Game machine

JP2024010947A5Pending Publication Date: 2025-06-24SANSEI R&D KK
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Patent Information

Application Number
JP2022112568
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-07-13
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging effects using background images, particularly in transitions between normal and special gaming states, which can enhance player interest and reward dynamics.

Method used

The gaming machine incorporates a normal and special gaming state with distinct background images, a switching effect that transitions between these states, and result images that highlight specific benefits, reducing player frustration by omitting non-specific benefits.

Benefits of technology

Enhances player engagement through interesting visual effects and clear reward presentation, reducing frustration by focusing on specific benefits and maintaining player interest in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing an enjoyable performance using a background image.SOLUTION: A game machine includes: game state setting means capable of setting a normal game state and a special game state that is more advantageous to a player than the normal game state, as game states in which a game is played aiming at winning in a winning / losing lottery result; display means capable of displaying a normal background image that may be displayed in the normal game state but is not displayed in the special game state and a special background image that may be displayed in the special game state but is not displayed in the normal game state as background images of a decorative symbol displayed to show the winning / losing lottery result; and performance execution means for executing a switching performance that displays a switching image. As an ending of the switching performance, there may occur: a normal ending in which the normal background image is displayed after the switching image is displayed; or a special ending in which the special background image is displayed after the switching image is displayed.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Gaming machines that execute effects using background images that are displayed as backgrounds for decorative patterns are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-027862 A 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 capable of executing an interesting presentation using a background image. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a game state setting means capable of setting a normal game state and a special game state which is more advantageous to the player than the normal game state as game states in which the player plays with the aim of winning or losing a lottery result, a display means capable of displaying, as background images of decorative patterns displayed to indicate the win / lose lottery result, a normal background image which may be displayed in the normal game state but is not displayed in the special game state, and a special background image which may be displayed in the special game state but is not displayed in the normal game state, and a performance execution means which executes a switching performance that displays a switching image, and is characterized in that the switching performance can end in a normal ending in which the normal background image is displayed after the switching image is displayed, and a special ending in which the special background image is displayed after the switching image is displayed. Effect of the Invention

[0006] According to the present invention, it is possible to perform an interesting presentation using a background image. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13A is a diagram for explaining the game state (transition of game state), FIG. 13B is a diagram for explaining the distribution of jackpots, and FIG. 13C is a diagram for explaining the division of specific benefits / non-specific benefits and the name of each benefit. [Figure 4] FIG. 13A shows the specified period, and FIG. 13B shows an example of a result image (a result image when both a 10-round special jackpot and a 7-round special jackpot are won within the specified period). [Diagram 5] FIG. 1(a) shows an example of a result image when a 10-round special jackpot is won but a 7-round special jackpot is not won within the specified period, FIG. 1(b) shows an example of a result image when a 7-round special jackpot is won but a 10-round special jackpot is not won within the specified period, and FIG. 1(c) shows an example of a result image when neither a 10-round special jackpot nor a 7-round special jackpot is won within the specified period. [Figure 6] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 7] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 8] 11A and 11B are diagrams for explaining a normal background image and a special background image. [Figure 9] A diagram to explain the promotion effect. [Figure 10] FIG. 13 is a diagram for explaining switching effects. [Figure 11] FIG. 11 is a diagram for explaining the switching effect (continuation of FIG. 10). [Figure 12]FIG. 13 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 14] A diagram to explain the reach-prediction performance. [Figure 15] FIG. 14 is a diagram for explaining the reach-prediction performance. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 19] FIG. 19 is a diagram for explaining a specific example 3-5 (an example different from FIG. 18). [Figure 20] FIG. 13 is a diagram for explaining an image change presentation. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 23] FIG. 13 is a diagram for explaining specific example 4-4. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below 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 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 special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.

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

[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.

[0013] The lottery for the big win is executed by a winning / losing 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, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. A numerical value (winning / losing lottery information) is acquired from a random number source triggered by the entry of a game ball into the starting area 904, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired by the entry of a game ball into the first starting area 904a is sometimes referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired by the entry of a game ball into the second starting area 904b is sometimes referred to as the second winning / losing lottery (special chart 2 lottery).

[0014] In this embodiment, the results of the win / lose lottery will be announced in the order in which the numbers are obtained, but if there is win / lose lottery information for which the results have not yet been announced, the newly acquired win / lose lottery information will be stored in a memory means provided on a control board (not shown) as pending information (strictly speaking, pre-variation pending information, as described later).

[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 during change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination showing the winning / losing lottery result, that is, the performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the reserved pattern 71 during change is not strictly included in the concept of "reserved", but is generally referred to as "reserved change" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be configured to be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before change are notified (the so-called pending "consumption order") is earlier for the patterns located to the right.

[0016] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).

[0017] When both the first pre-change reserve information and the second pre-change reserve information are stored in the storage means, the winning / losing lottery result based on the second pre-change reserve information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.

[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 start to fluctuate, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply saying "stop", it means that it stops completely, and so-called pseudo-stop state (a state in which it appears to the player to have stopped but is slightly shaking, etc.) is excluded). When 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 the left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a loss, then any other losing combination (other than the combination that results in a jackpot) will be used.

[0019] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.

[0020] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3(a)). 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 (about 1 / 319 in this embodiment), and is a low base state (low probability, no time reduction) in which the game ball is unlikely 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 (about 1 / 40 in this embodiment), and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, it is a state in which the so-called "left hit" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first winning / losing lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, it is a state in which a so-called "right hit" 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 through a second winning / losing lottery. The special game state is a state in which the game ball is likely to win the lottery to open the second starting area 904b triggered by entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.

[0021] The special game state ends when the winning / losing lottery results are a loss a predetermined number of times in succession. When the special game state ends, the game state transitions to the normal game state. If a jackpot (special jackpot) is acquired before the predetermined number of consecutive losses after transitioning to the special game state, the game state transitions again to the special game state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win the second winning / losing lottery before the predetermined number of consecutive losses after transitioning to the special game state. In this embodiment, the predetermined number of times (ST number of times) is set to 72 times.

[0022] When the winning / losing lottery result is a jackpot, a jackpot game is executed. The jackpot game is a unit game in which the big prize area 906 (see FIG. 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is established, and the unit game is repeated one or more times. The unit game is also called a round (game). The closing condition is established when either a predetermined number of game balls (a value called a "count"; in this embodiment, 10 balls) enter the big prize area 906 after the big prize area 906 is opened (winning condition) or a predetermined time has passed after the big prize area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the big prize area 906 in the unit game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the big prize area 906 in one unit game. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, if game balls are continuously shot toward the big prize area 906 in a unit game, 150 prize balls can be obtained in one unit game.

[0023] In this embodiment, a normal jackpot and a special jackpot are provided as the jackpot. A normal jackpot is a jackpot that transitions to a normal game state after the jackpot game ends. A special jackpot is a jackpot that transitions to a special game state after the jackpot game ends (see FIG. 3(a)). A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / lose lottery is a special jackpot. Except for special cases such as winning a lottery based on the reserved information stored in the storage means immediately after the game state transition (a lottery for the so-called remaining reserved portion), the normal game state is a game state that aims to win the first win / lose lottery, so a jackpot obtained in the normal game state is a normal jackpot or a special jackpot. The special game state is a game state that aims to win the second win / lose lottery, so a jackpot obtained in the special game state is a special jackpot. In other words, if a jackpot is won in the special game state, the game state will transition to the special game state again after the jackpot game ends. In addition, the configuration may be such that the condition for transitioning to a special game state after the special jackpot game ends is to have the game ball enter a specified area (V area) that opens during the special jackpot game (V entry) (a so-called V-variable machine).

[0024] In this embodiment, the jackpot (special chart 1 jackpot allocation) won in the first winning / losing lottery (special chart 1 lottery) is 50% 2-round normal jackpot (2R normal) and 50% 2-round special jackpot (2R special) (see FIG. 3(b-1)). Also, the jackpot (special chart 2 jackpot allocation) won in the second winning / losing lottery is 10% 2-round special jackpot (2R special), 40% 7-round special jackpot (7R special), and 50% 10-round special jackpot (10R special) (see FIG. 3(b-2)).

[0025] The special jackpots are given names (unique names). In this embodiment, the 2-round special jackpot is named "Bonus", the 7-round special jackpot is named "BIG Bonus", and the 10-round special jackpot is named "MAX Bonus" (see FIG. 3(c)). When each special jackpot is won, an image including the corresponding name is displayed.

[0026] The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the gaming machine 1 may be configured to be able to execute only a part of the effects described below.

[0027] 2) Result image 2-1) Basic aspects of the result image In this embodiment, the special game state ends when 72 consecutive losses occur after the start of the special game state (the 72nd change is referred to as the final change). If the result of the winning / losing lottery corresponding to the final change is a loss, a loss effect is executed for the final change, and then a result image 10 (see FIG. 4(b)) is displayed during a predetermined period until the end of the final change. Strictly speaking, the period during which the result image 10 is displayed is the period during which the decorative pattern 80 is changing (the period before the decorative pattern 80 stops changing completely), but the decorative pattern 80 is not shown in each figure showing the result image 10.

[0028] The result image 10 shows the status of the jackpot (benefit) acquired during the specified period. In this embodiment, the specified period is the period from the start of the 2-round special jackpot game acquired in the normal game state to the end of the above-mentioned final fluctuation (missing fluctuation) (see FIG. 4(a)). In other words, the 2-round special jackpot, which is the first win acquired after the first win / lose lottery, is also included in the benefits acquired during the specified period. It can be said that the result image 10 shows the status of the benefits acquired during the specified period (in short, in the current consecutive win state).

[0029] The result image 10 in this embodiment includes a bonus display section 11 that indicates the acquisition status of the jackpot (bonus) during the specified period, and a prize ball display section 12 that indicates the number of prize balls (total number of prize balls) paid out in the jackpot game during the specified period (see FIG. 4(b)). The number of prize balls indicated by the prize ball display section 12 may be a value limited to those obtained by winning the big prize area, or may be a value including those obtained by winning not only the big prize area but also other winning areas. The result image 10 may not include the prize ball display section 12. Also, instead of the number of prize balls, a net increase number or the like may be displayed. In addition, the result image 10 in this embodiment does not indicate the total number of jackpots (total bonus number; this number can also be said to be the so-called consecutive number of jackpots) indicating the number of all jackpots (bonuses) obtained during the specified period. In addition, the result image 10 is also an image indicating that the special game state has ended, so it includes a name indicating the special game state (in this embodiment, the characters "〇〇 RUSH"). The mode (control) of the bonus display section 11 included in the result image 10 will be described in detail below.

[0030] 2-2) Bonus display section The jackpots that can be obtained during a specified period (so-called first jackpots and jackpots that can be obtained through a second win / lose lottery in a special game state) are divided into one or more specific benefits that have a relatively large expected value of the profit that the player will enjoy, and one or more non-specific benefits that have a relatively small expected value of the profit that the player will enjoy. In this embodiment, the 10-round special jackpot and the 7-round special jackpot are the specific benefits, and the 2-round special jackpot is the non-specific benefit (see FIG. 3(c)). In the following, the 10-round special jackpot may be referred to as the first specific benefit, and the 7-round special jackpot as the second specific benefit.

[0031] Since the greater the number of rounds (unit number of plays) that constitute a jackpot game, the greater the expected number of prize balls obtained in that jackpot game, it can be said that a non-specific bonus has a smaller expected number of prize balls obtained in the jackpot game itself than a specific bonus (it is assumed that all non-specific bonuses and specific bonuses satisfy this relationship). In other words, when comparing one or more non-specific bonuses with the greatest number of rounds with one or more specific bonuses with the least number of rounds, the former has fewer rounds than the latter.

[0032] The bonus display section 11 of the result image 10 includes a name indicating a specific bonus that was acquired during the specified period, but does not include a name indicating a specific bonus that was not acquired during the specified period. In this embodiment, the 10-round special jackpot (first specific bonus) named "MAX BONUS" and the 7-round special jackpot (second specific bonus) named "BIG BONUS" are the specific bonuses, and if the 10-round special jackpot is not acquired during the specified period, the bonus display section 11 of the result image 10 does not include the name (characters) of "MAX BONUS", and if the 7-round special jackpot is not acquired during the specified period, the bonus display section 11 of the result image 10 does not include the name (characters) of "BIG BONUS". Specifically, it is as follows.

[0033] The number of specific bonuses (number of jackpots) acquired during the specified period is displayed as "Name of specific bonus" x N (where "N" is a number representing the number). If both a 10-round special jackpot and a 7-round special jackpot are acquired during the specified period, the bonus display section 11 will include the characters "MAX Bonus x N" and "BIG Bonus x N" (see FIG. 4(b)). In other words, a result image 10 will be displayed that includes the names of both the first and second specific bonuses.

[0034] If a 10-round special jackpot is won during the specified period but a 7-round special jackpot is not won, the bonus display section 11 will include the characters "MAX BONUS" ("MAX BONUS x N") but not the characters "BIG BONUS" (see FIG. 5(a)). In other words, a result image 10 will be displayed that includes the name of the first specific bonus but not the name of the second specific bonus. There will also be no display such as "BIG BONUS x 0," which indicates that the number of times the 7-round special jackpot has been won is 0.

[0035] Similarly, if a 7-round special jackpot is won during the specified period but a 10-round special jackpot is not won, the bonus display section 11 will include the characters "BIG BONUS" ("BIG BONUS x N") but not the characters "MAX BONUS" (see FIG. 5(b)). In other words, a result image 10 will be displayed that includes the name of the second specific bonus but not the name of the first specific bonus. There will also be no display such as "MAX BONUS x 0" to indicate that the number of times the 10-round special jackpot has been won is 0.

[0036] Also, if a specific bonus is acquired during the specified period (if at least one of the 10-round special jackpot and the 7-round special jackpot is won at least once), the bonus display section 11 of the result image 10 does not include the name of a non-specific bonus. In this embodiment, the 2-round special jackpot, which is the so-called first win, is included in the bonuses (non-specific bonuses) acquired during the specified period, so that the non-specific bonus is acquired at least once during the specified period, but the result image 10 does not include the word "bonus" indicating the 2-round special jackpot, and the number of times the 2-round special jackpot has been won is not shown (see Figs. 4(b), 5(a), and 5(b)).

[0037] If no specific benefit is acquired during the specified period (if the number of times of winning both the 10-round special jackpot and the 7-round special jackpot is 0), the benefit display section 11 of the result image 10 does not include a name indicating a specific benefit, but includes a name indicating a non-specific benefit (2-round special jackpot). Specifically, "Bonus x N" is displayed, including the word "bonus" which is the name of the 2-round special jackpot, which is a non-specific benefit (N indicates the number of times the 2-round special jackpot has been won during the specified period) (see FIG. 5(c)). In this embodiment, since the so-called first 2-round special jackpot is included in the benefits acquired during the specified period (non-specific benefits), the non-specific benefit acquired during the specified period is one or more times. In other words, the value of N in "Bonus x N" is 1 or more.

[0038] In this manner, in this embodiment, the result image 10 does not include the name of a specific bonus that could not be obtained within the specified period for a specific bonus that has a relatively large profit to be obtained (it does not display "BIG BONUS x 0" or "MAX BONUS x 0") (see Figures 5(a), 5(b), and 5(c)). In other words, the result image 10 does not emphasize that the specified period has ended without the player being able to obtain a specific bonus, which reduces the risk of the player becoming irritated when he or she sees the result image 10.

[0039] Also, if a specific benefit is acquired within the specified period, the result image 10 does not include a name representing a non-specific benefit (see Fig. 4(b), Fig. 5(a), Fig. 5(b)). If a name representing a non-specific benefit, which has a relatively low profit, is displayed, the player may think that he or she would have gained more profit if the acquired non-specific benefit had been a specific benefit (the player may have the impression that the total profit gained was less because the acquired benefit was a non-specific benefit). Therefore, if a specific benefit is acquired within the specified period, the name representing a non-specific benefit (the number of times the non-specific benefit was acquired) is not intentionally included in the result image 10.

[0040] However, if the specific benefit is not obtained within the specified period, there is a risk that the user will get the impression that no benefit was obtained if even the non-specific benefit is not displayed, so the result image 10 includes the name of the non-specific benefit (the number of times the non-specific benefit was obtained) (see Figure 5(c)).

[0041] Moreover, the result image 10 in this embodiment does not show the total number of bonuses (number of consecutive wins) that indicates the number of all jackpots (bonuses) obtained during the specified period. As described above, when a specific bonus is obtained, the non-specific bonuses are not displayed. However, if the total number of bonuses were displayed, the number of times that the non-specific bonuses were obtained would be known (by subtracting the number of times each specific bonus was obtained from the total number of bonuses), so the total number of bonuses is not displayed. However, this does not deny the possibility of displaying such a total number of bonuses in addition to the bonus display section 11.

[0042] Hereinafter, specific examples in which the above-mentioned items related to the resultant image are improved, embodied, modified, etc. will be described. Note that, to the extent possible, a configuration in which a plurality of techniques described using the following specific examples are applied in combination may be used.

[0043] 〇Specific example 1-1 Although the gaming machine 1 according to the above embodiment is described as a so-called ST machine in which the special gaming state ends when a predetermined number of consecutive misses occur, it may be a so-called variable probability loop machine in which the special gaming state continues until the next jackpot, and if the next jackpot is a special jackpot, the state transitions to the special gaming state again (if the next jackpot is a normal jackpot, the state transitions to the normal gaming state). In other words, the technical matters described in the above embodiment can be applied to the result image 10 showing the acquisition status of jackpots (benefits) in a state advantageous to the player (consecutive jackpot state).

[0044] 〇Specific example 1-2 The result image 10 may be configured to display two or more jackpots as one special benefit (specific special benefit). For example, in a game in which after winning a previous jackpot, it is virtually guaranteed that you will win the next jackpot (later jackpot) without transitioning to a normal game state (unless you stop playing, etc.), the result image 10 may display the winning of the previous jackpot and the later jackpot as the winning of one specific benefit. Examples of cases in which such a "state in which the winning of the next jackpot is virtually guaranteed" include a case in which the winning of the next jackpot is virtually guaranteed due to a series of wins in reserve, and a case in which the game transitions to a special game state (high probability / high base state) that continues until the winning of the next jackpot after the end of the previous jackpot game.

[0045] 〇Specific example 1-3 In the above embodiment, it has been explained that the bonus displayed by the result image 10 includes the so-called first big win (the 2-round special big win in the above embodiment), but the configuration may be such that the first big win is not included. In other words, the period from the start of the special game state after the end of the first special big win game to the end of the final change (loss change) of the special game state without transitioning to the normal game state is set as the specified period (see FIG. 6(a)), and the bonus acquired during the specified period is displayed by the result image 10 (bonus display section 11).

[0046] In this example, there is a possibility that no special benefit will be acquired during the specified period (because the first win is not included). In other words, there is a possibility that neither the specific benefit nor the non-specific benefit will be acquired during the specified period. In such a case, in order to avoid emphasizing that no special benefit was acquired during the specified period, it is possible to display a result image 10 (see FIG. 6(b)) that does not have a special benefit display section 11 (i.e., display such as "Special benefit name x 0" is not performed). In other cases, the same as the above embodiment may be performed. That is, the specific benefit acquired during the specified period is displayed in the result image 10, and the specific benefit not acquired is not displayed in the result image 10 (see FIG. 4(b), FIG. 5(a), FIG. 5(b)). If the specific benefit is acquired during the specified period, the non-specific benefit is not displayed in the result image 10 even if it is acquired (see FIG. 4(b), FIG. 5(a), FIG. 5(b)). If the specific benefit is not acquired during the specified period, but a non-specific benefit is acquired, the non-specific benefit will be displayed in the result image 10 (see FIG. 5(c)).

[0047] 〇Specific example 1-4 In the above embodiment, it has been explained that some of the jackpots that can be obtained during the specified period are specific benefits and the rest are non-specific benefits, but it is assumed that all of the jackpots that can be obtained during the specified period are specific benefits (no non-specific benefits are provided). In accordance with the above embodiment, it is assumed that the 10-round special jackpot, the 7-round special jackpot, and the 2-round special jackpot are specific benefits.

[0048] In this case, the result image 10 includes the name of the jackpot that was obtained during the specified period, but does not include the name of the jackpot that was not obtained during the specified period. If the jackpot obtained during the specified period includes the first jackpot (2-round special jackpot), the result image 10 will include the name of the 2-round special jackpot, "Bonus", in any case.

[0049] 〇Specific example 1-5 In the above embodiment, it has been described that if no specific benefit is acquired within the specified period, the result image 10 includes a name representing a non-specific benefit, but regardless of whether or not a specific benefit is acquired within the specified period, the result image 10 may not include a name representing a non-specific benefit. If a non-specific benefit is one that offers a relatively low profit and is not very pleasing to a player when it is acquired (displaying it may irritate the player), then it is sufficient to prevent a non-specific benefit from being included in the result image 10 regardless of the status of the benefit acquisition.

[0050] 〇Specific example 1-6 Along with the display of the result image 10, a launch instruction image 18 may be displayed to indicate that the game ball should be launched toward the second starting area 904b. Specifically, in order to achieve a state in which the maximum number of second pre-change reserved information (special chart 2 reserved) is stored in the storage means (referred to as "special chart 2 reserved full" (state)) before the special game state ends, the launch instruction image 18 is displayed to indicate that the game ball should be launched toward the second starting area 904b (see FIG. 7(a)). Since the result image 10 is displayed in the final change of the special game state, the launch instruction image 18 may also be displayed in the final change together with the result image 10. The launch instruction image 18 is displayed so as to overlap in front of the result image 10.

[0051] The firing instruction image 18 is displayed if the special chart 2 reserve is not full at the reference point (before or at the same time as the result image 10 is displayed) during the final variation (missing variation) (see FIG. 7(a)), but is not displayed if it is full (see FIG. 7(b)). In other words, the firing instruction image 18 is not necessarily displayed at the final variation; if the special chart 2 reserve is full, the firing instruction image 18 is not displayed because there is no need to accumulate the special chart 2 reserve. The firing instruction image 18 can be displayed together with the result image 10, but if the firing instruction image 18 is displayed, there is a high possibility that the player's attention will be directed to the firing instruction image 18, making it meaningless to display the result image 10, so the firing instruction image 18 is not displayed when it is unnecessary.

[0052] Furthermore, if the game has so-called two kinds of playability (playability in which winning a small jackpot leads to winning a jackpot) and the actual probability of winning a jackpot is higher in the second win / lose lottery (special chart 2 lottery) than in the first win / lose lottery (special chart 1 lottery) regardless of the game state (this type of configuration is well known, so a detailed explanation will be omitted), then it would be more meaningful to have a configuration in which a launch instruction image 18 like that in this example can be displayed, and encourage the player to fill up the special chart 2 reserve at the end of the special game state (so that they can receive a high probability lottery for the remaining reserve).

[0053] 3) Switching effects 3-1) Background image In this embodiment, a background image is displayed as the background of the decorative pattern 80 that is displayed while the variable performance is being executed. As the background image, a normal background image 25n (see FIG. 8(a)) that can be displayed in the normal game state and a special background image 25s (see FIG. 8(b)) that can be displayed in the special game state are provided (note that in some drawings (drawings that are not for explaining the switching performance) the illustration of the background image is omitted). The normal background image 25n is a background image that is not displayed in the special game state. The special background image 25s is a background image that is not displayed in the normal game state. In other words, it can be said that the normal background image 25n is a dedicated image that indicates that the game is in the normal game state, and the special background image 25s is a dedicated image that indicates that the game is in the special game state. Note that two or more types of such normal background images 25n and special background images 25s may be provided, but the background image used in the switching performance described in detail later is one of them.

[0054] The normal background image 25n used for the switching performance is displayed at the beginning of the first variable performance when a transition occurs from a special game state to a normal game state. The special background image 25s used for the switching performance is displayed at the beginning of the first variable performance (first rotation of ST state) after the end of a special big win game. In other words, the normal background image 25n and the special background image 25s used for the switching performance are background images displayed when a new normal game state or special game state is started, and the display of these background images indicates to the player that a new normal game state or special game state is started. Hereinafter, when the normal background image 25n and the special background image 25s are simply referred to, they refer to the background images (background images displayed when a new normal game state or special game state is started).

[0055] 3-2) Promotion performance The gaming machine 1 according to this embodiment may win a normal jackpot in the normal game state (first win / lose lottery), or may win a special jackpot. When a jackpot is announced by displaying three "7" decorative symbols 80 (special combination) during the variation performance, it is confirmed to be a special jackpot, and when a jackpot is announced by displaying three decorative symbols 80 other than "7" (non-special combination) (see FIG. 9(a)), it is set up so that either a normal jackpot or a special jackpot is possible. When a non-special combination is displayed and a jackpot is announced, a promotion performance may occur during the jackpot game.

[0056] The promotion effect leads to a favorable ending which indicates that the player is in an advantageous situation, or an unfavorable ending which is the ending when the favorable ending is not reached. The specific form of the promotion effect may be any. In this embodiment, the player is prompted to operate the operation means 60 (a push button in this embodiment) (see FIG. 9(b)), and the operation of the operation means 60 (a single operation) triggers the execution of a promotion effect in which the ending is revealed. Note that the outcome of the promotion effect is revealed during the big win game.

[0057] If a favorable ending is achieved, an image for a favorable ending (favorable image 28) is displayed in the display area 911 in response to operation of the operating means 60 (see FIG. 9(c-1)). If an unfavorable ending is achieved, an image for an unfavorable ending (unfavorable image 29) is displayed in the display area 911 (see FIG. 9(c-2)). If a favorable ending is achieved, it is determined that the jackpot won is a special jackpot (if the jackpot won is not a special jackpot, the promotion performance will not be a favorable ending). However, even if an unfavorable ending is achieved, it may still be a special jackpot.

[0058] 3-3) Conclusion of transition images and transition effects The switching effect is executed when the promotion effect has reached an unfavorable ending, and is an effect to inform the player that the promotion effect has ended and a "scene change" will occur. In the switching effect, first, switching image 20 is displayed in display area 911 (see FIG. 10(a)). As described above, when the promotion effect has reached an unfavorable ending, disadvantageous image 29 is displayed, so switching image 20 is displayed in place of disadvantageous image 29.

[0059] The specific form of the switching image 20 may be any, except for the shape of the spatial portion 20a, which will be described later. In this embodiment, at the beginning of the switching performance, a solid black image is displayed as the switching image 20 in the entire display area 911 (see FIG. 10(a)). From there, a spatial portion 20a is formed as if a part of the switching image 20 has been hollowed out (see FIGS. 10(b-1) and (b-2)). The spatial portion 20a gradually becomes larger, and finally the switching image 20 is not displayed.

[0060] The end of the switching performance is when the switching image 20 is finally no longer displayed. In this embodiment, when the switching image 20 is no longer displayed, the normal end (see FIG. 11(a-1)) is when the normal background image 25n is displayed, and the special end (see FIG. 11(a-2)) is when the special background image 25s is displayed. The special end is more advantageous to the player than the normal end.

[0061] In this embodiment, when the normal ending (see FIG. 11(a-1)) is reached, it is confirmed that the jackpot that was won was a normal jackpot. In other words, the normal ending, in which the normal background image 25n, which is the background image displayed in the normal game state, is displayed, suggests that fluctuations in the normal game state will then begin, and is an ending that notifies the player that the jackpot that was won was a normal jackpot. After the jackpot game that resulted in the normal ending (normal jackpot game) ends, the decorative pattern 80 is displayed in front of the displayed normal background image 25n, and the first fluctuation performance in the normal game state begins (see FIG. 11(b-1)).

[0062] On the other hand, when the special ending (see FIG. 11(a-2)) is reached, it is confirmed that the winning jackpot was a special jackpot. In other words, the special ending where the special background image 25s, which is the background image displayed in the special game state, is displayed suggests that fluctuations in the special game state will start thereafter, and is an ending that notifies the player that the winning jackpot was a special jackpot. As described above, since the winning jackpot is shown as if it was a normal jackpot by the promotion effect reaching an unfavorable ending, the switching effect reaching a special ending can also be seen as a so-called reversal pattern effect in which the unfavorable ending of the promotion effect is overturned. After the jackpot game with the special ending (special jackpot game) ends, the decorative pattern 80 is displayed in front of the displayed special background image 25s, and the first fluctuation effect in the special game state starts (see FIG. 11(b-2)). Note that, after the special ending is reached, an effect that emphasizes it (emphasizes the transition to the special game state) may be executed. For example, a presentation may be executed to emphasize that a transition to a special game state has occurred (that an unfavorable outcome to the promotion presentation has been overturned (a reversal pattern)), such as by displaying the words "XX RUSH confirmed."

[0063] In addition, the probability of the transition effect leading to a normal ending is greater than the probability of the transition effect leading to a special ending. In other words, the normal ending is the "default" ending, and the special ending is an ending that "rarely" occurs. Preferably, the transition effect is set to lead to the normal ending 80% or more of the time.

[0064] Here, the period before the normal or special ending is reached and during which switching image 20 is displayed is referred to as the pre-ending period. The switching effect during the pre-ending period is as follows. With switching image 20 displayed, depending on whether the normal or special ending is reached, normal background image 25n or special background image 25s is displayed behind switching image 20. In other words, by setting the image layer of switching image 20 to the front and the image layer of the background image to the back, a state is created in which the background image is covered by switching image 20. When no space portion 20a is formed in switching image 20, the entire background image is covered by switching image 20 (see FIG. 10(a)).

[0065] After this, a space portion 20a is generated in the switching image 20 (see Fig. 10 (b-1) and (b-2)). In this embodiment, a circular space portion 20a is generated in the approximate center of the switching image 20. The space portion 20a is a portion that exposes the background image, so a part of the background image can be seen through the space portion 20a. The space portion 20a changes so that its range gradually becomes larger toward the outside (see Fig. 10 (b-1) → (c-1) → (d-1) changes, and (b-2) → (c-2) → (d-2) changes). Therefore, the range of the background image that can be seen through the space portion 20a gradually becomes larger. Which of the normal background image 25n and the special background image 25s is displayed determines the ending of the switching performance (normal ending and special ending), and in the pre-ending period, the space portion 20a becomes larger over time, so that it becomes gradually clear which background image is displayed. In other words, it can be said that this is a presentation format in which the timing at which the player recognizes which background image is being displayed varies depending on the player.

[0066] In this way, the switching presentation in this embodiment is easy to understand and interesting, in that after the switching image 20 is displayed, whether or not a special ending advantageous to the player is reached is shown depending on whether the normal background image 25n displayed in the normal game state or the special background image 25s displayed in the special game state is displayed (this is an innovative presentation in which the background image showing the game state is also used to show the ending).

[0067] Furthermore, the switching performance in this embodiment provides an interesting pre-conclusion period in which the spatial portion 20a formed in the switching image 20 becomes larger, and the type of background image visible through the spatial portion 20a gradually becomes clear.

[0068] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned switching performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0069] 〇Specific example 2-1 The shape of the space portion 20a is different when the switching performance results in a normal ending and when it results in a special ending. Note that, since the space portion 20a gradually becomes larger during the period before the ending, the difference in size of the space portion 20a (being a similar shape) is not considered to be a difference in "shape" as used here. In other words, the difference in shape as used here refers to a non-similar shape.

[0070] Since the normal ending is a default ending that is disadvantageous to the player and the special ending is an ending that is advantageous to the player, it is preferable that the shape of the space portion 20a in the case of the special ending (hereinafter, may also be referred to as the special shape) is more prominent than the shape of the space portion 20a in the case of the normal ending (hereinafter, may also be referred to as the normal shape). For example, as shown in the figure, the normal shape may be circular (see Fig. 12(a-1)), and the special shape may be star-shaped (see Fig. 12(a-2)). During the pre-ending period, the space portion 20a will gradually increase in size over time while maintaining the shape (while maintaining a similar shape).

[0071] Also, it is conceivable that the special shape has a meaning that suggests that the shape itself of the space portion 20a leads to a special ending. As an example, it is conceivable that the space portion 20a represents one or more characters, and the character suggests in advance that a special ending will occur. For example, the special shape may be in the form of the character "fortune" (see Fig. 12(b-2)) to suggest that an event in which the player becomes "happy" will occur. In this case, it is preferable that the normal shape is also in the form of some character (different from the character at the special ending). This is because if the normal shape does not represent a character, it will be easy to tell whether it is a normal ending or a special ending depending on the form of the space portion 20a. For example, the space portion 20a of the normal shape represents one or more characters included in the title of the gaming machine (in the drawing, the normal shape represents the character "A") (see Fig. 12(b-1)). During the pre-ending period, the space portion 20a will gradually increase in size over time while maintaining the shape in the form of the character (while maintaining a similar shape).

[0072] By doing as in this example, an interesting production form is realized in which the ending is suggested not only by a part of the background image seen through the space portion 20a but also by the shape of the space portion 20a itself. From the opposite perspective, if the shape of the space portion 20a is the same in both the normal ending and the special ending as in the above embodiment, only a part of the background image seen through the space portion 20a suggests the ending, so it can be said that there is a characteristic that the ending is more difficult to understand than in this example.

[0073] In this example, the configuration may be such that even if the spatial portion 20a has a normal shape, there is a possibility of a special ending. Also, the configuration may be such that even if the spatial portion 20a has a special shape, there is a possibility of a normal ending. When the spatial portion 20a has a special shape, there is a higher probability of a special ending than when the spatial portion 20a has a normal shape, and the normal ending is not determined when the spatial portion 20a has a normal shape, and the special ending is not determined when the spatial portion 20a has a special shape.

[0074] 〇Specific example 2-2 In the above embodiment, it has been explained that the switching effect is executed when the promotion effect executed during the big win game leads to an unfavorable outcome, but the switching effect may be executed without the promotion effect. For example, a predetermined video for the big win game is output during the big win game, and a switching image 20 is displayed to indicate that the video has ended, and the switching effect is executed using the switching image 20.

[0075] 〇Specific example 2-3 Although the switching performance in the above embodiment is explained as being executed during a big win game, it may be executed during a variable performance. For example, the switching image 20 is displayed during a variable performance, and if the winning / losing lottery result corresponding to the variable performance is a loss, the game will end normally, and if it is a big win, the game will end specially.

[0076] However, since the ending of the switching performance is indicated by the type of background image according to the game state, it is preferable to use it as a suggestion of the game state after the end of the big win game as in the above embodiment. In addition, if the above embodiment is used, there is also an advantage that the first change after the end of the big win game can be executed by using the displayed background image as it is, regardless of whether the ending is a normal ending in which the normal background image 25n is displayed or a special ending in which the special background image 25s is displayed.

[0077] 〇Specific example 2-4 In the above embodiment, the switching effect is explained as one in which the ending is indicated by the type of background image, but the ending may be indicated by an image other than the background image. That is, an image indicating that the player is in an advantageous situation and an image different from the image are prepared, and the former is displayed when the special ending occurs, and the latter is displayed when the normal ending occurs.

[0078] Also, when one of the normal ending and the special ending is reached, a background image may be displayed, but when the other ending is reached, an image other than the background image may be displayed. For example, when the normal ending is reached, the normal background image 25n is displayed, but when the special ending is reached, a special image indicating that the special ending (an ending advantageous to the player) has been reached may be displayed.

[0079] 〇Specific example 2-5 The speed at which the spatial portion 20a grows during the pre-conclusion period (hereinafter referred to as the expansion speed) is set differently for cases where a normal conclusion is reached and cases where a special conclusion is reached. In other words, when comparing the size of the spatial portion 20a after a certain time has elapsed since the switching image 20 was displayed, the size of the spatial portion 20a is set to be different between cases where a normal conclusion is reached and cases where a special conclusion is reached.

[0080] As shown in FIG. 13, if the enlargement speed is set to be faster when a normal ending is reached than when a special ending is reached, the special ending will be reached when the area of ​​the background image that is exposed does not become large enough (when the background image is revealed slower than usual (normal ending)).

[0081] Although not shown in the figure, if the expansion speed is made faster when a special ending is reached than when a normal ending is reached, then when an ending (special ending) that is advantageous to the player is reached, the background image (special background image 25s) will be revealed earlier than usual (when the normal ending is reached).

[0082] 4) Reach prediction performance 4-1) Reach and Miss Reach In the gaming machine 1 of this embodiment, a pattern combination consisting of three decorative patterns 80 selected from each of the three decorative pattern groups 80g (left decorative pattern group 80gL, middle decorative pattern group 80gC, right decorative pattern group 80gR) is determined to be a winning combination (a combination in which the three decorative patterns 80 are of the same type) if the result of the win / lose lottery is a jackpot, and is determined to be a losing combination (a combination that is not a winning combination) if the result is a loser.

[0083] The reach is reached when the decorative patterns 80 selected from two of the three decorative pattern groups 80g are of the same type. In this embodiment, the reach is reached when the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) are of the same type. In the following description, the left decorative pattern 80L and the right decorative pattern 80R of the same type are sometimes referred to as reach patterns. In addition, a losing combination in which the left decorative pattern 80L and the right decorative pattern 80R are of the same type and reach is established, but the middle decorative pattern 80C (third decorative pattern) is of a different type is called a reach losing combination.

[0084] 4-2) Regulations A prescribed order is set for the multiple types of decorative patterns 80. In this embodiment, the order of the numbers (elements that determine the type of decorative pattern 80) included in the decorative pattern 80 is the prescribed order. In addition, in the prescribed order, the largest number "7" is followed by the smallest number "1" (the prescribed order is "circular"). Therefore, the prescribed order is "1" → "2" → "3" ... "6" → "7" → "1" → "2" ... In the following description, the order according to the prescribed order may be referred to as ascending order, and the order opposite to the prescribed order may be referred to as descending order. In addition, the pattern "N" ahead in the ascending order is represented by "+N", and the pattern "N" ahead in the descending order is represented by "-N". For example, the decorative pattern 80 of "2" is "+1" to the decorative pattern 80 of "3", and the decorative pattern 80 of "2" is "-1" to the decorative pattern 80 of "1".

[0085] 4-3) Target change during performance and previous change during performance The reach-reading performance is a type of look-ahead performance (the look-ahead performance itself is publicly known). In this embodiment, the reach-reading performance may occur in a normal game state, but may occur in a special game state. The look-ahead performance suggests that the probability of a certain change performance (a change performance that is the target of the look-ahead performance) becoming a jackpot has increased by using one or more change performances executed before the certain change performance. Hereinafter, the change performance that is the target of the look-ahead performance is referred to as the target change performance (target change), and the change performance before the target change performance used in the look-ahead performance is referred to as the future change performance (future change). In addition, the change performance one step before the target change performance is referred to as the one step before the future change performance (one step before the future change), and the change performance two steps before the target change performance is referred to as the two steps before the future change performance (two steps before the future change). Furthermore, the winning / losing lottery result corresponding to the target variation performance (i.e., the winning / losing lottery result that is the target of the look-ahead performance) is called the target winning / losing lottery result, and the winning / losing lottery result corresponding to the previous variation performance is called the previous winning / losing lottery result. If the previous winning / losing lottery result is not a losing result, the reach look-ahead performance will not occur.

[0086] 4-4) Specific aspects of reach prediction performance The reach-reading effect is a look-ahead effect that suggests that a reach will be established in the target variation effect in one or more future variation effects. The establishment of a reach in a certain variation effect means that the probability of a jackpot is higher than if the reach was not established, so the occurrence of the reach-reading effect suggests that the probability (jackpot reliability) of the target winning / losing lottery result being a jackpot has increased (compared to when the reach-reading effect did not occur).

[0087] The reach-reading performance proceeds as follows. Although Figs. 14 and 15 show an example of the reach-reading performance in which the future change is executed three times (the reach-reading performance that starts from the future change three times before), the number of the future changes can be increased or decreased (in this embodiment, the maximum number of reserved special patterns 1 that can be stored in the storage means is 4, so the maximum number of future changes that the reach-reading performance can include is 4). Also, the reserved pattern 70 corresponding to the target winning / losing lottery result is marked with "T". Also, to make the figure easier to understand, it is assumed that no new reserved information (winning / losing lottery information) is acquired after the reach-reading performance starts.

[0088] (i) A losing combination that indicates a losing result based on the result of the previous lottery is considered to be a reaching losing combination (see Figures 14(b), (d), and (f)). (b) The types of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns, are maintained from the previous change at which the pre-reading performance starts to the target change (see FIG. 14 and FIG. 15). (c) The central decorative pattern 80C constituting a reach losing combination is set to "+1" each time a future variation ends (see Figures 14(b), (d), and (f)) (the central decorative pattern 80C constituting a losing combination in a future variation is set to "+1" of the central decorative pattern 80C constituting a losing combination in the previous future variation). (ii) The middle decorative pattern 80C constituting the reach-miss combination in the previous forward change is set to the "-2" pattern of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (see Figure 14(f)) (in the forward change immediately before the target change, the difference between the specified order of the middle decorative pattern 80C and the specified order of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (hereinafter sometimes referred to as the pattern gap) is controlled to be the same every time. Note that the pattern gap in the forward change prior to the previous forward change satisfies the above (iii). In other words, the pattern gap becomes smaller by 1 each time the forward change ends (see Figures 14(b), (d), (f)). (e) In the target variation, the middle decorative pattern 80C temporarily stops at the pattern set to "-1" of the left decorative pattern 80L and the right decorative pattern 80R, which are the reach patterns (see Figure 15(a)). (In other words, the pseudo-stopped middle decorative pattern 80C is "+1" of the middle decorative pattern 80C that formed a reach-miss combination in the previous preceding variation, and the pseudo-stop in the target variation indicates that the middle decorative pattern 80C has progressed by "+1" in the prescribed order (from the previous preceding variation).) (F) After the above (E), a provocative effect occurs. For example, a provocative effect is executed to show that the middle decorative pattern 80C that has stopped in the above (E) is about to change (see FIG. 15(b)). (T) After the above (F), if the result of the target winning / losing lottery is a jackpot, the central decorative pattern 80C that was pseudo-stopped in the above (E) changes to a "+1" pattern, forming a winning combination, and the target fluctuation ends (see Figure 15(c-1)). On the other hand, if the result is a loss, the central decorative pattern 80C that was pseudo-stopped in the above (E) forms a losing combination, and the target fluctuation ends (see Figure 15(c-2)).

[0089] In this way, in the reach-prediction performance of this embodiment, the middle decorative pattern 80C that constitutes the reach-miss combination progresses (by "+1") in a prescribed order each time the future variation ends, approaching the reach patterns (left decorative pattern 80L and right decorative pattern 80R) (in simple terms, the middle decorative pattern 80C is "counted up" as it approaches the target variation), making the progress of the pre-prediction performance easy to understand.

[0090] In particular, in this embodiment, the central decorative pattern 80C constituting the reach-miss combination in the previous forward variation (the forward variation immediately before the target variation) is determined to be the "-2" pattern of the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns (the difference (pattern gap) between the specified order of the reach patterns and the specified order of the central decorative pattern 80C is the same every time). Therefore, a player who has been exposed to the reach-reading performance several times may know that the time when it becomes "-2" is the last read-ahead variation (the previous forward edge variation). A player who knows this can predict in advance which variation (which reserved) will be the target variation from the stage when the previous variation is being executed.

[0091] In this embodiment, it has been described that the left decorative pattern 80L and the right decorative pattern 80R are the patterns that constitute the reach, and the middle decorative pattern 80C is the pattern that changes by "+1" each time the previous variation ends. However, if two of the three decorative patterns 80 are the patterns that constitute the reach (first decorative pattern, second decorative pattern) and the remaining one is the pattern that changes by "+1" each time the previous variation ends (third decorative pattern), any of the three decorative patterns 80 (left decorative pattern 80L, middle decorative pattern 80C, right decorative pattern 80R) may be the pattern that constitutes the reach. The patterns that constitute the reach may be changed each time the reach-preview performance is performed. However, since the reach-preview performance is characterized in that the progress of the preview performance is represented by the change of a pattern that is not a reach pattern, it is preferable that the changing pattern is displayed in the most "prominent position". In other words, as in this embodiment, it is preferable that the middle decorative pattern 80C displayed between the two reach patterns is the pattern that changes each time the previous variation ends.

[0092] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned reach-reading performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0093] 〇Specific example 3-1 In the above embodiment, the middle decorative pattern 80C constituting the reach-miss combination in the previous previous forward variation (the forward variation immediately before the target variation) is set to the "-2" pattern of the left decorative pattern 80L and the right decorative pattern 80R which are the reach patterns (see FIG. 14(f)). However, if the difference between the prescribed order of the reach patterns in the previous previous forward variation and the prescribed order of the middle decorative pattern 80C is the same every time, it may be set to, for example, the "-1" pattern. By doing so, the middle decorative pattern 80C constituting the reach-miss combination becomes the reach pattern "-1" to indicate that it is the final variation of the look-ahead, so the reach-look-ahead performance becomes easier to understand.

[0094] 〇Specific example 3-2 The pattern gap, which is the difference between the prescribed order of the middle decorative pattern 80C in the previous previous variation and the prescribed order of the reach pattern, can be different each time. The pattern gap indicates the reliability of the jackpot of the target hit / miss lottery result. For example, three types of pattern gaps that can occur, "-1", "-2", and "-3", are set (see FIG. 16. Note that FIG. 16 shows an example in which the reach pattern is the decorative pattern 80 of "4"), and the reliability of the jackpot of the target hit / miss lottery result differs depending on which of the three types of pattern gaps is selected.

[0095] In this example, it is preferable to set the smaller the pattern gap, the higher the jackpot reliability of the target winning / losing lottery result. As described above, if three types of pattern gaps, "-1", "-2", and "-3", are set, "-1" is set to have the highest reliability and "-3" is set to have the lowest reliability (see FIG. 16). The closer the middle decorative pattern 80C is to the reach pattern, the closer the impression will be to the jackpot combination, so it is better to set the reach-forward performance to have a higher reliability as the pattern gap becomes smaller.

[0096] 〇Specific example 3-3 In the above embodiment, the middle decorative pattern 80C constituting the reach-loss combination is described as being set to "+1" each time the previous variation ends, but it may be set to a different change mode as long as it has a certain rule. For example, it may be set to be "+2" each time the previous variation ends. It may also be set to change in descending order, such as being set to "-1" each time the previous variation ends.

[0097] 〇Specific example 3-4 When the middle decorative pattern 80C stops in the previous variation and a reach-miss combination is formed, an image that emphasizes (makes the middle decorative pattern 80C stand out) (hereinafter, referred to as an emphasis image 30) is displayed. If the reach-miss combination is simply displayed in the previous variation, there is a possibility that the player will not notice that the middle decorative pattern 80C indicates the occurrence and progress of a look-ahead performance, so the emphasis image 30 accompanying the middle decorative pattern 80C is displayed (see FIG. 17(b)). The emphasis image 30 may also be displayed at the time of a pseudo stop in the target variation (see FIG. 17(c)).

[0098] It is preferable that the emphasized image 30 is not displayed in a variation where the reach-reading performance is not executed, but is an image dedicated to the reach-reading performance. By doing so, when the emphasized image 30 is displayed, it is clearly indicated that the variation is one in which the reach-reading performance is executed (that is, the variation is different from the normal variation). Furthermore, the emphasized image 30 is not displayed in association with the reach patterns (left decorative pattern 80L and right decorative pattern 80R) among the three decorative patterns 80 that constitute the reach-loss combination in the previous variation (see FIG. 17(b)). In other words, the emphasized image 30 can be said to be an image for making the middle decorative pattern 80C (the pattern that is "counted up") stand out more than the reach patterns that constitute the reach-loss combination.

[0099] 〇Specific example 3-5 In the above embodiment, the types of the left decorative pattern 80L and the right decorative pattern 80R, which are the reach patterns, are maintained from the previous change when the pre-reading performance starts to the target change, but the type of the reach pattern may be changed in the middle. However, even if the type of the reach pattern changes in this way, the pattern gap between the reach pattern and the center decorative pattern 80C is made to satisfy the rule described in the above embodiment.

[0100] For example, if a reach-miss combination of "5·2·5" (where the reach pattern is decorative pattern 80 "5") is formed in the forward change two times before (see FIG. 18(b)), the reach pattern is changed to decorative pattern 80 "7" (see FIG. 18(c)). In this case, a reach-miss combination of "7·5·7" is formed in the forward change one time before (see FIG. 18(d)). In other words, as the reach pattern is increased by "+2" from the forward change two times before to the forward change one time before, the middle decorative pattern 80C is increased by "+3" ("+1" + "+2"), so that the rule that the pattern gap in the forward change one time before is "-2" is maintained.

[0101] The same applies when the type of reach symbol is changed in the target change. For example, if a reach-miss combination of "6·4·6" (the reach symbol is a decorative symbol 80 of "6") is formed in the previous forward change (see FIG. 19(b)), the reach symbol is changed to a decorative symbol 80 of "7" in the target change. In this case, the combination of "7·6·7" is formed (see FIG. 19(c)) at the time of the pseudo stop in the target change (before the teasing performance (see FIG. 19(d))). In other words, as the reach symbol is increased by "+1" from the previous forward change to the time of the pseudo stop of the target change, the middle decorative symbol 80C is increased by "+2" ("+1" + "+1"), so that the rule that the symbol gap at the time of the pseudo stop of the target change is "-1" is maintained.

[0102] The configuration of this example is particularly effective in cases where the game has different jackpot reliability depending on the type of reach symbol. For example, a rule is set that when the reach symbol is "7", it has higher reliability than other symbols. Based on this premise, if the reach symbol can change midway after the reach-prediction performance starts, it will be a performance form in which the player hopes that the reach symbol will change to one with high reliability (on the other hand, if the type of reach symbol does not change from the start of the reach-prediction performance as in the above embodiment, it will not change to a reach symbol with high reliability midway).

[0103] 〇Specific example 3-6 The number of future changes used in the reach-reading performance indicates the reliability of the jackpot of the target winning / losing lottery result. For example, the more the number of future changes used in the reach-reading performance (the more the number of changes from the start of the reach-reading performance until the target change) is, the higher the reliability of the jackpot of the target winning / losing lottery result is set.

[0104] As described above, in the reach-reading performance, the middle decorative pattern 80C is "counted up" each time the previous variation ends, and in this example, the number of "counts up" (the length of the "count up") indicates the reliability of the jackpot of the target winning / losing lottery result. If the setting is such that the more the number of future variations used in the reach-reading performance, the higher the reliability of the jackpot of the target winning / losing lottery result, it becomes an easy-to-understand performance form in which the longer the count up, the higher the reliability of the jackpot.

[0105] 〇Specific example 3-7 The same technical concept as the reach-reading performance in the above embodiment can also be applied to the pseudo-successive performance. Since the pseudo-successive performance itself is well known, detailed explanation will be omitted, but it is a performance in which the decorative pattern 80 stops pseudo-stopping in a predetermined combination, and then starts to vary again, and this is repeated one or more times. The above-mentioned "predetermined combination" is a "reach-missing combination" in which the left decorative pattern 80L and the right decorative pattern 80R are the same type, and the middle decorative pattern 80C is a different type from them, and a change of "+1" occurs in the middle decorative pattern 80C every time the pseudo-stopping occurs.

[0106] 5) Image change effects 5-1) Operation image The gaming machine 1 according to this embodiment is capable of executing an image change presentation as a presentation constituting the during-change presentation. In this embodiment, the image change presentation is executed during a normal game state, but can also be executed during a special game state. Also, it can be executed during a big win game, not during the during-change presentation. The image change presentation is a presentation in which the player is prompted to operate the operation means 60 (push button). The operation means 60 is a structure that is approximately circular when viewed from above. In the image change presentation, an operation image 40 representing the operation means 60 is displayed in the display area 911. The operation image 40 may be in a form that allows the player to recognize that it represents the operation means 60 (operation target). The operation means 60 in this embodiment has a triangular mark inside an outer shape that is approximately circular when viewed from above, and the operation image 40 represents the operation means 60 as viewed from above (see FIG. 20(a). Note that the operation image displayed when an operation is requested other than during the image change presentation is shown in FIG. 9(b).

[0107] 5-2) Target image In the image change presentation, the target image 50 is displayed in the display area 911 (see FIG. 20). The image change presentation is a presentation in which the target image 50 changes. Specifically, the image change presentation is a presentation in which the target image 50 changes from the initial state (see FIG. 20(a)) to the target state (see FIG. 20(d-1)). The target image 50 is displayed together with the operation image 40. The target image 50 in the initial state has an outer edge portion 51 and a transparent portion 52 (see FIG. 20(a)). The outer edge portion 51 is a portion that constitutes the outer edge of the target image 50. Therefore, the shape of the outer edge portion 51 is the shape (outer shape) of the target image 50. The transparent portion 52 is a portion surrounded by the outer edge portion 51. However, it is sufficient that most of the transparent portion 52 is surrounded by the outer edge portion 51 (if it appears to the player as being surrounded), and it is also acceptable that a part of the outer edge portion 51 is interrupted, etc.

[0108] In this embodiment, the target image 50 is assumed to show the letter "G." That is, the outer edge portion 51 is a portion that represents the letter "G," and the inner portion of the letter "G" is assumed to be a transparent portion 52 (see FIG. 20(a)).

[0109] 5-3) Progression of image change effects At the beginning of the image change presentation, the target image 50 in the initial state and the operation image 40 are displayed in the display area 911 so as to overlap (see FIG. 20(a)). Specifically, the target image 50 in the initial state is displayed in the display area 911 as if at least a part of the operation image 40 is visible through the transparent portion 52 of the target image 50 in the initial state. In other words, the display form is such that it appears to the player as if the target image 50 in the initial state is present in front of the operation image 40. The range of the operation image 40 that is not overlapped by the target image 50 is viewed as it is.

[0110] As described above, the target image 50 in this embodiment represents the letter "G" and is roughly circular in shape, and the target image 50 and the operation image 40 are displayed so as to overlap concentrically. Note that, in the image change presentation, no image representing the operation means 60 is displayed other than the operation image 40.

[0111] Thereafter, a valid operation period during which operation of the operating means 60 is valid begins. In this embodiment, during the valid operation period, a remaining time image 45 indicating an estimate of the remaining (elapsed) period of the valid operation period and an operation style image 46 indicating a required operation style of the operating means 60 are displayed in the display area 911 (see FIGS. 20(a) to (c)). In this embodiment, continuous operation (repeated taps) of the operating means 60 is encouraged, so the word "repeated taps" is displayed as the operation style image 46.

[0112] During the operation valid period, each time the operation of the operation means 60 satisfies a predetermined condition, the transparent portion 52 of the target image 50 is changed to become smaller (see Figs. 20(a) to (c)). The portion of the target image 50 that is the transparent portion 52 in the initial state is divided into a plurality of (N) divided elements. In this embodiment, N=5. Note that each divided element may be divided so that each divided element can be grasped, or may not be divided. Each time the operation of the operation means 60 satisfies a predetermined condition, one divided element changes to an opaque portion 53. When the divided element changes to an opaque portion 53, the operation image 40 becomes unrecognizable through the opaque portion 53. In other words, a part of the operation image 40 that was visible when the divided element was part of the transparent portion 52 becomes unrecognizable when the divided element changes to an opaque portion 53 (a part of the operation image 40 becomes covered by the opaque portion 53).

[0113] In this embodiment, every time an operation of the operating means 60 is detected during the operation valid period, a lottery (hereinafter referred to as a change lottery) is executed to determine whether or not to change one divided element to a non-transparent part 53. The change lottery is triggered by winning the change lottery. In other words, every time the change lottery is won, a change occurs in which the transparent part 52 of the target image 50 becomes smaller. It is preferable that the probability of winning the change lottery is less than 100%. In other words, it is preferable that even if the operating means 60 is operated, the one divided element does not necessarily become the non-transparent part 53. In addition, in one image change performance, a configuration may be adopted in which the winning probability of the change lottery can change every time the one divided element changes to the non-transparent part 53. However, a configuration in which the transparent part 52 becomes smaller in response to winning such a change lottery is one example. For example, a configuration in which the transparent part 52 becomes smaller every time a specified number of operations of the operating means 60 are detected (which may be fixed or may be indefinite) may be adopted.

[0114] The image change presentation is set such that a successful ending (see FIG. 20(d-1)) is when the target image 50 changes from the initial state to the target state, and a failed ending (see FIG. 20(d-2)) is when the target state is not reached. Whether the ending is a successful ending or a failed ending is determined internally in advance (so that the player does not know). In this embodiment, if the ending is a successful ending, there remains a possibility that the target winning / losing lottery result (the winning / losing lottery result corresponding to the change in which the image displacement presentation is executed) will be a jackpot, and if the ending is a failed ending, it is determined that the target winning / losing lottery result will be a miss. In other words, based on the result of the target winning / losing lottery, it is determined in advance whether the image change presentation will result in a successful ending or a failed ending.

[0115] The goal mode is a mode in which all of the N divided elements become the non-transparent portion 53. That is, the entire portion that was the transparent portion 52 in the initial mode becomes the non-transparent portion 53 (see FIG. 20(d-1)). In this embodiment, even if the predetermined outcome is either a successful outcome or a failed outcome, the game can proceed until N-1 divided elements (four divided elements in this embodiment) become the non-transparent portion 53 (the game can win the change lottery N-1 times). If the predetermined outcome is a failed outcome, after N-1 divided elements become the non-transparent portion 53, the change lottery is not executed even if the operation means 60 is operated during the operation valid period. That is, the target image 50 does not reach the goal mode. On the other hand, if the predetermined outcome is a successful outcome, the change lottery is executed in response to the operation of the operation means 60 during the operation valid period even after N-1 divided elements become the non-transparent portion 53. That is, the target image 50 may reach the goal mode. In addition, when the predetermined ending is a successful ending, if the target image 50 does not reach the goal state during the valid operation period, the target image 50 is forcibly brought to the goal state upon the expiration of the valid operation period (forcibly transitioning to the successful ending).

[0116] As described above, since the target image 50 is displayed in front of the operation image 40, the visible range of the operation image 40 gradually becomes smaller as the transparent portion 52 of the target image 50 becomes smaller. It can be said that the state in which the target image 50 is in the initial state (see FIG. 20(a)) is the state in which the visible range of the operation image 40 is the largest, and the state in which the target image 50 has reached the goal state (see FIG. 20(d-1)) is the state in which the visible range of the operation image 40 is the smallest.

[0117] Furthermore, target image 50 in this embodiment has transparent portion 52 surrounded by outer edge portion 51, and transparent portion 52 gradually changes to non-transparent portion 53. Outer edge portion 51 is shaped like a letter (the letter "G" in this embodiment), and the image change presentation is a presentation form in which a "meter" representing the letter accumulates over time (the change of transparent portion 52 to non-transparent portion 53 represents the meter accumulating).

[0118] In this way, the image change presentation in this embodiment is a presentation aimed at changing the target image 50 from the initial state to the target state by operating the operation means 60, and the operation image 40 visible through the transparent portion 52 of the target image 50 in the initial state indicates that the operation means 60 should be operated, and as the target image 50 approaches the target state, the visible range of the operation image 40 becomes smaller by being covered by the non-transparent portion 53. In other words, since the operation image 40 is conspicuous at the start of the effective operation period, it is emphasized that the operation means 60 should be operated, and as the target image 50 approaches the target state, the operation image 40 becomes less visible, emphasizing that the presentation is progressing (reaching its climax), in this easy-to-understand presentation form.

[0119] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned image change presentation. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0120] 〇Specific example 4-1 Although the image change presentation in the above embodiment has been described as one in which the player is prompted to operate the operation means 60 continuously (repeated taps), other operation modes may be prompted. For example, the player may be prompted to perform a maintenance operation to maintain the operation of the operation means 60 (when the operation means 60 is a push button as in this embodiment, this would be a "long press"). The operation of the operation means 60 continues for a predetermined period of time, which triggers the execution of the change lottery, and the transparent portion 52 becomes smaller (one divided element becomes the non-transparent portion 53) when the change lottery is won.

[0121] It is also conceivable that the player is prompted to operate the operating means 60 once (a single operation) (the valid operation period ends with a single operation of the operating means 60). In the case of a successful ending, the operation of the operating means 60 triggers the entire transparent portion 52 of the target image 50 to change to a non-transparent portion 53. In the case of a failed ending, the operation of the operating means 60 does not result in a change to a non-transparent portion 53 (the transparent portion 52 is maintained). However, in the case of an image change presentation that prompts a single operation, the change in the transparent portion 52 gradually becoming smaller is not shown in the presentation.

[0122] 〇Specific example 4-2 The probability that the image change presentation will reach a successful conclusion is suggested by the transparent portion 52 of the target image 50 in the initial state. For example, the transparent portion 52 is set to either a first state (see FIG. 21(a)) which is a semi-transparent state of "white" or a second state (see FIG. 21(b)) which is a semi-transparent state of "red," and the second state is set to have a higher probability of reaching a successful conclusion than the first state.

[0123] By allowing the state of the transparent portion 52 to change as in this example, the appearance of the operation image 40 viewed through the transparent portion 52 differs depending on the state of the transparent portion 52. That is, when the transparent portion 52 is in the first state, the operation image 40 appears to be white, and when the transparent portion 52 is in the second state, the operation image 40 appears to be red. That is, since the operation image 40 is viewed through the transparent portion 52, the appearance of the operation image 40 also differs by changing the state of the transparent portion 52.

[0124] Specific example 4-3 If the image change performance results in a successful ending (see FIG. 22(a-2)), a specified post-performance will occur (if the performance results in a failed ending, the post-performance will not occur) (see FIG. 22(a-3)). In other words, the image change performance will be executed as a branching performance that indicates whether the post-performance will occur or not. It is considered that a specified reach performance will be executed as the post-performance. If the result of the target win / lose lottery is a jackpot, a reach performance that leads to a jackpot ending will occur as the post-performance, and if it is a miss, a reach performance that leads to a miss ending will occur as the post-performance.

[0125] Based on this premise, the target image 50 is assumed to suggest a post-performance. For example, the characters displayed by the target image 50 are assumed to represent at least a part of the "title" of the post-performance. In this way, it is possible to indicate that a post-performance has occurred (see FIG. 22(a-3)) using the target image 50 that has reached the target state (see FIG. 22(a-2)). By using this example, it becomes easier to understand that the target image 50 reaching the target state suggests the occurrence of a post-performance.

[0126] In addition, in the case of this example, a plurality of types of target images 50 are provided as target images 50 that can be displayed in the image change performance. For example, a first target image 50a (see FIG. 22(a-1)) may be displayed, and a second target image 50b (see FIG. 22(b-1)) different from the first target image 50a may be displayed. When the image change performance in which the first target image 50a is displayed reaches a successful conclusion (see FIG. 22(a-2)), a first post-performance (see FIG. 22(a-3)) occurs as a post-performance, whereas when the image change performance in which the second target image 50b is displayed reaches a successful conclusion (see FIG. 22(b-2)), a second post-performance (a performance different from the first post-performance) (see FIG. 22(b-3)) with higher reliability than the first post-performance occurs as a post-performance. In this way, the type (mode) of the target image 50 is a performance form that suggests the type of post-performance that can occur thereafter. In addition, since the reliability of reaching a successful ending is higher when the second target image 50b is displayed than when the first target image 50a is displayed, the player is more likely to hope for a successful ending when the second target image 50b is displayed.

[0127] 〇Specific example 4-4 The target image 50 is configured to be used as one of the decorative patterns 80 that compose the pattern combination that indicates the result of the winning / losing lottery. For example, if the image change presentation occurs as a kind of reach presentation, and the result of the winning / losing lottery is a big win, the target image 50 that has reached the target state after the image change presentation has ended successfully can be configured to be one of the decorative patterns 80 that compose the winning combination. Specifically, it is as follows.

[0128] The image change performance may occur when a reach is achieved in which the left decorative pattern 80L and the right decorative pattern 80R (reach pattern) are of the same type. The outer edge 51 of the target image 50 is made to represent the decorative pattern 80 of the same type as the reach pattern. For example, when a reach is achieved in which the decorative pattern 80 of "6" is the reach pattern, the target image 50 of the outer edge 51 representing "6" is displayed (see FIG. 23(a)). In the image change performance, a change may occur in which the transparent portion 52 inside the outer edge 51 representing "6" becomes smaller (becomes a non-transparent portion 53) (see FIG. 23(b)). The image change performance leads to a successful conclusion if the target hit / miss lottery result is a big hit, and leads to a failed conclusion if it is a miss. In the case of a successful conclusion, the entire transparent portion 52 becomes a non-transparent portion 53 and the target image 50 reaches the target state (see FIG. 23(c-1)). In the case of a failure outcome, the target image 50 does not reach the target state (see FIG. 23(c-2)). Since the target image 50 that has reached the target state is displayed between reach symbols, it forms a winning combination as a middle decorative symbol 80C, and the fluctuation stops completely and the result of the win / lose lottery is announced as a jackpot (see FIG. 23(d-1)). If the target state is not reached, a losing combination is formed and the fluctuation stops completely (see FIG. 23(d-2)).

[0129] In this way, the image change presentation can be used as a kind of reach presentation that indicates whether one of the symbols constituting the winning combination that indicates the result of the lottery is a win is completed (the completion of the symbol is regarded as the selection of the symbol). Note that since the decorative symbol 80 in the above embodiment is a "number", the target image 50 (outer edge 51) is made to resemble a number, but if the decorative symbol 80 is a letter, character, or the like other than a number, the target image 50 can also be a letter, character, or the like other than a number.

[0130] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0131] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0132] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine" that allows the big win to be acquired by making the game ball enter the privilege area (V area) that is opened when the small win is acquired) is well known, detailed explanation is omitted, but for example, if the setting is such that when a small win is won, it leads to the acquisition of a big win (except in the case of an irregular event such as a malfunction of the game machine or the player not playing as instructed) (a setting in which the winning of a small win and the winning of a big win can be regarded as essentially the same), the winning of the big win described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0133] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0134] ·Means 1-1 A gaming machine comprising: a bonus awarding means for awarding one of a plurality of bonuses when a winning / losing lottery result is a winning one; and a display means for displaying a result image showing the acquisition status of said bonuses during a specified period, wherein at least one of said plurality of bonuses is designated as a specific bonus, and said result image includes a name representing the specific bonus that has been acquired during said specified period, and does not include a name representing the specific bonus that has not been acquired during said specified period. Since the result image in the gaming machine does not include a name indicating a specific benefit that was not obtained, the possibility that a player will become irritated when he sees the result image can be reduced.

[0135] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the multiple types of bonuses include a non-specific bonus that is not the specific bonus and has a smaller expected value of profit that the player will enjoy than the specific bonus, and when the specific bonus is acquired during the specified period, the result image includes a name representing the acquired specific bonus and does not include a name representing the non-specific bonus. If a specific benefit, which provides a relatively high benefit, has been acquired, then there is no need to show in the result image the status of acquiring a non-specific benefit, which provides a relatively low benefit (because showing the status of acquiring a non-specific benefit may lead the player to imagine that he or she would have gained more benefit if the non-specific benefit had been a specific benefit, which may cause the player to feel as if they have lost out).

[0136] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that if the specific benefit is not acquired at all during the specified period, the result image does not include a name representing the specific benefit, but includes a name representing the non-specific benefit. If even the non-specific privilege is not displayed in the result image when the specific privilege is not acquired, it gives the impression that no privilege has been acquired during the specified period, so in such a case, it is preferable that the non-specific privilege is displayed in the result image.

[0137] ·Means 2-1 A gaming machine comprising: a game state setting means capable of setting a normal game state and a special game state which is more advantageous to the player than the normal game state as game states in which the player plays with the aim of winning or losing a lottery result; a display means capable of displaying a normal background image displayed in the normal game state and a special background image displayed in the special game state as background images of decorative patterns displayed to show the win / lose lottery result; and an effect execution means for executing a switching effect which displays a switching image, wherein the switching effect can end in a normal ending in which the normal background image is displayed after the switching image is displayed, and a special ending in which the special background image is displayed after the switching image is displayed. According to the gaming machine, it is possible to execute an interesting presentation in which the ending is indicated by the type of background image displayed after the switching image is displayed.

[0138] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the switching effect is an effect in which a part of the normal background image is visible when the normal ending is reached, and a part of the special background image is visible when the special ending is reached, through a spatial portion formed in the switching image. By doing so, a part of the background image can be seen through the space from the stage where the switching image is displayed (the ending is hinted at in advance).

[0139] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2, characterized in that the spatial portion of the switching image is made normal in shape when the normal ending is reached, and made special in shape different from the normal shape when the special ending is reached. In this way, not only the part of the background image visible through the space, but also the shape of the space itself gives a hint at the ending in advance.

[0140] ·Means 3-1 A gaming machine in which, after a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group each including a plurality of kinds of decorative patterns start to vary, a pattern combination consisting of a first decorative pattern selected from the first decorative pattern group, a second decorative pattern selected from the second decorative pattern group, and a third decorative pattern selected from the third decorative pattern group becomes a winning combination when a winning / losing lottery result is a winning combination, and becomes a losing combination when a losing lottery result is a losing combination, and a performance is executed during the variation until the variation stops, wherein the winning combination is a combination in which the first decorative pattern, the second decorative pattern, and the third decorative pattern are of the same kind, and the losing combination is a losing combination. The gaming machine is characterized in that the reach-miss combination included in the combination is a combination in which the first decorative pattern and the second decorative pattern are the same type but the third decorative pattern is a different type, and is capable of executing a reach-prediction performance in which the type of the third decorative pattern constituting the reach-miss combination shown in the prior during-variation performance changes for each successive prior during-variation performance, as a pre-reading performance that suggests an increased probability of the target hit / miss lottery result being a win, by using a prior during-variation performance that occurs before the start of the target during-variation performance that corresponds to the target hit / miss lottery result. According to the gaming machine, it is possible to execute an easy-to-understand pre-reading performance that progresses according to a change in the type of the third decorative symbol that constitutes the reach-loss combination.

[0141] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that a prescribed order is set for each of the multiple types of decorative patterns, and in the reach-ahead reading performance, the type of the third decorative pattern that constitutes the reach-miss combination changes according to the prescribed order for each successive future-changing performance. By doing this, the change in the third decorative pattern in the prescribed order indicates the progress of the reach-prediction performance (approaching the target-changing performance).

[0142] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the reach-prediction performance is controlled so that the difference between the specified order of the types of the first decorative pattern and the second decorative pattern that constitute the reach-miss combination in the previous during-change performance immediately before the target during-change performance, and the specified order of the type of the third decorative pattern, is the same every time. By doing this, when the difference in the prescribed order between the first decorative pattern and the second decorative pattern and the third decorative pattern reaches a predetermined value, it means that it is the change immediately before the target change performance, so it becomes a pre-reading performance that makes it easy to predict the hold that corresponds to the target change performance.

[0143] ·Means 4-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player; and an operation execution means for executing an image change operation in which the player is prompted to operate the operation means, the successful outcome being a target image displayed in the display area reaching a target state from an initial state, and a failed outcome being a failure to reach the target state, wherein the image change operation is displayed so that the operation image representing the operation means is visible through a transparent portion of the target image in the initial state, and each time the operation of the operation means during an effective operation period satisfies a predetermined condition, the transparent portion of the target image becomes smaller. The image change presentation that the gaming machine can execute is an easy-to-understand presentation format in which the operation image is made prominent at the beginning of the presentation to emphasize the situation in which the operation means should be operated, and as the target image approaches the target state, the operation image becomes less visible to emphasize the progress of the presentation.

[0144] ·Means 4-2 The gaming machine described in Means 4-1, characterized in that the transparent portion is a portion surrounded by an outer edge portion along the outer edge of the target image. By doing this, the target image changes like a meter.

[0145] ·Means 4-3 A gaming machine as described in means 4-1 or 4-2, characterized in that if the result of the lottery is a win, a winning combination consisting of a plurality of symbols is displayed, and if the result of the lottery is shown to be a win through the image change presentation, the target image that has reached the target state is made one of the symbols that make up the winning combination. In this way, an image change effect can be applied in which the target image in the target mode becomes one of the symbols that make up a winning combination. [Explanation of symbols]

[0146] 1. Gaming machines 10 Result image 20 Switching Images 20a Space part 25n Normal background image 25s special background image 40 Operation Images 50 Target Images 51 Outer edge 52 Transparent part 53 Opaque part 60 Operating means 70 Reserved Design 80 Decorative pattern (80L Left decorative pattern 80R Right decorative pattern 80C Center decorative pattern) 91 Display device 911 Display area

Claims

1. A gaming machine that displays a result image in a manner corresponding to the acquisition status of the privileges during a specified period at the end of the specified period during which multiple types of privileges can be acquired, wherein the multiple types of privileges include one or two or more specific privileges and one or two or more non-specific privileges whose expected value of benefits enjoyed by the player is lower than any of the specific privileges, and when any of the specific privileges can be acquired during the specified period, even if any of the non-specific privileges can be acquired during the specified period, the result image includes elements representing the specific privileges but does not include elements representing the non-specific privileges. A gaming machine characterized by this.

2. As the specific privileges, specific privilege A and specific privilege B are provided, and when both specific privilege A and specific privilege B can be acquired during the specified period, the result image includes both elements representing specific privilege A and elements representing specific privilege B. The gaming machine according to claim 1, characterized by this.

3. As the specific privileges, specific privilege A and specific privilege B are provided, and when specific privilege A can be acquired during the specified period but specific privilege B cannot be acquired, the result image includes elements representing specific privilege A but does not include elements representing specific privilege B. The gaming machine according to claim 1, characterized by this.