Gaming machine

JP7909280B2Active Publication Date: 2026-08-21SANSEI R&D KK
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Patent Information

Application Number
JP2022112523
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-13
Publication Date
2026-08-21
Estimated Expiration
2042-07-13

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、分かりやすい先読み演出を実行することが可能な遊技機を提供することが可能である。

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Patent Text Reader

Abstract

To provide a game machine capable of executing an easy-to-understand read-ahead performance.SOLUTION: A winning combination is a combination in which a first decorative symbol, second decorative symbol, and third decorative symbol are of the same type, and a ready-to-win losing combination included in a losing combination is a combination in which the first decorative symbol and second decorative symbol are of the same type, but the third decorative symbol is a combination of a different type. A game machine can execute a ready-to-win read-ahead performance in which the type of the third decorative symbol that makes up the ready-to-win losing combination shown in the previous performance during the variation changes for the consecutive previous performances during the variation, as a read-ahead performance suggesting that the probability that a target winning / losing lottery result is a winning has increased, using the previous performances during the variation which is the performance during the variation before the target performances during the variation being the performance during the variation corresponding to the target winning / losing lottery result starts.SELECTED DRAWING: Figure 14
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Description

Technical Field

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

Background Art

[0002] There is known a gaming machine that executes a preview effect using symbols indicating the result of a win / loss lottery (see, for example, 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 executing an easy-to-understand preview effect.

Means for Solving the Problems

[0005] The present invention, made to solve the above problems, is a game machine in which, after a first group of decorative symbols, a second group of decorative symbols, and a third group of decorative symbols, which include multiple types of decorative symbols, begin to change, a symbol combination consisting of a first decorative symbol selected from the first group of decorative symbols, a second decorative symbol selected from the second group of decorative symbols, and a third decorative symbol selected from the third group of decorative symbols is determined to be a winning combination if the result of the draw is a win, or a losing combination if the result is a loss, and the game machine performs a spinning performance until the spinning stops, wherein the winning combination consists of the first decorative symbol, the second decorative symbol, and the third decorative symbol of the same type. The combination is such that, in the losing combinations, the combinations of losing reaches are such that the first decorative symbol and the second decorative symbol are of the same type, but the third decorative symbol is of a different type. It is possible to execute a reach pre-announcement effect that suggests that the probability of the target win / loss result being a win has increased, using the previous in-game It is characterized by the following: [Effects of the Invention]

[0006] According to the present invention, it is possible to provide a gaming machine that can perform easy-to-understand pre-announcement effects. [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] (a) is a diagram illustrating the game state (transitions between game states), (b) is a diagram illustrating the distribution of jackpots, and (c) is a diagram illustrating the distinction between specific and non-specific benefits and the names of each benefit. [Figure 4](a) shows the specified period, and (b) shows an example of a result image (a result image when both the 10-round special jackpot and the 7-round special jackpot are obtained during the specified period). [Figure 5] (a) is an example of a result image when a 10-round special jackpot is won during the specified period but a 7-round special jackpot is not won, (b) is an example of a result image when a 7-round special jackpot is won during the specified period but a 10-round special jackpot is not won, and (c) is an example of a result image when neither a 10-round special jackpot nor a 7-round special jackpot is won during the specified period. [Figure 6] This is a diagram to explain specific examples 1-3. [Figure 7] This is a diagram to explain specific examples 1-6. [Figure 8] This diagram illustrates the difference between normal and special background images. [Figure 9] This is a diagram to explain the promotion animation. [Figure 10] This is a diagram to explain the transition effect. [Figure 11] This is a diagram (a continuation of Figure 10) to explain the transition effect. [Figure 12] This is a diagram to explain specific example 2-1. [Figure 13] This is a diagram to explain specific example 2-5. [Figure 14] This is a diagram to explain the reach pre-announcement effect. [Figure 15] This is a diagram (a continuation of Figure 14) used to explain the reach pre-announcement effect. [Figure 16] This is a diagram to explain specific example 3-2. [Figure 17] This is a diagram to explain specific example 3-4. [Figure 18] This is a diagram to explain specific example 3-5. [Figure 19] This is a diagram to explain specific example 3-5 (an example different from Figure 18). [Figure 20]This is a diagram for explaining the image change effect. [Figure 21] This is a diagram for explaining Specific Example 4-2. [Figure 22] This is a diagram for explaining Specific Example 4-3. [Figure 23] This is a diagram for explaining Specific Example 4-4.

Embodiments for Implementing the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a 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 plays the game as instructed (the player plays a normal game without performing special games). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a 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 with them. The game balls flowing down in the game area 902 change in various ways according to the conditions when they collide with the game pins.

[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.

[0013] The jackpot lottery is performed by a win / loss lottery means provided on a control board (control circuit) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / loss lottery information) is obtained from a random number source, and if this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, 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 Figure 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 Figure 2 lottery).

[0014] In this embodiment, notification of the winning or losing lottery results begins in the order in which the numerical values ​​are acquired. However, if there is still winning or losing lottery information for which notification of the winning or losing results has not yet been completed, the newly acquired winning or losing lottery information is stored as pending information (more precisely, pre-change pending information, which will be described later) in a 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 (special 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's a losing combination, it will be one of the other losing combinations (combinations that result in a grand prize).

[0019] 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.

[0020] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability 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 reduction) 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 / 40 in this embodiment), and is 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 special 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 special 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 special game state is a state in which it is easy to win the lottery to open the second starting area 904b, which is triggered when the game ball enters the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.

[0021] 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 big win (special big win) is achieved 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 times.

[0022] 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 jackpot area 906 (see Figure 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. A unit game is also called a round (game), etc. The closing condition is met when a predetermined number of game balls (a value so-called "count"; in this embodiment, it is 10) enter the jackpot area 906 after it has been opened (winning condition), or when a predetermined amount of time has elapsed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously launched toward the jackpot area 906 during the unit game, the winning condition will be met before the time condition is met. That is, 10 game balls will enter the jackpot area 906 in one unit game. Furthermore, in this embodiment, the number of prize balls paid out when a game ball enters the big prize area 906 is 15. Therefore, if game balls are continuously launched toward the big prize area 906 in a single game, 150 prize balls can be obtained in a single game.

[0023] In this embodiment, there are two types of jackpots: a regular jackpot and a special jackpot. A regular jackpot is a jackpot that transitions to the regular 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 (see Figure 3(a)). A jackpot obtained by winning the first win / fail lottery will be either a regular jackpot or a special jackpot. A jackpot obtained by winning the second win / fail lottery will be 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 (the so-called lottery for remaining reserved items), the regular game state is a game state that aims to win the first win / fail lottery, so a jackpot obtained in the regular game state will be either a regular 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 will be a special jackpot. In other words, if a jackpot is won in the special game state, the game will transition back to the special game state after the jackpot game ends. Furthermore, the machine may be configured such that entering a designated area (V area) that opens up during a special jackpot game (V entry) is a condition for transitioning to a special game state after the special jackpot game ends (a so-called V-probability variation machine).

[0024] In this embodiment, the jackpots won in the first draw (Special Figure 1 draw) (Special Figure 1 jackpot distribution) are 50% 2-round normal jackpots (2R normal) and 50% 2-round special jackpots (2R special) (see Figure 3(b-1)). In addition, the jackpots won in the second draw (Special Figure 2 jackpot distribution) are 10% 2-round special jackpots (2R special), 40% 7-round special jackpots (7R special), and 50% 10-round special jackpots (10R special) (see Figure 3(b-2)).

[0025] Special jackpots have designated names (unique names). In this embodiment, the 2-round special jackpot is called "Bonus," the 7-round special jackpot is called "BIG Bonus," and the 10-round special jackpot is called "MAX Bonus" (see Figure 3(c)). When a special jackpot is won, an image containing the corresponding name is displayed.

[0026] The following describes the effects and other features (content and control) that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects and other features described below can be performed.

[0027] 2) Result image 2-1) Basic aspects of the resulting image In this embodiment, the special game state ends when there are 72 consecutive losses from the start (the 72nd spin is referred to as the final spin). If the win / loss lottery result corresponding to the final spin is a loss, a loss animation is performed in the final spin, and then the result image 10 (see Figure 4(b)) is displayed during a predetermined period until the final spin ends. Strictly speaking, the period during which the result image 10 is displayed is the period during which the decorative symbols 80 are spinning (the period before the spinning of the decorative symbols 80 completely stops), but the illustration of the decorative symbols 80 is omitted in each figure showing the result image 10.

[0028] Result Image 10 shows the status of jackpots (rewards) acquired during the specified period. In this embodiment, the specified period is defined as the time from the start of a 2-round special jackpot game acquired in normal gameplay until the end of the final spin (losing spin) (see Figure 4(a)). In other words, the 2-round special jackpot, which is the first win acquired after the first win / loss lottery, is also included in the rewards acquired during the specified period. Result Image 10 can be said to represent the status of rewards acquired during the specified period (simply put, in the current winning streak state).

[0029] The result image 10 in this embodiment includes a bonus display unit 11 that shows the status of winning big (bonuses) during a specified period, and a bonus ball display unit 12 that shows the number of bonus balls (total number of bonus balls) paid out during big win games during the specified period (see Figure 4(b)). The number of bonus balls shown by the bonus ball display unit 12 may be a value limited to those obtained by winning in the big prize area, or it may be a value that includes those obtained by winning in other prize areas as well as the big prize area. The result image 10 may also be an image that does not include the bonus ball display unit 12. Alternatively, instead of the number of bonus balls, the net increase or the like may be displayed. Furthermore, the result image 10 in this embodiment does not show the total number of big wins (total number of bonuses; this number can also be said to be the number of consecutive wins) which shows the total number of big wins (bonuses) obtained during the specified period. Also, since the result image 10 is an image that shows the end of the special game state, it includes a name that represents the special game state (in this embodiment, the words "○○RUSH"). The following describes in detail the configuration (control) of the bonus display unit 11 included in the result image 10.

[0030] 2-2) Special Offer Display Section The jackpots that can be won during the specified period (so-called initial wins and jackpots that can be won after a second win / loss lottery in a special game state) are divided into one or more specific benefits with a relatively large expected value of profit enjoyed by the player, and one or more non-specific benefits with a relatively small expected value of profit enjoyed by the player. In this embodiment, the 10-round special jackpot and the 7-round special jackpot are designated as specific benefits, and the 2-round special jackpot is designated as a non-specific benefit (see Figure 3(c)). In the following, the 10-round special jackpot may also be referred to as the first specific benefit, and the 7-round special jackpot as the second specific benefit.

[0031] The more rounds (unit games) that make up a jackpot game, the greater the expected value of the number of prize balls obtained in that jackpot game. Therefore, it can be said that non-specific bonuses have a smaller expected value of prize balls obtained in the jackpot game itself than specific bonuses (it is assumed that all non-specific and specific bonuses satisfy this relationship). In other words, when comparing the non-specific bonus with the most rounds with the specific bonus with the fewest rounds, the former has fewer rounds than the latter.

[0032] The reward display section 11 of the result image 10 includes the name of a specific reward that was obtained during the specified period, but does not include the name of a specific reward that was not obtained during the specified period. In this embodiment, the specific rewards are a 10-round special jackpot named "MAX Bonus" (first specific reward) and a 7-round special jackpot named "BIG Bonus" (second specific reward). If the 10-round special jackpot was not obtained during the specified period, the reward display section 11 of the result image 10 will not include the name (text) "MAX Bonus," and if the 7-round special jackpot was not obtained during the specified period, the reward display section 11 of the result image 10 will not include the name (text) "BIG Bonus." Specifically, it is as follows.

[0033] The number of specific bonuses (number of big wins) obtained during the specified period is displayed as "Name of Specific Bonus" × N (where "N" is the number representing the bonus). If both the 10-round special big win and the 7-round special big win are obtained during the specified period, the bonus display section 11 will include the words "MAX Bonus" × N and "BIG Bonus" × N (see Figure 4(b)). In other words, the result image 10 will include the names of both the first and second specific bonuses.

[0034] If a 10-round special jackpot is won during the specified period but a 7-round special jackpot is not won, the bonus display section 11 will include the words "MAX Bonus" ("MAX Bonus" x N) but will not include the words "BIG Bonus" (see Figure 5(a)). In other words, the result image 10 will include the name of the first specific bonus but will not include the name of the second specific bonus. This also means that there will be no display such as ""BIG Bonus" x 0" indicating that the number of 7-round special jackpots won is 0.

[0035] Similarly, if a 7-round special jackpot is won during the specified period but a 10-round special jackpot is not won, the bonus display section 11 will include the words "BIG Bonus" ("BIG Bonus" x N) but will not include the words "MAX Bonus" (see Figure 5(b)). In other words, the result image 10 will include the name of the second specific bonus but will not include the name of the first specific bonus. This also means that there will be no display such as "MAX Bonus" x 0, which indicates that the number of 10-round special jackpots won is 0.

[0036] Furthermore, if a specific bonus is obtained during the specified period (i.e., if at least one of the 10-round special jackpot and the 7-round special jackpot is won at least once), the bonus display section 11 of the result image 10 will not include the name of the non-specific bonus. In this embodiment, the so-called first win, the 2-round special jackpot, is included in the bonuses obtained during the specified period (non-specific bonuses), meaning that the non-specific bonus was obtained at least once during the specified period. However, the result image 10 does not include the word "Bonus" indicating the 2-round special jackpot, and the number of times the 2-round special jackpot has been won is not shown (see Figures 4(b), 5(a), and 5(b)).

[0037] If no specific bonus is obtained during the specified period (i.e., the number of wins for both the 10-round special jackpot and the 7-round special jackpot is 0), the bonus display section 11 of the result image 10 will not include the name representing the specific bonus, but will include the name representing the non-specific bonus (2-round special jackpot). Specifically, the display will include the word "Bonus," which is the name of the non-specific bonus, the 2-round special jackpot, and will show "'Bonus' x N" (where N indicates the number of wins for the 2-round special jackpot during the specified period) (see Figure 5(c)). In this embodiment, since the so-called first win, the 2-round special jackpot, is included in the bonus (non-specific bonus) obtained during the specified period, it means that the non-specific bonus was obtained at least once during the specified period. In other words, the value of N in "'Bonus' x N" will be 1 or more.

[0038] Thus, in this embodiment, the result image 10 does not include the names of specific bonuses that were not obtained during the specified period, even if the benefits obtained are relatively large (displays such as "BIG Bonus" x 0 or "MAX Bonus" x 0 are not shown) (see Figures 5(a), 5(b), and 5(c)). In other words, the result image 10 does not emphasize that the specified period ended without obtaining a specific bonus, thus reducing the risk of players becoming frustrated when they see the result image 10.

[0039] Furthermore, if a specific reward is obtained during the specified period, the result image 10 will not include a name representing a non-specific reward (see Figures 4(b), 5(a), and 5(b)). Displaying a name representing a non-specific reward, which yields relatively low profits, could lead players to believe that they would have received even more profit if the non-specific reward had been a specific reward (they might get the impression that the total profit received was less because the reward was a non-specific reward). Therefore, if a specific reward is obtained during the specified period, the name representing a non-specific reward (the number of times a non-specific reward was obtained) is deliberately excluded from the result image 10.

[0040] However, if a specific reward is not obtained during the specified period, there is a risk that users may get the impression that they did not receive any rewards at all if even non-specific rewards are not displayed. Therefore, result image 10 will include the name of the non-specific reward (number of times the non-specific reward was obtained) (see Figure 5(c)).

[0041] Furthermore, the result image 10 in this embodiment does not show the total number of bonuses (consecutive wins) that were obtained during the specified period. As mentioned above, when a specific bonus is obtained, the display of non-specific bonuses is not shown. If the total number of bonuses were displayed, the number of times non-specific bonuses were obtained could be determined (by subtracting the number of times each specific bonus was obtained from the total number of bonuses), so the total number of bonuses is intentionally not displayed. However, this does not mean that a configuration in which the total number of bonuses is displayed in addition to the bonus display unit 11 is not possible.

[0042] The following describes specific examples of improvements, embellishments, and modifications to the above-mentioned result images. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0043] 〇Specific Example 1-1 Although the gaming machine 1 according to the above embodiment is described as a so-called ST machine in which the special game state ends when there are a predetermined number of consecutive misses, it may also be a so-called probability variation loop machine in which the special game state continues until the next big win, and if the next big win is a special big win, it returns to the special game state again (if the next big win is a regular big win, it returns to the regular game state). In other words, the technical matters described in the above embodiment can be applied to the result image 10 which shows the acquisition status of big wins (bonuses) in a state advantageous to the player (consecutive win state).

[0044] Specific Examples 1-2 The result image 10 may be configured to display two or more jackpots as if they were a single reward (specific reward). For example, in a game where, after winning the previous jackpot, winning the next jackpot (the subsequent jackpot) without returning to the normal game state is virtually guaranteed (unless the player stops playing, etc.), the result image 10 should be displayed as if winning both the previous and subsequent jackpots constitutes the acquisition of a single specific reward. Examples of cases in which such a "state where winning the next jackpot is virtually guaranteed" occurs include cases where winning the next jackpot is virtually guaranteed by so-called consecutive wins within the reserve, or cases where, after the end of the previous jackpot game, the player transitions to a special game state (high probability / high base state) that continues until the next jackpot is won.

[0045] Specific Examples 1-3 In the above embodiment, it was explained that the rewards displayed in the result image 10 include a so-called first win (a 2-round special win in the above embodiment), but a configuration that does not include a first win is also possible. In other words, the period from when the special game state starts after the special win game ends until the final spin (miss spin) of the special game state ends without transitioning to the normal game state is defined as the defined period (see Figure 6(a)), and the rewards acquired during this defined period are shown in the result image 10 (reward display unit 11).

[0046] In this example, it is possible that no rewards will be obtained during the specified period (because the first win is not included). In other words, it is possible that neither specific rewards nor non-specific rewards will be obtained during the specified period. In such cases, in order to avoid emphasizing that no rewards were obtained during the specified period, it is conceivable to display a result image 10 without a reward display section 11 (see Figure 6(b)) (i.e., to avoid displaying something like "Reward Name × 0"). In other cases, the same as in the above embodiment should be used. That is, specific rewards obtained during the specified period will be shown in the result image 10, and specific rewards that were not obtained will not be shown in the result image 10 (see Figures 4(b), 5(a), and 5(b)). If a specific reward is obtained during the specified period, even if a non-specific reward is obtained, the non-specific reward will not be shown in the result image 10 (see Figures 4(b), 5(a), and 5(b)). If a specific reward was not obtained during the specified period, but a non-specific reward was obtained, the non-specific reward will be shown in result image 10 (see Figure 5(c)).

[0047] 〇Specific Examples 1-4 In the above embodiment, it was explained that some of the jackpots that can be won during the specified period are designated as specific benefits, and the rest are designated as non-specific benefits. However, let's consider a configuration where all of the jackpots that can be won during the specified period are designated as specific benefits (a configuration in which no non-specific benefits are provided). In relation to the above embodiment, let's consider a configuration where the 10-round special jackpot, the 7-round special jackpot, and the 2-round special jackpot are designated as specific benefits.

[0048] In this case, the result image 10 will include the names of jackpots won during the specified period, but will not include the names of jackpots that were not won during the specified period. If the setting is such that the jackpots won during the specified period include the first win (2-round special jackpot), then in any case, the result image 10 will include "Bonus," which is the name of the 2-round special jackpot.

[0049] 〇Specific Examples 1-5 In the above embodiment, it was explained that if no specific rewards are obtained during the specified period, the result image 10 will include a name representing a non-specific reward. However, regardless of whether or not specific rewards are obtained during the specified period, the result image 10 may not include a name representing a non-specific reward. If non-specific rewards offer relatively low benefits and are not particularly desirable for players to obtain (displaying them may even irritate players), then the result image 10 should simply not include non-specific rewards regardless of the reward acquisition status.

[0050] 〇Specific Examples 1-6 The system is configured to display a launch instruction image 18 along with the result image 10, indicating that the game ball should be launched aiming at the second starting area 904b. Specifically, before the special game state ends, the launch instruction image 18 is displayed to indicate that the game ball should be launched aiming at the second starting area 904b in order to store the maximum number of second pre-reserve information (special figure 2 reserve) in the memory means (referred to as the "special figure 2 reserve full" state). (See Figure 7(a)). Since the result image 10 is displayed in the final reel of the special game state, the launch instruction image 18 may also be displayed in the final reel along with the result image 10. The launch instruction image 18 is displayed so as to overlap with the result image 10.

[0051] The launch instruction image 18 is displayed if the Special Feature 2 reserve is not full at a reference point (before or at the same time as the result image 10 is displayed) during the final spin (a losing spin) (see Figure 7(a)), but it is not displayed if it is full (see Figure 7(b)). In other words, the launch instruction image 18 is not always displayed in the final spin; if the Special Feature 2 reserve is full, there is no need to accumulate Special Feature 2 reserves, so the launch instruction image 18 is not displayed. The launch instruction image 18 can be displayed together with the result image 10, but if the launch instruction image 18 is displayed, there is a high possibility that the player's attention will be drawn to the launch instruction image 18, which would negate the purpose of displaying the result image 10, so the launch instruction image 18 is not displayed when it is unnecessary.

[0052] Furthermore, if the game is designed to have two types of gameplay (where winning a small prize can lead to winning a big prize), and regardless of the game state, the actual probability of winning a big prize is higher in the second win / loss lottery (special symbol 2 lottery) than in the first win / loss lottery (special symbol 1 lottery) (since such a configuration is well known, a detailed explanation will be omitted), then it can be said that there is greater significance in having a configuration in which a launch instruction image 18 like the one in this example can be displayed, and encouraging the player to fill the special symbol 2 reserve at the end of the special game state (so that they can receive a high-probability lottery for the remaining reserves).

[0053] 3) Switching effect 3-1) Background image In this embodiment, a background image is displayed as the background for the decorative symbols 80 that are displayed while a variation effect is being executed. As such background images, there is a normal background image 25n that can be displayed in the normal game state (see Figure 8(a)) and a special background image 25s that can be displayed in the special game state (see Figure 8(b)) (Note that in some drawings (drawings that are not for explaining the switching effect), the illustration of these background images is omitted). The normal background image 25n is a background image that is not displayed in the special game state. The special background image 25s is a background image that is not displayed in the normal game state. In other words, the normal background image 25n is a dedicated image that indicates the normal game state, and the special background image 25s is a dedicated image that indicates the special game state. Note that there may be two or more types of such normal background images 25n and special background images 25s, but the background image used in the switching effect, which will be described in detail later, is considered to be one of them.

[0054] The normal background image 25n used in the transition animation is displayed at the beginning of the first spin animation when a transition occurs from a special game state to a normal game state. The special background image 25s used in the transition animation is displayed at the beginning of the first spin animation after a special jackpot game has ended (the first spin in the ST state). In other words, the normal background image 25n and the special background image 25s used in the transition animation are background images displayed when a new normal game state or special game state is started, and the display of these background images indicates to the player that a new normal game state or special game state is starting. Hereafter, when simply referring to the normal background image 25n and the special background image 25s, it means the background image in question (the background image displayed when a new normal game state or special game state is started).

[0055] 3-2) Promotion animation In this embodiment, the game machine 1 may result in either a regular jackpot or a special jackpot during normal gameplay (first win / loss lottery). If a jackpot is announced by the display of three matching "7" decorative symbols 80 (special combination) during the reel spinning animation, it is confirmed to be a special jackpot. If a jackpot is announced by the display of three matching decorative symbols 80 other than "7" (non-special combination) (see Figure 9(a)), there is a possibility of either a regular jackpot or a special jackpot. If a jackpot is announced by the display of a non-special combination, an upgrade animation may occur during the jackpot game.

[0056] The promotion sequence leads to either a favorable outcome indicating a situation advantageous to the player, or an unfavorable outcome if the favorable outcome is not reached. The specific form of the promotion sequence may be anything. In this embodiment, the player is prompted to operate the operation means 60 (a push button in this embodiment) (see Figure 9(b)), and the promotion sequence is executed, in which the outcome is determined by the operation of the operation means 60 (single operation). The outcome of the promotion sequence is determined during a jackpot game.

[0057] If a favorable outcome occurs, the image for the favorable outcome (favorable image 28) is displayed in the display area 911 following the operation of the operation means 60 (see Figure 9(c-1)). If an unfavorable outcome occurs, the image for the unfavorable outcome (unfavorable image 29) is displayed in the display area 911 (see Figure 9(c-2)). If a favorable outcome occurs, it is confirmed that the winning jackpot is a special jackpot (if the winning jackpot is not a special jackpot, the upgrade animation will not result in a favorable outcome). However, even if an unfavorable outcome occurs, there is still a possibility that it is a special jackpot.

[0058] 3-3) Ending of the transition images and transition effects The transition animation is performed when the promotion animation ends in an unfavorable outcome, and is an animation that shows the player that the promotion animation has ended and a "scene change" is occurring. In the transition animation, the transition image 20 is first displayed in the display area 911 (see Figure 10(a)). As mentioned above, if the promotion animation ends in an unfavorable outcome, the unfavorable image 29 is displayed, so the transition image 20 is displayed in place of the unfavorable image 29.

[0059] The specific form of the switching image 20 may be anything, except for the shape of the spatial portion 20a, which will be described later. In this embodiment, at the beginning of the switching effect, a solid black image is displayed as the switching image 20 across the entire display area 911 (see Figure 10(a)). From there, a spatial portion 20a is formed as if a part of the switching image 20 has been cut out (see Figures 10(b-1) and (b-2)). As this spatial portion 20a gradually enlarges, the switching image 20 is eventually not displayed.

[0060] The ending of the transition sequence is when the transition image 20 is no longer displayed. In this embodiment, when the transition image 20 is no longer displayed, the normal ending is when the normal background image 25n is displayed (see Figure 11(a-1)), and the special ending is when the special background image 25s is displayed (see Figure 11(a-2)). The special ending is more advantageous to the player than the normal ending.

[0061] In this embodiment, if the game reaches a normal ending (see Figure 11(a-1)), it is confirmed that the winning jackpot was a normal jackpot. In other words, a normal ending, in which the normal background image 25n, which is the background image displayed in the normal game state, is shown, suggests that the game will then begin to change in the normal game state, and is an ending that informs the player that the winning jackpot was a normal jackpot. After the jackpot game (normal jackpot game) that has reached a normal ending ends, the decorative symbol 80 is displayed in front of the displayed normal background image 25n, and the first spinning animation in the normal game state begins (see Figure 11(b-1)).

[0062] On the other hand, if the game reaches a special ending (see Figure 11(a-2)), it is confirmed that the winning jackpot was a special jackpot. In other words, a special ending that results in the special background image 25s, which is the background image displayed in the special game state, suggests that the game will then begin to change in the special game state, and is an ending that informs the player that the winning jackpot was a special jackpot. As mentioned above, since the upgrade sequence ending in an unfavorable outcome makes it appear as if the winning jackpot was a regular jackpot, the transition sequence ending in a special ending can be seen as a so-called reversal pattern where the unfavorable outcome of the upgrade sequence is overturned. After the jackpot game (special jackpot game) that resulted in a special ending ends, the decorative symbol 80 is displayed in front of the displayed special background image 25s, and the first spin sequence in the special game state begins (see Figure 11(b-2)). After reaching a special ending, an effect that emphasizes this (emphasizes the transition to the special game state) may be performed. For example, the game may include an animation that emphasizes the transition to a special game state (i.e., the unfavorable outcome of the upgrade animation has been reversed (it's a comeback pattern)), such as displaying the words "○○RUSH Confirmed."

[0063] Furthermore, the probability of reaching the normal ending is greater than the probability of reaching the special ending when the transition sequence occurs. In other words, the normal ending is the "default" ending, and the special ending is set to be an ending that "rarely" occurs. Preferably, when the transition sequence occurs, it should be set so that more than 80% of the time it leads to the normal ending.

[0064] Here, the period before reaching the normal or special ending, during which the transition image 20 is displayed, is referred to as the pre-ending period. The transition effect during this pre-ending period is as follows: With the transition image 20 displayed, depending on whether the game is heading towards the normal or special ending, the normal background image 25n or the special background image 25s is displayed after the transition image 20. In other words, by placing the image layer of the transition image 20 in front and the image layer of the background image behind, a state is created in which the background image is covered by the transition image 20. When no spatial portion 20a is formed in the transition image 20, the entire background image is covered by the transition image 20 (see Figure 10(a)).

[0065] Subsequently, a spatial portion 20a is created in the transition image 20 (see Figures 10(b-1) and (b-2)). In this embodiment, a circular spatial portion 20a is created approximately in the center of the transition image 20. Since this spatial portion 20a is the part that exposes the background image, a part of the background image can be seen through this spatial portion 20a. The spatial portion 20a changes so that its range gradually increases outward (see the changes in Figures 10(b-1)→(c-1)→(d-1) and (b-2)→(c-2)→(d-2)). As a result, the range of the background image that can be seen through the spatial portion 20a gradually increases. Whether the normal background image 25n or the special background image 25s is displayed determines the ending of the transition effect (normal ending and special ending). In the period before the ending, the spatial portion 20a increases over time, so the effect is such that it gradually becomes clear which background image is being displayed. In other words, it can be said that this is a type of presentation where the timing at which player recognizes which background image is being displayed varies depending on the player.

[0066] Thus, the switching effect in this embodiment is easy to understand and interesting, as it indicates whether a special ending favorable to the player has been reached, depending on whether the normal background image 25n, which is displayed in the normal game state, or the special background image 25s, which is displayed in the special game state, is displayed after the switching image 20 is shown (this is an innovative effect that also uses the background image that indicates the game state to indicate the ending).

[0067] Furthermore, the switching effect in this embodiment provides an interesting pre-ending period in which the type of background image visible through the spatial portion 20a formed in the switching image 20 gradually becomes clear as the spatial portion 20a grows larger.

[0068] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned transition effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0069] 〇Specific Example 2-1 The shape of the spatial portion 20a will differ depending on whether the transition sequence leads to a normal ending or a special ending. Note that while the spatial portion 20a gradually enlarges during the period leading up to the ending, the difference in size of the spatial portion 20a (i.e., similar shapes) does not constitute a difference in "shape" as used herein. In other words, a difference in shape here refers to a dissimilar shape.

[0070] Since the normal ending is the default ending that is unfavorable to the player, and the special ending is an ending that is favorable to the player, it is preferable that the shape of the spatial portion 20a in the case of the special ending (hereinafter sometimes referred to as the special shape) is more conspicuous than the shape of the spatial portion 20a in the case of the normal ending (hereinafter sometimes referred to as the normal shape). For example, as shown in the figure, the normal shape may be circular (see Figure 12(a-1)) and the special shape may be star-shaped (see Figure 12(a-2)). During the period before the ending, the spatial portion 20a will grow larger over time while maintaining the shape (maintaining a similar shape).

[0071] Furthermore, the special shape could also be designed to have a meaning that suggests the shape of the spatial portion 20a itself will lead to a special ending. As an example, the spatial portion 20a could represent one or more characters, suggesting in advance that these characters will lead to a special ending. For example, the special shape could be modeled after the character for "happiness" (see Figure 12(b-2)), suggesting that an event will occur that will make the player "happy". In this case, it is preferable that the normal shape also be modeled after some character (different from the character at the special ending). If the normal shape does not represent a character, it would be easy to tell whether it will be a normal ending or a special ending based on the shape of the spatial portion 20a. For example, the spatial portion 20a of the normal shape could represent one or more characters included in the title of the game machine (in the drawing, the normal shape is shown as representing the character "A") (see Figure 12(b-1)). During the period before the ending, the spatial portion 20a will grow larger over time while maintaining the shape modeled after the character (maintaining a similar shape).

[0072] As in this example, an interesting presentation style is achieved in which the ending is suggested not only by a portion of the background image visible through the spatial portion 20a, but also by the shape of the spatial portion 20a itself. Conversely, if the shape of the spatial portion 20a is the same regardless of whether it is a normal ending or a special ending, as in the above embodiment, then only a portion of the background image visible through the spatial portion 20a will suggest the ending, making it more difficult to understand the ending than in this example.

[0073] Furthermore, in the case of this example, the configuration may be such that even if the spatial portion 20a is of a normal shape, there is still a possibility of reaching a special ending. Alternatively, the configuration may be such that even if the spatial portion 20a is of a special shape, there is still a possibility of reaching a normal ending. In the case of the spatial portion 20a being of a special shape, the probability of reaching a special ending is higher than in the case of a normal shape; however, the configuration may be such that a normal ending is not guaranteed when it is of a normal shape, nor is a special ending guaranteed when it is of a special shape.

[0074] Specific Example 2-2 In the above embodiment, it was explained that a switching animation is performed when the upgrade animation performed during a jackpot game leads to an unfavorable outcome. However, the switching animation may be performed without such an upgrade animation occurring. For example, during a jackpot game, a predetermined video for the jackpot game is output, and a switching image 20 is displayed to indicate that the video has ended. The switching animation is then performed using this switching image 20.

[0075] Specific Examples 2-3 Although the switching animation in the above embodiment is described as being performed during a jackpot game, it may also be performed during a spinning animation. For example, if the switching image 20 is displayed during a spinning animation, and the result of the win / loss lottery corresponding to the spinning animation is a loss, the game will proceed to a normal ending, and if it is a jackpot, the game will proceed to a special ending.

[0076] However, since the switching effect indicates the outcome based on the type of background image corresponding to the game state, it is preferable to use it to suggest the game state after the jackpot game has ended, as in the embodiment described above. Furthermore, as in the embodiment described above, there is the advantage that the first spin after the jackpot game has ended can be performed using the displayed background image, regardless of whether the outcome is the normal ending where the normal background image 25n is displayed or the special ending where the special background image 25s is displayed.

[0077] 〇Specific Example 2-4 In the above embodiment, the transition effect is explained as indicating the ending by the type of background image, but the ending may also be indicated by an image other than the background image. That is, an image indicating a favorable situation for the player and a different image may be prepared, and the former may be displayed when a special ending occurs, and the latter when a normal ending occurs.

[0078] Furthermore, while a background image may be displayed when either the normal ending or the special ending is reached, an image other than a background image may be displayed when the other ending is reached. For example, if the normal ending is reached, the normal background image 25n may be displayed, but if the special ending is reached, a special image indicating that the special ending (an ending favorable to the player) has been reached may be displayed.

[0079] 〇Specific Example 2-5 The rate at which the spatial portion 20a grows during the period before the ending (hereinafter referred to as the expansion rate) is set to be different depending on whether the ending is a normal ending or a special ending. That is, when comparing the size of the spatial portion 20a after a certain amount of time has elapsed since the switching image 20 was displayed, the size of the spatial portion 20a will be different depending on whether the ending is a normal ending or a special ending.

[0080] As shown in FIG. 13, if the magnification speed is made greater when reaching the normal ending than when reaching the special ending, then when the range in which the background image is exposed does not easily become large (when the speed at which the background image becomes clear is slower than usual (normal ending)), it becomes an effect form in which it becomes a special ending.

[0081] Although not shown, if the magnification speed is made greater when reaching the special ending than when reaching the normal ending, then when it becomes an ending advantageous to the player (special ending), it becomes an effect form in which the background image (special background image 25s) becomes clear at a timing earlier than usual (normal ending).

[0082] 4) Reach anticipation effect 4-1) Reach and reach miss The gaming machine 1 according to the present embodiment is such that a symbol combination composed of three decorative symbols 80 selected from each of the three decorative symbol groups 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR)) is a winning combination (a combination in which the three decorative symbols 80 are of the same type) when the winning lottery result is a big win, and a losing combination (a combination that is not a winning combination) when it is a miss.

[0083] It is defined that the two decorative symbols 80 selected from two of the three decorative symbol groups 80g are of the same type as a reach. In the present embodiment, it is defined that the left decorative symbol 80L (first decorative symbol) and the right decorative symbol 80R (second decorative symbol) are of the same type as a reach. In the following description, the left decorative symbol 80L and the right decorative symbol 80R of the same type may also be referred to as reach symbols. Further, a losing combination in which, although the left decorative symbol 80L and the right decorative symbol 80R are of the same type and a reach is established, the middle decorative symbol 80C (third decorative symbol) is of a different type from them is defined as a reach miss combination.

[0084] 4-2) Specified order A predetermined order is set for the multiple types of decorative patterns 80. In this embodiment, the predetermined order is the order of the numbers contained in the decorative patterns 80 (the elements that determine the type of decorative pattern 80). In addition, in the predetermined order, the next number after the largest number, "7," is the smallest number, "1" (the predetermined order is "cyclical"). Therefore, the predetermined order is "1" → "2" → "3" ... "6" → "7" → "1" → "2" ... In the following explanation, the order following this predetermined order may be called ascending order, and the order in the reverse order may be called descending order. In addition, the pattern "N" places ahead in ascending order will be represented by "+N," and the pattern "N" places ahead in descending order will be represented by "-N." For example, adding "1" to the decorative pattern 80 of "2" results in the decorative pattern 80 of "3," and subtracting "1" from the decorative pattern 80 of "2" results in the decorative pattern 80 of "1."

[0085] 4-3) Target fluctuation animation and previous fluctuation animation The reach pre-announcement effect is a type of pre-announcement effect (pre-announcement effects themselves are publicly known). In this embodiment, the reach pre-announcement effect may occur in the normal game state, but it may also occur in the special game state. The pre-announcement effect suggests that the probability of a certain spinning effect (the spinning effect that is the target of the pre-announcement effect) becoming a jackpot has increased, by using one or more spinning effects that are executed before that particular spinning effect. Hereinafter, the spinning effect that is the target of the pre-announcement effect will be referred to as the target spinning effect (target spin), and the spinning effect that precedes the target spinning effect used in the pre-announcement effect will be referred to as the previous spinning effect (previous spin). Furthermore, the previous spinning effect that is one step ahead of the target spinning effect will be referred to as the one step ahead of the previous spinning effect (one step ahead of the previous spin), the two steps ahead of the previous spinning effect will be referred to as the two steps ahead of the previous spinning effect (two steps ahead of the previous spin), and so on. Furthermore, the win / loss lottery result corresponding to the target reel spinning animation (i.e., the win / loss lottery result that is the target of the pre-announcement animation) is referred to as the target win / loss lottery result, and the win / loss lottery result corresponding to the previous reel spinning animation is referred to as the previous win / loss lottery result. The reach pre-announcement animation will not occur unless the previous win / loss lottery result is a loss.

[0086] 4-4) Specific forms of reach pre-announcement effects A reach pre-announcement is a pre-announcement effect that suggests, in one or more subsequent spinning sequences, that a reach will occur in the target spinning sequence. Since the probability of a jackpot occurring when a reach occurs in a certain spinning sequence is higher than when a reach does not occur, the occurrence of a reach pre-announcement effect can be said to indicate that the probability of the target win / loss lottery result being a jackpot (jackpot reliability) has increased (compared to when the reach pre-announcement effect does not occur).

[0087] The reach pre-announcement sequence is assumed to proceed as follows. Figures 14 and 15 show an example of a reach pre-announcement sequence in which the previous spin is executed three times (a reach pre-announcement sequence that starts from the previous spin three spins prior), but the number of such previous spins may increase or decrease (in this embodiment, the maximum number of reserved symbols 1 that can be stored in the memory means is 4, so the maximum number of previous spins that the reach pre-announcement sequence can include is 4). In addition, the reserved symbol 70 corresponding to the target win / fail lottery result is marked with "T". Furthermore, for the sake of clarity in the diagram, it is assumed that no new reserved information (win / fail lottery information) is acquired after the reach pre-announcement sequence has started.

[0088] (i) Combinations that indicate the previous draw result was a loss are called "reach loss combinations" (see Figures 14(b), (d), and (f)). (b) The types of the left decorative symbol 80L and the right decorative symbol 80R, which are the reach symbols, are maintained from the spin before the pre-reading effect starts until the target spin (see Figures 14 and 15). (h) The middle decorative symbols 80C that make up a losing combination are increased by "+1" each time the previous spin ends (see Figures 14(b), (d), (f)) (the middle decorative symbols 80C that make up a losing combination in a previous spin are "+1" of the middle decorative symbols 80C that make up a losing combination in the spin immediately preceding it). (ii) The middle decorative symbol 80C that constitutes the combination of the missed reach in the previous spin is the symbol of "-2" of the reach symbols, the left decorative symbol 80L and the right decorative symbol 80R (see Figure 14(f)) (In the spin immediately preceding the target spin, the difference between the prescribed order of the middle decorative symbol 80C and the prescribed order of the reach symbols, the left decorative symbol 80L and the right decorative symbol 80R (hereinafter sometimes referred to as the symbol gap) is controlled to be the same each time. Note that the symbol gap in the spins prior to the previous spin will satisfy the above (iii). In other words, the symbol gap decreases by 1 each time the previous spin ends (see Figures 14(b), (d), (f))). (e) In the target spin, the middle decorative symbol 80C temporarily stops at the symbols that are "-1" of the left decorative symbol 80L and the right decorative symbol 80R, which are the reach symbols (see Figure 15(a)) (that is, the middle decorative symbol 80C that stopped temporarily is "+1" of the middle decorative symbol 80C that formed a reach-miss combination in the previous spin, and the temporary stop in the target spin indicates that the middle decorative symbol 80C has progressed by "+1" in a predetermined order (from the previous spin)). (h) After (e) above, a build-up animation occurs. For example, an animation is performed to show that the central decorative symbol 80C, which was pseudo-stopped in (e) above, is about to change (see Figure 15(b)). (t) After (f) above, if the target win / loss lottery result is a jackpot, the central decorative symbol 80C that was pseudo-stopped in (e) above changes to the "+1" symbol and the target spin ends with a winning combination formed (see Figure 15(c-1)). On the other hand, if it is a loss, the target spin ends with a losing combination formed by the central decorative symbol 80C that was pseudo-stopped in (e) above (see Figure 15(c-2)).

[0089] Thus, in this embodiment, the reach pre-announcement effect progresses in a predetermined order (by "+1" each time the previous spin ends) as the middle decorative symbols 80C that make up the reach miss combination move closer to the reach symbols (left decorative symbol 80L and right decorative symbol 80R) (simply put, the middle decorative symbols 80C are "counted up" as they approach the target spin), making the progress of the pre-announcement effect easy to understand.

[0090] In particular, in this embodiment, the middle decorative symbol 80C that constitutes the combination of a failed reach in the previous variation (the variation immediately preceding the target variation) is determined to be the "-2" symbol of the reach symbols, the left decorative symbol 80L and the right decorative symbol 80R (the difference (symbol gap) between the predetermined order of the reach symbols and the predetermined order of the middle decorative symbol 80C is the same each time). Therefore, a player who has seen the reach pre-announcement effect several times may know that the point at which this "-2" occurs is the last pre-announcement variation (the previous side variation). A player who knows this can predict in advance which variation (which hold) will be the target variation from the stage when the previous variation is being executed.

[0091] In this embodiment, the left decorative symbol 80L and the right decorative symbol 80R are symbols that constitute a reach, and the middle decorative symbol 80C is a symbol that changes by "+1" each time the previous spin ends. However, if two of the three decorative symbols 80 constitute a reach (first decorative symbol and second decorative symbol), and the remaining one is a symbol that changes by "+1" each time the previous spin ends (third decorative symbol), then any of the three decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, and right decorative symbol 80R) may constitute a reach. The symbols that constitute a reach may change each time a reach pre-announcement is performed. However, since the reach pre-announcement is characterized by indicating the progress of the pre-announcement by changing symbols that are not reach symbols, it is preferable that the changing symbols be displayed in the "most conspicuous position". In other words, as in this embodiment, it is preferable that the middle decorative symbol 80C displayed between the two reach symbols is a symbol that changes each time the previous spin ends.

[0092] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned reach pre-announcement effects. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.

[0093] 〇Specific Example 3-1 In the above embodiment, it was explained that the middle decorative symbol 80C that constitutes the reach-miss combination in the previous spin (the spin immediately preceding the target spin) is set to the "-2" symbol of the reach symbols, left decorative symbol 80L and right decorative symbol 80R (see Figure 14(f)). However, if the difference between the prescribed order of the reach symbols in the previous spin and the prescribed order of the middle decorative symbol 80C is the same each time, it may be set to, for example, the "-1" symbol. In this way, the performance format indicates that the "-1" of the reach symbols in the middle decorative symbol 80C that constitutes the reach-miss combination is the final spin of the pre-read, making the reach pre-read performance easier to understand.

[0094] Specific Example 3-2 The symbol gap, which is the difference between the prescribed order of the central decorative symbol 80C and the prescribed order of the reach symbol in the previous spin, can be different each time. This symbol gap is intended to indicate the probability of winning the jackpot in the target win / loss lottery. For example, there are three possible patterns of symbol gaps: "-1", "-2", and "-3" (see Figure 16, which shows an example where the reach symbol is the decorative symbol 80 with the number "4"). Depending on which of these three patterns of symbol gap occurs, the probability of winning the jackpot in the target win / loss lottery will differ.

[0095] In this example, it is preferable to set the probability of a big win in the target win / loss lottery to be higher the smaller the symbol gap. As mentioned above, if there are three patterns of symbol gaps, "-1", "-2", and "-3", then "-1" should be the highest probability of a win and "-3" should be the lowest probability of a win (see Figure 16). The closer the central decorative symbol 80C is to the reach symbol, the closer it will give the impression that it is close to a big win combination, so it is good to set the reach pre-announcement effect so that the smaller the symbol gap, the higher the probability of a win.

[0096] Specific Example 3-3 In the above embodiment, the central decorative symbol 80C that constitutes the reach-miss combination is described as being increased by "+1" each time the previous spin ends. However, any change that follows a certain pattern may be a different pattern. For example, it may be set to increase by "+2" each time the previous spin ends. Alternatively, it may be set to change in descending order, such as decreasing by "-1" each time the previous spin ends.

[0097] Specific Examples 3-4 When the central decorative symbol 80C stops in the previous spin and a combination that does not result in a reach is formed, an image that emphasizes (makes stand out) the central decorative symbol 80C (hereinafter referred to as the emphasis image 30) will be displayed. If only a combination that does not result in a reach is displayed in the previous spin, the player may not realize that the central decorative symbol 80C indicates the occurrence and progress of a pre-announcement effect, so the emphasis image 30 associated with the central decorative symbol 80C will be displayed (see Figure 17(b)). The emphasis image 30 may also be displayed when a pseudo-stop occurs in the target spin (see Figure 17(c)).

[0098] Furthermore, it is preferable that the highlighted image 30 is not displayed in spins where the reach pre-announcement effect is not being performed, but rather is an image specifically for the reach pre-announcement effect. In this way, when the highlighted image 30 is displayed, it will be clearly indicated that the spin is one in which the reach pre-announcement effect is being performed (that it is a spin that is different from a normal spin). In addition, the highlighted image 30 is not displayed in conjunction with the reach symbols (left decorative symbol 80L and right decorative symbol 80R) among the three decorative symbols 80 that constitute the reach miss combination in the previous spin (see Figure 17(b)). In other words, the highlighted image 30 can be said to be an image that makes the middle decorative symbol 80C (the symbol that is "counted up") stand out more than the reach symbols that constitute the reach miss combination.

[0099] Specific Examples 3-5 In the above embodiment, it was explained that the types of the left decorative symbol 80L and the right decorative symbol 80R, which are the reach symbols, are maintained from the spin before the pre-reading effect starts until the target spin. However, the types of reach symbols may change midway through. However, even when the types of reach symbols change in this way, the symbol gap between the reach symbol and the middle decorative symbol 80C will satisfy the rules described in the above embodiment.

[0100] For example, if the previous spin two rounds resulted in a "5-2-5" combination (where the winning symbol is the "5" decorative symbol 80) (see Figure 18(b)), then the winning symbol is changed to the "7" decorative symbol 80 (see Figure 18(c)). In this case, the previous spin one round will result in a "7-5-7" combination (see Figure 18(d)). In other words, as the winning symbol is increased by "+2" from the previous spin two rounds to the previous spin one round, the middle decorative symbol 80C is increased by "+3" ("+1" + "+2"), so that the rule that the symbol gap in the previous spin one round is "-2" is maintained.

[0101] The same applies when changing the type of winning symbol in the target spin. For example, if the previous spin resulted in a "6-4-6" losing combination (the winning symbol is the "6" decorative symbol 80) (see Figure 19(b)), then in the target spin, the winning symbol is changed to the "7" decorative symbol 80. In this case, the combination "7-6-7" is assumed to be formed at the pseudo-stop of the target spin (before the build-up animation (see Figure 19(d))) (see Figure 19(c)). In other words, as the winning symbol is increased by "+1" from the previous spin to the pseudo-stop of the target spin, the middle decorative symbol 80C is increased by "+2" ("+1" + "+1"), so that the rule that the symbol gap at the pseudo-stop of the target spin is "-1" is maintained.

[0102] A configuration like the one in this example is particularly effective when the gameplay involves different levels of jackpot probability depending on the type of winning symbol. For example, suppose there is a rule that the probability of winning is higher when the winning symbol is "7" than when it is any other symbol. Based on this premise, if the winning symbol can change midway through the pre-announcement sequence, the gameplay becomes a format where the player hopes the winning symbol will change to one with high probability (conversely, if the configuration is such that the type of winning symbol does not change from the start of the pre-announcement sequence as in the above embodiment, then it will not change to a winning symbol with high probability midway through).

[0103] Specific Examples 3-6 The number of preceding spins used in the reach pre-announcement animation will indicate the probability of a jackpot in the target win / loss lottery. For example, the more preceding spins used in the reach pre-announcement animation (the more spins there are from the start of the reach pre-announcement animation until the target spin), the higher the probability of a jackpot in the target win / loss lottery.

[0104] As mentioned above, in the reach pre-announcement effect, the central decorative symbol 80C is "counted up" each time the previous spin ends. In this example, the number of "counts up" (the length of the "count up") indicates the likelihood of a jackpot in the target win / loss lottery. If the setting is such that a larger number of previous spins used in the reach pre-announcement effect indicates a higher likelihood of a jackpot in the target win / loss lottery, then a longer count-up results in a more straightforward effect where a higher likelihood of a jackpot is indicated.

[0105] Specific Example 3-7 The same technical concept as the reach pre-announcement effect in the above embodiment can also be applied to the pseudo-continuous effect. The pseudo-continuous effect itself is well known, so a detailed explanation will be omitted, but it is an effect in which the decorative symbols 80 stop in a predetermined combination and then start to move again, repeating this once or multiple times. The above "predetermined combination" is such that the left decorative symbol 80L and the right decorative symbol 80R are of the same type, and the middle decorative symbol 80C is of a different type, resulting in a "reach failure combination," while a "+1" change occurs in the middle decorative symbol 80C each time it stops in a pseudo-combination.

[0106] 5) Image change effect 5-1) Operation Image The gaming machine 1 according to this embodiment is capable of executing an image change effect as an effect that constitutes the effect during reel spinning. In this embodiment, the image change effect is executed during normal gameplay, but it can also be executed during special gameplay. Furthermore, it can be executed during a jackpot game instead of during a reel spinning effect. The image change effect is an effect that prompts the player to operate the operation means 60 (push button). The operation means 60 is a roughly circular structure when viewed from above. In the image change effect, an operation image 40 representing the operation means 60 is displayed in the display area 911. The operation image 40 should be in a manner that allows the player to recognize that it represents the operation means 60 (the object of operation). In this embodiment, the operation means 60 has a triangular mark inside its roughly circular outer shape when viewed from above, and the operation image 40 represents the operation means 60 as viewed from above (see Figure 20(a). For operation images displayed when an operation is requested other than during the image change effect, see Figure 9(b)).

[0107] 5-2) Target image In the image change animation, the target image 50 is displayed in the display area 911 (see Figure 20). The image change animation is an animation in which the target image 50 changes. Specifically, the image change animation aims for the target image 50 to change from an initial state (see Figure 20(a)) to a target state (see Figure 20(d-1)) (considered a successful outcome). The target image 50 is displayed together with the operation image 40. The target image 50 in the initial state has an outer edge 51 and a transparent part 52 (see Figure 20(a)). The outer edge 51 is the part that makes up the outer edge of the target image 50. Therefore, the shape of the outer edge 51 = the shape (outline) of the target image 50. The transparent part 52 is the part surrounded by the outer edge 51. However, it is sufficient if most of the transparent part 52 is surrounded by the outer edge 51 (or appears to the player as being surrounded), and it is acceptable if a part of the outer edge 51 is interrupted.

[0108] In this embodiment, the target image 50 is defined as the letter "G". That is, the outer edge portion 51 is the part that forms the letter "G", and the part inside the letter "G" is defined as the transparent portion 52 (see Figure 20(a)).

[0109] 5-3) Progression of image change effects At the beginning of the image change sequence, the target image 50 in its initial state and the operation image 40 are displayed in the display area 911 so that they overlap (see Figure 20(a)). Specifically, the operation image 40 is displayed in the display area 911 as if at least a portion of it were visible through the transparent portion 52 of the target image 50 in its initial state. In other words, the display appears to the player as if the target image 50 in its initial state is located in front of the operation image 40. The portion of the operation image 40 that does not overlap with the target image 50 is viewed in its original state.

[0110] As described above, the target image 50 in this embodiment represents the letter "G" and can be broadly described as having a roughly circular shape. The target image 50 and the operation image 40 are displayed so as to overlap concentrically. In the image change effect, no image representing the operation means 60 is displayed other than the operation image 40.

[0111] Subsequently, an operation validity period begins during which the operation of the operating means 60 becomes effective. In this embodiment, during the operation validity period, a remaining time image 45 indicating the remaining (elapsed) time of the operation validity period, and an operation mode image 46 indicating the required operation mode of the operating means 60 are displayed in the display area 911 (see Figures 20(a) to (c)). In this embodiment, continuous operation (repeated pressing) of the operating means 60 is encouraged, so the word "repeated pressing" is displayed as the operation mode image 46.

[0112] During the operation validity period, each time the operation means 60 is operated and a predetermined condition is met, a change occurs in which the transparent portion 52 of the target image 50 becomes smaller (see Figures 20(a) to (c)). In the initial state, the portion of the target image 50 that is the transparent portion 52 is divided into multiple (N) segmented elements. In this embodiment, N=5. Note that each segmented element may be separated so that each individual segment can be identified, or it may not be separated. Each time the operation means 60 is operated and a predetermined condition is met, one segmented element changes into an opaque portion 53. When it changes into an opaque portion 53, the operation image 40 becomes invisible through the opaque portion 53. In other words, a part of the operation image 40 that was visible when one segmented element was part of the transparent portion 52 becomes invisible when that segmented element changes into an opaque portion 53 (a part of the operation image 40 becomes covered by the opaque portion 53).

[0113] In this embodiment, each time an operation of the operating means 60 is detected during the operation valid period, a lottery (hereinafter referred to as the change lottery) is performed to determine whether or not to change one of the divided elements into an opaque portion 53. If the change lottery is won, one of the divided elements is changed into an opaque portion 53. In other words, each time the change lottery is won, a change occurs in which the transparent portion 52 of the target image 50 becomes smaller. It is preferable that the probability of winning the change lottery be less than 100%. In other words, it is preferable that even if the operating means 60 is operated, one of the divided elements does not necessarily become an opaque portion 53. Furthermore, in one image change effect, the probability of winning the change lottery may be configured to change each time one of the divided elements changes into an opaque portion 53. However, the configuration in which the transparent portion 52 becomes smaller as a result of winning such a change lottery is just one example. For example, the configuration may be such that a change occurs in which the transparent portion 52 becomes smaller each time an operation of the operating means 60 is detected a predetermined number of times (which may be constant or variable).

[0114] In the image change animation, a successful outcome (see Figure 20(d-1)) is when the target image 50 changes from its initial state to the target state, while a failure (see Figure 20(d-2)) is when it does not reach the target state. Whether the outcome is a success or a failure is determined internally in advance (without the player knowing). In this embodiment, if the outcome is a success, there remains a possibility that the target win / failure lottery result (the win / failure lottery result corresponding to the variation in which the image change animation is performed) will be a jackpot. If the outcome is a failure, it is confirmed that the target win / failure lottery result will be a loss. In other words, based on the target win / failure lottery result, it is predetermined whether the image change animation will lead to a success or a failure.

[0115] The target state is one in which all N division elements become opaque portions 53. In other words, the entire portion that was transparent portion 52 in the initial state becomes opaque portion 53 (see Figure 20(d-1)). In this embodiment, regardless of whether the predetermined outcome is a success or failure, the process can proceed until N-1 (4 in this embodiment) division elements become opaque portions 53 (the change lottery can be won N-1 times). If the predetermined outcome is a failure, after N-1 division elements have become opaque portions 53, the change lottery will not be executed even if the operation means 60 is operated during the operation valid period. In other words, the target image 50 will not reach the target state. On the other hand, if the predetermined outcome is a success, even after N-1 division elements have become opaque portions 53, the change lottery will be executed when the operation means 60 is operated during the operation valid period. In other words, there is a possibility that the target image 50 will reach the target state. Furthermore, if the predetermined outcome is a successful outcome, and the target image 50 does not reach the target state during the operation validity period, the target image 50 will be forcibly made to reach the target state (forcibly transitioning to a successful outcome) upon the end of the operation validity period.

[0116] As described above, since the target image 50 is displayed in front of the operation image 40, the visible range of the operation image 40 gradually decreases as the transparent portion 52 of the target image 50 becomes smaller. The state in which the target image 50 is in its initial state (see Figure 20(a)) is the state in which the visible range of the operation image 40 is largest, and the state in which the target image 50 has reached the target state (see Figure 20(d-1)) is the state in which the visible range of the operation image 40 is smallest.

[0117] Furthermore, in this embodiment, the target image 50 has a transparent portion 52 surrounded by an outer edge portion 51, and the transparent portion 52 gradually changes into an opaque portion 53. The outer edge portion 51 is shaped like a character (in this embodiment, the character "G"), and the image change effect can be described as an effect in which a "meter" representing the character accumulates over time (the change from the transparent portion 52 to the opaque portion 53 represents the accumulation of the meter).

[0118] Thus, the image change effect in this embodiment is an effect that aims to change the target image 50 from an initial state to a target state by operating the operating means 60. The effect indicates that it is time to operate the operating means 60 by seeing the operating image 40 visible through the transparent part 52 of the target image 50 in the initial state, and as the target image 50 approaches the target state, it is covered by the opaque part 53, so the visible range of the operating image 40 becomes smaller. In other words, at the start of the operation valid period, the operating image 40 is conspicuous, emphasizing that it is time to operate the operating means 60, and as the target image 50 approaches the target state, the operating image 40 becomes less visible, emphasizing that the effect is progressing (reaching its climax), making it an easy-to-understand effect.

[0119] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned image transformation effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0120] 〇Specific Example 4-1 In the above embodiment, the image change effect is described as prompting the player to continuously operate (press repeatedly) the operating means 60, but other operating methods may also be prompted. For example, the player may be prompted to maintain the state in which the operating means 60 is operated (which would be "long press" if the operating means 60 is a push button as in this embodiment). The above change lottery is executed when the state in which the operating means 60 is operated continues for a predetermined time, and when the player wins the change lottery, a change occurs in which the transparent part 52 becomes smaller (one dividing element becomes the opaque part 53).

[0121] Alternatively, the player may be prompted to perform a single operation of the operating means 60 (a single operation) (the operation validity period ends with a single operation of the operating means 60). In the case of a successful outcome, the entire transparent portion 52 of the target image 50 changes to an opaque portion 53 as a result of the operation of the operating means 60. In the case of a failure outcome, even if the operating means 60 is operated, the change to an opaque portion 53 does not occur (the transparent portion 52 is maintained). However, in the case of an image change effect that prompts a single operation, the change in which the transparent portion 52 gradually becomes smaller will not be shown in the effect.

[0122] Specific Example 4-2 The initial state of the image change effect is suggested by the transparency 52 of the target image 50, indicating a high probability of a successful outcome. For example, the transparency 52 may be either a first state, which is a semi-transparent "white" state (see Figure 21(a)), or a second state, which is a semi-transparent "red" state (see Figure 21(b)), with the probability of a successful outcome being higher in the second state than in the first state.

[0123] As in this example, by allowing the configuration of the transparent portion 52 to change, the appearance of the operation image 40 viewed through the transparent portion 52 will differ depending on the configuration of the transparent portion 52. That is, if the transparent portion 52 is in the first configuration, the operation image 40 will appear to be white, and if it is in the second configuration, the operation image 40 will appear to be red. In other words, because the operation image 40 is viewed through the transparent portion 52, changing the configuration of the transparent portion 52 will result in a different appearance of the operation image 40.

[0124] Specific Example 4-3 If the image change animation results in a successful outcome (see Figure 22(a-2)), a predetermined post-event animation will occur (if the outcome is unsuccessful, the post-event animation will not occur) (see Figure 22(a-3)). In other words, the image change animation is executed as a branching animation that indicates whether or not the post-event animation will occur. The post-event animation is thought to be a predetermined reach animation. If the target win / loss lottery result is a jackpot, the reach animation will result in the jackpot ending; if it is a loss, the reach animation will result in the loss ending.

[0125] Based on this premise, the target image 50 is intended to suggest a post-event presentation. For example, the text represented by the target image 50 is intended to represent at least a part of the "title" of the post-event presentation. In this way, it is possible to indicate that a post-event presentation has occurred using the target image 50 that has reached the target state (see Figure 22(a-2)) (see Figure 22(a-3)). By doing so as in this example, it becomes clear that the reaching of the target state in the target image 50 suggests the occurrence of a post-event presentation.

[0126] Furthermore, in this example, multiple types of target images 50 are provided as target images 50 that can be displayed in the image change effect. For example, the setting is such that a first target image 50a (see Figure 22(a-1)) may be displayed, or a second target image 50b (see Figure 22(b-1)) which is different from the first target image 50a may be displayed. If the image change effect in which the first target image 50a is displayed reaches a successful outcome (see Figure 22(a-2)), a first post-effect (see Figure 22(a-3)) occurs as a post-effect. On the other hand, if the image change effect in which the second target image 50b is displayed reaches a successful outcome (see Figure 22(b-2)), a second post-effect (a different effect from the first post-effect) with higher reliability than the first post-effect (see Figure 22(b-3)) occurs as a post-effect. In this way, the type (appearance) of the target image 50 suggests the type of post-effect that may occur afterward. Furthermore, since the display of the second target image 50b indicates a higher probability of a successful outcome than the display of the first target image 50a, the display of the second target image 50b will likely encourage players to more strongly desire a successful outcome.

[0127] Specific Example 4-4 The target image 50 is configured to be used as one of the decorative symbols 80 that make up the symbol combination indicating the win or loss result. For example, if the image change effect occurs as a type of reach effect, and the win or loss result is a jackpot, the image change effect will have a successful outcome, and the target image 50 that has reached the target state will become one of the decorative symbols 80 that make up the winning combination. Specifically, it is as follows.

[0128] The image change effect may occur when a reach is established where the left decorative symbol 80L and the right decorative symbol 80R (reach symbol) are of the same type. The outer edge 51 of the target image 50 is shaped like the decorative symbol 80 of the same type as the reach symbol. For example, when a reach is established where the decorative symbol 80 of "6" is the reach symbol, the target image 50 with an outer edge 51 shaped like a "6" is displayed (see Figure 23(a)). In the image change effect, the transparent part 52 inside the outer edge 51 shaped like a "6" may become smaller (become an opaque part 53) (see Figure 23(b)). The image change effect leads to a successful outcome if the target win / loss lottery result is a jackpot, and to a failed outcome if it is a loss. In the case of a successful outcome, the entire transparent part 52 becomes an opaque part 53 and the target image 50 reaches the target state (see Figure 23(c-1)). If the outcome is unsuccessful, the target image 50 will not reach the target configuration (see Figure 23(c-2)). If the target image 50 reaches the target configuration, it will be displayed between the reach symbols and will constitute a winning combination as the middle decorative symbol 80C, and the reel will stop moving completely, and the result of the win / loss lottery will be announced as a jackpot (see Figure 23(d-1)). If the target configuration is not reached, a losing combination will be formed and the reel will stop moving completely (see Figure 23(d-2)).

[0129] Thus, the image change effect can be used as a type of reach effect that indicates whether or not one of the symbols that make up a winning combination, which indicates that the result of the lottery is a win, is completed (the completion of the symbol is considered as the selection of that symbol). In the above embodiment, the decorative symbol 80 is a "number", so the target image 50 (outer edge 51) is shaped like a number. However, if the decorative symbol 80 is a letter or character other than a number, then the target image 50 can also be a letter or character other than a number.

[0130] 6) 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.

[0131] 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.

[0132] 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").

[0133] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0134] ·Means 1-1 A gaming machine comprising: a means for awarding one of several types of benefits when the result of a lottery is a win; and a display means for displaying a result image showing the status of the acquisition of the benefits during a specified period, wherein at least one of the several types of benefits is a specific benefit, and the result image includes a name representing the specific benefit that was acquired during the specified period, but does not include a name representing the specific benefit that was not acquired during the specified period. The result images in the above-mentioned gaming machine do not include the names of specific rewards that were not obtained, thus reducing the risk of players becoming frustrated upon seeing the result images.

[0135] ·Means 1-2 The gaming machine according to means 1-1, characterized in that the multiple types of benefits include non-specific benefits that are not the specified benefits and whose expected value of the benefit enjoyed by the player is smaller than that of the specified benefits, and if the specified benefit is obtained during the specified period, the result image includes the name representing the obtained specified benefit and does not include the name representing the non-specific benefit. If a player has acquired a specific perk that offers relatively high benefits, it is not necessary to show the acquisition status of non-specific perks that offer relatively lower benefits in the results image (because showing the acquisition status of non-specific perks might lead players to imagine that they would have gained more if those non-specific perks had been specific perks, potentially causing them to feel like they lost out).

[0136] ·Means 1-3 The gaming machine according to means 1-2, characterized in that if the specified reward is not obtained at all during the specified period, the result image will not include the name representing the specified reward, but will include the name representing the non-specified reward. If a user fails to obtain a specific reward, and even non-specific rewards are not shown in the results image, it may give the impression that no rewards were obtained at all during the specified period. Therefore, in such cases, it is better to show non-specific rewards in the results image.

[0137] ·Means 2-1 A gaming machine comprising: a game state setting means capable of setting a normal game state and a special game state that is more advantageous to the player than the normal game state as game states in which the player aims to get a win or loss result in the lottery; a display means capable of displaying a normal background image displayed in the normal game state and a special background image displayed in the special game state as background images for decorative symbols displayed to indicate the win or loss result in the lottery; and an effect execution means that performs a switching effect that displays a switching image, wherein as the outcome of the switching effect, a normal ending in which the normal background image is displayed after the switching image is displayed, and a special ending in which the special background image is displayed after the switching image is displayed, can occur. According to the above-mentioned gaming machine, it is possible to implement an interesting presentation in which the ending is indicated by the type of background image that is displayed after the switching image is shown.

[0138] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the switching effect is an effect in which, through the spatial portion formed in the switching image, a part of the normal background image becomes visible when the normal ending is reached, and a part of the special background image becomes visible when the special ending is reached. This approach allows viewers to see a portion of the background image through the spatial element from the moment the transition image is displayed (the ending is hinted at in advance).

[0139] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, characterized in that the spatial portion of the switching image is in a normal shape when the normal ending is reached, and in a special shape different from the normal shape when the special ending is reached. In this way, not only is a portion of the background image visible through the spatial area used to foreshadow the ending, but the shape of the spatial area itself also hints at the conclusion in advance.

[0140] ·Means 3-1 In a gaming machine, after a first group of decorative symbols, a second group of decorative symbols, and a third group of decorative symbols, which include multiple types of decorative symbols, begin to change, a game performance is executed during the change until the combination of symbols, consisting of a first decorative symbol selected from the first group of decorative symbols, a second decorative symbol selected from the second group of decorative symbols, and a third decorative symbol selected from the third group of decorative symbols, is determined to be a winning combination if the result of the draw is a win, or a losing combination if the result is a loss, wherein the winning combination is a combination in which the first decorative symbol, the second decorative symbol, and the third decorative symbol are of the same type, and the losing combination is The game machine is characterized in that it is possible to execute a reach pre-reading effect in which the type of the third decorative symbol that constitutes the reach-miss combination shown in the preceding fluctuation effect changes with each successive preceding fluctuation effect, in which the type of the third decorative symbol that constitutes the reach-miss combination shown in the preceding fluctuation effect changes with each successive preceding fluctuation effect, in which the probability of the target win / failure lottery result being a win has increased, using the preceding fluctuation effect which is a fluctuation effect that occurs before the target fluctuation effect which is a fluctuation effect that corresponds to the target win / failure lottery result. According to the above-mentioned gaming machine, an easy-to-understand pre-announcement feature can be implemented, which progresses through changes in the type of the third decorative symbol that makes up the combination of missed reaches.

[0141] ·Means 3-2 The gaming machine according to means 3-1, wherein each of the multiple types of decorative patterns has a predetermined order, and in the reach pre-announcement performance, the type of the third decorative pattern that constitutes the reach miss combination changes according to the predetermined order for each of the consecutive preceding variations. In this way, the changes in the third decorative pattern, following a predetermined order, indicate the progress of the reach pre-announcement effect (approaching the effect during the target reel spin).

[0142] ·Means 3-3 The gaming machine according to means 3-2, characterized in that the reach pre-announcement effect is controlled so that the difference between the predetermined order of the types of the first and second decorative symbols that constitute the reach miss combination in the previous spinning effect immediately preceding the target spinning effect and the predetermined order of the types of the third decorative symbols is the same each time. In this way, when the difference in the prescribed order of the first decorative symbol, the second decorative symbol, and the third decorative symbol reaches a predetermined value, it is determined that this is the spin immediately preceding the target spin animation. Therefore, it becomes a predictable animation where the reserved symbols corresponding to the target spin animation are easy to forecast.

[0143] ·Means 4-1 A gaming machine comprising: a display means having a display area; an operating means that can be operated by a player; and an effect execution means that performs an image change effect that prompts the player to operate the operating means, wherein the successful outcome is when the target image displayed in the display area moves from an initial state to a target state, and the unsuccessful outcome is when it does not reach the target state, wherein the image change effect is displayed such that the operation image representing the operating means is visible through the transparent portion of the target image in the initial state, and each time the operation of the operating means during the effective operation period satisfies predetermined conditions, a change occurs in which the transparent portion of the target image becomes smaller. The image change effects that the above-mentioned gaming machine can perform are easy to understand. At the beginning of the effect, the operation image is prominent, emphasizing that the player should operate the control device. As the target image approaches the desired state, the operation image becomes less visible, emphasizing that the effect is progressing.

[0144] ·Means 4-2 The gaming machine according to means 4-1, characterized in that the transparent portion is a portion surrounded by an outer edge portion along the outer edge of the target image. This creates a visual effect where the target image changes like a meter.

[0145] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that if the result of the draw is a win, a winning combination consisting of multiple symbols is displayed, and if the result of the draw is a win after the image change effect, the target image that has reached the target form is one of the symbols that constitute the winning combination. In this way, an image change effect can be applied as a visual effect in which the target image, which has been transformed into the desired form, becomes one of the symbols that make up the winning combination. [Explanation of Symbols]

[0146] 1. Gaming machine 10 Result Images 20 Switching Images 20a Space part 25n Standard background image 25s special background image 40 Operational Images 50 target images 51 Outer edge 52 Transparent part 53 Opaque part 60 Operating means 70 Reserved Symbols 80 Decorative patterns (80L Left decorative pattern, 80R Right decorative pattern, 80C Center decorative pattern) 91 Display device 911 Display area

Claims

[Claim 1] A gaming machine that has a set period during which multiple types of rewards can be obtained, and is equipped with a display means that displays result images in a manner corresponding to the status of obtaining the said rewards during the set period, The aforementioned multiple types of benefits include two or more specific benefits. The resulting image includes elements representing previously acquired specific benefits of the type acquired during the specified period, but does not include elements representing unacquired specific benefits of the type not acquired during the specified period. The aforementioned multiple types of benefits include non-specific benefits, the expected value of the benefits enjoyed by the player is less than that of any of the two or more aforementioned specific benefits. The resulting image shall be configured such that, if the specified benefit is obtained during the specified period, it shall not include any elements representing the non-specified benefit, even if the non-specified benefit is obtained during the same specified period. A gaming machine characterized by the following features.

Citation Information

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