Game machine

JP2024130371A5Pending Publication Date: 2026-03-19SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-03-14
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

Existing gaming machines fail to maintain player engagement when an advantageous state ends, leading to a decline in desire to play.

Method used

A gaming machine that displays a normal image including profit elements if the player's profit exceeds a threshold during the conclusion period, or an alternative image if the profit is below the threshold, thereby managing player expectations and maintaining interest.

Benefits of technology

The solution effectively suppresses the decrease in player desire to play by providing a clear outcome based on profit, enhancing engagement and preventing disappointment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing a decrease in a player's motivation to play a game when an advantageous state ends.SOLUTION: In a conclusion period set at the end of an advantageous state from the satisfaction of a start condition to the satisfaction of an end condition, when a player's profit obtained in the advantageous state is a predetermined threshold or greater, a normal image including a profit element representing the profit is displayed, whereas when the player's profit obtained in the advantageous state is less than the predetermined threshold, an alternative image not including the profit element is displayed without displaying the normal image in a game machine.SELECTED DRAWING: Figure 15
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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 displays an image showing the result of an advantageous state ending when the advantageous state ends (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-093540 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that can suppress a decrease in a player's motivation to play when an advantageous state ends. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized in that, during a conclusion period which is set up when an advantageous state from the establishment of a start condition to the establishment of an end condition ends, if the profit obtained by the player in the advantageous state is equal to or greater than a predetermined threshold, a normal image including a profit element representing said profit is displayed, whereas, if the profit obtained by the player in the advantageous state is less than the predetermined threshold, the normal image is not displayed and an alternative image not including the profit element is displayed. Effect of the Invention

[0006] According to the gaming machine of the present invention, it is possible to suppress a decrease in the player's motivation to play when an advantageous state ends. [Brief description of the drawings]

[0007] [Figure 1] 1 is a perspective view of the appearance of the gaming machine according to the present embodiment (for the purpose of explanation, the gaming board and the display device are removed). [Diagram 2] FIG. 2 is a diagram showing a game board and a display device fixed behind it. [Diagram 3] 13A is a diagram showing the decorative symbols and reserved symbols displayed in the display area, and FIG. 13B is a diagram for explaining the game state (transition of the game state). [Figure 4] 13 is a diagram for explaining suggestive effects. FIG. [Diagram 5] This is a diagram (continuation of Figure 4) to explain the suggestive presentation. [Figure 6] This is a diagram (continuation of Figure 5) to explain the suggestive presentation. [Figure 7] A diagram to explain a specific effect (selection effect). [Figure 8] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 10] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 11] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 12] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 13] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 14] FIG. 17 is a diagram for explaining a specific example 1-7 (an example different from FIG. 13). [Figure 15] FIG. 13 is a diagram for explaining a normal image and an alternative image that may be displayed during a conclusion period. [Figure 16] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 17] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 18] A diagram to explain a specific operation presentation (a corresponding presentation executed in response to a specific operation presentation). [Figure 19]FIG. 18 is a diagram for explaining a specific operation presentation (continuation of FIG. 18). [Figure 20] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-6. [Diagram 25] FIG. 11 is a diagram for explaining types of background images. [Figure 26] 13 is a diagram for explaining branch selection effects (patterns of candidate images) that occur at each stage in a specific step-up effect. FIG. [Figure 27] FIG. 13 is a diagram showing an example of a specific step-up presentation (an example of a presentation in which the result stage is the third stage). [Figure 28] FIG. 28 is a diagram (continuation of FIG. 27) showing an example of a specific step-up presentation (an example of a presentation in which the result stage is the third stage). [Figure 29] FIG. 13 is a diagram showing an example of a specific step-up presentation (an example of a presentation in which the result stage is the fourth stage). [Diagram 30] FIG. 29 is a diagram (continuation of FIG. 29) showing an example of a specific step-up presentation (an example of a presentation in which the result stage is the fourth stage). [Diagram 31] FIG. 13 is a diagram for explaining specific example 4-2. [Diagram 32] FIG. 13 is a diagram for explaining specific example 4-3. [Diagram 33] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 34] FIG. 13 is a diagram for explaining specific example 4-5. 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 Figs. 1 to 3 and the like. 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 a prize)", 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, 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 (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of ​​the so-called "special chart 1") and a second starting area 904b (a starting area of ​​the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, 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. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired, but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information to be described later) in a storage means provided on a control board (not shown).

[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved 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 indicating the winning / losing lottery result, which is a 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 the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 3(a)). In this embodiment, the reserved pattern 71 during the change is displayed larger than the reserved pattern 72 before the change, but the basic form of both is the same. The basic form of the reserved pattern 71 during the change and the reserved pattern 72 before the change may be completely different. In addition, the pending pattern 71 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before the change are notified (the so-called pending "consumption order") is earlier on the right side.

[0015] 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. 3(a)). The pre-change reserved pattern 72 is set so that if the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72, and if the game ball should be launched aiming at the second starting area 904b (special game state to be described later), the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72. 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).

[0016] 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. 3(a)) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 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 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. When a jackpot is won, the combination of the 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) is a predetermined combination (in this embodiment, three of the same kind of decorative symbols 80). When a loss occurs, the combination is other than the above (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] 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.

[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3(b)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and 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, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.

[0019] In this embodiment, the special game state is entered after all jackpot games are completed. The special game state is ended when the winning / losing lottery result is a loss a predetermined number of times (100 times in this embodiment). When the special game state is ended, the normal game state is entered. If the jackpot is won before the predetermined number of consecutive losses after the transition to the special game state, the special game state is entered again (the count of the predetermined number is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine (ST100 times) in which the condition for consecutive wins is to win a jackpot before the predetermined number of consecutive losses after the transition to the special game state. Note that, unless otherwise specified in the following description, the gaming characteristics (specifications) are merely one example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a gaming machine (one-type / two-type mixed machine) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won. In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.

[0020] 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. 2; 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 are 10-round jackpots.

[0021] 2) 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 configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted.

[0022] 2-1) Suggestive performance The gaming machine 1 according to this embodiment is capable of executing suggestive effects (see Figs. 4 to 6) as effects constituting the during-variation effects. In the following explanation of suggestive effects, during-variation effects including suggestive effects (specific effects described later) are referred to as target during-variation effects (target variations), and the winning / losing lottery result corresponding to the target variation (the winning / losing lottery result notified by the target variation) is referred to as the target winning / losing lottery result.

[0023] The suggestive performance is a "pattern stop performance (notice)" in which a predetermined event may occur at the timing when the fluctuation of each of the multiple (N) decorative pattern groups 80g stops or pseudo-stops during the target fluctuation performance (hereinafter, the timing may be referred to as a specified opportunity). In other words, it is a performance in which a predetermined event may occur when one of the multiple decorative patterns 80 contained in each decorative pattern group 80g is selected and displayed. As described above, in this embodiment, three decorative pattern groups 80g are displayed in a variable manner (N=3), so three specified opportunities will occur. Note that a pseudo stop (provisional stop) refers to a state in which the fluctuation appears to the player as if it has stopped, but has not stopped completely. For example, a state in which one decorative pattern 80 selected and displayed from each decorative pattern group 80g is slightly swaying is considered to be a pseudo stop state. Since the target fluctuation performance does not end when all three (N) specified triggers occur, at least some of the three "stops or pseudo stops" will be "pseudo stops" (all three will not be "stops"). In this embodiment, all three are "pseudo stops". In the following explanation of the suggestive performance, when it is simply said "stop", it includes not only a stop but also a pseudo stop, unless otherwise specified.

[0024] In this embodiment, at least when a suggestive performance occurs, the left decorative pattern group 80gL, the right decorative pattern group 80gR, and the center decorative pattern group 80gC stop varying in this order. That is, the first specified opportunity (see FIG. 4(b)) occurs when the left decorative pattern group 80gL stops varying, the second specified opportunity (see FIG. 4(d)) occurs when the right decorative pattern group 80gR stops varying, and the third specified opportunity (see FIG. 5(b) and FIG. 6(a)) occurs when the center decorative pattern group 80gC stops varying. When a suggestive performance occurs, the combination of three decorative patterns 80 selected and displayed from each decorative pattern group 80g may not be a jackpot combination (all three are the same pattern). In this embodiment, when a suggestive performance occurs, the combination is set to "2·6·4" from the left. The type of decorative pattern 80 selected and displayed from each decorative pattern group 80g may be indefinite (the combination may change each time). In addition, the combination may be different between when a specific effect occurs after a suggestive effect (when a specified event occurs) and when a specific effect does not occur (when a specified event does not occur).

[0025] If a prescribed event (described in detail below) occurs during the suggestive performance, a specific performance will be executed after the suggestive performance ends. The occurrence of a specific performance suggests that there is an increased probability that the result of the target winning / losing lottery will be a jackpot (a so-called chance-up performance), so the occurrence of a prescribed event during a suggestive performance is an advantageous event for the player. Note that in this embodiment, if a prescribed event does not occur during the suggestive performance, it is confirmed that the result of the target winning / losing lottery will be a lose. Therefore, the occurrence of a prescribed event means that there remains a possibility that the result of the target winning / losing lottery will be a jackpot.

[0026] The specific effect in this embodiment is a selection effect (see FIG. 7) in which multiple options are displayed and one of the multiple options is selected. In this embodiment, the selection effect is one in which one of the multiple options is automatically selected (not selected arbitrarily by the player).

[0027] The predetermined event is that an image (hereinafter, sometimes referred to as a preparation image 10) indicating that the selection performance (specific performance) is ready (the selection performance can be executed) is displayed in the display area 911. In this embodiment, the predetermined event is that the three images, namely, the option image A indicating option A, the option image B indicating option B, and the option image C indicating option C, are displayed (the entirety of the three option images are displayed) (see Fig. 5 (a-2) and (c-2)). By being in such a state, the player can sense that a selection performance in which one of the three options is selected will be executed. In the following description, the occurrence of a predetermined event at a specified opportunity (the preparation image 10 is displayed) may be referred to as a "success," and the absence of a predetermined event at a specified opportunity (the preparation image 10 is not displayed) may be referred to as a "failure." In addition, the occurrence of an opportunity event at a remaining opportunity described later (the opportunity image 11 is displayed) may be referred to as a "success," and the absence of an opportunity event at a remaining opportunity (the opportunity image 11 is not displayed) may be referred to as a "failure."

[0028] At a specified opportunity (when the preparation image 10 is not displayed (not completed)), a provocative effect (see FIG. 4(b), FIG. 4(d), FIG. 5(b)) is executed, which suggests to the player that the preparation image 10 may be displayed (completed). In this embodiment, a part of the three option images A to C is displayed in the display area 911 (displayed in a cut-off state), and a provocative effect is generated, which suggests that they are likely to gather in the center. After such a provocative effect is executed, a state in which the three option images are not displayed is considered to be a "failure" (predetermined event not occurring), and a state in which the three option images are gathered and the preparation image 10 is completed is considered to be a "success" (predetermined event occurring). In this way, the suggestive effect is basically an effect that makes the player see the stopping of the variation of the decorative pattern group 80g as an opportunity that the preparation image 10 may be completed. It is also possible to configure the above-mentioned provocative effect to be not executed, and to determine success / failure. In addition, the configuration may be such that the provocative effect occurs immediately before the fluctuation of each decorative pattern group 80g stops, and whether it is a success or failure becomes clear after the fluctuation stops.

[0029] Patterns in which the preparation image 10 is displayed in the suggestion performance are largely divided into normal patterns and special patterns. The normal pattern is a pattern in which a specified event occurs at the last specified opportunity (the Nth specified opportunity) (the final specified opportunity results in "success") (the pattern progresses as shown in Fig. 4(a) → Fig. 4(b) → Fig. 4(c) → Fig. 4(d) → Fig. 5(a-1) → Fig. 5(b) → Fig. 5(c-2) to reach "success"). In this embodiment, the normal pattern is that the preparation image 10 is displayed at the third specified opportunity, that is, when the fluctuation of the middle decorative pattern group 80gC stops.

[0030] The special pattern is a pattern in which a specified event occurs at a specified opportunity before the final specified opportunity is reached (a pattern that progresses as follows: FIG. 4(a) → FIG. 4(b) → FIG. 4(c) → FIG. 4(d) → FIG. 5(a-2) and leads to "success"). That is, it is a pattern in which a specified event occurs by the N-1th specified opportunity. In this embodiment, a special pattern in which a specified event occurs at the second specified opportunity may occur. That is, a special pattern in which the preparation image 10 is displayed in response to the stopping of the fluctuation of the right decorative pattern group 80gR may occur. In comparison with the above normal pattern, the normal pattern can be said to be a pattern in which success is reached without leaving a specified opportunity, whereas the special pattern can be said to be a pattern in which success is reached while leaving a specified opportunity (while leaving one (third) specified opportunity in this embodiment).

[0031] In this way, when a special pattern is generated, success is achieved with a specified opportunity remaining. The remaining specified opportunity is called a "remaining opportunity." Since the special pattern of this embodiment is successful with the second specified opportunity, one "remaining opportunity" is generated. An opportunity event may occur with the remaining opportunity. An opportunity event is when at least one of the multiple option images already displayed changes to an image advantageous to the player. If the image after the change is called an opportunity image 11, an opportunity event may occur in which the preparation image 10 (see FIG. 5(a-2)) changes to an opportunity image 11 (see FIG. 6(b-2)). The opportunity image 11 in this embodiment includes three images: an option image D indicating option D, an option image E indicating option E, and an option image F indicating option F. In other words, the change from the preparation image 10 to the opportunity image 11 changes all three options (option images). As will be described in detail later, the option images D to F are more preferable options to the player than the option images A to C, so the occurrence of a favorable opportunity event during the remaining chances can be seen as a so-called chance increase.

[0032] An opportunity event does not necessarily occur at the remaining opportunity. In other words, a change from the preparation image 10 to the opportunity image 11 does not necessarily occur at the remaining opportunity. If an opportunity event does not occur at the remaining opportunity, the preparation image 10 remains displayed even after the remaining opportunity (the third specified opportunity) ends (see FIG. 6(b-1)). Note that in this embodiment, a teasing effect is generated at the remaining opportunity, suggesting that a change from the preparation image 10 to the opportunity image 11 may occur (see FIG. 6(a)). For example, a teasing effect is generated to indicate that the three option images D to F are likely to gather in the center.

[0033] The results of the suggestive performance (the situation after the three specified triggers have ended) can be broadly classified as follows. (1) The specified event does not occur (preparatory image 10 is not displayed). (2) Preparatory image 10 is displayed. (3) Opportunity image 11 is displayed. In the case of (1) (when the sequence proceeds as shown in Fig. 4(a) → Fig. 4(b) → Fig. 4(c) → Fig. 4(d) → Fig. 5(a-1) → Fig. 5(b) → Fig. 5(c-1) → Fig. 5(d)), no special effect occurs and it is announced that the result of the target winning / losing lottery is a loss. In this embodiment, the three decorative patterns 80 that were selected from each decorative pattern group 80g and were in a pseudo-stop state come to a complete stop, and it is announced that it is a loss. (2) is the result when the normal pattern is reached (progressing from Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-1) → Figure 5(b) → Figure 5(c-2)). Also, it is the result when the special pattern is reached and no favorable event occurs at the remaining opportunity (progressing from Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-2) → Figure 6(a) → Figure 6(b-1)). (3) is a special pattern, and is the result when an opportunity event occurs at the remaining opportunity (when the process progresses as follows: Figure 4(a) → Figure 4(b) → Figure 4(c) → Figure 4(d) → Figure 5(a-2) → Figure 6(a) → Figure 6(b-2)). In the cases of (2) and (3), a suggestive effect is followed by a special effect, that is, a selection effect. In the case of (2), a normal selection effect (normal special effect) (see FIG. 7(a)) is executed, and in the case of (3), a special selection effect (special special effect) (see FIG. 7(b)) is executed.

[0034] The normal selection performance results in the selection of one of the option images A to C (see FIG. 7(a)). If option image A is selected, reach performance A is executed, if option image B is selected, reach performance B is executed, and if option image C is selected, reach performance C is executed. At the end of each reach performance, it is announced whether the lottery result is a jackpot or not.

[0035] The special selection performance results in the selection of one of the option images D to F (see FIG. 7(b)). If option image D is selected, reach performance D is executed, if option image E is selected, reach performance E is executed, if option image F is selected, reach performance F is executed, and at the end of each reach performance, it is announced whether the lottery result is a jackpot or not.

[0036] In this way, when a selection effect (specific effect) is executed, one of a number of types of reach effects is executed, thereby announcing the result of the lottery whether it is a win or a loss. The specific form of each reach effect may be any, so an explanation is omitted. It is preferable that each option image suggests the type of reach effect it corresponds to. It may include letters indicating the name of the reach effect, or may include a character that appears in the reach effect. In this embodiment, the option image represents an enemy character that appears in the reach effect (the letters attached to the character indicate the type of option image (for example, an image in which a character with an "A" attached thereto is displayed is option image A).

[0037] In this embodiment, when a selection performance (specific performance) is executed, any type of reach performance will be executed afterwards, so the selection performance indicates the establishment of reach. Specifically, the three decorative symbols 80 (decorative symbol group 80g) that were temporarily stopped in the suggestive performance change to a state indicating the establishment of reach. In this embodiment, the left decorative symbol 80L selected from the left decorative symbol group 80gL and the right decorative symbol 80R selected from the right decorative symbol group 80gR become the same type, and the middle decorative symbol group 80gC is changed, indicating that the reach has been established (see the upper left of the display area 911 in FIG. 7(a)(b)). It should be noted that the establishment of reach may be indicated in accordance with the start of the reach performance, rather than the selection performance.

[0038] The reliability of each of the above reach effects (the probability that the target hit / miss lottery result will be a jackpot when it occurs) is reach effect A<reach effect B<reach effect C<reach effect D<reach effect E<reach effect F (see FIG. 7). In other words, the reach effects D-F (options D-F) that can be selected in the special selection effect have a higher reliability than the reach effects A-C (options A-C) that can be selected in the normal selection effect. Therefore, it can be said that the special selection effect is more advantageous for the player (more likely to result in a jackpot) than the normal selection effect.

[0039] Considering the above, it can be said that the suggestive performance has the following characteristics. The suggestive performance is a performance in which a specified opportunity is given at the timing when the variation of each of the N (N=3 in this embodiment) decorative pattern groups 80g stops, which may cause a specified event (display of the preparation image 10 in this embodiment). Therefore, "the number of specified opportunities = the number of decorative pattern groups 80g". If a specified event occurs in the suggestive performance, a specific performance (selection performance) may occur and the target hit / miss lottery result may be a jackpot. However, even if the specified event occurs, it is more advantageous for the player if a special pattern occurs in which a specified event occurs (by the N-1th specified opportunity) before the last specified opportunity is reached (see FIG. 5(a-2)) than if a normal pattern occurs in which a specified event occurs at the last (Nth) specified opportunity (see FIG. 5(c-2)). This is because, when a special pattern occurs, a favorable event occurs at the remaining trigger (see FIG. 6(b-2)), and the specific effect (selection effect) executed after the suggestive effect may be a special specific effect (special selection effect) (see FIG. 7(b)) that is more reliable than the normal specific effect (normal selection effect) (see FIG. 7(a)). By doing this, when the suggestive effect occurs, the player hopes that a predetermined event will occur for the time being, but if the predetermined event does occur, the player hopes that the predetermined event will occur at an earlier timing when the patterns stop (prescribed trigger). Also, because there is a possibility that a favorable event will occur at the remaining trigger (a teasing effect is executed to indicate the possibility of a favorable event occurring), the player is unlikely to get the impression that the subsequent prescribed triggers have been wasted due to the predetermined event occurring at an early timing.

[0040] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned suggestive 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.

[0041] 〇Specific example 1-1 Although it has been explained that the specific effect (the effect executed after the suggestive effect when a predetermined event occurs) in the above embodiment is a selection effect, an effect other than a selection effect may be executed as the specific effect. For example, the reliability image 15 suggesting the jackpot reliability of the target winning / losing lottery result may be displayed as the specific effect.

[0042] The specific performance may involve displaying a first reliability image 151 (see Figs. 8(a-2), (b-2), (c-1)) as the reliability image 15, or may involve displaying a second reliability image 152 (see Fig. 8(c-2)) having a higher reliability than the first reliability image 151 when displayed. The specified event is the display of the first reliability image 151. The favorable event is the display of the second reliability image 152 (the first reliability image 151 changing to the second reliability image 152). In other words, if the first reliability image 151 is displayed at the Nth specified trigger (if a normal pattern occurs) (if the game progresses as shown in FIG. 8(a-1)→(b-2)), the suggestive presentation ends there (the second reliability image 152 is not displayed), but if the first reliability image 151 is displayed by the N-1th specified trigger (if a special pattern occurs) (if the game progresses as shown in FIG. 8(a-2)), the first reliability image 151 may change to the second reliability image 152 at the remaining trigger (if the game progresses as shown in FIG. 8(a-2)→(c-2)). Even in this way, the suggestive presentation is such that a special pattern is more advantageous to the player than a normal pattern. The probability that the result of the lottery will be a jackpot is higher when the second reliability image 152 is finally displayed (when the process proceeds as shown in FIG. 8(a-2) → (c-2)) than when the first reliability image 151 is finally displayed (when the process proceeds as shown in FIG. 8(a-1) → (b-2) or when the process proceeds as shown in FIG. 8(a-2) → (c-1)).

[0043] 〇Specific example 1-2 In the above embodiment, the opportunity event occurs when all of the multiple option images already displayed change to ones advantageous to the player, but some of them may change to ones advantageous to the player. For example, the opportunity event may occur when the state in which option image A, option image B, and option image C are displayed (see FIG. 9(a)) changes to the state in which option image A, option image B, and option image D are displayed (see FIG. 9(b)) (assuming that the reach effect D corresponding to option image D has a higher reliability than any of the reach effects A to C corresponding to option images A to C, respectively). Even in this case, the occurrence of the opportunity event can be said to be an event advantageous to the player in that it creates a situation in which option image D may be selected.

[0044] An increase in the number of option images (the number of option images included in the opportunity image 11 becomes greater than the number of option images included in the preparation image 10) may be considered as an opportunity event. The increased option images (newly added option images) are made more advantageous to the player than any of the option images before the increase. For example, a change from a state in which three option images A, B, and C are displayed (see FIG. 9(c)) to a state in which four option images A, B, C, and D are displayed (see FIG. 9(d)) may be considered as an opportunity event (the reach effect D corresponding to the option image D is considered to have a higher reliability than any of the reach effects A to C corresponding to the option images A to C, respectively). Even in this way, the occurrence of an opportunity event can be considered as an event advantageous to the player in that it creates a situation in which the option image D may be selected.

[0045] 〇Specific example 1-3 When an opportunity event occurs, the option image may be of one type. For example, when an opportunity event occurs, an opportunity image 11 (see FIG. 10(b)) in which all are option images D is displayed (it is assumed that the reach performance D corresponding to option image D has a higher reliability than any of the reach performances A to C corresponding to option images A to C, respectively). In other words, when a special selection performance in which an opportunity event occurs is executed, it is determined that the performance executed thereafter will be a predetermined performance (in the above example, the reach performance D) (it is assumed that the predetermined performance (reach performance D) has a higher reliability than any of the performances (reach performances A to C) that may be executed if the opportunity event does not occur).

[0046] By doing so, it is easy to know that the occurrence of an advantageous effect for the player has been confirmed as a result of the occurrence of an opportunity event. Therefore, the flow of the game becomes easy to understand. Note that the opportunity image 11 may include the same number of option images as the preparation image 10, and may be of a form in which the type of the option images are all the same (such as the form shown in FIG. 10(b)), or may include only one option image (not shown).

[0047] 〇Specific example 1-4 The aspect of the opportunity event may change with each suggestion. For example, as in the above embodiment, an opportunity event in which the entire option image changes (see FIG. 11(a)→(b-2)) may occur, or an opportunity event in which only a part of the option image changes (see FIG. 11(a)→(b-1)) may occur as described in the above specific example 1-2.

[0048] In the case of this example, the reliability of the target winning / losing lottery result will differ depending on the aspect of the chance event. For example, as explained in the above embodiment, if the reliability of the reach performance is reach performance A<reach performance B<reach performance C<reach performance D<reach performance E<reach performance F, the case where the opportunity image 11 (second opportunity image 112) (see FIG. 11(b-2)) including the option image D, option image E, and option image F is displayed will have a higher reliability of the big win than the case where the opportunity image 11 (first opportunity image 111) (see FIG. 11(b-1)) including the option image A, option image B, and option image D is displayed (this will be a performance form in which it is preferable to include many reliability images 15 corresponding to the performance with high reliability).

[0049] 〇Specific example 1-5 The system is designed so that the opportunity event occurs without exception for all remaining opportunities. In other words, when a special pattern occurs in which a remaining opportunity occurs, the system is designed so that the opportunity event occurs without exception. If the change from the preparation image 10 to the opportunity image 11 is considered to be an opportunity event as in the above embodiment, when a special pattern occurs, the opportunity image 11 is displayed, so that the special selection performance is always executed after the suggestion performance.

[0050] By following this example, if a specified event occurs with a specified opportunity remaining, a favorable event (chance up) will definitely occur at the remaining specified opportunity (remaining opportunity), resulting in a more easily understandable suggestive presentation form.

[0051] 〇Specific example 1-6 The earlier the timing of the occurrence of the predetermined event, the higher the probability of the occurrence of the favorable event (more advantageous for the player). In other words, since the favorable event can occur in the remaining opportunity, the more the remaining opportunities, the higher the probability of the favorable event occurring. For example, as in the above embodiment, if the specified opportunity is three times (N=3), the probability of the favorable event occurring is higher when the specified event occurs at the first specified opportunity (see FIG. 12(b-2)) than when the specified event occurs at the second specified opportunity (see FIG. 12(d-2)). In other words, when the specified event occurs at the first specified opportunity, the remaining opportunity is two, and when the specified event occurs at the second specified opportunity, the remaining opportunity is one, so the former is more likely to cause the favorable event to occur than the latter.

[0052] In this way, if a predetermined event is to occur, it is possible to achieve a presentation form in which the player would hope that the predetermined event would occur as early as possible so that the number of remaining opportunities would increase.

[0053] 〇Specific example 1-7 A configuration is made in which whether or not a specified event occurs at a specified opportunity (whether or not it is "success") and the type of decorative pattern 80 selected by the stop of variation (including pseudo stop) of the decorative pattern group 80g corresponding to the specified opportunity have a specified relationship. For example, when a specified event occurs at a specified opportunity (when it is "success"), the "odd" decorative pattern 80 stops (see FIG. 13(a-2)), and when a specified event does not occur at a specified opportunity (when it is "failure"), the "even" decorative pattern 80 stops (see FIG. 13(a-1)). In this way, an easy-to-understand performance form is achieved in which the success / failure of the specified opportunity and the type of decorative pattern 80 that stops have a specified relationship. The same may be done for the remaining opportunity. In other words, a configuration is made in which whether or not a favorable event occurs at a remaining opportunity and the type of decorative pattern 80 selected by the stop of variation of the decorative pattern group 80g corresponding to the remaining opportunity have a specified relationship. For example, if an opportunity event occurs in the remaining trigger (resulting in a "success"), an "odd number" decorative pattern 80 will stop (see Figure 13(b-2)), and if an opportunity event does not occur in the remaining trigger (resulting in a "failure"), an "even number" decorative pattern 80 will stop (see Figure 13(b-1)).

[0054] In this case, if a predetermined event occurs at the third specified opportunity (not shown), the order will be "even-odd-even" from the left, if a predetermined event occurs at the second specified opportunity and no favorable event occurs at the third time (see FIG. 13(b-1)), the order will be "even-odd-even" from the left, if a predetermined event occurs at the second specified opportunity and a favorable event occurs at the third time (see FIG. 13(b-2)), the order will be "even-odd-odd" from the left. Also, if no predetermined event occurs (not shown), the order will be "even-even-even". Therefore, the order (combination) of the decorative patterns 80 shown at the end of the suggestive performance allows the player to understand how the current conclusion was reached.

[0055] Unlike the above example (example of FIG. 13), the type of decorative pattern 80 to be stopped may be different between when a predetermined event occurs at a specified opportunity and when an opportunity event occurs at a remaining opportunity. For example, when a predetermined event occurs at a certain specified opportunity (when it is "success"), the decorative pattern 80 of "3" is stopped (see FIG. 14(a-2)), and when an opportunity event occurs at a remaining opportunity (when it is "success"), the decorative pattern 80 of "7" is stopped (see FIG. 14(b-2)). That is, the decorative pattern 80 of "3" indicates the occurrence of a predetermined event, and the decorative pattern 80 of "7" functions as an indication of the occurrence of an opportunity event. Note that when the predetermined event and the opportunity event do not occur (when it is "failure"), the decorative patterns 80 other than "3" and "7" are stopped (the decorative patterns 80 of "3" and "7" are not stopped when the predetermined event and the opportunity event do not occur) (see FIG. 14(a-1), (b-1)).

[0056] In this case, if a specified event occurs at the third specified opportunity (not shown), the order from the left will be "□·3·□", if a specified event occurs at the second specified opportunity and no favorable event occurs at the third time (see FIG. 14(b-1)), the order from the left will be "□·□·3", if a specified event occurs at the second specified opportunity and a favorable event occurs at the third time (see FIG. 14(b-2)), the order from the left will be "□·7·3". Also, if no specified event occurs (not shown), the order from the left will be "□·□·□" (□ is a decorative pattern 80 other than "3" and "7"). Therefore, the order (combination) of the decorative patterns 80 shown at the end of the suggestive performance allows the player to understand how the current ending was reached.

[0057] 2-2) Normal image / alternative image The state from the establishment of the start condition to the establishment of the end condition is considered to be an advantageous state. In this embodiment, the start condition is established when a jackpot that transitions to a special game state is acquired among the jackpots (so-called first jackpots) acquired through a win / lose lottery in the normal game state. In this embodiment, 100% of the first jackpots are jackpots that transition to a special game state (see FIG. 3(b)), so the acquisition of the first jackpot is the start condition. If a part of the first jackpots is a jackpot that transitions to a special game state (a state in which a jackpot is easier to acquire than in the normal game state), the acquisition of a part of the jackpot is the start condition (other jackpots are not the start condition). The establishment of the end condition is when the special game state ends and transitions to the normal game state. Since the special game state in this embodiment is the ST state, the establishment of the end condition is when the final change in ST is a miss. In this embodiment, ST=100 times (see FIG. 3(b)), so the establishment of the end condition is when the special game state is started and the last change in ST is a miss 100 times in a row. In this way, the advantageous state is from when a jackpot that transitions to a special gaming state is obtained until the special gaming state ends and the game transitions to a normal gaming state, and this advantageous state is what is known as a consecutive win state (a state in which a jackpot is easily obtained).

[0058] When the advantageous state ends (when it is determined that the end condition is met), it is determined whether the player's profit in the advantageous state is equal to or greater than a predetermined threshold or less than the threshold. The advantageous state ends when the end condition is met, that is, 100 consecutive losses since the start of the special game state, and therefore when it is determined that the 100th winning / losing lottery since the start of the special game state will be a loss (not when the player is notified, but when the winning / losing lottery is executed). Depending on whether the profit is equal to or greater than the threshold or less than the threshold, the content of the conclusion period provided for the 100th variation during the special game state (hereinafter referred to as the final loss variation) is determined.

[0059] The (player's) profit mentioned above is not a profit in terms of presentation, but a profit related to the so-called ball payout. There are various elements (units) for calculating the profit. In this embodiment, whether the profit is equal to or greater than a threshold is determined based on the number of jackpots obtained in an advantageous state, that is, the number of consecutive wins. In addition, whether the profit is equal to or greater than a threshold may be determined based on the total number of prize balls obtained in an advantageous state (the number of prize balls includes at least those obtained by winning in the big prize area, and may include or not include those obtained by other winnings), the total number of rounds obtained by adding up all the rounds of jackpots obtained in an advantageous state, etc. Also, it is possible that there are multiple types of jackpots that can be won in an advantageous state, and only a part of the multiple types of jackpots (target jackpots) are counted (non-target jackpots other than the target jackpots are not counted), and whether the number of target jackpots obtained in an advantageous state is equal to or greater than a predetermined threshold is determined. For example, in a configuration in which the number of rounds of a jackpot game obtained in an advantageous state can vary, a setting may be made such that a number of rounds equal to or greater than a predetermined value is a target jackpot, and the rest are non-target jackpots (a number of rounds less than a predetermined value may be excluded from the count as a small profit). In addition, a setting may be made such that whether or not any of two or more of the elements (units) described above are equal to or greater than a predetermined threshold value determines whether or not the profit is equal to or greater than a threshold value.

[0060] As described above, in this embodiment, if the number of consecutive wins from the start to the end of the advantageous state is N (N is a natural number excluding 0) or more, the player's profit obtained in the advantageous state is considered to be equal to or more than the threshold, and if the number of consecutive wins is less than N, the player's profit obtained in the advantageous state is considered to be less than the threshold. In this embodiment, N=3. In other words, whether or not the jackpot is three or more consecutively is the branch point of whether or not the profit obtained in the advantageous state is equal to or more than the threshold. In this embodiment, the number of consecutive wins includes the first win, but it may not include the first win. The value of N can be set from various perspectives, but the probability that the number of consecutive wins will be N or more must be a realistic probability. It is preferable to set the probability that the number of consecutive wins will be N or more (the player's profit will be equal to or more than the threshold) to occur with a probability of 50% or more. In this case, the probability that the number of consecutive wins will be less than N (the player's profit will be less than the threshold) is less than 50%. In other words, when a new advantageous state begins, it is set so that the probability of the profit in that advantageous state being equal to or greater than the threshold value is higher than the probability of the profit being less than the threshold value.

[0061] When the advantageous state ends, a conclusion period is set during the final loss fluctuation. In this embodiment, the start point of the conclusion period is set in the middle of the final loss fluctuation, and the end point of the final loss fluctuation is set as the end point of the conclusion period (see FIG. 15). In other words, a part of the period including the end point of the final loss fluctuation is set as the conclusion period. However, this does not deny the setting that the end point of the conclusion period and the end point of the final loss fluctuation do not coincide.

[0062] In the final losing variation, the winning / losing lottery result corresponding to the final losing variation (the final winning / losing lottery result of ST; hereinafter, also referred to as the final winning / losing lottery result) is shown to the player as a losing result before or at the same time as the conclusion period starts. In this embodiment, the losing combination of the decorative patterns 80 is pseudo-stopped to show that the final winning / losing lottery result is a losing result (see FIG. 15(a)). After that, the decorative patterns 80 constituting the losing combination are completely stopped, and the final losing variation ends. Basically, during the conclusion period, the losing combination of the decorative patterns 80 is in a pseudo-stopped state, and is completely stopped at the end of the final losing variation. As described later, the conclusion period is basically a period during which an image (normal image 21) showing the result of an advantageous state is displayed. Therefore, the length is set to be suitable for showing the result (5 seconds in this embodiment).

[0063] The content of the presentation executed during the conclusion period of the advantageous state (final losing variation) differs depending on whether the profit obtained in the advantageous state is equal to or greater than the threshold. If it is equal to or greater than the threshold, the normal image 21 is displayed during the conclusion period (see FIG. 15(b-1)), and if it is less than the threshold, the substitute image 22 (different from the normal image 21) is displayed (see FIG. 15(b-2)). Note that if it is equal to or greater than the threshold, the substitute image 22 is not displayed, and if it is less than the threshold, the normal image 21 is not displayed.

[0064] The normal image 21 (see FIG. 15(b-1)) includes an element (hereinafter referred to as a profit element 211) representing the profit obtained in the advantageous state. It can also be considered as a result display image showing the "result" of the current advantageous state. As described above, in this embodiment, the profit to be judged as being equal to or greater than the threshold is the number of consecutive wins, so the normal image 21 includes a profit element 211 indicating the number of consecutive wins. Specifically, a number indicating the number of consecutive wins is displayed in association with a word indicating a jackpot. In this embodiment, the jackpot is represented as BONUS, followed by the character "×N" (N is the number of consecutive wins), thereby indicating the number of consecutive wins in the current advantageous state to the player. As described above, in this embodiment, N=3 or more is set to be equal to or greater than the threshold, so that the ×N display included in the normal image 21 is always N=3 or more. In other words, the number included in the normal image 21 is equal to or greater than the threshold, and is never less than the threshold.

[0065] In this embodiment, the profit element 211 of the normal image 21 includes not only the display indicating the number of consecutive wins, but also the display indicating the number of prize balls obtained in an advantageous state (display related to balls paid out) (the number between "Total" and "pt" in FIG. 15(b-1) corresponds to the number of prize balls). The number of prize balls includes at least those obtained in the jackpot obtained in the advantageous state (i.e., the number of jackpots equivalent to the number of consecutive wins). In this embodiment, it includes those obtained by so-called over-winning, but it may be configured not to include them. If the number of prize balls paid out when one game ball enters the big winning area is 15, and one round of play ends when 10 balls win (the so-called count is 10), if the player plays as instructed (if the game balls are continuously fired toward the big winning area), at least "15 x 10 x M" prize balls will be obtained in the M-round jackpot. In this embodiment, all jackpots are 10-round jackpots, so at least 15×10×10=1500 prize balls can be obtained in one jackpot. In this embodiment, N=3 or more is set as the threshold value, so the number of prize balls displayed in the normal image 21 will be 1500×3=4500 or more (if the player plays as instructed).

[0066] Moreover, the normal image 21 in this embodiment includes an element (hereinafter referred to as an end element 212) that indicates the end of an advantageous state. In this embodiment, the end of an advantageous state corresponds to the end of a special gaming state (ST state), so characters indicating the end of the special gaming state are displayed as the end element 212. In this embodiment, the name of the special gaming state ("XX RUSH" in this embodiment) followed by the characters "end" (any wording that has the meaning of end, such as "END" will do) is displayed as the end element 212 (see FIG. 15(b-1)).

[0067] The substitute image 22 (see FIG. 15(b-2)) does not include the above-mentioned profit element 211. It does not include any indication related to the profit (balls) obtained by the player in the advantageous state, as well as the number of consecutive wins and the number of winning balls as described above. Moreover, the substitute image 22 in this embodiment does not include the above-mentioned end element 212. In other words, the end of the advantageous state (special game state) is not clearly indicated to the player.

[0068] In this embodiment, a video (special movie) from the original work (manga, etc.) that is the motif of the gaming machine 1 is displayed as a substitute image 22 during the conclusion period (see FIG. 15(b-2). Since the specific form of the video may be any, it is simplified and represented by "text" in the drawing). The substitute image 22 (special movie) is displayed only during the conclusion period when the profit obtained in the advantageous state is less than the threshold (the conclusion period is a period provided for the final losing variation, so it is not displayed during any variation other than the final losing variation). In other words, the display of the substitute image 22 is a "dedicated performance" when the profit obtained in the advantageous state is less than the threshold. Note that multiple types of substitute images 22 may be provided, and the one displayed when the profit obtained in the advantageous state is less than the threshold may be changed each time.

[0069] After the conclusion period ends (the final losing variation ends), the game transitions to the normal game state (see FIG. 15(c)). The presentation mode immediately after the transition to the normal game state is not related to whether the profit obtained in the advantageous state is equal to or greater than the threshold (whether the normal image 21 or the alternative image 22 was displayed during the conclusion period).

[0070] In this embodiment, when the profit obtained in the advantageous state is equal to or greater than the threshold, the normal image 21 including the profit element 211 is displayed, and when it is less than the threshold, the normal image 21 is not displayed and the alternative image 22 is displayed. In other words, when a profit equal to or greater than the threshold is not obtained in the advantageous state, the alternative image 22 not including the profit element 211 is displayed, so that the player is prevented from becoming depressed by a display indicating the profit again when the advantageous state ends.

[0071] In addition, since the substitute image 22 does not include the end element 212 indicating the end of the advantageous state, the end of the advantageous state is not emphasized. In other words, in this embodiment, the end of the advantageous state is clearly indicated when a profit equal to or greater than a threshold is obtained, but the end of the advantageous state is not clearly indicated when a profit equal to or greater than the threshold is not obtained, so that the end of the advantageous state is not emphasized (for a player who is likely to be depressed because he or she did not obtain the profit he or she expected).

[0072] In addition, since the substitute image 22 is a special image (a dedicated image) that is displayed only when a player is in an advantageous state and does not obtain a profit equal to or greater than a threshold, the image exhibits a relief function for players who have not obtained much profit (by showing a "rare" image, it eases the player's disappointment).

[0073] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned normal image and alternative image-related matters. Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0074] 〇Specific example 2-1 The gaming machine 1 according to the above embodiment has been described as having so-called ST type gameplay (since it is so-called ST type, a conclusion period is provided for the final losing variation of the special game state (ST state)), but it can also be applied to those having other gameplay. For example, it can also be applied to those having so-called loop type gameplay. As the loop type, for example, a high probability state (probability variation state) in which it is easy to win a jackpot continues until the next jackpot, and if the jackpot is a probability variable jackpot, it transitions to a high probability state after the jackpot game ends, and if it is a normal jackpot, it transitions to a low probability state after the jackpot game ends. In this case, it is sufficient to configure it so that a conclusion period is provided during the variation when a normal jackpot is won or during the normal jackpot game.

[0075] 〇Specific example 2-2 In the above embodiment, the substitute image 22 is described as a "dedicated image" that is displayed only in the conclusion period when the profit obtained in the advantageous state is less than the threshold value, but it may be configured as a non-dedicated image. For example, when the profit obtained in the advantageous state is less than the threshold value, the state in which the losing combination of the pseudo-stopped decorative patterns 80 and its background image are displayed (loss display state) is maintained even when the conclusion period is entered (the state of FIG. 15(a) is maintained even when the conclusion period is entered). In other words, when the profit obtained in the advantageous state is equal to or greater than the threshold value, the start of the conclusion period is triggered to transition from the loss display state to a state in which the normal image 21 (profit element 211) is displayed, but when the profit obtained in the advantageous state is less than the threshold value, the loss display state is maintained even when the conclusion period is entered.

[0076] 〇Specific example 2-3 Although it has been described that the substitute image 22 in the above embodiment does not include the end element 212, it may include the end element 212. In other words, the substitute image 22 does not include an element showing the profit obtained in the advantageous state, but includes an element showing the end of the advantageous state. For example, characters (XX RUSH END) showing that the advantageous state (special game state) is ending are displayed superimposed on the image of the original work (manga, etc.) that is the motif of the gaming machine 1 (see FIG. 16(b)). In this way, the substitute image 22 does not show the profit (it does not emphasize that the profit was small), but it is clearly indicated to the player that the advantageous state (special game state) is ending.

[0077] 〇Specific example 2-4 The threshold value is determined based on the average profit obtained from the start to the end of the advantageous state. If the profit to be judged whether it is equal to or greater than the threshold value is the number of consecutive wins as in the above embodiment, the threshold value is determined based on the average number of consecutive wins from the start to the end of the advantageous state. The average number of consecutive wins can be calculated based on the so-called continuation rate (continuous win continuation rate), and this calculation itself is well known, so a detailed explanation will be omitted. If the special game state is the ST state as in this embodiment, the probability of winning a jackpot during the special game state and winning consecutive wins is the continuation rate. If it is a so-called probability loop machine, the probability of winning a probability-varying jackpot is the so-called continuation rate. The average number of consecutive wins determined based on such continuation rate is X times. The threshold value N is the smallest natural number that satisfies N>X. For example, if the average number of consecutive wins is 3.8 times, the threshold value N=4.

[0078] If the profit to be judged as being equal to or greater than the threshold is the number of winning balls (balls paid out), the threshold should be a value equal to or greater than the average number of winning balls obtained from the start to the end of the advantageous state, which is determined based on the continuation rate and the jackpot allocation (round allocation). In other words, if the average number of winning balls is Y, the threshold is set to N=Y. For example, if the average number of winning balls is 6350, the threshold is set to N=6350.

[0079] By doing this, if an above average profit is obtained, the normal image 21 (profit element 211) is displayed, but if an above average profit is not obtained, the alternative image 22 is displayed (profit element 211 is not displayed).

[0080] 〇Specific example 2-5 Even if the profit obtained in the advantageous state is equal to or more than a threshold, if the substitute image 22 is displayed, an event advantageous to the player occurs. For example, it is conceivable that a reversal effect that shows that the advantageous state is ending but is not actually ending can occur as the advantageous event. In the case of the above embodiment, the substitute image 22 can be displayed when the number of consecutive wins is already three or more (above a threshold) and the 100th change (ST final change) since the special game state started is a big win. That is, in the ST final change, a losing combination of the decorative patterns 80 is pseudo-stop displayed (see FIG. 17(a)) to make it look like the winning / losing lottery result (final winning / losing lottery result) corresponding to the ST final change is a losing combination, and then the substitute image 22 is displayed (see FIG. 17(b)), the substitute image 22 is erased, a reversal effect occurs (see FIG. 17(c)), and it is announced that the final winning / losing lottery result is a big win (the decorative patterns 80 are stopped and displayed with a winning combination) (see FIG. 17(d)).

[0081] Furthermore, if substitute image 22 is defined as "an image displayed when the profit is less than a threshold value," then the image displayed when a reversal effect occurs (the image in Figure 17(b)) is, strictly speaking, "another image having the same form as substitute image 22."

[0082] By doing this, if the normal image 21 (result display image) is not displayed even though the obtained profit is equal to or greater than the threshold, an event advantageous to the player occurs, realizing an interesting gaming experience.

[0083] 2-3) Corresponding performance The gaming machine 1 according to this embodiment includes an operating means 30 that can be operated by a player. In this embodiment, a first operating means and a second operating means are provided as the operating means 30 (see FIG. 1). The first operating means is a push button 31. The second operating means is an operation object that has a shape resembling a "sword" (hereinafter referred to as a sword device 32). The structure, drive mechanism, etc. of the sword device 32 are publicly known, as described in, for example, JP 2018-139876 A, and the gaming machine 1 according to this embodiment uses the same ones, so a description thereof will be omitted.

[0084] The sword device 32 can be automatically (meaning not depending on the player's force) displaced from a first position (position shown in FIG. 1 and FIG. 18(a)(b)) to a second position (position shown in FIG. 18(c)) which is higher than the first position (above the horizontal plane) by the power of a motor which is a driving source. The sword device 32 is normally located at the first position. That is, the first position is the original position. The sword device 32 cannot be displaced lower than the first position (lower than the horizontal plane). The performance in which the player is prompted to operate the sword device 32 (hereinafter referred to as a specific operation performance) is a performance in which the sword device 32 is automatically displaced from the first position to the second position, and then the player is prompted to displace the sword device 32 from the second position toward the first position. The specific operation performance is a performance in which the player is prompted to operate the "sword" by pushing it downward, from the player's point of view. Since the sword device 32 is normally located at the first position, it can be said that the special operation effect cannot be executed (the player cannot operate the sword device 32) unless the sword device 32 is displaced from the first position to the second position. It can be said that displacing the sword device 32 from the first position to the second position is preparation for the player to operate the sword device 32 (the second position is a preparation state for the specific operation effect).

[0085] When the specific operation performance occurs, a corresponding performance (see FIG. 18) occurs (the corresponding performance can also be seen as part of the specific operation performance). The specific operation performance and the corresponding performance can occur as part of one during-change performance (target during-change performance). The corresponding performance is executed when the operating means 30 is displaced. In this embodiment, the corresponding performance is executed when the sword device 32 is displaced from the first position to the second position in the specific operation performance. The corresponding performance is a performance image 35 displayed in the display area 911.

[0086] The rendered image 35 includes a corresponding part 351 and a non-corresponding part 352 which is a part other than the corresponding part 351. In this embodiment, the rendered image 35 represents a predetermined character (a person or a person having human-like limbs). In the corresponding rendering, at least the upper body part of the character is displayed. In this embodiment, one hand of the character (part from the shoulder) is the corresponding part 351, and the remaining part is the non-corresponding part 352 (see FIG. 18).

[0087] The corresponding performance proceeds together with the specific operation performance as follows. The performance image 35 (character) is displayed with the sword device 32 in the first position (before displacement) (see FIG. 18(a)). First, the character represented by the performance image 35 moves the right hand (the hand on the left side from the player's viewpoint) which is the corresponding part 351 to the right (the right from the player's viewpoint) while the sword device 32 is in the first position (see FIG. 18(b)). In this embodiment, the sword device 32 is provided on the right side from the player's viewpoint (see FIG. 1), so the character appears to be moving his hand closer to the sword device 32. From there, the character moves his hand upward. At the same time, the sword device 32 is displaced from the first position to the second position (see FIG. 18(c)). At least a part of the period during which the hand is displaced upward and the period during which the sword device 32 is displaced toward the second position overlap. In this way, the corresponding performance is a performance in which the corresponding part 351 of the performance image 35 moves toward the direction in which the operation means 30 is displaced.

[0088] After the corresponding performance is thus completed, the remainder of the specific operation performance is executed. That is, the player is prompted to operate the sword device 32 (see FIG. 19(a)). In this embodiment, the specific operation performance occurs as a branch where the winning / losing lottery result (target winning / losing lottery result) corresponding to the target varying performance is revealed, that is, as a part of the reach performance. After the sword device 32 is located at the second position, an operation effective period is set, and if it is detected that the player operates the sword device 32 during the operation effective period and the sword device 32 has reached the first position, this is used as a trigger to move to the end (result) of the reach performance according to the winning / losing lottery result (jackpot / loss), and the target winning / losing lottery result is revealed. In this embodiment, a successful ending (see FIG. 19(b-1)) is reached at the time of a jackpot, and a failed ending (see FIG. 19(b-2)) is reached at the time of a loss (a so-called reversal pattern may be generated in which the failed ending is once reached at the time of a jackpot and then reversed). If the sword device 32 is not operated during the effective operation period (if the sword device 32 is not detected as having reached the first position), the game transitions to the conclusion when the effective operation period has elapsed. In this case, the sword device 32 is automatically returned to the first position.

[0089] In this manner, in this embodiment, when the operating means 30 (sword device 32) is displaced in a specific operation presentation, a presentation image 35 is displayed that includes a corresponding part 351 that moves in the direction in which the operating means 30 is displaced, resulting in an easy-to-understand presentation in which the displacement of the operating means 30 is emphasized by the presentation image 35 (corresponding part 351).

[0090] In this embodiment, if the performance image 35 represents a predetermined character and the hand of the character moves in the displacement direction of the operation means 30 (sword device 32), the performance will be such that the character looks as if it is moving the operation means 30. In this embodiment, if a successful ending is reached, the character (the character represented by the performance image 35) is displayed (see FIG. 19(b-1)). In other words, a display is made to congratulate the character who moved the sword device 32 in the pre-operation state for achieving success.

[0091] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned corresponding 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.

[0092] 〇Specific example 3-1 The display device 91 (display area 911) is assumed to be capable of displaying naked eye stereoscopic images. In other words, it is assumed to be capable of displaying a three-dimensional image that appears three-dimensional (stereoscopic) to the player as if it were jumping out in front of the player. The display device 91 is also assumed to be capable of displaying a three-dimensional image in a portion of the display area 911, and a two-dimensional image (a normal image that appears two-dimensional (flat)) in another portion. Note that the device itself for displaying such naked eye stereoscopic images (three-dimensional images) is well known, and therefore a description thereof will be omitted. In the drawings, the portions represented by the three-dimensional images are indicated by dotted cross-hatching.

[0093] In the corresponding effects, the effect image 35 (character) is made into a three-dimensional image (see Fig. 20(b)(c)). It is preferable that images other than the effect image 35 (for example, the background of the effect image 35) are made into two-dimensional images. By doing so, the effect image 35 appears to jump out in front, enhancing the effect that the effect image 35 appears to move the operating means 30 (sword device 32) provided outside the display area 911.

[0094] When doing as in this example, it is preferable that the performance image 35 is a two-dimensional image (see FIG. 20(a)) at the beginning of the corresponding performance (a certain period from when the display of the performance image 35 starts until a predetermined point before the operating means 30 starts to move). In other words, it is preferable that the performance image 35 changes from a two-dimensional image to a three-dimensional image (see FIG. 20(a)(b)) in the middle of the corresponding performance. By doing so, the effect of seeing the performance image 35 (character) as moving forward is enhanced.

[0095] 〇Specific example 3-2 As in the above-mentioned specific example 3-1, the display device is assumed to be capable of displaying three-dimensional images, and in the corresponding performance, the corresponding portion 351 (the character's right hand) of the performance image 35 is made into a three-dimensional image, and the non-corresponding portion 352 (parts other than the right hand) is made into a two-dimensional image (see FIG. 21(b)(c)). In addition, it is preferable that images other than the performance image 35 (for example, the background of the performance image 35) are also made into two-dimensional images. In this way, the corresponding portion 351, which is a three-dimensional image, appears to protrude further forward due to the gap with the non-corresponding portion 352, which is a two-dimensional image (it appears to protrude further forward than in the above-mentioned specific example 3-1). In other words, in terms of performance, the corresponding portion 351, which is displayed as moving the operating means 30, appears to protrude greatly forward, and the effect of appearing to move the operating means 30 (sword device 32) provided outside the display area 911 is enhanced.

[0096] When doing as in this example, it is preferable that the corresponding part 351 is a two-dimensional image (i.e., the entire performance image 35 is a two-dimensional image) (see FIG. 21(a)) at the beginning of the corresponding performance (a certain period from when the display of the performance image 35 starts until a predetermined point before the operating means 30 starts to move). In other words, it is preferable that the corresponding part 351 changes from a two-dimensional image to a three-dimensional image (see FIGS. 21(a)(b)) during the corresponding performance. Doing so enhances the effect of making the character look as if he is moving his hand (corresponding part 351) forward.

[0097] 〇Specific example 3-3 The performance image 35 may represent something other than a character (a person or a person having human-like limbs). For example, the performance image 35 represents a "lift" (elevator) (see FIG. 22). The part of the lift that moves up and down (the lift platform) is the corresponding part 351, and the other part is the non-corresponding part 352. That is, when the operating means 30 (sword device 32) is displaced from the first position to the second position, a corresponding performance is executed in which the corresponding part 351 (the lift platform) moves upward (see FIG. 22(b)(c)). In this way, a performance form is obtained in which a part of the device represented by the performance image 35 (the target part) appears to move the operating means 30 (sword device 32).

[0098] 〇Specific example 3-4 Although the corresponding effect in the above embodiment is described as occurring when the operation means 30 (sword device 32) automatically displaces from the first position to the second position (displaces regardless of the player's action), the corresponding effect may be configured to occur when the player moves the operation means 30. For example, when the player moves the operation means 30 (sword device 32) from the second position to the first position in the specific operation effect in the above embodiment, a corresponding effect may be generated in which the corresponding portion 351 (the character's hand) of the effect image 35 moves in the same direction (a change such as that shown in FIG. 23(c)→(d) occurs). Since the displacement of the operation means 30 from the second position to the first position is downward, the corresponding portion 351 of the effect image 35 also moves downward.

[0099] In addition to the corresponding effects described in the above embodiment, the corresponding effects of this example may be generated. That is, when the operation means 30 (sword device 32) is displaced from the first position to the second position (displaced upward), a corresponding effect (early corresponding effect) is generated in which the corresponding portion 351 (character's hand) of the effect image 35 moves upward (see Fig. 23(a)(b)), and when the operation means 30 (sword device 32) is displaced from the second position to the first position (displaced downward), a corresponding effect (later corresponding effect) is generated in which the corresponding portion 351 (character's hand) of the effect image 35 moves downward (see Fig. 23(c)(d)). In this way, a performance form is obtained in which the character represented by the performance image 35 appears to be performing the reciprocating motion of the operation means 30 (sword device 32).

[0100] 〇Specific example 3-5 The direction of movement of the operating means when the corresponding performance is executed may be forward or backward. If the operating means is configured to move forward, the corresponding portion 351 of the performance image 35 is displayed as moving forward. In other words, the corresponding performance is performed so that the corresponding portion 351 gradually changes to become larger. In this way, the corresponding portion 351 of the performance image 35 appears to be pushing the operating means forward. On the other hand, if the operating means is configured to move backward, the corresponding portion 351 of the performance image 35 is displayed as moving backward. In other words, the corresponding performance is performed so that the corresponding portion 351 gradually changes to become smaller. In this way, the corresponding portion 351 of the performance image 35 appears to be pulling the operating means backward.

[0101] 〇Specific example 3-6 The specific operation presentation may be a case where a corresponding presentation as described in the above embodiment occurs (hereinafter, specific operation presentation A) (see FIG. 24(a)), or a case where a corresponding presentation does not occur (hereinafter, specific operation presentation B) (see FIG. 24(b)). In order to clarify the difference between specific operation presentation A and specific operation presentation B, it is preferable that the specific operation presentation B does not display the same character as the character (presentation image 35) displayed in the corresponding presentation of specific operation presentation A. For example, specific operation presentation B displays a message indicating that the sword device 32 is displacing toward the second position (e.g., a message indicating "sword rising"), and a message indicating that the sword device 32 has reached the second position (e.g., a message indicating "completed").

[0102] The specific operation performance A and the specific operation performance B are set to have different probabilities of reaching a successful conclusion triggered by the operation of the operation means 30 (sword device 32). If the target winning / losing lottery result is determined triggered by the operation of the operation means 30 (sword device 32) as in the above embodiment, the specific operation performance A and the specific operation performance B are set to have different probabilities of the target winning / losing lottery result being a jackpot (i.e., different jackpot reliability). As shown in FIG. 24, if the specific operation performance A is set to have a higher probability of a favorable event occurring than the specific operation performance B, the occurrence of the corresponding performance (the performance image 35 that looks like the operation means 30 is moving is displayed) is a gameplay that is considered to be a so-called chance increase.

[0103] 2-4) Specific step-up performance The gaming machine 1 according to this embodiment is capable of executing a specific step-up performance. In the specific step-up performance, performance elements divided into a plurality of stages can change, and the progress of the stages is indicated by the change of the performance elements. In this embodiment, the higher the final stage (stage at the end of the performance), the more advantageous the result for the player. The specific step-up performance in this embodiment is divided into four stages. The performance elements are background images displayed as the background of the decorative pattern 80. In the first stage (step 1), background image A (see FIG. 25(a)) is displayed, in the second stage (step 2), background image B (see FIG. 25(b)) is displayed, in the third stage (step 3), background image C (see FIG. 25(c)) is displayed, and in the fourth stage (step 4), background image D (see FIG. 25(d)) is displayed. The various background images may be in any form as long as they can be clearly distinguished as being different forms (types) from each other. In addition, the background image A in the first stage may be displayed when the specific step-up performance is not being executed (basic background image displayed in normal mode). In addition, background images are omitted in drawings other than those explaining the specific step-up effects.

[0104] In the specific step-up performance, a branch selection performance is executed. In the branch selection performance, candidate images 40 representing options are displayed and one of them is selected. Any method may be used to display the candidate image 40 selected in the branch selection performance. In this embodiment, the cursor C is displayed variably, and then the selection of the candidate image 40 is indicated by the cursor C stopping at a position where the cursor C is positioned on one of the candidate images 40. The branch selection performance indicates whether the specific step-up performance will remain at the current stage or whether a step-up to a stage higher than the current stage will occur. Therefore, the branch selection performance is executed at a stage (the first stage to the third stage in this embodiment) other than the highest stage (the fourth stage in this embodiment) where no further step-up occurs (see FIG. 26).

[0105] In the branch selection performance in the Nth stage (N=1 to 3), a current stage image 41 and a high stage image 42 are displayed as candidate images 40. The current stage image 41 is an image corresponding to the current stage, i.e., the Nth stage, and includes an element (stage element) indicating the Nth stage. The high stage image 42 is an image corresponding to a stage higher than the current stage, i.e., the N+α stage, and includes an element (stage element) indicating the N+α stage. The stage element may be anything that allows a player who sees it to understand the corresponding stage. For example, it is conceivable that the stage element is a character representing the name of the background image of the corresponding stage or a reduced version of the background image of the Nth stage (in this embodiment, the name of the background image is the stage element. In the drawings, the name of the background image is represented as "○ background" (○=A to D).).

[0106] In the first stage branch selection performance, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 corresponding to the second stage (background image B), the third stage (background image C), and the fourth stage (background image D) (four in total) are displayed as the high stage image 42 (see FIG. 26(a)). In the second stage branch selection performance, one candidate image 40 corresponding to the second stage (background image B) is displayed as the current stage image 41, and two candidate images 40 corresponding to the third stage (background image C) and the fourth stage (background image D) (three in total) are displayed as the high stage image 42 (see FIG. 26(b)). In the third stage branch selection performance, one candidate image 40 corresponding to the third stage (background image C) is displayed as the current stage image 41, and one candidate image 40 corresponding to the fourth stage (background image D) (two in total) is displayed as the high stage image 42 (see FIG. 26(c)). In this way, in the Nth stage branch selection presentation, one current stage image 41 and one higher stage image 42 corresponding to each stage higher than the Nth stage are displayed.

[0107] The variation performance during which the specific step-up performance occurs is the target variation performance, and the winning / losing lottery result corresponding to the target variation performance is the target winning / losing lottery result. The result of the specific step-up performance suggests the probability (reliability) that the target winning / losing lottery result will be a jackpot. In this embodiment, the higher the stage finally reached (hereinafter referred to as the result stage), the higher the jackpot reliability of the target winning / losing lottery result. Therefore, when the specific step-up performance occurs, the result stage is determined based on the target winning / losing lottery result. In addition, a configuration may be provided in which a special rule (such as a rule that the reliability is higher when the performance ends at a stage lower than a certain stage) is set, such as a higher reliability when the result stage is the first stage than when it is the second stage or the third stage. The background image displayed when the specific step-up performance ends is displayed until the target variation ends or a specific performance (such as a reach performance) occurs in the target variation.

[0108] Through one specific step-up performance, a specific number of branch selection performances occur. Since the occurrence of a branch selection performance is an opportunity for a step-up to occur, the specific number is the number of opportunities for a step-up to occur. In this embodiment, the specific number is set to 3 times (fixed). However, the specific number may be indefinite (may change with each specific step-up performance). In this case, the setting may be such that the more the specific number of times, the higher the result stage is likely to be (the higher the expected value of the result stage).

[0109] The examples shown in Figs. 27 and 28 are examples of specific step-up performances in which the result stage is the third stage. In this embodiment, the specific step-up performance starts from the first stage (see Fig. 27(a)). In the branch selection performance of the first stage, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 (four in total) corresponding to the second stage (background image B), the third stage (background image C), and the fourth stage (background image D) are displayed as the high stage images 42 (see Fig. 27(b)). When the candidate image 40 (one of the high stage images 42) corresponding to the second stage is selected (see Fig. 27(c)), a step-up to the second stage occurs (see Fig. 27(d)). In this way, when the high stage image 42 is selected, a step-up to the stage corresponding to it occurs. In the branch selection performance of the second stage, one candidate image 40 corresponding to the second stage (background image B) is displayed as the current stage image 41, and two candidate images 40 corresponding to the third stage (background image C) and the fourth stage (background image D) are displayed as the higher stage images 42 (three in total) (see FIG. 27(e)). In other words, as a result of the occurrence of one step-up, the number of candidate images 40 displayed in the branch selection performance is reduced by one ("stage after step-up "2" - stage before step-up "1"" = "number of candidate images 40 in the branch selection performance of the stage before step-up "4" - number of candidate images 40 in the branch selection performance of the stage after step-up "3"" = 1). When the candidate image 40 corresponding to the second stage (current stage image 41) is selected (see FIG. 27(f)), no step-up occurs and the current stage remains (see FIG. 28(a)). In this way, the selection of the current stage image 41 indicates that no step-up occurs (maintenance of the stage). Then, a branch selection effect occurs in which the three candidate images 40 are displayed again (see FIG. 28(b)). If a candidate image 40 corresponding to the third stage is selected in this branch selection effect (see FIG. 28(c)), a step up to the third stage occurs (see FIG. 28(d)). In this manner, the specific step-up effect ends when the branch selection effect has been performed a specific number of times (three times in this embodiment). The stage at which the branch selection effect has been performed a specific number of times is the final stage.

[0110] The examples shown in Figs. 29 and 30 are examples of specific step-up performances in which the result stage is the fourth stage. In the branch selection performance of the first stage, one candidate image 40 corresponding to the first stage (background image A) is displayed as the current stage image 41, and three candidate images 40 corresponding to the second stage (background image B), the third stage (background image C), and the fourth stage (background image D) (four in total) are displayed as the high stage images 42 (see Fig. 29(b)). When the candidate image 40 (current stage image 41) corresponding to the first stage is selected (see Fig. 29(c)), no step-up occurs and the current stage remains (see Fig. 29(d)). Then, a branch selection performance in which four candidate images 40 are displayed again occurs (see Fig. 29(e)). When the candidate image 40 corresponding to the third stage is selected in the branch selection performance (see Fig. 29(f)), a step-up to the third stage occurs (see Fig. 30(a)). In this way, a step-up of two or more steps from the current stage may occur (however, the probability of a step-up of two or more steps occurring is lower than a step-up of one step). In the branch selection performance of the third stage, one candidate image 40 corresponding to the third stage (background image C) is displayed as the current stage image 41, and one candidate image 40 corresponding to the fourth stage (background image D) is displayed as the high stage image 42 (two in total) (see FIG. 30(b)). As a result of the occurrence of a step-up of two stages, the number of candidate images 40 displayed in the branch selection performance is reduced by two ("stage after step-up "3" - stage before step-up "1"" = "number of candidate images 40 in the branch selection performance of the stage before step-up "4" - number of candidate images 40 in the branch selection performance of the stage after step-up "2"" = 2). When a candidate image 40 corresponding to the fourth stage is selected (see FIG. 30(c)), a step-up to the fourth stage occurs (see FIG. 30(d)). In this way, the branch selection performance is completed a specific number of times (three times in this embodiment), and the specific step-up performance ends. The stage at which a specific number of branch selection performances have been completed is the final stage.

[0111] In this way, in the specific step-up presentation in this embodiment, a branch selection presentation occurs at each stage, and in the branch selection presentation, candidate images 40 including a current stage image 41 and a higher stage image 42 are displayed, and when the current stage image 41 is selected, the current stage is maintained (no step-up occurs), and when the higher stage image 42 is selected, a step-up to the corresponding stage occurs, making it easy to see whether a step-up has occurred or not.

[0112] Furthermore, in an N-stage branch selection presentation, candidate images 40 corresponding to stages lower than the N stage are not displayed, so it is easy to understand that no step-down occurs.

[0113] In the N-stage branch selection performance, one current stage image 41 and one high stage image 42 corresponding to each stage higher than N are displayed, so when a step-up from N stage to p stage occurs, the number of candidate images 40 displayed in the N+p-stage branch selection performance is p fewer than the N-stage branch selection performance. For example, in a specific step-up performance in which step-up occurs one stage at a time, the number of candidate images 40 decreases by one each time a step-up occurs. In this way, when a step-up occurs, the number of candidate images 40 decreases by the number of the step-up (the number of options in the branch selection performance decreases by the number of the step-up compared to before and after the step-up occurs), so this is a novel performance form in which the degree of step-up is intuitively indicated by the degree of reduction in the candidate images 40 (reduction in options).

[0114] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific step-up performance 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.

[0115] 〇Specific example 4-1 In the above embodiment, the specific step-up presentation has been explained as being such that in an N-stage branch selection presentation, candidate images 40 corresponding to stages lower than N stage are not displayed, and the number of candidate images 40 decreases when a step-up occurs, but it is also possible to consider a configuration other than this.

[0116] For example, it may be possible to configure the system so that candidate images 40 corresponding to all stages are displayed at all stages. If the highest stage is the fourth stage as in the above embodiment, four candidate images 40 corresponding to the first to fourth stages are displayed at all stages. If a setting is made so that a transition to a stage lower than the current stage does not occur (step-down does not occur), it is sufficient to prevent a candidate image 40 corresponding to a stage lower than the current stage from being selected.

[0117] However, if this example is done, as in the above embodiment, when a step-up occurs, the number of candidate images 40 will be reduced by the number of the step-up, so the effect of intuitively indicating the degree of the step-up by the degree of reduction in candidate images 40 (reduction in options) is not achieved.

[0118] 〇Specific example 4-2 Even at the highest stage, an effect is executed in which the candidate image 40 is displayed. If the highest stage is the fourth stage as in the above embodiment, after the fourth stage is reached (see FIG. 31(a)), one candidate image 40 (current stage image 41) corresponding to the fourth stage (background image D) is displayed (see FIG. 31(b)), and an effect is executed indicating that the candidate image 40 has been selected (see FIG. 31(c)). That is, a selection effect with only one type of option (a selection effect in which the selection is determined) is executed. Naturally, no step-up occurs after the effect (see FIG. 31(d)). Note that various methods are conceivable for expressing the pre-selection and post-selection states in the selection effect. For example, the cursor C is made to blink (repeatedly displayed and hidden) in the pre-selection state, and the cursor C is made to light up (keep displayed) in the post-selection state to indicate to the player that the state is pre-selection and post-selection.

[0119] In this way, after the highest stage (fourth stage) is reached, a presentation is implemented in which only the candidate image 40 (current stage image 41) corresponding to that highest stage is displayed, thereby emphasizing that no further step-up will occur (i.e., the highest stage has been reached).

[0120] Specific example 4-3 The specific step-up performance is assumed to occur as a so-called look-ahead performance (see FIG. 32). The look-ahead performance itself is well known, so a detailed explanation will be omitted, but it suggests the probability that the target winning / losing lottery result corresponding to a certain variation (target variation) will be a jackpot by using one or more consecutive future variations (losing variations) that end before the certain variation (in FIG. 32, the reserved pattern 70 corresponding to the target winning / losing lottery result is marked with a "T" (this mark is not actually displayed)). The specific step-up performance is assumed to be triggered by the end of the future variation, which can cause a step-up of the performance element. In other words, the configuration is such that the end of the future variation is the trigger for the occurrence of the step-up.

[0121] In the previous change (see FIG. 32(a)), a branch selection performance (see FIG. 32(b)) is executed. If the current stage image 41 is selected in the branch selection performance (see FIG. 32(c)), no step-up occurs even if the previous change ends. In other words, the current stage is maintained in the next change (see FIG. 32(d)). If the high stage image 42 is selected in the branch selection performance (see FIG. 32(e)) (see FIG. 32(f)), a step-up occurs to the stage corresponding to the selected high stage image 42 as a trigger for the end of the previous change (see FIG. 32(g)). In other words, the next change is the stage corresponding to the selected high stage image 42. In this way, the stage (see FIG. 32(g)) when the target change is shifted to becomes the result stage, and the result stage indicates the probability that the target winning / losing lottery result will be a jackpot. However, even after the shift to the target change, a further step-up may occur (even after the shift to the target change, the branch selection performance may be executed and the high stage image 42 may be selected).

[0122] In the case of this example, the more the number of future changes, the more times the branch selection performance is executed. If the setting is made such that the more the number of times the branch selection performance is executed, the higher the result stage (the higher the expected value of the result stage), the higher the number of future changes (the more the number of futures used in the specific step-up performance), the higher the result stage will be.

[0123] 〇Specific example 4-4 The current stage image 41 displayed in the branch selection performance executed at each stage is not limited to one. The branch selection performance is a performance in which the current stage image 41 is displayed as an option indicating that a step-up will not occur, but the current stage image 41 may be displayed more than once, and the more the current stage image 41 is, the higher the probability that the current stage image 41 will be selected is set. In other words, the more the current stage image 41 is, the more the setting is set to result in no step-up occurring. For example, if a pattern in which the number of current stage images 41 is one (normal pattern) (see FIG. 33(a)) and a pattern in which the number of current stage images 41 is two (special pattern) (see FIG. 33(b)) can occur, the normal pattern is set to have a higher probability of step-up occurring than the special pattern (FIG. 33 shows an example of the branch selection performance in the first stage, but the same applies to other stages).

[0124] In this way, an interesting presentation form can be realized in which the greater the number of current stage images 41, the less likely it is that a step-up will occur (the greater the number of current stage images 41, the more disadvantageous it is for the player).

[0125] 〇Specific example 4-5 The high-level image 42 displayed in the branch selection performance executed at each stage is set to be displayed two or more times for a certain stage. For example, in the branch selection performance at the first stage, a normal pattern in which one high-level image 42 corresponding to the second stage is displayed (see FIG. 34(a)) may be displayed, or a special pattern in which two high-level images 42 corresponding to the second stage are displayed (see FIG. 34(b)) may be displayed, and the probability that the high-level image 42 corresponding to the second stage is selected is higher in the special pattern than in the normal pattern. The fact that the probability that the high-level image 42 corresponding to the second stage is selected is higher in the special pattern than in the normal pattern means that the occurrence probability of the total step-up is higher in the latter than in the former. Note that a configuration may be used in which two or more high-level images 42 (in the branch selection performance at the first stage, the high-level image 42 corresponding to the third stage or the high-level image 42 corresponding to the fourth stage) are displayed two or more times.

[0126] In this way, the greater the number of high stage images 42, the higher the probability that a step up to the stage corresponding to the high stage image 42 will occur.

[0127] 3) 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.

[0128] 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.

[0129] 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") is well known, detailed explanations are omitted. For example, if the small win is won (except for the occurrence of an irregular event such as a game machine malfunction or a player not playing as instructed), it is set to lead to the acquisition of the big win (a setting in which the winning of the small win and the winning of the big win can be essentially regarded as the same), the winning of the big win described in the above embodiment includes winning a small win that leads to the acquisition of the big win ("big win" can be read as "small win").

[0130] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0131] ·Means 1-1 A gaming machine in which a display means displays multiple types of decorative patterns to indicate the results of a win / lose lottery, a group of N decorative patterns including multiple types of the decorative patterns are displayed in a variable manner, N specified triggers are provided which are the timings at which the variation of each of the N groups of decorative patterns stops or pseudo-stops, and it is possible to execute a suggestive performance in which a specified event may occur at any of the specified triggers, and the suggestive performance is characterized in that it is more advantageous for the player if the specified event occurs by the N-1th specified trigger than if the specified event occurs at the Nth specified trigger. The gaming machine is capable of executing an interesting suggestive performance in which it is advantageous for the player if a predetermined event occurs before the fluctuations of all of the decorative symbol groups stop or pseudo-stop.

[0132] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that if a specified event occurs in the suggested performance, a specific performance is executed after the suggestive performance ends, and the specific performances include a normal specific performance and a special specific performance that is more advantageous than the normal specific performance, and if the specified event occurs by the N-1th specified opportunity of the suggested performance, if an opportunity event occurs in the remaining specified opportunity, the special specific performance is executed after the suggestive performance ends, and if the opportunity event does not occur in the remaining opportunity, the normal specific performance is executed after the suggestive performance ends. In this way, if a predetermined event occurs before the fluctuations of all the decorative symbol groups stop or pseudo-stop, an opportunity event may occur due to a remaining opportunity, making the game more interesting.

[0133] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the specific presentation is a selection presentation in which one of a plurality of options is selected, and the opportunity event is that at least one of the plurality of options displayed at the time of the occurrence of the specified event changes to one advantageous to the player. By doing this, it becomes easier for the player to understand that the opportunity event is advantageous to him.

[0134] ·Means 2-1 A gaming machine characterized in that, during a conclusion period that is set when an advantageous state from the establishment of a start condition to the establishment of an end condition ends, if the player's profit obtained in the advantageous state is equal to or greater than a predetermined threshold, a normal image including a profit element representing said profit is displayed, while if the player's profit obtained in the advantageous state is less than the predetermined threshold, the normal image is not displayed and an alternative image is displayed. According to the above gaming machine, when a profit equal to or greater than a threshold is not obtained during an advantageous state, an alternative image is displayed instead of the normal image, so that when the advantageous state ends, a new display indicating the profit is displayed again, which prevents the player's motivation to play from decreasing (the player becoming depressed).

[0135] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the advantageous state includes a special gaming state which ends when a losing variation, which notifies the player that the winning / losing lottery result is a losing result, is executed X times in a row after the start of the special gaming state, the end of the special gaming state being the establishment of the ending condition, and the conclusion period is a period set during the final losing variation, which is the Xth losing variation after the start of the special gaming state. If the end of the special game state (so-called ST state) is set as the end of the advantageous state in this manner, a conclusion period can be set at the final losing fluctuation of the special game state.

[0136] ·Means 2-3 The gaming machine described in means 2-1 is characterized in that the alternative image is an image that is only displayed during the conclusion period when the player's profit obtained in the advantageous state is less than a predetermined threshold. In this way, it is conceivable that the substitute image is a "dedicated image" that is displayed only when the profit does not reach a predetermined threshold. In this way, the display of the substitute image exerts a relief function for a player who may be depressed because the profit did not reach the threshold.

[0137] ·Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the normal image includes an end element indicating that the advantageous state is ending, while the alternative image does not include the end element. In this way, by not including an ending element in the alternative image, the end of an advantageous state is not emphasized if only a profit less than the threshold has been obtained.

[0138] ·Means 3-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player; and an effect execution means for executing a corresponding effect in which, as the operation means is displaced, an effect image including a corresponding part that moves in the direction in which the operation means is displaced is displayed in the display area. The corresponding effects that the gaming machine can execute are interesting in that the effect image (corresponding portion) looks as if the operating means is moving.

[0139] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the display means is capable of displaying two-dimensional images that appear two-dimensional and three-dimensional images that appear three-dimensional, and the corresponding parts in the performance image are made into the three-dimensional images and the other parts are made into the two-dimensional images. By doing so, the corresponding portion appears to jump out in front, enhancing the effect of appearing as if an operating means provided outside the display area is being moved.

[0140] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2, wherein the presentation image is an image representing a predetermined character, and the corresponding part is a part representing the character's hand. By doing so, it is possible to produce a presentation in which the character represented by the presentation image appears as if it were moving the operating means.

[0141] ·Means 4-1 A gaming machine capable of executing a specific step-up presentation in which presentation elements divided into multiple stages can change, the specific step-up presentation being a branch selection presentation in which candidate images representing options are displayed at each stage and one of them is selected, and in the branch selection presentation of N stages, a current stage image corresponding to the N stage and one or more higher stage images corresponding to stages higher than the N stage are displayed as the candidate images, and when the current stage image is selected, the game remains at the N stage, and when the higher stage image is selected, the game moves to the stage corresponding to the selected higher stage image. The gaming machine is capable of executing a specific step-up presentation that makes it easy to tell whether or not a step-up has occurred.

[0142] ·Means 4-2 The gaming machine described in means 4-1, characterized in that in the branch selection presentation of N stages, the candidate images corresponding to stages lower than N stage are not displayed. In this way, it is possible to clearly show that no step down occurs.

[0143] ·Means 4-3 The gaming machine described in Means 4-2 is characterized in that in the N-stage branch selection presentation, one current stage image and one higher stage image corresponding to each stage higher than N are displayed, so that when a step-up of p stages occurs, the number of candidate images displayed in the branch selection presentation decreases by p. In this way, by making the number of candidate images displayed in the branch selection presentation decrease as the step-up progresses, a novel presentation form is achieved in which the progress of the step-up is indicated by the decrease in the number of candidate images. [Explanation of symbols]

[0144] 1. Gaming machines 10 Preparation images 11 Opportunity Images 15 Reliability images 21 Normal Image 22 Alternative Images 30 Operating means 31 Push Button 32 Sword Device 35 Production images (351 Corresponding parts 352 Non-corresponding parts) 40 Candidate images (41 Current image 42 Advanced image) 70 Reserved Design 80 Decorative Designs 91 Display device 911 Display area

Claims

1. A display means having a display area, An execution method for a performance that is capable of executing a specific stage performance in which the progression of the stages is considered to be an event advantageous to the player, Equipped with, The aforementioned specific stage presentation includes a branching section in which, at an intermediate stage before reaching the highest stage, multiple candidate images are displayed in the display area and one of them is selected. At the aforementioned branching point, The aforementioned candidate images include the maintenance image and the progress image. If the aforementioned maintenance image is selected, no progression of stages will occur. If the aforementioned progression image is selected, the process will progress to the stage corresponding to that progression image. A gaming machine characterized by the following features.

2. In the branching section, two or more of the candidate images may be selected as the maintained image. The gaming machine described in feature 1.