Game machine

JP2024130373A5Pending 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 lack an engaging and immersive experience, particularly in the transition to high-probability states, which affects player satisfaction.

Method used

A gaming machine with a display mechanism that includes a special area where a game ball entry triggers a high-probability state, featuring multiple types of special winnings with changing names and images, and a lottery system that enhances the gaming experience through visual and interactive elements.

Benefits of technology

The solution improves player engagement and satisfaction by providing a more exciting and interactive gaming experience, enhancing the perceived value and enjoyment of the gaming machine.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the entertainment property of a game machine provided with a special area.SOLUTION: A game machine comprises: display means; lottery means that executes a winning / losing lottery when a game ball enters a start area; game state setting means that can set a low probability state and a high probability state in which the probability of winning the winning / losing lottery is higher than that in the low probability state as game states in which a game ball is shot toward the start area; and a special area that is opened so that a game ball can enter in a special winning game executed when a winning obtained through the winning / losing lottery is a special winning, and in which the entry of a game ball is a condition for shifting to the high probability state. Two or more types of special winnings with different names are provided as the special winning. A name image including a name of the special winning is displayed on the display means when a game ball enters the special area.SELECTED DRAWING: Figure 29
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Description

[Technical field]

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

[0002] Gaming machines (so-called V-type probability machines) in which the entry of a gaming ball into a special area (V area) is a condition for transitioning to a high probability state (high probability state) are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2021-137074 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to improve the entertainment value of a gaming machine provided with a special area. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a display means, a lottery means which executes a win / lose lottery when a gaming ball enters a starting area, a gaming state setting means which is capable of setting a low probability state and a high probability state which has a higher probability of winning the win / lose lottery than the low probability state as gaming states in which the gaming ball is launched toward the starting area, and a special area which is opened to allow the gaming ball to enter in a special winning game which is executed when the winning / lose lottery obtained after the winning / lose lottery is a special winning, and the entry of the gaming ball is a condition for transitioning to the high probability state, and which is characterized in that two or more types of special winnings with different names are provided, and a name image including the name of the special winning is displayed on the display means when a gaming ball enters the special area. Effect of the Invention

[0006] According to the present invention, it is possible to improve the entertainment value of a gaming machine provided with a special area. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 2 is a schematic diagram for explaining an overview of a V region. [Diagram 5] FIG. 13 is a diagram for explaining the pattern presentation. [Figure 6] FIG. 5 is a diagram for explaining the pattern presentation. [Figure 7] FIG. 7 is a diagram for explaining the pattern presentation (continuation of FIG. 6). [Figure 8] FIG. 13 is a diagram for explaining the selection effect that is executed when the pattern effect results in a successful conclusion and the lie effect that is executed thereafter. [Figure 9] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 10] FIG. 10 is a diagram for explaining a specific example 1-1 (an example different from FIG. 9). [Figure 11] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 12] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 13] A diagram for explaining specific example 1-4 (decorative pattern aspect). [Figure 14] A figure for explaining specific example 1-4 (an example of a pattern presentation). [Figure 15] FIG. 13 is a diagram for explaining specific example 1-4 (an example in which the content of specific example 1-2 is applied). [Figure 16] FIG. 13 is a diagram for explaining specific example 1-4 (an example in which the content of specific example 1-3 is applied). [Figure 17] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 18] FIG. 13 is a diagram for explaining background effects. [Figure 19] FIG. 18 is a diagram for explaining background effects (continuation of FIG. 18). [Figure 20] FIG. 13 is a diagram for explaining specific example 2-1 (background effect when a winning combination is displayed). [Figure 21] FIG. 13 is a diagram for explaining specific example 2-1 (background effect when a chance eye is displayed). [Figure 22] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 23] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 2-6. [Diagram 25] FIG. 13 is a diagram for explaining specific example 2-7. [Figure 26] A figure to explain the change in presentation mode in the first special game state. [Figure 27] 13A is a diagram showing how a displacement element is displaced as the number of remaining STs decreases, and FIG. 13B is a diagram for explaining the difference between a time-lapse image A and a time-lapse image B. FIG. [Figure 28] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 29] FIG. 13 is a diagram for explaining the display timing of various images during a special big win game. [Diagram 30] FIG. 29 is a diagram for explaining the display timing of various images in a special big win game (continuation of FIG. 29). [Diagram 31] FIG. 13 is a diagram for explaining specific example 4-3. [Diagram 32] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 33] FIG. 13 is a diagram for explaining specific example 4-5. [Diagram 34] FIG. 13 is a diagram for explaining specific example 4-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In addition, the various images in the following description include not only still images but also moving images, unless otherwise specified. In addition, unless otherwise specified, the following description is based on the assumption that no abnormality occurs and the player plays as instructed (the player does not play a special game and plays normally). 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 detects 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, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors 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 numerical value, 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 (the during-variation performance described later is started), 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 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 the reserved change information) 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 the so-called performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved change information) in which the during-change performance that notifies the winning / losing lottery result has not started (see FIG. 2) are displayed. Note that the reserved pattern 71 during change is not strictly a "reserved" (reserved information), but is generally referred to as the "reserved change" (recognized as a type of reservation), and therefore is included in the concept of "reserved". In addition, the order in which the notification of the winning / losing lottery results corresponding to the reserved pattern 72 before the change is completed (the so-called reserved "consumption order") is earlier the closer it is to the reserved pattern 71 during the change.

[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. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).

[0016] In this embodiment, as in the known gaming machine, the winning / losing lottery result is notified to the player by the combination of three decorative patterns 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative pattern group 80g (left decorative pattern group 80gL, center decorative pattern group 80gC, right decorative pattern group 80gR) including a plurality of kinds of decorative patterns 80 starts to vary, and finally, one decorative pattern 80 is selected from each decorative pattern group 80g and stops. If the player wins a jackpot, the combination of the decorative patterns 80 selected and stopped from each decorative pattern group 80g is a predetermined combination (for example, three of the same decorative pattern 80). If the player loses, the combination is other than that (other than the combination that results in a jackpot). Note that the number of decorative patterns 80 (the number of decorative pattern groups 80g) constituting the combination indicating the winning / losing lottery result is three, which is merely an example, and the number of the decorative patterns 80 can be increased or decreased as appropriate, unless otherwise specified.

[0017] Images (so-called "small symbols") showing various kinds of 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 this type of image. In other words, the player can basically understand the result of the winning / losing lottery by looking at the decorative symbols 80. If the winning / losing lottery results in a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given the "privilege" of playing the jackpot game).

[0018] 2) Game status, etc. The game state in which the player plays to win a jackpot is roughly divided into a normal game state and a special game state (see FIG. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability 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. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variable 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. The second special game state is a low probability state in which the probability of winning a jackpot is low, and is a high base state (low probability, time reduction) in which the game ball is likely to enter the starting area 904.

[0019] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called starting area of ​​special chart 1). In this embodiment, the so-called "left hit" is performed. Since the first winning / losing lottery information is acquired by the game ball entering the first starting area 904a, the normal game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the first winning / losing lottery information (the so-called special chart 1 lottery; hereinafter sometimes referred to as the first winning / losing lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called starting area of ​​special chart 2). In this embodiment, the so-called "right hit" is performed. Since the second winning / losing lottery information is acquired by the game ball entering the second starting area 904b, the special game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the second winning / losing lottery information (the so-called special chart 2 lottery; hereinafter sometimes referred to as the second winning / losing lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation is omitted. Also, the game state set as described above is merely an example.

[0020] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability type". As the jackpot, a normal jackpot and a special jackpot are set. After winning a normal jackpot, the game moves to a second special game state (low probability, time-saving) after the jackpot game ends. The second special game state continues a predetermined number of times in succession until the winning / losing lottery result is a loss (in the following description, the number of losses from the start of a game state until the game state ends without winning a jackpot may be referred to as the "continuation number"). The number of times the second special game state continues (the so-called time-saving number) in this embodiment is 100 times. After winning a special jackpot, the game moves to a first special game state (high probability, time-saving) after the jackpot game ends, subject to a V win described later. The number of times the first special game state continues (the so-called ST number) in this embodiment is 150 times.

[0021] The jackpot (jackpot allocation) won in the first winning / losing lottery (special drawing 1 lottery) is 50% a regular jackpot and 50% a special jackpot (the so-called probability rate is 50%). The jackpot (jackpot allocation) won in the second winning / losing lottery (special drawing 2) is 100% a special jackpot (the so-called probability rate is 100%) (see Figure 3(b)).

[0022] As described above, the gaming machine 1 according to the present embodiment is a so-called "V probability variable machine." The "V probability variable machine" itself is well known (it can be appropriately changed within the scope of the known "V probability variable machine"), so the configuration thereof will be briefly described below.

[0023] When a special jackpot is won, the V area 10 (special area) is opened in the jackpot game. In this embodiment, the V area 10 is provided within the large prize area 906. However, the V area 10 may be provided outside the large prize area 906. The V area 10 is marked with the letter "V" so that the player can clearly see where the V area 10 is provided (see FIG. 1). The V area 10 is a closed area (impossible to enter) in the normal state. In this embodiment, the opening and closing member 11 is in the closed position that closes the entrance to the V area 10 (see FIG. 4(a)), so that it is virtually impossible (unless there is a malfunction or fraud) to allow a game ball to enter the V area 10 in the normal state.

[0024] In a big win game that is executed when a special big win is won, the opening and closing member 11 is displaced to an open position that opens the entrance of the V area 10 (see FIG. 4(b)), and the area is opened. The unit game (V round) in which the V area 10 is opened is determined in advance. The V area 10 is opened for a time when the game ball almost certainly enters if the game ball is shot (if the player hits the right side continuously) aiming at the V area 10 (big win area 906). In other words, the player can easily make the game ball enter the V area 10 (hereinafter, sometimes referred to as a V win). On the condition that the game ball enters the V area 10, the game state after the big win game ends becomes the first special game state. In other words, the V probability variable machine is a machine in which the condition for transitioning to a high probability state (probability variable state) is to make a V win. In the V round, an image (for example, an image including the text "Aim for V") is displayed to show the player that the situation requires the player to aim and shoot at the V area 10.

[0025] On the other hand, in a normal jackpot game, the V area 10 is not opened during all rounds of play (it is in the state shown in Figure 4(a)), or it is only opened to the extent that it is virtually impossible for the game ball to enter, so the game ball does not enter the V area 10 (it is impossible to make the game ball enter the V unless there is an abnormality or fraudulent activity), and the game state after the jackpot game ends is the normal game state.

[0026] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the winning / losing lottery probability is about 1 / 319, and the probability of winning in a high probability state (first special game state) is about 1 / 100. Note that, unless otherwise specified, the specific value of the winning probability can be changed as appropriate.

[0027] The jackpot game that is executed when the winning / losing lottery result is a jackpot is a round game (unit game) in which the normally closed jackpot area 906 is opened until a predetermined closing condition is met, which is repeated one or more times. The closing condition is met when either a predetermined time has passed since the jackpot area 906 was opened (time condition) or a predetermined number of game balls have won since the jackpot area 906 was opened (winning condition) (when one of the time condition and the winning condition is met). However, if game balls are continuously shot aiming at the jackpot area 906 (if the ball is shot to the right in this embodiment), a predetermined number of game balls are set to win the jackpot area 906 before a predetermined time has passed (before the time is up). In other words, if the player plays as instructed, the winning condition is met before the time condition, and the closing condition is met. The predetermined number is called a "count" or the like, and in this embodiment, the count is set to 10. In addition, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 15. Therefore, if game balls are continuously shot aiming at the big prize area 906, at least 10 x 15 = 150 prize balls can be obtained in one unit game (one round) (more if a so-called over-winning occurs). Naturally, the more rounds of the big prize game, the more prize balls can be obtained, which is advantageous for the player. In addition, game balls that have entered the above-mentioned V area 10 are also treated as having entered the big prize area 906 (the sensor that detects V winning also serves as the sensor that detects winning in the big prize area 906).

[0028] It was explained that 50% of the jackpots won in the first winning / losing lottery (special drawing 1 lottery) are regular jackpots and 50% are special jackpots, but both are 5-round (R) jackpots (all so-called first wins are 5 rounds). In other words, 50% are 5-round regular jackpots, and the remaining 50% are 5-round special jackpots. It was also explained that 100% of the jackpots won in the second winning / losing lottery (special drawing 2) (jackpot allocation) are special jackpots, but 50% are 5-round special jackpots, and the remaining 50% are 10-round special jackpots.

[0029] In addition, the matters explained below are applicable to games with other gameplay (specifications), except for those that are based on the gameplay (specifications) described above.

[0030] 3) The following describes the effects that can be executed by the gaming machine 1 according to the present embodiment. Note that only some of the effects described below may be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and the decorative symbols 80 may be omitted.

[0031] 3-1) Design Presentation The gaming machine 1 according to this embodiment can execute a pattern presentation as a presentation constituting the during-variation presentation. In the following description of the pattern presentation, the during-variation presentation including the pattern presentation is referred to as the during-target-variation presentation (target variation), 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.

[0032] The symbol performance is a "symbol stop performance (preview)" in which a specific image 20 may be displayed at the timing when the fluctuation of each of the multiple (N) decorative symbol 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 specific image 20 may be displayed when one of the multiple decorative symbols 80 contained in each decorative symbol group 80g is selected and displayed. As described above, in this embodiment, three decorative symbol groups 80g are displayed in a variable manner (N=3), so a maximum of three specified opportunities arrive. 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 symbol 80 selected and displayed from each decorative symbol group 80g is slightly swaying is considered to be a pseudo stop state. When three (N) specified triggers occur, the target variation performance does not end at the third specified trigger, so at least some of the three "stops or pseudo stops" are "pseudo stops" (not all three are "stops"). In this embodiment, all three are "pseudo stops". In the following description of the pattern performance, when it is simply said "stop", it includes not only stops but also pseudo stops, unless otherwise specified.

[0033] In this embodiment, when at least a symbol performance occurs, the left decorative symbol group 80gL, the right decorative symbol group 80gR, and the center decorative symbol group 80gC stop varying in this order. That is, the stop of the left decorative symbol group 80gL variation (see FIG. 5(b)) can be the first prescribed opportunity, the stop of the right decorative symbol group 80gR variation (see FIG. 6(a)) can be the second prescribed opportunity, and the stop of the center decorative symbol group 80gC variation (see FIG. 7(a)) can be the third prescribed opportunity.

[0034] The display result is when the specific image 20 is displayed at the specified opportunity, and the non-display result is when the specific image 20 is not displayed. Although a specific embodiment is not shown, at the specified opportunity, a provocative performance is executed, which suggests that the decorative pattern 80 shown by stopping the variation of the decorative pattern group 80g is about to change into the specific image 20. After the provocative performance is executed, the display result is a state in which the specific image 20 is displayed (see FIG. 5(c-1), FIG. 6(b-1), FIG. 7(b-1)), or the non-display result is a state in which the specific image 20 is not displayed and the decorative pattern 80 remains displayed (see FIG. 5(c-2), FIG. 6(b-2), FIG. 7(b-2)). In the pattern performance in this embodiment, the display result at all three specified opportunities is considered to be a successful ending (see FIG. 7(b-1)), and the non-display result at any of the specified opportunities is considered to be a failed ending. Since a failure outcome occurs when the display result is reached even once, if the display result is reached at the first or second specified trigger, the pattern presentation ends there. If a failure outcome occurs, it is confirmed that the target winning / losing lottery result is a losing result (see FIG. 5(d), FIG. 6(c), and FIG. 7(c)). In other words, the target variation ends with the three decorative patterns 80 that constitute the losing combination being displayed. On the other hand, if a success outcome occurs, there is a possibility that the target winning / losing lottery result is a jackpot. Since a success outcome occurs when the specific image 20 is displayed at three specified triggers, the display (display result) of the specific image 20 at each specified trigger can be said to be an event suggesting that there remains a possibility that the target winning / losing lottery result will be a jackpot.

[0035] If the outcome is a success (see FIG. 7(b-1)), the selection effect is executed (see FIG. 8(a)). That is, the selection effect is executed as an effect that constitutes the target change. If the outcome is a failure, the selection effect is not executed and the result is determined to be a loss, so the selection effect can be said to be a type of so-called chance-up effect that suggests that there is an increased probability (reliability) that the result of the target lottery will be a jackpot.

[0036] The selection effect utilizes the specific image 20 displayed at each specified opportunity. Specifically, the successful ending means that the three specific images 20 (different from each other) displayed at each of the three specified opportunities are displayed (see FIG. 7(b-1)), and the selection effect is an effect in which the three specific images 20 are options (option images). In this embodiment, the first specific image 21 is displayed at the first specified opportunity, the second specific image 22 is displayed at the second specified opportunity, and the third specific image 23 is displayed at the third specified opportunity. Each specific image 20 includes an image element portion different from each other. In this embodiment, the first specific image 21 includes an image element portion representing the character A, the second specific image 22 includes an image element portion representing the character B, and the third specific image 23 includes an image element portion representing the character C. The characters A to C are in an aspect that allows the player to recognize that they are different characters.

[0037] Each specific image 20 is displayed at the position where the change of the decorative pattern 80 (decorative pattern group 80g) corresponding to the specified opportunity stops. The first specific image 21 is displayed on the left side of the display area 911 (area where the left decorative pattern 80L stops), the second specific image 22 is displayed on the right side of the display area 911 (area where the right decorative pattern 80R stops), and the third specific image 23 is displayed on the center side of the display area 911 (area where the middle decorative pattern 80C stops (between the first specific image 21 and the second specific image 22)). Therefore, in the case of a successful ending, the three specific images 20 are lined up in the order of the first specific image 21 (character A), the third specific image 23 (character C), and the second specific image 22 (character B) from the left (see FIG. 7(b-1)).

[0038] When the first specific image 21 is displayed, the left decorative pattern 80L selected from the left decorative pattern group 80gL is temporarily erased or displayed small. Similarly, when the second specific image 22 is displayed, the right decorative pattern 80R selected from the right decorative pattern group 80gR is temporarily erased or displayed small, and when the third specific image 23 is displayed, the middle decorative pattern 80C selected from the middle decorative pattern group 80gC is temporarily erased or displayed small. Therefore, each specific image 20 appears to the player as being made by changing the decorative pattern 80 stopped at the corresponding position.

[0039] In the selection presentation, one of the three options represented by the three specific images 20 is selected. In this embodiment, the selection presentation is an automatic selection (the option that is finally selected is determined internally beforehand), and the player is not able to select any option. Any method may be used to indicate which of the multiple options (specific images 20) has been selected. In this embodiment, the cursor C is displayed variably so as to move between each option (specific image 20) (see FIG. 8(a)), and then the cursor C stops at one option (see FIG. 8(b)), indicating that the option has been selected.

[0040] After the selection effect, a reach effect corresponding to the result of the selection effect is executed. When the first specific image 21 is selected in the selection effect, a corresponding first reach effect is executed, when the second specific image 22 is selected, a corresponding second reach effect is executed, and when the third specific image 23 is selected, a corresponding third reach effect is executed. The various reach effects include the effect elements represented by the corresponding specific image 20 (options). As described above, the first specific image 21 to the third specific image 23 in this embodiment include image element parts representing the characters A to C, and the various reach effects are those in which the characters appear. That is, the first reach effect is that in which the character A appears, the second reach effect is that in which the character B appears, and the third reach effect is that in which the character C appears (see FIG. 8(c)). The reach effect in this embodiment is a battle effect in which an ally character, which is a character on the player's side, fights an enemy character. A victory of the ally character is considered to be a victory ending advantageous to the player (see FIG. 8(d-1)), and a defeat of the ally character is considered to be a defeat ending disadvantageous to the player (see FIG. 8(d-2)). (The victory ending includes a so-called reversal pattern in which a defeat is assumed and then overturned.) If the target hit / miss lottery result is a big win, the reach performance leads to a victory ending, and if it is a miss, the reach performance leads to a defeat ending. When the reach performance is executed, the target hit / miss lottery result is indicated by the end of the reach performance. Character A in the first reach performance, character B in the second reach performance, and character C in the third reach performance appear as ally characters (at least ally characters are different in various reach performances). Unlike this embodiment, these characters may appear as enemy characters.

[0041] The probability that the reach effect will lead to a winning outcome (i.e., the reliability of the target winning / losing lottery result) increases in the following order: first reach effect < second reach effect < third reach effect. Therefore, as a result of the selection effect, it is more advantageous for the player to select the second specific image 22 (character B) than the first specific image 21 (character A), and to select the third specific image 23 (character C) than the second specific image 22 (character B).

[0042] As explained above, the pattern performance is a performance in which whether or not the specific image 20 is displayed each time the decorative pattern 80 stops (each time a specified opportunity occurs) determines whether or not the performance will continue (whether or not it will reach a successful conclusion), and the selection performance executed when the pattern performance reaches a successful conclusion uses the displayed specific image 20 as it is to represent the options. Therefore, the progress of the target variation performance including the pattern performance is easy to understand and speedy.

[0043] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned symbol effects will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0044] 〇Specific example 1-1 In the above embodiment, the specific image 20 displayed at the specified opportunity is used as an image (option image) representing an option in the selection performance. However, the specific image 20 may be changed to become an image (option image) representing an option. For example, as in the above embodiment, the first specific image 21 to the third specific image 23 are images including the characters A to C (appearances of the characters A to C), respectively (see FIG. 9(a)). When the pattern performance reaches a successful conclusion, the characters A to C in the first specific image 21 to the third specific image 23 are changed to characters representing the names of the characters A to C (in the drawings, the name of the character A is represented as "○○", the name of the character B is represented as "XX", and the name of the character C is represented as "□□"), and the selection performance in which the images are the option images is executed (see FIG. 9(b) and (c)). In order to clarify the correspondence between the option image and the reach performance executed thereafter, it is preferable that the name included in the option image is used in the reach performance (see FIG. 9(d)).

[0045] As another example, it is also conceivable that a change occurs in which another element is added to the specific image 20. For example, an element (reliability element) indicating the reliability when selected in the selection performance is added to the first specific image 21 to the third specific image 23 (see FIG. 10(a)), which are images showing options as a selection performance. It is conceivable that the reliability element expresses the level of reliability with a numerical concept. The numerical concept includes not only numbers themselves but also those expressed by the number of some marks. For example, as in the above embodiment, if the reliability is higher in the order of the first reach performance < the second reach performance < the third reach performance, it is conceivable that the selection performance has three option images: an image of "character A and star 1" with one star mark added to the first specific image 21, an image of "character B and star 2" with two star marks added to the second specific image 22, and an image of "character C and star 3" with three star marks added to the third specific image 23 (see FIG. 10(b)(c)). In this way, the reliability element (star mark) makes it easy to understand the reliability of each option image (character) when it is selected. In order to clarify the correspondence between the option image and the reach performance executed thereafter, it is preferable that the reliability element included in the option image is used in the reach performance (see FIG. 10(d)).

[0046] Whether the specific image 20 itself becomes an option image as in the above embodiment, or the specific image 20 changes to become an option image as in this example, there is no difference in that a selection presentation is executed in which the content represented by each specific image 20 is an option. However, the flow of presentation from the design presentation to the selection presentation is smoother and easier to understand when the specific image 20 itself becomes an option image as in the above embodiment.

[0047] 〇Specific example 1-2 The combination (pattern) of the specific images 20 displayed when the pattern performance reaches a successful conclusion may be configured to change each time. This means that the number of types of images that can be displayed as the specific images 20 is greater than the number of option images shown as options in the selection performance. For example, five types of specific images 20, namely, a first specific image 21, a second specific image 22, a third specific image 23, a fourth specific image 24, and a fifth specific image 25 (the first specific image 21 to the fifth specific image 25 are assumed to be images representing the characters A to E, respectively) may be displayed. When the pattern performance reaches a successful conclusion, three of the five types of specific images 20 are displayed, and the pattern may change each time (FIGS. 11(a) to (c) show some of the patterns that may occur).

[0048] The first specific image 21 to the fifth specific image 25 are respectively associated with the first reach effect to the fifth reach effect, which have different reliability levels. Therefore, depending on which type of specific image 20 is displayed when the symbol effect reaches a successful conclusion, the type of reach effect that can be executed thereafter differs. For example, if the reliability of various reach effects is in the order of first reach effect < second reach effect < third reach effect < fourth reach effect < fifth reach effect, the fifth reach effect (with the highest reliability) can occur if the fifth specific image 25 exists among the three specific images 20 displayed when the symbol effect reaches a successful conclusion (if the fifth specific image 25 does not exist, the fifth reach effect will not occur) (in the example shown in FIG. 11, the fifth reach effect will not occur in cases (a) and (b), but the fifth reach effect can occur in case (c)). Therefore, if the symbol presentation is to reach a successful conclusion, the player will expect that the specific image 20 corresponding to the reach presentation having a relatively high degree of reliability will be displayed.

[0049] Moreover, in the case of this example, it is preferable that after a certain type of specific image 20 is displayed in the symbol presentation, a specific image 20 associated with a reach presentation with a lower reliability is not displayed. If the specific images 20 are displayed in the order of left → right → center as in the above embodiment, the specific images 20 are displayed in the order of increasing reliability in the case of a successful ending (all of the patterns shown in Figs. 11(a) to (c) satisfy this condition). In this case, a game property is realized in which if the specific image 20 displayed at an early specified opportunity is of high reliability, it can be expected that a specific image 20 with a higher reliability will be displayed at the subsequent specified opportunity.

[0050] 〇Specific example 1-3 When the symbol performance reaches a successful conclusion, two or more of the same type of specific image 20 may be displayed. If the successful conclusion is that three specific images 20 are displayed as in the above embodiment, for example, a successful conclusion in which one second specific image 22 and two third specific images 23 are displayed may occur (see FIG. 12).

[0051] Since the specific images 20 indicate options in the selection performance, when two or more of the same type of specific images 20 are displayed, it means that two or more of the same type of options are displayed. In this case, the probability that two or more options are selected is set to be higher than the probability that one option is selected. In the above example (when one second specific image 22 and two third specific images 23 are displayed in a successful ending), the probability that the third reach performance (character C) is selected in the subsequent selection performance is set to be higher than the probability that the second reach performance (character B) is selected. By doing as in this example, the gameplay that the player expects to see two or more specific images 20 corresponding to a reach performance with high reliability is realized.

[0052] 〇Specific example 1-4 The decorative pattern 80 and the specific image 20 are configured to be related to each other. The decorative pattern 80 includes a main element portion 80m and a sub-element portion 80s as pattern element portions that constitute the pattern (see FIG. 13). The decorative pattern 80 may be configured to be in this form only in a state in which a pattern performance can occur. The main element portion 80m is a portion that indicates the type of the decorative pattern 80, and for example, a portion that includes characters such as "numbers" is the main element portion 80m. If the main element portion 80m is the same (if the numbers are the same), the type of pattern is the same, and if the main element portion 80m is different, the type of pattern is different.

[0053] The sub-element part 80s is a part that accompanies the main element part 80m. The sub-element part 80s represents a character. The main element part 80m of "1" is accompanied by the sub-element part 80s of "character A", the main element part 80m of "2" is accompanied by the sub-element part 80s of "character B", the main element part 80m of "3" is accompanied by the sub-element part 80s of "character C", and the main element part 80m of "7" is accompanied by the sub-element part 80s of "character G" (hereinafter, various decorative patterns 80 are represented in the form of "main element part 80m + sub-element part 80s", such as "1" + "character A") (see FIG. 13). Unlike the example shown in FIG. 13, the sub-element part 80s may be provided only in some of the decorative patterns 80. In addition, the configuration may be such that sub-element parts 80s of the same type are attached to different main element parts 80m (for example, sub-element parts 80s representing the same type of character are provided for main element parts 80m of "3" and "7").

[0054] In the pattern presentation, the stopping of the variation of each decorative pattern group 80g can be regarded as a specified opportunity for the specific image 20 to be displayed, and in the case of a display result, the decorative pattern 80 selected from each decorative pattern group 80g and the specific image 20 are regarded as being in a corresponding relationship. For example, as in the above embodiment, if the setting is such that in the case of a successful ending, the first specific image 21 (character A), the third specific image 23 (character C), and the second specific image 22 (character B) are displayed side by side from the left (see FIG. 14(f)), then at the first specified opportunity, the left decorative pattern 80L selected and displayed from the left decorative pattern group 80gL becomes "1" + "character A" (see FIG. 14(a)), and the first specific image 21 (character A) is displayed (see FIG. 14(b)). ), the right decorative pattern 80R selected and displayed from the right decorative pattern group 80gR at the second specified opportunity becomes "2" + "character B" (see FIG. 14(c)), and the second specific image 22 (character B) is displayed (see FIG. 14(d)), and the middle decorative pattern 80C selected and displayed from the middle decorative pattern group 80gC at the third specified opportunity becomes "3" + "character C" (see FIG. 14(e)), and the third specific image 23 (character C) is displayed (see FIG. 14(f)). In other words, the characters that are the sub-element parts 80s (part of the pattern element parts) of the decorative pattern 80 displayed at each specified opportunity and the characters that are the image element parts included in the specific image 20 displayed at the specified opportunity are of the same type. In this way, an easy-to-understand presentation is created in which the sub-element portion 80s (pattern element portion) of the decorative pattern 80, which is displayed when the decorative pattern group 80g stops changing, is linked to the image element portion of the specific image 20 (the options shown in the selection presentation).

[0055] In this embodiment, the combination (pattern) of the specific images 20 displayed when the symbol performance reaches a successful conclusion can be changed each time as described in the above specific example 1-2. In this way, the combination (pattern) of the specific images 20 displayed when the symbol performance reaches a successful conclusion will be different depending on the type (combination) of the decorative pattern 80 selected and displayed from each decorative pattern group 80g. For example, when the decorative patterns 80 stop in the order of "1" + "Character A", "3" + "Character C", and "5" + "Character E" (see Fig. 15(a) to (f)), the options of characters A, E, and C will be displayed from the left in the selection performance (see Fig. 15(g)).

[0056] In addition, in the case of performing the present example, it is also possible to configure the display to display two or more of the same type of options as described in the above specific example 1-3. When the types of decorative patterns 80 selected and displayed from two or more decorative pattern groups 80g are the same, a selection performance in which two or more of the same type of options are displayed is performed. For example, when the decorative patterns 80 stop in the order of "1" + "Character A", "3" + "Character C", and "3" + "Character C" (see Figures 16(a) to (f)), one option for character A and two options for character C are displayed in the selection performance (see Figure 16(g)).

[0057] 〇Specific example 1-5 In the above embodiment, it has been described that the reach effect corresponding to the option selected in the selection effect is executed, but the reach effect may not be executed as a result of the selection effect. For example, the result of the selection effect (which option is selected) may be a configuration that simply indicates the reliability of the target hit / miss lottery result and does not indicate the effect to be executed thereafter.

[0058] 〇Specific example 1-6 In the above embodiment, the specific image 20 includes a character as an image element, and the character is shown as an option in the selection performance. However, other elements may be shown as options. For example, the various specific images 20 include an element (color element) representing a color (the color is represented by "letter" in the drawings). Each specific image 20 includes an element representing a different color, such as the first specific image 21 including an element representing "blue," the second specific image 22 including an element representing "green," and the third specific image 23 including an element representing "red" (see FIG. 17). When the pattern performance reaches a successful conclusion (see FIG. 17(f)), the selection performance is executed and one of the options (color elements) represented by each specific image 20 is selected (see FIG. 17(g)). Depending on which option is selected, the reliability of the big win of the target winning / losing lottery result is different (for example, the reliability is increased in the order of the first specific image 21<the second specific image 22<the third specific image 23).

[0059] After the selection performance, a post-performance corresponding to the selected option (color element) may occur. For example, a post-performance in which the reserved pattern 70 changes in state may occur (detailed explanation is omitted because the reserved pattern change performance itself is well known). When "blue" (first specific image 21) is selected, the changing reserved pattern 71 changes to a state in which it shows blue, when "green" (second specific image 22) is selected, the changing reserved pattern 71 changes to a state in which it shows green, and when "red" (third specific image 23) is selected, the changing reserved pattern 71 changes to a state in which it shows red (the reliability of the reserved pattern 70 is assumed to be higher in the order of blue < green < red) (see FIG. 17(g)(h). An example is shown in which the third specific image 23 "red" is selected and the changing reserved pattern 71 changes to "red"). By causing such a post-performance to occur, the result of the selection performance is more clearly reflected. However, this does not deny the possibility of preventing such a post-performance from occurring (a configuration that only suggests reliability by the selection in the selection performance). In addition, a post-event performance may occur in which the state of the pre-variation reserved pattern 72 changes, instead of the changing reserved pattern 71. In this case, the post-event performance (the previous pattern performance, the selection performance) functions as a so-called look-ahead performance (the look-ahead performance is well known, so the explanation is omitted).

[0060] In addition, in the case of this example, the pattern element part of the decorative pattern 80 and the image element part of the specific image 20 can be linked. As the decorative pattern 80, a "blue pattern" (a pattern including the numbers "2", "4", and "6") that exhibits blue, a "green pattern" (a pattern including the numbers "1" and "5") that exhibits green, and a "red pattern" (a pattern including the numbers "3" and "7") that exhibits red are provided. At the specified opportunity when the "blue pattern" is shown, the first specific image 21 is displayed (see Fig. 17(a)(b)), at the specified opportunity when the "green pattern" is shown, the second specific image 22 is displayed (see Fig. 17(c)(d)), and at the specified opportunity when the "red pattern" is shown, the third specific image 23 is displayed (see Fig. 17(e)(f)). In this way, a performance form is created in which the pattern element part of the decorative pattern 80 shown at each specified opportunity and the image element part of the specific image 20 are in a corresponding relationship (the "colors" are linked).

[0061] 〇Specific example 1-7 In the above embodiment, the pattern performance is a successful conclusion when it is a display result at all specified occasions, and a failed conclusion when it is a non-display result at any specified occasion. It has been explained that if a non-display result occurs at an intermediate specified occasion, the pattern performance ends there, but even if a non-display result occurs at an intermediate specified occasion, it can be a successful conclusion. For example, when the left decorative pattern 80L is displayed, the first specified occasion results in a display result, and the first specific image 21 is displayed, and when the right decorative pattern 80R is displayed, the second specified occasion results in a non-display result (the second specific image 22 is not displayed), but when the middle decorative pattern 80C is displayed, the third specified occasion results in a display result in which the second specific image 22 and the third specific image 23 are displayed, and the pattern performance reaches a successful conclusion. In this way, it is possible to expect a successful conclusion until the last (third) decorative pattern 80 is displayed. However, if the aim is to create a presentation that gives the impression that the decorative pattern 80 selected and displayed from each decorative pattern group 80g has changed into a specific image 20, it is preferable to do as in the above embodiment (maintaining a 1:1 relationship between the decorative pattern 80 displayed at each specified trigger and the specific image 20).

[0062] 〇Specific example 1-8 The selection effect to be executed when the symbol effect has a successful conclusion is one that the player can select from his / her preferred options (can be selected at will). However, the selection here affects the effect to be executed thereafter, but does not affect the ball output (expected value of ball output). For example, the first reach effect executed when the first specific image 21 is selected, the second reach effect executed when the second specific image 22 is selected, and the third reach effect executed when the third specific image 23 is selected are configured to have the same reliability. In other words, although the selection effect allows the player to select at will the effect to be executed thereafter from among multiple types of effects, there is no difference in reliability regardless of which effect is executed (there is no difference in the expected value of ball output).

[0063] 3-2) Background production The gaming machine 1 according to this embodiment is capable of executing a background performance as a performance constituting the performance during variation. The background performance is a performance using a background image 30 (see FIG. 18(a)) displayed in the display area 911 as a background of the decorative pattern 80 (the background image 30 may be omitted in drawings other than the drawings explaining the background performance). The specific form of the background image 30 may be any. The image layer representing the background image 30 is set in front of the image layer representing the decorative pattern 80, so that the player sees the background image 30 behind the decorative pattern 80. In addition, the background image 30 in this embodiment is also the background of the reserved pattern 70 (the image layer of the background image 30 is behind the image layer of the reserved pattern 70). However, the background of the reserved pattern 70 may be different from the background of the decorative pattern 80.

[0064] The background effect is an effect including a background reduction period in which the background image 30 becomes smaller over time. The start point of the background effect is also the start point of the background reduction period. In this embodiment, the background image 30 in the normal state (the background image 30 before the occurrence of the background effect) is displayed in the entire display area 911 (see FIG. 18(a)). However, the background image 30 may not be displayed in the entire display area 911 in the normal state (for example, when the background of the reserved pattern 70 is different, the background of the decorative pattern 80 is not displayed in the entire display area 911). At least, the background image 30 in the normal state is larger (occupies a larger area in the display area 911) than the background image 30 during the background reduction period. Note that even when the background image 30 becomes smaller, the specific aspect of the background image 30 is maintained in a manner that is perceived by the player as being the same. In other words, when the background effect occurs, the player is made to understand that the same background image 30 (a certain type of background image 30) is gradually becoming smaller.

[0065] In a state where the background effect occurs and the background image 30 becomes smaller than normal (background reduction period) (see Figs. 18(b) to (d)), a frame image 35 is displayed around the background image 30. As described above, in this embodiment, the background image 30 is displayed over the entire display area 911 in the normal state (before the background effect occurs), so the frame image 35 when the background effect occurs can also be seen as representing a portion corresponding to the outer edge of the display area 911 before the background effect occurs. In this embodiment, the frame image 35 is made to be approximately rectangular, and the frame image 35 becomes smaller so that the distance between the frame image 35 and the top, bottom, left, and right edges of the display area 911 gradually increases, resulting in an effect in which the background image 30 appears to the player as if it has been displaced approximately backward.

[0066] The background performance in this embodiment is executed as a kind of reach performance. Since it is executed as a reach performance, it starts in a state where reach is established (reach state). In this embodiment, the left decorative pattern 80L (in a pseudo-stop state) selected and displayed from the left decorative pattern group 80gL and the right decorative pattern 80R (in a pseudo-stop state) selected and displayed from the right decorative pattern group 80gR are of the same type (hereinafter, the decorative pattern 80 of the same type is referred to as a reach pattern), and the state in which the middle decorative pattern group 80gC is changing (the middle decorative pattern 80C has not been decided) is the reach state, so immediately before the start of the background performance, the reach pattern is displayed in front of the background image 30 in the normal state (see FIG. 18(a)).

[0067] During the background reduction period, the speed at which the background image 30 becomes smaller is controlled to be faster than the speed at which the decorative pattern 80 becomes smaller (see Figs. 18(b)-(d)). If "area of ​​range occupied by image (pattern) at a certain point during the background reduction period / area of ​​range occupied by image (pattern) at the start of the background reduction period = reduction rate", then the above "speed of becoming smaller" corresponds to the change in the reduction rate per unit time. That is, the speed at which the background image 30 becomes smaller is faster than the speed at which the decorative pattern 80 becomes smaller, in other words, means that the change in the reduction rate per unit time of the background image 30 is greater than the change in the reduction rate per unit time of the decorative pattern 80.

[0068] In this embodiment, all of the displayed decorative symbols 80 are controlled as described above, but some of the decorative symbols 80 may be controlled as described above. It is preferable that at least the decorative symbols 80 in a stopped or pseudo-stopped state (in this embodiment, the reach symbols) are the subject of this control.

[0069] In addition, in this embodiment, the display mode of the reserved pattern 70 is maintained even during the background reduction period (the reserved pattern 70 that was displayed before the background reduction period started is "maintained". When new reserved information is acquired, a new reserved pattern 70 is displayed). In order to clarify that it is only the "background" that becomes smaller during the background reduction period, the reserved pattern 70 is made not to change (see Fig. 18(b)-(d)). In this embodiment, the reserved pattern 70 (see Fig. 18(a)) that was overlapping in front of the background image 30 before the start of the background reduction period becomes in a state where it does not overlap the background image 30 during the background reduction period (see Fig. 18(c)(d)). However, this does not deny that the reserved pattern 70 becomes smaller together with the background image 30 (becomes smaller at the same speed as the background image 30). In this case, the reserved pattern 70 is made to look like it is part of the background.

[0070] During the background reduction period, the background image 30 and the decorative pattern 80 are controlled as described above, so that the decorative pattern 80 (reach pattern) gradually becomes larger relative to the background image 30 (see Figs. 18(b) to (d)). In other words, the background presentation is an interesting presentation in which the decorative pattern 80 (reach pattern) is gradually emphasized in comparison with the background image 30 even as the background image 30 is displaced backward (becoming smaller).

[0071] The reach performance transitions to a winning ending (see FIG. 19(a-1)) if the winning / losing lottery result is a big win, and transitions to a losing ending (see FIG. 19(a-2)) if the winning / losing lottery result is a losing ending. A winning ending is when the type of the middle decorative pattern 80C selected from the middle decorative pattern group 80gC is the same as the reach pattern, and a losing ending is when the type is different. That is, a winning combination consisting of the same type of decorative pattern 80 is displayed in a winning ending, and a losing combination in which the middle decorative pattern 80C is a different type from the reach pattern is displayed in a losing ending. The player may be requested to operate the operating means 60 (e.g., the push button 61), and the winning combination or the losing combination may be displayed as a result of the operation. In this embodiment, the transition to the ending occurs during or at the end of the background reduction period. That is, the transition to the ending occurs while the background image 30 is getting smaller or when the background image 30 becomes the smallest. Therefore, a winning combination or a losing combination is displayed in a state in which the size of the decorative pattern 80 relative to the background image 30 is larger (than in a normal state in which no background effect is being performed).

[0072] After the winning combination or the losing combination is displayed, the background image 30 returns to its original size (in this embodiment, the background image 30 is displayed in the entire display area 911). That is, a background enlargement period (see FIG. 19 (a-1)-(d-1), (a-2)-(d-2)) is provided in which the background image 30 gradually becomes larger. At the same time, the decorative pattern 80 (which constitutes the winning combination or the losing combination) also returns to its original size. As described above, in the background reduction period, the speed at which the background image 30 becomes smaller is set to be larger than the speed at which the decorative pattern 80 becomes smaller, so that the opposite setting is set in the background enlargement period in which the background image 30 and the decorative pattern 80 are returned to their original sizes. That is, in the background enlargement period, the speed at which the background image 30 becomes larger is set to be smaller than the speed at which the decorative pattern 80 becomes larger. In this way, the variation including the reach effect using the background effect ends (the notification of the winning or losing lottery result is completed) (see FIG. 19 (d-1), (d-2)).

[0073] The change may end without providing such a background enlargement period. The change may end with the background image 30 displayed small as shown in Fig. 19(a-1) or (a-2) (after which, a sudden scene change may occur).

[0074] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned background rendering-related matters will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are applied in combination.

[0075] 〇Specific example 2-1 Although it has been explained that the background performance in the above embodiment is executed as a reach performance, it is also possible to use the background performance instead of the reach performance. For example, it is conceivable that the background performance occurs when a winning combination (a combination of the same type of decorative pattern 80) indicating that the winning lottery result has been won is displayed. A background reduction period is started when the winning combination is displayed in front of the normal background image 30 (see FIG. 20(a)), and the decorative pattern 80 constituting the winning combination is changed to gradually become larger relative to the background image 30 (see FIG. 20(b) to (d)), so that the winning combination is emphasized. After that, a background expansion period (see FIG. 20(e) to (g)) can be provided as in the above embodiment.

[0076] It is also possible to make the background effect occur when a so-called chance combination (a combination that is different from a winning combination and follows a predetermined rule indicating the occurrence of an event advantageous to the player (an event that suggests an increased reliability of a big win, for example, a well-known look-ahead effect or a pseudo consecutive effect)) is displayed. FIG. 21 shows an example of a chance combination (a combination of "sequential effects") displayed as a look-ahead effect. A background reduction period is started when the chance combination is displayed in front of the normal background image 30 (see FIG. 21(a)), and the decorative pattern 80 constituting the chance combination becomes gradually larger relative to the background image 30 (see FIG. 21(b) to (d)), so that the chance combination is emphasized. Thereafter, a background expansion period (see FIG. 21(e) to (g)) can be provided as in the above embodiment. After the establishment of the chance combination is indicated in this way, the next fluctuation is started (see FIG. 21(h)). In the case of a pseudo consecutive effect, the fluctuation may be started without completely stopping in FIG. 21(g).

[0077] 〇Specific example 2-2 By passing through the background reduction period (including passing through a part of the background reduction period (i.e., a state at a midpoint of the background reduction period)), at least some of the multiple decorative patterns 80 are displayed outside the background image 30 in a background / pattern separation state (hereinafter, sometimes simply referred to as a separation state) (see FIG. 22(d)). As described above, the background reduction period is a period in which the background image 30 gradually becomes smaller, so that the area between the outer edge of the background image 30 (frame image 35) and the outer edge of the display area 911 (hereinafter, referred to as the outer area 911a) gradually becomes larger. In addition, the background reduction period is a period in which the size of the decorative pattern 80 relative to the background image 30 becomes larger. As a result of such changes in the background image 30 and the decorative pattern 80, a performance form is created in which at least some of the multiple decorative patterns 80 appear to jump out of the background image 30 (frame image 35) (see FIG. 22(b) to (d)). In the following description, the decorative pattern 80 displayed in the outer area 911a may be referred to as a separated pattern 80x.

[0078] For example, as in the above embodiment, if the background effect is used as a reach effect, the left decorative pattern 80L and the right decorative pattern 80R, which are reach patterns, are displayed in the outer area 911a as separated patterns 80x. On the other hand, the center decorative pattern group 80gC is maintained in a state of being variably displayed in front of the background image 30 (the decorative pattern 80 that is not a reach pattern is not set as a separated pattern 80x) (see FIG. 22(d)).

[0079] After that, the game moves to the conclusion of the reach performance, and the winning / losing lottery result is revealed. If the winning / losing lottery result is a big win, a middle decorative pattern 80C of the same type as the reach pattern is displayed (see FIG. 22(e)). Although not shown, if the winning / losing lottery result is a loss, a middle decorative pattern 80C of a different type from the reach pattern is displayed. That is, the winning / losing lottery result is revealed by displaying one middle decorative pattern 80C selected from the middle decorative pattern group 80gC. The middle decorative pattern 80C is not displayed in the outer area 911a, but is displayed so as to overlap in front of the background image 30. That is, of the three decorative patterns 80 that constitute the combination according to the winning / losing lottery result, the two that were reach patterns are displayed outside the background image 30 (frame image 35), and the last one displayed is displayed inside the background image 30 (frame image 35). Therefore, the distinction between the reach pattern and the last displayed pattern is clear. After that, the background image 30 and the decorative pattern 80 return to their original sizes, and the change ends (see FIGS. 22(f) to (h)).

[0080] By using this example, a background presentation can be created that clearly distinguishes between the reach patterns (left decorative pattern 80L, right decorative pattern 80R) displayed in the outer area 911a and the non-reach patterns (middle decorative pattern 80C) displayed so as to overlap the background image 30.

[0081] In this example, the separation state is a state in which the left decorative pattern 80L and the right decorative pattern 80R are entirely displayed in the outer region 911a (a state in which the left decorative pattern 80L and the right decorative pattern 80R do not overlap the background image 30 at all), but it may be a state in which a part of the left decorative pattern 80L and the right decorative pattern 80R are partially displayed in the outer region 911a (a state in which a part of the left decorative pattern 80L and the right decorative pattern 80R overlaps the background image 30 (a state in which a part of the left decorative pattern 80L and the right decorative pattern 80R appears to protrude from the background image 30)). However, from the viewpoint of the effect of clearly distinguishing between the left decorative pattern 80L and the right decorative pattern 80R (a reach pattern) and the center decorative pattern 80C (a pattern that is not a reach pattern), it is preferable that the separation state is a state in which the left decorative pattern 80L and the right decorative pattern 80R are entirely displayed in the outer region 911a.

[0082] Specific Example 2-3 (variation of Specific Example 2-2) In the reach performance described in specific example 2-2 above, the player is requested to operate the operating means 60 (e.g., a push button) (see FIG. 23(d)), and when the operation of the operating means 60 during the valid operation period satisfies a predetermined condition, a transition to the conclusion is made and the result of the lottery whether the player has won or lost is revealed (see FIG. 23(e)). For example, if a single operation (one operation) is required, the transition to the conclusion is made when the single operation is performed during the valid operation period. Note that if the operation during the valid operation period does not satisfy the predetermined condition, the transition to the conclusion can be made when the valid operation period ends.

[0083] The operation request for the player to operate the operation means 60 is displayed in the display area 911 as an image (operation image 65) representing the operation means 60 that prompts the player to operate it (if the operation of the push button 61 is requested, the form of the operation image 65 is such that the player can easily recognize that it represents the push button 61). The operation image 65 is displayed in the above-mentioned separated state so as to overlap in front of the background image 30. That is, in a state in which a reach symbol is displayed in the outer area 911a so as not to overlap with the background image 30, the operation image 65 is displayed overlapping on the background image 30, and the player is requested to operate the operation means 60 represented by the operation image 65 (see FIG. 23(d)). In addition to the operation image 65, an image showing the remaining operation valid period (operation means 60) (for example, an image of a meter that changes as the operation valid period elapses) and an image showing the operation mode of the operation means 60 required of the player (for example, the word "press") are displayed overlapping on the background image 30.

[0084] By doing as in this example, the reach symbol is displayed in the outer area 911a that does not overlap the background image 30, and the operation image 65 is displayed so as to overlap the background image 30 (see FIG. 23(d)). In other words, the operation image 65, which is displayed to inform the player that it is a situation in which the operation means 60 should be operated, is displayed in an area (an area inside the frame image 35) that is clearly distinguishable from the outer area 911a in which the reach symbol is displayed, so there is an advantage in that it is easy to understand that an operation of the operation means 60 is required.

[0085] 〇Specific example 2-4 During the background reduction period, the background image 30 may be gradually made smaller while the decorative pattern 80 (the target decorative pattern 80) is gradually made larger. If the reach pattern is the target decorative pattern 80 as in the above embodiment, during the background reduction period, the background image 30 is gradually made smaller while the reach pattern is gradually made larger. By doing so, the speed at which the size of the decorative pattern 80 changes relative to the background image 30 is increased (the size of the decorative pattern 80 compared to the background image 30 is increased faster than in the above embodiment).

[0086] 〇Specific example 2-5 The change in the background image 30 in the background performance in the above embodiment is such that the frame image 35 is substantially rectangular and the background image 30 appears to have moved substantially backward, but other modes may be used as long as the outer region 911a is generated (the background image 30 appears to have become smaller overall). For example, the frame image 35 may be substantially parallelogram-shaped and the background image 30 may appear to have been displaced three-dimensionally relative to the display region 911. However, the above embodiment has the advantage that it is easier to grasp the change in size of the background image 30 (it is easier to grasp the increase in size of the decorative pattern 80 relative to the background image 30).

[0087] 〇Specific example 2-6 After reaching a predetermined branching point following the establishment of a reach (see FIG. 24(a)), a pattern in which a background effect is executed (pattern with background effect) (see FIG. 24(b-1)) and a pattern in which a background effect is not executed (pattern without background effect) (see FIG. 24(b-2)) may occur. In the pattern without background effect, there is no change in the size of the background image 30 (it remains normal).

[0088] The probability (reliability) of a winning outcome is set differently between a pattern with background effects and a pattern without background effects. In this way, a game in which the player will pay attention to whether or not a background effect occurs is realized. If the pattern with background effects is set to have a higher probability of winning than a pattern without background effects as shown in FIG. 24, the occurrence of a background effect will function as a so-called chance increase.

[0089] 〇Specific example 2-7 In the reach performance, when the decorative pattern 80 (hereinafter referred to as the remaining pattern 80z) that is not a reach pattern becomes the same type as the reach pattern, it is a winning ending, and when it becomes a different type, it is a losing ending. If it is performed as in the above embodiment, one of the middle decorative patterns 80C selected from the middle decorative pattern group 80gC becomes the remaining pattern 80z.

[0090] At the end of the reach effect, at least a part of the remaining pattern 80z is displayed in the outer area 911a. That is, the reach pattern exists entirely inside the frame image 35, but at least a part of the remaining pattern 80z is made to protrude outside the frame image 35 (see Fig. 25 (d-1) and (d-2)). In this way, the remaining pattern 80z and the reach pattern are clearly distinguished. That is, since the type of the remaining pattern 80z is an important factor that determines whether or not the player will win, and is likely to attract the player's attention, the remaining pattern 80z is made to be visually recognized with a different impression from the reach pattern by utilizing the reduced background image 30. To make the remaining pattern 80z more noticeable, the remaining pattern 80z may be displayed larger than the reach pattern.

[0091] The remaining symbols 80z may be displayed as described above only when the winning outcome is reached. In other words, when the type of the remaining symbols 80z is the same as the reach symbol, at least a part of the remaining symbols 80z is displayed in the outer area 911a (as shown in FIG. 25(d-1)) to emphasize the fact (emphasize the big win), whereas when the losing outcome is reached, the remaining symbols 80z are displayed as a whole inside the frame image 35 (as shown in FIG. 19(a-2)) like the reach symbol, so that the losing outcome is not emphasized.

[0092] 3-3) Progression images The first special game state, which is more advantageous than the normal game state (among multiple advantageous states, the most advantageous state for the player), is a high probability (high probability) state and a high base (time-saving) state, and is a so-called ST state that ends when the winning / losing lottery results are a loss a predetermined number of times (X times) in a row (see FIG. 3(a)). In this embodiment, X=150. After the special jackpot game, which is executed by winning the special jackpot, ends, the first special game state is entered (see FIG. 26(a)). A jackpot won in the first special game state becomes a special jackpot, and after the jackpot game ends, the first special game state is entered again. In other words, it becomes a "consecutive win." In the following explanation of "time-lapse images," when the special game state is simply mentioned, it refers to the first special game state.

[0093] The gaming machine 1 according to this embodiment has a "probability limiter" function. The probability limiter is a function that forcibly ends the high probability state (probability state) when the special game state continues for a predetermined limit number of times (L times), that is, when the number of consecutive wins (including the jackpot that triggered the transition to the first special game state) reaches L times. However, the probability of reaching the limit number is set to be practically impossible (the probability of the event occurring when transitioning to a new special game state is less than 0.1%). In other words, the probability that the probability limiter actually functions and the high probability state is forcibly terminated is practically impossible. In this embodiment, L=255 times (in this embodiment, the probability of winning a jackpot (so-called continuation rate) before the special game state ends is about 78%, and this occurrence 255 times in a row is practically impossible).

[0094] As will be described later in detail, in this embodiment, a probability limiter is used to change the type of special game state when a predetermined number of consecutive wins is reached (the establishment of a switching condition). Therefore, a situation in which the probability limiter is actually activated and the high probability state is forcibly terminated does not occur. However, this does not deny the possibility of the probability limiter being activated at a realistic probability (1% or more). Even with this configuration, it is possible to cause a change in the type of special game state (described later) using the probability limiter.

[0095] A plurality of types of presentation modes are provided as presentation modes set in the special game state. The presentation mode is an element that governs the mode of presentation during change. If the type of presentation mode is different, the mode of presentation during change will obviously differ. In this embodiment, a first presentation mode and a second presentation mode are provided. The first presentation mode (see FIG. 26(b)) is a high-speed change mode. This is a mode in which the time required for presentation during change (change time) is 1 second on average (a so-called "instant win" mode in which the lottery result is notified very quickly). On the other hand, the second presentation mode (see FIG. 26(c)) is a normal mode in which the change time is 10 seconds on average (a mode in which the change time is longer than that of the first presentation mode). In addition, in the special game state, an image (mode corresponding image 49) representing the currently set presentation mode is displayed. In this embodiment, a mode corresponding image 49 including the name of the currently set presentation mode (in this embodiment, the first presentation mode is "□□ mode" and the second presentation mode is "XX mode") is displayed. Naturally, the mode corresponding image 49 representing a certain type of presentation mode will not be displayed when a different type of presentation mode is set. In addition, although not shown, when the presentation modes are different, the background image 30 of the decorative pattern 80 is different (a background image 30 specific to each presentation mode is prepared). In addition, the characters that each presentation mode uses as a motif may be different, the state of the reach presentation executed according to the presentation mode that is set may be different, and the state of the reserved pattern 70 displayed may be different (at least the normal state may be different).

[0096] In this embodiment, a plurality of types of special game states with different settings of the presentation modes can occur. In this embodiment, two types of special game states, special game state A and special game state B, can occur. In special game state A, the first presentation mode is set for the 20th spin (until 20 consecutive misses) after the start of the special game state, and the second presentation mode is set thereafter (21st to 150th spins). In special game state B, the first presentation mode is set for the 50th spin (until 50 consecutive misses) after the start of the special game state, and the second presentation mode is set thereafter (51st to 150th spins). In other words, the special game state changes its presentation mode when a change point is reached at which Y consecutive misses occur (Y is smaller than the value X, which is the number of ST turns) since the start of the special game state, and the number of rotations (the value of Y) at which the change point occurs is different between special game state A and special game state B (different types of special game states) (special game state A is Y=20, and special game state B is Y=50) (see Figures 26(b) and (c)).

[0097] The type of the newly started special game state depends on the number of times (the remaining number of times until the limit number is reached) until the above-mentioned probability change limiter is activated. In this embodiment, the special game state A is set until the remaining number of times until the limit number is reached is 255 times to 251 times, and the special game state B is set until the remaining number of times until the limit number is reached is 250 times to 1 time. The remaining number of times is 255 times to 251 times, in other words, the special game state to which the special game state is shifted after the end of the special jackpot with the consecutive number of times up to 5 is set as the special game state A, and the special game state to which the special game state is shifted after the end of the special jackpot with the consecutive number of times from 6 is set as the special game state B. In the following description, the condition for changing from the special game state A to the special game state B is referred to as the switching condition. The consecutive number of times (5 times in this embodiment) for the establishment of the switching condition can be increased or decreased as appropriate. In addition, the switching condition may be configured to be established under conditions other than the consecutive number of times. For example, it is considered that the switching condition is established when the total number of balls (number of winning balls) obtained during consecutive wins exceeds a specified value. Also, it is considered that the switching condition is established when the reach effect executed during the special game state satisfies a predetermined condition (for example, a jackpot is announced by a specific reach).

[0098] In addition, the average fluctuation time is shorter in the second presentation mode than in the first presentation mode. In other words, the so-called (fluctuation) consumption time is shorter in the second presentation mode than in the first presentation mode. From this, it can be said that the consumption time is shorter in the special game state B than in the special game state A because the number of rotations in which the first presentation mode is set is greater. In other words, the consumption time of the special game state is shortened when the switching condition is met. However, since the number of STs (X=150 times) and the probability of winning or losing (high probability of winning or losing) are the same in the special game state A and the special game state B, there is no difference in the expected value of the profit (meaning the actual profit in terms of balls) brought by the special game state per time (the consumption speed is different, so there is a difference in the profit per hour (ball speed)).

[0099] During the special game state (during fluctuation in the special game state), the time-lapse image 40 is displayed in the display area 911 (which may be an area different from the display area 911 in which the decorative pattern 80 is displayed) (see Figs. 26(b) and (c)). The time-lapse image 40 includes a displacement element 41, a start position element 42s, an end position element 42e, and a change time element 43. Note that the time-lapse image 40 may be temporarily erased if a specific performance occurs during the fluctuation, but basically the time-lapse image 40 is displayed continuously across multiple fluctuations.

[0100] The time-lapse image 40 (see FIG. 27) has a main body like a "meter" that is long from side to side as a whole. The left end part of the "meter" is the start position element 42s, and the right end part is the end position element 42e. The start position element 42s and the end position element 42e may be configured to have characters indicating the start position (for example, the characters "START") and characters indicating the end position (for example, the characters "END").

[0101] The displacement element 41 is a part that displaces from the start position side toward the end position side when the winning / losing lottery result is a losing one. In this embodiment, the displacement element 41 is an image including the main character that appears in the original work that served as the motif for the gaming machine 1. The start position is represented by the start position element 42s, and the end position is represented by the end position element 42e. Therefore, in this embodiment, the displacement element 41 displaces from left to right (see FIG. 27(a)). Note that FIG. 27(a) shows the displacement of the displacement element 41 using time-lapse image A, but the displacement element 41 also displaces in the same way in time-lapse image B.

[0102] The displacement element 41 may be displaced each time a failure variation ends in the special game state, or may be displaced when a group of two or more variations ends (for example, displaced each time five failure variations end). In either case, since the occurrence of a failure variation causes the displacement element 41 to approach the end position, it can be said that the closer the displacement element 41 is to the end position, the closer it is to the end of the special game state. The player can sense the progress of the special game state (how far away the ST is until its end) from the position of the displacement element 41. To make the displacement of the displacement element 41 easier to understand, a mark such as a "scale" may be added to the progress image 40 (the "meter" portion).

[0103] The change time element 43 represents the change time. As described above, the number of rotations (number of consecutive misses) until the change time in the special game state A is 20 rotations (Y=20) from the start of the special game state, and the number of rotations (number of consecutive misses) until the change time in the special game state B is 50 rotations (Y=50) from the start of the special game state. Therefore, in the special game state A, the progress image 40 (see FIG. 27(b-1)) in which the change time element 43 is provided at a position corresponding to the 20th rotation (the position where the displacement element 41 is located at the 20th rotation) is displayed, and in the special game state B, the progress image 40 (see FIG. 27(b-2)) in which the change time element 43 is provided at a position corresponding to the 50th rotation (the position where the displacement element 41 is located at the 50th rotation) is displayed. In other words, the position of the change time element 43 in the time-lapse image 40 is different between the special game state A and the special game state B (in the following description, the time-lapse image 40 in the special game state A may be referred to as time-lapse image A, and the time-lapse image 40 in the special game state B may be referred to as time-lapse image B). Since the 20th spin is closer to the start time of the special game state than the 50th spin, the position of the change time element 43 in the time-lapse image A is closer to the start position element 42s (to the left) than the position of the change time element 43 in the time-lapse image B. Note that there is no difference in the displacement mode of the displacement element 41 between the time-lapse images A and B (the relationship between the remaining number of STs and the position of the displacement element 41 (the position based on the start position element 42s and the end position element 42e)).

[0104] The change time element 43 is intended to suggest to the player that a change in the presentation mode will occur when the displacement element 41 reaches the relevant location. In this embodiment, a mark including the characters "mode change" is provided as the change time element 43 (see FIG. 27). In this embodiment, the part to the left of the Y-th rotation in the main body (meter part) of the time-lapse image 40 and the part to the right of the Y-th rotation are clearly different in appearance. For example, the left part is marked with the characters "□□ mode" representing the first presentation mode, and the right part is marked with the characters "XX mode" representing the name of the second presentation mode. In addition to or instead of this, the left part and the right part may be configured to have different colors (the left side is red and the right side is blue) (the hatching patterns are different in the drawings). In this way, the boundary (boundary) between the left part and the right part also functions as the change time element 43.

[0105] As described above, before the switching condition (in this embodiment, the number of consecutive wins reaches 5), the special game state is A, and after the switching condition is satisfied, the special game state is B. Therefore, if the last special game state before the switching condition is satisfied is the previous special game state, and the first special game state after the switching condition is satisfied is the subsequent special game state, the previous special game state is the special game state A, and the subsequent special game state is the special game state B, so the position of the change time element 43 in the time-lapse image 40 (time-lapse image A) displayed in the previous special game state (position indicating the 20th spin) is different from the position of the change time element 43 in the time-lapse image 40 (time-lapse image B) displayed in the subsequent special game state (position indicating the 50th spin). In other words, the position of the change time element 43 in the time-lapse image 40 changes before and after the switching condition is satisfied.

[0106] In this embodiment, since only one change in presentation mode can occur in one special game state, only one change time element 43 is provided in the time-lapse image 40. If the presentation mode changes two or more times (for example, if three or more presentation modes are provided as presentation modes that can be set in one special game state), two or more change time elements 43 should be provided in the time-lapse image 40.

[0107] In this embodiment, the special game state A and the special game state B are given the same name ("○○RUSH"). The name is displayed at the beginning of the special game state (just before the first rotation change starts or at the beginning of the first rotation change) (see FIG. 26(a)). It may be displayed during the change of the special game state. At the beginning of the special game state, a number indicating the number of STs (X=150) is also displayed together with the name. If different names are used for the special game state A and the special game state B, the player may mistakenly think that the settings related to the ball output, such as the probability of winning or losing and the number of continuations (number of STs), are different between the special game state A and the special game state B. Therefore, it is preferable to use the same name so that the player recognizes that they are the same game state.

[0108] In this embodiment, a remaining number display 45 is provided in association with the time-lapse image 40 (see FIG. 27). The remaining number display 45 indicates the number of times remaining in the special game state (ST) at the current time. In other words, the remaining number display 45 includes a number that decreases by one each time a losing variation ends. Note that the remaining number display 45 may be provided separately (separately) from the time-lapse image 40, rather than being provided in association with the time-lapse image 40.

[0109] In this way, the gaming machine 1 according to this embodiment displays the progress image 40 in the special game state. The progress image 40 includes a displacement element 41 that displaces from the start position side to the end position side when the winning / losing lottery result is a loss, so that the remaining special game state (remaining ST) can be visually grasped, and the progress of the game can be easily understood.

[0110] In addition, since the time-lapse image 40 in this embodiment includes the change time element 43, it is possible to know in advance the timing (change time) at which the type of presentation mode changes. In particular, since a plurality of types of special game states with different timings (change times) at which the presentation mode changes are provided in this embodiment, it can be said that it is very significant that the time-lapse image 40 (time-lapse image A, time-lapse image B) with different positions of the change time element 43 is displayed for each of the various special game states, and the change time is indicated by the change time element 43.

[0111] The following describes specific examples in which the above-mentioned items related to the time-lapse image 40 have been improved, embodied, modified, etc. In addition, 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.

[0112] 〇Specific example 3-1 In the above embodiment, the special game state may be one in which the type of presentation mode may change during the game, but the progress image 40 may be displayed in a special game state in which the presentation mode does not change. Even if the presentation mode does not change, the progress image 40 has the advantage of being easy to grasp the remaining special game state (remaining number of STs) by including a displacement element 41 that displaces from the start position side to the end position side when the winning / losing lottery result is a loss. If the presentation mode does not change, the progress image 40 does not need to include a change time element 43 (in the first place, if the presentation mode does not change, the change time cannot be specified, and therefore the change time element 43 cannot be provided).

[0113] 〇Specific example 3-2 In the above embodiment, it has been described that a plurality of types of special game states (special game state A, special game state B) are provided with different presentation mode change times (different values ​​of Y), but the presentation mode change time in the special game states may be constant (constant value of Y). In such a configuration, the location where the change time element 43 is provided in the time-lapse image 40 is constant. Even if the timing of the mode change in the special game state is constant, providing the change time element 43 in the time-lapse image 40 allows the player to grasp the degree of distance to the change time, which has the advantage of making the game easier to understand.

[0114] 〇Specific example 3-3 The gaming machine 1 in the above embodiment is described as being configured to change the type of special gaming state (changing from special gaming state A to special gaming state B) based on the remaining number of times until the limit number is reached by using a probability variable limiter, but it may be configured not to use a probability variable limiter. For example, it may be configured not to use a probability variable limiter, and to simply change the type of special gaming state when the number of consecutive wins reaches a certain number.

[0115] 〇Specific example 3-4 The progress image 40 may not be displayed from the beginning to the end of the special game state, but may be displayed for a part of the period and not displayed for the other period. In other words, the progress image 40 may be displayed only for "a part of the ST" rather than for "the whole ST".

[0116] For example, in the case where the special game state is configured to have 150 STs (X=150) as in the above embodiment, the progress image 40 is displayed from the 1st to 140th spins of the special game state (ST), and the progress image 40 is not displayed for the remaining 10 spins. It is known that the performance during the variation when the number of remaining STs is small is made a special mode (special variation). In such a configuration, the progress until the special variation starts is shown by the progress image 40, and after the special variation starts, the progress image 40 may not be displayed.

[0117] 〇Specific example 3-5 It is assumed that an effect (suggestion effect) that suggests the winning or losing lottery result is generated by using the progress image 40. For example, the following effect is conceivable.

[0118] In the event that the displacement element 41 is not located at the correct position corresponding to the remaining number of times in the special game state (remaining number of times in ST), the result of the winning / losing lottery corresponding to one of the winning / losing lottery information (reserved information) already acquired will be the jackpot (a jackpot is guaranteed). For example, in the case where the displacement element 41 is set to displace (approach the end position) every time a losing variation ends, if the displacement element 41 does not displace even when the losing variation ends, the displacement element 41 is not located at the correct position, so a jackpot is guaranteed. In the event of a jackpot, the special game state will start again after the jackpot game (ST will be reset), so it is assumed that there is no problem even if the displacement element 41 is located at the wrong position (there is no problem even if the correct information about the remaining ST is not conveyed to the player), and such a configuration is possible.

[0119] When the change time element 43 is displayed at a position other than the position indicating the change time, the result of the winning / losing lottery corresponding to one of the winning / losing lottery information (reserved information) already obtained will be the big win (a big win is guaranteed). As described in the above embodiment, the change time of various special game states is the time when a predetermined number of changes (Y times) is reached, but the change time element 43 can be displayed at a position indicating a position other than the above. For example, as shown in FIG. 28, it is possible to set that the change time element 43 may be displayed at a position indicating the change time of the special game mode A (Y=20) even though it is the special game state B (Y=50) (the progress image A is displayed in the special game state B). In this case, a game property in which a player who recognizes that the game is in the special game state B from the number of consecutive wins notices the occurrence of the event (a player who is playing by understanding whether it is the special game state A or B notices the event) can be realized. The opposite of the above may be true, that is, even if the game is in special game state A (Y=20), the change time element 43 may be displayed at a position indicating the time point at which the game changes to special game mode B (Y=50).

[0120] 3-4) Special jackpot game display The special game state (first special game state, second special game state) is a state in which the game ball should be launched (hit to the right in this embodiment) aiming at the second starting area 904b, and the aim is to win a special jackpot by winning the second winning / losing lottery (special chart 2 lottery) (see FIG. 3(a)). As described above, 50% of the jackpots won in the second winning / losing lottery (jackpot allocation) are 5-round special jackpots, and the remaining 50% are 10-round special jackpots (see FIG. 3(b)).

[0121] Although the 5-round special jackpot and the 10-round special jackpot are both special jackpots, they are different types of jackpots with different numbers of rounds, and therefore are given different names. The specific names of each jackpot may be any. In this embodiment, the 5-round special jackpot is named "small bonus" and the 10-round special jackpot is named "big bonus". As will be described later, in each special jackpot game, a name image 50 including the name is displayed in the display area 911. The name image 50 can also be said to represent the "title" of each special jackpot game. Hereinafter, the name image 50 including the name "small bonus" (the name image 50 corresponding to the 5-round special jackpot) may be referred to as the first name image 501, and the name image 50 including the name "big bonus" (the name image 50 corresponding to the 10-round special jackpot) may be referred to as the second name image 502.

[0122] The 5-round special jackpot and the 10-round special jackpot have different numbers of rounds (unit games) included in the jackpot game, and therefore the profits obtained in the jackpot game are different. The guaranteed profit is the profit obtained when no abnormality (power outage, malfunction, etc.) occurs in the jackpot game, no fraudulent acts are performed, and the game is played as instructed (in this embodiment, the player hits the right button continuously). In this embodiment, a profit image 52 including a numerical value (profit numerical value) representing the guaranteed profit is displayed in the jackpot game. The guaranteed profit is determined based on the number of winning balls (however, this does not deny that the guaranteed profit may be determined based on the net increase number, etc.). As described above, in this embodiment, the count of one round (unit game) is 10, and the number of winning balls paid out when one game ball enters the big winning area 906 is 15, so the guaranteed profit (guaranteed number of winning balls) obtained in one round (unit game) is 10 x 15 = 150 balls. Therefore, the profit value of the 5-round special jackpot is "750" (150 x 5), and the profit value of the 10-round special jackpot is "1500" (150 x 10). As described below, in each special jackpot game, a profit image 52 including a profit value is displayed in the display area 911. Hereinafter, the profit image 52 including the number "750" (profit image 52 corresponding to the 5-round special jackpot) may be referred to as the first profit image 521, and the profit image 52 including the number "1500" (profit image 52 corresponding to the 10-round special jackpot) may be referred to as the second profit image 522.

[0123] In the special jackpot, the V area 10 is opened, and entering the game ball into the V area 10 is the condition for transitioning to the first special game state after the jackpot game ends. The unit game (V round) in which the V area 10 is opened is the round in the special jackpot with the fewest total number of rounds that never ends. In this embodiment, the jackpot with the fewest rounds among the special jackpots is the 5-round special jackpot, so any of the 1st to 5th rounds is the V round. In this embodiment, 2 rounds are the V round.

[0124] In the case of a special jackpot (5-round special jackpot, 10-round special jackpot), the name image 50 is not displayed until the game ball enters the V area 10. In this embodiment, in both the 5-round special jackpot and the 10-round special jackpot, the second round is the V round, so the name image 50 is not displayed until the middle of the 1st and 2nd rounds (until the V winning is realized) (see FIG. 29(b)). When the V winning is detected, the name image 50 representing the corresponding type of jackpot is displayed. Except for irregular cases where a so-called promotion effect (the promotion effect will be described later. The configuration may be such that the promotion effect is not installed. Note that in the following description, unless otherwise specified, it refers to the case where the promotion effect does not occur), if it is a 5-round special jackpot, a first name image 501 including the characters "small bonus" is displayed (see FIG. 29(c-1)), and if it is a 10-round special jackpot, a second name image 502 including the characters "big bonus" is displayed (see FIG. 29(c-2)).

[0125] As long as the name image 50 is not displayed until a V win is detected, any image may be displayed in the display area 911, but it is possible to use an image that suggests in advance that some event will occur with a V win. For example, a suggestion image 56 is displayed that indicates that the game ball should be shot aiming at the V area 10 and includes the words "Pray for a V win" (see FIG. 29(b)). In this way, the player can sense in advance that a beneficial event may occur with a V win.

[0126] In this manner, in this embodiment, a name image 50 corresponding to the type of special jackpot (number of rounds) is displayed in response to a V winning, so that the game can be played in a way that gives the impression that a jackpot has been won by winning a V winning (although in reality, winning a V winning leads to the acquisition of the right to transition to the first special game state and has no relation to winning a jackpot).

[0127] In addition, the above-mentioned profit image 52 is displayed together with (at the same timing as) the name image 50, or after the name image 50 is displayed. That is, like the name image 50, the profit image 52 is not displayed before the occurrence of a V winning. In this embodiment, the profit image 52 is displayed when a predetermined time (several seconds) has elapsed after the name image 50 is displayed. In the case of a 5-round special jackpot, the first name image 501 including the characters "small bonus" is displayed (see FIG. 29(c-1)), and then the first profit image 521 including the number "750" is displayed (see FIG. 30(a-1)). In the case of a 10-round special jackpot, the second name image 502 including the characters "big bonus" is displayed (see FIG. 29(c-2)), and then the second profit image 522 including the number "1500" is displayed (see FIG. 30(a-2)). Since the timing at which the name image 50 is displayed depends on the timing of the V winning, it can be said that the timing at which the profit image 52 is displayed also depends on the V winning (is triggered by the V winning).

[0128] As described above, in this embodiment, the name image 50 indicating the name of the special jackpot is displayed when a V is won. If the profit image 52 is displayed before a V is won, the type of special jackpot (number of rounds) will be revealed from the content (profit numerical value) of the profit image 52. Therefore, the profit image 52 is displayed together with the name image 50 or after the name image 50 is displayed.

[0129] The displayed profit image 52 is used as a part of the progress image 53 showing the progress of the profit obtained during the subsequent rounds. In this embodiment, in the case of a 5-round special jackpot, a first progress image 531 (see FIG. 30(b-1)) of "XX / 750" is displayed, and in the case of a 10-round special jackpot, a second progress image 532 (see FIG. 30(b-2)) of "XX / 1500" is displayed. XX (the value of the "numerator") represents the progress of the profit (number of winning balls) obtained in the currently executed jackpot game (hereinafter referred to as the progress profit). That is, it is a value that changes every time a game ball enters the big prize area 906. On the other hand, the profit image 52 (the value of the "denominator") does not change even if a game ball enters the big prize area 906. The progress profit may not include the over prize, or may include the over prize. In the former case, the end of the big win game (final round) is indicated when the value of the intermediate profit (the value of the "numerator") and the value of the profit image 52 (the value of the "denominator") match. In the latter case, when an over-winning occurs, the value of the intermediate profit (the value of the "numerator") exceeds the value of the profit image 52 (the value of the "denominator"). The intermediate profit may include prize balls obtained by a game ball winning a winning area other than the big winning area 906. It is also possible to configure the display as shown in FIG. 30(a-1)(a-2) to be switched to a state in which an intermediate progress image 53 including a profit image 52 as shown in FIG. 30(b-1)(b-2) is displayed. In this case, the display of the intermediate progress image 53 corresponds to the display of the profit image 52, so that the intermediate progress image 53 is not displayed before the V winning.

[0130] After such a display is made, the special big win game ends when a specified number of rounds are consumed. After the special big win game ends, a first special game state (ST state) starts.

[0131] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the items related to the display during the special big win game. Note that, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.

[0132] 〇Specific example 4-1 In any of the multiple types of special jackpots, the first round (first unit game) is a V round. If a 5-round special jackpot and a 10-round special jackpot are provided as in the above embodiment, the V area 10 is opened in the first round in any case.

[0133] As described above, the name image 50 is displayed when a V win is won. By setting the V round as the first round as in this example, the name image 50 (title) is displayed relatively early after the start of the big win game. If the second round and onwards are set as V rounds, the later the rounds up to that point are consumed, the later the timing of displaying the name image 50 (title) will be, but by using this example, the degree of delay in the timing can be suppressed (the risk of feeling uncomfortable due to the delayed title display is reduced).

[0134] 〇Specific example 4-2 The multiple types of special jackpots (5-round special jackpots and 10-round special jackpots in the above embodiment) that can be obtained in the special game state are configured so that the "opening period" of the jackpot game is not provided. The opening period is known as the period between the end of the winning fluctuation that notifies the jackpot and the start of the unit game of the first round (the opening of the large prize area 906), and this means that there is no such opening period. Note that "no opening period is provided" (no opening period) includes providing an opening period that is so short (0.1 seconds or less) that the player cannot grasp it. In this case, the time from the start of the jackpot game to the V prize (time until the V round) is shortened by the amount of the opening period being eliminated, so that the risk of the player feeling that the timing of the display of the name image 50 (title) is delayed is reduced.

[0135] 〇Specific example 4-3 As in the above specific example 4-1, the first round is a V round, while as in the above specific example 4-2, an opening period is not provided. By doing so, the start time of the big win game and the start time of the V round are the same, so even if the name image 50 (title) is displayed in response to the V win, the name image 50 will be displayed relatively early after the big win game starts (see FIG. 31(c)(d)), which reduces the possibility that the player will feel uncomfortable.

[0136] In addition, in the case of this example (without providing an opening period and with the first round being the V round), the V round will start immediately after the end of the winning variation (the variation informing the special jackpot), so in order to prevent the occurrence of an event in which the V prize cannot be won while the V area 10 is open (so-called blowout), it is preferable to display an instruction image 55 for continuously launching the game ball toward the V area 10 before the jackpot game, that is, during the winning variation. For example, the instruction image 55 starts to be displayed when the winning combination is pseudo-stopped (when the winning variation has not completely ended) (see FIG. 31(a)), and continues to be displayed even after the winning variation ends and the jackpot game (the first V round) starts (see FIG. 31(b)(c)). In other words, the instruction image 55 is displayed continuously from the middle of the winning variation until the V prize is won in the first round. The time when the display of the instruction image 55 starts is set to be the same as or after the time when the result of the winning / losing lottery is confirmed as a winning combination (the state where the winning combination is pseudo-stopped is the time when the winning combination is confirmed as a winning combination, although the fluctuation has not completely ended). Although not shown, for example, if a super reach performance is executed that leads to a favorable ending when the result of the winning / losing lottery is a big win, and leads to an unfavorable ending when the result is a loss, it is conceivable to start displaying the instruction image 55 at the same time as or after the time when it is determined that a favorable ending will be reached.

[0137] However, the instruction image 55 does not include any wording representing the big prize area 906 or the V area 10 (special area). During the winning fluctuation, the big prize game (the unit game of the first round) has not yet started, and the big prize area 906 and the V area 10 are not open (closed). Therefore, in such a situation, it is not preferable to display an instruction image 55 such as "Aim for the attacker" (attacker is a word commonly used to represent the big prize area 906) or "Aim for the V" since it is an instruction that contradicts the current situation. Therefore, for example, an instruction image 55 of "Aim to the right" (an image that does not include any wording representing the big prize area 906 or the V area 10 (special area)) is displayed during the winning fluctuation (see FIG. 31(a)-(c)).

[0138] The instruction image 55 may be displayed in a winning variation in a special game state, but may not be displayed in a losing variation. Since the special game state is a state in which "right hitting" should be performed, right hitting instructions are continuously given in the special game state, including losing variations, and the image of the "continuous right hitting instruction" (hereinafter referred to as the normal image 55n) (see Fig. 31 (a) (b)) is different from the instruction image 55. The instruction image 55 is a "more conspicuous image" than the normal image 55n. The normal image 55n may be, for example, a simple right-facing arrow. In a winning variation, both the normal image 55n and the instruction image 55 may be displayed. That is, in a normal state (losing variation), the normal image 55n is displayed but the instruction image 55 is not displayed, and in a winning variation, both the normal image 55n and the instruction image 55 may be displayed. Therefore, the state in which the instruction image 55 is displayed emphasizes to the player to "hit right" more than the normal state (a state in which the normal image 55n is displayed but the instruction image 55 is not displayed). Although not shown, it is preferable that an image instructing to hit right (an image different from the instruction image 55) such as the above-mentioned normal image 55n is continuously displayed even during a big win game.

[0139] 〇Specific example 4-4 The configuration is such that a promotion effect can occur. The promotion effect is a performance in which a player pretends to win a certain type of jackpot, and then notifies the player that a different type of jackpot that is more advantageous to the player has been won (a performance in which the player is notified after the fact that the player has won a different type of jackpot). If the configuration is such that a 5-round special jackpot and a 10-round special jackpot are provided as in the above embodiment, when the 10-round special jackpot is won, a promotion effect can be generated that first pretends to win the 5-round special jackpot, then reverses the situation and notifies the player after the fact that the 10-round special jackpot has been won.

[0140] The flow of the jackpot game (10-round special jackpot) when the promotion effect occurs is as follows. A first name image 501 including the characters "small bonus" is displayed when a V is won in the V round (see Fig. 32(a)(b)). After that, a first profit image 521 including the number "750" is displayed (see Fig. 32(c)). Such a first name image 501 and first profit image 521 can be said to be fake images to make it look like a 5-round special jackpot has been won. After that, the promotion effect occurs (see Fig. 32(d)). When the game moves to the 6th round, there is no possibility of a 5-round special jackpot, and the player knows that it is a 10-round special jackpot. Therefore, it is preferable to start the promotion effect in a situation where it is not clear whether the 6th round will be executed. In other words, it is preferable to start the promotion effect before the start of the 6th round or at the same time as the start of the 6th round.

[0141] In the promotion effect, a second name image 502 including the characters "BIG BONUS" is displayed (see FIG. 32(d)). In other words, even when the promotion effect occurs, the same name image 50 as the name image 50 displayed in the 10-round special jackpot game in the case where the promotion effect does not occur is displayed so that the player is clearly notified that the 10-round special jackpot has been won. In other words, a display that suggests that the 5-round jackpot has been extended to a 10-round jackpot (for example, a display such as "Continued," "More," or "EXTRA," which suggests that the jackpot has been extended) is not displayed.

[0142] In addition, when the promotion effect occurs, the second profit image 522 is displayed. It is preferable that the pre-effect occurs before the second profit image 522 is displayed. The pre-effect is an effect in which the increase image 59 is displayed. The promotion effect is an effect in which a player pretends to win a certain kind of jackpot (pseudo jackpot) and notifies the player that a different kind of jackpot (target jackpot) has been won, and the increase image 59 is an image including the value of "profit value of target jackpot - profit value of pseudo jackpot" (hereinafter referred to as the increase value). In this embodiment, the increase value is "1500-750=750". In short, the increase value is the difference between the "profit value of pseudo jackpot" shown before the promotion and the "profit value of real jackpot" that is the target of notification by the promotion effect.

[0143] The first profit image 521 including the number "750" is displayed before the promotion effect (pre-effect) occurs. In the pre-effect, the increase image 59 including the number "750" is displayed, and the increase image 59 is displaced toward the first profit image 521 (see FIG. 32(e)). Then, an effect (not shown) that makes the two appear to be integrated is displayed, and the second profit image 522 including the number "1500" is displayed (see FIG. 32(f)). In other words, the "750" in the increase image 59 is added to the "750" in the first profit image 521, resulting in a performance form in which the "1500" in the second profit image 522 appears to be displayed. In this way, the increase in the profit value (guaranteed profit) can be clearly shown when the promotion effect occurs.

[0144] 〇Specific example 4-5 The device is configured to include a movable prop 15 that can move within a predetermined range. The movable prop 15 may have any specific configuration. It may be capable of changing into a number of different appearances. The differences in each appearance are not limited to those brought about by the position of the movable prop 15, but may also be brought about by the light emission mode (light emission color) of the light-emitting body that the movable prop 15 has. In addition, one of the appearances of the movable prop 15 may be in the normal state (original position).

[0145] As explained in the above embodiment, the name image 50 is displayed when the V wins, and the type of the special jackpot that has been won is announced. In order to make the announcement clearer (emphasize), the movable role 15 is configured to have a different state when the V wins. In the case of a 5-round special jackpot, the movable role 15 is configured to have a first state when the V wins (see FIG. 33(b-1)). In the case of a 10-round special jackpot, the movable role 15 is configured to have a second state (a state different from the first state) when the V wins (see FIG. 33(b-2)). By doing this, it is possible to more clearly determine which of the multiple types of special jackpots has been won. Since it can be determined by just the state of the movable role 15, the name image 50 may not be displayed.

[0146] It is also possible to configure the configuration so that further information is notified (suggested) depending on the state of the movable role 15 at the time of winning the V prize. For example, when the movable role 15 becomes the third state (not shown) as a result of winning the V prize, the lottery result corresponding to one of the reserved information already acquired includes a jackpot (so-called reserved consecutive win occurs).

[0147] 〇Specific example 4-6 In the above embodiment, it has been described that the name image 50 is displayed upon winning the V prize, but the name image 50 may be displayed upon winning the V prize (see FIG. 34(c-1)(c-2)), or the name image 50 may be displayed before winning the V prize (see FIG. 34(b-1)). In other words, it is assumed that there may be cases where the type of special jackpot (number of rounds) acquired before winning the V prize is revealed. When the type of special jackpot is announced before winning the V prize, it may be set to be limited to an advantageous jackpot being announced. If a 5-round special jackpot and a 10-round special jackpot are provided as in the above embodiment, an announcement of a 10-round special jackpot may occur before winning the V prize (a special performance that determines the 10-round special jackpot occurs), but an announcement of a 5-round special jackpot will not occur. In the case of this example, it is expected that the winning of an advantageous jackpot (a 10-round special jackpot) will be announced before winning the V prize (see FIG. 34(b-1)). If the notification is not given, the player expects that the advantageous big win will be notified when the V is won (see FIG. 34(c-2)). In other words, a gameplay that makes the player feel as if there are multiple chances to win the advantageous big win can be realized.

[0148] If the type of special jackpot is announced before the V win, the profit image 52 may be displayed before the V win. For example, if the second name image 502 is displayed before the V win to announce the acquisition of a 10-round special jackpot, the first profit image 521 (the value "1500") may be displayed before the V win (see FIG. 34(b-1)).

[0149] 4) 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.

[0150] 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.

[0151] 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").

[0152] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0153] ·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, a specific image may be displayed when the variation of each of the groups of N decorative patterns stops or pseudo-stops, and when N of the specific images are displayed, a selection effect is executed in which the content represented by each of the N of the specific images is an option, and when N of the specific images are not displayed, the selection effect is not executed. The above gaming machine has a condition for executing a selection effect, which is the display of N specific images, and when N specific images are displayed, the content represented by those specific images becomes an option as is, in a straightforward manner.

[0154] ·Means 1-2 The gaming machine described in claim 1, characterized in that at least a portion of the multiple types of decorative patterns include pattern element portions different from the other types of decorative patterns, and the specific image includes an image element portion corresponding to the pattern element portion included in the decorative pattern displayed when the variation of the decorative pattern group has stopped or been pseudo-stopped, and the image element portion represents the content of the options that can be selected in the selection presentation. In this way, it is possible to provide an easy-to-understand presentation in which the pattern element portion of the decorative pattern that is displayed as stopped or pseudo-stopped is linked to the image element portion of the specific image.

[0155] ·Means 1-3 The gaming machine described in claim 2, characterized in that the pattern element portion is a sub-element portion that is not a main element portion for distinguishing the type of the decorative pattern, the sub-element portion represents a character, and the image element portion of the specific image represents a character of the same type as the sub-element portion. In this way, it is possible to provide an easy-to-understand presentation in which the characters of the sub-element parts of the decorative pattern, which are displayed as stopped or pseudo-stopped, are linked to the characters of the image element parts of the specific image.

[0156] ·Means 2-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing a background effect including a background reduction period in which a background image displayed in the display area as a background for a decorative pattern indicating a win / lose lottery result becomes smaller over time, wherein during the background reduction period, the speed at which the background image becomes smaller is set to be faster than the speed at which the decorative pattern becomes smaller. The gaming machine is capable of executing an interesting effect in which the size of the decorative pattern relative to the background image gradually increases while the background image gradually decreases in size.

[0157] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that, after the background reduction period has passed, a background / pattern separation state is entered in which at least a portion of the multiple decorative patterns are displayed in an outer area outside the background image in the display area. By doing so, the background image becomes smaller, resulting in an effect in which at least a part of the multiple decorative patterns appears to protrude outside the background image.

[0158] ·Means 2-3 The gaming machine described in means 2-2 is characterized in that the background performance is executed as a reach performance in which two of the same decorative patterns are displayed as reach patterns, and the background / pattern separation state is a state in which the reach patterns are displayed in the outer area. By doing so, the reach symbol will be in a state of jumping out from the background image, so that the reach symbol can be emphasized.

[0159] ·Means 2-4 The gaming machine described in Means 2-2 or 2-3 is characterized in that the background performance requires the player to operate an operating means, and the result of the reach performance becomes clear when the operation of the operating means satisfies a predetermined condition, and in the background / pattern separation state, an operating image representing the operating means is displayed so as to be superimposed on the background image. By doing so, the operation image is displayed in an area (an area overlapping the background image) that is clearly distinguishable from the outer area in which the reach symbols are displayed, making it easy to understand that an operation of the operating means is required.

[0160] ·Means 3-1 A gaming machine comprising: a display means having a display area; and a gaming state setting means capable of setting a normal gaming state and a special gaming state which is more advantageous to the player than the normal gaming state and which ends when a termination condition is met in which the winning / losing lottery result is a losing result X consecutive times since the start of the special gaming state, wherein during the special gaming state, a progress image is displayed in the display area, and the progress image includes a displacement element which displaces from the start position side toward the end position side when the winning / losing lottery result is a losing result, a start position element which indicates the start position, and an end position element which indicates the end position. In the above gaming machine, when in a special game state, a progress image including a displacement element that displaces from the starting position side toward the ending position side is displayed when the result of the win / lose lottery is a loser, so that it is possible to visually grasp how much of the special game state is remaining, and the progress of the game is easy to understand.

[0161] ·Means 3-2 The special game state is a state in which a change in presentation mode occurs when a change point occurs in which the game is unsuccessful Y times (where X>Y) in a row after the game is started, and The gaming machine described in Means 3-1, wherein the time-lapse image includes a change time element indicating the change time. In this way, the timing (point of change) at which the presentation mode will change can be known in advance.

[0162] ·Means 3-3 The gaming machine described in Means 3-2 is characterized in that the value of Y changes when a predetermined switching condition is satisfied, and the position of the change time element in the time-lapse image displayed in the special game state started after the switching condition is satisfied becomes different from the position of the change time element in the time-lapse image displayed in the special game state started before the switching condition is satisfied. If the timing (change point) at which the presentation mode changes is configured to change, it can be said that it is very significant that the change point is indicated by the change point element.

[0163] ·Means 4-1 a game state setting means for setting a low probability state and a high probability state in which the probability of winning the win / lose lottery is higher than the low probability state as game states in which the game ball is launched toward the starting area; and a special area which is opened to allow the game ball to enter in a special win game which is executed when the win / lose lottery is won is a special win, and the entry of the game ball is a condition for transitioning to the high probability state, wherein two or more types of special wins with different names are provided, and a name image including the name of the special win is not displayed on the display means from the start of the special win game until the game ball enters the special area, and is displayed on the display means when the game ball enters the special area. According to the gaming machine, an interesting gaming experience can be realized in which the player feels as if he or she has won a special prize by making the gaming ball enter the special area.

[0164] ·Means 4-2 The special winnings with different names have different guaranteed profits that can be obtained if the player plays as instructed, and a profit image representing the guaranteed profit is displayed on the display means together with the name image or after the name image is displayed. Since the type of special win would be revealed if the benefit image were displayed, it is advisable not to display the benefit image before the name image is displayed.

[0165] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2 is characterized in that each of the special winnings with different names includes two or more unit games, and in each of the special winnings with different names, the special area is opened in the first unit game. By doing this, the game ball enters the special area relatively quickly after the start of the jackpot game, and the name image is also displayed relatively quickly (reducing the risk that the player will feel uncomfortable with the long period of time between the start of the jackpot game and the display of the name image). [Explanation of symbols]

[0166] 1. Gaming machines 10 V area (special area) 20 Specific Images 30 Background Images 35 Frame Image 40 Progression images 41 Displacement elements 42s Start position element 42e End position element 43 Change point element 50 Name Image 52 Profit Image 53 Progress images 60 Operation means (61 push button) 65 Operation Images 70 Reserved Design 80 Decorative pattern (80L Left decorative pattern 80C Center decorative pattern 80R Right decorative pattern 80g decorative pattern group (80gL left decorative pattern group 80gC center decorative pattern group 80gR right decorative pattern group) 80m Main element part 80s subelement part 80x Separate symbols 80z remaining designs 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 91 Display device 911 Display area 911a outer area

Claims

[Claim 1] A means for determining whether to win or lose, A display means having a display area on which multiple decorative patterns are displayed for notifying the result of the lottery by the aforementioned lottery means, An execution means for executing a specific reach animation that, if the result of the win / loss lottery is a win, leads to a favorable ending indicating that the situation is advantageous to the player, and if the result is a loss, leads to an unfavorable ending indicating that the situation is disadvantageous to the player. Equipped with, Different corresponding characters are set for each type of decorative pattern. After multiple groups of decorative symbols, each containing multiple types of the aforementioned decorative symbols, are displayed in a variable manner, the variation of each group of decorative symbols may stop or pseudo-stop, and the specific reach performance may be executed after a selected symbol display state in which one of the multiple types of the aforementioned decorative symbols included in each group of decorative symbols is shown as the selected symbol. In this specific reach performance, one of the corresponding characters of the decorative symbol that was selected as the selected symbol in the selected symbol display state is displayed, and the corresponding characters of the decorative symbols that were not selected are not displayed. A gaming machine characterized by the following features.