Gaming machine
Patent Information
- Application Number
- JP2023039992
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-14
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2043-03-14
AI Technical Summary
【0006】 上記遊技機は、ステップアップの発生の有無が分かりやすい特定ステップアップ演出を実行することが可能である。
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] A gaming machine capable of executing a so-called step-up effect is known (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing a step-up effect in which the presence or absence of the occurrence of the step-up is easily understood.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine capable of executing a specific step-up effect in which production elements divided into multiple stages can change, and in the specific step-up effect, at each stage, a branch selection effect is executed in which candidate images representing options are displayed and one of them is selected. In the branch selection effect of N stages, as the candidate images, current stage images corresponding to N stages and one or more types of higher stage images corresponding to stages higher than N stages are displayed. When the current stage image is selected, it remains at the Nth stage, and when the higher stage image is selected, it shifts to the stage corresponding to the selected higher stage image.
Effects of the Invention
[0006] The above-mentioned gaming machine is capable of performing a specific step-up animation that makes it easy to see whether or not a step-up has occurred. [Brief explanation of the drawing]
[0007] [Figure 1] This is an external perspective view of the gaming machine according to this embodiment (shown with the game board and display device removed for illustrative purposes). [Figure 2] This diagram shows the game board and a display device fixed behind it. [Figure 3] (a) is a diagram showing the decorative and reserved symbols displayed in the display area, and (b) is a diagram for explaining the game state (transitions between game states). [Figure 4] This is a diagram to explain suggestive presentation techniques. [Figure 5] This is a diagram (a continuation of Figure 4) used to explain suggestive presentation techniques. [Figure 6] This is a diagram (a continuation of Figure 5) used to explain suggestive presentation. [Figure 7] This is a diagram to explain specific effects (selectable effects). [Figure 8] This is a diagram to explain specific example 1-1. [Figure 9] This is a diagram to explain specific example 1-2. [Figure 10] This is a diagram to explain specific examples 1-3. [Figure 11] This is a diagram to explain specific examples 1-4. [Figure 12] This is a diagram to explain specific examples 1-6. [Figure 13] This is a diagram to explain specific examples 1-7. [Figure 14] This is a diagram to explain specific example 1-7 (an example different from Figure 13). [Figure 15] This is a diagram illustrating the normal and alternative images that may be displayed during the termination period. [Figure 16] This is a diagram to explain specific example 2-3. [Figure 17]It is a diagram for explaining Specific Example 2-5. [Figure 18] It is a diagram for explaining a specific operation effect (a corresponding effect executed by the specific operation effect). [Figure 19] It is a diagram (continuation of FIG. 18) for explaining the specific operation effect. [Figure 20] It is a diagram for explaining Specific Example 3-1. [Figure 21] It is a diagram for explaining Specific Example 3-2. [Figure 22] It is a diagram for explaining Specific Example 3-3. [Figure 23] It is a diagram for explaining Specific Example 3-4. [Figure 24] It is a diagram for explaining Specific Example 3-6. [Figure 25] It is a diagram for explaining the types of background images. [Figure 26] It is a diagram for explaining the branch selection effect (pattern of candidate images) that occurs at each stage in the specific step-up effect. [Figure 27] It is a diagram showing an example of the specific step-up effect (an example of an effect where the result stage is the third stage). [Figure 28] It is a diagram (continuation of FIG. 27) showing an example of the specific step-up effect (an example of an effect where the result stage is the third stage). [Figure 29] It is a diagram showing an example of the specific step-up effect (an example of an effect where the result stage is the fourth stage). [Figure 30] It is a diagram (continuation of FIG. 29) showing an example of the specific step-up effect (an example of an effect where the result stage is the fourth stage). [Figure 31] It is a diagram for explaining Specific Example 4-2. [Figure 32] It is a diagram for explaining Specific Example 4-3. [Figure 33] It is a diagram for explaining Specific Example 4-4. [Figure 34] It is a diagram for explaining Specific Example 4-5.
Mode for Carrying Out the Invention
[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the game machine 1 will be briefly described with reference to Figures 1 to 3, etc. In the following description, when referring to images, this includes not only still images but also videos. Unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when referring to "a game ball entering (winning) ○○", it strictly means that a sensor installed in ○○ 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, and an out-out area. 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 / fail lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery results begins in the order in which the numerical values are obtained. However, if there is still win / fail lottery information for which notification of the win / fail lottery results has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, pre-variation reserved information, which will be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbols 80 (group of decorative symbols 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 72 before variation that corresponds to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 3(a)). In this embodiment, the reserved symbol 71 during variation is displayed larger than the reserved symbol 72 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 71 during variation and the reserved symbol 72 before variation may be completely different. Alternatively, the system may be configured so that the reserve symbol 71 is not displayed during the reel spin. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called "reserve consumption order") is faster for symbols located to the right.
[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 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 3(a)). 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).
[0016] 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 3(a)) 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) will be a predetermined combination (in this embodiment, three of the same type of decorative symbol 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.
[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3(b)). 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 player aims to launch the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. In the special game state, the player aims to launch the game ball at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The special game state is a state in which it is easier to win the lottery for opening the second starting area 904b, which is triggered when a game ball enters the normal starting area 905, so it is relatively easy for a game ball to enter the second starting area 904b.
[0019] In this embodiment, the game transitions to a special game state after all jackpot games have finished. The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (100 times in this embodiment). When the special game state ends, the game transitions to the normal game state. If a jackpot is won before the predetermined number of consecutive losses occur after transitioning to the special game state, the game transitions to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine (ST100 times) in which the condition for a winning streak is winning a jackpot before the predetermined number of consecutive losses occur after transitioning to the special game state. 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 probability variation loop machine. It may also be a V probability variation machine. It may also be a game machine (Type 1 / Type 2 mixed machine) equipped with so-called minor wins, in which a jackpot can be won when the game ball enters a predetermined area when a minor win is achieved. Furthermore, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.
[0020] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 2; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots.
[0021] 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.
[0022] 2-1) Suggestive presentation The gaming machine 1 according to this embodiment is capable of executing suggestive effects (see Figures 4 to 6) as effects that constitute the effects during the spin. In the following description of suggestive effects, the spin effect that includes the suggestive effect (specific effects described later) will be referred to as the target spin effect (target spin), and the win / loss lottery result corresponding to the target spin (the win / loss lottery result announced by the target spin) will be referred to as the target win / loss lottery result.
[0023] The suggestive effect is a "symbol stop effect (preview)" in which a predetermined event may occur at the timing when the movement of each of the multiple (N) decorative symbol groups 80g stops or pseudo-stops (hereinafter, this timing may also be referred to as a predetermined trigger) during the target movement effect. In other words, it is an effect in which a predetermined event may occur when one of the multiple types of decorative symbols 80 contained in each decorative symbol group 80g is selected and displayed. As described above, in this embodiment, three decorative symbol groups 80g are displayed in a movement (N=3), so three predetermined triggers will occur. A pseudo-stop (temporary stop) refers to a state in which the movement appears to the player as if it has stopped, but has not completely stopped. For example, a state in which one decorative symbol 80 selected and displayed from each decorative symbol group 80g is slightly swaying is considered a pseudo-stop state. Since the performance during the target change does not end when all three (N) prescribed triggers occur, at least some of the three "stops or pseudo-stops" will be "pseudo-stops" (not all three will be "stops"). In this embodiment, all three are "pseudo-stops". In the following description of the suggestive performance, unless otherwise specified, the term "stop" includes not only stops but also pseudo-stops.
[0024] In this embodiment, when a suggestive animation occurs, the left decorative symbol group 80gL, the right decorative symbol group 80gR, and the middle decorative symbol group 80gC stop moving in that order. That is, the first predetermined trigger (see Figure 4(b)) occurs when the left decorative symbol group 80gL stops moving, the second predetermined trigger (see Figure 4(d)) occurs when the right decorative symbol group 80gR stops moving, and the third predetermined trigger (see Figures 5(b) and 6(a)) occurs when the middle decorative symbol group 80gC stops moving. When a suggestive animation occurs, the combination of three decorative symbols 80 selected and shown from each decorative symbol group 80g does not need to be a winning combination (all three are the same symbol). In this embodiment, when a suggestive animation occurs, the combination from left to right is set to "2, 6, 4". The type of decorative symbols 80 selected and shown from each decorative symbol group 80g may be indeterminate (the combination may change each time). Furthermore, the combination of events may differ depending on whether a specific event occurs after a suggestive event (i.e., a predetermined event occurs) or whether the specific event does not occur (i.e., the predetermined event does not occur).
[0025] If a predetermined event (details described later) occurs during the suggestive animation, a specific animation will be executed after the suggestive animation ends. The occurrence of the specific animation suggests that the probability of the target win / loss lottery result being a jackpot has increased (a so-called chance-up animation), so the occurrence of the predetermined event during the suggestive animation is advantageous for the player. In this embodiment, if the predetermined event does not occur during the suggestive animation, it is confirmed that the target win / loss lottery result is a loss. Therefore, the occurrence of the predetermined event means that there remains a possibility that the target win / loss lottery result is a jackpot.
[0026] In this embodiment, the specific presentation is a selection presentation in which multiple options are presented and one of those options is selected (see Figure 7). In this embodiment, one of the multiple options is automatically selected (the player does not make a choice).
[0027] The predetermined event is the display of an image (sometimes referred to as preparation image 10) in the display area 911 that indicates that preparations for a selection animation (specific animation) are complete (that the selection animation is ready to be executed). In this embodiment, the predetermined event is the state in which three selection images are displayed: selection image A showing option A, selection image B showing option B, and selection image C showing option C (the entirety of the three selection images is displayed) (see Figures 5(a-2) and (c-2)). When this state occurs, the player can sense that a selection animation in which one of the three options is selected will be executed. In the following description, the occurrence of the predetermined event at a predetermined trigger (preparation image 10 is displayed) may be referred to as "success," and the failure of the predetermined event at a predetermined trigger (preparation image 10 is not displayed) may be referred to as "failure." Furthermore, the occurrence of a favorable event at a remaining trigger (favorable event image 11 is displayed) may be referred to as "success," and the failure of a favorable event at a remaining trigger (favorable event image 11 is not displayed) may be referred to as "failure."
[0028] In a predetermined event (when the preparation image 10 is not displayed (not completed)), a teasing animation (see Figures 4(b), 4(d), and 5(b)) is performed to suggest to the player that the preparation image 10 may be displayed (completed). In this embodiment, parts of the three choice images A to C are displayed in the display area 911 (displayed partially), and a teasing animation occurs suggesting that these images are likely to gather towards the center. After such a teasing animation is performed, if the three choice images are not displayed, it is considered a "failure" (the predetermined event does not occur), and if the three choice images gather and the preparation image 10 is completed, it is considered a "success" (the predetermined event occurs). Thus, the suggestive animation is basically an animation that makes the player believe that the cessation of the variation of the decorative symbol group 80g is an opportunity that the preparation image 10 may be completed. It should be noted that the configuration may be such that success / failure is determined without the execution of the above-mentioned teasing animation. Alternatively, the animation may be designed so that the excitement occurs just before the 80g of each decorative symbol group stops moving, and the outcome (success or failure) is revealed after the movement stops.
[0029] When the preparation image 10 is displayed in the suggestive presentation, the patterns can be broadly divided into normal patterns and special patterns. The normal pattern is one in which a predetermined event occurs at the last predetermined trigger (the Nth predetermined trigger) (resulting in "success" at the last predetermined trigger) (a pattern that progresses as shown in Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-1) → Figure 5(b) → Figure 5(c-2) and leads to "success"). In this embodiment, the normal pattern is when the preparation image 10 is displayed at the third predetermined trigger, that is, when the variation of the middle decorative pattern group 80gC stops.
[0030] A special pattern is one in which a predetermined event occurs at a predetermined trigger before reaching the final predetermined trigger (a pattern that progresses as shown in Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-2) and leads to "success"). In other words, it is a pattern in which a predetermined event occurs by the N-1th predetermined trigger. In this embodiment, a special pattern in which a predetermined event occurs at the second predetermined trigger may occur. In other words, a special pattern in which the preparation image 10 is displayed is possible when the variation of the right decorative pattern group 80gR stops. In contrast to the normal pattern described above, the normal pattern can be said to be a pattern that leads to success without leaving any predetermined triggers, whereas the special pattern can be said to be a pattern that leads to success leaving a predetermined trigger (leaving one (third) predetermined trigger in this embodiment).
[0031] In this way, when a special pattern occurs, success is achieved while retaining a predetermined trigger. This remaining predetermined trigger is called the "remaining trigger." In this embodiment, the special pattern is successful on the second predetermined trigger, resulting in one "remaining trigger." A favorable event may occur during this remaining trigger. A favorable event is when at least one of the multiple choice images already displayed changes to one that is advantageous to the player. If the changed image is called the favorable image 11, then the change from the preparation image 10 (see Figure 5(a-2)) to the favorable image 11 (see Figure 6(b-2)) can occur as a favorable event. In this embodiment, the favorable image 11 includes three options: choice image D showing option D, choice image E showing option E, and choice image F showing option F. In other words, the change from the preparation image 10 to the favorable image 11 changes all three options (choice images). As will be explained in detail later, since option images D to F are more favorable choices for the player than option images A to C, the occurrence of favorable events in the remaining triggers can be seen as a so-called chance-up.
[0032] In the remaining trigger, a favorable event is not guaranteed to occur. In other words, a change from preparation image 10 to favorable image 11 is not guaranteed to occur in the remaining trigger. If no favorable event occurs in the remaining trigger, preparation image 10 will remain displayed even after the remaining trigger (the third prescribed trigger) ends (see Figure 6(b-1)). In this embodiment, however, in the remaining trigger, a teasing animation is generated that suggests there is a possibility of a change from preparation image 10 to favorable image 11 occurring (see Figure 6(a)). For example, a teasing animation is generated that shows a situation where the three choice images D to F are likely to converge in the center.
[0033] The results of the suggestive presentation (the situation after the three prescribed triggers have ended) can be broadly categorized as follows: (1) The predetermined event does not occur (preparation image 10 is not displayed). (2) Preparation image 10 is displayed. (3) Opportunity image 11 is displayed. In case (1) (when the game proceeds as follows: Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-1) → Figure 5(b) → Figure 5(c-1) → Figure 5(d)), no specific animation occurs and the result of the target win / loss lottery is reported as a loss. In this embodiment, the three decorative symbols 80 that were selected from each group of decorative symbols 80g and were in a pseudo-stopped state come to a complete stop and it is reported that the game is a loss. (2) shows the result when the normal pattern occurs (when the process proceeds as follows: Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-1) → Figure 5(b) → Figure 5(c-2)). It also shows the result when the special pattern occurs and no favorable events occur in the remaining opportunities (when the process proceeds as follows: Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-2) → Figure 6(a) → Figure 6(b-1)). (3) is a special pattern, and is the result when a favorable event occurs during the remaining opportunity (when the process proceeds as follows: Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-2) → Figure 6(a) → Figure 6(b-2)). If (2) or (3) occurs, a suggestive animation will be followed by a specific animation called a selection animation. In case (2), a normal selection animation (normal specific animation) (see Figure 7(a)) will be performed, and in case (3), a special selection animation (special specific animation) (see Figure 7(b)) will be performed.
[0034] The normal selection sequence results in one of the option images A to C being selected (see Figure 7(a)). If option image A is selected, reach sequence A is executed; if option image B is selected, reach sequence B is executed; and if option image C is selected, reach sequence C is executed. At the end of each reach sequence, the result of the lottery, whether it is a jackpot or not, is announced.
[0035] The special selection sequence results in the selection of one of the option images D to F (see Figure 7(b)). If option image D is selected, reach sequence D is executed; if option image E is selected, reach sequence E is executed; and if option image F is selected, reach sequence F is executed. At the end of each reach sequence, the result of the draw is announced as either a win or a loss.
[0036] Thus, when a selection animation (specific animation) is performed, one of several types of reach animations is performed, and the result of the win / loss lottery is announced accordingly. The specific form of each reach animation can be anything, so a description is omitted. Preferably, each selection image should indicate the type of reach animation it corresponds to. It may include characters representing the name of the reach animation, or it may include characters that appear in the reach animation. In this embodiment, the selection image represents an enemy character that appears in the reach animation (the characters attached to the character indicate the type of selection image (for example, an image showing a character with "A" attached is selection image A)).
[0037] In this embodiment, when a selection animation (specific animation) is performed, one of the reach animations will be performed afterward, and the establishment of a reach will be indicated in the selection animation. Specifically, the three decorative symbols 80 (decorative symbol group 80g) that were temporarily stopped in the suggestion animation will change to a state that indicates the establishment of a reach. In this embodiment, the left decorative symbol 80L selected from the left decorative symbol group 80gL and the right decorative symbol 80R selected from the right decorative symbol group 80gR will be of the same type, and the middle decorative symbol group 80gC will be in a state of change, indicating that a reach has been established (see the upper left of the display area 911 in Figures 7(a) and (b)). Alternatively, the establishment of a reach may be indicated at the start of a reach animation instead of in a selection animation.
[0038] The reliability of each of the above reach animations (the probability that the target win / loss result will be a jackpot when it occurs) is as follows: Reach Animation A < Reach Animation B < Reach Animation C < Reach Animation D < Reach Animation E < Reach Animation F (see Figure 7). In other words, any of the reach animations D to F (options D to F) that can be selected in the special selection animation have a higher reliability than any of the reach animations A to C (options A to C) that can be selected in the normal selection animation. Therefore, it can be said that the special selection animation is more advantageous for the player (it offers a greater chance of winning a jackpot) than the normal selection animation.
[0039] Based on the above, it can be said that the suggestive effect has the following characteristics. The suggestive effect is given a predetermined trigger at the timing when the fluctuation of each of the N (in this embodiment, N=3) decorative pattern groups 80g stops, which may cause a predetermined event (in this embodiment, the display of preparation image 10) to occur. Therefore, "the number of predetermined triggers = the number of decorative pattern groups 80g". If the predetermined event occurs in the suggestive effect, a specific effect (selection effect) will occur and there is a possibility that the target win / loss lottery result will be a jackpot. However, even if the predetermined event occurs, it is more advantageous for the player if the predetermined event occurs before reaching the last predetermined trigger (up to the N-1 predetermined trigger) (see Figure 5(a-2)) than if it occurs in the normal pattern where the predetermined event occurs at the last (Nth) predetermined trigger (see Figure 5(c-2)). In the case of a special pattern, a favorable event may occur at the remaining trigger (see Figure 6(b-2)), and the specific event (selection event) executed after the suggestive event may be a special specific event (special selection event) (see Figure 7(b)) which has a higher reliability than the normal specific event (normal selection event) (see Figure 7(a)). In this way, when a suggestive event occurs, players will initially hope that a predetermined event will occur, but if the predetermined event does occur, the gameplay will be such that players will hope that the predetermined event occurs at an earlier timing of symbol stopping (predetermined trigger). Furthermore, since there is a possibility that a favorable event will occur at the remaining trigger (an exciting event indicating the possibility of a favorable event occurring will be executed), there is little risk that players will get the impression that subsequent prescribed triggers have been wasted if the predetermined event occurs at an early timing.
[0040] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned suggestive presentation techniques. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0041] 〇Specific Example 1-1 In the above embodiment, the specific performance (a performance executed after a suggestive performance when a predetermined event occurs) is described as a selectable performance. However, it is also possible to configure the system so that a performance that is not a selectable performance is executed as the specific performance. For example, the display of a reliability image 15 that suggests the probability of winning the jackpot in the target win / loss lottery result may occur as the specific performance.
[0042] In a specific performance, the confidence image 15 may be the first confidence image 151 (see Figure 8(a-2), (b-2), (c-1)), or it may be the second confidence image 152 (see Figure 8(c-2)), which has a higher confidence level than the first confidence image 151 when displayed. The predetermined event is the display of the first confidence image 151. The opportune event is the display of the second confidence image 152 (the first confidence image 151 changes to the second confidence image 152). In other words, if the first confidence image 151 is displayed at the Nth predetermined trigger (the normal pattern occurs) (the process proceeds as shown in Figure 8(a-1)→(b-2)), the suggestive presentation ends there (the second confidence image 152 is not displayed). However, if the first confidence image 151 is displayed before the N-1th predetermined trigger (the special pattern occurs) (the process is as shown in Figure 8(a-2)), then a change from the first confidence image 151 to the second confidence image 152 may occur at the remaining triggers (the process may proceed as shown in Figure 8(a-2)→(c-2)). Even in this way, the suggestive presentation takes the form of a special pattern being more advantageous to the player than the normal pattern. The probability of the target winning lottery result being a jackpot is higher when the second confidence image 152 is ultimately displayed (when the process proceeds as shown in Figure 8(a-2) → (c-2)) than when the first confidence image 151 is ultimately displayed (when the process proceeds as shown in Figure 8(a-1) → (b-2) or as shown in Figure 8(a-2) → (c-1)).
[0043] Specific Examples 1-2 In the above embodiment, the opportune event occurs when all of the already displayed option images change to one that is advantageous to the player. However, it is also possible for only some of them to change to one that is advantageous to the player. For example, the opportune event may occur when the state in which option images A, B, and C are displayed changes to a state in which option images A, B, and D are displayed (see Figure 9(b)) (assuming that the reach animation D corresponding to option image D has a higher reliability than any of the reach animations A to C corresponding to option images A to C). Even in this case, the occurrence of the opportune event can be said to be advantageous to the player in that it creates a situation in which option image D may be selected.
[0044] An opportunity event may occur when the number of choice images increases (the number of choice images in opportunity image 11 becomes greater than the number of choice images in preparation image 10). The increased choice images (newly added choice images) should be more advantageous to the player than any of the choice images before the increase. For example, an opportunity event may occur when the display changes from a state where three choice images A, B, and C are displayed (see Figure 9(c)) to a state where four choice images A, B, C, and D are displayed (see Figure 9(d)) (the reach animation D corresponding to choice image D is assumed to have a higher reliability than any of the reach animations A to C corresponding to choice images A to C). In this way, the occurrence of an opportunity event can be said to be advantageous to the player in that it creates a situation where choice image D may be selected.
[0045] Specific Examples 1-3 The system may be configured such that when an opportune event occurs, there is only one type of choice image. For example, when an opportune event occurs, an opportune image 11 (see Figure 10(b)) is displayed, all of which are choice image D (assuming that the reach animation D corresponding to choice image D has a higher reliability than any of the reach animations A to C corresponding to choice images A to C). In other words, when a special choice animation is performed when an opportune event occurs, it is determined that the animation performed afterward will be a predetermined animation (reach animation D in the above example) (assuming that the predetermined animation (reach animation D) has a higher reliability than any of the animations (reach animations A to C) that could be performed if the opportune event did not occur).
[0046] In this way, it is easy to see that, as a result of the occurrence of an opportune event, the occurrence of a favorable presentation for the player is guaranteed. Therefore, the flow of the game becomes easier to understand. Note that the opportune image 11 may contain the same number of choice images as the preparation image 10, but all of the choice images may be of the same type (as in Figure 10(b)), or it may contain only one choice image (not shown).
[0047] 〇Specific Examples 1-4 The nature of the opportunity event may change each time a suggestive presentation is performed. For example, as in the embodiment described above, an opportunity event in which all of the choice images change (see Figure 11(a)→(b-2)) may occur, or an opportunity event in which only a part of the choice images changes (see Figure 11(a)→(b-1)) may occur, as explained in specific example 1-2 above.
[0048] In the case of this example, the reliability of the target win / loss lottery result will differ depending on the nature of the opportunity event. For example, as explained in the above embodiment, if the reliability of the reach performance is Reach Performance A < Reach Performance B < Reach Performance C < Reach Performance D < Reach Performance E < Reach Performance F, then the reliability of the win will be higher when the opportunity image 11 (second opportunity image 112) (see Figure 11(b-2)) including option images D, E, and F is displayed than when the opportunity image 11 (first opportunity image 111) (see Figure 11(b-1)) including option images A, B, and D is displayed (it is preferable to include more reliability images 15 corresponding to high reliability performances).
[0049] 〇Specific Examples 1-5 The goal is to ensure that a favorable event occurs in every remaining opportunity. In other words, if a special pattern occurs that results in a remaining opportunity, a favorable event will occur without fail. If the change from preparation image 10 to favorable image 11 is considered a favorable event, as in the above embodiment, then when a special pattern occurs, favorable image 11 will be displayed, and therefore, after the suggestive effect, the special selection effect will always be executed.
[0050] As shown in this example, if a predetermined event occurs while a predetermined trigger remains, it becomes a more easily understandable form of suggestion that a favorable event (chance-up) will definitely occur with the remaining predetermined trigger (remaining trigger).
[0051] 〇Specific Examples 1-6 The earlier a predetermined event occurs, the higher the probability of a favorable event occurring (which is advantageous for the player). In other words, since favorable events can occur in the remaining opportunities, the more remaining opportunities there are, the higher the probability of a favorable event occurring. For example, as in the above embodiment, if there are three predetermined opportunities (N=3), the probability of a favorable event occurring is higher if the predetermined event occurs in the first predetermined opportunity (see Figure 12(b-2)) than if the predetermined event occurs in the second predetermined opportunity (see Figure 12(d-2)). That is, if the predetermined event occurs in the first predetermined opportunity, there are two remaining opportunities, and if the predetermined event occurs in the second predetermined opportunity, there is one remaining opportunity, so the former has a higher probability of a favorable event occurring than the latter.
[0052] This approach creates a presentation style that players would likely hope would result in the predetermined event occurring as early as possible, thus increasing the number of remaining opportunities.
[0053] 〇Specific Examples 1-7 The system is configured such that there is a predetermined relationship between whether a predetermined event occurs at a predetermined trigger (whether it is a "success" or not) and the type of decorative symbol 80 selected by the stopping (including pseudo-stops) of the decorative symbol group 80g corresponding to that predetermined trigger. For example, if a predetermined event occurs at a predetermined trigger ("success"), an "odd" decorative symbol 80 stops (see Figure 13(a-2)), and if a predetermined event does not occur at a predetermined trigger ("failure"), an "even" decorative symbol 80 stops (see Figure 13(a-1)). This creates an easy-to-understand presentation where the success / failure of a predetermined trigger and the type of decorative symbol 80 that stops have a predetermined relationship. The same may be applied to remaining triggers. That is, the system is configured such that there is a predetermined relationship between whether a favorable event occurs at a remaining trigger and the type of decorative symbol 80 selected by the stopping of the decorative symbol group 80g corresponding to that remaining trigger. For example, if a favorable event occurs during the remaining trigger (resulting in a "success"), the odd-numbered decorative symbol 80 will stop (see Figure 13(b-2)), and if no favorable event occurs during the remaining trigger (resulting in a "failure"), the even-numbered decorative symbol 80 will stop (see Figure 13(b-1)).
[0054] In this configuration, if a predetermined event occurs on the third predetermined trigger (not shown), the sequence from left to right will be "even, odd, even". If a predetermined event occurs on the second predetermined trigger and no favorable event occurs on the third (see Figure 13(b-1)), the sequence from left to right will be "even, even, odd". If a predetermined event occurs on the second predetermined trigger and a favorable event occurs on the third (see Figure 13(b-2)), the sequence from left to right will be "even, odd, odd". Furthermore, if no predetermined event occurs (not shown), the sequence from left to right will be "even, even, even". Thus, the arrangement (combination) of the decorative symbols 80 shown at the end of the suggestive performance allows one to understand the process that led to this outcome.
[0055] Unlike the example above (the example in Figure 13), the type of decorative symbol 80 that stops may differ depending on whether a predetermined event occurs at a predetermined trigger or an opportune event occurs at a remaining trigger. For example, when a predetermined event occurs at a certain predetermined trigger (resulting in "success"), the "3" decorative symbol 80 stops (see Figure 14(a-2)), and when an opportune event occurs at a remaining trigger (resulting in "success"), the "7" decorative symbol 80 stops (see Figure 14(b-2)). In other words, the "3" decorative symbol 80 functions to indicate the occurrence of a predetermined event, and the "7" decorative symbol 80 functions to indicate the occurrence of an opportune event. If neither a predetermined event nor an opportune event occurs (resulting in "failure"), a decorative symbol 80 other than "3" and "7" will stop (the "3" and "7" decorative symbols 80 will not stop when neither a predetermined event nor an opportune event occurs) (see Figures 14(a-1), (b-1)).
[0056] In this configuration, if a predetermined event occurs on the third predetermined trigger (not shown), the sequence from left to right will be "□·3·□". If a predetermined event occurs on the second predetermined trigger and no favorable event occurs on the third (see Figure 14(b-1)), the sequence from left to right will be "□·□·3". If a predetermined event occurs on the second predetermined trigger and a favorable event occurs on the third (see Figure 14(b-2)), the sequence from left to right will be "□·7·3". Furthermore, if no predetermined event occurs (not shown), the sequence from left to right will be "□·□·□" (where □ represents any decorative symbol 80 other than "3" and "7"). Thus, the sequence (combination) of decorative symbols 80 shown at the end of the suggestive performance allows the player to understand the circumstances that led to the current outcome.
[0057] 2-2) Normal image / Alternative image The state from the fulfillment of the start condition to the fulfillment of the end condition is considered a favorable state. In this embodiment, the fulfillment of the start condition is defined as obtaining a jackpot (so-called initial win) that transitions to the special game state, among the jackpots obtained through the win / fail lottery in the normal game state. In this embodiment, 100% of initial wins are jackpots that transition to the special game state (see Figure 3(b)), so obtaining an initial win is the start condition. If some initial wins are jackpots that transition to the special game state (a state in which it is easier to obtain a jackpot than in the normal game state), then obtaining some of those jackpots is the start condition (other jackpots are not part of the start condition). The fulfillment of the end condition is when the special game state ends and the game transitions to the normal game state. In this embodiment, the special game state is the ST state, so the fulfillment of the end condition is defined as the final spin of the ST being a loss. In this embodiment, ST = 100 spins (see Figure 3(b)), so the fulfillment of the end condition is defined as 100 consecutive losses from the start of the special game state. Thus, the period from winning a jackpot that transitions to a special game state until the special game state ends and the game returns to the normal game state is considered an advantageous state. This advantageous state is what is known as a winning streak state (a state in which it is easier to win jackpots).
[0058] When the advantageous state ends (when it is determined that the termination condition has been met), it is determined whether the player's gains obtained during that advantageous state are above or below a predetermined threshold. The advantageous state ends when the termination condition is met, which is 100 consecutive losses since the start of the special game state. Therefore, the end of the advantageous state is when it is determined that the 100th win / loss draw since the start of the special game state will be a loss (not when the player is notified, but when the win / loss draw is executed). Depending on whether the above gains are above or below the threshold, the content of the conclusion period set for the 100th spin animation since the start of the special game state (hereinafter referred to as the final losing spin) is determined.
[0059] The above-mentioned (player's) profit refers to the profit related to the so-called payout, not the profit from the game's presentation. Various elements (units) can be considered for calculating profit. In this embodiment, whether the profit is above a threshold is determined based on the number of jackpots obtained in a favorable state, i.e., the number of consecutive wins. In addition to this, whether the profit is above a threshold may also be determined based on the total number of prize balls obtained in a favorable state (this number of prize balls should include those obtained by entering the big prize area, and may include or exclude those obtained by other entries), the total number of rounds obtained by adding up all jackpot rounds obtained in a favorable state, etc. Furthermore, there may be multiple types of jackpots that can be won in a favorable state, and only a portion of the multiple types of jackpots (target jackpots) are counted (non-target jackpots other than the target jackpots are not counted), and whether the number of target jackpots obtained in a favorable state is above a predetermined threshold is determined. For example, in a configuration where the number of rounds for a jackpot win obtained in a favorable state can vary, it is possible to set it so that jackpots with a number of rounds equal to or greater than a predetermined value are designated as target jackpots, and all others are designated as non-target jackpots (jackpots with a number of rounds less than a predetermined value may be excluded from the count as they offer less profit). Alternatively, it is possible to set it so that the branching point for "whether the profit is equal to or greater than a threshold" is whether two or more of the elements (units) described above are equal to or greater than a predetermined threshold for each element.
[0060] As described above, in this embodiment, if the number of consecutive wins from the start to the end of the advantageous state is N or more (where N is a natural number excluding 0), the player's profit obtained in the advantageous state is considered to be above the threshold, and if the number of consecutive wins is less than N, the player's profit obtained in the advantageous state is considered to be below the threshold. In this embodiment, N=3. In other words, whether or not there are 3 or more consecutive big wins is the branching point for whether or not the profit obtained in the advantageous state is above the threshold. In this embodiment, the number of consecutive wins includes the first win, but it may also exclude the first win. The value of N can be set from various perspectives, but the probability of the number of consecutive wins being N or more must be a probability that is realistically possible. It is preferable that the probability of the number of consecutive wins being N or more (the player's profit being above the threshold) occurring is 50% or more. In this case, the probability of the number of consecutive wins being less than N (the player's profit being below the threshold) occurring is less than 50%. In other words, when a new favorable state is initiated, the probability of the profit in that favorable state exceeding a threshold is higher than the probability of it falling below the threshold.
[0061] When the favorable state ends, a conclusion period is established during the final losing fluctuation. In this embodiment, the start time of the conclusion period is set during the final losing fluctuation, and the end time of the final losing fluctuation is set as the end time of the conclusion period (see Figure 15). That is, a portion of the period including the end time of the final losing fluctuation is designated as the conclusion period. However, this does not preclude setting the end time of the conclusion period and the end time of the final losing fluctuation to not coincide.
[0062] In the final losing spin, before or simultaneously with the start of the conclusion period, the player is shown that the win / loss lottery result corresponding to the final losing spin (the last win / loss lottery result of the ST; hereinafter sometimes referred to as the final win / loss lottery result) is a loss. In this embodiment, the loss of the final win / loss lottery result is shown by the pseudo-stop display of the losing combination of decorative symbols 80 (see Figure 15(a)). Subsequently, the final losing spin ends when the decorative symbols 80 constituting the losing combination come to a complete stop. Basically, during the conclusion period, the losing combination of decorative symbols 80 is in a pseudo-stop display state, and is made to come to a complete stop at the end of the final losing spin. As will be described later, the conclusion period is basically the period during which an image showing the result of a favorable state (normal image 21) is displayed. Therefore, it is set to a length suitable for showing the result (in this embodiment, it is set to 5 seconds).
[0063] The content of the animations performed during the conclusion period of a favorable state (final losing variation) differs depending on whether the profit obtained in the favorable state is above the threshold mentioned above. If it is above the threshold, the normal image 21 is displayed during the conclusion period (see Figure 15(b-1)), and if it is below the threshold, the alternative image 22 (different from the normal image 21) is displayed (see Figure 15(b-2)). Note that the alternative image 22 is not displayed if it is above the threshold, and the normal image 21 is not displayed if it is below the threshold.
[0064] The normal image 21 (see Figure 15(b-1)) includes an element representing the profit obtained in the favorable state (hereinafter referred to as the profit element 211). It can also be seen as a result display image showing the "result" of the favorable state in this case. As described above, in this embodiment, the profit that is judged to be above the threshold is the number of consecutive wins, so the normal image 21 includes the profit element 211 that indicates the number of consecutive wins. Specifically, a number representing the number of consecutive wins is displayed along with the wording that represents a jackpot. In this embodiment, a jackpot is represented as BONUS, followed by the characters "×N" (where N is the number of consecutive wins), which indicates to the player the number of consecutive wins in the favorable state in this case. As described above, in this embodiment, N=3 or more is considered above the threshold, so the ×N display included in the normal image 21 will always be N=3 or more. In other words, the number included in the normal image 21 will be above the threshold and will never be below the threshold.
[0065] In this embodiment, the profit element 211 of the normal image 21 includes not only the display showing the number of consecutive wins, but also a display showing the number of prize balls obtained in the advantageous state (a display related to the number of balls dispensed) (the number between "Total" and "pt" in Figure 15(b-1) corresponds to the number of prize balls). The number of prize balls includes at least those obtained from big wins obtained in the advantageous state (i.e., big wins corresponding to the number of consecutive wins). In this embodiment, it is assumed that those obtained from so-called over-entries are included, but it may also be configured not to include them. If the number of prize balls dispensed when one game ball enters the big-entry area is 15, and one round of gameplay ends when 10 balls enter (so-called count is 10), then if the player plays as instructed (continuously launches game balls toward the big-entry area), at least "15 × 10 × M" prize balls will be obtained in an M-round big win. In this embodiment, all jackpots are 10-round jackpots, so at least "15 × 10 × 10 = 1500" prize balls can be obtained in a single jackpot. Furthermore, in this embodiment, N=3 or more is considered above the threshold, so (if the player plays the game as instructed) the number of prize balls displayed in the normal image 21 will be 1500 × 3 = 4500 or more.
[0066] Furthermore, the normal image 21 in this embodiment includes an element that indicates the end of the advantageous state (hereinafter referred to as the termination element 212). In this embodiment, the end of the advantageous state corresponds to the end of the special game state (ST state), so characters indicating the end of the special game state are displayed as the termination element 212. In this embodiment, the termination element 212 is displayed as the name of the special game state (in this embodiment, "○○RUSH") followed by the characters "end" (or any word that means end, such as "END") (see Figure 15(b-1)).
[0067] Alternative image 22 (see Figure 15(b-2)) does not include the above-mentioned benefit element 211. It does not include any display related to the profit (payout) obtained by the player in the advantageous state, as well as the number of consecutive wins and the number of prize balls mentioned above. Furthermore, alternative image 22 in this embodiment does not include the above-mentioned termination element 212. In other words, it does not explicitly indicate to the player that the advantageous state (special game state) has ended.
[0068] In this embodiment, a video (special movie) from the original work (manga, etc.) that served as the motif for the game machine 1 is displayed as an alternative image 22 during the ending period (see Figure 15(b-2). The specific form of the video can be anything, so it is simplified and represented by "text" in the drawing). The alternative image 22 (special movie) is only displayed during the ending period when the profit obtained in the advantageous state is below the threshold (since the ending period is the period set for the final losing variation, it also means that it is not displayed during variations other than the final losing variation). In other words, the display of the alternative image 22 is a "special effect" for when the profit obtained in the advantageous state is below the threshold. Note that multiple types of alternative images 22 may be provided, and the one displayed when the profit obtained in the advantageous state is below the threshold may change each time.
[0069] After the conclusion period ends (the end of the final losing fluctuation), the game transitions to the normal game state (see Figure 15(c)). The presentation immediately after transitioning to the normal game state is independent of whether the profit obtained in the advantageous state is above a threshold (whether the normal image 21 or the alternative image 22 was displayed during the conclusion period).
[0070] In this embodiment, if the profit obtained in the advantageous state is above a threshold, a normal image 21 including the profit element 211 is displayed; if it is below the threshold, the normal image 21 is not displayed and an alternative image 22 is displayed. In other words, if the profit obtained in the advantageous state is below a threshold, an alternative image 22 that does not include the profit element 211 is displayed, thus preventing the player from becoming discouraged by the display of profit again when the advantageous state ends.
[0071] Furthermore, since the alternative image 22 does not include the termination element 212 that indicates the end of the advantageous state, the end of the advantageous state is not emphasized. In other words, in this embodiment, the end of the advantageous state is explicitly indicated when a profit exceeding the threshold is obtained, but the end of the advantageous state is not explicitly indicated when a profit exceeding the threshold is not obtained, so that the end of the advantageous state is not emphasized (for players who are likely to be disappointed because they did not obtain the profit they expected).
[0072] Furthermore, since alternative image 22 is a special image (a dedicated image) that is only displayed when a profit exceeding a threshold is not obtained in a favorable state, this image serves as a relief function for players who have not obtained much profit (showing a "rare" image to alleviate the player's disappointment).
[0073] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning normal and alternative images. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0074] 〇Specific Example 2-1 The gaming machine 1 according to the above embodiment has a so-called ST type of gameplay (and because it is a so-called ST type, a conclusion period is provided for the final losing spin in the special game state (ST state)). However, it can also be applied to machines with other types of gameplay. For example, it can be applied to machines with a so-called loop type of gameplay. For example, a loop type machine can be configured such that a high probability state (probability fluctuation state) in which it is easy to win a jackpot continues until the next jackpot, and if the jackpot is a probability-increasing jackpot, it transitions to a high probability state after the jackpot game ends, and if it is a normal jackpot, it transitions to a low probability state after the jackpot game ends. In this case, the conclusion period should be provided for the spin in which a normal jackpot is won or during the normal jackpot game.
[0075] Specific Example 2-2 In the above embodiment, the alternative image 22 is described as a "dedicated image" that is only displayed during the ending period when the profit obtained in the favorable state is below a threshold. However, it may also be configured not to be a "dedicated image". For example, if the profit obtained in the favorable state is below a threshold, the state in which the losing combination of the pseudo-stopped decorative pattern 80 and its background image are displayed (losing display state) is maintained even when transitioning to the ending period (the state in Figure 15(a) is maintained even when transitioning to the ending period). In other words, if the profit obtained in the favorable state is above a threshold, the state transitions from the losing display state to the state in which the normal image 21 (profit element 211) is displayed when the ending period begins, but if it is below a threshold, the losing display state is maintained even when transitioning to the ending period.
[0076] Specific Examples 2-3 Although it has been explained that the alternative image 22 in the above embodiment does not include the termination element 212, it may also include the termination element 212. That is, the alternative image 22 does not include an element indicating the profit obtained in the advantageous state, but it does include an element indicating the end of the advantageous state. For example, text indicating the end of the advantageous state (special game state) (e.g., ○○RUSH End) may be displayed over the video of the original work (manga, etc.) that served as the motif for the game machine 1 (see Figure 16(b)). In this way, the alternative image 22 does not display the profit (it is not emphasized that the profit was small), but it is clearly shown to the player that the advantageous state (special game state) has ended.
[0077] Specific Example 2-4 The threshold is determined based on the average profit obtained from the start to the end of the advantageous state. As in the above embodiment, if the profit used to determine whether or not it is above the threshold is the number of consecutive wins, then the threshold is determined based on the average number of consecutive wins from the start to the end of the advantageous state. The average number of consecutive wins can be calculated based on the so-called continuation rate (consecutive win continuation rate), and since this calculation itself is well known, a detailed explanation is omitted. If the special game state is the ST state as in this embodiment, then the probability of winning a jackpot and achieving consecutive wins during the special game state is the continuation rate. If it is a so-called probability variation loop machine, then the probability of getting a probability variation jackpot is the so-called continuation rate. Let the average number of consecutive wins determined based on this continuation rate be X. The threshold N is the smallest natural number that satisfies N > X. For example, if the average number of consecutive wins is 3.8, then the threshold N = 4.
[0078] If the profit judged as being above or below a threshold is defined as the number of prize balls (payout), then the threshold should be a value greater than or equal to the average number of prize balls obtained from the start to the end of the advantageous state, which is determined based on the continuation rate and the distribution of big wins (round distribution). In other words, if the average number of prize balls is Y, then the threshold N should be set to Y. For example, if the average number of prize balls is 6350, then the threshold N should be 6350.
[0079] In this configuration, if above-average profits are obtained, the normal image 21 (profit element 211) is displayed, but if above-average profits are not obtained, the alternative image 22 is displayed (profit element 211 is not displayed).
[0080] 〇Specific Example 2-5 The system is configured such that if the alternative image 22 is displayed even though the profit obtained in the advantageous state is above a threshold, an event advantageous to the player occurs. For example, a reversal effect that makes it appear as if the advantageous state is ending but does not actually end can occur as the above-mentioned advantageous event. In the configuration of the above embodiment, the alternative image 22 may be displayed when the number of consecutive wins has already reached 3 or more (above the threshold), and the 100th spin (final ST spin) since the start of the special game state is a jackpot. That is, in the final ST spin, a losing combination of decorative symbols 80 is pseudo-stopped and displayed (see Figure 17(a)) to make it appear as if the win / loss lottery result corresponding to the final ST spin (final win / loss lottery result) is a loss, then the alternative image 22 is displayed (see Figure 17(b)), the alternative image 22 is erased and a reversal effect occurs (see Figure 17(c)), and it is announced that the final win / loss lottery result is a jackpot (decorative symbols 80 are stopped and displayed with a winning combination) (see Figure 17(d)).
[0081] Furthermore, if we define alternative image 22 as "the image displayed when the profit is below a threshold," then the image displayed when the reversal animation occurs (the image in Figure 17(b)) is, strictly speaking, "a different image that is the same in appearance as alternative image 22."
[0082] In this way, if the profit obtained exceeds a threshold but the normal image 21 (result display image) is not displayed, an interesting gameplay experience is achieved in which an event favorable to the player occurs.
[0083] 2-3) Corresponding effects The gaming machine 1 according to this embodiment is equipped with an operating means 30 that can be operated by a player. In this embodiment, the operating means 30 is provided as a first operating means and a second operating means (see Figure 1). The first operating means is a push button 31. The second operating means is an object that takes the shape of a "sword" (hereinafter referred to as the sword device 32). The structure, drive mechanism, etc. of the sword device 32 are publicly known, as described in, for example, Japanese Patent Application Publication No. 2018-139876, and the gaming machine 1 according to this embodiment uses the same, so a description will be omitted.
[0084] The sword device 32 is capable of being automatically displaced (without the player's force) from a first position (the position shown in Figures 1 and 18(a) and 18(b)) to a second position (the position shown in Figure 18(c)), which is above the first position (above the horizontal plane), by the power of the motor that is the drive source. The sword device 32 is normally located in the first position. That is, the first position is the original position. The sword device 32 cannot be displaced below the first position (below the horizontal plane). The performance prompting the player to operate the sword device 32 (hereinafter referred to as the specific operation performance) automatically displaces the sword device 32 from the first position to the second position, and then prompts the player to displace the sword device 32 from the second position toward the first position. From the player's perspective, the specific operation performance is a performance that prompts the player to operate the "sword" in a downward motion. Since the sword device 32 is normally located in the first position, the special operation effect can be said to be an effect that cannot be performed unless the sword device 32 is displaced from the first position to the second position (the player cannot operate the sword device 32). Displacing the sword device 32 from the first position to the second position can be said to be preparation for the player to operate the sword device 32 (the second position is the preparation state for the specific operation effect).
[0085] When the specific operation animation occurs, a corresponding animation (see Figure 18) occurs (the corresponding animation can also be considered a part of the specific operation animation). The specific operation animation and the corresponding animation may occur as constituting a single variation animation (target variation animation). The corresponding animation is executed when the operation means 30 is displaced. In this embodiment, the corresponding animation is executed when the sword device 32 is displaced from the first position to the second position during the specific operation animation. The corresponding animation is characterized by the display of an animation image 35 in the display area 911.
[0086] The animation image 35 includes a corresponding part 351 and a non-corresponding part 352, which is a part other than the corresponding part 351. In this embodiment, the animation image 35 represents a predetermined character (a person or a human-like being with limbs). In the corresponding animation, at least the upper body of the character is displayed. In this embodiment, one of the character's hands (the part from the shoulder down) is the corresponding part 351, and the rest of the body is the non-corresponding part 352 (see Figure 18).
[0087] The corresponding animation proceeds as follows, along with the specific operation animation. The animation image 35 (character) is displayed with the sword device 32 in its first position (before displacement) (see Figure 18(a)). First, with the sword device 32 still in its first position, the character represented by the animation image 35 moves its right hand (the left hand from the player's perspective), which is the corresponding part 351, to the right (to the right from the player's perspective) (see Figure 18(b)). In this embodiment, since the sword device 32 is located on the right side from the player's perspective (see Figure 1), it appears as if the character is bringing its hand closer to the sword device 32. From there, the character moves its hand upward. Simultaneously, the sword device 32 is displaced from the first position to the second position (see Figure 18(c)). At least part of the period during which the hand is displaced upward and the period during which the sword device 32 is displaced toward the second position overlap. Thus, the corresponding animation is an animation in which the corresponding part 351 of the animation image 35 moves in the direction of displacement of the operation means 30.
[0088] After the corresponding animation is completed in this manner, the remainder of the specific operation animation is executed. That is, the player is prompted to operate the sword device 32 (see Figure 19(a)). In this embodiment, the specific operation animation occurs as a branch that determines the win / fail lottery result (target win / fail lottery result) corresponding to the target variation animation, i.e., as part of the reach animation. After the sword device 32 is in the second position, an operation validity period is set, and if it is detected that the player has operated the sword device 32 during the operation validity period and the sword device 32 has reached the first position, this triggers a transition to the conclusion (result) of the reach animation corresponding to the win / fail lottery result (jackpot / miss), and the target win / fail lottery result is determined. In this embodiment, a successful conclusion is reached in the case of a jackpot (see Figure 19(b-1)), and a failure conclusion is reached in the case of a miss (see Figure 19(b-2)) (in the case of a jackpot, a so-called reversal pattern may occur where it appears to have reached a failure conclusion at first, but this is reversed). If the sword device 32 is not operated during the operation validity period (i.e., if it is not detected that it has reached the first position), the game will proceed to the ending upon the expiration of the operation validity period. In this case, the sword device 32 will automatically return to the first position.
[0089] Thus, in this embodiment, when the operating means 30 (sword device 32) is displaced during a specific operation animation, an animation image 35 is displayed that includes a corresponding part 351 that moves in the direction of the displacement of the operating means 30. This results in an easily understandable animation in which the displacement of the operating means 30 is emphasized by the animation image 35 (corresponding part 351).
[0090] As in this embodiment, if the animation image 35 represents a predetermined character, and the character's hand moves in the direction of displacement of the operating means 30 (sword device 32), the animation will appear as if the character is operating the operating means 30. In this embodiment, if a successful outcome is reached, the character (the character represented by the animation image 35) will be displayed (see Figure 19(b-1)). In other words, a display will be shown congratulating the character who operated the sword device 32 in the pre-operation state on achieving success.
[0091] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of the performance. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0092] 〇Specific Example 3-1 The display device 91 (display area 911) is capable of displaying a stereoscopic image without glasses. That is, it can display a three-dimensional image that appears to the player as if it is popping out in front of them. The display device 91 can also display a three-dimensional image in a part of the display area 911 and a two-dimensional image (a normal image that appears two-dimensional (planar)) in another part. Since the device itself that displays such a stereoscopic image without glasses (three-dimensional image) is well known, its explanation will be omitted. In the drawings, the part represented by the three-dimensional image is represented by a dotted cross-hatch.
[0093] In the corresponding animation, the animation image 35 (character) is made into a three-dimensional image (see Figures 20(b) and 20(c)). It is preferable that images other than the animation image 35 (for example, the background of the animation image 35) be two-dimensional images. By doing so, the animation image 35 appears to pop out in front of the viewer, thereby enhancing the effect that the animation image 35 is moving the operating means 30 (sword device 32) which is located outside the display area 911.
[0094] In the case shown in this example, it is preferable that the animation image 35 is a two-dimensional image at the beginning of the corresponding animation (a certain period from when the display of the animation image 35 starts until a predetermined point in time before the operation means 30 starts to move) (see Figure 20(a)). In other words, it is preferable that the animation image 35 changes from a two-dimensional image to a three-dimensional image in the middle of the corresponding animation (see Figures 20(a) and (b)). Doing so enhances the effect that makes the animation image 35 (character) appear to be moving forward.
[0095] Specific Example 3-2 As shown in the specific example 3-1 above, the display device is capable of displaying a three-dimensional image, and in the corresponding performance, the corresponding part 351 (the character's right hand) of the performance image 35 is made into a three-dimensional image, while the non-corresponding part 352 (the part other than the right hand) is made into a two-dimensional image (see Figures 21(b) and 21(c)). It is also preferable that images other than the performance image 35 (for example, the background of the performance image 35) are also made into two-dimensional images. In this way, the gap between the non-corresponding part 352, which is a two-dimensional image, makes the corresponding part 351, which is a three-dimensional image, appear to protrude further forward (appearing to protrude further forward than in the specific example 3-1 above). In other words, in the performance, the corresponding part 351, which is displayed as moving the operating means 30, appears to protrude significantly forward, thus enhancing the effect that the operating means 30 (sword device 32) located outside the display area 911 is being moved.
[0096] In this example, it is preferable that the corresponding part 351 be a two-dimensional image (i.e., the entire animation image 35 is a two-dimensional image) (see Figure 21(a)) at the beginning of the corresponding animation (a certain period from when the animation image 35 is displayed until a predetermined point in time before the operation means 30 starts to move) (see Figure 21(a)). In other words, it is preferable that the corresponding part 351 changes from a two-dimensional image to a three-dimensional image in the middle of the corresponding animation (see Figures 21(a) and (b)). Doing so enhances the effect that makes it appear as if the character is moving its own hand (corresponding part 351) towards the viewer.
[0097] Specific Example 3-3 The performance image 35 can represent something other than a character (a person or something with limbs that resembles a person). For example, the performance image 35 may represent a "lift" (elevator) (see Figure 22). The part of the lift that moves up and down (the platform) is designated as the corresponding part 351, and the other parts are designated as the non-corresponding part 352. In other words, when the operating means 30 (sword device 32) is displaced from the first position to the second position, a corresponding performance is executed in which the corresponding part 351 (platform) moves upward (see Figures 22(b) and (c)). In this way, the performance appears as if a part of the device represented by the performance image 35 (the target part) is moving the operating means 30 (sword device 32).
[0098] Specific Examples 3-4 In the above embodiment, the corresponding effect occurs when the operating means 30 (sword device 32) automatically moves from the first position to the second position (it moves regardless of the player's actions). However, the system may be configured so that the corresponding effect occurs when the player moves the operating means 30. For example, in the specific operation effect of the above embodiment, when the player moves the operating means 30 (sword device 32) from the second position to the first position, the corresponding part 351 (character's hand) of the effect image 35 moves in the same direction (a change like that shown in Figure 23(c)→(d) occurs). Since the movement of the operating means 30 from the second position to the first position is downward, the corresponding part 351 of the effect image 35 also moves downward.
[0099] Furthermore, in addition to the corresponding effects described in the above embodiment, the corresponding effects of this example may also occur. Specifically, when the operating means 30 (sword device 32) is displaced from the first position to the second position (displaced upward), a corresponding effect (the first corresponding effect) occurs in which the corresponding part 351 (character's hand) of the effect image 35 moves upward (see Figures 23(a) and (b)), and when the operating means 30 (sword device 32) is displaced from the second position to the first position (displaced downward), a corresponding effect (the second corresponding effect) occurs in which the corresponding part 351 (character's hand) of the effect image 35 moves downward (see Figures 23(c) and (d)). In this way, the effect appears as if the character represented by the effect image 35 is performing the reciprocating motion of the operating means 30 (sword device 32).
[0100] Specific Examples 3-5 The direction of movement of the operating means when the corresponding effect is executed may be forward or backward. If the operating means is configured to move forward, the corresponding part 351 of the effect image 35 will be displayed as moving forward. That is, the corresponding effect will change so that the corresponding part 351 gradually becomes larger. In this way, the effect will appear as if the corresponding part 351 of the effect image 35 is pushing the operating means forward. On the other hand, if the operating means is configured to move backward, the corresponding part 351 of the effect image 35 will be displayed as moving backward. That is, the corresponding effect will change so that the corresponding part 351 gradually becomes smaller. In this way, the effect will appear as if the corresponding part 351 of the effect image 35 is pulling the operating means backward.
[0101] Specific Examples 3-6 The specific operation animation is configured such that a corresponding animation occurs as described in the above embodiment (hereinafter referred to as specific operation animation A) (see Figure 24(a)) and a corresponding animation does not occur (hereinafter referred to as specific operation animation B) (see Figure 24(b)). In order to clarify the difference between specific operation animation A and specific operation animation B, it is preferable that in specific operation animation B, the same character (animation image 35) that is displayed in the corresponding animation of specific operation animation A is not displayed. For example, in specific operation animation B, when the sword device 32 is displaced toward the second position, an indication is made (for example, a "sword rising" display), and when the sword device 32 reaches the second position, an indication is made (for example, a "completed" display).
[0102] The probability of reaching a successful outcome triggered by the operation of the operation means 30 (sword device 32) is set to be different for specific operation performance A and specific operation performance B. If the target success or failure lottery result is determined triggered by the operation of the operation means 30 (sword device 32) as in the above embodiment, then the probability of the target success or failure lottery result being a jackpot will be different for specific operation performance A and specific operation performance B (i.e., the jackpot reliability will be different). As shown in Figure 24, if the probability of a more favorable event occurring in specific operation performance A is higher than that of specific operation performance B, then the occurrence of the corresponding performance (the display of a performance image 35 that appears to show the operation means 30 being moved) will be considered a chance-up in terms of gameplay.
[0103] 2-4) Specific Step-Up Performance The gaming machine 1 according to this embodiment is capable of executing a specific step-up sequence. The specific step-up sequence involves sequences divided into multiple stages, each with changing elements, and the progression of the sequences is indicated by the changes in these elements. In this embodiment, the higher the final stage reached (the stage at the end of the sequence), the more advantageous the result is for the player. The specific step-up sequence in this embodiment is divided into four stages. The sequences are background images displayed as the background for the decorative symbols 80. In the first stage (step 1), background image A (see Figure 25(a)) is displayed; in the second stage (step 2), background image B (see Figure 25(b)) is displayed; in the third stage (step 3), background image C (see Figure 25(c)) is displayed; and in the fourth stage (step 4), background image D (see Figure 25(d)) is displayed. The various background images may be in any form as long as they can be clearly distinguished from each other as being of different forms (types). Furthermore, background image A in the first stage may be the one displayed when the specific step-up sequence is not being executed (the basic background image displayed under normal circumstances). Note that background images have been omitted from diagrams other than those explaining specific step-up sequences.
[0104] In a specific step-up sequence, a branch selection sequence is executed. In the branch selection sequence, candidate images 40 representing options are displayed, and one of them is selected. The method of indicating the selected candidate image 40 in the branch selection sequence may be anything. In this embodiment, after the cursor C is displayed in a variable position, the selection of the candidate image 40 is indicated by the cursor C stopping when it is aligned with one of the candidate images 40. The branch selection sequence indicates whether the specific step-up sequence will remain at the current stage or whether a step-up to a higher stage will occur. Therefore, the branch selection sequence is executed in stages other than the highest stage where no further step-up occurs (stage 4 in this embodiment) (stages 1 to 3 in this embodiment) (see Figure 26).
[0105] In the branching selection presentation at the Nth stage (N=1~3), candidate images 40 are displayed, consisting of the current stage image 41 and a higher stage image 42. The current stage image 41 is the image corresponding to the current stage, i.e., the Nth stage, and includes elements (stage elements) that indicate the Nth stage. The higher stage image 42 is the image corresponding to a stage higher than the current stage, i.e., the N+αth stage, and includes elements (stage elements) that indicate the N+αth stage. The stage elements only need to allow the player to understand the corresponding stage by looking at them. For example, the stage elements could be characters representing the name of the background image of the corresponding stage, or a scaled-down version of the background image of the Nth stage (in this embodiment, the name of the background image is used as the stage element. In the drawings, the name of the background image is represented as "○ background" (○=A~D)).
[0106] In the first stage branching selection sequence, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 corresponding to the second stage (background image B), third stage (background image C), and fourth stage (background image D) are displayed as the higher stage image 42 (see Figure 26(a)). In the second stage branching selection sequence, one candidate image 40 corresponding to the second stage (background image B) is displayed as the current stage image 41, and two candidate images 40 corresponding to the third stage (background image C) and fourth stage (background image D) are displayed as the higher stage image 42 (see Figure 26(b)). In the third stage branching selection sequence, one candidate image 40 corresponding to the third stage (background image C) is displayed as the current stage image 41, and one candidate image 40 corresponding to the fourth stage (background image D) is displayed as the higher stage image 42 (see Figure 26(c)). Thus, in the branching selection sequence at the Nth stage, one current stage image 41 and one higher stage image 42 corresponding to each of the higher stages than the Nth stage are displayed.
[0107] The spinning animation in which a specific step-up animation occurs is called the target spinning animation, and the win / loss lottery result corresponding to the target spinning animation is called the target win / loss lottery result. The result of the specific step-up animation indicates the probability (reliability) that the target win / loss lottery result will be a jackpot. In this embodiment, the higher the final stage reached (hereinafter referred to as the result stage), the higher the reliability of the target win / loss lottery result being a jackpot. Therefore, when a specific step-up animation occurs, the result stage is determined based on the target win / loss lottery result. It should be noted that a special rule (such as a rule that the reliability is higher when the animation ends at a lower stage than when it ends at a certain stage) may be established, for example, that the reliability is higher when the result stage is the first stage than when it is the second or third stage. The background image displayed when the specific step-up animation ends will be displayed until the target spin ends or a specific animation (such as a reach animation) occurs in the target spin.
[0108] A specific number of branching selection sequences occur through a single specific step-up sequence. Since the occurrence of a branching selection sequence is a trigger for a step-up, the specific number of sequences is the number of times a step-up can occur. In this embodiment, the specific number of sequences is set to 3 (constant). However, the specific number of sequences may be variable (it may change with each specific step-up sequence). In this case, the setting should be such that a higher specific number of sequences makes it easier to reach a higher result stage (a higher expected value for the result stage).
[0109] The examples shown in Figures 27 and 28 are examples of specific step-up sequences where the result stage is the third stage. In this embodiment, the specific step-up sequence starts from the first stage (see Figure 27(a)). In the first stage branch selection sequence, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 (a total of four) corresponding to the second stage (background image B), the third stage (background image C), and the fourth stage (background image D) are displayed as higher stage images 42 (see Figure 27(b)). If a candidate image 40 corresponding to the second stage (one of the higher stage images 42) is selected (see Figure 27(c)), a step-up to the second stage occurs (see Figure 27(d)). Thus, when a higher stage image 42 is selected, a step-up to the corresponding stage occurs. In the second stage branch selection sequence, one candidate image 40 corresponding to the second stage (background image B) is displayed as the current stage image 41, and two candidate images 40 corresponding to the third stage (background image C) and the fourth stage (background image D) are displayed as the higher stage image 42 (a total of three) (see Figure 27(e)). In other words, as a result of a one-stage step-up, the number of candidate images 40 displayed in the branch selection sequence decreases by 1 ('Stage after step-up "2" - Stage before step-up "1"' = 'Number of candidate images 40 in the branch selection sequence of the stage before step-up "4" - Number of candidate images 40 in the branch selection sequence of the stage after step-up "3"' = 1). If the candidate image 40 corresponding to the second stage (current stage image 41) is selected (see Figure 27(f)), no step-up occurs and the player remains at the current stage (see Figure 28(a)). Thus, the selection of the current stage image 41 indicates that a step-up will not occur (the stage will be maintained). Then, a branch selection sequence occurs again, displaying three candidate images 40 (see Figure 28(b)). If a candidate image 40 corresponding to the third stage is selected in this branch selection sequence (see Figure 28(c)), a step-up to the third stage occurs (see Figure 28(d)). In this way, the specific step-up sequence ends when the branch selection sequence is completed a specific number of times (3 times in this embodiment). The stage at which the specific number of branch selection sequences are completed is the final stage.
[0110] The examples shown in Figures 29 and 30 are examples of specific step-up sequences where the result stage is the fourth stage. In the first stage branch selection sequence, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 corresponding to the second stage (background image B), third stage (background image C), and fourth stage (background image D) (a total of four) are displayed as higher stage images 42 (see Figure 29(b)). If the candidate image 40 corresponding to the first stage (current stage image 41) is selected (see Figure 29(c)), no step-up occurs and the player remains at the current stage (see Figure 29(d)). Then, a branch selection sequence occurs again where the four candidate images 40 are displayed (see Figure 29(e)). If the candidate image 40 corresponding to the third stage is selected in this branch selection sequence (see Figure 29(f)), a step-up to the third stage occurs (see Figure 30(a)). In this way, it is possible to take up two or more steps from the current stage (however, the probability of taking up two or more steps is lower than that of taking up one step). In the third stage branch selection presentation, one candidate image 40 corresponding to the third stage (background image C) is displayed as the current stage image 41, and one candidate image 40 corresponding to the fourth stage (background image D) is displayed as the higher stage image 42 (a total of two) (see Figure 30(b)). As a result of taking up two steps, the number of candidate images 40 displayed in the branch selection presentation decreases by 2 ("Stage after step-up "3" - Stage before step-up "1"" = "Number of candidate images 40 in the branch selection presentation of the stage before step-up "4" - Number of candidate images 40 in the branch selection presentation of the stage after step-up "2"" = 2). If the candidate image 40 corresponding to the fourth stage is selected (see Figure 30(c)), a step up to the fourth stage occurs (see Figure 30(d)). In this way, the specific step-up presentation ends when the branch selection presentation is completed a specific number of times (3 times in this embodiment). The final stage is reached when a specific number of branching selection sequences have been completed.
[0111] Thus, in the specific step-up animation of this embodiment, a branch selection animation occurs at each stage, and candidate images 40, including the current stage image 41 and the higher stage image 42, are displayed in the branch selection animation. If the current stage image 41 is selected, the current stage is maintained (no step-up occurs), and if the higher stage image 42 is selected, a step-up to the corresponding stage occurs. This makes it easy to understand whether a step-up has occurred or not.
[0112] Furthermore, in the N-stage branching selection sequence, candidate images 40 corresponding to stages lower than the current N-stage are not displayed, making it clear that no stage decrease (step-down) occurs.
[0113] In an N-stage branching selection sequence, one current-stage image 41 and one higher-stage image 42 corresponding to each of the higher stages (N and above) are displayed. Therefore, when a step-up from N stages to p stages occurs, the number of candidate images 40 displayed in the N+p-stage branching selection sequence will be p fewer than in the N-stage branching selection sequence. For example, in a specific step-up sequence where step-ups occur one stage at a time, the number of candidate images 40 will decrease by one each time a step-up occurs. Thus, when a step-up occurs, the number of candidate images 40 decreases by the number of step-ups (comparing the number of choices in the branching selection sequence before and after the step-up, the number of step-ups decreases by the number of step-ups), resulting in a novel presentation style where the degree of step-up is intuitively indicated by the degree of decrease in candidate images 40 (decrease in choices).
[0114] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific step-up effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0115] 〇Specific Example 4-1 In the above embodiment, the specific step-up presentation explains that in an N-stage branch selection presentation, candidate images 40 corresponding to stages lower than N are not displayed, and the number of candidate images 40 decreases when a step-up occurs. However, it is also possible to consider configurations other than this.
[0116] For example, it is conceivable to have a configuration in which candidate images 40 corresponding to all stages are displayed at every stage. If the highest stage is the 4th stage, as in the embodiment described above, then four candidate images 40 corresponding to stages 1 through 4 will be displayed at every stage. If the setting is to prevent transitions to a lower stage than the current stage (no step-down), then candidate images 40 corresponding to stages lower than the current stage will not be selected.
[0117] However, in the case of this example, as in the embodiment described above, when a step-up occurs, the number of candidate images 40 decreases by the number of steps in that step-up. Therefore, the effect of intuitively indicating the degree of step-up by the degree of decrease in candidate images 40 (decrease in choices) is not achieved.
[0118] Specific Example 4-2 Even at the highest stage, the animation will be executed in which candidate image 40 is displayed. If the highest stage is the fourth stage as in the above embodiment, then after reaching the fourth stage (see Figure 31(a)), one candidate image 40 (current stage image 41) corresponding to the fourth stage (background image D) will be displayed (see Figure 31(b)), and an animation will be executed to indicate that the candidate image 40 has been selected (see Figure 31(c)). In other words, a selection animation with only one type of choice (a selection animation in which the selected item is predetermined) will be executed. Naturally, no step-up will occur after this animation (see Figure 31(d)). Various methods can be considered to indicate the pre-selection and post-selection states in this selection animation. For example, the cursor C can be made to blink (repeatedly displayed and hidden) in the pre-selection state, and the cursor C can be made to stay lit (maintain the displayed state) in the post-selection state to indicate to the player that it is the pre-selection or post-selection state.
[0119] In this way, once the highest stage (stage 4) is reached, an effect is executed in which only the candidate image 40 (current stage image 41) corresponding to that highest stage is displayed, thereby emphasizing that no further steps up will occur (i.e., the highest stage has been reached).
[0120] 〇Specific Example 4-3 The specific step-up animation is assumed to occur as a so-called pre-announcement animation (see Figure 32). As pre-announcement animations themselves are well known, a detailed explanation will be omitted, but they suggest the probability that the target win / loss result corresponding to a certain variation (target variation) will be a jackpot, using one or more consecutive preceding variations (losing variations) that end before that particular variation (in Figure 32, the reserve symbol 70 corresponding to the target win / loss result is marked with a "T" (this mark is not actually displayed)). The specific step-up animation is assumed to be triggered by the end of the preceding variation, which can trigger a step-up of the animation elements. In other words, the end of the preceding variation is set as the trigger for the step-up.
[0121] In the previous variation (see Figure 32(a)), a branch selection sequence (see Figure 32(b)) is executed. If the current stage image 41 is selected in the branch selection sequence (see Figure 32(c)), no step-up occurs even after the previous variation ends. In other words, the current stage is maintained in the next variation as well (see Figure 32(d)). If the higher stage image 42 is selected in the branch selection sequence (see Figure 32(e)) (see Figure 32(f)), a step-up occurs to the stage corresponding to the selected higher stage image 42, triggered by the end of the previous variation (see Figure 32(g)). In other words, the next variation is set to the stage corresponding to the selected higher stage image 42. In this way, the stage reached when transitioning to the target variation (see Figure 32(g)) becomes the result stage, and this result stage suggests the probability that the target win / loss lottery result will be a jackpot. However, it is also possible to have a configuration where further step-ups can occur even after transitioning to the target variation (the branch selection sequence may be executed even after transitioning to the target variation, and the higher stage image 42 may be selected).
[0122] In this example, the more variations there are, the more times the branching selection sequence will be executed. If we set it up so that the more times the branching selection sequence is executed, the higher the result stage (the greater the expected value of the result stage), then the more variations there are (the more variations used in a specific step-up sequence), the higher the result stage will be.
[0123] Specific Example 4-4 The current stage image 41 displayed in the branch selection sequence performed at each stage is not necessarily limited to one. The branch selection sequence displays the current stage image 41 as an option indicating that a step-up will not occur. However, the system is configured so that two or more current stage images 41 may be displayed, and the more current stage images 41 there are, the higher the probability that the current stage image 41 will be selected. In other words, the more current stage images 41 there are, the more likely it is that a step-up will not occur. For example, if there is a pattern where there is one current stage image 41 (normal pattern) (see Figure 33(a)) and a pattern where there are two current stage images 41 (special pattern) (see Figure 33(b)), then the normal pattern is set to have a higher probability of a step-up than the special pattern (Figure 33 shows an example of a branch selection sequence in the first stage, but the same applies to other stages).
[0124] In this way, an interesting presentation style can be achieved where the more images 41 there are at the current stage, the less likely a step-up will occur (the more images 41 there are at the current stage, the more disadvantageous it is for the player).
[0125] Specific Examples 4-5 The high-level images 42 displayed in the branch selection sequence performed at each stage are set to be able to be displayed in pairs or more for a given stage. For example, in the branch selection sequence of the first stage, there may be a normal pattern in which one high-level image 42 corresponding to the second stage is displayed (see Figure 34(a)), or there may be a special pattern in which two high-level images 42 corresponding to the second stage are displayed (see Figure 34(b)). The probability of selecting the high-level image 42 corresponding to the second stage is higher in the special pattern than in the normal pattern. The fact that the probability of selecting the high-level image 42 corresponding to the second stage is higher in the special pattern than in the normal pattern means that the overall probability of step-up occurring is also higher in the latter than in the former. It is also possible to have a configuration in which two or more high-level images 42 that are two or more stages higher (in the case of the branch selection sequence in the first stage, the high-level image 42 corresponding to the third stage or the high-level image 42 corresponding to the fourth stage) are displayed.
[0126] In this way, the more high-level images 42 there are, the higher the probability that a step up to the stage corresponding to those high-level images 42 will occur.
[0127] 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.
[0128] 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.
[0129] 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, for example, if the setting is such that when a small win is won, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) it leads to obtaining a big win (a setting in which winning a small win and winning a big win can be considered as essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win that leads to obtaining a big win ("big win" can be read as "small win").
[0130] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0131] ·Means 1-1 A gaming machine in which multiple types of decorative symbols for indicating the result of a winning or losing lottery are displayed on a display means, wherein N groups of decorative symbols including multiple types of the decorative symbols are displayed in a variable manner, N predetermined triggers are provided which are timings in which the variation of each of the N groups of decorative symbols stops or pseudo-stops, and it is possible to perform an indicative effect in which a predetermined event may occur at any of the predetermined triggers, wherein the indicative effect is characterized in that it is more advantageous for the player if the predetermined event occurs by the (N-1) predetermined trigger than if it occurs at the N predetermined trigger. The above-mentioned gaming machine is capable of performing an interesting suggestive effect that is advantageous to the player if a predetermined event occurs before all the decorative symbols stop or pseudo-stop.
[0132] ·Means 1-2 The gaming machine according to means 1-1, characterized in that if a predetermined event occurs in the suggestive performance, a specific performance is executed after the suggestive performance ends, and the specific performance includes a normal specific performance and a special specific performance that is more advantageous than the normal specific performance, and if the predetermined event occurs by the N-1th predetermined trigger of the suggestive performance, if a favorable event occurs in the remaining predetermined trigger, the special specific performance is executed after the suggestive performance ends, and if the favorable event does not occur in the remaining trigger, the normal specific performance is executed after the suggestive performance ends. In this way, if a predetermined event occurs before the fluctuations of all the decorative symbols stop or pseudo-stop, an exciting gameplay experience can be achieved where a favorable event may occur as a remaining trigger.
[0133] ·Means 1-3 The gaming machine according to means 1-2, characterized in that the aforementioned specific performance is a selection performance in which one of a plurality of options is selected, and the favorable event is that at least one of the plurality of options shown when the predetermined event occurs changes to one that is advantageous to the player. This makes it easier to see that opportune events are advantageous to the player.
[0134] ·Means 2-1 A gaming machine characterized in that, during the conclusion period established when the advantageous state from the fulfillment of the start condition to the fulfillment of the end condition ends, if the profit obtained by the player during the advantageous state is equal to or greater than a predetermined threshold, a normal image including a profit element representing that profit is displayed, while if the profit obtained by the player during the advantageous state is less than the predetermined threshold, the normal image is not displayed and an alternative image is displayed. According to the above-mentioned gaming machine, if the player does not obtain a profit exceeding a threshold while in a favorable state, the normal image is not displayed and an alternative image is shown. Therefore, when the favorable state ends, the display showing the profit again prevents a decrease in the player's motivation to play (preventing the player from becoming discouraged).
[0135] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the advantageous state includes a special game state which ends when a losing spin that notifies that the result of the win / loss lottery is a loss is executed X times in a row after the start of the state, the end of the special game state is considered to be the fulfillment of the termination condition, and the ending period is a period set during the final losing spin which is the Xth losing spin after the start of the special game state. If the end of the special game state (the so-called ST state) is set as the end of the advantageous state, then the conclusion period should be set at the final losing spin of the special game state.
[0136] ·Means 2-3 The gaming machine according to means 2-1, characterized in that the alternative image is an image that is displayed only during the ending period when the player's profit obtained in the advantageous state is less than a predetermined threshold. Thus, it is conceivable to make the alternative image a "special image" that is displayed only when the profit does not reach a predetermined threshold. This would allow the display of the alternative image to function as a relief mechanism for players who may be discouraged by not reaching the profit threshold.
[0137] ·Means 2-4 The gaming machine according to any one of means 2-1 to 2-3, characterized in that the normal image includes an ending element indicating the end of the advantageous state, while the alternative image does not include the ending element. In this way, by ensuring that the alternative image does not contain the termination element, the termination of a favorable state will not be emphasized if the gain is less than the threshold.
[0138] ·Means 3-1 A gaming machine characterized by comprising: a display means having a display area; an operating means that can be operated by a player; and an effect execution means that performs a corresponding effect in which the operating means is displaced and an effect image including a corresponding part that moves in the direction in which the operating means is displaced is displayed in the display area. The corresponding effects that the above-mentioned gaming machine can perform are interesting in that the effect images (corresponding parts) appear as if the control mechanisms are moving.
[0139] ·Means 3-2 The gaming machine according to means 3-1, wherein the display means is capable of displaying a two-dimensional image that appears two-dimensional and a three-dimensional image that appears three-dimensional, and the corresponding part of the performance image is represented as the three-dimensional image, and the other parts are represented as the two-dimensional image. This makes the corresponding part appear to protrude forward, enhancing the effect that makes it seem as if you are moving an operating mechanism located outside the display area.
[0140] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that the aforementioned image is an image representing a predetermined character, and the corresponding part is a part representing the character's hand. This creates a visual effect where the character represented by the visual image appears to be moving the control device.
[0141] ·Means 4-1 A gaming machine capable of executing a specific step-up sequence in which the performance elements divided into multiple stages can change, wherein in each stage of the specific step-up sequence, a branching selection sequence is executed in which candidate images representing choices are displayed and one of them is selected, wherein in the N-stage branching selection sequence, the candidate images displayed are the current stage image corresponding to the Nth stage and one or more high-stage images corresponding to stages higher than the Nth stage, and if the current stage image is selected, the machine remains at the Nth stage, and if a high-stage image is selected, the machine moves to the stage corresponding to the selected high-stage image. The above-mentioned gaming machine is capable of performing a specific step-up animation that makes it easy to see whether or not a step-up has occurred.
[0142] ·Means 4-2 The gaming machine according to means 4-1, characterized in that, in the N-stage branch selection presentation, candidate images corresponding to stages lower than N are not displayed. This method clearly demonstrates that a step-down will not occur.
[0143] ·Means 4-3 The gaming machine according to means 4-2, characterized in that, in the N-stage branch selection presentation, one current-stage image and one higher-stage image corresponding to each of the stages higher than N are displayed, so that when a step-up of p stages occurs, the number of candidate images displayed in the branch selection presentation decreases by p. In this way, by making the number of candidate images displayed in the branching selection sequence decrease as the step-up progresses, a novel presentation style is created where the progress of the step-up is indicated by the decrease in the number of candidate images. [Explanation of Symbols]
[0144] 1. Gaming machine 10 Preparation images 11 Opportunity Images 15 Confidence Images 21 Normal Images 22 Alternative Images 30 Operating means 31 Push Buttons 32 Sword Device 35. Visual Effects (351. Applicable Areas, 352. Inapplicable Areas) 40 Candidate images (41 Current image 42 Higher-level image) 70 Reserved Symbols 80 Decorative patterns 91 Display device 911 Display area
Claims
1. A gaming machine capable of executing a specific step-up effect in which the performance elements, divided into multiple stages, can change, In the aforementioned specific step-up sequence, the current image corresponding to the current stage is displayed as a sequence element. The aforementioned specific step-up sequence is performed in which, at each stage, candidate images representing options are displayed as images different from the current image, and a branching selection sequence is executed in which one of these options is selected. In the branch selection presentation for the Nth stage, where the current image corresponding to the Nth stage is displayed, The candidate images displayed include a current-stage candidate image corresponding to stage N and one or more higher-stage candidate images corresponding to stages higher than stage N. If the aforementioned candidate image for the current stage is selected, the system remains at stage N and the current image corresponding to that stage N is displayed. If a high-level candidate image is selected, the system transitions to the stage corresponding to the selected high-level candidate image, and the current image at that stage is displayed. A gaming machine characterized by the following features.
2. The gaming machine according to claim 1, characterized in that, in the N-stage branch selection presentation, candidate images corresponding to stages lower than N are not displayed.
3. The gaming machine according to claim 2, characterized in that, in the N-stage branch selection presentation, one candidate image for the current stage and one candidate image for each of the higher stages are displayed, so that when a step-up of p stages occurs, the number of candidate images displayed in the branch selection presentation decreases by p.
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