 10) is a type of reach effect that indicates the outcome of a win / loss lottery (a win / loss lottery corresponding to the effects during reel spinning, including the specific effect; hereinafter sometimes referred to as the target win / loss lottery result) depending on its outcome. If the target win / loss lottery result is a jackpot, it leads to a success outcome (see Figure 10(c-1)) indicating that the situation has become favorable to the player, and if the target win / loss lottery result is a loss, it leads to a failure outcome (see Figure 10(c-2)) indicating that the situation has become unfavorable to the player. The success outcome includes a reversal pattern in which it appears to have reached a failure outcome but is then reversed. Thus, the specific effect has the potential to lead to a success outcome indicating that the target win / loss lottery result is a jackpot, but the probability of reaching such a success outcome (i.e., the reliability of the specific effect (jackpot)) is extremely low. The reliability of the specific effect should be 5% or less, more preferably 1% or less (in this embodiment, it is 1% or less). Because of this setting, even if a specific event occurs, it almost always leads to a failure, and it is extremely rare to encounter a success. The specific form of the event can be anything. In this embodiment, a predetermined character challenges a mission, and success is defined as the success ending, while failure is defined as the failure ending.
[0053] A doubtful effect is an effect provided on the premise that a specific effect may occur, and is an effect in which a doubtful indication 21 is made. In this embodiment, the doubtful effect is an effect in which a certain character (hereinafter referred to as character A; indicated by "A" in the drawings) speaks words (dialogue).
[0054] The doubt expression 21 is a display that expresses doubt as to whether the outcome of the lottery result is a jackpot (successful outcome) due to the specific performance, and is made to appear as if it is a line spoken by character A. In this embodiment, the words "I wonder if XX will really hit" are displayed in the display area 911 as the doubt expression 21 in a speech bubble coming from character A (see Figure 11(b)). Note that "XX" is the name of the specific performance (preferably the title of the specific performance, but any wording that allows the player to recognize (infer) that it refers to the specific performance is acceptable). In this way, it is shown that character A is doubting whether the specific performance can result in a jackpot (whether it can lead to a successful outcome). When such a display is shown, players not only sense that a specific animation (XX) is unlikely to result in a jackpot (its reliability is quite low), but they also sense that there is a possibility of a jackpot (the reliability is not 0%) (it is natural to assume that there is a possibility of a jackpot, albeit a low one, when players are questioning whether they will actually win).
[0055] In this embodiment, the pseudo-effect may occur during a target fluctuation animation (a fluctuation animation that includes a specific effect) (meaning both the specific effect and the questionable effect occur in the same fluctuation), or it may occur during a fluctuation animation that is not a target fluctuation animation (a fluctuation animation that does not include a specific effect). Even when the pseudo-effect is executed during a target fluctuation animation, the period during which the questionable effect is executed and the period during which the specific effect is executed do not overlap. In other words, the questionable effect is executed when the specific effect is not being executed.
[0056] Thus, the specific effects that the gaming machine 1 according to this embodiment can perform are extremely unreliable, and it is rare for them to result in a successful outcome. In other words, even if a player encounters the specific effects several times, in many cases all of them will result in a failure, and there is a risk that the player will feel that there is no possibility of the specific effects resulting in a successful outcome (that it will never result in a jackpot). Since this feeling on the player's part leads to a decrease in the game's appeal, a "doubtful effect" is deliberately performed, which displays a question mark (doubtful display 21) that questions whether the specific effects can really result in a successful outcome, so that the game is designed to make players who encounter the doubtful effect perceive that the specific effects can result in a successful outcome (reliability ≠ 0%).
[0057] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning the presentation of doubts. Furthermore, to the extent possible, a configuration may be created by combining multiple techniques described using the following examples.
[0058] 〇Specific Example 2-1 In the doubtful presentation, a doubtful indication 21 is made, followed by an affirmative indication 22. The affirmative indication 22 indicates that the specific presentation has the potential to lead to a conclusion (successful conclusion) in which the target win / loss lottery result is a jackpot. Such a doubtful presentation in which an affirmative indication 22 is made can be a conversation presentation in which different characters converse. For example, a doubtful indication 21 is made indicating that character X says, "I wonder if XX will really be a win" (see Figure 12(a)). Then, an affirmative indication 22 is made indicating that character Y says, "Yes, it will be a win" (see Figure 12(b)). In other words, after a doubtful indication 21 is made, questioning whether the specific presentation will lead to a "jackpot," an affirmative indication 22 is made, indicating that the specific presentation has the potential to lead to a "jackpot," thus completing the "conversation," and the affirmative indication 22 definitively shows the player that the specific presentation has the potential to lead to a successful conclusion. By providing such a positive indication 22, the player can more clearly understand that a particular performance has the potential to lead to a successful outcome (compared to the case where the positive indication 22 is not provided, as in the above embodiment).
[0059] 〇Specific Example 2-2 As explained in the specific example 2-1 above, the configuration is such that an affirmative statement 22 may be made in the ambiguous presentation. However, the ambiguous presentation may or may not include an affirmative statement 22. In other words, the ambiguous presentation may end after an ambiguous statement 21 is made (first configuration) (see Figure 13(a)(b-1)), or it may end after an ambiguous statement 21 is made (second configuration) (see Figure 13(a)(b-2)).
[0060] In this configuration, if a questionable animation occurs during a variation, and that questionable animation includes an affirmative indication 22 (becoming the second form) (see Figure 13(a)(b-2)), then it is preferable to set it so that a specific animation occurs during the variation and that the specific animation reaches a successful outcome (see Figure 13(c-2)). In other words, if the questionable animation becomes the second form, the specific animation reaches a successful outcome and a jackpot is announced. By doing so, if an affirmative indication 22 is given that affirms the possibility of the specific animation reaching a successful outcome, then the specific animation actually reaches a successful outcome (the event that was indicated as a possibility by the affirmative indication 22 actually occurs afterward), creating an interesting animation format. Note that if the questionable animation becomes the first form (see Figure 13(a)(b-1)), the specific animation does not necessarily reach a successful outcome. If a questionable performance occurs in a certain variation performance, the configuration may be such that a specific performance does not occur in that variation performance, or the configuration may be such that a specific performance occurs in that variation performance but does not necessarily lead to a successful outcome (see Figure 13(c-1)).
[0061] Unlike this example, it is also conceivable that when a questionable performance occurs, a positive indication 22 is always shown (the questionable performance will always be in the second form described above (and will not be in the first form described above)), and that after the questionable performance, a specific performance occurs in the same fluctuation, leading to a successful outcome. In this case, the questionable performance (the performance in which a positive indication 22 is shown) will function as a de facto jackpot confirmation performance.
[0062] Furthermore, unlike this example, if a positive indication 22 is given when a questionable performance occurs (the second mode), the probability of the specific performance reaching a successful outcome is only higher than when a positive indication 22 is not given (the first mode), and it is not guaranteed to reach a successful outcome (reliability ≠ 100%). In other words, the setting may be such that the giving of a positive indication 22 is merely a chance-up.
[0063] Specific Examples 2-3 As explained in the specific example 2-1 above, the configuration is such that a positive statement 22 may be made during a doubtful performance. Furthermore, multiple types of positive statements 22 are provided, and one of the positive statements 22 will be made during a doubtful performance. For example, a first positive statement 221 such as "It's possible you'll win" may be made (see Figure 14(b-1)), or a second positive statement 222 such as "It's definitely possible you'll win" may be made (see Figure 14(b-2)). Furthermore, if a specific performance occurs in a variation where a doubtful performance is executed, the configuration is such that the probability of the specific performance reaching a successful outcome is higher when the second positive statement 222 is made than when the first positive statement 221 is made during the doubtful performance (see Figure 14(c-1)(c-2)). It may also be configured so that if the second positive statement 222 is made, it is confirmed that the specific performance will reach a successful outcome. In this way, the type (mode) of the positive statement 22 suggests the probability of the specific performance reaching a successful outcome.
[0064] In the example shown, when a questionable event occurs, the specific event may always occur in the same fluctuation (as shown in Figure 14), or it may not necessarily occur in the same fluctuation (the specific event may or may not occur in the same fluctuation). In the former case, the types of affirmative statements 22 are structured to suggest that the specific event that occurs thereafter is likely to lead to a successful outcome. In the latter case, the types of affirmative statements 22 are structured to suggest that, if the specific event occurs thereafter (assuming it "occurs"), that specific event is likely to lead to a successful outcome.
[0065] Specific Example 2-4 After a doubtful indication 21 is made in a doubtful performance, an affirmative indication 22 as explained in the specific example 2-1 above may be made (see Figure 15(b-1)), or a different indication from the affirmative indication 22 may be made (a display that does not indicate that the target win / loss lottery result will be a jackpot (successful outcome). Hereinafter referred to as a non-affirmative indication 23) (see Figure 15(b-2)). For example, after a doubtful indication 21 with the line "I wonder if XX will really hit" from character X is made, there may be cases where an affirmative indication 22 with the line "Yes, it will hit" from character Y is made, or there may be cases where a non-affirmative indication 23 with the line "Hmm" from character Y is made. Furthermore, if a specific performance occurs in the variation in which a doubtful performance is executed, the probability of the specific performance reaching a successful outcome is higher when an affirmative indication 22 is made in that doubtful performance than when a non-affirmative indication 23 is made (see Figure 15(c-1)(c-2)). The setting may be such that if a positive indication 22 is given, it is confirmed that the specific performance will reach a successful outcome. In this way, the probability of the specific performance reaching a successful outcome is suggested depending on whether a positive indication 22 or a negative indication 23 is given.
[0066] In the example shown, when a questionable performance occurs, the specific performance may always occur in the same variation (as shown in Figure 15), or it may not necessarily occur in the same variation (the specific performance may or may not occur in the same variation). In the former case, whether or not the affirmative statement 22 is made suggests the probability that the specific performance that occurs thereafter will lead to a successful outcome. In the latter case, whether or not the affirmative statement 22 is made suggests the probability that the specific performance that occurs thereafter (assuming it "occurred") will lead to a successful outcome.
[0067] 〇Specific Example 2-5 Multiple types of doubt indicators 21 are provided, and one of these multiple types of doubt indicators 21 is made during a doubt performance. For example, a first doubt indicator 211 such as "XX rarely hits" may be made (see Figure 16(b-1)), or a second doubt indicator 212 such as "I wonder if XX will really hit" may be made (see Figure 16(b-2)). When a specific performance occurs in a variation where a doubt performance is executed, the probability of the specific performance reaching a successful outcome is higher when the second doubt indicator 212 is made than when the first doubt indicator 211 is made (see Figure 16(c-1)(c-2)). It may also be set so that when the second doubt indicator 212 is made, it is confirmed that the specific performance will reach a successful outcome. In this way, the type (mode) of the doubt indicator 21 suggests the probability of the specific performance reaching a successful outcome.
[0068] In the example shown, when a doubtful event occurs, the specific event may always occur in the same fluctuation (as shown in Figure 16), or it may not necessarily occur in the same fluctuation (the specific event may or may not occur in the same fluctuation). In the former case, the type of doubtful indication 21 is structured to suggest the probability that the specific event that occurs thereafter will lead to a successful outcome. In the latter case, the type of doubtful indication 21 is structured to suggest the probability that the specific event that occurs thereafter will lead to a successful outcome (assuming it "occurs").
[0069] 2-3) Selection sequence The gaming machine 1 according to this embodiment is capable of executing a selection sequence (see Figures 17 and 18) as a sequence that constitutes the in-game sequence. Except when utilizing a specific configuration that takes advantage of the in-game sequence, the selection sequence described below can also be executed during a jackpot game or other times, rather than during the in-game sequence. In this embodiment, the selection sequence presents multiple options, and one of these options is automatically selected (it is not a player's choice).
[0070] The period during which the selection sequence is performed is divided into a pre-selection period (see Figure 17) and a post-selection period that follows the pre-selection period (see Figure 18 (except for (d))). The pre-selection period is the period for showing the player multiple possible options (introducing the options to the player). The post-selection period is the period for showing the player the selected option (which is one of the multiple options shown in the pre-selection period).
[0071] At least during the pre-selection period, the display area 911 is divided into a first area 911a and a second area 911b (see Figure 17). In this embodiment, the upper part of the display area 911 is the first area 911a, and the lower part is the second area 911b (the area below the first area 911a is the second area 911b). The first area 911a and the second area 911b are separated by a predetermined dividing image 35. In this embodiment, a dividing image 35 is displayed that divides the display area 911 vertically (extending from one side in the width direction to the other). The upper part of the dividing image 35 is the first area 911a, and the lower part is the second area 911b. The display area 911 may also include areas that do not belong to either the first area 911a or the second area 911b.
[0072] The number of choices presented in the selection presentation can be anything. The number of choices may change each time the selection presentation is performed. In the following, the selection presentation will be described assuming that three types of choices (choice A, choice B, and choice C) are presented. In this embodiment, the choices are characters, with choice A being character A, choice B being character B, and choice C being character C (characters A to C are all different characters). In the pre-selection period, a first choice image 31 representing each of the multiple types of choices is displayed in the first area 911a, and a second choice image 32 representing each of the multiple types of choices is displayed in the second area 911b (see Figure 17). As described above, if three types of choices (choices A to C) are presented, then three first choice images 31 will be displayed in the first area 911a, and three second choice images 32 will be displayed in the second area 911b. Specifically, the first region 911a displays the first choice image 31A representing choice A, the first choice image 31B representing choice B, and the first choice image 31C representing choice C, while the second region 911b displays the second choice image 32A representing choice A, the second choice image 32B representing choice B, and the second choice image 32C representing choice C.
[0073] The first option image 31 and the second option image 32 differ in the way they represent the options (basic form). The first option image 31A and the second option image 32A, the first option image 31B and the second option image 32B, and the first option image 31C and the second option image 32C all represent the same option, but the way they represent that option is different. In this embodiment, the first option image 31 is an image that includes characters representing the name of the option, and the second option image 32 is an image that includes a part that represents the form (appearance) of the option (see Figure 17). As described above, each option in this embodiment is a character, and the first option image 31A includes characters representing the name of character A (hereinafter referred to as "character A"), the first option image 31B includes characters representing the name of character B (hereinafter referred to as "character B"), and the first option image 31C includes characters representing the name of character C (hereinafter referred to as "character C"). On the other hand, the second option image 32A includes the appearance of character A (represented by "A" in the drawing), the second option image 32B includes the appearance of character B (represented by "B" in the drawing), and the second option image 32C includes the appearance of character A (represented by "C" in the drawing).
[0074] During the pre-selection period, the three first-choice images 31 are displayed in the first region 911a, and the three second-choice images 32 are displayed in the second region 911b. In this embodiment, in the first region 911a, the three first-choice images 31 are displayed in a way that they enter the first region 911a from the right and exit from the left. In this state of display, one of the three first-choice images 31 is said to be in a more prominent state (hereinafter referred to as the "emphasized state") than the other first-choice images 31. Specifically, among the multiple first-choice images 31, the image with the largest portion displayed in the first region 911a is said to be in a more prominent emphasized state than the other images. Since the three first-choice images 31 are displayed in a way that is as described above, the first-choice image 31 in the emphasized state changes over time. In this embodiment, the first choice image 31 in the emphasized state changes as follows: first choice image 31A (see Figure 17(a)) → first choice image 31B (see Figure 17(b)) → first choice image 31C (see Figure 17(c)) → first choice image 31A (see Figure 17(d))...
[0075] Similarly, during the pre-selection period, the three second-choice images 32 are displayed in a variable manner within the second region 911b, moving in from the right and out from the left. In this variable display state, it can be said that one of the three second-choice images 32 is in a more prominent, emphasized state than the other second-choice images 32. Specifically, among the multiple second-choice images 32, the image with the largest portion displayed in the second region 911b is in a more prominent, emphasized state than the other images. Because the three second-choice images 32 are displayed in a variable manner as described above, the second-choice image 32 in the emphasized state changes over time. In this embodiment, the second-choice image 32 in the emphasized state changes as follows: second-choice image 32A (see Figure 17(a)) → second-choice image 32B (see Figure 17(b)) → second-choice image 32C (see Figure 17(c)) → second-choice image 32A (see Figure 17(d))...
[0076] In this embodiment, during the pre-selection period, the first choice image 31, which is highlighted in the first region 911a, and the second choice image 32, which is highlighted in the second region 911b, are made to represent the same type of choice. That is, the rate of change is controlled so that the choice images representing the same type of choice in the first region 911a and the second region 911b are highlighted at the same time (so that the choice images representing the same type of choice change in "synchronous" motion). Therefore, during the pre-selection period, the changes over time will be as follows: "First choice image 31A and second choice image 32A are highlighted" (see Figure 17(a)) → "First choice image 31B and second choice image 32B are highlighted" (see Figure 17(b)) → "First choice image 31C and second choice image 32C are highlighted" (see Figure 17(c)) → "First choice image 31A and second choice image 32A are highlighted" (see Figure 17(d))... In this way, the first option image 31 and the second option image 32, which represent the same option, are displayed together (highlighted together) to show the option to the player. In particular, in this embodiment, the first option image 31, which represents the "name," and the second option image 32, which represents the option itself (appearance), are displayed together in a variable manner, making the "introduction" of the options to the player easy to understand.
[0077] After the pre-selection period, the system transitions to the post-selection period. In this embodiment, the transition to the post-selection period is triggered when the fluctuation of the first option image 31 in the first region 911a and the fluctuation of the second option image 32 in the second region 911b stop. Specifically, the transition to the post-selection period is triggered when one first option image 31 is displayed in the first region 911a and one second option image 32 is displayed in the second region 911b (see Figure 18(a)). As described above, during the pre-selection period, the option images in each region are displayed in a fluctuating manner so that the first option image 31 and the second option image 32 representing the same type of option are highlighted at the same time. Therefore, when the fluctuations in each region are stopped, the one first option image 31 displayed in the first region 911a and the one second option image 32 displayed in the second region 911b represent the same type of option. Thus, since the first choice image 31 displayed in the first area 911a and the second choice image 32 displayed in the second area 911b represent the same type of choice, the player can understand that the choice has been selected. Naturally, if the selected choice is different, the choices represented by the first choice image 31 and the second choice image 32 displayed in the first area 911a and the second area 911b will be different (Figure 18 shows an example where choice B (first choice image 31B, second choice image 32B) is selected, but other choices (choices A or C) may also be selected (the type of choice shown in the post-selection period may change with each selection animation)).
[0078] After transitioning to the late selection phase (when the fluctuations stop), one of the displayed first choice image 31 and second choice image 32 is enlarged. In this embodiment, the second choice image 32 is enlarged. Specifically, the second choice image 32, which was displayed in the second area 911b, is displayed in such a way that it gradually enlarges toward the first area 911a (covering the first choice image 31 displayed in the first area 911a) (see Figure 18(b)), until finally the first choice image 31 disappears (the separator image 35 also disappears) and the second choice image 32 is displayed in the display area 911 (see Figure 18(c)). As a result, the player clearly recognizes that the choice represented by the second choice image has been selected.
[0079] In this embodiment, a post-event sequence is executed after the selection sequence. The type of post-event sequence is executed according to the result of the selection sequence (the selected option). In this embodiment, the post-event sequence is a sequence in which the selected character appears. Specifically, a so-called battle sequence is executed in which the selected character appears as an enemy character confronting the player's character (ally character). That is, if character A is selected in the selection sequence, battle sequence A (post-event sequence A) in which the ally character and enemy character A fight is executed; if character B is selected in the selection sequence, battle sequence B (post-event sequence B) in which the ally character and enemy character B fight is executed; and if character C is selected in the selection sequence, battle sequence C (post-event sequence C) in which the ally character and enemy character C fight is executed (Figure 18(d) shows battle sequence B (battle sequences A and D are not shown)). It is preferable that battle sequences A to C (post-event sequences A to C) have different jackpot reliability levels. In this way, the choice between options A to C in the selection sequence indicates the subsequent outcome (reliability). The post-event sequence in this embodiment is a so-called "reach" sequence, and the outcome of the post-event sequence depends on the result of the win / loss lottery. Specifically, if the win / loss lottery result is a jackpot, the outcome is that the ally character wins, and if it is a loss, the outcome is that the ally character loses. In contrast to this embodiment, the character selected in the selection sequence may appear as the ally character (a configuration in which the player's character can change depending on the result of the selection sequence).
[0080] In this embodiment, when the second choice image 32 is enlarged and displayed during the post-selection period, the selected object (the character in this embodiment) is emphasized. As described above, in this embodiment, the character that appears in the post-event sequence, which is executed after the selection sequence, is shown in the selection sequence. Therefore, the enlargement of the second choice image 32 during the post-selection period emphasizes the character that appears in the post-event sequence.
[0081] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned selection presentation aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0082] 〇Specific Example 3-1 In the above embodiment, the first choice image 31 represents the name of the choice, and the second choice image 32 represents the appearance of the choice. However, if the basic configuration is different (the player can understand the difference between the two images), a different configuration from the above embodiment is also conceivable. For example, the first choice image 31 may display an image representing a part of the choice (target) (for example, the "face" of a character), while the second choice image 32 may display an image representing the entire choice (target) (for example, the whole body of a character) (see Figure 19). In this way, during the pre-selection period, a part of the potential target (choice) is emphasized by the first choice image 31, while the whole is represented by the second choice image 32, resulting in an easy-to-understand presentation.
[0083] Specific Example 3-2 In the above embodiment, it was explained that during the pre-selection period, multiple first choice images 31 are displayed in the first region 911a and multiple second choice images 32 are displayed in the second region 911b, and one choice image is highlighted in each region (the choice image that is highlighted in each region changes over time). However, it is sufficient if all of the multiple choice images in each region are highlighted at least once.
[0084] For example, one of the multiple choice images (the choice image designated as the highlighted option) may be displayed in each region, while the others are not displayed. In the first region 911a, the first choice image 31 is configured to change sequentially as follows: "A displayed, B and C hidden" → "B displayed, A and C hidden" → "C displayed, A and B hidden" → "A displayed, B and C hidden"... Similarly, in the second region 911b, the second choice image 32 is configured to change sequentially as follows: "A displayed, B and C hidden" → "B displayed, A and C hidden" → "C displayed, A and B hidden" → "A displayed, B and C hidden"... The first choice image 31 and the second choice image 32, representing the same type of choice, are displayed (designated as highlighted) at the same time.
[0085] Specific Example 3-3 In the above embodiment, the first region 911a and the second region 911b were described as being aligned vertically, but the first region 911a and the second region 911b may also be configured to be aligned horizontally.
[0086] Furthermore, the configuration may include a region separate from the first region 911a and the second region 911b for displaying multiple option images representing each of the multiple types of options. In other words, there may be three or more regions for displaying multiple option images.
[0087] Specific Examples 3-4 In the above embodiment, it was explained that the direction of change of the multiple first choice images 31 in the first region 911a and the direction of change of the multiple second choice images 32 in the second region 911b are the same (right to left) during the pre-selection period. However, the direction of change may be different. For example, in the first region 911a, the multiple first choice images 31 may change from right to left, while in the second region 911b, the multiple second choice images 32 may change from left to right (see Figure 20). Even in this case, the first choice images 31 and second choice images 32 representing the same type of choice are made to be highlighted at the same time. As a result, when the change stops (when transitioning to the post-selection period), one first choice image 31 displayed in the first region 911a and one second choice image 32 displayed in the second region 911b will represent the same type of choice.
[0088] By doing so as in this example, the difference between the first region 911a and the second region 911b during the pre-selection period is further emphasized. In other words, it becomes clearer that each of the multiple types of choices is represented by multiple images (first choice image 31, second choice image 32).
[0089] Specific Examples 3-5 Unlike the above embodiment, in the pre-selection period, the first choice image 31, which is highlighted in the first region 911a, and the second choice image 32, which is highlighted in the second region 911b, are of different types (the timing at which choice images representing the same type of choice are highlighted does not coincide between the first region 911a and the second region 911b) (see Figure 21). Even in this example, the effect of representing various choices in different ways in the first choice image 31 (first region 911a) and the second choice image 32 (second region 911b) is achieved. However, as in the above embodiment, if the first choice image 31 and the second choice image 32, which represent the same type of choice, are highlighted at the same time, it is easier to understand what each choice represents in the pre-selection period.
[0090] Specific Examples 3-6 In the above embodiment, it was explained that the second option image 32 is displayed enlarged (the first option image 31 is erased) during the post-selection period. However, the configuration may also be such that the first option image 31 is displayed enlarged (the second option image 32 is erased). If the first option image 31 includes characters representing the name of the option (character), as in the above embodiment, then the display during the post-selection period will be such that the name of the selected option is displayed enlarged (see Figures 22(a) to (c)).
[0091] In the example shown, it is preferable that the opening of the post-event sequence utilizes the first choice image 31 (name). In the above embodiment, the selected first choice image 31 represents the name of the enemy character that appears in the subsequent post-event sequence. Therefore, at the beginning of the post-event sequence, a title image containing the name of the enemy character represented by the first choice image 31 (for example, an image containing the text "Defeat ○○" (where ○○ represents the name of the enemy character included in the first choice image 31)) is displayed (see Figure 22(d)). This ensures a smooth flow of the sequence from the selection sequence to the post-event sequence.
[0092] Specific Example 3-7 In the above embodiment (see Figure 18) and specific example 3-6 (see Figure 22), it is also possible to avoid displaying an enlarged view of either the first choice image 31 or the second choice image 32 during the post-selection period. In other words, the selection process may end with both the first choice image 31 and the second choice image 32 displayed.
[0093] However, if both the first option image 31 and the second option image 32 are displayed in this manner, some players may mistakenly believe that two options have been selected (they may perceive the first option image 31 and the second option image 32 as representing different options). To prevent this situation, it is preferable to enlarge one of the first option image 31 or the second option image 32 (see Figure 18) or specific example 3-6 (see Figure 22), so that the other is hidden.
[0094] Specific Example 3-8 In the above embodiment, the number of first choice images 31 displayed in the first region 911a and the number of second choice images 32 displayed in the second region 911b are the same (the same as the number of choices presented) during the pre-selection period. In contrast, as a selection presentation (special mode), a configuration may be provided in which the number of first choice images 31 displayed in the first region 911a and the number of second choice images 32 displayed in the second region 911b are different.
[0095] For example, suppose there are four options, A through D, presented during the pre-selection period. In the first area 911a, three first-option images 31A through C are displayed, while in the second area 911b, four second-option images 32A through D are displayed (see Figure 23(a)). In other words, the first area 911a does not display option images corresponding to all options, but the second area 911b displays option images corresponding to all options (the second-option image 32D corresponding to option D is displayed). In this way, the number of option images displayed in the first area 911a and the number of option images displayed in the second area 911b do not match, resulting in a presentation style that may cause the player to feel uneasy.
[0096] In the example shown, it is conceivable to have a presentation mode (first presentation mode) in which an option image is displayed in one area but not in the other area (option D in the above example) will never be selected (see Figure 23(b-1)). In other words, this presentation mode means that only options in which an option image is displayed in both the first area 911a and the second area 911b (options A to C in the above example) have a chance of being selected.
[0097] In contrast, it is also possible to have a presentation mode (second presentation mode) in which the final selection is determined to be an option (option D in the above example) in which the option image is displayed in one area but not in the other (see Figure 23(b-2)). In other words, this is a presentation mode in which a special option is ultimately selected in which the corresponding option image is displayed in one of the first area 911a and the second area 911b but not in the other.
[0098] 2-4) Image presentation The gaming machine 1 according to this embodiment can perform image effects (see Figure 24). The image effects in this embodiment occur as part of the in-game effects. The image effects are divided into a first stage, a second stage following the first stage, and a third stage following the second stage.
[0099] In the first stage, the reference image 40 is displayed in the display area 911 (see Figure 24(a)). In this embodiment, the reference image 40 is the background image 15 of the decorative pattern 80. In this embodiment, the background image 15 used as the reference image 40 for the image presentation may be displayed even when a reach has not been achieved. In other words, the reference image 40 may be displayed when the three decorative pattern groups 80g are in a state of variable display. Note that in the drawing, the decorative pattern 80 is shown as being displayed small near the outer edge of the display area 911, but this is merely an example.
[0100] The second stage, following the first stage, is characterized in that the reference image 40 displayed in the first stage is divided. Specifically, the first line image 51 and the second line image 52 are displayed in the display area 911, thereby representing the divided state of the reference image 40 (see Figures 24(b) and 24(c)). In this embodiment, the first line image 51 is displayed above the second line image 52. The first line image 51 and the second line image 52 do not intersect each other (they are displayed separately). In this embodiment, both the first line image 51 and the second line image 52 are straight lines. In this embodiment, both the first line image 51 and the second line image 52 extend from one of the left edge and the other of the right edge of the display area 911. If we define the portion of the reference image 40 on the side of the first line image 51 (the upper portion in this embodiment) as the first reference image section 41 and the portion on the side of the second line image 52 (the lower portion in this embodiment) as the second reference image section 42, then the second stage can be described as a state in which the reference image 40 is divided into the first reference image section 41 and the second reference image section 42.
[0101] Between the first line image 51 and the second line image 52, the reference image 40 (background image 15) is not displayed, and an image that is clearly different from the reference image 40 (hereinafter referred to as the specific image 53; the specific image 53 can be said to be an image that does not have continuity with the adjacent reference image 40) is displayed (see Figures 24(b) and (c)). In other words, as a result of the display of the first line image 51 and the second line image 52, the area between the two line images in the reference image 40 (between the first reference image section 41 and the second reference image section 42) is cut out, and it appears as if the specific image 53 is displayed in that area. In this embodiment, the specific image 53 is a solid black image.
[0102] In the second stage, the performance image 55 is displayed (see Figure 24(c)). The performance image 55 is partially displayed between the first line image 51 and the second line image 52, with a portion extending beyond the first line image 51 towards the first reference image section 41, but not extending beyond the second line image 52 towards the second reference image section 42. The image layer representing the performance image 55 is "in front" of the image layers representing the first reference image section 41, the first line image 51, and the specific image 53, and "after" of the image layers representing the second line image 52 and the second reference image section 42. In this embodiment, the performance image 55 is an image representing a predetermined character. A portion of the upper side of the character (above the second line image 52) is in front of the first reference image section 41 and is exposed, but a portion of the lower side of the character (below the second line image 52) appears to the player as being covered by the second reference image section 42. Furthermore, since the performance image 55 (a predetermined character) is a moving image, the size of the portion above the second line image 52 (the portion that appears to be exposed in front of the first reference image section 41 (and specific image 53)) and the size of the portion below it (the portion that appears to be covered by the second reference image section 42) change over time.
[0103] In this way, the reference image 40 (background image 15), which appears to be formed along a single plane in the first stage, becomes a visual effect in the second stage where the first reference image section 41 appears to be "behind" (after the effect image 55) and the second reference image section 42 appears to be "in front" (in front of the effect image 55) (see the "Visual Image" diagram on the right side of Figure 24(c)). In other words, by interposing a specific image 53 to divide the reference image 40 into a first reference image section 41 and a second reference image section 42, and then displaying the effect image 55 in front of the first reference image section 41 and after the second reference image section 42, it is possible to construct a visual effect where an image that is originally aligned along a single plane appears to be shifted front to back.
[0104] In this embodiment, after the second stage, the system moves to the third stage (see Figure 25(b)). The third stage is a state in which the first line image 51 and the second line image 52, which were displayed in the second stage, have been erased. In this embodiment, towards the end of the second stage, the first line image 51 and the second line image 52 are displaced so that they move closer to each other (making the specific image 53 smaller) (see Figure 25(a)), and finally, both are erased together, and the system moves to the third stage. In this embodiment, even if the first line image 51 and the second line image 52 (specific image 53) are erased, the performance image 55 (character) remains. Therefore, the third stage is a state in which the performance image 55 is displayed with the reference image 40 (background image 15) as the background (see Figure 25(b)).
[0105] In this embodiment, the image presentation is such that the presentation image 55, which was not displayed in the first stage, is displayed in the third stage with the reference image 40 as the background. Furthermore, the presentation image 55 (see the "Image of Appearance" diagram on the right side of Figure 24(c)), which in the second stage appears to be in front of the first reference image section 41 and behind the second reference image section 42 (that is, it appears to be located between one part and another part of the reference image 40 in the front-to-back direction), appears to be in front of the reference image 40 when it transitions to the third stage (see the "Image of Appearance" diagram on the right side of Figure 25(b)), resulting in a mysterious presentation effect. It can also be said that this presentation utilizes the presentation image 55, which in the second stage made it appear as if the first reference image section 41 and the second reference image section 42 were shifted front to back, in the third stage as well.
[0106] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0107] 〇Specific Example 4-1 Although the image presentation in the above embodiment was described as being performed as part of the performance during the variation, it may also be performed in situations other than during the variation. For example, it may be performed during a jackpot game.
[0108] 〇Specific Example 4-2 In the above embodiment, it was explained that in the second stage, the first reference image section 41 is at the top and the second reference image section 42 is at the bottom (the performance image 55 protrudes from the top). However, it is also possible to have a configuration where the first reference image section 41 is at the bottom and the second reference image section 42 is at the top (the performance image 55 protrudes from the bottom). However, if the performance image 55 represents a predetermined character as in the above embodiment, it is natural to have a performance mode in which the upper part of the character is exposed.
[0109] Furthermore, the reference image 40 may be divided into left and right sections, with the first reference image section 41 and the second reference image section 42 being in a left-right relationship (either the first reference image section 41 or the second reference image section 42 may be on the left). The performance image 55 will extend beyond the first reference image section 41, but not beyond the second reference image section 42. For example, if the performance image 55 represents a predetermined character as in the above embodiment, the performance will appear as if one side of the character is exposed and the other side is hidden (see Figure 26).
[0110] Specific Example 4-3 The image presentation may also be one that does not include the third stage described in the above embodiment. That is, the image presentation may not transition to a state where the first line image 51 and the second line image 52 disappear and the presentation image 55 is displayed with the reference image 40 as the background (it may end in the second stage).
[0111] Specific Example 4-4 The image presentation can either progress to the third stage (see Figure 27(b-2)) or not progress to the third stage (end at the second stage) (see Figure 27(b-1)). In other words, whether or not it ends at the second stage is set as the "branching" point for the presentation.
[0112] In this example, the probability of winning a jackpot in the in-game animation, including the image animation, can be set to differ depending on whether the game ends at the second stage without progressing to the third stage (when the animation image 55 is not displayed with the reference image 40 as the background) (see Figure 27(b-1)) or progresses to the third stage (see Figure 27(b-2)). For example, if the probability of winning a jackpot in the target animation is set to be higher when the game progresses to the third stage than when it ends at the second stage without progressing to the third stage, then reaching the state where the animation image 55 is displayed with the reference image 40 as the background becomes the animation form that increases the chances of winning.
[0113] Furthermore, unlike the example above, the system may be configured such that progressing to the third stage allows the player to enjoy the reliability indicator effect of the target win / loss lottery result. For example, the system may be configured so that the probability of a big win is higher when the animation image 55, when it progresses to the third stage, is in the second form (see Figure 28(b-2)) than when it is in the first form (see Figure 28(b-1)) (in the second stage, it is not known whether the animation image 55 will be in the first or second form). The difference between the first and second forms can be anything. For example, it could be a difference in at least a part of the colors of the animation image 55 (see Figure 28(b-1)(b-2)) or a difference in movement (not shown). In this way, whether or not the system progresses to the third stage becomes a branching point in the animation format, determining whether or not the reliability indicator effect of the animation image 55 can be enjoyed. In addition, the system may be configured so that if an image animation occurs, the system will always proceed to the third stage (a setting in which the reliability indicator effect of the form of the animation image 55 can be enjoyed).
[0114] Specific Examples 4-5 In the above embodiment, the image presentation was described as being such that the area between the two line images in the reference image 40 (between the first reference image section 41 and the second reference image section 42) is cut out and a specific image 53 is displayed in that area. However, in contrast to this, the following configuration is used.
[0115] In the first stage, a line image 50 is displayed on the reference image 40 (see Figure 29(a)). This line image 50 is separated into two parts: the first line image 51 and the second line image 52. The upper part of the first line image 51 in the reference image 40 (the part that becomes the first reference image section 41) remains upward, and the lower part of the second line image 52 in the reference image 40 (the part that becomes the second reference image section 42) remains downward (slides) (see Figure 29(b)). Then the effect image 55 is displayed (see Figure 29(c)). In other words, the part of the reference image 40 that is divided using the location where the first line image 50 is displayed as a reference is displaced (shifted) in a direction that separates it from the other part. Then, the specific image 53 and the effect image 55 described above are displayed. In this way, the first reference image section 41 and the second reference image section 42 appear to be separated from each other by shifting in the front-to-back direction.
[0116] When transitioning from the second to the third stage, the first reference image section 41 and the second reference image section 42 are displaced in a direction that brings them closer together (see Figure 30(a)), and eventually merge into one (see Figure 30(b)), and the line images (first line image 51, second line image 52) are erased (see Figure 30(c)). In other words, the parts that were separated when transitioning from the first to the second stage come closer together and merge when transitioning from the second to the third stage, creating the illusion that they have become one again.
[0117] Specific Examples 4-6 The appearance of the specific image 53 in the second stage suggests the likelihood of winning the jackpot in the target lottery. For example, the likelihood of winning the jackpot is higher when the second specific image 532, which is red, is displayed than when the first specific image 531, which is black, is displayed (see Figure 31). In this way, the specific image 53, which makes the reference image 40 appear to be divided, suggests the likelihood of winning the jackpot, resulting in an interesting presentation format.
[0118] The method for setting differences in the appearance of each specific image 53 is not limited to the colors described above. For example, the first specific image 531 and the second specific image 532 may be of different sizes (display range) (see Figure 32. Figure 32 shows an example where a larger specific image 53 indicates higher reliability, but the reverse is also possible). If the first specific image 531 and the second specific image 532 are of different sizes, then the size of at least one of the first reference image section 41 and the second reference image section 42 will be different when the first specific image 531 is displayed and when the second specific image 532 is displayed. In this case, the way the reference image 40 is divided will indicate the probability of winning the jackpot in the target success / failure lottery.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0123] ·Means 1-1 The gaming machine comprises: an effect execution means that performs an effect during the variation of decorative symbols from the time the symbols start to vary until they stop in a manner corresponding to the result of a win or loss lottery; and a winning game execution means that is executed when the result of the win or loss lottery is a win, and performs a winning game in which a unit game is repeated one or more times in which a predetermined winning area is in a state in which game balls can enter until the closing condition is met, wherein when a predetermined condition is met after the last unit game of the winning game has finished, a pseudo-standby image including a moving decorative symbol is displayed instead of a standby image including a stationary decorative symbol in preparation for the start of the variation effect, and an advantageous event occurs that is advantageous to the player. According to the above-mentioned gaming machine, if a pseudo-standby image (a moving decorative symbol) is displayed instead of a regular standby image after a winning game ends, it is possible to create an interesting gameplay experience in which a favorable event occurs.
[0124] ·Means 1-2 In the aforementioned winning game, a winning animation may be performed that leads to a favorable outcome for the player, or to an unfavorable outcome if the favorable outcome is not reached, and if the winning animation leads to the unfavorable outcome, the pseudo-waiting image is displayed, and a reversal animation occurs in which the unfavorable outcome is overturned as a favorable event, as described in means 1-1. This approach allows players who notice the display of a false standby image (the flickering of decorative symbols) to quickly sense the impending reversal of fortune, resulting in a unique gameplay experience.
[0125] ·Means 2-1 A gaming machine characterized by having a means for executing a performance that performs a specific performance that may lead to an outcome indicating that the lottery result is a win, and a doubt performance that displays a doubt indicating that it is questionable whether the lottery result could be indicated as a win as a result of the specific performance. According to the above-mentioned gaming machine, it is possible to suppress the decline in appeal caused by players feeling that there is no possibility of a win being indicated by a specific animation.
[0126] ·Means 2-2 The gaming machine according to means 2-1, characterized in that, after the doubt display is made in the doubt display, there is a possibility that the result of the win / loss lottery will be shown to be a win by the specific display. This approach makes it more certain to players that a win may be indicated by a specific animation.
[0127] ·Means 2-3 The gaming machine according to means 2-2, characterized in that, when the positive display is shown during the variation performance from the time a decorative pattern indicating a certain win or loss result starts to vary until it stops in a manner corresponding to the said win or loss result, the said specific performance occurs during the variation performance, and the said specific performance indicates that the said win or loss result is a win. Thus, the display of a positive indicator can be interpreted as a game mechanic that leads to a win after a specific animation sequence (the positive indicator can also function as a winning confirmation animation).
[0128] ·Means 3-1 A gaming machine comprising: display means having a display area; and performance execution means for executing a selection performance including a pre-selection period in which multiple types of options are shown in the display area, and a post-selection period in which it is shown in the display area that one of the multiple types of options has been selected, wherein, before the selection period, a plurality of first-option images representing each of the multiple types of options are displayed in a first area which is part of the display area, and a plurality of second-option images representing each of the multiple types of options are displayed in a second area which is part of the display area but different from the first area. The above-mentioned gaming machine is capable of executing an innovative selection presentation in which, during the pre-selection period, each option is represented by a first option image and a second option image.
[0129] ·Means 3-2 The amusement machine according to means 3-1, characterized in that the pre-selection period is a period in which one of the plurality of first choice images displayed in the first area is in a more prominent state than the other first choice images, and the first choice image in the prominent state changes over time, and the pre-selection period is a period in which one of the plurality of second choice images displayed in the second area is in a more prominent state than the other second choice images, and the second choice image in the prominent state changes over time. In this way, during the pre-selection period, each option is presented in a way that highlights both the first option image and the second option image.
[0130] ·Means 3-3 The gaming machine according to means 3-2, characterized in that the first choice image, which is in the enhanced state in the first region, and the second choice image, which is in the enhanced state in the second region, represent the same type of choice. In this way, during the pre-selection period, certain options are presented in a way that highlights both the first and second option images together.
[0131] ·Means 3-4 The gaming machine according to any one of means 3-1 to 3-3, characterized in that during the post-selection period, one of the first option image and the second option image representing a certain type of option is enlarged to indicate that the option has been selected. In this way, during the post-selection period, by displaying either the first or second option image in an enlarged view, it becomes easier to understand which option was selected.
[0132] ·Means 4-1 A gaming machine capable of executing an image presentation, comprising: a first stage in which a reference image is displayed in the display area of a display means; and a second stage in which the reference image displayed in the first stage is divided, and a first line image and a second line image that do not intersect each other are displayed in the display area, with a first reference image portion which is a part of the reference image displayed on the first line image side and a second reference image portion which is a part of the reference image displayed on the second line image side, wherein in the second stage, a presentation image is displayed which is an image that is partially displayed between the first line image and the second line image, and which extends beyond the first line image to the first reference image portion side, but does not extend beyond the second line image to the second reference image portion side. The above image effect is an interesting technique in which, in the first stage, the reference image appears to exist along a single plane (not shifted in the front-to-back direction), but in the second stage, due to the effect of the effect image, the first reference image and the second reference image appear to be shifted in the front-to-back direction.
[0133] ·Means 4-2 The gaming machine according to claim 1, characterized in that the aforementioned reference image is a background image displayed as the background for decorative patterns indicating the winning or losing lottery results. This creates the effect that a portion of the background image (the first reference image portion) and another portion (the second reference image portion) appear to be shifted forward or backward.
[0134] ·Means 4-3 The game machine according to claim 1 or 2, characterized in that the image presentation includes a third stage after the second stage, in which the first line image and the second line image are erased and the presentation image is displayed with the reference image as the background. This approach creates an interesting effect where, in the second stage, the visual effect image appears to be located between the first and second reference image sections, while in the third stage, it appears to be located in front of the reference image. [Explanation of Symbols]
[0135] 1. Gaming machine 11 Standby image 12 Fake waiting images 15 Background Images 17 Successful Images 18 Failed Images 19 Reversed Image 21 Display of doubt 22 Affirmative indication 31 First choice image 32. Image of the second option 40 Reference Images 41 First reference image section 42 Second reference image section 51 Frontline Images 52 Second-line images 55 Stage Images 60 Operating means 70 Reserved Symbols 80 Decorative patterns 91 Display device 911 Display area 911a First area 911b Second area
Claims
[Claim 1] A display means having a display area, An execution means capable of executing a selection animation including a pre-selection period in which multiple types of characters are shown as options in the display area, and a post-selection period in which it is shown in the display area that one of the multiple types of characters has been selected, and a post-animation animation after the selection animation, Equipped with, During the period prior to the selection, Multiple first-choice images representing each of the multiple types of the aforementioned characters are displayed in a first region which is part of the display area. Multiple second-choice images, each representing one of the multiple types of the aforementioned character, are displayed in a second region which is part of the display area and different from the first region. The multiple first choice images and the multiple second choice images are arranged such that the character represented by each of them is the same type as the character represented by any one of the other images. The aforementioned pre-selection period is, During a period in which one of the multiple first choice images displayed in the first region is in a more prominent state than the other first choice images, the multiple first choice images are displayed in a predetermined direction so that the first choice image in the prominent state changes over time. During a period in which one of the multiple second choice images displayed in the second region is highlighted more than the other second choice images, the multiple second choice images are displayed in a direction different from the predetermined direction so that the highlighted second choice image changes over time. The aforementioned post-event performance is a performance in which one of the multiple types of characters selected during the post-selection period is displayed. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2010022545A
Game machine
JP2013034505A
Game machine
JP2018050877A
Game machine
JP2022111850A