Game machine

JP2024011633A5Active Publication Date: 2025-07-10SANSEI R&D KK
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Patent Information

Application Number
JP2022113813
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-07-15
Publication Date
2025-07-10
Estimated Expiration
2042-07-15

AI Technical Summary

Technical Problem

Existing gaming machines do not clearly indicate that a specific gaming state will be restarted due to the acquisition of a specific jackpot, leading to confusion among players.

Method used

A gaming machine that displays a changing image during a specific gaming state, which returns to its initial state when a specific jackpot is won, indicating the restart of the specific gaming state with a return effect.

Benefits of technology

Clearly indicates the restart of the specific gaming state upon winning a specific jackpot, enhancing player understanding and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of simply showing that a specific game state is started again by acquisition of a specific jackpot.SOLUTION: In a game machine, a normal game state, and a specific game state more advantageous to a player than the normal game state are provided as game states in which the player plays a game while aiming at winning of a winning / losing lottery result. The specific game state is started again after completion of a specific jackpot game when a winning / losing lottery results in winning and the specific jackpot is acquired in the specific game state, a change image that is in an initial mode when starting the specific game state and is changed each time when a winning / losing lottery results becomes losing is displayed in the specific game state, and a return performance suggesting that the change image is returned to the initial mode in acquisition of the specific jackpot occurs.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] There is known a gaming machine that is configured such that when a specific jackpot is won in a specific gaming state that is more advantageous than a normal gaming state, the specific gaming state is restarted after the specific jackpot (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-156618 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 that can clearly indicate that a specific gaming state will start again upon the acquisition of a specific jackpot. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine that has a normal gaming state and a specific gaming state that is more advantageous to the player than the normal gaming state, as gaming states in which the player plays with the aim of winning the result of a win / lose lottery, and if the result of the win / lose lottery in the specific gaming state is a win and a specific jackpot is won, the specific gaming state will start again after the specific jackpot game ends, and the specific gaming state is in an initial state when the specific gaming state starts, and a changing image is displayed that changes every time the result of the win / lose lottery is a lose, and when the specific jackpot is won, a return effect is generated to indicate that the changing image is returned to the initial state. Effect of the Invention

[0006] According to the present invention, it is possible to clearly show that a specific game state will be started again by winning a specific big win. [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] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 1 is a diagram for explaining an overview of a change image. [Diagram 5] FIG. 13 is a diagram for explaining the return effect. [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 10] 13A and 13B are diagrams for explaining composite and single forms of decorative patterns. [Figure 11] This is a diagram to explain pre-performance, specific performance (first performance section and second performance section), and post-reach performance. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 15] 11 is a diagram for explaining the relationship between a suggestion image and a target area (auxiliary image). FIG. [Figure 16] This is a diagram to explain the change performances (pre-stage, relay stage, and post-stage) that occur during an image performance. [Figure 17]This is a diagram showing an example of image presentation (an example in which the final result is a suggestion image "large"). [Figure 18] FIG. 11 is a diagram for explaining specific example 3-2 and specific example 3-3 (specific example 3-2 and specific example 3-3 are different examples, but are "shared" as explanatory diagrams for the two specific examples). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of gaming machines 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 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 game ball should be launched aiming at the second starting area 904b (specific 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, it will be a loss combination other than the combination that results in a big win. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7". The decorative patterns 80 with the same number are "same type" patterns (the decorative patterns 80 with different numbers are "different type" patterns).

[0019] In this embodiment, when a winning combination of decorative symbols 80 including odd numbers (decorative symbols 80 of "1", "3", "5", and "7") is displayed as a confirmed combination (a combination that stops changing), it is confirmed as a specific jackpot, which will be described in detail later. On the other hand, when a winning combination of decorative symbols 80 including even numbers (decorative symbols 80 of "2", "4", and "6") is displayed as a confirmed combination, it is not confirmed as a specific jackpot, and it may be a normal jackpot, which will be described in detail later. Specifically, when a winning combination of decorative symbols 80 including even numbers is displayed, a promotion effect may occur to notify that the jackpot won during the subsequent jackpot game was a specific jackpot, and if the promotion effect does not occur, a normal jackpot is confirmed. This type of promotion effect is well known, and the content may be anything, so a description will be omitted. Since a specific jackpot is more valuable to a player than a normal jackpot, it can be said that a winning combination using decorative patterns 80 containing odd numbers is definitely displayed (a specific jackpot is definitely displayed) is more advantageous to a player than a winning combination using decorative patterns 80 containing even numbers is definitely displayed (which may be a normal jackpot).

[0020] 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.

[0021] In this embodiment, a normal game state and a specific game state are set as game states (see FIG. 3). The specific game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability game state in which the probability of winning a jackpot is low (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 specific game state is a high probability game state in which the probability of winning a jackpot is high (about 1 / 50 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 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 specific 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 specific 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 specific 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.

[0022] In this embodiment, a normal jackpot and a specific 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 specific jackpot is a jackpot that transitions to a specific game state after the jackpot game ends. A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a specific jackpot. A jackpot obtained by winning the second win / lose lottery is a specific 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 specific jackpot. The specific game state is a game state that aims to win the second win / lose lottery, so a jackpot obtained in the specific game state is a specific jackpot.

[0023] In addition, the configuration may be such that the condition for transitioning to a specific game state after the specific jackpot game ends is to have the game ball enter a specified area (V area) that opens during the specific jackpot game (V entry) (a so-called V-variable machine).

[0024] The specific gaming state ends when the winning / losing lottery results are a loss a predetermined number of times in succession. When the specific gaming state ends, the normal gaming state is entered. If a jackpot (specific jackpot) is acquired before the predetermined number of consecutive losses after entering the specific gaming state, the specific gaming state will be entered again (the count of the predetermined number of times will be 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 entering the specific gaming state. In this embodiment, the predetermined number of times (ST number of times) is set to 72 times.

[0025] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.

[0026] The following describes the effects that can be executed by the gaming machine 1 according to the present embodiment. Note that only some of the effects described below may be executable. In addition, in some of the drawings that explain various effects, illustrations of reserved symbols and decorative symbols may be omitted.

[0027] 2) Return performance 2-1) Change image In the specific game state, a change image 10 (see Figs. 4 and 5) is displayed. In this embodiment, the change image 10 is displayed during a specific period, which is at least a part of the period during the specific game state. The specific period is a period including the start of the specific game state (meaning the start of the first (first) variable performance after the specific big win game is finished). In this embodiment, the specific period is the period during which the variable performance is being performed from the transition to the specific game state to the 1st to 36th (spin) times. As described above, the specific game state in this embodiment has ST count = 72, so that a part of the period including the start of the specific game state is the specific period. In the specific game state, the performance mode changes depending on the remaining number of STs, and during the specific period from the 1st to the 36th times, a predetermined performance mode (clock mode) in which a change image is displayed is set. Note that the clock mode in this embodiment is a so-called "fast consumption mode" in which the average time (average fluctuation time) required for the variable performance, including both winning fluctuation and losing fluctuation, is about 1 to 3 seconds.

[0028] The transformation image 10 in this embodiment is an image representing a "clock". The transformation image 10 includes a displacement portion 11 representing the "hands" of a clock. The state in which the displacement portion 11 faces straight up (hereinafter, the position of the displacement portion 11 in this state is referred to as the initial position) is set as the initial state of the transformation image 10, and the transformation image 10 is in the initial state at the start of the specific game state (see FIG. 4(a)). In this embodiment, the specific game state is named "○○ RUSH", and an image including the name is displayed at the start of the specific game state. The transformation image 10 in the initial state is displayed together with this. In addition to this, or differently from this, an image indicating that a predetermined presentation mode (in this embodiment, the clock mode) will be started may be displayed together with the transformation image 10 in the initial state.

[0029] During the specific period, the displacement section 11 displaces each time a single in-variation presentation ends (each time a losing variation ends) (see Figures 4(b) and (c)). The displacement amount is set to a value that will rotate exactly once (displace 360°) at the end of the specific period (see Figure 4(d)). Since the specific period in this embodiment is for 36 variations, the displacement section 11 rotates clockwise by 10° each time one variation ends. The player can sense that a specific game state is progressing (the number of remaining ST rounds is decreasing) from the change in the variation image 10 (displacement of the displacement section 11).

[0030] The changing image 10 is preferably provided with a guide (hereinafter referred to as an auxiliary part 12) indicating the amount of displacement (angle in this embodiment) of the displacement part 11 per change. In this embodiment, the displacement part 11 rotates 10° clockwise every time one change is completed, so "scales" are provided as the auxiliary part 12 at 10° intervals along the outer shape of the changing image 10, which is substantially circular (see FIG. 4). By providing such an auxiliary part 12, the player can sense that the displacement part 11 will be displaced to a position corresponding to the next auxiliary part 12 (clockwise order) every time one change is completed.

[0031] If there are 36 consecutive misses after the start of the specific game state, the specific period (clock mode) ends (see FIG. 4(d)). Since the change image 10 in this embodiment represents a "clock," "TIME UP" is displayed to indicate the end of the specific period (clock mode). After that, the specific game state progresses in a different presentation mode (a presentation mode in which the change image 10 is not displayed).

[0032] 2-2) Execution of a return performance in response to a specific jackpot during a specific period If a specific jackpot is won during the specific period, a return effect occurs. In other words, if a specific jackpot is won within 1 to 36 spins after the specific game state is started, a return effect occurs. When a specific jackpot is won, the specific game state starts again after the specific jackpot game ends (the remaining number of times of ST is reset), and a return effect occurs to indicate this. The return effect does not occur when the changing image 10 is in the initial state. In this embodiment, since the changing image 10 is in the initial state from the start of the specific game state until the end of the first during-variation effect, a return effect does not occur if the first win / loss lottery results in a specific jackpot. However, this does not deny the possibility of a return effect occurring when the first win / loss lottery results in a specific jackpot.

[0033] The return performance indicates that the change image 10 that is not in the initial state is returned to the initial state. That is, the change portion 11 that is not in the initial position is returned to the initial position. The return performance in this embodiment includes a state in which the change portion 11 representing the hands of the clock rotates counterclockwise (see FIG. 5(c)). That is, the clock is "rewound", and the initial state is indicated. It can be said that the direction in which the change portion 11 is displaced (the change portion 11 is displaced when the return performance is not being executed) triggered by the end of the miss variation is opposite to the direction in which the change portion 11 is displaced in the return performance. Note that the displacement portion 11 may rotate one or more times if it rotates counterclockwise. In this embodiment, the change image 10 displayed during the return performance is displayed larger than in the normal state (the state in which the return performance is not being executed), suggesting to the player that the change image 10 is in a situation in which attention should be paid to it. Furthermore, an emphasis image 15 that emphasizes that the change image 10 has been returned to the initial state is displayed during at least a part of the period in which the return performance is being executed. In this embodiment, a mark indicating “rewind” is displayed as the highlighted image 15.

[0034] In this embodiment, the return effect is executed during the fluctuation (during the winning fluctuation) when a specific jackpot is won. Specifically, the winning of the jackpot is indicated by executing the jackpot effect (the specific form of the jackpot effect may be any form. Also, any of two or more types of jackpot effects may be executed) that occurs only when the jackpot is won (see FIG. 5(b)), and then the return effect in which the transformation image 10 returns to the initial state occurs (see FIG. 5(c)). At the same time as or after the transformation image 10 returns to the initial state, the three-piece decorative pattern 80 (winning combination) completely stops, and the winning fluctuation ends. In this embodiment, the transformation image 10 that has returned to the initial state and the winning combination are displayed together (see FIG. 5(d)). By the occurrence of such a return effect, the player can easily understand that the specific game state will start again (the number of ST plays will be reset).

[0035] As described above, in this embodiment, the progression of the specific game state (reduction in the number of remaining ST rounds) is indicated by the changing image 10, which changes every time the winning / losing lottery result is a losing one (see Figure 4). When a specific jackpot is won, the changing image 10 is returned to its initial state (see Figures 5(c)(d)), indicating that a new specific game state will begin (the number of ST rounds will be reset), making it easy to understand the progress (development) of the game.

[0036] In addition, in the present embodiment, the change image 10 has the displacement section 11 located at its initial position when the specific game state is started (see FIG. 4(a)), and when a return performance occurs, the displacement section 11 is returned to its initial position (see FIG. 5(d)), making it easy to understand that a new specific game state is starting.

[0037] In addition, the changing image 10 in this embodiment does not simply show the value (remaining number of STs, etc.) that changes when the variation ends as a numerical value, but the displacement part 11 rotates a predetermined angle each time the winning / losing lottery result is a loss (see FIG. 4), so that the progress of the specific game state is easy to understand. In particular, the specific period (specific presentation mode) ends when the displacement part 11 rotates one revolution (360°) (see FIG. 4(d)), so that it is possible to clearly show that the variation of the predetermined number of revolutions ends with one revolution of the displacement part 11 (the point at which the "number of revolutions cut" mode ends).

[0038] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned return performance (change image 10). Note that, to the extent possible, the following specific examples may be used to apply a combination of multiple techniques.

[0039] 〇Specific example 1-1 At least a part of the return effect is executed during the specific jackpot game. Then, during the specific jackpot game, the change image 10 is returned to the initial state and the return effect ends. The return effect may be started by the winning variation resulting from the specific jackpot game and executed from the winning variation to the specific jackpot game, or the entire return effect may be executed during the specific jackpot game. FIG. 6 shows an example in which the entire return effect is executed during the specific jackpot game. In such a configuration, the return effect is started during the jackpot game (see FIG. 6(b)). The return effect indicates that a new specific game state will start after the specific jackpot game ends, so the return effect is executed during the specific jackpot game.

[0040] It is preferable that the time when it is shown that the changing image 10 has returned to the initial state (the return effect ends) is in the latter half of the specific big win game. Specifically, it is preferable that it is the last unit game (last round) of the specific big win game or the ending (ED) period (the period after the last unit game ends and before the specific game state starts) (see FIG. 6(c)). By doing so, the specific game state starts (see FIG. 6(d)) relatively soon after the changing image 10 returns to the initial state (see FIG. 6(c)), so that it becomes easier to understand that the occurrence of the return effect indicates the start of a new specific game state.

[0041] By doing like this example, there is no need to execute the return effect in the winning fluctuation when a specific jackpot is won, or the time to execute the return effect can be shortened. Since the winning fluctuation should be the main indication that a specific jackpot has been won, and the start of a specific game state can be said to occur in conjunction with the winning of a specific jackpot, it is advisable to emphasize that a specific jackpot has been won during the winning fluctuation, and that a specific game state will start during the specific jackpot game.

[0042] 〇Specific example 1-2 Although the changing image 10 in the above embodiment is described as an image representing a "clock," it may be of other forms. For example, the changing image 10 may be an image such as a "meter" whose size changes every time a deviation variation ends. The end of the meter changes position every time a deviation variation ends, and therefore corresponds to the displacement portion 11. When the return performance is executed, the end of the meter returns to its initial position.

[0043] 〇Specific example 1-3 In the above embodiment, the changing image 10 is described as changing (the displacement section 11 is displaced) each time a losing variation ends (for each variation), but it may be changed each time N (N is 2 or more) losing variations end. For example, if the displacement section 11 is displaced each time five losing variations end, the progress of a specific game state (a decrease in the number of remaining STs) is shown with five times being one set.

[0044] When performing as in this example, it is preferable that the number of fluctuations in the specific period is a multiple of N (however, at least twice as many). If N=5 as in the above example, the specific period is, for example, the period during which the in-fluctuating performance is being performed from the 1st to 50th spins after the transition to the specific game state. The amount of displacement of the displacement section 11 per time is set to 360 / 50 / 5=36°, since it is set to rotate exactly once (displace 360°) at the end of the specific period. In other words, the displacement section 11 is set to rotate 36° clockwise every time five losing fluctuations are completed (see FIG. 7).

[0045] 〇Specific example 1-4 The change image 10 represents the start to the end of the specific game state. That is, the displacement part 11 rotates exactly once (displaces 360°) at the end of the specific game state. If the number of STs in the specific game state is 72 as in the above embodiment, the displacement part 11 is displaced by 5° each time a miss variation ends (see FIG. 8). As a result, the specific game state ends (ST end) when the displacement part 11 of the change image 10 rotates exactly once, so it is easy to know how far the specific game state has progressed (how many lotteries (remaining number of STs) remain until the end of the specific game state).

[0046] 〇Specific example 1-5 The specific game state in the above embodiment is a so-called ST state that ends when the winning / losing lottery results are a loss for a predetermined number of consecutive times, but it may continue until the next big win. Even in the case of such a specific game state that continues until the next big win, a specific period (specific presentation mode) can be set from the start of the specific game state to the end of a specified number of fluctuations (for example, a specific period can be set from the start of the specific game state to the end of the 1st to 36th fluctuations), and the progress of the game during the specific period can be shown by the changing image 10. Even in this case, by executing a return presentation when a specific big win is obtained, it is possible to clearly show that a new specific game state will start.

[0047] 〇Specific example 1-6 The changing image 10 may generate an effect suggesting the reliability of the winning / losing lottery result (hereinafter, referred to as a suggesting effect). The suggesting effect is preferably one that uses the displacement portion 11. The displacement portion 11 is displaced every time a change occurs, and therefore has the advantage that the change of the target whose reliability is suggested by the displacement portion 11 is easy to understand. For example, when a certain change starts (FIG. 9 shows an example of the start of the change at the 10th rotation after the start of a specific game state), the probability that the winning / losing lottery result corresponding to the certain change will be a winning jackpot is higher when the state of the displacement portion 11 is in a second state (see FIG. 9(b)) different from the first state than when the state of the displacement portion 11 is in a first state (see FIG. 9(a)). Any method may be used to set the difference between the first state and the second state. Various methods are possible, such as making the colors of the two different or making the sizes different. The possible state of the displacement portion 11 may be set to one that determines a winning jackpot.

[0048] 3) Specific production 3-1) Specific mode The gaming machine 1 according to this embodiment is provided with a plurality of presentation modes (status that governs the style of the presentation during variation) that may be set in the normal game state. A specific mode is provided as one of the presentation modes. Although not shown, whether or not a specific mode is in progress can be ascertained from a background image displayed as the background of the decorative pattern 80. In other words, during the specific mode, a special background image that is not displayed unless in the specific mode is displayed is displayed. As a presentation that constitutes the presentation during variation (one variation) when the specific mode is set, a specific presentation, which will be described in detail below, may occur.

[0049] 3-2) Decoration design during specific modes 3-2-1) Complex Forms In the specific mode, the decorative pattern 80 may be in a composite form as follows. The decorative pattern 80 may be in a composite form as follows only in the specific mode, or the decorative pattern 80 may be in a composite form as follows regardless of whether the specific mode is in effect or not.

[0050] Each decorative pattern 80 in the composite form includes a main part and a sub-element part 80s associated with the main element part 80m (see FIG. 10(a)). The main element part 80m indicates the type of pattern. The difference between the types of decorative patterns 80 is determined based on the difference between numbers, so the main element part 80m is a part that includes numbers. The sub-element part 80s is a part that represents a character. The same type of character is associated with the same type of decorative pattern 80, and different types of characters are associated with the decorative patterns 80. In this embodiment, the decorative pattern 80 for "1" is character A, the decorative pattern 80 for "2" is character B, the decorative pattern 80 for "3" is character C, and the decorative pattern 80 for "7" is character G, which are sub-element parts 80s. In each drawing, various characters are represented by letters. In addition, the various characters may be changed in form within a range that allows the player to understand that they represent the same type of character.

[0051] 3-2-2) Single mode The single mode is a mode that includes the main element portion 80m but does not include the sub-element portion 80s. In other words, it is a mode that includes the number, which is an element indicating the type, but does not include the above-mentioned character (see FIG. 10(b)). In this embodiment, the single mode is only the number portion. Those that include the same main element portion 80m (number) are considered to be the same type of decorative pattern 80, regardless of whether they are in a composite mode or a single mode. Since they do not include the sub-element portion 80s, it can be said that the decorative pattern 80 of the single mode has a simpler form than the decorative pattern 80 of the composite mode. Note that the form (font, etc.) of the numbers included in the single mode and the numbers included in the composite mode may be different.

[0052] In addition, in the drawings other than the drawings for explaining the specific performance, the decorative pattern 80 is shown in a single form. However, it may be displayed in a composite form. In addition, the main element portion 80m in this embodiment includes "numbers", but it may also include characters other than numbers. In that case, it is determined whether the characters are the same or not to determine whether they are the same type or not.

[0053] 3-3) Pre-production In this embodiment, a pre-performance occurs before a specific performance occurs. The pre-performance is a performance in which the decorative pattern 80 changes from a composite mode (see FIG. 11(a)) to a single mode (see FIG. 11(b)). At the start (start of the change) of the during-change performance in which the specific performance occurs (hereinafter, also referred to as a target during-change performance (target change). Also, the win / lose lottery result corresponding to the target during-change performance may also be referred to as a target win / lose lottery result), the decorative pattern 80 is in a composite mode. The occurrence of the pre-performance triggers the decorative pattern 80 to change to a single mode.

[0054] In this embodiment, all types of decorative patterns 80 change from a composite form to a single form in the pre-performance. However, only some of the decorative patterns 80 may change from a composite form to a single form. As described later, the specific performance is a performance indicating the establishment of a reach, and the decorative patterns 80 that may constitute the reach may change from a composite form to a single form in the pre-performance. In this case, the pre-performance functions as a prior indication of the decorative patterns 80 that may become the reach patterns that constitute the reach.

[0055] In the pre-performance of this embodiment, a performance image 20 (details of which will be described later) is displayed (see FIG. 11(b)). The performance image 20 is an image used in a specific performance, and by displaying the performance image 20 in advance, it is suggested that a specific performance will occur soon.

[0056] 3-4) Specific aspects of specific performances The specific effect is an effect that uses an effect image 20. The effect image 20 is an image that represents a predetermined character. In this embodiment, the effect image 20 that represents a "horse" is displayed. The specific effect in this embodiment is an effect that indicates that a reach has been achieved. The result of the win / loss lottery is notified by a combination of three decorative patterns 80 (in the case of a jackpot, three decorative patterns 80 of the same type are displayed), and the achievement of a reach is determined when two of the three decorative patterns 80 are the same type of decorative pattern 80 (the decorative patterns 80 of the same type are reach patterns).

[0057] The specific performance includes a first performance section (see Figures 11(c)(d)) and a second performance section (see Figures 11(e)(f)). In this embodiment, the second performance section is executed after the first performance section is executed. In other words, it can be said that the first half of the specific performance is the first performance section and the second half is the second performance section.

[0058] The first performance section displays the performance image 20 so as to gradually move closer to the right edge of the display area 911. In this embodiment, the horse character is displayed so as to move towards the right. In accordance with this, the decorative pattern 80 (in a single mode) which is a reach pattern is displaced so as to gradually move closer to the left edge of the display area 911, and finally stops or pseudo-stops (meaning a state in which it appears to the player as if it has stopped but has not completely stopped) near the left edge of the display area 911. That is, the first performance section displaces the decorative pattern 80 in a single mode so as to move closer to the left edge of the display area 911 in accordance with the displacement of the performance image 20 so as to move closer to the right edge of the display area 911 (see FIG. 11(c)(d)). In this way, as a result of the performance image 20 (horse character) moving to the right, the decorative pattern 80 is pushed by the momentum and is pushed to the left (opposite side), resulting in a performance form (a performance form in which the dynamism of the character represented by the performance image is emphasized). It is preferable that the period during which the performance image 20 is displaced and the period during which the decorative pattern 80 is displaced overlap at least partially, but the decorative pattern 80 may be displaced immediately after the displacement of the performance image 20 has ended.

[0059] The second performance section displays the performance image 20 so as to gradually approach the left edge of the display area 911. In this embodiment, the horse character is displayed so as to be displaced to the left. In accordance with this, the decorative pattern 80 (in a single mode) which is the reach pattern is displaced so as to gradually approach the right edge of the display area 911, and finally stops or pseudo-stops near the right edge of the display area 911. The decorative pattern 80 displaced in the first performance section is one side of the reach pattern, and the decorative pattern 80 displaced in the second performance section is the other side of the reach pattern. In this way, the second performance section displaces the performance image 20 and the decorative pattern 80 in the opposite direction to the first performance section. That is, in accordance with the displacement of the performance image 20 so as to approach the left edge of the display area 911, the decorative pattern 80 in a single mode is displaced so as to approach the right edge of the display area 911 (see FIG. 11(e)(f)). In this way, as a result of the performance image 20 (horse character) moving to the left, the decorative pattern 80 appears to be pushed to the right (opposite side) by the momentum of the performance image 20 (a performance form emphasizing the dynamism of the character represented by the performance image). As in the first performance section, in the second performance section, it is preferable that the period during which the performance image 20 is displaced and the period during which the decorative pattern 80 is displaced overlap at least partially, but the decorative pattern 80 may be displaced immediately after the displacement of the performance image 20 has ended.

[0060] After the specific performance indicates that a reach has been achieved (see FIG. 11(g)), the result of the target winning / losing lottery is announced through a post-reach performance (see FIG. 11(f)). In this embodiment, the post-reach performance is one in which the performance image 20 (the character represented by the performance image 20) appears. In this manner, the specific performance functions as a hint in advance at the content of the post-reach performance. If the result of the target winning / losing lottery is a big win, the post-reach performance will lead to a favorable ending indicating that the player is now in a favorable situation, and if it is a loss, it will lead to an unfavorable ending indicating that the player is now in a disadvantageous situation (the favorable ending includes a so-called reversal pattern in which an unfavorable ending appears to have been reached but is then overturned).

[0061] In this way, the specific effect in this embodiment is interesting in that, as a result of the effect image 20 being displayed displacing so as to approach one edge of the display area 911, the decorative pattern 80 appears to be pushed by the force of the displacement and thrown to the other edge (opposite side) of the display area 911. Also, by having the decorative pattern 80 thrown to the opposite side, the dynamism of the character represented by the effect image is emphasized.

[0062] Also, as in the specific effect in this embodiment, by providing a first effect section and a second effect section in which the displacement direction of the effect image 20 is opposite, it is possible to achieve an effect in which the reach symbol is finally displayed on the left and right sides of the display area 911. In other words, the specific effect can be used as an indication of the establishment of a reach.

[0063] The direction of displacement of the performance image 20 in the first performance section and the second performance section may be determined according to the positions of the two reach symbols finally displayed. Although not shown, for example, in the first performance section, the decorative pattern 80 (reach symbol) is displaced toward the upper edge of the display area 911 in accordance with the displacement of the performance image 20 toward the lower edge of the display area 911, and finally the decorative pattern 80 (reach symbol) is displayed near the upper edge of the display area 911. In the second performance section, the decorative pattern 80 (reach symbol) is displaced toward the lower edge of the display area 911 in accordance with the displacement of the performance image 20 toward the upper edge of the display area 911, and finally the decorative pattern 80 (reach symbol) is displayed near the lower edge of the display area 911. In this way, a performance form in which the reach symbol is displayed on the upper and lower sides of the display area 911 is achieved.

[0064] In this embodiment, a pre-performance occurs before the specific performance occurs, and the decorative pattern 80 that is the target of the specific performance is changed from a composite form to a single form. The specific performance is a performance that makes it look as if the decorative pattern 80 has been pushed by the momentum of the performance image 20 and been blown away, so the decorative pattern 80 is made to appear "light" by being in a single form before the specific performance occurs. In other words, changing the decorative pattern 80 from a composite form to a single form in the pre-performance can be said to be a pre-preparation for clarifying the action of the specific performance.

[0065] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. 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.

[0066] 〇Specific example 2-1 Although the specific effects in the above embodiment are described as those that indicate the establishment of a reach (leading to an end where a reach is established), the effects may be in a form that leads to an end where a reach is established, or may lead to an end where a reach is not established. For example, the specific effects may be as follows.

[0067] A single decorative pattern 80 is displayed in the first performance section (see FIG. 12(a)). In the second performance section, a decorative pattern 80 of the same type as the decorative pattern 80 displayed in the first performance section is thrown away by the displacement of the performance pattern (see FIG. 12(b)). If the decorative pattern 80 stops or pseudo-stops within the display area 911 as it is, a reach is achieved (see FIG. 12(c-1)). If the decorative pattern 80 does not stop or pseudo-stop (for example, it is displayed as if it has moved outside the display area 911) (see FIG. 12(c-2)), the reach is not achieved. If the reach is not achieved, a decorative pattern 80 of a different type from the decorative pattern 80 displayed in the first performance section is finally displayed (see FIG. 12(d)). If the reach is achieved, the target hit / miss lottery result may be a jackpot, but if the reach is not achieved, the target hit / miss lottery result is confirmed as a miss.

[0068] 〇Specific example 2-2 As the effect image 20 that can be displayed during a specific effect, a plurality of types of effect images 20 with different aspects can be displayed, and the probability that the ending of the specific effect will be advantageous to the player is set to differ depending on the type of effect image 20 displayed. For example, a first effect image 21 (see FIG. 13(a)) and a second effect image 22 (see FIG. 13(b)) can be displayed, and the probability that the ending of the specific effect will be advantageous to the player is higher when the second effect image 22 is displayed than when the first effect image 21 is displayed.

[0069] As explained in the above specific example 2-1, when a specific effect may end in a reach-achi status and may end in a reach-unachi status, the end in which the reach-achi status is established is advantageous to the player in terms of the possibility that the target hit / miss lottery result will be a jackpot. Assuming such a configuration, the type of effect image 20 displayed suggests the probability of the end in which the reach-achi status will be established. If the reach-achi status is established, there is a possibility that the target hit / miss lottery result will be a jackpot, so it can be said that the type of effect image 20 suggests the jackpot reliability of the target hit / miss lottery result.

[0070] 〇Specific example 2-3 In the above embodiment, the specific performance is explained as occurring to indicate the establishment of a reach, i.e., to indicate two decorative patterns 80 (reach patterns), but it may also occur to indicate one decorative pattern 80.

[0071] As an example of executing a specific performance as a representation of one decorative pattern 80, it is possible to execute a specific performance as a representation of the final decorative pattern 80 after a reach is established. In other words, the specific performance is executed as a representation of the outcome of the reach performance (the result of the target hit / fail lottery). For example, assume that two reach patterns are displayed near the upper edge of the display area 911 (on the left and right sides near the upper edge). As the performance image 20 is displayed to move closer to the lower edge of the display area 911, the decorative pattern 80 of the same type as the reach pattern is moved gradually closer to the upper edge of the display area 911 toward between the two reach patterns (see FIG. 14(a)). When the result of the target hit / fail lottery is a jackpot, the decorative pattern 80 stops or pseudo-stops between the two reach patterns, forming a winning combination (see FIG. 14(b-1)). If the result of the lottery is a miss, a decorative pattern 80 of the same type as the reach pattern does not stop between the two reach patterns (see FIG. 14(b-2)), and a different decorative pattern 80 is displayed to create a miss combination (see FIG. 14(c)).

[0072] 〇Specific example 2-4 In the above embodiment, it has been described that a pre-performance occurs before a specific performance, but it may be possible not to have a pre-performance occur. A specific performance may be executed while the decorative pattern 80 is in a composite mode. In addition, if the decorative pattern 80 is in a single mode from the start of the variation of the variation-in-progress performance including the specific performance, it is not necessary to generate a pre-performance.

[0073] 4) Image Presentation 4-1) Suggested images In the gaming machine 1 according to the present embodiment, an image presentation may be executed as a presentation constituting the during-variation presentation in the normal game state. The image presentation suggests the probability that an event advantageous to the player will occur by the size of the suggestive image 30 displayed in the display area 911. In this embodiment, the size of the suggestive image 30 suggests the probability that the result of the winning / losing lottery corresponding to the during-variation presentation including the image presentation will be a jackpot (jackpot reliability). As will be described later, the image presentation can be said to be a kind of step-up presentation, since the size of the suggestive image 30 may become larger in stages. Note that, if the event is related to the player's profit (balls), the image presentation can be used to suggest the probability that other events will occur. For example, the image presentation can be used to suggest the probability that a so-called promotion presentation will occur during a jackpot game.

[0074] The size of the suggestion image 30 displayed in the image presentation is divided into multiple stages. In this embodiment, the suggestion image 30 is divided into four stages, starting from the smallest: suggestion image "small", suggestion image "medium", suggestion image "large", and suggestion image "extra large" (see FIG. 15). It is preferable that the suggestion image 30 of each size, including the outer shape and the inner pattern, is similar to the suggestion image 30 of other sizes when enlarged or reduced. However, the outer shape and inner pattern of the suggestion image 30 of different sizes may be different, as long as the player can understand that the size of the same image has changed. It is preferable that the outer shape of the suggestion image 30 is similar to the shape of the target area 32s described later. In this embodiment, both are approximately circular. However, unlike this embodiment, it is not denied that the outer shape of the suggestion image 30 and the shape of the target area 32s are not similar to each other.

[0075] The size of the suggestive image 30 displayed in the final result of the image presentation suggests the reliability of the jackpot. In this embodiment, the larger the suggestive image 30 displayed in the final result, the higher the reliability of the jackpot (see FIG. 15). As will be described in detail later, the size of the suggestive image 30 may change in the image presentation, but in this embodiment, the size of the suggestive image 30 may change in the direction of increasing, that is, the direction of increasing the reliability of the jackpot. If the suggestive image 30 ends with the maximum size ("extra large" in this embodiment), the setting may be such that a jackpot is confirmed (reliability is 100%). If the suggestive image 30 ends with the minimum size ("small" in this embodiment), the setting may be such that a miss is confirmed (reliability is 0%). Note that, if the size of the suggestive image 30 suggests the reliability, a different setting may be used. For example, the smaller the suggestive image 30 displayed in the final result, the higher the reliability of the jackpot.

[0076] 4-2) Supplementary images In the image presentation, in addition to the suggestion image 30, the auxiliary image 32 is displayed in the display area 911 (see FIG. 15). The auxiliary image 32 is displayed as indicating a target area 32s, which is a part of the display area 911. The suggestion image 30 is displayed in the target area 32s. Therefore, the target area 32s is a wider area than the range in which the suggestion image 30 is displayed. The auxiliary image 32 is an image displayed so as to surround the target area 32s. Therefore, it can be said that the auxiliary image 32 is an image displayed in an area outside the target area 32s in the display area 911. In this embodiment, the inner edge of the auxiliary image 32 constitutes the outer edge of the target area 32s. However, the inner edge of the auxiliary image 32 may be partially interrupted. It is sufficient that the auxiliary image 32 is recognized as indicating the approximate range (size) of the target area 32s. In this embodiment, the auxiliary image 32 is an image representing a "wall" having a predetermined pattern. There is a "hole" in the center of the wall, and the "hole" is the target area 32s. In other words, the outer edge of the "hole" is the range (size) of the target area 32s. When the size of the target area 32s increases, the player perceives the "hole" in the "wall" represented by the auxiliary image 32 as becoming larger.

[0077] The size of the target area 32s may vary. In this embodiment, the target area 32s is one of the following (in order from smallest to largest): a "small" target area, a "medium" target area, a "large" target area, and an "extra-large" target area. The size of each target area 32s corresponds to the size of each of the suggestion images 30. That is, the "small" target area corresponds to the "small" suggestion image, the "medium" target area corresponds to the "medium" suggestion image, the "large" target area corresponds to the "large" suggestion image, and the "extra-large" target area corresponds to the "extra-large" suggestion image (see FIG. 15). The target area 32s of each size is larger than the size of the corresponding suggestion image 30. Therefore, the corresponding suggestion image 30 can be displayed within the target area 32s of each size. In this embodiment, the size of each suggestion image 30 is larger than the size of a target area 32s smaller than the corresponding target area 32s. That is, the suggestion image "extra large" is larger than the target area "small", the target area "medium", and the target area "large", the suggestion image "large" is larger than the target area "small" and the target area "medium", and the suggestion image "medium" is larger than the target area "small". Therefore, each suggestion image 30 (the suggestion images "extra large", "large", and "medium") cannot be displayed in a target area 32s smaller than the corresponding target area 32s. In this way, the correspondence between each suggestion image 30 and each target area 32s becomes clearer. In addition, in the image presentation, when a suggestion image 30 of a certain size is displayed, a target area 32s that does not correspond to it is not formed.

[0078] 4-3) Image production At the start of the image presentation, the auxiliary image 32 forms a target area "small", and the corresponding suggested image "small" is displayed within the target area "small" (see FIG. 17(a)). In other words, the state of "suggested image "small" - target area "small"" is set as the reference state (initial state) of the image presentation (in this manner, the state of the suggested image 30 and target area 32s (auxiliary image 32) in the image presentation may be written as "suggested image "○" - target area "○""). However, unlike this embodiment, as a so-called chance increase, an image presentation may be generated in which a state other than the state of "suggested image "small" - target area "small"" is set as the initial state.

[0079] In the image presentation, a change in size of the suggestion image 30 may occur. The change in size of the suggestion image 30 is realized through three stages (three states): a pre-stage, an intermediate stage, and a post-stage (hereinafter, a single presentation including these three stages may be referred to as a change performance). The pre-stage is a state in which the suggestion image 30 before the change is displayed in a target area 32s of the corresponding size. For example, if the suggestion image before the change is "small," then the state of "suggestion image "small" - target area "small"" (see FIG. 16(a)) is the pre-stage.

[0080] The relay stage after the preliminary stage is a stage in which the suggestion image 30 is displayed as if it is colliding with the target area 32s side of the auxiliary image 32. As described above, since the inner edge of the auxiliary image 32 defines the target area 32s, an image is displayed in such a manner that the suggestion image 30 appears to have collided with the inner edge of the auxiliary image 32. Specifically, the suggestion image 30 becomes smaller once (see FIG. 16(b)), and then gradually becomes larger, so that the suggestion image 30 appears to be moving forward, and the suggestion image 30 that has moved forward is displayed as if it has collided with the inner edge of the auxiliary image 32 (see FIG. 16(c)).

[0081] The post-stage after the relay stage is a stage in which the suggested image 30 and the target area 32s are shown to be larger than in the pre-stage. For example, if the pre-stage is in the state of "suggested image "small" - target area "small"" (see FIG. 16(a)), the suggested image 30 and the target area 32s (auxiliary image 32) are shown to be in the state of "suggested image "medium" - target area "medium"" in the post-stage (see FIG. 16(d)). This allows the player to understand that the size of the suggested image 30 has become larger (compared to the pre-stage). As described above, the relay stage is a stage in which the suggested image 30 appears to have collided with the inner edge of the auxiliary image 32 (see FIG. 16(c)), and as a result of the "collision", the target area 32s, which is the "hole" of the auxiliary image 32, becomes larger (the "hole" is widened by the "collision"), and the suggested image 30 appears to have become larger.

[0082] In the image presentation, the suggestive image 30 becomes larger after going through a change presentation including such pre-stage to post-stage (however, there are cases where the suggestive image 30 does not become larger in size and ends (ending with "Suggestive image "small" - target area "small""). When executing the image presentation, the final stage to which the suggestive image 30 will be enlarged (the size of the suggestive image 30 displayed at the final result) is determined in advance, taking into account the result of the win / lose lottery, which is the subject of the reliability suggestion (this is determined solely within the gaming machine, and the player does not know the final result of the image presentation). For example, if it is decided to enlarge the suggestive image to "large", the change presentation including the above pre-stage to post-stage will occur "twice". In other words, after a change effect (first change effect) occurs in which the suggestion image changes from "small" - target area "small" to "suggestion image "medium" - target area "medium"" (see Figures 17(a) to (c)), a change effect (second change effect) occurs in which the suggestion image changes from "medium" - target area "medium"" to "suggestion image "large" - target area "large"" (see Figures 17(c) to (e)).

[0083] In the image presentation in this embodiment, a non-change presentation occurs in which the suggested image 30 appears to change but does not change. The non-change presentation can also be seen as a presentation that "incites" the suggested image 30 to become larger. In this embodiment, the non-change presentation has the same aspects as the change presentation in the pre-stage and relay stage, but is different from the change presentation in the post-stage. Specifically, the non-change presentation is executed when the suggested image 30 collides with the inside of the auxiliary image 32 in the relay stage (see FIG. 17(f)), but the size of the suggested image 30 and the target area 32s does not change in the post-stage (they are the same as in the pre-stage) (see FIG. 17(g)). In other words, the relay stage is a branch, and a change presentation is when the size of the suggested image 30 and the target area 32s in the post-stage is larger than in the pre-stage, and a non-change presentation is when the size of the suggested image 30 and the target area 32s in the post-stage is the same as in the pre-stage (no change).

[0084] The image presentation in this embodiment ends with the occurrence of a non-changing presentation. In other words, the image presentation ends when a "teasing" occurs that the size of the suggested image 30 may change, but the size of the suggested image 30 does not change. For example, in the case of an image presentation in which it has been determined in advance that the suggested image will be enlarged to "large", the presentation ends with the occurrence of a non-changing presentation in which the pre-stage and post-stage are "suggested image "large" - target area "large"" (see Figures 17(e) to (f)). Also, when the suggested image 30 becomes "extra large" (maximum size), the suggested image 30 will not become any larger, and the image presentation ends.

[0085] As explained above, the image presentation in this embodiment suggests the probability of a jackpot based on the size of the suggestive image 30, and the size of the target area 32s (the appearance of the auxiliary image 32) also changes depending on the size of the suggestive image 30 (see Figure 15), which has the advantage that the change in the suggestive image 30 is easy to understand (emphasized).

[0086] In addition, when the size of the suggestion image 30 changes, an action (intermediate stage) occurs in which the suggestion image 30 collides with the inner edge of the auxiliary image 32, expanding the size of the target area 32s (see FIG. 16). This makes it easier to understand that the target area 32s is expanding together with the suggestion image 30.

[0087] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above image rendering-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.

[0088] 〇Specific example 3-1 Although it has been described that the image change presentation in the above embodiment ends when a non-change presentation occurs, the image change presentation may end without causing such a non-change presentation.

[0089] Also, in the case of this example, it may be set so that when an event occurs in which the suggestion image 30 collides with the inner edge of the auxiliary image 32, the target area 32s will always become larger (the suggestion image 30 will also become larger according to the target area 32s). In other words, the collision of the suggestion image 30 with the inner edge of the auxiliary image 32 occurs as an event indicating that the target area 32s will become larger (the suggestion image 30 will also become larger accordingly). In this way, it becomes a presentation form in which the player hopes that the suggestion image 30 will collide with the auxiliary image 32.

[0090] 〇Specific example 3-2 The state of the relay stage may suggest the probability of a change performance. As described above, the relay stage is a branching point between a change performance and a non-change performance, and the state of the relay stage suggests the probability of a change performance, that is, the probability of a change in which the suggested image 30 and the target area 32s become larger.

[0091] For example, the probability of the change effect being present is higher when the relay stage is in the second mode (a mode different from the first mode) (see FIG. 18(b)) than when it is in the first mode (see FIG. 18(a)). The difference between the first mode and the second mode may be considered to represent the difference in "collision." For example, when the suggestive image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision (to represent the impact of the "collision") is different between the first mode and the second mode. Specifically, the effect image displayed in the second mode indicates a more violent "collision" than the effect image displayed in the first mode, suggesting that the probability of the target area 32s becoming larger is high. Since the target area 32s becoming larger (the suggestive image 30 becoming larger) is a pleasant event for the player, it can be said that the relay stage being in the second mode is more advantageous for the player than the first mode. In this way, the difference in the "collision" during the relay stage indicates the probability that the target area 32s will become larger (the suggestive image 30 will become larger).

[0092] Note that, when the relay stage is set to the second mode, it may be set so that it is determined that the target region 32s becomes larger (the suggestion image 30 becomes larger).

[0093] 〇Specific example 3-3 With the occurrence of one change performance (the collision of the suggestion image 30 with the inner edge of the auxiliary image 32), the target area 32s may become larger by two or more stages. For example, the image performance may cause a change in the suggestion image 30 and the target area 32s, such that in the pre-stage, the state is "suggestion image 'small' - target area 'small'", and after the relay stage, the state becomes "suggestion image 'large' - target area 'large'" in the post-stage.

[0094] In the case of this example, the aspect of the relay stage may suggest that the target area 32s will be enlarged by two or more steps. For example, when the relay stage is aspect A (see FIG. 18(a)), the target area 32s will be enlarged by one step (the suggestion image 30 will also be enlarged by one step), but when the relay stage is aspect B (an aspect different from aspect A) (see FIG. 18(b)), the target area 32s will be enlarged by two or more steps (the suggestion image 30 will also be enlarged by two or more steps). The difference between aspect A and aspect B may represent a difference in "collision." For example, when the suggestion image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision is different between aspect A and aspect B. Specifically, the effect image displayed in aspect B indicates a more violent "collision" than the effect image displayed in aspect A. In this way, the degree of change in the size of the target area 32s is suggested in advance depending on the difference in the "collision" in the relay stage.

[0095] In addition, when the relay stage is set to mode B, it is not certain that the target area 32s will be enlarged by two stages (multiple stages), but the setting may remain such that there is a higher probability that the target area 32s will be enlarged by two or more stages than when mode A is set (the probability is ≠ 100%).

[0096] 〇Specific example 3-4 The suggestive image 30 may have different appearances depending on its size (note that the difference in "appearance" here is expressed as an element other than "size"). In accordance with the above embodiment, the suggestive image "small", "medium", "large" and "extra large" have different appearances. For example, the suggestive image "small" is white, the suggestive image "medium" is blue, the suggestive image "large" is green and the suggestive image "extra large" is red. In this way, the reliability of a jackpot is suggested not only by the size of the suggestive image 30 but also by the appearance of the suggestive image 30, resulting in a more easily understandable presentation form.

[0097] However, even in this example, it is preferable that the external shape of each suggestion image 30 is kept similar to the target area 32s. In other words, if the target area 32s is made approximately circular as in the above embodiment, the external shape of the suggestion images 30 of all sizes is kept approximately circular (the configuration of the inside part of the "circle" is different). The target area 32s is an element that emphasizes the size of the suggestion image 30 (makes it easier to understand), and the suggestion image 30 also functions as an element that "widens" the target area 32s, so it is preferable that the external shapes of both are kept similar.

[0098] 〇Specific example 3-5 The suggestive image 30 may be a type of decorative pattern 80. In other words, the suggestive image 30 may be displayed as a part of a pattern combination that indicates the winning or losing lottery result, and the size of the suggestive image 30 (a type of decorative pattern 80) indicates the reliability of the big win.

[0099] A continuous performance (pseudo continuous performance or foresight continuous performance) in which the decorative patterns 80 stop or pseudo stop at a predetermined combination and then start to change again is well known, and a configuration in which an image performance occurs when the predetermined combination is constructed can be used. Specifically, a setting is made in which one of the decorative patterns 80 that constitute the predetermined combination (for example, the central decorative pattern 80 among the three decorative patterns 80 that constitute the predetermined combination) is the suggestive image 30. Then, an image performance occurs when the predetermined combination is constructed, and the reliability of a jackpot is suggested depending on how large the suggestive image 30 becomes.

[0100] 5) 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.

[0101] 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.

[0102] 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").

[0103] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0104] ·Means 1-1 A gaming machine having a normal gaming state and a specific gaming state which is more advantageous to the player than the normal gaming state, as gaming states in which the player plays with the aim of winning a win / lose lottery result, and if the win / lose lottery result is a win in the specific gaming state and a specific jackpot is won, the specific gaming state will start again after the specific jackpot game ends, and in the specific gaming state, the specific gaming state is in an initial state at the start of the specific gaming state, and a changing image is displayed which changes every time the win / lose lottery result is a lose, and when the specific jackpot is won when the changing image is not in the initial state, a return effect is generated which indicates that the changing image is returned to the initial state. According to the gaming machine, it is possible to clearly indicate, through the return effect, that a specific gaming state will be started again upon the acquisition of a specific jackpot.

[0105] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that at least a part of the return performance is executed during the specific jackpot game, and the changed image is returned to the initial state during the specific jackpot game. By doing so, it is possible to more clearly indicate that a specific game state will start after the big win game ends.

[0106] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that the changing image includes a displacement section that displaces each time the result of the win / lose lottery is a loss, and the initial state is a state in which the displacement section is located at an initial position. By doing so, it becomes easier to understand that the occurrence of the return effect and the return of the displacement portion to its initial position indicates the start of a specific game state.

[0107] ·Means 1-4 The gaming machine described in means 1-3 is characterized in that the changing image is such that the displacement part rotates a predetermined angle each time the result of the win / lose lottery is a loser. In this way, the rotation of the displacement portion visually indicates that the number of times a loss is notified is increasing, making it easier to understand the progress of the specific game state.

[0108] ·Means 2-1 A gaming machine comprising: a display means having a display area on which a decorative pattern for notifying a winning or losing lottery result is displayed; and an effect execution means for executing a specific effect by displaying an effect image in the display area, wherein the specific effect is an effect including a mode in which the decorative pattern is displaced so as to approach the other edge opposite to the one edge of the display area in sync with the effect image being displaced so as to approach one edge of the display area. According to the above gaming machine, an interesting effect can be executed in which the effect image is displaced so as to approach one edge of the display area, and as a result, the decorative pattern appears to be pushed by the force of the displacement and thrown to the other edge (opposite side) of the display area.

[0109] ·Means 2-2 The specific effect includes a first effect section in which the decorative pattern is displaced so as to approach the other edge of the display area in accordance with the effect image being displaced so as to approach the one edge of the display area, and a second effect section in which the decorative pattern is displaced so as to approach the one edge of the display area in accordance with the effect image being displaced so as to approach the other edge of the display area, and is characterized in that the establishment of a reach is indicated by the decorative pattern positioned on the other edge side of the display area through the first effect section and the decorative pattern positioned on the one edge side of the display area through the second effect section. In this way, by providing a first performance section and a second performance section in which the direction of displacement of the performance image is opposite, it is possible to create a performance form in which decorative patterns that constitute a reach are ultimately displayed on one side and the other of the display area.

[0110] ·Means 2-3 The gaming machine described in claim 1 or means 2-2 is characterized in that the decorative pattern may be displayed in a composite form including a main element portion indicating its type and a sub-element portion associated with the main element portion, or in a single form including the main element portion but not the sub-element portion, and the specific performance is executed after the decorative pattern changes from the composite form to the single form. Since the specific performance is a performance in which the decorative pattern appears to have been blown away by the displacing performance image, it is advisable to change the decorative pattern from a composite to a single pattern before the specific performance (if a composite decorative pattern is used, it is advisable to change the decorative pattern to a pattern that appears "lighter" before the specific performance).

[0111] ·Means 3-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing an image effect which suggests the likelihood of an event advantageous to the player occurring based on the size of a suggestive image displayed in the display area, wherein in the image effect, the suggestive image is displayed in a target area which is part of the display area, and an auxiliary image which forms the target area is also displayed, and the auxiliary image changes so that the size of the target area corresponds to the size of the suggestive image. According to the gaming machine described above, the size of the target area changes according to the size of the suggestion image, so that an image presentation can be created that makes the change in the suggestion image easy to understand.

[0112] ·Means 3-2 The gaming machine described in Means 3-1 is characterized in that the change in size of the suggestive image in the image presentation is realized through a pre-stage in which the suggestive image is displayed in the target area, an relay stage after the pre-stage in which the suggestive image collides with the target area side of the auxiliary image, and a post-stage after the relay stage in which the suggestive image and the target area become larger in size than in the pre-stage. By doing this, when the size of the suggested image changes, an action occurs as if the size of the target area is expanding as the suggested image collides with the inner edge of the auxiliary image, making it easier to see that the target area is expanding along with the suggested image. [Explanation of symbols]

[0113] 1. Gaming machines 10 Changing images 11 Displacement section 20 Production image (21 First production image 22 Second production image) 30 Suggested Images 32 Auxiliary Images 32s Target Area 80 Decorative pattern (80m main element, 80s secondary element) 91 Display device 911 Display area

Claims

1. Display means having a display area; Right / wrong lottery means for performing a right / wrong lottery; Presentation execution means for executing a presentation that starts with the start of variation of a decorative design displayed in the display area and stops in a manner indicating the right / wrong lottery result by the right / wrong lottery means until it stops; comprising: As a presentation constituting the variation presentation, it is possible to execute an image presentation in which a reliability suggestion image indicating a reliability, which is the probability that the right / wrong lottery result notified in the variation presentation is a winning result, is displayed; The image presentation is one in which a reliability suggestion image including a suggestion image part displayed in a target area that is a part of the display area and an auxiliary image part forming the target area is displayed, and the size of the suggestion image part at the end of the presentation suggests the reliability; The outer edge of the suggestion image part and the inner edge of the auxiliary image part on the target area side are in a similar relationship; In the image presentation, a change presentation in which the suggestion image part becomes larger may occur; When the change presentation occurs, in conjunction with the increase in the size of the suggestion image part, the auxiliary image part also changes so as to increase the size of the target area A gaming machine characterized by the above.

2. The change presentation is A pre-stage before the suggestion image part changes; A relay stage in which the suggestion image part collides with the inner edge of the auxiliary image part; A post-stage in which it is shown that the suggestion image part and the target area are larger than in the pre-stage; The gaming machine according to claim 1, characterized by including the above.