gaming machines

The gaming machine enhances player understanding of event probabilities by using a suggestive image with a corresponding auxiliary image, addressing the challenge of conveying suggestive image changes.

JP7821481B2Active Publication Date: 2026-02-27SANSEI R&D KK

Patent Information

Application Number
JP2022113787
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-15
Publication Date
2026-02-27
Estimated Expiration
2042-07-15

AI Technical Summary

Technical Problem

Existing gaming machines do not effectively convey changes in suggestive images, making it difficult for players to understand the probability of events occurring.

Method used

A gaming machine with a display area and effect execution means that displays a suggestive image in a target area, accompanied by an auxiliary image whose size corresponds to the suggestive image, enhancing the understanding of event probabilities.

Benefits of technology

Facilitates easier comprehension of suggestive image changes, improving player understanding of event probabilities through visual cues.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine allowing a change in the size of a suggestive image to be understood easily.SOLUTION: A game machine includes: display means having a display area; and performance execution means for executing an image performance suggesting probability of occurrence of an event advantageous to a player by the size of a suggestion image displayed in the display area. In the image performance, the suggestion image is displayed in an object area as one portion of the display area, an auxiliary image forming the object area is displayed, and the auxiliary image is changed such that the object image reaches a size corresponding to that of the suggestion image.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

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

[0002] For example, as in the gaming machine described in Patent Document 1 below, it is common practice to suggest reliability based on the size of a predetermined image (suggestive image) (see, for example, Patent Document 1 below, etc.). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-127665 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that can make changes in the size of suggestive images easier to understand. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display means having a display area, and an effect execution means which executes an image effect that suggests the probability of an event advantageous to the player occurring based on the size of a suggestive image displayed in the display area, and is characterized in that in the image effect, the suggestive image is displayed in a target area which is part of the display area, and an auxiliary image which forms the target area is also displayed, and the auxiliary image changes so that the size of the target area corresponds to the size of the suggestive image. [Effects of the Invention]

[0006] According to the present invention, it is possible to make the change in size of the suggestion image easier to understand. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] FIG. 10 is a diagram for explaining an outline of a transition image. [Figure 5] FIG. 10 is a diagram illustrating the return effect. [Figure 6] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 10] 10A and 10B are diagrams for explaining composite and single decorative patterns. [Figure 11] This is a diagram to explain the pre-effect, specific effect (first effect section and second effect section), and post-reach effect. [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 10 is a diagram for explaining the relationship between a suggestion image and a target region (auxiliary image). [Figure 16] This is a diagram to explain the change effects (pre-stage, relay stage, and post-stage) that occur during the image performance. [Figure 17] This is a diagram showing an example of image presentation (an example in which the final result is a suggestion image "large"). [Figure 18] 10 is a diagram for explaining specific example 3-2 and specific example 3-3 (specific example 3-2 and specific example 3-3 are different examples, but are "shared" as explanatory diagrams for the two specific examples). DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. Furthermore, unless otherwise specified, the following description is based on the assumption that the player plays the game as instructed (the player plays the game normally without performing any special gameplay). Furthermore, when it is stated that "a gaming ball has entered XX (a prize has been won)," strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.

[0010] The game area 902 is provided with a display device 91 which is the main display device, a start area 904, a big prize area 906, an outlet 907, etc. The 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 which act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides 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 prize balls are paid out by the payout device.

[0012] Note that 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. These components may have the same structure as known gaming machines.

[0013] The lottery for the jackpot is executed by a winning / losing lottery means provided on a control board (control circuit), not shown, when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a number (winning / losing lottery information) is obtained from a random number source. If the number is the same as the predetermined jackpot number, the jackpot is awarded; if it is different, the jackpot is awarded. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired when a gaming ball enters the first start area 904a will be referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired when a gaming ball enters the second start area 904b will be referred to as the second winning / losing lottery (special chart 2 lottery).

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

[0015] In this embodiment, as the reserved symbols 70, a reserved symbol 71 during fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 during fluctuation) in which the in-flux effect (from the start of fluctuation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination that indicates the winning / losing lottery result, that is, the effect during one fluctuation; hereinafter also referred to as simply "flux" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 71 during fluctuation), and a reserved symbol 72 before fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 before fluctuation) in which the in-flux effect that notifies the winning / losing lottery result has not started (see FIG. 2) are displayed. Note that the reserved symbol 71 during fluctuation is not strictly included in the concept of "reserved", but is generally referred to as "the reserved symbol in question" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before change is completed (the so-called pending "consumption order") is earlier the further to the right it is.

[0016] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the specific game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).

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

[0018] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, "stop" refers to a complete stop, excluding a so-called pseudo-stop state (e.g., a state in which the symbol appears to the player to have stopped but is only slightly shaking)). If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R arranged from left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a loss, it will be a loss combination other than the combination that results in a jackpot. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7." Decorative patterns 80 with the same number are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).

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

[0020] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.

[0021] In this embodiment, the game states are a normal game state and a special game state (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low (approximately 1 / 319 in this embodiment), and is a low-base state (low probability, no time-saving feature) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (approximately 1 / 50 in this embodiment), and is a high-base state (high probability, time-saving feature) in which it is easy for the game ball to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a so-called "left-handed shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first win / loss lottery. On the other hand, the specific gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a so-called "right hit" should be performed. Therefore, the specific gaming state can be said to be a gaming state in which the aim is to win a jackpot after a second winning / losing lottery. The specific gaming state is a state in which the gaming ball is likely to win the lottery to open the second starting area 904b, which is triggered by the entry of the gaming ball into the normal starting area 905, so the gaming ball will enter the second starting area 904b relatively easily.

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

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

[0024] The specific gaming state ends when the win / lose lottery results are a loss a predetermined number of times in a row. When the specific gaming state ends, the game state transitions to the normal gaming state. If a jackpot (specific jackpot) is won before the predetermined number of consecutive losses after transitioning to the specific gaming state, the game state transitions again to the specific gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win the second win / lose lottery before the predetermined number of consecutive losses after transitioning to the specific gaming state. In this embodiment, the predetermined number of times (ST number of times) is set to 72.

[0025] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (e.g., 10 balls) enter the jackpot area 906 after the jackpot area 906 is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.

[0026] The following describes the effects that can be executed by the gaming machine 1 according to this embodiment. Note that it is also possible to configure the gaming machine 1 to be able to execute only some of the effects described below. Also, in some of the drawings that explain various effects, illustrations of reserved symbols and decorative symbols may be omitted.

[0027] 2) Return performance 2-1) Change image In the specific gaming state, a change image 10 (see FIGS. 4 and 5) is displayed. In this embodiment, the change image 10 is displayed during a specific period, which is at least a portion of the time during the specific gaming state. This specific period includes the start of the specific gaming state (the start of the first (first) in-game variation effect after the specific jackpot game ends). In this embodiment, the specific period is the period during which the in-game variation effect is being executed from the first to the 36th spin (spin) after the transition to the specific gaming state. As described above, the specific gaming state in this embodiment has a ST count of 72, so a portion of the period including the start of the specific gaming state is considered to be the specific period. In the specific gaming state, the presentation mode changes depending on the number of STs remaining, and during the specific period from the first to the 36th spin, a predetermined presentation mode (clock mode) in which a change image is displayed is set. Note that the clock mode in this embodiment is a so-called "high-speed consumption mode" in which the average time required for the in-game variation effect, including both winning and losing variations (average variation time), is approximately 1 to 3 seconds.

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

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

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

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

[0032] 2-2) Execution of a return effect in response to a specific jackpot during a specific period If a specific jackpot is won during the specific period, a return effect will be generated. In other words, if a specific jackpot is won between the 1st and 36th spins after the specific gaming state has started, a return effect will be generated. If a specific jackpot is won, the specific gaming state will start again after the specific jackpot game ends (the remaining number of ST rounds will be reset), and a return effect will be generated to indicate this. This return effect will not be generated when the changing image 10 is in the initial state. In this embodiment, since the changing image 10 is in the initial state from the start of the specific gaming state until the end of the first during-variation effect, a return effect will not be generated if the first win / loss lottery results in a specific jackpot. However, this does not mean that a return effect could be generated if the first win / loss lottery results in a specific jackpot.

[0033] The return effect indicates that the transition image 10, which is not in its initial state, is being returned to its initial state. That is, the return effect indicates that the displacement unit 11, which is not in its initial position, is being returned to its initial position. In this embodiment, the return effect includes a counterclockwise rotation of the displacement unit 11, which represents the hands of a clock (see FIG. 5(c)). In other words, the clock is "rewound" to indicate that it has returned to its initial state. It can be said that the direction in which the displacement unit 11 is displaced upon the end of a losing variation (the displacement of the displacement unit 11 when the return effect is not being executed) is opposite to the direction in which the displacement unit 11 is displaced during the return effect. Note that the displacement unit 11 may rotate more than once if it rotates counterclockwise. In this embodiment, the transition image 10 displayed during the return effect is displayed larger than in its normal state (when the return effect is not being executed), suggesting to the player that the transition image 10 should be noted. Furthermore, during at least a portion of the time the return effect is being executed, an emphasis image 15 is displayed to emphasize that the transition image 10 has been returned to its initial state. In this embodiment, a mark indicating "rewind" is displayed as the highlighted image 15.

[0034] In this embodiment, the return effect is executed during a fluctuation (during a winning fluctuation) when a specific jackpot is won. Specifically, a jackpot effect (the specific form of the jackpot effect may be any, and any of two or more types of jackpot effects may be executed) that occurs only when a jackpot is won is executed, thereby indicating a jackpot (see FIG. 5(b)). After that, a return effect occurs in which the transformation image 10 returns to its initial state (see FIG. 5(c)). Simultaneously with or after the transformation image 10 returns to its initial state, the three decorative symbols 80 (winning combination) completely stop, and the winning fluctuation ends. In this embodiment, the transformation image 10 that has returned to its initial state and the winning combination are displayed together (see FIG. 5(d)). The occurrence of such a return effect allows the player to easily understand that the specific game state will start again (the number of STs will be reset).

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

[0036] Furthermore, in the changing image 10 of this embodiment, the displacement section 11 is positioned in its initial position at the time when the specific game state is started (see Figure 4(a)), and when a return effect occurs, the displacement section 11 is returned to its initial position (see Figure 5(d)), making it easy to understand that a new specific game state is starting.

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

[0038] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned return performance (change image 10). Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied.

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

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

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

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

[0043] 〇Specific example 1-3 In the above embodiment, it has been explained that the changing image 10 changes (the displacement section 11 displaces) every time a losing variation ends (for each variation), but it may also change every time N (N is 2 or more) losing variations end. For example, if the displacement section 11 displaces every time five losing variations end, the progress of the specific game state (reduction in the number of remaining STs) will be shown with five times as one set.

[0044] In this example, it is preferable that the number of fluctuations in the specific period is a multiple of N (but at least twice as many). If N=5 as in the above example, the specific period is, for example, the time during which the fluctuation effects are being executed from the first to the 50th spin after the transition to the specific game state. The amount of displacement of the displacement unit 11 per rotation is set to 360 / 50 / 5=36°, since it is set so that it rotates exactly once (displaces 360°) at the end of the specific period. In other words, the displacement unit 11 rotates 36° clockwise after each of the five losing fluctuations (see FIG. 7).

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

[0046] 〇Specific example 1-5 The specific gaming state in the above embodiment is a so-called ST state that ends when the lottery results are a loss a predetermined number of times in a row, but it may also continue until the next jackpot. Even in such a specific gaming state that continues until the next jackpot, a specific period (specific presentation mode) can be set from the start of the specific gaming state until the end of a predetermined number of fluctuations (for example, the specific period can be set from the start of the specific gaming state until the end of the 1st to 36th fluctuations), and the progress of the game during that specific period can be indicated by the changing image 10. Furthermore, even in this case, by executing a return presentation when a specific jackpot is won, it is possible to clearly indicate that a new specific gaming state is starting.

[0047] 〇Specific example 1-6 The changing image 10 may generate an effect suggesting the reliability of the winning / losing lottery result (hereinafter, referred to as a "suggestion effect"). The suggestion effect preferably uses the displacement unit 11. The displacement unit 11 changes with each change, which has the advantage of making it easy to understand the change in the target whose reliability is suggested by the displacement unit 11. For example, at the start of a certain change (FIG. 9 shows an example of the start of the change on the 10th spin after the start of the specific game state), the probability that the winning / losing lottery result corresponding to the change will be a jackpot is higher when the state of the displacement unit 11 is in a second state (see FIG. 9(b)) different from the first state (see FIG. 9(a)) than when the state of the displacement unit 11 is in a first state. Any method may be used to set the difference between the first and second states. Various methods are possible, such as using different colors or sizes. The possible states of the displacement unit 11 may be set to determine a jackpot.

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

[0049] 3-2) Decorative designs in specific modes 3-2-1) Complexity In the specific mode, the decorative pattern 80 may be in the following composite form: The decorative pattern 80 may be in the following composite form only in the specific mode, or the decorative pattern 80 may be in the following composite form regardless of whether the specific mode is in effect or not.

[0050] Each decorative pattern 80 in the composite form includes a main portion and a sub-element portion 80s associated with the main portion 80m (see FIG. 10(a)). The main portion 80m indicates the type of pattern. Because the types of decorative patterns 80 are determined based on the differences in numbers, the main portion 80m is the portion containing the numbers. The sub-element portion 80s represents a character. The same type of character is associated with decorative patterns 80 of the same type, while different types of characters are associated with decorative patterns 80 of different types. In this embodiment, the decorative pattern 80 for "1" has character A as its sub-element portion 80s, the decorative pattern 80 for "2" has character B as its sub-element portion, the decorative pattern 80 for "3" has character C as its sub-element portion, and the decorative pattern 80 for "7" has character G as its sub-element portion 80s. In each drawing, the various characters are represented by letters. Furthermore, the various characters may be changed in appearance as long as the player can understand that they represent the same type of character.

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

[0052] In addition, in the drawings other than those for explaining the specific effects, the decorative pattern 80 is shown in a single form. However, it may be displayed in a composite form. Furthermore, although the main element portion 80m in this embodiment includes "numbers," it may also include characters other than numbers. In such cases, whether or not the characters are the same is used to determine whether or not the characters are the same.

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

[0054] In this embodiment, all types of decorative symbols 80 change from a composite form to a single form in the pre-effect. However, only some of the decorative symbols 80 may change from a composite form to a single form. As will be described later, the specific effect is an effect that indicates the establishment of a reach, and the decorative symbols 80 that may constitute the reach may change from a composite form to a single form in the pre-effect. In this case, the pre-effect functions to suggest in advance the decorative symbols 80 that may become reach symbols that constitute the reach.

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

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

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

[0058] The first effect unit displays the effect image 20 so as to gradually move closer to the right edge of the display area 911. In this embodiment, the horse character is displayed as moving toward the right. In response to this, the decorative pattern 80 (in a standalone mode), which is the reach symbol, moves closer to the left edge of the display area 911, and finally stops or pseudo-stops (meaning a state in which it appears to the player as if it has stopped but is not completely stopped) near the left edge of the display area 911. In other words, the first effect unit displays the decorative pattern 80 in a standalone mode so as to move closer to the left edge of the display area 911 as the effect image 20 moves closer to the right edge of the display area 911 (see FIGS. 11(c) and 11(d)). In this way, as the effect image 20 (horse character) moves to the right, the decorative pattern 80 appears to be thrown to the left (opposite side) by the momentum of the movement (an effect that emphasizes the dynamism of the character represented by the effect image). It is preferable that the period during which the performance image 20 is displaced and the period during which the decorative pattern 80 is displaced overlap at least partially, but the decorative pattern 80 may also be displaced immediately after the displacement of the performance image 20 has ended.

[0059] In the second performance section, the performance image 20 is displayed so as to gradually move closer to the left edge of the display area 911. In this embodiment, a horse character is displayed so as to move leftward. In response to this, the decorative symbol 80 (in a standalone mode) that becomes the reach symbol is displaced so as to gradually move closer to the right edge of the display area 911, and finally stops or pseudo-stops near the right edge of the display area 911. Note that the decorative symbol 80 displaced in the first performance section is one side of the reach symbol, and the decorative symbol 80 displaced in the second performance section is the other side of the reach symbol. In this way, in the second performance section, the performance image 20 and the decorative symbol 80 are displaced in the opposite direction to the first performance section. That is, in response to the displacement of the performance image 20 so as to move closer to the left edge of the display area 911, the decorative symbol 80 in a standalone mode is displaced so as to move closer to the right edge of the display area 911 (see FIGS. 11(e) and 11(f)). By doing this, as a result of the performance image 20 (horse character) moving to the left, the decorative pattern 80 appears to be pushed to the right (opposite side) by the momentum of the movement, resulting in a performance form (a performance form that emphasizes the dynamism of the character represented by the performance image). As in the first performance section, in the second performance section, it is preferable that the period during which the performance image 20 is displaced and the period during which the decorative pattern 80 is displaced overlap at least partially, but the decorative pattern 80 may be displaced immediately after the displacement of the performance image 20 has finished.

[0060] After the completion of the reach is indicated in this specific effect (see FIG. 11(g)), the result of the target win / loss lottery is announced through a post-reach effect (see FIG. 11(f)). In this embodiment, the post-reach effect is one in which the effect image 20 (the character represented by the effect image 20) appears. In this way, the specific effect functions to suggest the content of the post-reach effect in advance. If the result of the target win / loss lottery is a jackpot, the post-reach effect will lead to a favorable ending indicating that the situation is favorable to the player, and if it is a loss, it will lead to an unfavorable ending indicating that the situation is unfavorable to the player (a favorable ending is intended to include a so-called reversal pattern in which it appears that an unfavorable ending has been reached but is then reversed).

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

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

[0063] The direction of displacement of the effect image 20 in the first effect unit and the second effect unit may be determined depending on the positions of the two reach symbols that are finally displayed. Although not shown, for example, in the first effect unit, as the effect image 20 displaces toward the lower edge of the display area 911, the decorative symbol 80 (reach symbol) displaces toward the upper edge of the display area 911, ultimately resulting in a state in which the decorative symbol 80 (reach symbol) is displayed near the upper edge of the display area 911. In the second effect unit, as the effect image 20 displaces toward the upper edge of the display area 911, the decorative symbol 80 (reach symbol) displaces toward the lower edge of the display area 911, ultimately resulting in a state in which the decorative symbol 80 (reach symbol) is displayed near the lower edge of the display area 911. In this way, an effect is achieved in which the reach symbols are displayed on the upper and lower sides of the display area 911.

[0064] Furthermore, in this embodiment, a pre-effect occurs before the specific effect occurs, and the decorative pattern 80 that is the target of the specific effect is changed from a composite form to a single form. The specific effect is an effect that makes it appear as if the decorative pattern 80 has been blown away by the momentum of the effect image 20, so the decorative pattern 80 is changed to a single form before the specific effect occurs, making the decorative pattern 80 appear "lighter." In other words, changing the decorative pattern 80 from a composite form to a single form in the pre-effect can be said to be advance preparation to clarify the action of the specific effect.

[0065] Below, we will explain specific examples in which the above-mentioned specific effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.

[0066] 〇Specific example 2-1 Although the specific effects in the above embodiment are explained as indicating the establishment of a reach (leading to an outcome where a reach is established), the effects may be in a form where a reach is established or where a reach is not established. For example, the specific effects may be as follows:

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

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

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

[0070] 〇Specific example 2-3 In the above embodiment, the specific effects are explained as occurring to indicate that a reach has been achieved, i.e., as showing two decorative patterns 80 (reach patterns), but they may also occur as showing one decorative pattern 80.

[0071] As an example of executing a specific effect as a single decorative symbol 80, it is conceivable to execute the specific effect as a final decorative symbol 80 after a reach is established. In other words, the specific effect is executed as a result of the reach effect (the result of the target win / loss lottery). For example, assume that two reach symbols are displayed near the upper edge of the display area 911 (on the left and right sides near the upper edge). As the effect image 20 is displayed to move closer to the lower edge of the display area 911, the decorative symbol 80 of the same type as the reach symbol moves gradually closer to the upper edge of the display area 911 toward between the two reach symbols (see FIG. 14(a)). If the result of the target win / loss lottery is a jackpot, the decorative symbol 80 stops or pseudo-stops between the two reach symbols, thereby forming a winning combination (see FIG. 14(b-1)). If the result of the lottery is a loss, a decorative pattern 80 of the same type as the reach pattern does not stop between the two reach patterns (see Figure 14(b-2)), and a different decorative pattern 80 is displayed to form a loss combination (see Figure 14(c)).

[0072] 〇Specific example 2-4 In the above embodiment, it has been explained that a pre-effect occurs before a specific effect, but it is also possible to prevent the pre-effect from occurring. The specific effect may be executed while the decorative pattern 80 remains in a composite form. In addition, if the decorative pattern 80 is in a single form from the start of the variation of the variation effect including the specific effect, there is no need to generate a pre-effect.

[0073] 4) Image production 4-1) Suggested images In the gaming machine 1 according to this embodiment, image effects may be executed as effects constituting the in-game effect during normal play. The image effects suggest the probability of an event advantageous to the player occurring by the size of the suggestive image 30 displayed in the display area 911. In this embodiment, the size of the suggestive image 30 suggests the probability that the result of the win / lose lottery corresponding to the in-game effect including the image effects will be a jackpot (jackpot reliability). As will be described later, the image effects can be considered a type of step-up effect because the size of the suggestive image 30 may increase in stages. Note that, if the event is related to the player's profit (ball payout), the image effects can be used to suggest the probability of other events occurring. For example, image effects can be used to suggest the probability of a so-called promotion effect occurring during a jackpot game.

[0074] The sizes of the suggestion images 30 displayed in the image presentation are divided into multiple levels. In this embodiment, they are divided into four levels, from smallest to largest: suggestion image "small," suggestion image "medium," suggestion image "large," and suggestion image "extra large" (see Figure 15). It is preferable that each size of suggestion image 30, including its outer shape and inner pattern, be similar to other sizes of suggestion images 30 when enlarged or reduced. However, suggestion images 30 of different sizes may have different outer shapes or inner patterns, as long as the player can understand that the size of the same image has been changed. The outer shape of the suggestion image 30 is preferably similar to the shape of the target area 32s (described below). In this embodiment, both are approximately circular. However, unlike this embodiment, it is not prohibited to configure the outer shape of the suggestion image 30 and the shape of the target area 32s to be dissimilar.

[0075] The size of the suggestive image 30 displayed in the final result of the image presentation indicates the reliability of a jackpot. In this embodiment, the larger the suggestive image 30 displayed in the final result, the higher the reliability of a jackpot (see FIG. 15). As will be described in detail later, the size of the suggestive image 30 may change during image presentation. In this embodiment, the size of the suggestive image 30 may change to a larger size, i.e., to increase the reliability of a jackpot. A setting may be made such that if the suggestive image 30 ends at its maximum size ("extra large" in this embodiment), a jackpot is confirmed (reliability is 100%). A setting may be made such that if the suggestive image 30 ends at its minimum size ("small" in this embodiment), a loss is confirmed (reliability is 0%). Note that a different setting may be used as long as the size of the suggestive image 30 indicates reliability. For example, a setting may be made such that the smaller the suggestive image 30 displayed in the final result, the higher the reliability of a jackpot.

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

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

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

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

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

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

[0082] In the image presentation, the suggestive image 30 grows larger after undergoing a transformation presentation including these pre-stage to post-stage stages (however, the presentation may end without the suggestive image 30 growing in size (ending with "Small suggestive image - Small target area"). When the image presentation is executed, the final size of the suggestive image 30 (the size of the suggestive image 30 displayed at the final result) is determined in advance based on the result of the winning / losing lottery, which is the subject of the reliability suggestion (this is determined solely within the gaming machine, and the player does not know the final result of the image presentation). For example, if it is decided to enlarge the suggestive image to "large," the transformation presentation including the above-mentioned pre-stage to post-stage stages will occur "twice." In other words, after a change effect (first change effect) occurs in which the suggestion image changes from "small" - target area "small"" to "suggestion image "medium" - target area "medium"" (see Figures 17(a) to (c)), a change effect (second change effect) occurs in which the suggestion image changes from "medium" - target area "medium"" to "suggestion image "large" - target area "large"" (see Figures 17(c) to (e)).

[0083] In the image presentation of this embodiment, a non-change presentation occurs in which the suggestion image 30 appears to change but does not. The non-change presentation can also be seen as a presentation that "encourages" the suggestion image 30 to grow larger. The non-change presentation of this embodiment is the same as the change presentation in the pre-stage and relay stage, but differs from the change presentation in the post-stage. Specifically, a non-change presentation is executed when the suggestion image 30 collides with the inside of the auxiliary image 32 in the relay stage (see FIG. 17(f)), but the size of the suggestion image 30 and the target area 32s do not change in the post-stage (they remain the same as in the pre-stage) (see FIG. 17(g)). In other words, the relay stage is used as a branch, and a change presentation occurs when the size of the suggestion image 30 and the target area 32s in the post-stage becomes larger than in the pre-stage, while a non-change presentation occurs when the size of the suggestion image 30 and the target area 32s in the post-stage remains the same (unchanged) as in the pre-stage.

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

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

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

[0087] The following describes specific examples in which the above image rendering-related matters are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

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

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

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

[0091] For example, the probability of a change effect being displayed is higher when the relay stage is in the second mode (a mode different from the first mode) (see FIG. 18(b)) than when it is in the first mode (see FIG. 18(a)). The difference between the first mode and the second mode may represent a difference in the "collision." For example, when the suggestive image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision (representing the impact of the "collision") is different between the first mode and the second mode. Specifically, the effect image displayed in the second mode indicates a more severe "collision" than the effect image displayed in the first mode, suggesting a higher probability that the target area 32s will become larger. Because the increase in the target area 32s (the increase in the suggestive image 30) is a pleasurable event for the player, it can be said that the second mode is more advantageous for the player than the first mode during the relay stage. By doing so, the difference in the "collision" in the relay stage suggests the probability that the target area 32s will become larger (the suggestion image 30 will become larger).

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

[0093] 〇Specific example 3-3 It is assumed that the target area 32s may become larger by two or more stages when one change effect (the suggestion image 30 collides with the inner edge of the auxiliary image 32) occurs. For example, in the pre-stage, the state may be "Small suggestion image - Small target area", and after the relay stage, in the post-stage, the state may become "Large suggestion image - Large target area". This is an image effect in which the suggestion image 30 and the target area 32s may change.

[0094] In this example, the relay stage may suggest that the target area 32s will increase in size by two or more stages. For example, when the relay stage is in mode A (see FIG. 18(a)), the target area 32s increases in size by one stage (the suggestion image 30 also increases in size by one stage), whereas when the relay stage is in mode B (a mode different from mode A) (see FIG. 18(b)), the target area 32s increases in size by two or more stages (the suggestion image 30 also increases in size by two or more stages). The difference between mode A and mode B may represent a difference in the "collision." For example, when the suggestion image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision is different between mode A and mode B. Specifically, the effect image displayed in mode B indicates a more severe "collision" than the effect image displayed in mode A. This results in a presentation in which the degree of change in the size of the target area 32s is suggested in advance depending on the "collision" during the relay stage.

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

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

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

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

[0099] Continuous effects (pseudo continuous effects or predictive continuous effects) in which decorative symbols 80 stop or pseudo-stop in a predetermined combination and then start changing again are well known, and a configuration in which an image effect occurs when the predetermined combination is formed can be used. Specifically, one of the decorative symbols 80 that form the predetermined combination (for example, the central decorative symbol 80 of the three decorative symbols 80 that form the predetermined combination) is set to be a suggestive image 30. Then, an image effect occurs when the predetermined combination is formed, and the reliability of a jackpot is suggested depending on how large the suggestive image 30 becomes.

[0100] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0101] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0102] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay in which a jackpot can be won via a small win (the gameplay of a so-called "two-type gaming machine" in which a jackpot is won by causing a gaming ball to enter a special area (V area) that opens when a small win is won) is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to the winning of a jackpot (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), then the winning of a jackpot described in the above embodiment will include winning a small win ("jackpot" can be read as "small win").

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

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

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

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

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

[0108] ·Means 2-1 A gaming machine comprising: a display means having a display area in which decorative patterns for announcing the results of a lottery are displayed; and an effect execution means for executing a specific effect by displaying an effect image in the display area, wherein the specific effect is an effect in which the decorative pattern is displaced to approach the other edge opposite to the one edge of the display area in accordance with the effect image being displaced to approach one edge of the display area. According to the above gaming machine, an effect image is displayed in such a way that it is displaced so as to approach one edge of the display area, and as a result, an interesting effect can be executed in which the decorative pattern appears to be pushed by the force of the displacement and sent to the other edge (opposite side) of the display area.

[0109] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the specific effect includes a first effect section in which the decorative pattern is displaced to approach the other edge of the display area in accordance with the effect image being displaced to approach the one edge of the display area, and a second effect section in which the decorative pattern is displaced to approach the one edge of the display area in accordance with the effect image being displaced to approach the other edge of the display area, and the decorative pattern that has passed through the first effect section and is positioned on the other edge side of the display area through the second effect section indicates that a reach has been achieved. In this way, by providing a first performance section and a second performance section in which the direction of displacement of the performance image is opposite, it is possible to create a performance form in which decorative patterns that constitute a reach are ultimately displayed on one side and the other of the display area.

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

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

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

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

Claims

1. a display means having a display area; an effect execution means for executing an image effect that suggests the probability of an event advantageous to the player occurring based on the size of the suggestive image displayed in the display area; Equipped with In the image presentation, The suggestion image is displayed in a target area that is a part of the display area, and an auxiliary image that forms the target area is displayed; The auxiliary image is changed so that the size of the target region corresponds to the size of the suggestion image, The outer edge of the suggestion image and the outer edge of the target area formed by the auxiliary image are in a similar relationship, and includes a state in which the outer edge of the target area formed by the auxiliary image is larger than the outer edge of the suggestion image, The entire outer edge of the target area is spaced apart from the outer edge of the display area. A gaming machine characterized by:

2. The change in size of the suggestive image in the image presentation is a preliminary stage in which the suggestion image is displayed in the target area; a relay step in which the suggestion image is collided with the target area side of the auxiliary image after the preliminary step; a post-stage in which the suggestion image and the target region are larger in size than in the pre-stage after the relay stage; 2. The gaming machine according to claim 1, wherein the gaming machine is realized through the steps of:

Citation Information

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Cited By

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    JP2024011633A