Gaming machine

JP7897648B2Active Publication Date: 2026-07-30SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2025-11-14
Publication Date
2026-07-30

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、特定大当たり獲得により再び特定遊技状態が開始されることを分かりやすく示すことが可能である。

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Abstract

To provide a game machine capable of intelligibly indicating that a specific game state is started again by acquisition of a specific jackpot.SOLUTION: The game machine is provided with a normal game state and a specific game state more advantageous to a player than the normal game state as game states for playing a game aiming that a winning / losing drawing result becomes winning, and when the winning / losing drawing result becomes winning in the specific game state and a specific big winning is acquired, the specific game state is started again after the specific big winning game ends. In the specific game state, a change image which is in an initial mode at the start of the specific game state and changes every time a winning / losing lottery result becomes a failure is displayed, and when the specific big winning is acquired in a state that the change image is not in the initial mode, a return performance indicating that the change image is returned to the initial mode is generated.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] There is a known gaming machine configured such that when a specific jackpot is obtained in a specific gaming state that is more advantageous than the normal gaming state, the specific gaming state is started again after the specific jackpot. (For example, see Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of clearly showing that a specific gaming state is started again by obtaining a specific jackpot.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine provided with a normal gaming state and a specific gaming state more advantageous to a player than the normal gaming state as gaming states for playing aiming at a winning result in a win / loss lottery, and when a win / loss lottery result is a win and a specific jackpot is obtained in the specific gaming state, the specific gaming state is started again after the specific jackpot game ends. In the specific gaming state, at the start of the specific gaming state, it is in an initial mode, and a changing image that changes each time the win / loss lottery result is a loss is displayed. When the specific jackpot is obtained in a state where the changing image is not in the initial mode, a return effect indicating that the changing image is returned to the initial mode occurs.

Effects of the Invention

[0006] According to the present invention, it is possible to clearly demonstrate that a specific game state is restarted upon winning a specific jackpot. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram illustrating the overview of the changing image. [Figure 5] This is a diagram to explain the comeback animation. [Figure 6] This is a diagram to explain specific example 1-1. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain specific examples 1-4. [Figure 9] This is a diagram to explain specific examples 1-6. [Figure 10] This diagram illustrates the combined and individual forms of decorative patterns. [Figure 11] This diagram explains the pre-show presentation, specific presentation (first and second presentation sections), and post-show reach presentation. [Figure 12] This is a diagram to explain specific example 2-1. [Figure 13] This is a diagram to explain specific example 2-2. [Figure 14] This is a diagram to explain specific example 2-3. [Figure 15] This diagram illustrates the relationship between the suggestive image and the target region (auxiliary image). [Figure 16] This diagram illustrates the transitions that occur during image presentations (pre-event, intermediate stage, and post-event stage). [Figure 17]This is a diagram showing an example of image presentation (an example where the final result is the suggestive image "big"). [Figure 18] This 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 these two specific examples).

Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail 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. Also, unless otherwise specified, the following description is based on the premise that the player performs the game as instructed (the player performs a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) into ○○", strictly speaking, it means that the sensor provided in the ○○ has detected the game ball that has entered.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game ball launched by the operation of a launching device 908 (launching handle) to the game area 902 is provided in a substantially arc shape.

[0010] In the game area 902, a display device 91 which is the main display device, a start area 904, a big winning area 906, an out port 907, etc. are provided. The display area 911 of the display device 91 is a part that can be visually recognized through an opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game ball when the flowing game ball collides. The game balls flowing down in the game area 902 change in various modes according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When the game ball flowing down in the game area 902 wins a prize in 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 components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing game balls, etc., will not be described. For these, those having the same structure as known gaming machines can be applied.

[0013] The jackpot lottery is executed by the win / loss lottery means provided on a control board (control circuit) not shown, triggered by the winning of a game ball in the starting area 904. In the present embodiment, as the starting area 904, a first starting area 904a (the starting area of the so-called "Special Drawing 1") and a second starting area 904b (the starting area of the so-called "Special Drawing 2") are provided. When a game ball wins in the starting area 904, a numerical value (win / loss lottery information) is obtained from a random number source. If the numerical value is the same as the predetermined jackpot numerical value, it is a jackpot; if it is different, it is a loss. Hereinafter, the win / loss lottery based on the first win / loss lottery information obtained when a game ball enters the first starting area 904a may be referred to as the first win / loss lottery (Special Drawing 1 lottery), and the win / loss lottery based on the second win / loss lottery information obtained when a game ball enters the second starting area 904b may be referred to as the second win / loss lottery (Special Drawing 2 lottery).

[0014] In the present embodiment, the notification of the win / loss lottery result will start in the order in which the numerical value is obtained. However, if there is win / loss lottery information for which the notification of the win / loss lottery result has not yet been completed, the newly obtained win / loss lottery information is stored as retained information (strictly speaking, the retained information before fluctuation described later) in the storage means provided on a control board not shown.

[0015] In this embodiment, the reserved symbols 70 include a reserved symbol 71 that corresponds to a winning / losing lottery information (hereinafter sometimes referred to as "reserved information during reel spinning") where the reel spinning animation that notifies the winning / losing result (the animation from the start of the reel spinning of the decorative symbols 80 (group of decorative symbols 80g) until it completely stops with a combination indicating the winning / losing result, so-called animation for one reel spin; hereinafter sometimes simply referred to as "reel spinning") has started, but the notification of the winning / losing result has not been completed, and a reserved symbol 72 that corresponds to a reserved symbol before reel spinning where the reel spinning animation that notifies the winning / losing result has not started (hereinafter sometimes referred to as "reserved information before reel spinning") (see Figure 2). Note that the reserved information during reel spinning (reserved symbol 71 during reel spinning) is not strictly included in the concept of "reserved," but since it is generally referred to as "the reserved information during reel spinning," etc., in this embodiment it is defined as being included in the concept of "reserved." In this embodiment, the reserve symbol 71 during the reel spin is displayed larger than the reserve symbol 72 before the reel spin, but the basic form of both is the same. The basic forms of the reserve symbol 71 during the reel spin and the reserve symbol 72 before the reel spin may be completely different. Alternatively, the reserve symbol 71 during the reel spin may not be displayed at all. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called reserve "consumption order") is faster for those located to the right.

[0016] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 72, and if the game ball should be launched aiming at the second starting area 904b (specific game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).

[0017] If both the first pre-reset information and the second pre-reset information are stored in the memory means, the win / loss lottery result based on the second pre-reset information (second win / loss lottery information) is reported preferentially. In other words, the gaming machine 1 according to this embodiment prioritizes the consumption of special feature 2.

[0018] In this embodiment, similar to known gaming machines, the result of the draw is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begins to move, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply referred to as "stopped," it means completely stopped, and so-called pseudo-stopped states (states that appear to the player as stopped but are slightly shaking, etc.) are excluded). If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) becomes a predetermined winning combination (in this embodiment, three of the same type of decorative symbol 80). If it is a losing combination, it will be any other losing combination (a combination other than the winning combination). In this embodiment, each decorative pattern 80 contains one of the numbers from "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 containing odd numbers (decorative symbols 80 of "1", "3", "5", and "7") is displayed as a confirmed win (meaning the combination is shown when the reel stops moving), it is confirmed to be a specific jackpot, as will be described in detail later. On the other hand, when a winning combination of decorative symbols 80 containing even numbers (decorative symbols 80 of "2", "4", and "6") is displayed as a confirmed win, it is not confirmed to be a specific jackpot, and it may be a regular jackpot, as will be described in detail later. Specifically, if a winning combination of decorative symbols 80 containing even numbers is displayed, there is a possibility that an upgrade animation will occur during the subsequent jackpot game to announce that the jackpot won was a specific jackpot, and if this upgrade animation does not occur, it is confirmed to be a regular jackpot. This type of upgrade animation is well known, and its content can be anything, so an explanation will be omitted. Since specific jackpots are more valuable to players than regular jackpots, it can be said that the display of a winning combination of 80 decorative symbols including odd numbers (confirming a specific jackpot) is more advantageous to players than the display of a winning combination of 80 decorative symbols including even numbers (potentially indicating a regular jackpot).

[0020] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.

[0021] In this embodiment, two game states are set: a normal game state and a specific game state (see Figure 3). The specific game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low (approximately 1 / 319 in this embodiment), and is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The specific game state is a high-probability game state in which the probability of winning a jackpot is high (approximately 1 / 50 in this embodiment), and is also a high-base state (high probability, with time reduction) 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 for the first starting area 904a. In this embodiment, this is a state in which so-called "left-handed shooting" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first win / loss lottery. On the other hand, the specific game state is a state in which the game ball should be launched aiming for the second starting area 904b. In this embodiment, this is the state in which so-called "right-handed shooting" should be performed. Therefore, the specific game state can be said to be a game state in which the aim is to win a jackpot after the second win / loss lottery. The specific game state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.

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

[0023] Furthermore, the machine may be configured such that entering a predetermined area (V area) that is opened during a specific jackpot game (V entry) is a condition for transitioning to a specific game state after the specific jackpot game ends (a so-called V-probability variation machine).

[0024] The special game state ends when the winning / losing lottery results are unsuccessful a predetermined number of times. When the special game state ends, the game returns to the normal game state. If a jackpot (special jackpot) is won before the predetermined number of consecutive losses occur after returning to the special game state, the game returns to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning the second winning / losing lottery before the predetermined number of consecutive losses occur after returning to the special game state. In this embodiment, the predetermined number of times (ST number) is set to 72.

[0025] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize 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 (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.

[0026] The following describes the effects that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects described below can be performed. Also, in some of the diagrams illustrating the various effects, the illustration of reserved symbols and decorative symbols may be omitted.

[0027] 2) Comeback sequence 2-1) Changed image In a specific game state, a change image 10 (see Figures 4 and 5) is displayed. In this embodiment, the change image 10 is displayed for a specific period, which is at least a portion of the game state. This specific period includes the start of the specific game state (after the specific jackpot game ends, the start of the first (first) spinning animation). In this embodiment, the specific period is defined as the time during which the spinning animation is performed from the 1st to the 36th spin after transitioning to the specific game state. As described above, in this embodiment, the specific game state has 72 ST rounds, so the specific period is defined as a portion of the game state, including the start of the specific game state. The specific game state is characterized by a change in the animation mode depending on the remaining number of ST rounds, and during the 1st to 36th specific period, a predetermined animation mode (clock mode) in which the change image is displayed is set. The clock mode in this embodiment is a so-called "high-speed mode" in which the average time required for the spinning animation, including both winning and losing spins (average spin time), is approximately 1 to 3 seconds.

[0028] In this embodiment, the changing image 10 is an image representing a "clock". The changing image 10 includes a displacement part 11 that represents the "hands" of a clock. The initial state of the changing image 10 is when the displacement part 11 is pointing straight up (hereinafter, the position of the displacement part 11 in this state will be referred to as the initial position), and the changing image 10 is in the initial state when a specific game state starts (see Figure 4(a)). In this embodiment, the specific game state is named "○○RUSH", and an image containing this name is displayed when the specific game state starts. The changing image 10 in the initial state is displayed along with this. In addition to this, or differently, an image indicating that a predetermined performance mode (clock mode in this embodiment) is starting may be displayed together with the changing image 10 in the initial state.

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

[0030] Preferably, the changing image 10 is provided with a guide (hereinafter referred to as the auxiliary section 12) that indicates the amount of displacement (angle in this embodiment) of the displacement section 11 per change. In this embodiment, since the displacement section 11 rotates 10° clockwise each time a change is completed, a "scale" is provided as the auxiliary section 12 at 10° intervals along the outer shape of the roughly circular changing image 10 (see Figure 4). By providing such an auxiliary section 12, the player can sense that each time a change is completed, the displacement section 11 will be displaced to the position corresponding to the next auxiliary section 12 in the sequence (clockwise order).

[0031] If 36 consecutive losses occur after the start of the specific game state, the specific period (clock mode) ends (see Figure 4(d)). In this embodiment, the changing image 10 represents a "clock," so "TIME UP" is displayed, indicating the end of the specific period (clock mode). After that, the specific game state progresses in a different performance mode (a performance mode in which the changing image 10 is not displayed).

[0032] 2-2) Execution of recovery animations accompanying specific jackpots during specific periods A recovery animation occurs if a specific jackpot is won during a specific period. In other words, a recovery animation occurs if a specific jackpot is won between the 1st and 36th spins after the start of the specific game state. When a specific jackpot is won, the specific game state is restarted after the specific jackpot game ends (the remaining ST spins are reset), and the recovery animation occurs to indicate this. This recovery animation does not occur when the change image 10 is in its initial state. In this embodiment, since the change image 10 is in its initial state from the start of the specific game state until the end of the first spin animation, the recovery animation does not occur if the first win / loss lottery results in a specific jackpot. However, this does not preclude the possibility of making the recovery animation occur when the first win / loss lottery results in a specific jackpot.

[0033] The recovery animation indicates that the changed image 10, which is not in its initial state, is returned to its initial state. In other words, it indicates that the displacement part 11, which is not in its initial position, is returned to its initial position. The recovery animation in this embodiment includes a mode in which the displacement part 11, which represents the hands of a clock, rotates counterclockwise (see Figure 5(c)). That is, it is an animation that indicates that the clock has returned to its initial state by "rewinding". It can be said that the direction in which the displacement part 11 is displaced when a losing spin ends (when the recovery animation is not being performed) and the direction in which the displacement part 11 is displaced during the recovery animation are opposite. Note that if it rotates counterclockwise, the displacement part 11 may rotate more than one full turn. In this embodiment, the changed image 10 displayed during the recovery animation is displayed larger than in the normal state (when the recovery animation is not being performed), suggesting to the player that the changed image 10 is a situation that deserves attention. Furthermore, for at least a portion of the period during which the recovery animation is being performed, an emphasis image 15 is displayed to highlight that the changed image 10 has returned to its initial state. In this embodiment, a mark indicating "rewind" is displayed as the highlighted image 15.

[0034] In this embodiment, the recovery animation is performed during a spin when a specific jackpot is won (during a winning spin). Specifically, a jackpot animation that only occurs when a jackpot is won is performed (the specific form of the jackpot animation may be anything; also, one of two or more jackpot animations may be performed) to indicate that a jackpot has been won (see Figure 5(b)), after which a recovery animation occurs in which the changed image 10 returns to its initial form (see Figure 5(c)). Simultaneously with or after the changed image 10 returns to its initial form, the three matching decorative symbols 80 (winning combination) stop completely, and the winning spin ends. In this embodiment, the changed image 10 that has returned to its initial form and the winning combination are displayed together (see Figure 5(d)). The occurrence of such a recovery animation allows the player to easily understand that a specific game state is starting again (the ST count is reset).

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

[0036] Furthermore, in this embodiment, the change image 10 shows the displacement unit 11 in its initial position when a specific game state is started (see Figure 4(a)), and when a recovery animation occurs, the displacement unit 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 change image 10 in this embodiment does not simply show the value that changes upon the end of the fluctuation (such as the remaining ST count) as a numerical value, but rather the displacement unit 11 rotates by a predetermined angle each time the win / loss lottery result is a loss (see Figure 4), making it easy to understand the progress of a specific game state. In particular, since the specific period (specific performance mode) ends when the displacement unit 11 is displaced by one rotation (360°) (see Figure 4(d)), it is possible to clearly show that the fluctuation for a predetermined number of rotations ends with one rotation of the displacement unit 11 (the point at which the "count cut" mode ends).

[0038] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned recovery animation (changed image 10). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.

[0039] 〇Specific Example 1-1 At least a portion of the recovery animation shall be performed during a specific jackpot game. The recovery animation shall end when the changed image 10 returns to its initial state during the specific jackpot game. The recovery animation may start in the winning spin when a specific jackpot is won and be performed from that winning spin through to the specific jackpot game, or the entire recovery animation may be performed during the specific jackpot game. Figure 6 shows an example in which the entire recovery animation is performed during the specific jackpot game. In this configuration, the recovery animation will start during the jackpot game (see Figure 6(b)). Since the recovery animation indicates that a new specific game state will start after the end of the specific jackpot game, the recovery animation should be performed during the specific jackpot game.

[0040] The point at which the change image 10 returns to its initial state (the end of the recovery animation) is preferably in the latter half of the specific jackpot game. Specifically, it is preferable that this occurs during the last unit game (final round) or the ending (ED) period of the specific jackpot game (the period after the last unit game has ended and before the start of the specific game state) (see Figure 6(c)). By doing so, the specific game state will start relatively soon after the change image 10 returns to its initial state (see Figure 6(c)) (see Figure 6(d)), making it clearer that the occurrence of the recovery animation indicates the start of a new specific game state.

[0041] By doing as in this example, it becomes unnecessary to perform a recovery animation during a winning spin when a specific jackpot is won, or the time required to perform the recovery animation can be shortened. The winning spin should primarily indicate that a specific jackpot has been won, and the start of the specific game state is a consequence of winning the specific jackpot. Therefore, it is best to emphasize that a specific jackpot has been won during the winning spin, and that the start of the specific game state is emphasized during the game of the specific jackpot.

[0042] 〇Specific Examples 1-2 In the above embodiment, the changing image 10 was described as an image resembling a "clock," but it may be of other forms. For example, the changing image 10 may be an image such as a "meter" whose size changes each time a losing fluctuation ends. The end of the meter will change position each time a losing fluctuation ends, and will therefore correspond to the displacement part 11. When the recovery animation is performed, the end of the meter will return to its initial position.

[0043] Specific Examples 1-3 In the above embodiment, the change image 10 was described as changing each time a losing variation ends (each variation), meaning the displacement part 11 is displaced. However, it may also be described as changing each time N losing variations (where N is 2 or more) are completed. For example, if the displacement part 11 is displaced each time 5 losing variations are completed, then 5 variations constitute one set, indicating the progress of a specific game state (a decrease in the number of remaining ST rounds).

[0044] In the case of this example, it is preferable that the number of fluctuations in a specific period be a multiple of N (but at least twice). If N=5 as in the example above, then the specific period is defined as the time during which the fluctuation animations are performed from the 1st to the 50th spin after transitioning to a specific game state. The amount of displacement of the displacement unit 11 per rotation is set to complete exactly one rotation (displace 360°) at the end of the specific period, so it is set to 360 / 50 / 5 = 36°. In other words, the displacement unit 11 rotates 36° clockwise each time five losing fluctuations are completed (see Figure 7).

[0045] 〇Specific Examples 1-4 The changing image 10 represents the start and end of a specific game state. That is, the displacement part 11 rotates exactly one full turn (displaces 360°) at the end of the specific game state. If the number of ST rounds in the specific game state is 72, as in the embodiment described above, the displacement part 11 will be displaced by 5° each time a losing spin ends (see Figure 8). As a result, the specific game state ends (ST ends) when the displacement part 11 in the changing image 10 rotates exactly one full turn, making it easy to see how far the specific game state has progressed (how many remaining draws (remaining ST rounds) there are until the end of the specific game state).

[0046] 〇Specific Examples 1-5 In the above embodiment, the specific game state is a so-called ST state that ends when the win / loss lottery result is a loss for a predetermined number of consecutive times, but it may also continue until the next big win. Even in the case of a specific game state that continues until the next big win, the period from when the specific game state starts until a predetermined number of fluctuations are completed may be designated as a specific period (specific performance mode) (for example, the period from when the specific game state starts until the 1st to 36th fluctuations are completed may be designated as the specific period), and the progress of the game during this specific period may be shown by the changing image 10. Furthermore, even in this case, by having a recovery performance executed when a specific big win is achieved, it can be clearly shown that a new specific game state has started.

[0047] Specific Examples 1-6 The changing image 10 may trigger an effect (hereinafter referred to as the "suggestive effect") that indicates the likelihood of a jackpot in the win / fail lottery result. Preferably, this suggestive effect uses the displacement unit 11. Since the displacement unit 11 displaces with each variation, it has the advantage of making it easy to understand which variation of the object whose reliability is being suggested by the displacement unit 11 is being observed. For example, at the start of a certain variation (Figure 9 shows an example at the start of the variation 10th spin after the start of a specific game state), the probability of the win / fail lottery result corresponding to that variation being a jackpot is higher when the displacement unit 11 is in a second state (see Figure 9(b)), which is different from the first state, than when it is in the first state (see Figure 9(a)). Any method can be used to set the difference between the first and second states. Various methods can be considered, such as making the two different colors or sizes. The displacement unit 11 may also be set to a state in which a jackpot is guaranteed.

[0048] 3) Specific production 3-1) Specific Mode The gaming machine 1 according to this embodiment has multiple performance modes (statuses that govern the style of performance during reel spins) that may be set in the normal game state. One of these performance modes is a specific mode. Although not shown in the figures, whether or not the game is in a specific mode can be determined by the background image displayed as the background of the decorative symbols 80. That is, when the game is in a specific mode, a special background image that is not displayed unless the game is in a specific mode is displayed. When the specific mode is set, a specific performance may occur as part of the performance during reel spins (one spin), which will be described in detail below.

[0049] 3-2) Decorative patterns during specific modes 3-2-1) Combined form During a specific mode, the decorative symbol 80 may take on the following composite form. The decorative symbol 80 may take on the following composite form only during a specific mode, or the decorative symbol 80 may take on the following composite form regardless of whether or not a specific mode is in operation.

[0050] Each decorative pattern 80 in the composite form includes a main part and a sub-part 80s attached to the main element part 80m (see Figure 10(a)). The main element part 80m indicates the type of pattern. Since the similarity of the types of decorative patterns 80 is determined based on the similarity of the numbers, the main element part 80m is the part that includes the numbers. The sub-part 80s is the part that represents the character. The same type of character is attached to decorative patterns 80 of the same type, and different types of decorative patterns 80 are attached to different types of characters. In this embodiment, the sub-part 80s is character A for decorative pattern 80 "1", character B for decorative pattern 80 "2", character C for decorative pattern 80 "3", ... character G for decorative pattern 80 "7". In each drawing, the various characters are represented by letters. Furthermore, the appearance of the various characters may be changed to the extent that the player can understand that they represent the same type of character.

[0051] 3-2-2) Standalone form A standalone form is one that includes the main element part 80m but does not include the sub-element part 80s. That is, it is a form that includes a number, which is an element indicating type, but does not include the character mentioned above (see Figure 10(b)). In this embodiment, the standalone form consists only of the number portion. Anything that includes the same main element part 80m (number) is considered to be the same type of decorative pattern 80, regardless of whether it is in a composite form or a standalone form. It can be said that the decorative pattern 80 of the standalone form is simpler in form than the decorative pattern 80 of the composite form because it does not include the sub-element part 80s. Note that the form (font, etc.) of the number included in the standalone form and the number included in the composite form may be different.

[0052] In addition, in drawings other than those used to explain specific effects, the decorative pattern 80 is shown in a single form. However, it may also be shown in a combined form. Furthermore, although the main element portion 80m in this embodiment includes "numbers," it may also include characters other than numbers. In that case, whether or not they are of the same type shall be determined by whether or not the characters are the same.

[0053] 3-3) Pre-production In this embodiment, a pre-animation occurs before the specific animation occurs. The pre-animation is an animation in which the decorative symbol 80 changes from a composite form (see Figure 11(a)) to a single form (see Figure 11(b)). At the start of the animation during which the specific animation occurs (hereinafter sometimes referred to as the target animation during the animation (target animation), and the win / loss lottery result corresponding to the target animation during the animation may also be referred to as the target win / loss lottery result), the decorative symbol 80 is in a composite form. The decorative symbol 80 changes to a single form triggered by the occurrence of the pre-animation.

[0054] In this embodiment, all types of decorative symbols 80 change from a combined form to a single form during the pre-show. However, it is also possible for only some of the decorative symbols 80 to change from a combined form to a single form. As will be described later, the specific show is a show that indicates the formation of a reach, and it is also possible for the decorative symbols 80 that may constitute the reach to change from a combined form to a single form during the pre-show. In this case, the pre-show functions to suggest in advance the decorative symbols 80 that may become reach symbols that constitute the reach.

[0055] Furthermore, in the pre-show sequence of this embodiment, a presentation image 20 (details of which will be described later) is displayed (see Figure 11(b)). The presentation image 20 is an image used in a specific presentation, and by showing this presentation image 20 in advance, it is suggested that the specific presentation will occur.

[0056] 3-4) Specific forms of special effects The specific effect is an effect using an effect image 20. The effect image 20 is an image representing a predetermined character. In this embodiment, an effect image 20 representing a "horse" is displayed. The specific effect in this embodiment is an effect that indicates the establishment of a reach. The result of the lottery is announced by a combination of three decorative symbols 80 (in the case of a jackpot, three of the same type of decorative symbols 80 will be displayed), and the establishment of a reach is defined as when two of the three decorative symbols 80 are of the same type (these same type of decorative symbols 80 are the reach symbols).

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

[0058] The first display unit displays the display image 20 as it gradually moves closer to the right edge of the display area 911. In this embodiment, the horse character is displayed as moving to the right. In conjunction with this, the decorative symbol 80 (in a standalone form), which is a reach symbol, gradually moves closer to the left edge of the display area 911, and finally stops or pseudo-stops (it appears to the player that it has stopped, but it has not completely stopped) near the left edge of the display area 911. In other words, the first display unit displaces the decorative symbol 80, which is in a standalone form, so that it moves closer to the left edge of the display area 911, in conjunction with the display image 20 moving closer to the right edge of the display area 911 (see Figures 11(c) and 11(d)). In this way, as a result of the display image 20 (horse character) moving to the right, the decorative symbol 80 appears to have been pushed to the left (opposite side) by the momentum of the movement, resulting in a display form that emphasizes the dynamism of the character represented by the display image. It is preferable that the period during which the animation 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 animation image 20 is completed.

[0059] The second performance section displays the performance image 20 as it gradually moves closer to the left edge of the display area 911. In this embodiment, the horse character is displayed as it moves to the left. In conjunction with this, the decorative symbol 80 (in a standalone form), which is a reach symbol, is displaced as it gradually moves 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. The decorative symbol 80 displaced in the first performance section is one of the reach symbols, and the decorative symbol 80 displaced in the second performance section is the other of the reach symbols. Thus, in the second performance section, the performance image 20 and the decorative symbol 80 are displaced in the opposite direction to that of the first performance section. That is, in conjunction with the performance image 20 moving closer to the left edge of the display area 911, the decorative symbol 80 in a standalone form is displaced as it moves closer to the right edge of the display area 911 (see Figures 11(e) and 11(f)). In this way, the effect is such that the decorative pattern 80 appears to be thrown to the right (opposite side) as a result of the movement of the visual image 20 (horse character) to the left (an effect that emphasizes the dynamism of the character represented by the visual image). In addition, as with the first effect section, it is preferable that the period during which the visual image 20 is displaced and the period during which the decorative pattern 80 is displaced overlap at least partially in the second effect section, but it is also acceptable to have the decorative pattern 80 displace immediately after the displacement of the visual image 20 is completed.

[0060] After the formation of a reach is indicated by such a specific animation (see Figure 11(g)), the result of the target win / loss lottery is announced after a post-reach animation (see Figure 11(f)). In this embodiment, the post-reach animation is assumed to feature animation image 20 (the character represented by animation image 20). In this way, the specific animation functions to foreshadow the content of the post-reach animation in advance. If the target win / loss lottery result is a jackpot, the post-reach animation leads to a favorable ending indicating that the situation is advantageous to the player, and if it is a loss, it leads to an unfavorable ending indicating that the situation is unfavorable to the player (the favorable ending includes a so-called reversal pattern in which it appears to lead to an unfavorable ending but is then reversed).

[0061] Thus, the specific effect in this embodiment is interesting because, as a result of the effect image 20 being displaced to approach one edge of the display area 911, the decorative pattern 80 appears to be blown to the other edge (opposite side) of the display area 911 by the force of the displacement. Furthermore, the dynamism of the character represented by the effect image is emphasized by the decorative pattern 80 being blown to the opposite side.

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

[0063] Furthermore, the direction in which the performance image 20 is displaced in the first and second performance sections should be determined according to the final positions of the two reach symbols displayed. Although not shown in the diagram, for example, in the first performance section, as the performance image 20 is displaced toward the lower edge of the display area 911, the decorative symbol 80 (reach symbol) is displaced toward the upper edge of the display area 911, so that the decorative symbol 80 (reach symbol) is finally displayed near the upper edge of the display area 911. In the second performance section, as the performance image 20 is displaced toward the upper edge of the display area 911, the decorative symbol 80 (reach symbol) is displaced toward the lower edge of the display area 911, so that the decorative symbol 80 (reach symbol) is finally displayed near the lower edge of the display area 911. In this way, the reach symbols are displayed on both the upper and lower sides of the display area 911.

[0064] Furthermore, in this embodiment, a preliminary effect occurs before the specific effect occurs, causing the decorative pattern 80, which is the target of the specific effect, to change from a composite form to a single form. Since the specific effect is an effect that makes it appear as if the decorative pattern 80 is being blown away by the force of the effect image 20, the decorative pattern 80 is made to appear "lighter" by being in a single form before the specific effect occurs. In other words, changing the decorative pattern 80 from a composite form to a single form in the preliminary effect can be said to be a preliminary preparation to clarify the effect of the specific effect.

[0065] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0066] 〇Specific Example 2-1 In the above embodiment, the specific performance is described as indicating the establishment of a reach (leading to an outcome where a reach is established). However, the performance may also be such that it may lead to an outcome where a reach is established, or it may lead to an outcome where a reach is not established. For example, the specific performance may be as follows.

[0067] In the first display section, one decorative symbol 80 is shown (see Figure 12(a)). In the second display section, a decorative symbol 80 of the same type as the one shown in the first display section is moved by the displacement of the display symbols (see Figure 12(b)). If it stops or pseudo-stops within the display area 911, a reach is established (see Figure 12(c-1)). If it does not stop or pseudo-stop (for example, if it is displayed as having moved outside the display area 911) (see Figure 12(c-2)), a reach is not established. If a reach is not established, the final state will be that a decorative symbol 80 of a different type than the one shown in the first display section is displayed (see Figure 12(d)). If a reach is established, there is a possibility that the target win / loss lottery result will be a jackpot, but if a reach is not established, the target win / loss lottery result is confirmed to be a loss.

[0068] Specific Example 2-2 The game may display multiple types of animation images 20, each with a different appearance, during specific animation sequences. The probability of the outcome of the animation sequence being favorable to the player will vary depending on the type of animation image displayed. For example, the game may display a first animation image 21 (see Figure 13(a)) and a second animation image 22 (see Figure 13(b)). The game may display a second animation image 22, and the probability of the outcome being favorable to the player is higher when the second animation image 22 is displayed than when the first animation image 21 is displayed.

[0069] As explained in the specific example 2-1 above, if a particular animation can result in a reach being achieved or in an unachieved reach being achieved, then the outcome where a reach is achieved can be said to be advantageous to the player because there is a possibility that the target win / loss result will be a jackpot. Assuming this configuration, the animation format will be such that the probability of reaching an outcome where a reach is achieved is indicated by the type of animation image 20 displayed. Since there is a possibility that the target win / loss result will be a jackpot if a reach is achieved, it can also be said that the reliability of the target win / loss result being a jackpot is indicated by the type of animation image 20.

[0070] Specific Examples 2-3 In the above embodiment, the specific performance was described as occurring to indicate the establishment of a reach, that is, as showing two decorative symbols 80 (reach symbols). However, it may also occur as showing one decorative symbol 80.

[0071] One example of executing a specific animation to indicate a single decorative symbol 80 is to execute a specific animation to indicate the last decorative symbol 80 after a reach has been established. In other words, the specific animation is executed to indicate the outcome of the reach animation (the result of the target win / loss lottery). For example, suppose two reach symbols are displayed near the upper edge of the display area 911 (to the left and right of the upper edge). As the animation image 20 is displaced to approach the lower edge of the display area 911, a decorative symbol 80 of the same type as the reach symbols is displaced to gradually approach the upper edge of the display area 911, moving between the two reach symbols (see Figure 14(a)). If the target win / loss lottery result is a jackpot, the decorative symbol 80 stops or pseudo-stops between the two reach symbols, thereby constructing a winning combination (see Figure 14(b-1)). If the target winning / losing result is a loss, the decorative symbol 80 of the same type as the winning symbol will not stop between the two winning symbols (see Figure 14(b-2)), and a different decorative symbol 80 will be displayed, creating a losing combination (see Figure 14(c)).

[0072] 〇Specific Example 2-4 In the above embodiment, it was explained that a pre-performance occurs before the specific performance, but it is also possible to avoid having a pre-performance. The specific performance may be executed while the decorative symbols 80 remain in a combined form. Furthermore, if the decorative symbols 80 are in a single form from the start of the variation in the variation performance including the specific performance, there is no need to have a pre-performance.

[0073] 4) Image presentation 4-1) Suggestive image In this embodiment, the gaming machine 1 may execute an image animation as part of the animations that constitute the in-game animations during normal gameplay. The image animation suggests the probability of an event favorable to the player occurring based on 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 (jackpot reliability) that the win / loss lottery result corresponding to the in-game animations, including the image animation, will be a jackpot. As will be described later, the image animation can be considered a kind of step-up animation, as the size of the suggestive image 30 may increase in stages. In addition, the image animation can be used to suggest the probability of other events occurring, as long as they relate to the player's benefit (payout). For example, the image animation can be used to suggest the probability of a so-called upgrade animation occurring during a jackpot game.

[0074] The size of the suggestive image 30 displayed in the image presentation is divided into several stages. In this embodiment, the sizes are divided into four stages, from smallest to largest: suggestive image "small", suggestive image "medium", suggestive image "large", and suggestive image "extra large" (see Figure 15). It is preferable that each size of suggestive image 30 has a similar relationship, including its outer shape and inner pattern, such that when enlarged or reduced, it matches that of suggestive image 30 of other sizes. However, the outer shape and inner pattern of suggestive images 30 of different sizes may differ, as long as the player can understand that the same image has changed in size. It is preferable that the outer shape of the suggestive image 30 has a similar relationship to the shape of the target area 32s, which will be described later. In this embodiment, both are approximately circular. However, unlike this embodiment, this does not negate the possibility of a configuration in which the outer shape of the suggestive image 30 and the shape of the target area 32s do not have a similar relationship.

[0075] The size of the suggestive image 30 displayed in the final result of the image presentation indicates the likelihood of a big win. In this embodiment, the larger the suggestive image 30 displayed in the final result, the higher the likelihood of a big win (see Figure 15). As will be described in detail later, the size of the suggestive image 30 may change during the image presentation, and in this embodiment, the size of the suggestive image 30 may change in the direction of increasing, that is, in the direction of increasing the likelihood of a big win. If the suggestive image 30 ends at its maximum size ("extra large" in this embodiment), it may be set to confirm a big win (100% reliability). If the suggestive image 30 ends at its minimum size ("small" in this embodiment), it may be set to confirm a loss (0% reliability). However, if the size of the suggestive image 30 indicates reliability, a different setting may be used. For example, the smaller the suggestive image 30 displayed in the final result, the higher the likelihood of a big win.

[0076] 4-2) Supplementary images In the image presentation, in addition to the suggestive image 30, an auxiliary image 32 is displayed in the display area 911 (see Figure 15). The auxiliary image 32 is displayed to indicate the target area 32s, which is part of the display area 911. The suggestive image 30 is displayed in the target area 32s. Therefore, the target area 32s is a wider area than the area in which the suggestive image 30 is displayed. The auxiliary image 32 is an image that is displayed surrounding the target area 32s. Therefore, it can also be said that the auxiliary image 32 is an image that is displayed in an area outside the target area 32s in the display area 911. In this embodiment, the inner edge of the auxiliary image 32 constitutes the outer edge of the target area 32s. However, the inner edge of the auxiliary image 32 may be in a shape that appears to 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. A "hole" is located in the center of the wall, and this "hole" is designated as the target area 32s. In other words, the outer edge of the "hole" represents the range (size) of the target area 32s. An increase in the size of the target area 32s appears to the player as a change in the "hole" in the "wall" represented by the auxiliary image 32, which appears to be getting larger.

[0077] The size of the target area 32s can vary. In this embodiment, the target areas are (in order from smallest to largest) "small," "medium," "large," and "extra-large." The size of each target area 32s corresponds to the size of each suggestive image 30. That is, the "small" target area corresponds to the "small" suggestive image, the "medium" target area corresponds to the "medium" suggestive image, the "large" target area corresponds to the "large" suggestive image, and the "extra-large" target area corresponds to the "extra-large" suggestive image (see Figure 15). Each size of target area 32s is larger than the size of its corresponding suggestive image 30. Therefore, the corresponding suggestive image 30 can be displayed within each size of target area 32s. In addition, in this embodiment, the size of each suggestive image 30 is larger than a target area 32s smaller than its corresponding target area 32s. In other words, the "extra-large" suggestive image is larger than any of the "small," "medium," and "large" target areas, the "large" suggestive image is larger than any of the "small" and "medium" target areas, and the "medium" suggestive image is larger than the "small" target area. Therefore, each suggestive image 30 ("extra-large," "large," and "medium") cannot be displayed within a target area 32s smaller than its corresponding target area 32s. This makes the correspondence between each suggestive image 30 and each target area 32s clearer. Furthermore, in the image presentation, when a suggestive image 30 of a certain size is displayed, there will never be a state where a target area 32s that does not correspond to it is formed.

[0078] 4-3) Progress of image presentation At the start of the image presentation, the auxiliary image 32 forms a target area "small," and the corresponding suggestive image "small" is displayed within this target area "small" (see Figure 17(a)). In other words, the state of "suggestive image "small" - target area "small"" is considered the standard state (initial state) of the image presentation (thus, the state of the suggestive image 30 and target area 32s (auxiliary image 32) in the image presentation may be described as "suggestive image "○" - target area "○""). However, unlike this embodiment, as a so-called chance-up, an image presentation may occur in which a state other than the state of "suggestive image "small" - target area "small"" is the initial state.

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

[0080] The intermediate stage following the preliminary stage is a stage in which the suggestive image 30 is displayed in a way that makes it appear as if it is colliding with the target region 32s in the auxiliary image 32. As described above, since the inner edge of the auxiliary image 32 demarcates the target region 32s, an image is displayed that makes it appear as if the suggestive image 30 is colliding with the inner edge of the auxiliary image 32. Specifically, the suggestive image 30 is made to shrink (see Figure 16(b)) and then gradually enlarge, making it appear as if the suggestive image 30 is moving towards the viewer, and then it is displayed as if this forward-moving suggestive image 30 is colliding with the inner edge of the auxiliary image 32 (see Figure 16(c)).

[0081] The post-intermediate stage is a stage in which it is shown that the size of the suggestive image 30 and the target area 32s has increased compared to the pre-intermediate stage. For example, if the pre-intermediate stage is in the state of "small suggestive image - small target area" (see Figure 16(a)), then in the post-intermediate stage, the suggestive image 30 and the target area 32s (auxiliary image 32) will be in the state of "medium suggestive image - medium target area" (see Figure 16(d)). As a result, the player will understand that the size of the suggestive image 30 has increased (compared to the pre-intermediate stage). As described above, the intermediate stage makes it appear as if the suggestive image 30 has collided with the inner edge of the auxiliary image 32 (see Figure 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"), and the suggestive image 30 appears to have become larger as well.

[0082] In the image presentation, the suggestive image 30 grows larger through a change presentation that includes the pre- and post-stages described above (however, it may also end without the suggestive image 30 growing larger (ending with "Suggestive Image 'Small' - Target Area 'Small'")). When executing the image presentation, the final size to which the suggestive image 30 will be enlarged (the size of the suggestive image 30 displayed at the final result) is determined in advance based on the win / loss lottery result, which is the target of the reliability suggestion (this is determined internally within the game machine and is not known to the player until the final result of the image presentation). For example, if it is decided to enlarge the suggestive image to "Large", the change presentation including the pre- and post-stages described above will occur "twice". In other words, after the first change animation occurs, where the image changes from "small suggestive image" to "small target area" to "medium suggestive image" to "medium target area" (see Figures 17(a) to (c)), the second change animation occurs, where the image changes from "medium suggestive image" to "medium target area" to "large suggestive image" to "large target area" (see Figures 17(c) to (e)).

[0083] In the image presentation of this embodiment, a non-change presentation occurs in which the suggestive image 30 appears to change but does not actually change. The non-change presentation can also be seen as a presentation that "encourages" the suggestive image 30 to become larger. In the non-change presentation of this embodiment, the pre-stage and relay stage are the same as the change presentation, but the post-stage differs from the change presentation. Specifically, in the relay stage, the suggestive image 30 collides inside the auxiliary image 32 (see Figure 17(f)), but in the post-stage, the size of the suggestive image 30 and the target area 32s does not change (they become the same as in the pre-stage) (see Figure 17(g)). In other words, the relay stage is the branching point; in the change presentation, the size of the suggestive image 30 and the target area 32s becomes larger than in the pre-stage in the post-stage, while in the non-change presentation, the size of the suggestive image 30 and the target area 32s becomes the same as in the pre-stage (they do not change) in the post-stage.

[0084] In this embodiment, the image presentation ends when a non-change presentation occurs. In other words, the image presentation ends when a "teasing" occurs suggesting that the size of the suggestive image 30 might change, but the size of the suggestive image 30 does not change. For example, in the case of an image presentation where it is predetermined to enlarge the suggestive image to "large," the presentation ends when a non-change presentation occurs in the pre- and post-stages, where the suggestive image 30 is "large" and the target area is "large" (see Figures 17(e) to (f)). Also, when the suggestive image 30 becomes "extra large" (maximum size), the image presentation ends because the suggestive image 30 cannot be enlarged any further.

[0085] As explained above, the image presentation in this embodiment indicates the likelihood of a big win based on the size of the suggestive image 30. In this embodiment, the size of the target area 32s (the form of the auxiliary image 32) also changes according to the size of the suggestive image 30 (see Figure 15), which has the advantage that the changes in the suggestive image 30 are easy to understand (emphasized).

[0086] Furthermore, when the size of the suggestion image 30 changes, an action (intermediate stage) occurs that makes it appear as if the size of the target region 32s is expanded by the suggestion image 30 colliding with the inner edge of the auxiliary image 32 (see Figure 16). This makes it clearer that the target region 32s is growing along with the suggestion image 30.

[0087] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of image presentation. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0088] 〇Specific Example 3-1 In the above embodiment, the image change effect is described as ending when a non-change effect occurs. However, it is also possible for the effect to end without such a non-change effect occurring.

[0089] Furthermore, in the example shown, if the suggestive image 30 collides with the inner edge of the auxiliary image 32, the target area 32s will invariably enlarge (and the suggestive image 30 will also enlarge in proportion to the target area 32s). In other words, the collision of the suggestive image 30 with the inner edge of the auxiliary image 32 is treated as an event that indicates the target area 32s will enlarge (and the suggestive image 30 will enlarge accordingly). This creates a presentation format that the player will hope for the suggestive image 30 to collide with the auxiliary image 32.

[0090] Specific Example 3-2 Depending on the nature of the relay stage, it may be suggested that there is a probability of a change occurring. As described above, the relay stage is a branching point between a change occurring and a non-change occurring, and depending on the nature of the relay stage, it may be suggested that there is a probability of a change occurring, that is, a probability of a change occurring in which the suggestive image 30 and the target area 32s become larger.

[0091] For example, the probability of a change in the relay stage is higher when it is in the second form (a different form from the first form) (see Figure 18(b)) than when it is in the first form (see Figure 18(a)). The difference between the first and second forms can be considered to represent a difference in "collision". For example, when the suggestive image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision (representing the impact of the "collision") will be different in the first and second forms. Specifically, the effect image displayed in the second form will indicate a more violent "collision" than the effect image displayed in the first form, suggesting a higher probability that the target area 32s will become larger. Since an increase in the target area 32s (an increase in the suggestive image 30) is a desirable event for the player, it can be said that the second form is more advantageous for the player than the first form when it is in the relay stage. This approach creates a visual effect that suggests the probability of the target region 32s becoming larger (and the suggestive image 30 becoming larger) due to differences in "collisions" during the relay stage.

[0092] Furthermore, if the relay stage is set to the second embodiment, it may be set to confirm that the target region 32s becomes larger (the suggestive image 30 becomes larger).

[0093] Specific Example 3-3 With each change animation (the suggestive image 30 colliding with the inner edge of the auxiliary image 32), the target region 32s may enlarge by two or more stages. For example, the image animation may involve changes in the suggestive image 30 and target region 32s such that in the preliminary stage the suggestive image is "small" and the target region is "small," and after going through the intermediate stage, in the subsequent stage the suggestive image becomes "large" and the target region becomes "large."

[0094] In this example, the configuration may suggest that the target area 32s may become two or more sizes larger depending on the mode of the relay stage. For example, if the relay stage is mode A (see Figure 18(a)), the target area 32s becomes one size larger (the suggestion image 30 also becomes one size larger), but if the relay stage is mode B (a different mode from mode A) (see Figure 18(b)), the target area 32s becomes two or more sizes larger (the suggestion image 30 also becomes two or more sizes larger). The difference between mode A and mode B can be thought to represent a difference in "collision". For example, when the suggestion image 30 collides with the inner edge of the auxiliary image 32, the effect image displayed to emphasize the collision will be different for mode A and mode B. Specifically, the effect image displayed in mode B will indicate a more intense "collision" than the effect image displayed in mode A. In this way, the degree of change in the size of the target area 32s is suggested in advance by the difference in "collision" in the relay stage.

[0095] Furthermore, if the relay stage is set to mode B, it is not guaranteed that the target region 32s will become two (or more) larger. It is also acceptable to set it so that the probability of the target region 32s becoming two or more larger than in the case of mode A is higher (this probability ≠ 100%).

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

[0097] However, even when using the method described in this example, it is preferable to ensure that the outline of each suggestive image 30 is similar to that of the target region 32s. That is, if the target region 32s is approximately circular as in the above embodiment, then the outline of all sizes of suggestive images 30 should be kept approximately circular (with different configurations for the inner part of the "circle"). The target region 32s is an element that emphasizes (makes clearer) the size of the suggestive image 30, and the suggestive image 30 also functions as an element that "expands" the target region 32s, so it is preferable that the outlines of both be similar in shape.

[0098] Specific Examples 3-5 The suggestive image 30 may be considered 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 result, and the size of the suggestive image 30 (a type of decorative pattern 80) will indicate the likelihood of winning the jackpot.

[0099] While it is well known that decorative symbols 80 stop or pseudo-stop in a predetermined combination and then start to change again in a continuous performance (pseudo-continuous performance or pre-read continuous performance), it is possible to configure the system so that an image performance occurs when the predetermined combination is formed. Specifically, one of the decorative symbols 80 that forms 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, when the predetermined combination is formed, an image performance occurs, and the probability of a big win is suggested according to how large the suggestive image 30 becomes.

[0100] 5) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

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

[0102] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of a so-called "Type 2 game machine" in which a big win is obtained by getting the game ball into a special area (V area) that is opened when a small win is won, a detailed explanation will be omitted. However, if, for example, a small win is won (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the setting is such that it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0103] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0104] ·Means 1-1 A gaming machine in which the player aims to win the draw, and which has a normal gaming state and a special gaming state that is more advantageous to the player than the normal gaming state, wherein if the draw is successful in the special gaming state and a special jackpot is won, the special gaming state is restarted after the special jackpot game ends, and in the special gaming state, the image is in an initial state at the start of the special gaming state and changes each time the draw is unsuccessful, and when the special jackpot is won while the image is not in the initial state, a recovery animation occurs indicating that the image is returned to the initial state. According to the above-mentioned gaming machine, it is possible to clearly indicate through a recovery animation that a specific game state will start again upon winning a specific jackpot.

[0105] ·Means 1-2 The gaming machine according to means 1-1, characterized in that at least a part of the recovery animation is performed during the specific jackpot game, and the changing image is returned to the initial state during the specific jackpot game. This makes it clearer that a specific game state begins after a jackpot game ends.

[0106] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that the changing image includes a displacement part that displaces each time the winning or losing lottery result is a loss, and the initial state is a state in which the displacement part is in an initial position. This makes it clearer that the recovery animation, which causes the displaced part to return to its initial position, signifies the start of a specific game state.

[0107] ·Means 1-4 The gaming machine according to means 1-3, characterized in that the displacement part rotates by a predetermined angle each time the winning or losing lottery result is a loss. This makes it easier to understand the progression of a specific game state, as the rotation of the displacement part visually indicates an increase in the number of times a miss is reported.

[0108] ·Means 2-1 A gaming machine comprising: a display means having a display area on which decorative patterns for notifying the result of a winning or losing lottery are displayed; and a performance execution means for performing a specific performance on which a performance image is displayed in the display area, wherein the specific performance includes a manner in which the decorative patterns are displaced so as the performance image is displaced so as to approach one edge of the display area, the decorative patterns are displaced so as to approach the other edge of the display area opposite to the one edge. According to the above-mentioned gaming machine, the display is such that the animation image is displaced to move closer to one edge of the display area. As a result, it is possible to perform an interesting animation that makes it appear as if the decorative symbols have been pushed by that force and flew to the other edge (opposite side) of the display area.

[0109] ·Means 2-2 The game machine according to means 2-1, characterized in that the specific performance includes a first performance section in which the decorative pattern is displaced so as to approach the other edge of the display area as the performance image is displaced so as to approach the other edge of the display area, and a second performance section in which the decorative pattern is displaced so as to approach the one edge of the display area as to the performance image is displaced so as to approach the other edge of the display area, and the performance indicates the establishment of a reach with the decorative pattern located on the other edge side of the display area via the first performance section and the decorative pattern located on the one edge side of the display area via the second performance section. In this way, by providing a first and second performance section in which the direction of displacement of the performance images is opposite, it is possible to create a performance format in which decorative patterns constituting a reach are ultimately displayed on one side and the other side of the display area.

[0110] ·Means 2-3 The decorative pattern may be displayed in a composite form including a main element indicating its type and a sub-element attached to the main element, or in a standalone form including the main element but not the sub-element, and the game machine according to claim 1 or means 2-2, characterized in that the decorative pattern changes from the composite form to the standalone form before the specific performance is executed. Since the specific effect is one in which the decorative pattern appears to be blown away by distorted effect images, it is advisable to change the decorative pattern from a composite form to a single form before the specific effect (if a composite form of the decorative pattern is being used, it is advisable to change the decorative pattern to a form that appears "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 that executes an image effect that suggests the probability of an event favorable to the player occurring based on the size of a suggestive image displayed in the display area, wherein in the image effect, the suggestive image is displayed in a target area which is part of the display area, and an auxiliary image forming the target area is 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 above-mentioned gaming machine, the size of the target area changes according to the size of the suggestive image, making it possible to create an image presentation where changes in the suggestive image are easy to understand.

[0112] ·Means 3-2 The game machine according to means 3-1, characterized in that the change in the size of the suggestive image in the image presentation is achieved through a preliminary stage in which the suggestive image is displayed in the target area, a relay stage in which the suggestive image collides with the target area side in the auxiliary image after the preliminary stage, and a post-stage in which the size of the suggestive image and the target area becomes larger than in the preliminary stage after the relay stage. In this way, when the size of the suggestive image changes, an action occurs that makes it appear as if the size of the target area is expanding by the suggestive image colliding with the inner edge of the auxiliary image, making it clearer that the target area is expanding along with the suggestive image. [Explanation of symbols]

[0113] 1. Gaming machine 10 Changing Images 11 Displacement section 20 Stage Images (21 First Stage Image 22 Second Stage Image) 30 suggestive images 32 auxiliary images 32s Target area 80 Decorative patterns (80m main elements, 80s secondary elements) 91 Display device 911 Display area

Claims

[Claim 1] A display means having a display area on which decorative patterns are displayed to notify the result of a winning or losing lottery, An effect execution means for executing a specific effect that displays an effect image in the aforementioned display area, Equipped with, The aforementioned specific performance is, A first performance unit in which, as the performance image is displaced to approach one edge of the display area, the decorative pattern is displaced to approach the other edge opposite to the first edge of the display area, A second performance unit in which, in accordance with the displacement of the performance image so as to approach the other edge of the display area, the decorative pattern is displaced so as to approach the one edge of the display area, Includes, This is a performance that indicates the formation of a reach by passing through the first performance section and the decorative pattern located on the other edge of the display area, and passing through the second performance section and the decorative pattern located on the one edge of the display area. A gaming machine characterized by the following features.