Gaming machine

JP7923583B2Active Publication Date: 2026-09-18SANSEI R&D KK
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Patent Information

Application Number
JP2025104409
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-06-20
Publication Date
2026-09-18
Estimated Expiration
2042-06-20

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、リーチ演出に至るまでの流れを分かりやすくすることが可能である。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that makes it easy to understand a flow until reaching a ready-to-win performance.SOLUTION: A game machine comprises: display means having a display area where multiple kinds of decorative symbols are displayed; specific ready-to-win performance execution means for executing a specific ready-to-win performance in which two decorative symbols of the same kind are displayed as ready-to-win symbols in different locations in the display area; and introduction performance execution means for executing an introduction performance in which two or more kinds of candidate symbols, which are at least some of the multiple kinds of decorative symbols that have the potential to become the ready-to-win symbol, are sequentially displayed one by one, prior to the specific ready-to-win performance. A decorative symbol different from any one of the two or more kinds of candidate symbols shown in the introduction performance may be the ready-to-win symbol. The probability that any one of the two or more kinds of candidate symbols shown in the introduction performance is the ready-to-win performance is higher than the probability that a decorative symbol different from any one of the two or more kinds of candidate symbols shown in the introduction performance is the ready-to-win performance.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background Art]

[0002] As an effect that allows players to anticipate that a winning / losing lottery result will be a win, gaming machines that execute a ready-to-win effect are known (see, for example, Patent Document 1 below). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2021-166650 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that makes it possible to clarify the flow of progression leading to a ready-to-win effect. [Means for Solving the Problem]

[0005] The present invention, made to solve the above problems, comprises: a display means having a display area on which multiple types of decorative symbols are displayed; a specific reach effect execution means that executes a specific reach effect on which two of the same decorative symbols are displayed as reach symbols in different locations on the display area; and an introduction effect execution means that executes an introduction effect that, prior to the specific reach effect, sequentially shows two or more candidate symbols, which are at least some of the multiple types of decorative symbols that have the potential to become reach symbols, one by one, wherein the reach symbol may be a decorative symbol that is different from any of the two or more candidate symbols shown in the introduction effect, and the probability that any of the two or more candidate symbols shown in the introduction effect will be a reach symbol is higher than the probability that a decorative symbol that is different from any of the two or more candidate symbols shown in the introduction effect will be a reach symbol. [Effects of the Invention]

[0006] According to the present invention, it is possible to make the process leading up to the reach animation easier to understand. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram illustrating the appearance of decorative patterns during a specific mode. [Figure 5] This is a diagram to explain the introductory presentation. [Figure 6] This is a diagram to explain branching sequences. [Figure 7] This is a diagram to explain specific reach animations. [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] It is a diagram (part 1) for explaining specific examples 1-3. [Figure 11] It is a diagram (part 2) for explaining specific examples 1-3. [Figure 12] It is a diagram for explaining image effect production. [Figure 13] It is a diagram for explaining a completed image formed when the image effect production results in a successful outcome, and a specific operation effect production executed thereafter. [Figure 14] This is a reference example given as a comparison for explaining the operation of image effect production. [Figure 15] It is a diagram (part 1) for explaining specific example 2-1. [Figure 16] It is a diagram (part 2) for explaining specific example 2-1. [Figure 17] It is a diagram (part 1) for explaining specific example 2-2. [Figure 18] It is a diagram (part 2) for explaining specific example 2-2. [Figure 19] It is a diagram (part 1) for explaining specific example 2-3. [Figure 20] It is a diagram (part 2) for explaining specific example 2-3. [Figure 21] It is a diagram for explaining specific example 2-4. [Figure 22] It is a diagram for explaining specific example 2-5. [Figure 23] It is a diagram for explaining specific example 2-6. MODE FOR CARRYING OUT THE INVENTION

[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise explicitly stated, the following description is based on the premise that the player plays a game as instructed (the player plays a normal game without performing any special game). Furthermore, when it is stated that "a game ball enters (wins a prize in) XX", this strictly means that a sensor provided in XX has detected the entered game ball.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding a game ball launched by operating the launching device 908 (launch handle) to the game area 902 is provided in a substantially arc shape.

[0010] In the game area 902, there are provided a display device 91 which is a main display device, a starting area 904, a large winning area 906, an out port 907, and the like. A display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. Further, the game area 902 is provided with a plurality of game nails as obstacles that change the flow-down mode of game balls when the flowing-down game balls collide therewith. Game balls flowing down the game area 902 change in various modes depending on the conditions when they collide with the game nails.

[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a winning area such as the starting area 904 or the large winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0012] Descriptions of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing game balls, are omitted. For these components, those having the same structure as known gaming machines can be applied.

[0013] The jackpot lottery is performed by a win / loss lottery means provided on a control board (control circuit) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / loss lottery information) is obtained from a random number source, and if this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. Hereinafter, the win / loss lottery based on the first win / loss lottery information obtained when a game ball enters the first starting area 904a may be referred to as the first win / loss lottery (Special Figure 1 lottery), and the win / loss lottery based on the second win / loss lottery information obtained when a game ball enters the second starting area 904b may be referred to as the second win / loss lottery (Special Figure 2 lottery).

[0014] In this embodiment, notification of the winning or losing lottery results begins in the order in which the numerical values ​​are acquired. However, if there is still winning or losing lottery information for which notification of the winning or losing results has not yet been completed, the newly acquired winning or losing lottery information is stored as pending information (more precisely, pre-change pending information, which will be described later) in a storage means provided on a control board (not shown).

[0015] In this embodiment, the reserved symbols 70 include a reserved symbol 71 that corresponds to a winning / losing lottery information (hereinafter sometimes referred to as "reserved information during reel spinning") where the reel spinning animation that notifies the winning / losing result (the animation from the start of the reel spinning of the decorative symbols 80 (group of decorative symbols 80g) until it completely stops with a combination indicating the winning / losing result, so-called animation for one reel spin; hereinafter sometimes simply referred to as "reel spinning") has started, but the notification of the winning / losing result has not been completed, and a reserved symbol 72 that corresponds to a reserved symbol before reel spinning where the reel spinning animation that notifies the winning / losing result has not started (hereinafter sometimes referred to as "reserved information before reel spinning") (see Figure 2). Note that the reserved information during reel spinning (reserved symbol 71 during reel spinning) is not strictly included in the concept of "reserved," but since it is generally referred to as "the reserved information during reel spinning," etc., in this embodiment it is defined as being included in the concept of "reserved." In this embodiment, the reserve symbol 71 during the reel spin is displayed larger than the reserve symbol 72 before the reel spin, but the basic form of both is the same. The basic forms of the reserve symbol 71 during the reel spin and the reserve symbol 72 before the reel spin may be completely different. Alternatively, the reserve symbol 71 during the reel spin may not be displayed at all. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called reserve "consumption order") is faster for those located to the right.

[0016] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 72, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).

[0017] If both the first pre-reset information and the second pre-reset information are stored in the memory means, the win / loss lottery result based on the second pre-reset information (second win / loss lottery information) is reported preferentially. In other words, the gaming machine 1 according to this embodiment prioritizes the consumption of special feature 2.

[0018] In this embodiment, similar to known gaming machines, the result of the draw is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begins to move, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply referred to as "stopped," it means completely stopped, and so-called pseudo-stopped states (states that appear to the player as stopped but are slightly shaking, etc.) are excluded). If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) becomes a predetermined winning combination (in this embodiment, three of the same type of decorative symbol 80). If it is a losing combination, it will be any other losing combination (a combination other than the winning combination). In this embodiment, each decorative pattern 80 contains one of the numbers from "1" to "7". Decorative patterns 80 with the same number are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).

[0019] In this embodiment, when a winning combination of decorative symbols 80 containing odd numbers (decorative symbols 80 of "1", "3", "5", and "7") is displayed as a confirmed win (meaning the combination is shown when the reel stops moving), it is confirmed to be a special jackpot, as will be described in detail later. On the other hand, when a winning combination of decorative symbols 80 containing even numbers (decorative symbols 80 of "2", "4", and "6") is displayed as a confirmed win, it is not confirmed to be a special jackpot, and it may be a regular jackpot, as will be described in detail later. Specifically, if a winning combination of decorative symbols 80 containing even numbers is displayed, there is a possibility that an upgrade animation will occur during the subsequent jackpot game to announce that the jackpot won was a special jackpot, and if this upgrade animation does not occur, it is confirmed to be a regular jackpot. This type of upgrade animation is well known, and its content can be anything, so an explanation will be omitted. Since a special jackpot is more valuable to a player than a regular jackpot, it can be said that a winning combination of 80 decorative symbols including an odd number (a guaranteed special jackpot) is more advantageous to the player than a winning combination of 80 decorative symbols including an even number (there is a possibility of a regular jackpot).

[0020] 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.

[0021] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is the state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, in the special game state, the game ball should be launched aiming at the second starting area 904b. In this embodiment, the state is one in which so-called "right-handed shooting" should be performed. Therefore, the special game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The special game state is a state in which it is easy to win the lottery to open the second start area 904b, which is triggered when a game ball enters the normal start area 905, so the game ball enters the second start area 904b relatively easily.

[0022] In this embodiment, there are two types of jackpots: a regular jackpot and a special jackpot. A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game ends. A special jackpot is a jackpot that transitions to the special game state after the jackpot game ends. A jackpot obtained by winning the first win / fail lottery is either a regular jackpot or a special jackpot. A jackpot obtained by winning the second win / fail lottery is a special jackpot. Except in special cases, such as winning a lottery based on the reserved information stored in the memory means immediately after transitioning to a new game state (the so-called lottery for remaining reserved items), the regular game state is a game state that aims to win the first win / fail lottery, so a jackpot obtained in the regular game state is either a regular jackpot or a special jackpot. The special game state is a game state that aims to win the second win / fail lottery, so a jackpot obtained in the special game state is a special jackpot.

[0023] The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game returns to the normal game state. If a big win (special big win) is obtained before the predetermined number of consecutive losses occur after returning to the special game state, the game returns to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning the second winning / losing lottery before the predetermined number of consecutive losses occur after returning 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 so-called V probability variation machine.

[0024] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.

[0025] 2) Specific reach effects and introductory effects 2-1) Specific Mode The gaming machine 1 according to this embodiment has multiple performance modes (statuses that govern the style of performance during reel spins) that may be set in the normal game state. One of these performance modes is a specific mode. Although not shown in the figures, whether or not the game is in a specific mode can be determined by the background image displayed as the background of the decorative symbols 80. That is, when the game is in a specific mode, a special background image that is not displayed unless the game is in a specific mode is displayed. As performances that constitute the performance during reel spins (one spin) when the specific mode is set, a specific reach performance and an introductory performance, which will be described in detail below, may occur. The outcome of the specific reach performance may indicate that the win / loss lottery result corresponding to the performance during reel spins (hereinafter sometimes referred to as the target win / loss lottery result) is a jackpot. It should be noted that the specific reach performance and the introductory performance may occur even when such a specific mode is set. Furthermore, the specific reach performance and the introductory performance may occur in a special game state.

[0026] 2-2) Decorative patterns during specific modes During a specific mode, the decorative symbol 80 is configured as follows. In this embodiment, the decorative symbol 80 is configured as follows only during a specific mode (configured as a configuration exclusive to the specific mode), but the decorative symbol 80 may be configured as follows regardless of whether or not a specific mode is in operation. Although not shown in the figures, during the variation animation in a specific mode, symbols other than the decorative symbol 80 (configured as a configuration exclusive to the specific mode) may be displayed in a variation to indicate that the symbols are still changing (that the variation has not yet finished).

[0027] Each decorative pattern 80 includes a main part and a sub-part s attached to the main element part 80m (see Figure 4). The main element part 80m indicates the type of pattern. As described above, in this embodiment, the similarity or similarity of the types of decorative patterns 80 is determined based on the similarity or similarity of the numbers, so the main element part 80m is the part that includes the numbers. The sub-part s is the part that represents the character. The same type of character is attached to decorative patterns 80 of the same type, and different types of decorative patterns 80 are attached to different types of characters. In this embodiment, the sub-part s of decorative pattern 80 "1" is character A, the sub-part s of decorative pattern 80 "2" is character B, the sub-part s of decorative pattern 80 "3" is character C... the sub-part s of decorative pattern 80 "7" is character G. In each drawing, the various characters are represented by letters. Furthermore, the appearance of the various characters may be changed to the extent that the player can understand that they represent the same type of character. As will be described later, these characters may become enemy characters in specific reach sequences.

[0028] 2-3) Opening sequence An introductory sequence occurs before a specific reach sequence takes place. The introductory sequence is a sequence in which decorative symbols 80 that have the potential to become reach symbols in the specific reach sequence are shown one by one as candidate symbols (introduced to the player). In this embodiment, a reach is defined as the left decorative symbol 80L and the right decorative symbol 80R being of the same type, and when a reach is established, the left decorative symbol 80L (a decorative symbol 80 selected from the left decorative symbol group 80gL) and the right decorative symbol 80R (a decorative symbol 80 selected from the right decorative symbol group 80gR) are designated as reach symbols. In the introductory sequence, decorative symbols 80 that have the potential to become reach symbols in the specific reach sequence are shown in order in the center of the display area 911 (between the positions where reach symbols are displayed when a reach is established) (see Figure 5). In this embodiment, all decorative symbols 80 (all of the decorative symbols 80 from "1" to "7") have the potential to become reach symbols in the specific reach sequence. Therefore, all the decorative patterns 80 are shown in order. In this embodiment, the decorative patterns 80 are shown in order starting with "1" (see Figures 5(a) and 5(b)), and the introductory performance ends when the decorative pattern 80 "7" is shown (see Figure 5(c)).

[0029] In the introductory sequence, the decorative symbols 80 are shown in order, along with the names representing the sub-elements s of each symbol 80 (hereinafter referred to as name images 10). Specifically, when the "1" symbol 80 is introduced, a name image 10 representing the name of the sub-element s, "Character A" (the name "○○ Knight" (see Figure 5(a))) is displayed; when the "2" symbol 80 is introduced, a name image 10 representing the name of the sub-element s, "Character B" (the name "×× Satan" (see Figure 5(b))) is displayed; and when the "7" symbol 80 is introduced, a name image 10 representing the name of the sub-element s, "Character G" (the name "□□ King" (see Figure 5(c))) is displayed along with each symbol 80. Such name images 10 are not present in the normal state of the decorative symbols 80 (the decorative symbols 80 when the introductory sequence is not being performed) (see Figure 4). Therefore, the introductory sequence can be said to be a sequence that specifically reveals the names of characters that cannot be identified by simply looking at the regular decorative patterns 80.

[0030] After all decorative symbols 80 (candidate symbols) are displayed (after the last decorative symbol 80 of "7" is displayed together with the name of character G), a branch effect is performed to determine whether or not a ready hand is established with any of the decorative symbols 80 (candidate symbols). Any specific mode of the branch effect may be employed. In the present embodiment, a certain type of decorative symbol 80 (candidate symbol) stops or pseudo-stops as the left decorative symbol 80L (see FIG. 6(a)), and whether a decorative symbol 80 of the same type as said decorative symbol 80 stops or pseudo-stops as the right decorative symbol 80R is performed as the branch effect. When a successful outcome (see FIG. 6(b-1)), in which the same type of decorative symbol 80 stops or pseudo-stops as the right decorative symbol 80R, is reached, a ready hand is established, and a specific ready-hand effect is executed. When a failed outcome (see FIG. 6(b-2)), in which the same type of decorative symbol 80 does not stop or pseudo-stop as the right decorative symbol 80R, is reached, a ready hand is not established, and the specific ready-hand effect is not executed. In the present embodiment, when a failed outcome is reached, a losing combination is displayed as-is, and it is notified that the target win / loss lottery result is a loss (the variation ends) (see FIG. 6(c)). That is, when the branch effect reaches a successful outcome, the possibility that the target win / loss lottery result is a jackpot remains. Unlike the present embodiment, when an introduction effect occurs, a configuration may be adopted in which a ready hand is always established with one of the decorative symbols 80 (a failed outcome never occurs). That is, when an introduction effect occurs, a configuration may be adopted in which a specific ready-hand effect occurs without exception.

[0031] 2-4) Specific Ready-Hand Effect A specific reach animation is an animation that leads to an outcome corresponding to the result of the target win / loss lottery. Therefore, the player can understand the result of the target win / loss lottery by the outcome of the specific reach animation. In this embodiment, the specific reach animation is a battle animation in which the player's character (ally character) fights against an enemy character (enemy character) (see Figure 7(b)). The battle animation leads to a victory ending in which the ally character wins (see Figure 7(c-1)) or a defeat ending in which the ally character loses (see Figure 7(c-2)). The victory ending includes a so-called reversal pattern in which it appears to have reached a defeat ending but is then reversed. If a victory ending is reached, a winning combination indicating that the target win / loss lottery result is a jackpot is displayed and the animation ends. If a defeat ending is reached, a losing combination (a combination indicating a missed reach) indicating that the target win / loss lottery result is a loss is displayed and the animation ends.

[0032] Here, the enemy character that appears in a specific reach animation is the character represented by the sub-element s of the decorative symbol 80 that has been designated as the reach symbol. For example, if the decorative symbol 80 with the number "2" is designated as the reach symbol (see Figure 7(a)), a battle animation (see Figure 7(b)) is performed in which the enemy character confronting the ally character is character B. In this embodiment, an image showing the name of the enemy character is displayed (see Figure 7(b)). This name matches the name image 10 (the name "XX Satan" (see Figure 5(b))) that was displayed when the decorative symbol 80 that ultimately became the reach symbol was introduced in the introductory animation.

[0033] In this embodiment, the probability that a specific reach animation leads to a winning outcome (= the reliability of the target win / loss lottery result (jackpot)) is set to differ depending on the type of enemy character. Therefore, which decorative symbol 80 is selected as the reach symbol is important to the player. It is possible to set all seven types of characters to have different reliability levels from each other, or to set two or more of the seven types to have the same reliability level.

[0034] Furthermore, in this embodiment, after a battle between an ally character and an enemy character has begun, the decorative symbol 80 displayed as a reach symbol does not include the sub-element part s (see upper left of Figure 7(b)). In this embodiment, the reach state is indicated only by the main element part 80m (number). Since the sub-element part s of the decorative symbol 80 that has become a reach symbol is appearing in the battle, the sub-element part s is removed from the decorative symbol 80 to prevent confusion (to prevent a state in which a character of the same type as the character appearing in the battle is displayed separately).

[0035] Although not shown in the diagram, unlike the above configuration, the character represented by the sub-element s of the decorative symbol 80 designated as a reach symbol may be set to be an ally character instead of an enemy character. In other words, the type of ally character in a specific reach animation may change depending on the reach symbol. For example, if the decorative symbol 80 with the number "3" is designated as a reach symbol, a battle animation in which character C confronts an enemy character will be performed. Even with such a configuration, the probability of a specific reach animation reaching a winning outcome (= the reliability of the target win / loss lottery result (jackpot)) should differ depending on the type of ally character. This makes it important for the player which decorative symbol 80 is selected as the reach symbol.

[0036] Thus, in this embodiment, the gaming machine 1 performs an introductory sequence in which two or more decorative symbols 80 (candidate symbols) that have the potential to become winning symbols are shown (introduced) in order before a specific winning sequence is performed, making the flow leading up to the specific winning sequence easy to understand.

[0037] In particular, in this embodiment, the name of the character represented by the sub-element part s (name image 10) is also displayed during the introductory animation, so the name of the character of each decorative symbol 80 (candidate symbol) that could become a reach symbol can be grasped from the introductory animation. The character of the decorative symbol 80 that has been designated as a reach symbol will appear in a specific reach animation, so the introductory animation can also be said to be an animation that introduces the characters that will appear in the future.

[0038] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific reach and introduction sequences. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.

[0039] 〇Specific Example 1-1 Although the specific reach animation in the above embodiment is described as a battle animation, the specific reach animation may also be configured to execute an animation other than a battle animation. The specific reach animation should have an ending that indicates a favorable situation for the player if the target win / loss lottery result is a jackpot, and an ending that indicates an unfavorable situation for the player if it is a loss, and the type of animation should differ depending on the decorative symbol 80 designated as the reach symbol. For example, the animation may have a character (sub-element s) of the decorative symbol 80 designated as the reach symbol (see Figure 8(a)) that takes action (challenges) toward a certain target (see Figure 8(b)), and if the target win / loss lottery result is a jackpot, it may have an ending that indicates success (see Figure 8(c-1)), and if it is a loss, it may have an ending that indicates failure (see Figure 8(c-2)). Furthermore, even when using the method shown in this example, the names of the characters that appear can be displayed using the names shown in the introductory animation using name image 10 (see Figure 8(b) (where "△△ Man" is displayed as the name of character E)).

[0040] 〇Specific Examples 1-2 The introductory sequence involves showing (introducing) each of the 80 decorative symbols (candidate symbols) that have the potential to become a winning symbol, but the manner of introduction will differ depending on the type of decorative symbol 80. Specifically, the manner of introduction will differ depending on the reliability of the symbol if it becomes a winning symbol.

[0041] For example, if the decorative symbol 80 of "7" is designated as a reach symbol (when character G appears in a specific reach animation), the probability of a big win is higher (the probability of the specific reach animation reaching a winning outcome is higher) than if any other type of decorative symbol 80 is designated as a reach symbol (when any of characters A to F appear in a specific reach animation). Based on this premise, in the introductory animation, when the decorative symbol 80 of "7" is shown, the name image 10 of character G will be in "red letters" (see Figure 9(b)), and when any other decorative symbol 80 is shown, the name image 10 of characters A to F will be in "black letters" (see Figure 9(a)). In other words, the appearance of the name image 10 will differ between the former and the latter. Note that the difference in the appearance of the name image 10 referred to here excludes differences in the name itself that the name image 10 represents (differences that inevitably arise due to differences in the names (letters) that are expressed). This refers to differences expressed by "color", "size", "font", etc. as described above.

[0042] By doing this, players can sense that the "7" decorative symbol 80 is different from the other decorative symbols 80 even before the winning symbols are determined, making the entire sequence of events, from the introductory sequence to the specific winning sequence, easier to understand.

[0043] Furthermore, the presentation style may differ depending on the appearance of a part other than the name image 10. However, since the parts other than the name image 10 are inherently elements of the decorative pattern 80 (main element part 80m, sub-element part s) (elements that the normal decorative pattern 80 (see Figure 4) has), expressing that the presentation style differs depending on the parts other than the name image 10 is inferior from the standpoint of clarity. In other words, as in this example, expressing that there is a difference in the presentation style depending on the appearance of the name image 10, which is an element that is not present in the normal decorative pattern 80 (an image unique to the introductory presentation) makes it easier for players to notice the difference in the presentation style.

[0044] Specific Examples 1-3 In the above embodiment, it was explained that all types of decorative patterns 80 are shown (introduced) as candidate patterns in the introductory sequence. However, it is also possible that only a portion (two or more) of all types of decorative patterns 80 are shown. For example, decorative patterns 80 in which the number of the main element part 80m is "odd" may not be shown as candidate patterns in the introductory sequence, while decorative patterns 80 in which the number of the main element part 80m is "even" may be shown as candidate patterns (see Figure 10). (The opposite setting is also possible, i.e., decorative patterns 80 in which the number of the main element part 80m is "even" may not be shown as candidate patterns in the introductory sequence, while decorative patterns 80 in which the number of the main element part 80m is "odd" may be shown as candidate patterns.) Furthermore, the type (pattern) of decorative patterns 80 shown as candidate patterns may change each time the introductory sequence is performed. In this configuration, the relationship (rule) between the candidate symbols (symbols introduced in the introductory sequence) and the specific reach sequence (reach symbols) could be set as follows, for example.

[0045] (i) Specific example 1-3-1 (See Figure 11(a) "Reach symbol limited setting") The decorative symbols 80 that were not shown (introduced) as candidate symbols in the introductory sequence will not be used as winning symbols. In other words, in the specific winning sequences that occur after the introductory sequence, one of the decorative symbols 80 shown as candidate symbols will be used as the winning symbol, and decorative symbols 80 that were not shown as candidate symbols will not be used as winning symbols. In this way, the introductory sequence will function as a sequence that introduces symbols that can become winning symbols and does not introduce any other symbols.

[0046] (b) Specific example 1-3-2 (See Figure 11(b) "Settings indicating the probability of selecting a reach symbol") Unlike the example 1-3-1 above, decorative symbols 80 that were not shown (not introduced) as candidate symbols in the introductory sequence can still become winning symbols. However, decorative symbols 80 shown as candidate symbols in the introductory sequence have a higher probability of becoming winning symbols than decorative symbols 80 that were not shown as candidate symbols. In other words, the introductory sequence will introduce decorative symbols 80 that are likely to become winning symbols in advance.

[0047] (h) Specific example 1-3-3 (See Figure 11(c) "High-reliability pattern suggestion setting") Unlike the example 1-3-1 above, decorative symbol 80 that was not shown (not introduced) as a candidate symbol in the introductory sequence can still become a winning symbol. Based on this, the probability of a specific winning sequence reaching a winning outcome is higher (higher jackpot reliability) when decorative symbol 80 shown as a candidate symbol in the introductory sequence becomes a winning symbol, compared to when decorative symbol 80 that was not shown as a candidate symbol in the introductory sequence becomes a winning symbol. In this way, the introductory sequence functions as a sequence that introduces decorative symbol 80, which will have high reliability if selected as a winning symbol, in advance.

[0048] (ii) Specific example 1-3-4 (See Figure 11(d) "High reliability setting for non-introduced symbols") The settings will be the opposite of the above example 1-3-3. That is, the probability of a specific reach sequence resulting in a win is higher (higher jackpot reliability) when a decorative symbol 80 that was not shown as a candidate symbol in the introductory sequence becomes the reach symbol, compared to when a decorative symbol 80 shown as a candidate symbol in the introductory sequence becomes the reach symbol. The introductory sequence introduces some of the decorative symbols 80 and not others, giving the impression that the sequence is based on the decorative symbols 80 that were introduced. Conversely, by making the probability of a reach occurring with a decorative symbol 80 that was not introduced higher, a gameplay element is created where the unexpected situation for the player is considered a chance-up. If a reach occurs with a decorative symbol 80 that was not introduced, the setting may be such that the result of the target win / loss lottery is guaranteed to be a jackpot. Furthermore, in cases like this example, as explained in specific example 1-3-2 above, it is preferable that the decorative symbol 80 shown as a candidate symbol in the introductory sequence has a higher probability of being a winning symbol than the decorative symbol 80 that was not shown as a candidate symbol (the introduced decorative symbol 80 being the winning symbol is the default, and any deviation from this is considered a "chance up").

[0049] 3) Image presentation 3-1) Specific operation effects The gaming machine 1 according to this embodiment may perform an operation animation that prompts the player to operate a push button 61 (a button for performance), which is a type of operating means 60. Before the occurrence of the operation animation, an image animation, which will be described in detail below, may occur. Hereinafter, the operation animation that occurs after the image animation may be referred to as a specific operation animation. The specific operation animation and the image animation may be performed as animations that constitute the in-game animation, or they may be performed when the in-game animation is not being performed, such as during a jackpot game. In this embodiment, the image animation and the specific operation animation may occur as animations that constitute the in-game animation. The win / loss lottery result corresponding to the in-game animation in which the image animation occurs may be referred to as the target win / loss lottery result. For the sake of clarity, the illustration of decorative symbols 80 and reserved symbols is omitted in the drawings that explain the image animation and the specific operation animation.

[0050] The specific operation sequence (see Figure 13) is executed immediately following the image sequence (see Figure 12) if it reaches a successful outcome. It is not executed if the image sequence does not reach a successful outcome (i.e., it reaches a failure outcome). In other words, the image sequence can be said to be a branching sequence that determines whether or not the specific operation sequence is executed. In the specific operation sequence, the completed image 25 displayed when the image sequence reaches a successful outcome prompts the user to operate the push button 61.

[0051] 3-2) Split image In the image presentation, multiple segmented images 21 (unit images) are displayed in the display area 911. A successful outcome is defined as the state in which N segments 21 (where N is 2 or more) are displayed to form the completed image 25 described later, while a failure outcome is defined as the state in which the completed image 25 is not formed. In other words, whether or not the completed image 25 is formed is the branching point for whether or not a successful outcome occurs (whether or not a specific operation presentation is executed). In this embodiment, N=3.

[0052] Each of the divided images 21 includes a common element 211 and a separate element 212 that is different from the common element 211 (see Figure 12). The common element 211 is an image component that is common (the same) to each of the divided images 21. In this embodiment, the common element 211 represents the entire push button 61. In other words, from the player's perspective, each of the divided images 21 appears to have one push button 61. However, there may be slight differences in the common element 211 of each of the divided images 21 within the range that can be perceived as identical by the player (within the range that can be understood as representing one push button 61).

[0053] The separate elements 212 are image components that differ from each other in each divided image 21 (appearing to the player to represent different objects). In this embodiment, the push button 61 is divided into three (N) sections, and these divisions constitute the separate elements 212 of each divided image 21. Specifically, the image components representing the left, central, and right portions of the push button 61 constitute the separate elements 212 of each divided image 21 (see Figure 12). In other words, the combination of the separate elements 212 contained in each of the divided images 21 represents a single push button 61. In the following description, the divided image 21 containing the separate element 212 representing the left portion of the push button 61 may be referred to as the left divided image 21L, the divided image 21 containing the separate element 212 representing the central portion of the push button 61 may be referred to as the middle divided image 21C, and the divided image 21 containing the separate element 212 representing the right portion of the push button 61 may be referred to as the right divided image 21R. As described above, the common element 211 of each divided element also represents a single push button 61. Therefore, the combination of the other elements 212 contained in each of the divided images 21 can be said to represent the same object (push button) as the common element 211 contained in one divided image 21 (a single divided image 21).

[0054] 3-3) Transition from image-based effects to specific operation-based effects In this embodiment, the image presentation proceeds regardless of the outcome (success or failure), until the two divided images 21 are displayed. Specifically, the left divided image 21L is displayed first on the left side of the display area 911 (see Figure 12(a)), and then the right divided image 21R is displayed on the right side of the display area 911 (see Figure 12(b)). After this, a tease occurs to determine whether the middle divided image 21C will be displayed at a predetermined position between the left divided image 21L and the right divided image 21R (see Figure 12(c)). In this embodiment, the middle divided image 21C moves from the top to the bottom of the display area 911, and a tease occurs to determine whether it will stop at a predetermined position where the common elements 211 of each divided image 21 are aligned in a horizontal line. If the outcome is a success, the middle divided image 21C stops at the predetermined position (see Figure 12(d-1)). If the outcome is unsuccessful, the segmented image 21C does not stop at the predetermined position, but moves outside the display area 911 and appears to disappear (see Figure 12(d-2)). Note that this form of teasing is merely an example. Any form that suggests to the player that the segmented image 21C may be displayed at the predetermined position (the completed image 25 may be constructed) is acceptable. Also, the fact that the outcome depends on whether the segmented image 21C is displayed last is merely an example. In other words, the display order of the segmented images 21 can be changed as appropriate (the display order may change with each image animation). If the outcome is unsuccessful, the image animation ends and the specific operation animation is not executed. In this embodiment, the player is informed that the target win / loss lottery result is a loss (unsuccessful outcome = confirmed loss). On the other hand, if the outcome is successful, there is a possibility that the target win / loss lottery result is a jackpot. From this, it can be said that the successful outcome is more advantageous to the player than the unsuccessful outcome.

[0055] If a successful outcome is reached, the separate elements 212 contained in each of the three divided images 21 are combined (merged) to form a completed image 25 (see Figure 13(a)). As described above, the separate elements 212 of each divided image 21 represent the left part, the central part, and the right part of the push button 61, respectively, so the completed image 25 formed by combining these represents a single push button 61. In other words, the completed image 25 represents the same object as the common element 211 contained in each individual divided image 21. Note that "representing the same object" here does not require that the completed image 25 formed by combining the separate elements 212 and the common element 211 be exactly the same. The two may differ in appearance to the extent that the player can intuitively understand that they represent the same object. Also, although the "object" in this embodiment is a tangible object, a button, it may also be an intangible object (concept) such as a visual effect.

[0056] In this embodiment, when the completed image 25 is formed, the common elements 211 included in the individual divided images 21 are deleted (see Figure 13(a)). That is, when the three divided images 21 are displayed, three push buttons 61, which are the common elements 211, are displayed. When the completed image 25 is formed, the push buttons 61, which are the common elements 211, are deleted (leaving only the push buttons 61 represented by the completed image 25).

[0057] Subsequently, a specific operation animation is performed. Specifically, a completed image 25 composed of image animations is used to prompt the user to operate the push button 61 represented by the completed image 25 (see Figure 13(b)). The specific form of the specific operation animation may be anything. In this embodiment, the result of the specific operation animation is shown when the push button 61 is operated once during the operation validity period. The result may indicate the probability of winning the target lottery (see Figure 13(c)), or it may show the target lottery result itself (a configuration in which the specific operation animation is performed at the branching point immediately before the win / loss result is determined) (not shown).

[0058] Thus, in this image presentation, the branching point for transitioning to a specific operation presentation is whether or not a completed image 25 representing a single push button 61 is formed by combining the separate elements 212 contained in N divided images 21. However, since the separate elements 212 of the divided images 21 represent a part of the push button 61, it is difficult to understand what they represent just by looking at each one (for example, in the presentation mode shown in Figure 14, it is difficult to see that they represent a part of the push button). However, in this embodiment, it is easy to grasp that the common element 211 contained in each of the divided images 21 represents a single push button 61, so the common element 211 gives the impression that the image presentation is a presentation in which a push button 61 may be formed in the future. In other words, the "goal" of the image presentation becomes easier to understand through the action of the common element 211.

[0059] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0060] 〇Specific Example 2-1 In the above embodiment, it was explained that a completed image 25 is formed by combining the other elements 212 of N divided images 21, and that the object represented by the completed image 25 is the same as the object represented by the common element 211 (push button 61). However, the objects formed by the other elements 212 are not limited to images (completed image 25).

[0061] Each divided image 21 contains one or more characters as its separate element 212. For example, the separate element 212 of the left divided image 21L is the character "ボ", the separate element 212 of the middle divided image 21C is the character "タ", and the separate element 212 of the right divided image 21R is the character "ン" (see Figure 15). The common element 211 contained in each divided image 21 represents a single push button 61, as in the above embodiment. In this way, if the image presentation reaches a successful conclusion, a string of characters will be formed by combining the separate elements 212 contained in each of the three divided images 21. In the above example, a string of characters that can be read from left to right will be formed (see Figure 15(d-1)). This string of characters represents the same "button" (push button 61) as the common element 211 contained in a single divided image 21. Thus, the other elements 212 contained in each segmented image 21 can also be considered as characters that constitute part of the "name" of the common element 211.

[0062] Furthermore, when an image presentation is constructed using a string of characters, as in this example, it can be used as a specific action presentation that utilizes that string of characters. That is, since the string of characters "Button" is constructed as described above, the specific action presentation can be one that uses the string of characters "Button" to display the message "Press the button!" (See Figure 16(b)).

[0063] Furthermore, the specific operation animation can also be an animation that prompts the user to perform an operation using the common element 211. Since each of the common element 211 represents a single push button 61, a change occurs in which they combine (are combined) (see Figure 16(a)), and this is used to create a specific operation animation that prompts the user to perform an operation on the push button 61 (see Figure 16(b)). Note that even when the image animation is such that the completed image 25 is constructed as in the above embodiment, it is also possible to configure the system to make an operation request using such common element 211.

[0064] 〇Specific Example 2-2 Although the image presentation in the above embodiment was explained as suggesting the occurrence of an operation presentation (specific operation presentation), it can also be used to suggest other presentations. For example, by using an image presentation that displays a segmented image 21 as shown below, it can be used to suggest the occurrence of a battle presentation in which the player's character and the enemy character fight.

[0065] Each divided image 21 shall contain the letters "VS" (abbreviation for versus) as a common element 211. Furthermore, the left divided image 21L shall contain the letter "Ba" as a separate element 212, the middle divided image 21C shall contain the letter "To" as a separate element 212, and the right divided image 21R shall contain the letter "Ru" as a separate element 212 (see Figure 17). If the image presentation reaches a successful conclusion, the string "Battle" will be formed by the separate element 212 (see Figure 17(d-1)), and the presentation will transition to the battle (see Figure 18). In addition, since the common element 211 "VS" can be understood as representing "Battle" (fight), it can be understood that the occurrence of "Battle" is suggested from only one divided image 21 (one common element 211).

[0066] In this example, it is advisable to use the string "Battle," which is formed by combining the other elements 212 of each segmented image 21, to indicate that the battle sequence is being executed. For example, it would be good to display "Battle Start" (see Figure 18(b)).

[0067] Furthermore, the common element 211 should be used to indicate the execution of a battle sequence. Since each of the common elements 211 represents the letters "VS", a change occurs in which they combine (are combined) (see Figure 18(a)), and this is used to create a battle sequence that indicates that a battle is taking place between the player's character and the enemy character (see Figure 18(b)).

[0068] Specific Examples 2-3 As shown in the specific example 2-2 above, the configuration may allow a battle sequence to occur after the image sequence, and the image sequence may also hint at the characters that will appear in the battle sequence. For example, each divided image 21 may include a separate element 212 representing a segmented version of the enemy character that appears in the battle sequence, and each divided image 21 may include a common element 211 representing the name of the enemy character (in the example of Figure 19, the name is "Boss") (see Figure 19). If a successful outcome is reached, an image of the enemy character (final image 25) is constructed by combining the separate elements 212 of each divided image 21 (see Figure 20(a)).

[0069] In this example, it is preferable to use an image of an enemy character (final image 25) formed by combining the other elements 212 of each segmented image 21 to indicate the execution of the battle sequence. In other words, it is preferable to display to the player that the character appearing in the battle sequence (the character to be defeated) is the character represented by the final image 25 (see Figure 20(b)).

[0070] Furthermore, the common element 211 should be used to indicate the name of the character appearing in the battle sequence. Each of the common elements 211 represents the word "boss," which is the name of the character appearing in the battle sequence (the character to be defeated). These elements combine (are combined) to form a single transformation (see Figure 20(a)), which is then used to indicate that the character appearing is named "boss" (see Figure 20(b)).

[0071] Specific Example 2-4 The characteristics of the common element 211 suggest that the probability of the target winning or losing lottery result being a jackpot is indicated. For example, the characteristics of the common element 211 suggest that the probability of the image presentation leading to a successful outcome is indicated.

[0072] For example, as in the embodiment described above, the common element 211 represents a "push button". The common element 211 can be in a first form (see Figure 21(a)) where it represents a push button 61 that is white as a whole, or in a second form (see Figure 21(b)) where it represents a push button 61 that is red as a whole. The second form is configured to have a higher probability of reaching a successful outcome than the first form. Regardless of whether the common element 211 is in the first or second form, there is no difference in the other element 212 (the other element 212 does not provide any indication of reliability).

[0073] Since it is difficult to understand what the separate element 212 represents on its own, even if the reliability is indicated by the color or other characteristics of the separate element 212, it will be difficult to understand (there is a risk that the player will not notice that it is indicating reliability). On the other hand, unlike the separate element 212, the common element 211 can be understood as an object (push button) that is represented on its own, so it is sufficient to use the common element 211 to indicate reliability (this will result in an easy-to-understand indication of reliability).

[0074] 〇Specific Example 2-5 The configuration allows the type of operation means 60 to be requested in a specific operation sequence to change each time. For example, a first specific operation sequence may occur in which the first operation means 61 (push button) is operated, or a second specific operation sequence may occur in which a second operation means 62 (see Figure 1), which is different from the first operation means 61, is operated.

[0075] Accordingly, a first image sequence and a second image sequence may occur as image sequences. If the first image sequence has a successful outcome, the first specific operation sequence occurs, and if the second image sequence has a successful outcome, the second specific operation sequence occurs. In other words, multiple types of image sequences may occur depending on the type of sequence executed following the image sequence. Since the first specific operation sequence prompts the operation of the first operation means 61 (push button), the first image sequence is a sequence in which a divided image 21 is displayed that includes a common element 211 that represents the first operation means 61 (push button) on its own, and another element 212 that will represent the first operation means 61 (push button) when it becomes the completed image 25 (see Figures 12 and 13). Since the second specific operation sequence prompts the operation of the second operation means 62, the second image sequence is a sequence in which a divided image 21 is displayed that includes a common element 211 that represents the second operation means 62 on its own, and another element 212 that will represent the second operation means 62 when it becomes the completed image 25 (see Figure 22 (showing the flow after transitioning to a successful outcome)). In this way, the image presentation functions to indicate in advance which of the operation means 60 may be used to request operation in the future.

[0076] In this example, it is preferable to set the probability of winning the jackpot in the target success / failure lottery to be higher when the other of the two specific operation sequences occurs, rather than when only one of them occurs. For example, the probability of winning the jackpot should be higher when the second specific operation sequence occurs, rather than when the first specific operation sequence occurs. By doing so, when the second image sequence occurs, there is a greater expectation of winning the jackpot if the outcome is successful, compared to when the first image sequence occurs. This creates a gameplay experience where players will more strongly desire a successful outcome when the second image sequence occurs.

[0077] 〇Specific Example 2-6 It is possible that an image effect (special image effect) may occur in which there is a "contradiction" between the common element 211 and the separate element 212 (which is formed by a combination of the separate elements 212). For example, as explained in the specific example 2-5 above, assuming that different operating means 60 (first operating means 61 and second operating means 62) are provided, an image effect (special image effect) may occur in which one of the common element 211 and the separate element 212 (which is formed by a combination of the separate elements 212) is said to represent the first operating means 61, while the other is said to represent the second operating means 62 (see Figure 23).

[0078] In this way, when only some of the divided images 21 are displayed (especially when only one divided image 21 is displayed (see Figure 23(a))), the content (operating means) represented by the other element 212 included in the divided image 21 is not clear, so the player anticipates that they will be prompted to operate the operating means 60 represented by the common element 211. However, as the number of displayed divided images 21 increases and the player grasps the operating means 60 (completed image 25) composed of the other element 212, they will realize that the operating means 60 represented by the common element 211 and the operating means 60 represented by the other element 212 are different (contradictory), creating an unexpected and surprising presentation style.

[0079] Although not shown in the diagram, the specific operation sequence performed after the special image sequence may prompt the operation of either the first operation means 61 or the second operation means 62. Furthermore, the system may be configured so that the operation of the operation means 60 represented by the common element 211 is sometimes prompted, or the operation of the operation means 60 represented by the separate element 212 is sometimes prompted. In addition, the special image sequence may be configured to occur as a confirmation sequence (premium sequence) that confirms that the target win / loss lottery result is a jackpot (a setting in which the "contradiction" between the common element 211 and the separate element 212 is considered a confirmed jackpot).

[0080] 〇Specific Example 2-7 In the above embodiment, it was explained that a specific operation sequence occurs only when the image sequence reaches a successful outcome, meaning that even if an image sequence occurs, a specific operation sequence is not guaranteed to occur afterward. However, it is also possible to configure the system so that a specific operation sequence occurs in all cases when an image sequence occurs. In other words, the image sequence may foreshadow subsequent sequences using common elements 211 or dividing elements (combined with dividing elements).

[0081] 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.

[0082] 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.

[0083] 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 a so-called "Type 2 game machine" in which a big win is obtained by getting the game ball into a special area (V area) that is opened when a small win is won, a detailed explanation will be omitted. However, if, for example, a small win is won (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the setting is such that it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0084] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0085] ·Means 1-1 A gaming machine characterized by comprising: a display means having a display area on which multiple types of decorative patterns are displayed; a specific reach effect execution means that executes a specific reach effect on which two of the same decorative patterns are displayed as reach patterns in different locations within the display area; and an introduction effect execution means that, prior to the specific reach effect, executes an introduction effect on which two or more candidate patterns, which are at least some of the multiple types of decorative patterns that may become reach patterns, are shown one by one in order. In the aforementioned gaming machine, the decorative symbols (candidate symbols) that have the potential to become winning symbols are shown one by one during the introductory animation, making it easy to understand the flow leading up to a specific winning animation.

[0086] ·Means 1-2 The game machine according to means 1-1, characterized in that the decorative pattern designated as a candidate pattern includes a main element part indicating its type and a sub-element part attached to the main element part, and in the introduction performance, a name representing the sub-element part of the candidate pattern is displayed. This way, the names of the sub-elements of each decorative pattern (candidate pattern) can be understood during the introductory presentation.

[0087] ·Means 1-3 The gaming machine according to means 1-2, characterized in that the aforementioned specific reach performance is a battle performance in which a character on the player's side fights against an enemy character, and the character represented by the sub-element of the decorative symbol designated as the reach symbol is either the character on the player's side or the enemy character. In this way, the introductory sequence serves as a preview of the characters who may appear in the battle sequence.

[0088] ·Means 1-4 The gaming machine according to any one of means 1-1 to 1-3, characterized in that the probability of the specific reach performance leading to a favorable outcome for the player differs depending on whether the specific reach performance occurs in which one of the two or more candidate symbols shown in the introduction performance is designated as the reach symbol, or whether the specific reach performance occurs in which a decorative symbol different from any of the two or more candidate symbols shown in the introduction performance is designated as the reach symbol. This approach creates a presentation style where players will focus on whether or not the decorative symbols shown in the introductory sequence will become winning symbols.

[0089] ·Means 2-1 A gaming machine capable of performing an image presentation in which N (where N is 2 or more) divided images may be displayed, wherein each of the divided images includes a common element shared with each other and a different element distinct from the common element, and a combination of the different elements included in each of the N divided images represents the same object as the common element included in a single divided image. According to the above-mentioned gaming machine, it is possible to create an easy-to-understand image presentation that allows players to understand in advance what kind of "combination of different elements" is formed by combining N separate images, which would otherwise be difficult to grasp unless all N images are assembled, by using common elements.

[0090] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the completed image formed by combining the separate elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common elements foreshadow the completed image that will be formed when the other elements are combined.

[0091] ·Means 2-3 The gaming machine according to means 2-1, characterized in that the aforementioned separate element is one or more characters, and the string formed by combining the aforementioned separate elements contained in each of the N divided images represents the same object as the common element contained in a single divided image. In this way, the common elements presuppose what the string formed by combining the other elements represents (for example, the name represented by the string). [Explanation of Symbols]

[0092] 1. Gaming machine 10 Name Image 21-part image (21L Left-part image, 22C Middle-part image, 22R Right-part image) 211 Common Elements 212 Other elements 25. Completed image 60 Operating means (61 First operating means (push button) 62 Second operating means) 80 Decorative patterns (80m main elements, 80s secondary elements) 91 Display device 911 Display area

Claims

1. A display means having a display area on which multiple types of decorative patterns are displayed, A specific reach animation execution means for executing a specific reach animation, in which two identical decorative patterns are displayed as reach patterns in different locations within the aforementioned display area, An introductory performance execution means that performs an introductory performance that, prior to the aforementioned specific reach performance, sequentially displays two or more candidate symbols, which are at least some of the multiple types of decorative symbols that have the potential to become the reach symbols, one by one. Equipped with, Each of the multiple types of the aforementioned decorative patterns includes a number corresponding to its type, and if the numbers are the same, they are considered the same type; if the numbers are different, they are considered different types. The decorative symbol may be of a type different from any of the two or more candidate symbols shown in the introductory performance. The probability that one of the two or more candidate symbols shown in the introductory animation will be the winning symbol is higher than the probability that a different type of decorative symbol will be the winning symbol than one of the two or more candidate symbols shown in the introductory animation. A gaming machine characterized by the following features.

2. The decorative design, which is considered a candidate design, includes a main element part containing the numbers corresponding to its type and a sub-element part attached to the main element part. The gaming machine according to claim 1, characterized in that the name representing the sub-element part of the candidate pattern is displayed in the introductory presentation.

Citation Information

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