Gaming machine

By introducing a pre-rendering performance mechanism and multiple candidate effects into the game console, the problem of insufficient game experience in existing game consoles has been solved, enhancing players' sense of participation and anticipation, and increasing the entertainment value of the game.

JP7880622B2Active Publication Date: 2026-06-26SANSEI R&D KK
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Patent Information

Application Number
JP2023119620
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-24
Publication Date
2026-06-26
Estimated Expiration
2043-07-24

AI Technical Summary

Technical Problem

Existing game consoles lack diverse trailer effects that can enhance the gaming experience, resulting in insufficient anticipation and excitement among players regarding the game's outcome.

Method used

By introducing a pre-show mechanism into the game console, various candidate effects (such as reserved symbol changes, preview images, chance zone effects, and timer previews) are used to hint at the possible game outcomes. Combined with normal and hidden modes, this increases player engagement and anticipation.

Benefits of technology

It enhances the game's entertainment value and player engagement, and increases player satisfaction through diverse preview effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving an amusement property of a game using a possibility of occurrence of a plurality of types of candidate performances as a read-ahead performance.SOLUTION: A game machine includes: in-variation performance execution means for executing an in-variation performance from start of variation of a decorative pattern to the time when the decorative pattern stops in a mode according to a winning or losing lottery result; and read-ahead performance execution means for executing a read-ahead performance that is started while a previous in-variation performance is being executed, which is the in-variation performance before an object in-variation performance, which is the in-variation performance on an object winning or losing lottery result is started, and suggests a possibility of the object winning or losing lottery result being winning. A plurality of types of candidate performances that can occur as the read-ahead performance is provided. Execution modes of the read-ahead performance includes a normal mode in which which of the plurality of types of candidate performances is occurring can be known, and a concealing mode in which which of the plurality of types of candidate performances is occurring is not known, but occurrence of the read-ahead performance is suggested.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] There is a known gaming machine provided with a plurality of types of effects (candidate effects) that can occur as preview effects (for example, see Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

[0006] The gaming machine according to the present invention can improve the enjoyment of the game by utilizing the fact that multiple candidate animations can occur as pre-announcement animations. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This diagram illustrates the types of candidate animations (pre-announcement animations in their normal form). [Figure 5] This is a diagram to explain the predictive presentation of concealment techniques. [Figure 6] This is a diagram to explain specific example 1-1. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain specific examples 1-4. [Figure 9]It is a diagram for explaining Specific Examples 1-5. [Figure 10] (a) is a decorative pattern of a composite mode, and (b) is a diagram for explaining the control of the decorative pattern when transitioning to the standby state. [Figure 11] It is a diagram showing a state where a start winning occurs in the standby state (a start winning occurs in the state of Fig. 10(b-3)) and fluctuations start. [Figure 12] It is a diagram for explaining Specific Example 2-2. [Figure 13] It is a diagram for explaining Specific Example 2-3. [Figure 14] It is a diagram for explaining Specific Example 2-4. [Figure 15] It is a diagram for explaining the display mode of an instruction image. [Figure 16] It is a diagram for explaining Specific Example 3-1. [Figure 17] It is a diagram for explaining Specific Example 3-3. [Figure 18] It is a diagram for explaining Specific Example 3-4. [Figure 19] It is a diagram for explaining a vibration effect and a special effect that may occur契机 when an operation of an operation means is performed during the vibration effect. <00000​​​​​​​​​​​​​​​​​​​​​This is a diagram showing an example of a case where the performance value is forcibly changed (a case where the unit game ends due to the fulfillment of the time condition). [Figure 28] This is a diagram for explaining Specific Example 5-4. [Figure 29] This is a diagram for explaining Specific Example 5-5.

Embodiments for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko 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.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and guide rails 903 that form a passage for guiding the game balls launched by the operation of a launching device 908 (launching handle) to the game area 902 are 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 large winning area 906, an out port, etc. are provided. The display area 911 of the display device 91 is a portion visible 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 flow mode of the game balls when the flowing game balls collide with them. The game balls flowing down in the game area 902 change in various modes according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, by operating the launching device 908, game balls are launched toward the game area 902. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the large winning area 906, a predetermined number of prize balls are paid out 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 / fail lottery means provided on a control board (not shown) when a game ball enters 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 / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery result begins in the order in which the numerical values ​​are obtained. However, if there is still win / fail lottery information for which notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, pre-change reserved information, which will be described later) in a storage means provided on a control board (not shown).

[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 72 before variation that corresponds to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 71 during variation is displayed larger than the reserved symbol 72 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 71 during variation and the reserved symbol 72 before variation may be completely different. Alternatively, the system may be configured so that the reserve symbol 71 is not displayed during the reel spin. 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 symbols located to the right.

[0015] 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).

[0016] In this embodiment, similar to known gaming machines, the player is notified of the winning or losing result 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 change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) will be a predetermined combination (in this embodiment, three of the same type of decorative symbol 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] 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.

[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player aims to launch the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. In the special game state, the player aims to launch the game ball at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The special game state is a state in which it is easier to win the lottery for opening the second starting area 904b, which is triggered when a game ball enters the normal starting area 905, so it is relatively easy for a game ball to enter the second starting area 904b.

[0019] In this embodiment, the game transitions to a special game state after all jackpot games have finished. The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game transitions to the normal game state. If a jackpot is won before the predetermined number of consecutive losses occur after transitioning to the special game state, the game transitions to the special game state again (the predetermined number of losses 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 a jackpot before the predetermined number of consecutive losses occur after transitioning to the special game state. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine. It may also be a V probability variation machine. It may also be a game machine equipped with so-called minor wins, in which a jackpot can be won when the game ball enters a predetermined area when a minor win is achieved (a game machine with "two types" of gameplay). Furthermore, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.

[0020] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either N (for example, 10) game balls enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, some machines award 5-round jackpots, while other machines award 10-round jackpots.

[0021] 2) The following describes the effects and other features 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. In addition, in some of the drawings describing the effects and other features, the illustration of the reserved symbols 70 and decorative symbols 80 may be omitted.

[0022] 2-1) Predictive presentation of concealment methods The gaming machine 1 according to this embodiment is capable of performing a pre-announcement effect. Since the pre-announcement effect itself is well known, it will be explained briefly. The pre-announcement effect suggests the probability (reliability) that a certain win / loss lottery result (target win / loss lottery result) will be a jackpot, by using one or more consecutive preceding in-spin effects (previous in-spin effects (previous spins)) that precede the start of the in-spin effect (target in-spin effect (target spin)) corresponding to the target win / loss lottery result. The reserved symbol 70 corresponding to the target win / loss lottery result is designated as the target reserved symbol T. Note that the win / loss lottery result (previous win / loss lottery result) corresponding to the preceding spin is selected to be a loss. In other words, it uses one or more consecutive "losing spins" to suggest the reliability of the target win / loss lottery result corresponding to the subsequent in-spin effect (in the following explanation of the "concealed pre-announcement effect", when simply referring to reliability, it refers to the reliability of the target win / loss lottery result). In this embodiment, regardless of its content (type), the probability of the target winning lottery result being a jackpot is higher when the pre-announcement effect occurs than when it does not occur. In other words, the pre-announcement effect can be said to be a type of so-called chance-up effect.

[0023] Multiple types of "candidate" effects (hereinafter referred to as "candidate effects") are provided as possible pre-announcement effects. These multiple types of candidate effects can also be said to be candidates for the concealed pre-announcement effects, which will be described in detail later. Effects of the same type but with different levels of reliability are considered to be the same type of candidate effect (pre-announcement effect). For effects that indicate reliability by the color of a predetermined effect element, effects with the same effect element are considered to be the same type of candidate effect (pre-announcement effect), even if the colors are different. For example, the hold change effect described later indicates reliability by the color of the hold symbol 70, so even if the color of the hold symbol 70 is different, it is considered to be the same type of candidate effect (pre-announcement effect).

[0024] In this embodiment, several candidate effects are provided, including a hold change effect, a preview image effect, a chance zone effect, and a timer preview effect. Each effect is briefly described below. Figure 4 shows how each effect occurs in its normal mode (described later).

[0025] The reserve symbol change effect (see Figure 4(a)) indicates the reliability of the reserve symbol 70 (target reserve symbol T) corresponding to the target win / loss lottery result. By changing the form of the target reserve symbol T to a special form different from the basic form (normal state) (shown as unmarked in the diagram), it is indicated that the probability of the target win / loss lottery result being a jackpot has increased. In this embodiment, the special form can be one of "blue," "green," "red," or "rainbow," with the reliability increasing in this order ("rainbow" being the highest). Note that "rainbow" guarantees a jackpot (100% reliability). Note that in the diagram, the color of the reserve symbol 70 is indicated by text.

[0026] The preview image presentation (see Figure 4(b)) displays a preview image 12 in the display area 911 to preview the presentation that will occur during the target change. In this embodiment, a preview image 12 is displayed that suggests one of several types of super reach presentations (presentations that announce the win / loss result depending on their outcome). Specifically, one of "A reach," "B reach," or "C reach" is displayed as the preview image 12, with the reliability increasing in this order ("C reach" being the most reliable). In this embodiment, the preview image 12 is displayed in conjunction with the target reserved symbol T.

[0027] The Chance Zone effect (see Figure 4(c)) is an effect that suggests a situation where a big win can be expected by changing the background of the decorative symbol 80 to a special background 14 that is different from the normal background (represented as "plain" in the diagram). In this embodiment, in addition to the use of the special background 14, an image containing the words "○○ Zone" is displayed in the display area 911 to indicate to the player that they have entered the "○○ Zone".

[0028] The timer standby effect (see Fig. 4(d)) announces that a timer effect will occur. The timer effect itself is well-known (countdown starts at the beginning, and one of several favorable events for the player occurs at the time-up). The timer standby effect announces that a timer effect will occur by displaying an image (in this embodiment, the timer standby image 16 including the characters "During timer standby") that suggests that a timer effect will occur in the future.

[0029] As execution modes of these prediction effects, there are a normal mode and a concealed mode. Note that the normal mode and the concealed mode are provided as execution modes of the prediction effect in the normal game state, but may also be provided as execution modes of the prediction effect in the special game state.

[0030] The normal mode is a mode in which it is possible to tell which of several candidate effects (prediction effects) has occurred in the previous variation (the state where the target hold symbol T is the pre-variation hold symbol 72). That is, in the previous variation, it is executed in a mode that allows the player to understand which of the hold change effect, the preview image effect, the chance zone effect, and the timer standby effect has occurred, and it can be said that this is a general execution mode of the prediction effect. If the hold change effect has occurred, the special target hold symbol T (the pre-variation hold symbol 72) is displayed during the previous variation (see Fig. 4(a)). If the preview image effect has occurred, the preview image 12 is displayed during the previous variation (see Fig. 4(b)). If the chance zone effect has occurred, the special background 14 is displayed during the previous variation (see Fig. 4(c)). If the timer standby effect has occurred, the timer standby image 16 is displayed during the previous variation (see Fig. 4(d)). Therefore, the player can grasp which prediction effect (candidate effect) has occurred.

[0031] On the other hand, the concealed pre-reading effect (see Figure 5) is an effect in which, in the previous spin, it is not known which of several candidate effects is occurring, but it is suggested that a pre-reading effect is occurring. In other words, it can be said that it is an effect that suggests that a pre-reading effect is being executed "behind the scenes" so that it is not visible to the player. In this embodiment, when the concealed pre-reading effect is executed, a concealed image 10 is displayed in the display area 911 during the previous spin (see Figure 5(b)). The concealed image 10 is intended to suggest that a pre-reading effect is occurring, but its content is hidden. In this embodiment, an image containing the words "Pre-reading Concealed" is displayed as the concealed image 10. In addition, it is conceivable that the concealed image 10 could be an effect that suggests to the player that a pre-reading effect is occurring but its content is hidden, such as "Hidden Pre-reading Occurring" or "Pre-reading (Type is Secret)".

[0032] In this embodiment, the concealed pre-announcement effect occurs when the win / loss lottery information (target win / loss lottery information) corresponding to the target win / loss lottery result is acquired. In other words, it occurs when the target reserved symbol T is displayed (see Figure 5(a)→(b)). Since new win / loss lottery information is acquired when a game ball enters the starting area 904 (first starting area 904a), the concealed pre-announcement effect in this embodiment can be said to be a type of so-called winning effect.

[0033] When a preview effect in the hidden mode occurs, the hidden image 10 is displayed at least until the target variation starts, and the player does not know which kind of candidate effect is being executed as the preview effect (see Fig. 5(b)). The configuration is such that it is determined which kind of candidate effect was being executed as the preview effect during the target variation. In the present embodiment, it is determined契机として判明する(図5(c)参照)。秘匿されていた先読み演出(候補演出)が保留変化演出であれば対象保留図柄Tである変動中保留図柄71が複数種の特殊態様のいずれかとなり(図5(c-1)参照)、予告画像演出であれば複数種の予告画像12のいずれかが表示され(図5(c-2)参照)、チャンスゾーン演出であれば背景が特殊背景14となり(図5(c-3)参照)、タイマ待機演出であればタイマ待機画像16が表示される(図5(c-4)参照)(図示されるものとは異なり対象変動の開始とともにカウントダウンするタイマ画像が表示されてもよい)。このようにすることで、先の変動中では隠されていた先読み演出が、対象変動の開始を契機として明らかになったかのように遊技者が感じる演出形態となる。

[0034] Note that the fact that the configuration is such that it is determined which kind of candidate effect was being executed as the preview effect during the target variation means that each kind of candidate effect is also executed during the target variation. Generally, as a preview effect, there are those that are executed during the previous variation but not during the target variation, but such effects are not the target of the hidden mode (not considered candidate effects). In the case where a preview effect in the normal mode occurs, those that are executed not only during the previous variation but also during the target variation (executed from the previous variation to the target variation) are considered candidate effects.

[0035] In this way, the gaming machine 1 according to the present embodiment can execute an interesting effect (preview effect in the hidden mode) where the player does not know which kind of candidate effect is being executed as the preview effect.

[0036] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned methods of predicting and concealing information. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0037] 〇Specific Example 1-1 In the pre-announcement of the concealment pattern, the concealed image 10 is displayed, but the setting is such that there are multiple patterns for the concealed image 10. For example, the first concealed image 101 may be displayed, or a second concealed image 102, which is a different pattern from the first concealed image 101, may be displayed (see Figure 6). Furthermore, the setting is such that the reliability of the target success / failure lottery result is higher when the second concealed image 102 is displayed than when the first concealed image 101 is displayed.

[0038] The relative reliability levels of the various candidate animations can be anything, but by using the method shown in this example, the animation pattern becomes such that when the second hidden image 102 is displayed, there is a higher probability that a candidate animation with higher reliability is "hidden" than when the first hidden image 101 is displayed. Furthermore, assuming that the candidate animation "hidden" in the previous variation is of the same type, it means that a more reliable form is being "hidden." For example, if the hidden animation is a reserve change animation, then when the second hidden image 102 is displayed, there is a higher probability that the target reserve symbol T (the form of the reserve symbol 71 revealed in the target variation) will be of higher reliability than when the first hidden image 101 is displayed.

[0039] There are various methods for setting differences in the appearance of the first hidden image 101 and the second hidden image 102. Possible methods include setting differences in appearance such as different color tones, one being larger than the other, or different shapes (or a combination of these). As mentioned above, the hidden image 10 is said to contain text that suggests a pre-read effect is hidden, and it is also conceivable to use this text to represent differences in reliability. For example, the first hidden image 101 may contain the text "Pre-read hidden," and the second hidden image 102 may contain the text "Chance pre-read hidden" (see Figure 6). In other words, the text "Chance" suggests that when the second hidden image 102 is displayed, there is a greater expectation of a big win than when the first hidden image 101 is displayed.

[0040] 〇Specific Examples 1-2 The reliability of the target selection result is set to be higher when a concealed pre-announcement occurs compared to when a normal pre-announcement occurs. In this way, when a concealed pre-announcement occurs, players can expect that the hidden pre-announcement is highly reliable.

[0041] In this example, if any of the multiple candidate animations occur as a pre-announcement animation, it is preferable to set the probability of it occurring in the normal form to be higher than the probability of it occurring in the concealed form (the normal form is more likely to occur than the concealed form). By doing so, the concealed pre-announcement animation will occur relatively rarely, and when it does occur, it will be an animation form that gives hope for the target success or failure lottery result.

[0042] Specific Examples 1-3 In the above embodiment, it was explained that when a concealed pre-reading effect occurs, it is not possible to know which of the multiple candidate effects is being executed as the pre-reading effect during the preceding variation (it is concealed). However, it is also possible that it is possible to know which candidate effect is being executed during the preceding variation (the pre-reading effect is revealed). For example, the concealed image 10 may be displayed during the variation two changes prior to the target variation (the pre-reading effect is not revealed) (see Figure 7(a-1)), but the concealed image 10 may be deleted during the variation one change prior to the target variation, and the pre-reading effect may be revealed (see Figure 7(a-2)).

[0043] Furthermore, the timing at which the type of candidate animation being performed is revealed (the timing at which the hidden image 10 is deleted) may be set to be different each time a hidden animation is predicted. For example, it may be revealed in the previous animation, or it may be revealed in the target animation. Alternatively, it may be revealed in the animation two animations prior to the target animation, or it may be revealed in the animation one animation prior to the target animation, so the animation prior to which the reveal occurs may change each time. In this case, it may be possible to set the reliability of the target success / failure lottery result to differ depending on the timing of the reveal. For example, the later the reveal, the higher the reliability of the target success / failure lottery result (the reliability is higher when it is revealed in the previous animation (P2) than when it is revealed in the animation two animations prior (P1), and the reliability is higher when it is revealed in the target animation (P3) than when it is revealed in the previous animation (P2)) (see Figure 7(b)). Conversely, it is also conceivable to design the game so that the earlier the results are revealed, the higher the reliability of the target selection lottery. This would create a presentation style where players would pay attention to the timing of when the type of candidate presentation being performed is revealed.

[0044] 〇Specific Examples 1-4 In the above embodiment, when a concealed pre-reading effect occurs, the configuration is such that it is determined which type of candidate effect was executed as a pre-reading effect when the target variation begins. However, the timing at which this determination is made (the timing at which the concealed image 10 is erased) may be set to a timing other than the start of the target variation. For example, as shown in Figure 8, the configuration may be such that the type of candidate effect (pre-reading effect) executed at one of several candidate locations in the target variation is determined, such as "start of target variation" (Q1), "establishment of a reach in the target variation" (Q2), or "start of a super reach effect in the target variation" (Q3).

[0045] In this example, the reliability of the target selection lottery result may differ depending on the timing of the revelation. For example, it is conceivable to configure the system so that the later the timing of the revelation in the target variation, the higher the reliability of the target selection lottery result (see Figure 8). Conversely, it is also conceivable to configure the system so that the earlier the timing of the revelation in the target variation, the higher the reliability of the target selection lottery result. By doing so, the type of presentation will become something that players will pay attention to, at what point after the target variation begins, the type of candidate presentation is revealed.

[0046] 〇Specific Examples 1-5 The system is configured so that a pre-announcement sequence can occur before the hidden sequence's pre-announcement sequence occurs (see Figure 9(a)). The pre-announcement sequence suggests the occurrence of the hidden sequence's pre-announcement sequence. If the pre-announcement sequence has a successful outcome, the hidden sequence's pre-announcement sequence will occur (see Figure 9(b-1)), and if it has a failed outcome, the hidden sequence's pre-announcement sequence will not occur (see Figure 9(b-2)). Since the pre-announcement sequence is a chance-up sequence, a successful outcome in the pre-announcement sequence is more advantageous for the player than a failed outcome.

[0047] The pre-show presentation should be such that the player feels that a pre-show presentation for a hidden image may occur. For example, suppose a pre-show image 11 that hints at hidden image 10 is displayed. Pre-show image 11 should be such that when the player sees it, they will assume it is hidden image 10. For example, pre-show image 11 could represent a "hidden image in a semi-transparent state" (see Figure 9(a)), and the pre-show image 11 becoming opaque (changing to hidden image 10) would be the successful outcome (see Figure 9(b-1)), while not becoming opaque would be the unsuccessful outcome (see Figure 9(b-2)).

[0048] 2-2) Control of decorative patterns during standby In this embodiment, during a variation animation performed in a predetermined animation mode (sometimes referred to as "animation mode X"), the decorative pattern 80 is displayed in a composite form. During animation mode X, a background image of the decorative pattern 80 specific to that mode is displayed (illustration of the background image is omitted). The decorative pattern 80 in a composite form includes a main element part 81 and a sub-element part 82 attached to the main element part 81. The main element part 81 is an element for distinguishing the types of decorative patterns 80. If the main element part 81 is different, the type of decorative pattern 80 is different. In this embodiment, the main element part 81 is the part that includes "numbers," and if the numbers are the same, they are the same type of pattern; if they are different, they are different types of patterns. The sub-element part 82 is the part that represents a character. In this embodiment, a different character is associated with each type of decorative pattern 80 (main element part 81) ("Character A" is associated with pattern "1", "Character B" with pattern "2", ... "Character G" with pattern "7" (in the drawings, these characters are represented by "letters")) (see Figure 10(a)).

[0049] When no variation animation is being performed, the system may transition to a standby state. In this embodiment, if no new variation animation is started within a predetermined time after the system has entered a state where no variation animation is being performed (non-variation state), the system transitions to a standby state. The standby state indicates to the player that no game is being played. In this embodiment, an image is displayed indicating that the volume and brightness can be adjusted (see Figure 10(b-3)). In the standby state, it is preferable to display an image that is not displayed while a variation animation is being performed (variation state). For example, a demo movie introducing the game machine 1 may be displayed.

[0050] In this embodiment, when the in-game performance executed in performance mode X ends and the system transitions to a standby state, a change occurs in the decorative symbols 80. In other words, after the in-game performance in performance mode X ends, a change occurs in the decorative symbols 80 after a predetermined amount of time has elapsed since the in-game performance was no longer being executed. As described above, in performance mode X, the decorative symbols 80 are displayed in a composite form. Until the system transitions to a standby state, the decorative symbols 80 are displayed in a composite form (a "losing combination" composed of the composite decorative symbols 80 is displayed) (see Figures 10(b-1) and (b-2)). Upon transitioning to a standby state, the decorative symbols 80 change from a composite form to a standby form. The standby form does not include the main element 81 but includes the sub-element 82 (see Figure 10(b-3)). In this embodiment, upon transitioning to a standby state, the main element 81 is erased and the sub-element 82 remains. Since the sub-element section 82 that constituted the losing combination remains, the combination of symbols (sub-element section 82) displayed in standby mode can change each time (it changes according to the losing combination displayed in the variation animation before transitioning to standby mode).

[0051] In this embodiment, the position in which the sub-element 82 is displayed is maintained before and after transitioning to the standby state (the main element 81 is erased without the sub-element 82 being displaced). Before transitioning to the standby state, the decorative patterns 80 in the composite form are arranged in the order that constitutes a "losing combination" (see Figure 10(b-2)), and even after transitioning to the standby state, the sub-element 82 remains arranged in that order (see Figure 10(b-3)).

[0052] When the game ball enters the starting area 904 while the decorative symbol 80 in this standby state is displayed (i.e., when win / loss lottery information is acquired), a new spinning animation is started. The decorative symbol 80 changes from the standby state (see Figure 11(a)) to the composite state and then the spinning of the decorative symbol 80 begins (see Figure 11(b)). In other words, the main element 81 corresponding to each of the sub-element 82 that was displayed is displayed, resulting in a state where three composite decorative symbols 80 are displayed, and the spinning animation begins when these three decorative symbols 80 start to spin.

[0053] The reason for controlling it in this way is as follows: When the system transitions to the standby state, the decorative pattern 80 changes from a composite pattern to a standby pattern, which has the advantage of making it easy to understand that the system has transitioned to the standby state. In particular, as in this embodiment, the main element part 81 is hidden, so the image indicating whether the same type of pattern (patterns with the same numbers) has been matched is not displayed, which emphasizes that the in-game animation is not being executed (that the system is in the standby state).

[0054] Furthermore, even when transitioning to the standby state, the sub-element section 82 remains displayed, thus fulfilling the function (essential function of the standby state) of indicating that the decorative pattern 80 is in a standby state in preparation for the start of variation (i.e., "waiting for variation").

[0055] The following describes specific examples of improvements, concretizations, and modifications to the control of the decorative pattern 80 during the standby state described above. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.

[0056] 〇Specific Example 2-1 In the above embodiment, it was explained that the decorative pattern 80 is displayed in a composite pattern when in a predetermined performance mode (performance mode X), and that when transitioning to a standby state, a change occurs from the composite pattern to the standby pattern. However, the decorative pattern 80 may be displayed in a composite pattern regardless of the performance mode. For example, the decorative pattern 80 may always be displayed in a composite pattern. In such a configuration, the decorative pattern 80 can be controlled to change from the composite pattern to the standby pattern when transitioning to a standby state, regardless of the performance mode.

[0057] Specific Example 2-2 The configuration may include multiple types of composite modes. For example, when in performance mode X, a decorative pattern 80 in a composite mode is displayed, with each of the main element parts 81 "1" to "7" having sub-element parts 82 "Character A" to "Character G" attached (see Figure 12(a-1)). When in performance mode Y, which is different from performance mode X, a decorative picture in a composite mode is displayed, with each of the main element parts 81 "1" to "7" having sub-element parts 82 "Character H" to "Character N" attached (see Figure 12(a-2)). Although not shown, different background images are displayed in performance mode X and performance mode Y (a background image specific to each performance mode is displayed).

[0058] When transitioning to the standby state in performance mode X, a decorative pattern 80 in a standby state that includes a sub-element 82 which is one of "Character A" to "Character G" is displayed (see Figure 12(b)). When transitioning to the standby state in performance mode Y, a decorative pattern 80 in a standby state that includes a sub-element 82 which is one of "Character H" to "Character N" is displayed (see Figure 12(c)). In this way, in the standby state, a decorative pattern 80 in a standby state corresponding to the form (sub-element 82) of the decorative pattern 80 before transitioning to the standby state is displayed.

[0059] Specific Examples 2-3 Although the standby mode in the above embodiment was described as including the sub-element 82 but not the main element 81, the reverse configuration is also possible, i.e., including the main element 81 but not the sub-element 82. In this way, when transitioning to the standby state, the decorative pattern 80 changes from a "mode including both the main element 81 and the sub-element 82" (composite mode) (see Figure 13(a)) to a "mode including the main element 81 but not the sub-element 82" (standby mode) (see Figure 13(b)). It is preferable that the position where the main element 81 is displayed is maintained before and after transitioning to the standby state (the main element 81 does not displace from Figure 13(a) to (b)).

[0060] Even in this example, the appearance of the decorative pattern 80 changes when the system transitions to the standby state, so the transition to the standby state is indicated by the change in the decorative pattern 80. Furthermore, since the main element 81 is displayed in the standby state, it is easier to understand that the decorative pattern 80 is stopped in preparation for a new change (compared to the configuration in the above embodiment where the sub-element 82 is displayed in the standby state). In other words, if you want to emphasize that the system is in the standby state, you should use the standby mode as in the above embodiment (see Figure 10(b-3)), and if you want to emphasize that the decorative pattern 80 is stopped in preparation for a change, you should use the standby mode as in this example (see Figure 13(b)).

[0061] Specific Example 2-4 Although it has been explained that the combination of symbols (sub-element section 82) displayed in standby mode may change each time, it is also possible to have a fixed configuration. In other words, regardless of the losing combination displayed in the variation animation before transitioning to standby mode (see Figure 14(a)), a predetermined combination of sub-element section 82 is displayed when transitioning to standby mode (see Figure 14(b)).

[0062] The following are possible reasons for adopting a configuration like this example. For example, suppose the main characters of the original work that served as the motif for the game machine 1 are character A, character C, and character G. Based on this, when the game transitions to a standby state, the sub-elements 82 of character A, character C, and character G are displayed. In other words, in the standby state, the sub-elements 82 (characters) that the player wants to emphasize are displayed while the main elements 81 (numbers) are not displayed.

[0063] 〇Specific Example 2-5 It is not necessary to configure the system so that the standby mode decorative symbols 80 are displayed throughout the standby state. For example, after a predetermined time has elapsed since entering the standby state, a video introducing the gaming machine 1 may be displayed, and the standby mode decorative symbols 80 may not be displayed while the video is being output. However, the standby mode decorative symbols 80 should be displayed at least until a predetermined time has elapsed since transitioning to the standby state. In other words, the change of the decorative symbols 80 from the composite mode to the standby mode should occur across the point in time when transitioning to the standby state.

[0064] 〇Specific Example 2-6 In the above embodiment, it was explained that if a new in-game animation is not started within a predetermined time after entering a non-in-game state where no in-game animation is being performed, the system transitions to a standby state. However, it is also possible to configure the system to transition to a standby state simultaneously with entering a non-in-game state (non-in-game state = standby state). In this case, the decorative symbol 80 changes from a composite state to a standby state (the main element 81 is erased) when the in-game animation ends while there are no pre-in-game reserved symbols 72.

[0065] 2-3) Instructional image In this embodiment, an instruction image 20 may be displayed in the display area 911. The instruction image 20 is displayed when the game ball should be launched so that it flows down one side of the display area 911 in order to enter the target area. For example, when a jackpot is won, the jackpot area 906 is the target area. In this embodiment, the jackpot area 906 is located in a position that the game ball can reach by so-called "right-handed shooting". Therefore, the instruction image 20 is displayed to indicate that the game ball should be launched so that it flows down the right side of the display area 911 (see Figure 15). The display mode (control) of the instruction image 20 will be described below using the instruction image 20 as an example.

[0066] The instruction image 20 is displayed to repeat the unit operation described later during a specific period. Here, the specific period is the period from when the start condition is met until when the end condition is met. In this embodiment, the specific period is the opening period of the jackpot game (the period before the start of the first round). The opening period starts T1 hours after the end of the winning spin. In other words, the start condition is that T1 hours have passed since the end of the winning spin. The opening period also ends T2 hours after the end of the winning spin. In other words, the end condition is that T2 hours have passed since the end of the winning spin. Therefore, the length of the opening period (specific period) is "T2-T1". Although not shown in the figures, in the opening period of this embodiment, in addition to the instruction image 20, an image of the name representing the won jackpot is also displayed in the display area 911.

[0067] One side of the display area 911 (the side to be aimed at) is designated as the target edge 911a. As described above, the instruction image 20 is an image that prompts "hitting to the right," so in this embodiment, the target edge 911a is the right edge. The opposite side of the display area 911 from the target edge 911a is designated as the opposite edge 911b. In this embodiment, the target edge 911a is the left edge. The instruction image 20 is an "arrow" pointing towards the target edge 911a side (right side) of the display area 911 (see Figure 15). In this embodiment, the instruction image 20 includes the words "hitting to the right," but it may be made without such words. In addition to the instruction image 20, a small indication of hitting to the right may be displayed near the outer edge of the display area 911 (the instruction image 20 is not an image that is displayed small near the outer edge of the display area 911).

[0068] A unit operation includes a first operation and a second operation. The first operation is the operation of the instruction image 20 "moving out from the target side edge 911a of the display area 911". Specifically, the instruction image 20 is displaced toward the target edge, and the displayed area gradually becomes smaller as it frames out of the display area 911 from the tip of the "arrow" (see Figures 15(a) to (d)). The second operation is the operation of the instruction image 20 "coming in from the opposite side edge 911b of the display area 911". Specifically, the displayed area gradually becomes larger as the instruction image 20 frames in from the opposite side edge 911b of the display area 911, and moves toward the target side edge 911a of the display area 911 (see Figures 15(d) to (g)). In this embodiment, both the first and second operations are along the approximately horizontal direction. That is, the instruction image 20 does not displace in the vertical direction (height direction).

[0069] In this embodiment, between the first and second operations, there is a period during which the entire instruction image 20 is not displayed in the display area 911 (no part of the instruction image 20 is displayed in the display area 911) (see Figure 15(d)). In other words, there is a period during which the entire instruction image 20 is out of frame and not displayed. Note that during the non-display period, no "image indicating the target area" other than the instruction image 20 is displayed (the non-display period is a period during which no image of the "arrow" pointing towards the target area is displayed at all). In this way, the instruction image 20 (arrow) that has gone out from the target side edge 911a appears to pass behind the display device 91 (display area 911) and return from the opposite edge 911b (the instruction image 20 appears to be rotating).

[0070] During the specified period, a unit operation including such a (single) first operation and (single) second operation is repeated until the termination condition is met (the unit operation never ends in a single operation). In this embodiment, the specified period ends after five unit operations are executed.

[0071] The display of such an instruction image 20 emphasizes that the game ball should be launched toward one side of the display area 911 (the target edge 911a side). This increases the likelihood that even players with little gaming experience who cannot understand concepts such as "shooting to the right" will intuitively understand that the game ball should be launched toward one side of the display area 911 (the target edge 911a side).

[0072] The following describes specific examples of improvements, concretizations, and modifications to the above instruction image 20. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.

[0073] 〇Specific Example 3-1 The aforementioned unit action includes a pre-action. The pre-action is performed before the first action. In other words, the instruction image 20 during a specific period repeats a unit action consisting of "pre-action → first action → second action" as one cycle. It can also be said that the pre-action is performed after the second action and before the first action.

[0074] The pre-movement is the movement of the instruction image 20 toward the opposite edge of the display area 911 (see Figures 16(a) and 16(b)). It can also be said that this movement is toward the opposite direction of the "arrow" represented by the instruction image 20. However, during the pre-movement, the entire instruction image 20 is displayed in the display area 911. In other words, during the pre-movement, no part of the instruction image 20 is cut off (no part of the instruction image 20 extends beyond the opposite edge 911b of the display area 911). This is because if the pre-movement is too large, the instruction image 20 will appear to be moving toward the opposite edge 911b (to the left).

[0075] By having this preliminary action performed before the first action, the display appears as if the instruction image 20 is moving in the opposite direction to gain momentum before it moves toward the target edge 911a (towards the direction of the "arrow"). Including such a preliminary action in the unit action further emphasizes that the game ball should be launched toward the target edge 911a.

[0076] Specific Example 3-2 The instruction image 20 may be displayed when the target area is the so-called V area. That is, the instruction image 20 as described in the above embodiment is displayed when the target area is the V area in a V-probability variation machine or the V area in a Type 2 gaming machine. The V area in a V-probability variation machine and the V area in a Type 2 gaming machine are well known, so they will be briefly explained. In a V-probability variation machine, the V area is opened during a specific jackpot, and when a game ball enters the V area, the game state after the jackpot game ends transitions to a high-probability state (a probability variation state in which the probability of winning the win / failure lottery result is higher than usual). If a game ball does not enter the V area, the game will not transition to the high-probability state (which is disadvantageous to the player), so the instruction image 20 should be displayed when the V area is opened. In a Type 2 gaming machine, the V area is opened during a minor win game that is executed when the win / failure lottery result is a minor win (a different winning method than a jackpot), and a jackpot can be won by entering the V area. Since a jackpot cannot be won (and is disadvantageous to the player) unless the game ball enters the V area, the instruction image 20 should be displayed when the V area is opened. In any case, if the game ball is launched toward the V area for a certain period of time according to the instruction image 20, the game ball will enter the V area with almost certainty (almost 100% probability) unless an extremely irregular event occurs (it is almost impossible for the game ball to fail to enter the V area, so-called "puncture").

[0077] In this example, the system may be configured so that the termination condition is met when a game ball enters the V area. In other words, since the instruction image 20 is displayed to encourage the game ball to enter the V area, it is made to disappear when the game ball enters the V area. Therefore, the unit operation of the instruction image 20 is repeated until the game ball enters the V area. The start condition for the specific period (the condition under which the display of the instruction image 20 begins) can be set as appropriate. For example, the opening of the V area can be used as the start condition. Also, in order to reduce the risk of so-called "punctures," the start condition can be set to a point in time a predetermined time before the opening of the V area (the instruction image 20 is displayed from a point in time before the opening of the V area begins). During the specific period, it is advisable to display text indicating that the V area should be targeted, such as "Aim for V," along with the instruction image 20. The instruction image 20 may also include text indicating that the V area should be targeted (for example, the text "Aim for V" may be included inside the "arrow").

[0078] Specific Example 3-3 In the embodiment described above, the instruction image 20 is shown to move in a substantially horizontal direction, but it may also move in a direction inclined with respect to the horizontal direction (hereinafter, this direction of movement will be referred to as the direction of movement).

[0079] In the case shown in this example, it is preferable to use a direction of movement ("tilt") that corresponds to the position of the target area. For example, using the center line L that divides the display area 911 vertically as a reference, if the target area is located above the center line L, the direction of movement should be tilted upwards and to the right (see "Case (a)" in Figure 17). In other words, the first and second movements should be in a manner that gradually moves downwards and to the right. On the other hand, if the target area is located below the center line L, the direction of movement should be tilted downwards and to the right (see "Case (b)" in Figure 17). The first and second movements should be in a manner that gradually moves upwards and to the right. By doing so, the position of the target area to be targeted becomes easier to understand.

[0080] Specific Examples 3-4 In the above embodiment, the unit operation was described as having a non-display period between the first and second operations in which the entire instruction image 20 is not displayed in the display area 911 (no part of the instruction image 20 is displayed in the display area 911) (see Figure 15(d)). However, this configuration does not include such a non-display period (see Figure 18). In short, the instruction image 20 enters the frame from the opposite edge 911b in the second operation before it completely exits the frame from the target edge 911a in the first operation. In other words, this unit operation can result in a state where a part of the left side of the instruction image 20 (opposite the tip of the "arrow") is visible from the target edge 911a, and a part of the right side of the instruction image 20 (the tip of the "arrow") is visible from the opposite edge 911b (see Figure 18(c)).

[0081] This approach has the advantage of preventing a state in which the instruction image 20 is not displayed at all in the display area 911. However, unlike the embodiment described above, the instruction image 20 will not appear to be rotating.

[0082] 2-4) Special effects The gaming machine 1 according to this embodiment is capable of executing special effects as effects that may occur during the reel spinning animation. The special effects will be described below. In the description of the special effects, the target win / fail lottery result refers to the win / fail lottery result whose result (reliability) is suggested by the special effects. Furthermore, the reel spinning animation related to the target win / fail lottery result will be referred to as the target reel spinning animation (target reel spinning).

[0083] In this embodiment, a vibration effect may occur during a variation effect. The vibration effect is an effect in which the operating means vibrates. The gaming machine 1 according to this embodiment is equipped with a push button 60 as the operating means used for the vibration effect (see Figure 1). A vibration effect using an operating means other than the push button 60 is also possible. A vibration device is provided inside the push button 60, and the push button 60 vibrates when the vibration device is driven. In other words, the push button 60 is capable of vibrating automatically (vibrating on its own without being caused by the player's actions). The vibration device (structure that vibrates the operating means) itself is publicly known, so its explanation is omitted. When a player is playing (touching the handle of the launching device 908), the vibration of the push button 60 is transmitted to the handle. Also, the vibration of the push button 60 may be heard by the player as sound. In other words, normally, the player will notice that the push button 60 is vibrating (that a vibration effect is occurring).

[0084] The vibration effect may occur during a target spin as a chance-up effect that suggests an increased probability of the target winning or losing lottery result being a jackpot (see Figure 19(b)). In other words, if the vibration effect occurs during a target spin, the probability of the target winning or losing lottery result being a jackpot (an event favorable to the player occurring) is higher than if the vibration effect does not occur. However, in this embodiment, the vibration effect is not a jackpot-confirming effect (an effect with 100% reliability), and the vibration effect may occur during a target spin even if the target winning or losing lottery result is a loss. Also, the vibration effect does not necessarily occur during a winning spin.

[0085] The timing of the vibration effect is unpredictable. In other words, it is impossible to know which fluctuation will be the target fluctuation, and it is impossible to predict when the vibration effect will occur during the target fluctuation, so from the player's perspective, the vibration effect occurs suddenly. In this embodiment, the vibration effect can occur at the start of the target fluctuation, after a specified time has elapsed since the start of the target fluctuation, when a reach is established during the target fluctuation, or at the start of the super reach effect during the target fluctuation (Figure 19(b) shows the vibration effect that occurred when a reach was established). Regardless of when the vibration effect occurs, it will continue for a specified time. In this embodiment, the vibration of the push button 60 is set to continue for 3 seconds.

[0086] The special effect is an effect that can occur only if the vibration effect occurs. In other words, it is an effect that will not occur if the vibration effect does not occur. The special effect can occur when the push button 60 is operated while the push button 60 is vibrating due to the vibration effect (see Figure 19(c)). As described above, the vibration effect (vibration of the push button 60) continues for a specified time (3 seconds in this embodiment), and the special effect can occur if the push button 60 is operated during this specified time. Note that during the vibration effect, no image prompting the operation of the push button 60 (operating means) is displayed in the display area 911 (display device 91). That is, no image representing the push button 60, no image prompting operation (for example, an image saying "Press"), and no image representing the operation validity period (for example, a meter image) are displayed. In light of this, it can be said that the special effect can occur as a type of so-called "hidden operation effect (hidden button effect)".

[0087] Whether a special effect occurs when the push button 60 is operated during the vibration effect is determined according to the result of the target win / loss lottery. Specifically, based on the result of the target win / loss lottery, it is internally determined in advance whether the system is in a state where a special effect can occur (prepared state) or a state where it cannot occur (unprepared state). When the system is in the prepared state, a special effect will occur if the push button 60 is operated during the vibration effect. When the system is in the unprepared state, a special effect will not occur even if the push button 60 is operated during the vibration effect. Even when the system is in the prepared state (regardless of whether the system is in the prepared state or unprepared state), a special effect will not occur unless the push button 60 is operated during the vibration effect. When the result of the target win / loss lottery is a jackpot, the system is more likely to be in the prepared state than when it is a loss. Therefore, when the push button 60 is operated during the vibration effect, if a special effect occurs (see Figure 19(d-1)), the probability of the target win / loss lottery result being a jackpot (an event advantageous to the player occurring) is higher than when a special effect does not occur (see Figure 19(d-2)).

[0088] As mentioned above, the vibration effect is a so-called chance-up effect that increases the probability that the target win / loss lottery result will be a jackpot. The special effect can be said to be an effect that suggests a further chance-up (increased reliability) in addition to the vibration effect. However, in this embodiment, even if the special effect occurs, there is still a possibility that the target win / loss lottery result will be a loss (reliability ≠ 100%). Also, in this embodiment, even if the special effect does not occur as a result of operating the push button 60 during the vibration effect (it is considered a non-prepared state), there is still a possibility that the target win / loss lottery result will be a jackpot (reliability ≠ 0%). In summary, the reliability of the target win / loss lottery result being a jackpot is highest in the following order: (1) Both the vibration effect and the special effect occur > (2) The vibration effect occurs but the special effect does not occur (when the push button 60 is operated during the vibration effect) > (3) The vibration effect does not occur.

[0089] Special effects only need to be recognizable by the player's senses. In this embodiment, the display of a special image 30 in the display area 911 (display device 91) occurs as a special effect (see Figure 19(d-1)). Preferably, the special image 30 is an image that is only displayed when a special effect occurs (an image "exclusive" to special effects). If the display area 911 is configured in such a way that the display of a special image 30 occurs as a special effect, then it is preferable that the special image 30 is a presentation that suggests that the target win / loss lottery result is likely to be a big win. For example, as shown in Figure 19(d-1), a special image 30 containing the words "Super Hot" is displayed.

[0090] Thus, the gaming machine 1 according to this embodiment is capable of performing a vibration effect in which the operating means (push button 60) vibrates. Furthermore, it is possible to achieve an interesting gameplay experience in which further effects (special effects) may occur by operating the vibrating operating means during the vibration effect. Generally, it is thought that players who notice the vibration of the operating means will often touch (operate) it, and the reliability of the gameplay differs depending on whether or not further effects (special effects) occur as a result of that operation.

[0091] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0092] 〇Specific Example 4-1 While the special effects in the above embodiment may occur to suggest the probability that the target win / loss lottery result will be a jackpot, the target of the suggestion is not limited to the win / loss lottery result (a win) as long as it is an event advantageous to the player. For example, it is known that there are systems that notify whether an event advantageous to the player occurs during a jackpot game (such as a so-called "upgrade" or whether the game state after the jackpot game ends will be advantageous). The system is configured such that a vibration effect may occur before the notification of whether such an advantageous event will occur, and if the control means is operated during the vibration effect, a special effect may occur. The system is configured such that the probability of the above-mentioned advantageous event occurring is higher when the special effect does not occur than when the special effect does not occur as a result of the control means being operated during the vibration effect.

[0093] 〇Specific Example 4-2 In the above embodiment, the special effect occurs during the target variation (occurs during the variation corresponding to the winning or losing result of the target suggested by the special effect), but it may also occur during a preceding variation that takes place before the target variation. In other words, a vibration effect may occur during a preceding variation, and the special effect may occur when the operating means is operated during the vibration effect (see Figure 20(a)) (see Figure 20(b)) (in Figure 20, the reserved symbol 70 corresponding to the winning or losing result of the target is marked with "T"). In the example shown in Figure 20, the special effect starts in the preceding variation one before the target variation, but the special effect may also start in a preceding variation two or more times before the target variation.

[0094] In this way, the special effect functions as a so-called pre-announcement effect. That is, while it is known that pre-announcement effects suggest the probability of a certain win / loss result being a jackpot in a spin that precedes the spin corresponding to that win / loss result, generating a special effect in a preceding spin as described above means that the special effect functions as a pre-announcement effect.

[0095] In this example, it is advisable to ensure that the special effect continues until the target variation begins (and does not end before the target variation begins). In other words, it is advisable to ensure that the special effect started in the previous variation continues until partway through or until the end of the target variation. If the special effect is such that a special image 30 is displayed, as in the embodiment described above, then the special image 30 will remain displayed even when the target variation begins (see Figure 20(d)). This makes it clear that the reliability indication provided by the special effect is based on the win / loss lottery result corresponding to the target variation (target win / loss lottery result).

[0096] Specific Example 4-3 Unlike the above embodiment, the special effect is configured such that the operation of the control means during the vibration effect (see Figures 21(a) and 21(b)) is not reflected as an image (special image 30) displayed in the display area 911 (display device 91) (see Figure 21(c)). In short, the occurrence of the special effect is not reflected in the display area 911. For example, it is conceivable that a special sound be output from the speaker 65 (see Figure 1) (see Figure 21(c)) or that a predetermined light-emitting device (a device different from the display device 91) emits light in a special manner (not shown) as a special effect. It is preferable that such effects (output of a special sound or light emission in a special manner) occur only as a special effect. Since the vibration effect is not an effect expressed by an image displayed in the display area 911 (display device 91), it is preferable that the special effects that may occur during the vibration effect are similar and that both effects have common characteristics.

[0097] In particular, given that the special effects are so-called "hidden operation effects" as in the above embodiment, the approach taken in this example is especially effective. Since the execution of each effect is not reflected on the main display device 91 during either the vibration effect or the special effect, which are periods in which special effects may occur, it is effective in emphasizing that these are "hidden effects."

[0098] Specific Example 4-4 In the above embodiment, it was explained that even if a special effect occurs, it is not guaranteed that the target win / loss lottery result will be a jackpot (that a favorable event will occur). However, in this configuration, if a special effect occurs, it is guaranteed that the target win / loss lottery result will be a jackpot (that a favorable event will occur). In other words, when a vibration effect occurs, there is an expectation that the target win / loss lottery result will be a jackpot, but a jackpot is not guaranteed (the reliability of the vibration effect is not 100%). However, if a special effect occurs as a result of operating the control means during the vibration effect, a jackpot is guaranteed (the reliability of the special effect is 100%).

[0099] This makes it clear the difference in effect between when only a vibration effect occurs (which increases the chances of winning but can still result in a loss) and when a special effect occurs (which eliminates the possibility of losing).

[0100] Specific Examples 4-5 In the above embodiment, it was explained that even if a special effect does not occur as a result of operating the operating means (push button 60) during the vibration effect, there is still a possibility that the target win / loss lottery result will be a jackpot (a favorable event will occur). However, the setting is such that if a special effect does not occur as a result of operating the operating means (push button 60) during the vibration effect, there is no possibility that the target win / loss lottery result will be a jackpot (a favorable event will occur). In other words, the setting is such that if a special effect occurs as a result of operating the operating means (push button 60) during the vibration effect, it is a jackpot (a favorable event occurs), and if it does not occur, it is a loss (no favorable event occurs).

[0101] This approach allows players to know the outcome of the target lottery (whether or not a favorable event occurs) in advance by operating the control device during the vibration animation. From the player's perspective, they can choose whether or not to operate the control device during the vibration animation depending on whether or not they want to know the outcome of the target lottery (whether or not a favorable event occurs) in advance.

[0102] Specific Examples 4-6 If a special effect occurs as a result of operating the control means during a vibration effect (see Figures 22(a) and 22(b)), the vibration of the control means will stop at the same time as the special effect occurs (starts) (see Figure 22(c-1)). In other words, if a special effect does not occur as a result of operating the control means during a vibration effect, the vibration of the control means will continue (see Figure 22(c-2)). Although not shown in the figures, the opposite setting is also possible. That is, if a special effect occurs as a result of operating the control means during a vibration effect, the vibration will continue, but if a special effect does not occur, the vibration may stop as a result of that operation.

[0103] This makes it easier to tell whether a special effect has occurred or not, as the vibration of the control device will stop depending on whether a special effect has occurred or not (the presence or absence of vibration felt by the player will differ depending on whether a special effect has occurred or not).

[0104] 〇Specific Example 4-7 The system is configured such that multiple types of special effects with different characteristics may occur. For example, the first special effect may occur when the control means is operated during a vibration effect (see Figure 23(a)) (see Figure 23(b-1)), or the second special effect (which differs in characteristics from the first special effect) may occur when the control means is operated during a vibration effect (see Figure 23(b-2)). If the system is configured to display a special image 30 as in the above embodiment, then the first special image 31 (see Figure 23(b-1)) should be displayed when the first special effect occurs, and the second special image 32 (which differs in characteristics from the first special image 31) (see Figure 23(b-2)) should be displayed when the second special effect occurs. Although not shown in the figures, if the special effects include the output of a special sound or the illumination of a light-emitting device as explained in specific example 4-3, then the characteristics of the special sound and the illumination of the light-emitting device should differ between the first and second special effects. Furthermore, the probability of the target winning lottery result being a jackpot (the probability of an event favorable to the player occurring) is higher when the second special effect occurs than when the first special effect occurs. The differences in the nature of the first and second special effects can be anything, but preferably the second special effect suggests a situation where a jackpot is more likely than the first special effect.

[0105] In this way, the game is designed to be enjoyable because players can expect special effects to occur when they operate the control device during the vibration effect, and if a special effect does occur, they will pay attention to the type of effect it is.

[0106] Specific Examples 4-8 The system will be configured with a customization function that allows the player to change the probability (frequency) of vibration effects occurring. Since such customization functions are well-known, a detailed explanation will be omitted. For example, the system may have a "normal mode" and a "vibe mode" where the probability of vibration effects occurring is higher than in normal mode, and the player can choose which mode to use.

[0107] In this example, increasing the probability of vibration effects occurring also increases the probability of special effects occurring (the probability of special effects occurring when the control device is operated during vibration effects). In other words, customizing vibration effects indirectly leads to customizing special effects, resulting in a unique gameplay experience.

[0108] 2-5) Specific production The gaming machine 1 according to this embodiment is capable of executing specific effects. These specific effects may occur during a jackpot game. These specific effects are effects that may lead to a result in which a specific event occurs (see Figure 25(d)), and the occurrence of the specific event is a favorable result for the player. Hereinafter, the result in which the specific event occurs may be referred to as a favorable result, and the result in which the specific event does not occur may be referred to as an unfavorable result.

[0109] In this embodiment, a specific animation is used to notify whether the won jackpot is a 10-round jackpot or not. Specifically, if the won jackpot is a 10-round jackpot, the specific animation will result in a favorable outcome (a specific event will occur), and if it is not a 10-round jackpot (if it is a 5-round jackpot), it will result in an unfavorable outcome (the specific event will not occur). Specifically, the result of the specific animation is determined before the end of the 5th round unit game in the jackpot game. If the result is favorable (see Figure 25), the jackpot game continues after the end of the 5th round unit game (the 6th round unit game is executed). On the other hand, if the result is unfavorable (see Figure 26), the jackpot game ends when the 5th round game ends.

[0110] The specific event can be any type of event (presentation), but since achieving a favorable result is pleasing to the player, it is preferable that the event be in a manner that expresses this. In this embodiment, the occurrence of the specific event is defined as the display of a specific image 45 representing a predetermined character in the display area 911 (along with the output of a predetermined sound effect from the speaker 65) (see Figure 25(d)).

[0111] It should be noted that a specific animation must occur for every jackpot win. For example, if the game is set up so that a jackpot is guaranteed to be a 10-round jackpot when a specific type of decorative symbol 80 (e.g., a "7" decorative symbol 80) is displayed, then there is no need to perform a specific animation. In other words, it is sufficient for the specific animation to occur at least in part of the process of announcing whether or not the jackpot won is a 10-round jackpot (the jackpot with the maximum number of rounds) during the jackpot game.

[0112] Furthermore, the notification provided by specific effects is not limited to the number of rounds. If a favorable outcome occurs, it is sufficient that an event advantageous to the player occurs that would not occur if an unfavorable outcome occurred. For example, in a configuration where there is a normal game state and a special game state that is more advantageous to the player than the normal game state after the jackpot game ends, it is conceivable that if a specific effect performed during the jackpot game results in a favorable outcome, the player will enter the special game state after the jackpot game ends (if the outcome is unfavorable, the player will return to the normal game state after the jackpot game ends). In other words, it is conceivable that the game state after the jackpot game ends will be advantageous to the player, and this will be notified based on the result of the specific effect.

[0113] The specific effect is an effect in which an effect value 40 is displayed in the display area 911. In this embodiment, the effect is one in which the effect value 40 decreases (the effect value 40 does not increase). The unit of change (minimum unit) of the effect value 40 in this embodiment is "1" (this minimum unit can be set as appropriate). Therefore, the specific effect can also be seen as a "countdown" effect in which the displayed effect value 40 decreases by "1" each time. In this embodiment, the initial value of the effect value 40 is "30" (see Figure 24(b)). Therefore, the effect value 40 will never exceed a value of "30". The end value of the effect value 40 is "0" (see Figure 26(c)). The specific effect ends when a specific event occurs (a specific image 45 is displayed) (see Figure 25(d)) or when the effect value 40 reaches the end value (see Figure 26(c)). The former is a favorable result, and the latter is an unfavorable result. This means that the special effect will continue even if the specific event does not occur, as long as the effect value of 40 reaches the end value. In other words, the special effect is designed so that if the specific event occurs before the effect value of 40, which decreases from the initial value (30), reaches the end value (0), it is considered a favorable outcome, and if the effect value of 0 is reached without the specific event occurring, it is considered a disadvantageous outcome. From the player's perspective, it can be said that this is a type of effect where the player hopes that the specific event will occur before the effect value of 40 reaches the end value (0).

[0114] The performance value 40 displayed during a specific performance may change to approach the end value when a game ball enters a predetermined area. In this embodiment, the performance value may change to approach the end value when a game ball enters the big prize area 906 (specific prize area) (see Figures 24(c), 25(b), and 26(b)). Except for the irregular cases described later, the performance value 40 will not change if a game ball does not enter the big prize area 906. While the specific performance can be described as a "countdown" in which the performance value 40 gradually decreases, the timing of the game ball entering the big prize area 906 is indeterminate (not constant), so the countdown does not progress at regular intervals.

[0115] As described above, the closing condition for a unit game (round) that constitutes a jackpot game is met when either of the following conditions is met: N game balls (N is referred to as "count," and in this embodiment, N=10) enter the jackpot area 906 after it is opened (winning condition), or a predetermined amount of time has elapsed since the jackpot area 906 was opened (time condition). Normally, (if game balls are launched towards the jackpot area 906 continuously to a certain extent) the winning condition is met before the time condition. Therefore, if the game is played as instructed, at least 10 game balls will enter the jackpot area 906 in one unit game (one round).

[0116] In this embodiment, a specific performance is explained during the first round of gameplay (see Figure 24(a)), and the performance value 40 starts decreasing from its initial value (countdown) from the second round of gameplay (see Figure 24(b)). If no specific event occurs through the specific performance, the performance value 40 will reach its final value during the fourth round of gameplay. Specifically, in the three rounds of gameplay from the second to the fourth round, at least 30 game balls normally enter the big prize area 906. Therefore, if the performance value 40, which has an initial value of "30", decreases by "1" each time a game ball enters the big prize area 906, then (if no specific event occurs and the specific performance does not end) the performance value 40 will reach "0" (final value) at the end of the fourth round (see Figure 26(c)).

[0117] In this embodiment, the performance value 40 does not change when a game ball enters the big prize area 906 from the N+1th ball onward (from the 11th ball onward in this embodiment) in a single unit game (so-called "over-winning"). If we define "basic winning" as winning other than over-winning (winning up to the Nth ball in each unit game), then the performance value 40 changes in response to basic winning but does not change in response to over-winning. If the performance value 40 were to change in response to over-winning, the timing at which the performance value 40 reaches its end value would fluctuate depending on the number of over-winnings. However, by not changing the performance value 40 in response to over-winning, as in this embodiment, the timing at which the performance value 40 reaches its end value does not fluctuate significantly (the "fluctuation" in the timing for each performance can be reduced). For example, as in this embodiment, it is easy to set it up so that (if an unfavorable outcome occurs) the performance value 40 reaches the final value triggered by the last basic win in a specific round (4 rounds in this embodiment).

[0118] In addition, in irregular cases, such as when the player does not continuously fire game balls towards the big prize area 906, the unit game for rounds 2 to 4 may not end due to the fulfillment of the prize conditions (it may end due to the fulfillment of the time condition). In other words, it is possible that N (10) game balls do not enter the prize area in a single unit game. In this case, the performance value 40 is forcibly changed in this embodiment. For example, if only 8 game balls enter the big prize area 906 in the unit game of round 2 (the performance value 40 is "22") (see Figure 27(a)), the performance value 40 is forcibly changed from "22" to "20" when the unit game of round 2 ends (the time condition is fulfilled) (see Figure 27(b)). In other words, at the end of the second round of unit play, the performance value 40 should ideally be "20" (if 10 game balls have been won). Therefore, if the performance value 40 has not reached "20" at the end of the second round of unit play, the performance value 40 is forcibly changed to "20". If a determined value is set within the range that has been forcibly changed (for example, if "21" or "20" were set as determined values ​​in the above example), then the change should occur and a specific event should be triggered. Although not shown in the diagram, the same control is applied to the third and fourth rounds of unit play. In other words, at the end of the third round of unit play, the performance value 40 should ideally be "10". Therefore, if the performance value 40 has not reached "10" at the end of the third round of unit play, the performance value 40 is forcibly changed to "10". At the end of the 4th round of unit play, the performance value 40 should ideally be "0". Therefore, if the performance value 40 has not reached "0" at the end of the 4th round of unit play, the performance value 40 is forcibly changed to "0". In this way, if the unit play in rounds 2-4 does not end due to the fulfillment of the winning conditions, the performance value 40 may change without being triggered by a game ball entering the big winning area 906. Conversely, if the unit play in rounds 2-4 ends due to the fulfillment of the winning conditions, the performance value 40 will only change when a game ball enters the big winning area 906.

[0119] Whether a specific animation leads to a favorable or unfavorable outcome is predetermined internally. In this embodiment, whether the winning jackpot is a 10-round jackpot or not is determined at the start of the specific animation, although it is not explicitly communicated to the player. If the specific animation leads to a favorable outcome, a specific event occurs (a specific image 45 is displayed) between the time the animation value 40 reaches its initial value (30) and the end value (0). Here, "a specific event occurs between the time the animation value 40 reaches the end value" may or may not include the occurrence of the specific event at the point when the animation value 40 reaches the end value. In this embodiment, if a favorable outcome is achieved, one of "29" to "0" is set in advance as the "determined value" (the "determined value" is determined by an internal lottery). The player cannot know this "determined value" in advance. As the specific animation progresses and the animation value 40 decreases, a specific event occurs when the animation value 40 reaches the "determined value". For example, if the determined value is "8", then when the performance value 40 is "9" (see Figure 25(a)) and a game ball enters the big prize area 906 (see Figure 25(b)), the performance value 40 changes from "9" to "8" (see Figure 25(c)), triggering a specific event (see Figure 25(d)).

[0120] The method of pre-determining a "determined value" for the timing of a specific event occurring in cases of favorable outcomes, as described above, is merely one example. If the timing of the specific event is unpredictable to the player (if the timing of the specific event may change each time), other methods may be adopted. For example, in cases of favorable outcomes, a lottery could be held each time a game ball enters the large prize area 906 (each time the performance value 40 changes), and the specific event could occur if the player wins the lottery. If the player does not win the lottery until the end, the specific event could be triggered when the performance value 40 reaches the final value.

[0121] If a specific animation leads to an unfavorable outcome, the animation value 40 will reach the termination value (0) without the specific event occurring (see Figures 26(a) to (c)). In other words, the animation value 40 will decrease as a result of winning in the unit game of rounds 2 to 4, but the unit game of round 4 will end without the specific event occurring. Thus, the specific animation continues even if the specific event does not occur until the animation value 40 reaches the termination value.

[0122] In the fifth round of gameplay, a special animation is performed depending on the outcome of a specific animation. In other words, if a favorable outcome is achieved, an animation for a favorable outcome is performed, and if an unfavorable outcome is achieved, an animation for an unfavorable outcome is performed. As an example of these animations, in this embodiment, if a favorable outcome is achieved, the jackpot game will continue beyond the fifth round, so an animation for a favorable outcome including the word "Continue" is performed (see Figure 25(e)). If an unfavorable outcome is achieved, the jackpot game will end after the fifth round, so an animation for an unfavorable outcome including the word "End" is performed (see Figure 26(d)).

[0123] As explained above, the specific performance in this embodiment is a performance that determines whether a specific event occurs while the performance value 40 is reaching its end value (while the "remaining" portion of the performance value 40 is steadily decreasing). The change in the performance value 40 is triggered by the entry of a game ball into the big prize area 906 (specific prize area) (the manner in which the performance value 40 changes depends on the prize-winning situation), making it different from a typical time-limited performance (a performance that determines whether a specific event occurs within a time limit).

[0124] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0125] 〇Specific Example 5-1 In the above embodiment, the specific performance was explained in which the performance value 40 changes when a basic win occurs, but does not change when an over-win occurs. However, it is also possible to make it change when an over-win occurs. By doing so, it is possible to create a varied performance form in which the manner of change (rate of decrease) of the performance value 40 differs depending on the amount of over-wins.

[0126] However, if the system is set up as in this example, it becomes impossible to set it up so that the performance value 40 reaches the end value triggered by the final basic win in a particular round, as in the embodiment described above. In other words, the embodiment described above reduces the "variation" in the timing of when the performance value 40 reaches the end value.

[0127] 〇Specific Example 5-2 Although the specific performance in the above embodiment is described as being performed during a jackpot game, it is also possible to have it performed during a variation performance. In this case, the area into which the game ball can enter during the variation performance is set as the area (predetermined area) that triggers a change in the performance value 40 when the game ball enters. For example, it is conceivable to set the starting area 904 as the predetermined area. In other words, the performance value 40 can change when the game ball enters the starting area 904. In particular, it is preferable to have a specific performance that can occur during a variation performance in a high base state with the second starting area 904b as the predetermined area. In a high base state, the game ball easily enters the second starting area 904b (predetermined area), so it is possible to have a performance form in which the performance value 40 changes at a good tempo.

[0128] In cases where a specific animation is performed during a variation animation, the specific animation can be used to announce or suggest a certain win / loss lottery result (target win / loss lottery result). For example, the specific animation can be used as a type of reach animation to announce the target win / loss lottery result, such that a win is favorable if the target win / loss lottery result is a jackpot, and a loss is unfavorable. Alternatively, the specific animation can be used as an animation to suggest the jackpot reliability of the target win / loss lottery result, such as indicating that a favorable result indicates a higher probability of a jackpot than an unfavorable result.

[0129] 〇Specific Example 5-3 In the above embodiment, it was explained that when a specific event has not occurred and the performance value 40 has not reached the end value, the performance value 40 changes triggered by a basic win. However, the configuration may not be such that the performance value 40 changes triggered by a basic win. For example, a predetermined lottery may be executed when a basic win occurs, and the performance value 40 changes if the predetermined lottery is won. However, in such a configuration, a situation may arise where the performance value 40 does not change at all because the predetermined lottery is not won. In other words, the performance value 40 does not change at a good pace, and it may not be possible to express the way the "remaining" represented by the performance value 40 steadily decreases.

[0130] 〇Specific Example 5-4 The system is configured to provide hints based on the "determined value" when a specific event leads to a favorable outcome. Specifically, the event that will occur afterward will be indicated according to the event value of 40 when a specific event occurs. For example, suppose there are three types of jackpots: 5-round jackpot, 8-round jackpot, and 10-round jackpot. The result of a specific event is determined before the end of the 5th round of gameplay, and if a favorable outcome is achieved, the possibility of a 5-round jackpot is eliminated, and it is determined that it will be either an 8-round jackpot or a 10-round jackpot. Since a 10-round jackpot is more favorable to the player than an 8-round jackpot, the probability of a 10-round jackpot may be indicated in advance by the determined value. In other words, if there is a first favorable event and a second favorable event that is more favorable to the player than the first favorable event, the probability of the second favorable event may be indicated by the "determined value".

[0131] For example, if one or more specific values ​​(e.g., "7") are set as the determining value (when a specific event occurs triggered by the performance value 40 becoming "7") (see Figure 28(a)), the probability of a second advantageous event occurring is set to be higher than when any other value is set as the determining value (see Figure 28(b)). It may also be set so that when a specific value is set as the determining value, the occurrence of a second advantageous event is guaranteed. In this way, when a specific performance occurs, the player will hope that the specific event will occur before the performance value 40 reaches the end value, but if the specific event does occur, the player will also pay attention to the performance value 40 at that time.

[0132] Specific Example 5-5 The basic form of the performance value 40 is designed to suggest the probability of achieving a favorable outcome. For example, the probability of achieving a favorable outcome is higher when the performance value 40 is in the second form (see Figure 29(a-2)) than when it is in the first form (see Figure 29(a-1)). Note that the difference in basic form here does not include the difference in the "numerical value" that the performance value 40 represents. For example, the first form and the second form could have different colors for the performance value 40 (e.g., "blue" for the first form, "red" for the second form). In this way, the basic form of the performance value 40 will also become a performance form that players will pay attention to.

[0133] The performance value 40, which is in the process of changing, may be set to be able to change from the first form to the second form. In other words, if the performance value 40 changes from the first form to the second form (see Figure 29(b-1)→(b-2)), the probability of achieving a favorable result is set to be higher than if such a change did not occur. In this way, while the performance value 40 is changing, the performance format becomes one in which players focus on the change in the basic form of the performance value 40 while also expecting a specific event to occur.

[0134] 3) 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.

[0135] 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.

[0136] 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 obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. For example, if the setting is such that when a small win is won, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) 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 "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability obtained by adding the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win").

[0137] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0138] ·Means 1-1 A gaming machine comprising: a means for executing a variation performance from the start of variation of decorative symbols indicating the result of a win or loss lottery until the decorative symbols stop in a manner corresponding to the result of the win or loss lottery; and a means for executing a pre-announcement performance which is started while a previous variation performance is being executed, which is a variation performance that occurs before the start of a target variation performance which is a variation performance for a target win or loss lottery result, and which suggests that the target win or loss lottery result is a win, wherein multiple types of candidate performances that may occur as the pre-announcement performance are provided, and the execution modes of the pre-announcement performance include a normal mode in which it is known which of the multiple types of candidate performances is occurring, and a concealed mode in which it is not known which of the multiple types of candidate performances is occurring, but it is suggested that the pre-announcement performance is occurring. The above-mentioned gaming machine is capable of performing an interesting type of pre-announcement effect (a concealed effect) where it is suggested that a pre-announcement effect is occurring, but the type of effect is unknown.

[0139] ·Means 1-2 The gaming machine according to means 1-1, characterized in that when the aforementioned concealed pre-reading effect occurs, it is determined which of the multiple candidate effects occurred after the target variation effect has started. Thus, when a pre-announcement of a concealed pattern occurs, it is best to ensure that the type of pattern is not revealed until the target change begins.

[0140] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that a hidden image is displayed while the pre-reading effect of the hidden mode is being executed, and the probability of the target winning or losing lottery result being a win is higher when the second hidden image is displayed than when the first hidden image is displayed as the hidden image. In this way, when a pre-announcement of a concealed image occurs, the type of concealed image will also draw the player's attention to the resulting presentation.

[0141] ·Means 2-1 A gaming machine comprising: a display device having a display area; an effect execution means that performs a variation in which multiple types of decorative patterns are displayed in the display area and stop in a manner corresponding to the result of a win or loss lottery; and a standby state transition means that transitions to a standby state when a predetermined standby condition is met while the variation in which the effect is not being performed, wherein, upon transitioning to the standby state, the decorative patterns change from a composite manner including a main element for distinguishing types and a sub-element attached to the main element to a standby manner that includes one of the main element and the sub-element but does not include the other. According to the above-mentioned gaming machine, it is possible to clearly indicate when the machine has entered a standby state.

[0142] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the standby mode does not include the main element but includes the sub-element. This way, the main elements are hidden when the game enters a standby state. In other words, the image indicating whether the same type of symbols (symbols with the same numbers) are lined up is not displayed, which emphasizes that the spinning animation is not being executed (the game is in a standby state).

[0143] ·Means 3-1 A gaming machine equipped with a display device having a display area, wherein when it is necessary to launch a game ball so that the game ball flows down one side of the display area in order to move the game ball into a target area, an instruction image is displayed in the display area, characterized in that the instruction image is displayed in such a way as to repeat a unit operation including a first operation of exiting from the target side edge which is one side of the display area and a second operation of entering from the opposite side edge which is the opposite side, until a termination condition is met. Displaying such instructional images makes it easier to understand that the game ball should be aimed at one side of the display area.

[0144] ·Means 3-2 The gaming machine according to means 3-1, characterized in that a non-display period occurs between the first operation and the second operation during which no part of the instruction image is displayed in the display area. In this way, the reference image that has moved out of the target edge appears to have returned from the opposite edge.

[0145] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that the unit operation includes a preliminary operation in which the instruction image faces the opposite edge before the first operation. By doing this, the instruction image appears to move in the opposite direction to gain momentum before it moves towards the edge of the target side.

[0146] ·Means 4-1 A gaming machine comprising: an operating means that can be operated by a player and is capable of vibrating automatically; and an effect execution means that performs a vibration effect that suggests an increased probability of a favorable event occurring for the player, and in which the operating means vibrates suddenly when the player is not required to operate the operating means, wherein a special effect can be triggered when the operating means is operated while the vibration effect is occurring and the operating means is vibrating. According to the above-mentioned gaming machine, an interesting gameplay experience can be achieved in which additional effects (special effects) can be triggered by operating the control device while it is vibrating.

[0147] ·Means 4-2 The gaming machine according to means 4-1, characterized in that the special effect is not an effect in which the operation of the operating means is reflected as an image displayed on a display device. Since vibration effects are not effects expressed by images displayed on a display device, it is preferable that any special effects that may occur during such vibration effects be treated similarly, and that both effects share common characteristics.

[0148] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that the occurrence of the aforementioned vibration effect does not guarantee that the advantageous event will occur, but the occurrence of the aforementioned special effect guarantees that the advantageous event will occur. This approach makes it easier to understand the differences between vibration effects and special effects (their effects when they occur).

[0149] ·Means 5-1 A gaming machine comprising a display device having a display area, and a means for executing a specific performance that may result in the occurrence of a specific event, wherein the specific performance continues even if the specific event does not occur until the performance value displayed in the display area reaches an end value, and the performance value can change to approach the end value when a game ball enters a predetermined area. The above-mentioned gaming machine can perform an interesting animation in which a numerical value representing the remaining time (the elapsed period) during which a specific event may occur changes when a game ball enters a predetermined area.

[0150] ·Means 5-2 The gaming machine according to means 5-1, characterized in that if the result of the draw is a win, a winning game is executed in which a specific prize area is opened, the specific performance is performed during the winning game, and the performance value can change to approach the end value when a game ball enters the specific prize area. Thus, when executing a specific animation during a winning game, the animation values ​​should change when a game ball enters a specific winning area that opens up during the winning game.

[0151] ·Means 5-3 The winning game is characterized in that a unit game is repeated in which a specific prize area is opened until a closing condition is met, the closing condition is set to be that N game balls enter the specific prize area, and the performance value does not change when the N+1 or later game balls enter the specific prize area in a single unit game. By doing this, changes in the performance values ​​will no longer be affected by the entry of game balls into specific winning areas from the N+1th ball onward (so-called over-winning). [Explanation of Symbols]

[0152] 1. Gaming machine 10. Hidden Images (101 First Hidden Image, 102 Second Hidden Image) 11 Pre-image 20 Instructional images 30 Special Images 40 Performance Values 45 Specific Images 60 push buttons 65 speakers 70 Reserved symbols (71 Reserved symbols during reel spin, 72 Reserved symbols before reel spin) 80 Decorative patterns 81 Main element part 82 Sub-element section 904 Starting Region (904a First Starting Region 904b Second Starting Region) 906 Grand Prize Area 91 Display device 911 Display area 911a Target side edge 911b Opposite edge

Claims

1. A means for executing a variation performance from the start of the variation of decorative symbols indicating the result of the lottery until the decorative symbols stop in a manner corresponding to the result of the lottery, A pre-reading effect execution means that executes a pre-reading effect, which is a chance-up effect that is started while the aforementioned in-variation effect, which is the effect of the target in-variation effect, is being executed, prior to the start of the aforementioned in-variation effect, which is the effect of the target in-variation effect, and which is the effect that increases the probability of the target in-variation effect being a win when it occurs rather than when it does not occur, Equipped with, Multiple candidate animations that may occur as part of the aforementioned pre-announcement animation are provided, Multiple candidate animations can each occur independently as the aforementioned pre-announcement animations. The mode in which the aforementioned pre-announcement effect occurs is as follows: A normal mode in which it is possible to determine which of the multiple candidate effects is occurring, It is unclear which of the multiple candidate effects mentioned above is occurring, but the concealment suggests that the aforementioned pre-announcement effect is occurring, A gaming machine characterized by having the following features.

2. The gaming machine according to claim 1, characterized in that when the pre-reading effect of the concealed mode occurs, it is determined which of the multiple candidate effects occurred after the target variation effect has started.

3. While the aforementioned pre-reading effect of the concealment mode is being executed, a concealed image is displayed. The gaming machine according to claim 1 or 2, characterized in that the probability of the target winning or losing lottery result being a win is higher when the second hidden image is displayed than when the first hidden image is displayed as the hidden image.

Citation Information

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