Game machine

JP2023087190A5Inactive Publication Date: 2024-12-17SANSEI R&D KK
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Patent Information

Application Number
JP2021201421
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-12-13
Publication Date
2024-12-17
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to enhance the player's experience through improved presentation of numerical elements that suggest the probability of winning, leading to a less engaging and less tasteful gaming experience.

Method used

A gaming machine that includes a display device with a display area showing a numerical image indicating the probability of reaching an advantageous ending, featuring a midway change effect where the numerical elements dynamically change, and offering specific effects based on the player's performance during gameplay.

Benefits of technology

The solution enhances the player's experience by improving the tastefulness of presentations suggested by numerical elements, making the gameplay more engaging and exciting.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which can improve the amusement of a performance suggested by a numerical element.SOLUTION: A game machine comprises: a display device which has a display region; and performance execution means which executes a specific performance that leads to an advantageous result advantageous to a player or a disadvantageous result being the result in such a case that the performance does not lead to the advantageous result. The specific performance is characterized such that a numerical image including a numerical element suggesting the probability that leads to the advantageous result in the first period is displayed in the display region, and a midway change performance in which the numerical element of the numerical image changes in the second period that is the period after the first period and does not lead to the result may occur.SELECTED DRAWING: Figure 34
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Description

[Technical Field]

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

[0002] Gaming machines that indicate the probability that a winning lottery result will be a winning one based on numerical factors are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6134769 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the ingenuity of presentations that are suggested by numerical elements. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display device having a display area, and an effect execution means for executing a specific effect that leads to a favorable ending that is advantageous to the player, or an unfavorable ending that is the outcome if the favorable ending is not reached, and is characterized in that the specific effect is such that, in a first period, a numerical image including a numerical element that suggests the probability of reaching the favorable ending is displayed in the display area, and in a second period after the first period, in which the ending has not been reached, an intermediate change effect may occur in which the numerical element of the numerical image changes. [Effects of the Invention]

[0006] According to the gaming machine of the present invention, it is possible to improve the ingenuity of the presentation that gives suggestions based on numerical elements. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] FIG. 10 is a diagram for explaining the customization function (target effects). [Figure 5] FIG. 10 is a diagram for explaining a setting confirmation function. [Figure 6] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 11] A diagram showing possible patterns of hold effects. [Figure 12] A diagram to explain how to select normal mode or specific hold non-display mode. [Figure 13] 10 is a flowchart illustrating an example of control of hold effects. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 17] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 18] FIG. 10 is a diagram for explaining a pseudo-end image (along with an end image for comparison). [Figure 19] This is a diagram comparing a pattern in which an end image is displayed at the final change of the first special game state (default pattern) with a pattern in which a pseudo end image is displayed at the final change. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 21] FIG. 10 is a diagram for explaining a left image displacement effect. [Figure 22] FIG. 10 is a diagram for explaining a right image displacement effect. [Figure 23] 10A and 10B are diagrams for explaining a middle image displacement effect. [Figure 24] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 26] FIG. 10 is a diagram for explaining specific example 4-3 (an example in which image displacement presentation is applied to pseudo-sequential presentation). [Figure 27] FIG. 10 is a diagram for explaining specific example 4-3 (an example in which image displacement presentation is applied to pre-read continuous presentation). [Figure 28] This is a diagram to explain the specific pattern effect (pre-effect). [Figure 29] FIG. 28 is a diagram for explaining the specific symbol effects (continuation of FIG. 28). [Figure 30] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 31] A figure to explain specific example 5-4 (application of specific pattern effects to pseudo-continuous effects). [Figure 32] A figure to explain specific example 5-4 (application of specific pattern effects to pre-read continuous effects). [Figure 33] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 34] A diagram to explain the first specific effect. [Figure 35] A diagram to explain the second specific effect. [Figure 36] A diagram to explain the third specific effect. [Figure 37] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 38] FIG. 10 is a diagram for explaining specific example 6-3. [Figure 39] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 40] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 41] FIG. 10 is a diagram for explaining specific example 6-6. DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. Note that, unless otherwise specified, the various images in the following description include not only still images but also moving images.

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

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.

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

[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.

[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, the jackpot is determined; if it is different, the jackpot is determined as a loss. In this embodiment, the results of the win / lose lottery are announced in the order in which the numerical values ​​are acquired (the in-variation performance described below is initiated). However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described below) in a storage means provided on a control board (not shown).

[0014] In this embodiment, as the reserved symbols 10, a reserved symbol 11 (a symbol indicating the existence of the so-called "relevant reserved variable") corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 during the change) for which the during-change performance (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the winning / losing lottery result, the performance during one change; hereinafter also referred to as simply "change" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 11 during the change), and a reserved symbol 12 before the change corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 before the change) for which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the order in which the notification of the winning / losing lottery result corresponding to the reserved symbol 12 before the change is completed (the so-called reserved "consumption order") is faster the closer it is to the reserved symbol 11 during the change.

[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 10 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 11 and up to four pre-change reserved symbols 12 may be displayed (see FIG. 2). The pre-change reserved symbol 12 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 12, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 12. Regardless of the game status, the pre-change reserve pattern 12 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 12 may be displayed).

[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on a combination of three decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR), each containing a plurality of decorative symbols 80, begin to fluctuate, and eventually 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 from each decorative symbol group 80g and stopped will be a predetermined combination (e.g., three identical decorative symbols 80). If a loss occurs, the combination will be other than the one that results in a jackpot. Note that the number of decorative symbols 80 (the number of decorative symbol groups 80g) constituting the combination indicating the result of the lottery is three, which is merely an example, and unless otherwise specified, the number of decorative symbols 80 can be increased or decreased as appropriate.

[0017] Images (so-called "small symbols") showing various types of information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of these types of images. In other words, the player can basically understand the result of the lottery by looking at the decorative symbols 80. If the result of the lottery is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given the "privilege" of the jackpot game).

[0018] 2) Game status, etc. The game state in which a player plays with the aim of winning a jackpot is roughly divided into a normal game state and a special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability state in which the probability of winning a jackpot is low, and is a low-base state (low probability, no time-saving) in which it is difficult for the game ball to enter the starting area 904. The special game states are a first special game state and a second special game state. The first special game state is a high-probability state (probability-varying state) in which the probability of winning a jackpot is high, and is a high-base state (high probability, time-saving) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low-probability state in which the probability of winning a jackpot is low, and is a high-base state (low probability, time-saving) in which it is easy for the game ball to enter the starting area 904.

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

[0020] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability variable type." A normal jackpot and a special jackpot are set as jackpots. After a normal jackpot is won, the machine transitions to a second special gaming state (low probability, with time reduction) after the jackpot game ends. The second special gaming state continues until the lottery result is a loss a predetermined number of times in a row (in the following description, the number of losses from the start of a certain gaming state until the end of that gaming state without winning a jackpot is sometimes referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special gaming state (so-called time reduction numbers) is 100. After a special jackpot is won, the machine transitions to a first special gaming state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special gaming state (so-called ST numbers) is 150.

[0021] Of the jackpots (jackpot allocations) won in the first win / lose lottery (special chart 1 lottery), 50% are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%). Of the jackpots (jackpot allocations) won in the second win / lose lottery (special chart 2), 100% are special jackpots (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened during the jackpot game (if the game ball is fired aiming at the V area, it is opened for a time during which the game ball will almost certainly enter), and the game state after the jackpot game ends will be the special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to the extent that it is practically impossible for a game ball to enter, so that a game ball will not enter the V area and the game state after the jackpot game ends will be the normal game state.

[0022] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the lottery is approximately 1 / 319, and the probability of winning in a high probability state (first special game state) is approximately 1 / 100. Note that the specific value of the jackpot probability can be changed as appropriate.

[0023] When the lottery results in a jackpot, the jackpot game is executed by repeating one or more rounds (unit games) in which the normally closed jackpot area 906 is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined time has passed since the jackpot area 906 was opened (time condition) or a predetermined number of game balls have entered the jackpot area 906 since the jackpot area 906 was opened (win condition). However, if game balls are continuously fired at the jackpot area 906 (by hitting the ball to the right in this embodiment), a predetermined number of game balls will enter the jackpot area 906 before the predetermined time has passed (before the timer runs out). In other words, if the player plays as instructed, the win condition will be met before the time condition, and the closing condition will be met. This predetermined number is referred to as a "count," and in this embodiment, the count is set to 10. Furthermore, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 15. Therefore, if game balls are continuously fired aiming at the big prize area 906, at least 10 x 15 = 150 prize balls can be obtained in one unit game (more than this if a so-called over-win occurs). Naturally, the more rounds of big prize game, the more prize balls can be obtained, which is advantageous for the player.

[0024] It has been explained that 50% of the jackpots won in the first draw (Special Chart 1 draw) are regular jackpots and 50% are special jackpots, but all of them are 5-round (R) jackpots (all so-called first jackpots are 5-round). In other words, 50% are 5-round regular jackpots, and the remaining 50% are 5-round special jackpots. It has also been explained that 100% of the jackpots won in the second draw (Special Chart 2) (jackpot allocation) are special jackpots, but 50% are 5-round special jackpots, and the remaining 50% are 10-round special jackpots.

[0025] It should be noted that the above gameplay (specifications) is merely an example. It may not be a "V probability type," but may be configured so that the probability rate for the first win / loss lottery and the second win / loss lottery is the same. Also, instead of being an "ST" machine, it may be a so-called "probability loop machine." It may also be a gaming machine with so-called "two-type" functions (such as a "type one two-type mixed machine"). Except as otherwise specified in the following explanation, gameplay can be changed as appropriate.

[0026] 3) Customization and setting confirmation functions The gaming machine 1 according to this embodiment is equipped with a customization function. This type of customization function is well known, so a detailed description will be omitted. However, the customization function allows the player to freely change the probability of one or more target effects that can occur as part of the fluctuation effect. The type and number of effects set as target effects can be changed as appropriate. Examples of target effects include a reserved effect that indicates the probability (so-called (jackpot) reliability) that the corresponding win / lose lottery result will be a jackpot based on the state of the reserved symbol 10, a premium effect that confirms a jackpot when it occurs, and a vibration effect that activates a vibration function provided on the operating means (an effect that does not necessarily occur with every fluctuation, but when it occurs, it raises the possibility of a jackpot). It is also possible to comprehensively change the probability of two or more target effects occurring.

[0027] A known customization function of this type allows a player to arbitrarily change the reliability of a target effect when it occurs. However, changing the reliability of a target effect when it occurs is essentially the same as changing the probability of that target effect occurring (for example, increasing the reliability of a target effect when it occurs is essentially the same as decreasing the probability of that target effect occurring), so customizing the reliability of such a target effect is also considered to be equivalent to customizing the occurrence probability.

[0028] The method by which a player can customize is well known, and any method may be used, so a description thereof will be omitted. Customization is possible by operating the operation means (push button 70 (see FIG. 1) or cross key (not shown)) while viewing the customization image displayed in the display area 911 (see FIG. 4(a)). In this embodiment, customization is possible during standby when the variable performance is not being executed, and customization is not possible while the variable performance is being executed (however, this does not deny the possibility of customization while the variable performance is being executed). Furthermore, customization is possible during standby, regardless of the game state (normal game state, first special game state, second special game state).

[0029] In this embodiment, it is possible to change the occurrence probabilities of three types of target effects A to C. The target effects A to C are effects that can occur in any gaming state (normal gaming state, first special gaming state, second special gaming state). In other words, they can occur whether the winning / losing lottery probability is in a low probability state (jackpot probability of approximately 1 / 319) or a high probability state (jackpot probability of approximately 1 / 100). Note that, as an effect that is the target of the customization function, an effect that occurs only in either the low probability state or the high probability state may be provided, but such an effect is not subject to the setting confirmation function, the details of which will be described later.

[0030] For target effect A, the probability of occurrence can be selected from two options: "normal" or "high." For target effect B, the probability of occurrence can be selected from two options: "low" or "normal." For target effect C, the probability of occurrence can be selected from three options: "low," "normal," or "high" (see Figure 4(b)). The higher the occurrence probability, the higher the probability that the target effect will occur in the variation effect (win variation) that ultimately results in a jackpot. Also, the higher the occurrence probability, the lower the jackpot reliability of the target effect.

[0031] The initial setting (default) for all of the target effects A to C is "normal" (see Figure 4(b)). When a predetermined reset condition is met, all of the target effects are set to "normal." One of the reset conditions is turning the power off / on. Therefore, when the gaming parlor opens (the so-called early morning state), the effects are usually set to the initial setting. In addition, when the game enters standby mode, an effect is displayed that asks the player whether or not to return to the initial setting, and if the player indicates their intention to return to the initial setting, it is deemed that the above reset condition is met and all of the target effects are set to the initial setting.

[0032] As mentioned above, the occurrence probability of the target effect can be changed regardless of the gaming state. However, the occurrence probability of each setting may be the same regardless of the gaming state, or the occurrence probability of each setting may differ depending on the gaming state. For example, when target effect A is "normal," the occurrence probability of the target effect A may differ between the high probability state and the low probability state. It is sufficient that the occurrence probability of the target effect A is higher when target effect A is set to "high" than when it is set to "normal" (as long as the relative high-low relationship is satisfied). The occurrence probability when "normal" is set in the low probability state may be different from the occurrence probability when "normal" is set in the high probability state, or the occurrence probability when "high" is set in the low probability state may be different from the occurrence probability when "high" is set in the high probability state. Similarly, it is sufficient for other target effects to satisfy the relative high-low relationship with "normal" as the reference.

[0033] In this embodiment, when a predetermined condition is met that can be met assuming a transition from a normal gaming state, which is a low probability state, to a first special gaming state, which is a high probability state, a setting confirmation function is activated, which asks the player whether or not to maintain the current settings that were set using the customization function in the low probability state in the high probability state. A jackpot won in the normal gaming state is generally called a "first jackpot," and the setting confirmation function is activated when the "first jackpot" is a special jackpot (see Figure 5(a)). The setting confirmation function is activated before the first special gaming state is started.

[0034] In this embodiment, during the special jackpot game (ending period of the special jackpot), which is the first win, the question "Do you want to maintain your current customization?" is displayed in the display area 911, along with the options "YES" and "NO" (see FIG. 5(b)). The player selects one of the options within the time limit by operating the push button 70, the directional pad, or the like. If "YES" is selected, the first special game state will be initiated while maintaining the occurrence probabilities (current settings) of target effects A to C that were set in the normal game state; if "NO" is selected, all of the occurrence probabilities of target effects A to C will be reset to the initial settings ("normal"), and the first special game state will be initiated (see FIG. 5(c). Note that "XX RUSH" is the name of the first special game state).

[0035] When the player is asked whether to maintain the current settings, it is preferable to clearly indicate that selecting "NO" will result in the initial settings (default) (see Figure 5(b). In Figure 5(b), the message "Reset if NO" is displayed). This is because, without an explanation of what happens when "NO" is selected, the player may not understand what processing will be performed if NO is selected. By doing this, the player is effectively presented with two options: "maintain the current settings" and "change to the initial settings."

[0036] The reason for enabling such a setting confirmation function is as follows. Normally, a player starts playing in the normal gaming state (low probability state). However, if the customization function is installed, the player sets the occurrence probability (high or low probability) of the target effect to their preference and plays with the aim of winning a jackpot. However, if a special jackpot is won and the game transitions to the first special gaming state (high probability state), the occurrence probability (high or low probability) of the target effect will not necessarily be their preference, even in the high probability state. Because the high probability state literally has a high probability of winning a jackpot, the player may want to set the occurrence probability of the target effect based on that. Furthermore, in the normal gaming state, it is impossible to predict when a jackpot will be won, and if a special jackpot is won, jackpot play begins immediately, so there is no opportunity to customize in anticipation of the transition to the first special gaming state. In particular, in this embodiment, customization is not possible while the variable effect is being executed. Therefore, even if the variation is one that raises expectations for a jackpot, customization cannot be performed during that variation (in anticipation of the transition to the first special gaming state).

[0037] Taking this situation into consideration, the player is asked whether to maintain the current settings or go back to the initial settings before transitioning to the first special game state (high probability state) (during the special jackpot game).

[0038] The setting confirmation function asks whether to maintain the current settings, and the player sees this, knowing that the current settings will be maintained in the first special gaming state if they do nothing. In other words, it serves as an opportunity to learn that customizations made in the normal gaming state are also valid in the first special gaming state (in some cases, the player may believe that customizations made in the normal gaming state are only valid in the normal gaming state, and this can also serve as an opportunity to correct that belief). Note that there may be players who do not prefer to maintain the current settings or to reset them to the initial settings. In this case, they can simply customize after transitioning to the first special gaming state (high probability state). The activation of the setting confirmation function also serves as an opportunity for the player to customize again in the high probability state.

[0039] In particular, the first special gaming state (high probability state) in this embodiment ends after a predetermined number of consecutive misses (150 in this embodiment) (the so-called ST state), and winning a jackpot in the first special gaming state (winning a jackpot before the predetermined number of consecutive misses and transition to the normal gaming state) is not guaranteed. In a machine where the next jackpot is virtually guaranteed, such as a so-called probability loop machine, the frequency of occurrence of the target effect in the high probability state may not be a major concern. However, in an ST machine like this embodiment, winning a jackpot in the high probability state is extremely important to the player's profits, and the player may become frustrated if the frequency of the target effect occurs too frequently or too infrequently. Therefore, the activation of the setting confirmation function is significant in providing the player with an opportunity to review their customization in the first special gaming state.

[0040] Although a customization function is known that allows the player to adjust elements of the gaming environment other than the probability of effects occurring, such as the volume and light intensity, customization of this type of gaming environment is not subject to the setting confirmation function. In other words, unless the player makes a change of their own volition, the gaming environment will be maintained even if the gaming state changes (the player will not be asked whether to reset the gaming environment settings to the initial settings during a special jackpot game).

[0041] The following describes specific examples in which the customization function and the setting confirmation function have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined.

[0042] 〇Specific example 1-1 Although the setting confirmation function in the above embodiment has been explained as asking the player whether to maintain the current settings when a specified condition is met, and as a result, the initial settings (defaults) are used if maintaining the current settings is not selected, this is merely an example. For example, a setting (prepared customization exclusively for the high probability state) suitable for the first special game state (high probability state) is prepared, and if maintaining the current settings is not selected, the dedicated customization is set (see FIG. 6).

[0043] Even in the case of selecting the above example, it is advisable to clearly indicate what kind of customization will be performed if NO is selected (Figure 6 shows an example in which it is clearly indicated that "Rush-specific customization" will be performed).

[0044] 〇Specific example 1-2 In the above embodiment, it was explained that the setting confirmation function is activated (without exception) whenever a transition from a low-probability state (normal gaming state) to a high-probability state (first special gaming state) occurs. However, whether or not the player customizes the target effects in the low-probability state (normal gaming state) is one of the conditions for the setting confirmation function to be activated. Specifically, if all of the occurrence probabilities of the target effects (target effects A to C in the above embodiment) are set to the initial settings ("normal") (if a special jackpot is won when all are set to the initial settings), the specified condition is not met, and even if a transition from the low-probability state (normal gaming state) to the high-probability state (first special gaming state) occurs, an image asking the player whether or not to maintain the current settings is not displayed (see FIG. 7(b-2)). In other words, if all of the occurrence probabilities of the target effects (target effects A to C in the above embodiment) are not set to the initial settings ("normal"), an image asking the player whether or not to maintain the current settings as described in the above embodiment is displayed (see FIG. 7(b-1)).

[0045] If the probability of occurrence of all target effects is set to the initial setting in the normal game state, there is a high probability that the player wants to play with the normal setting, and there is no need to bother asking whether to maintain the current setting, so the setting confirmation function may not be displayed.

[0046] 〇Specific example 1-3 When transitioning from a low probability state (normal gaming state) to a high probability state (first special gaming state), the setting confirmation function is activated and it is selected not to maintain the current setting (see FIG. 8(a)). In other words, it is assumed that the player wishes to play in the high probability state without maintaining the customization in the low probability state. In this case, when transitioning from the high probability state to the low probability state occurs (returning to the low probability state), the setting is automatically restored to the same as the current setting (meaning the same customization as the customization at the end of the low probability state) (see FIG. 8(d)). Note that, when performing as in this example, the current setting (the customization content (the content of FIG. 8(a))) when transitioning from the low probability state to the high probability state is stored in a storage means (not shown).

[0047] It is highly likely that the customization performed by the player in the low-probability state (pre-change state) was customization based on the assumption that the game would be played in the low-probability state. Based on this, when returning from the high-probability state (post-change state) to the low-probability state, the customization is made the same as the customization at the end of the previous low-probability state (the time when the setting confirmation function was activated). By doing this, when the high-probability state ends and the game transitions to the low-probability state, there is no need to perform the desired customization again to suit the low-probability state, which contributes to player convenience.

[0048] In addition, if doing as in this example, when it is decided that the high probability state will end and a transition to a low probability state will occur (after the state in Figure 8(c)), it is advisable to notify the player that the customization will be reverted to the customization that was set in the low probability state before the transition to the high probability state (see the display of "Reverting customization" in Figure 8(d)).

[0049] 〇Specific example 1-4 In the above embodiment, it has been described that the setting confirmation function is activated when transitioning from a low-probability state to a high-probability state, i.e., the low-probability state is the "pre-change state" and the high-probability state is the "post-change state," and a specified condition may be met when transitioning from the pre-change state to the post-change state occurs. However, the reverse setting may also be used. In other words, the high-probability state may be the "pre-change state" and the low-probability state may be the "post-change state," and a specified condition may be met when transitioning from the high-probability state to the low-probability state, and the setting confirmation function may be activated when the specified condition is met (see FIG. 9(a)). Because a player may not necessarily want to maintain the customization (probability of occurrence of a target effect) in the high-probability state in the low-probability state, the configuration is such that the player is asked whether or not to maintain the current setting (customization in the high-probability state) in the low-probability state.

[0050] 〇Specific example 1-5 The setting confirmation function may or may not be activated when transitioning from the second special game state (low probability / high base state) to the first special game state (high probability / high base state). Since the second special game state is also a low probability state, if it is considered convenient for the player to be asked whether to maintain the current settings when transitioning from the second special game state to the first special game state, the former configuration may be used. On the other hand, since the first special game state is the same high base state as the second special game state (in the above embodiment, it is also the same in that it is a state in which right-hand hits are required) and is the same in that it is a game state more advantageous than the normal game state, the latter configuration may be used if it is considered unnecessary to ask the player whether to maintain the current settings.

[0051] Furthermore, the setting confirmation function may or may not be activated when transitioning from the normal gaming state to the second special gaming state. The transition from the normal gaming state to the second special gaming state is a transition from a low base state to a high base state (which also transitions from a left-hand hit state to a right-hand hit state in the above embodiment), resulting in a significant change in the gaming mode. Therefore, if it is considered necessary to ask the player whether to maintain the current settings, the former configuration may be used. On the other hand, since the second special gaming state is still the same low-probability state as the normal gaming state, if it is considered unnecessary to ask the player whether to maintain the current settings, the latter configuration may be used. It is possible to provide a gameplay in which, at least at the time the special gaming state (high base state) is initiated, it is unclear whether it is the first special gaming state (high-probability state) or the second special gaming state (low-probability state) (a gameplay in which the player is unable to clearly distinguish whether it is a high-probability state, allowing the player to predict and enjoy the state). If the game is to have such gameplay, it is preferable that the setting confirmation function be activated when transitioning from the normal game state to the special game state, regardless of whether it is the first special game state (high probability state) or the second special game state (low probability state). If the setting confirmation function is activated when transitioning to the first special game state (high probability state) but not when transitioning to the second special game state (low probability state), it would be possible to determine whether the special game state is a high probability state based on whether the setting confirmation function is activated.

[0052] 〇Specific example 1-6 In the above embodiment, it has been explained that the setting check function is activated only when a transition from a low probability state to a high probability state occurs (i.e., at the time of the "first win"), but the setting check function may also be activated when a special jackpot is won in a high probability state. That is, the setting check function may be set to be activated (see FIG. 10(b)) even in cases where a jackpot is won in a high probability state (see FIG. 10(a)) and the state transitions again to a high probability state after the jackpot game ends (see FIG. 10(c)) (so-called consecutive wins).

[0053] For example, a player who has not experienced (or has little experience with) a high probability state may not know what kind of customization (probability of occurrence of target effects) is appropriate for playing. Also, a player may want to try playing with a different customization during a so-called winning streak. To contribute to the convenience of such players, the system is configured so that the player is asked whether to maintain the current settings even when they win a jackpot that transitions from a high probability state to another high probability state.

[0054] 4) Specific hold non-display mode (special mode) The gaming machine 1 in this embodiment is equipped with a specific reserved non-display mode as a target of the customization function (a setting selectable by the player). The specific reserved non-display mode is a type of customization in which the target effect is a reserved effect. The reserved effect suggests the jackpot reliability of the winning / losing lottery result (corresponding winning / losing lottery result) corresponding to the reserved pattern 10 depending on the state of the reserved pattern 10.

[0055] The reserved effect is an effect in which the reserved pattern 10 is in a special form different from the normal form (the form in normal circumstances; hereinafter also referred to as the normal form. Even if the reserved pattern 10 is in the normal form, the corresponding winning / losing lottery result may be a jackpot. In the drawings, this is shown by an unmarked circle), suggesting that the reliability of the corresponding winning / losing lottery result has increased. Note that the reserved effect in this embodiment refers to the display of the reserved pattern 10 in a special form (different from the normal form). The reserved effect includes not only a change from the normal form to one of the special forms, or a change from one special form to another special form, but also displaying in a special form from the beginning (immediately after the corresponding winning / losing lottery information is obtained).

[0056] In this embodiment, four types of special modes, namely, a first special mode, a second special mode, a third special mode, a fourth special mode, and a fourth special mode, are set as candidates for the special mode (modes indicating a higher jackpot reliability than the normal mode). The first candidate mode 10a is assumed to be "blue" (see FIG. 11(a)), the second candidate mode 10b is assumed to be "green" (see FIG. 11(b)), the third candidate mode 10c is assumed to be "red" (see FIG. 11(c)), and the fourth candidate mode 10d is assumed to be "rainbow" (see FIG. 11(d)). (In the drawings, the colors are represented by letters in circles.) The results of the corresponding winning / losing lottery are arranged in descending order of jackpot reliability, as follows: "blue," "green," "red," and "rainbow." Furthermore, if the reserved symbol 10 is "rainbow," the corresponding winning / losing lottery result is determined to be a jackpot (jackpot reliability = 100%). The basic form of the reserved pattern 10 may change depending on the so-called stage, etc., but regardless of which stage is set, it is advisable to include a part representing the above-mentioned "color" so that it is possible to understand which form the reserved pattern 10 is in.

[0057] In addition, while the variable effect is being executed, various effect images are displayed and the reliability is suggested by the appearance of the effect image, so the hold effect can be said to be a reliability suggestion effect in which the hold pattern 10 is used as the effect image.

[0058] The candidate patterns are divided into one or more patterns that belong to a specific category and one or more patterns that do not belong to the specific category (hereinafter, patterns that do not belong to the specific category will be referred to as "non-specific category"). In this embodiment, "red" (third candidate pattern 10c) and "rainbow" (fourth candidate pattern 10d) belong to the specific category, and "blue" (first candidate pattern 10a) and "green" (second candidate pattern 10b) do not belong to the specific category (see FIG. 11). In terms of the jackpot reliability of the match lottery result, all candidate patterns that belong to the specific category have a higher jackpot reliability than any of the candidate patterns that belong to the non-specific category.

[0059] In this embodiment, the player can select either the normal mode or the specific hold non-display mode (hereinafter sometimes referred to as the "special mode" in contrast to the "normal mode") as the presentation mode for the hold presentation.

[0060] When the normal mode is set, the reserved symbol 10 can be any of the first candidate pattern 10a to the fourth candidate pattern 10d. In other words, in the normal mode, the reserved symbol 10 can be any of "blue", "green", "red", and "rainbow", and the color can cause a reserved effect that suggests the jackpot reliability of the corresponding winning / losing lottery result.

[0061] When the specific reservation non-display mode (special mode) is set, the reserved pattern 10 can be in a mode that belongs to a specific category, but it will not be in a mode that does not belong to a specific category (a mode that belongs to a non-specific category). In other words, in the special mode, the reserved pattern 10 can be either "red" or "rainbow", but it will not be "blue" or "green".

[0062] By using the customization function, a player can switch between normal mode and special mode. Any specific method may be used. In this embodiment, the mode can be switched as shown in FIG. 12 . When a reserved effect is selected as the target of customization (target effect) and "normal" is selected for the reserved effect, the normal mode is selected. Furthermore, when "low" (which has a lower probability of occurrence than "normal") is selected for the reserved effect, a "low-reliability reserved non-display mode" is presented as one of the options (options). When the "low-reliability reserved non-display mode" is selected, the special mode is selected, and the "blue" and "green" reserved symbols 10 belonging to the non-specific category are no longer displayed. In other words, the term "low-reliability reserved non-display mode" indicates that one or more of the multiple (four in this embodiment) candidate modes, counted from the lowest reliability, are "hidden." Note that the options (options) other than the "low-reliability reserved non-display mode" (special mode) may be any, and therefore are not described here. It may be configured such that no items other than the "low reliability reserved non-display mode" (special mode) are provided (selecting "low" necessarily sets the special mode).

[0063] The name "low reliability hold non-display mode" for the above special mode is merely an example. When the "low reliability hold non-display mode" is used, it is clear that candidate modes with relatively low reliability will be hidden, but it is unclear which candidate modes will be hidden specifically. Therefore, it is also possible to clearly indicate the candidate modes that will be hidden, such as "blue / green hold non-display mode." Furthermore, it is also possible to indicate candidate modes that may be displayed (modes that belong to a specific category), and indicate that others will not be displayed, such as "red hold or higher limited mode."

[0064] The content and execution of the reserved effect are controlled by an effect control means (not shown) roughly as follows (for ease of explanation, an example of control assuming a configuration in which only a normal mode and a special mode are provided is shown in FIG. 13). The effect control means that controls the reserved effect determines whether or not the reserved pattern 10 (target reserved pattern) is to be a special mode, and if it is to be a special mode, which of the candidate modes ("blue," "green," "red," or "rainbow") it is to be (reserved mode determination) (FIG. 13 "S1"). Note that the method of determining the mode of the reserved pattern 10 based on the result of the corresponding correct / incorrect lottery is itself publicly known, and therefore a detailed description thereof will be omitted. Any method may be used as long as the reliability of the corresponding correct / incorrect lottery result is determined so as to satisfy the above-mentioned relationship.

[0065] When the normal mode is set (FIG. 13 "S2: YES"), the reserved effect is generated according to the reserved mode determination (FIG. 13 "S3"). Therefore, in the normal mode, the reserved pattern 10 can be any of "blue", "green", "red", and "rainbow", and the reliability of the corresponding winning / losing lottery result increases in this order.

[0066] On the other hand, when the special mode is set (FIG. 13 "S2: NO"), if the pattern determined by the hold pattern determination is "blue" or "green" (FIG. 13 "S4: YES"), the hold effect is not generated (the determined hold effect is invalidated) (FIG. 13 "S5"). Not generating the hold effect means that the hold pattern 10 is not changed to the normal pattern. On the other hand, if the pattern determined by the hold pattern determination is "red" or "rainbow" (FIG. 13 "S4: NO"), the hold effect is generated in accordance with that decision (FIG. 13 "S6").

[0067] In this way, regardless of whether the normal mode or the special mode is set, the mode is determined according to the result of the corresponding success / failure lottery, so when the reserved pattern 10 is set to the "red" or "rainbow" mode (modes belonging to a specific category), the jackpot reliability of the corresponding success / failure lottery result does not change whether it is the normal mode or the special mode. This is natural because "rainbow" is a mode that guarantees a jackpot (reliability = 100%), but the jackpot reliability of "red" (which is ≠ 100%) is also the same regardless of whether it is the normal mode or the special mode.

[0068] As explained above, in this embodiment, a plurality of candidate patterns are set as chance-up patterns of the reserved pattern 10 displayed when the reserved effect occurs, and when the specific reserved non-display mode (special mode) is set, the reserved pattern 10 of a relatively low reliability pattern (a pattern that does not belong to a specific category) among the plurality of candidate patterns will not be displayed. Depending on the player, there is a risk that the display frequency of the reserved pattern 10 of a low reliability pattern (a pattern in which the corresponding success / failure lottery result is relatively often a miss) increases, and therefore, by providing the specific reserved non-display mode (special mode), the decline in entertainment value is suppressed.

[0069] Below, we will explain specific examples of improvements, specific implementations, modifications, etc. of the above-mentioned specific hold non-display mode (special mode). In addition, to the extent possible, it is also possible to apply a combination of multiple technologies described using the following specific examples.

[0070] 〇Specific example 2-1 Although it has been explained that the effect image targeted in the special mode (normal mode) in the above embodiment is the reserved pattern 10, the idea described in the above embodiment may be applied to other effect images as long as multiple candidate patterns with different degrees of reliability are set.

[0071] For example, suppose that a character image representing a predetermined character is displayed as a performance image. The default mode of the character image (for example, the color of the clothing worn by the character) is "white," but three modes of "blue," "red," and "rainbow" (with "blue" having the lowest reliability and "rainbow" having the highest reliability) are set as chance-up modes. Of these, "red" and "rainbow" are considered to belong to a specific category (see FIG. 14). When the normal mode is set, any of the three modes may be displayed. When the special mode is set, "red" and "rainbow" may be displayed, but "blue" will not be displayed ("blue" will not be generated as a chance-up mode). In this way, the "blue" character image, which has a relatively low reliability, will not be displayed.

[0072] 〇Specific example 2-2 In the above embodiment, it has been explained that, of the four types of candidate patterns, "red" and "rainbow" belong to the specific category, and the other "blue" and "green" belong to the non-specific category. However, this classification is merely an example, and it is sufficient that all candidate patterns belonging to the specific category have a higher jackpot reliability than any of the candidate patterns belonging to the non-specific category. For example, in a configuration in which four types of candidate patterns are set as in the above embodiment, "green", "red", and "rainbow" may belong to the specific category, and "blue" may belong to the non-specific category. In this case, when the special mode is set, the reserved effect of the "blue" reserved pattern 10 will not occur.

[0073] 〇Specific example 2-3 In the above embodiment, it has been explained that the candidate patterns belonging to the specific category are patterns with relatively high reliability ("red" and "rainbow"), and that when the special mode is set, the reserved pattern 10 is not set to a candidate pattern with relatively low reliability ("blue" and "green") that does not belong to the specific category, but the reverse setting may also be used. In other words, the candidate patterns with relatively low reliability ("blue" and "green") belong to the specific category, and when the special mode is set, the reserved pattern 10 is not set to a candidate pattern with relatively high reliability ("red" and "rainbow") that does not belong to the specific category (see FIG. 15).

[0074] By doing as in this example, assuming that the normal mode is set, even in the "expected fluctuation" where the reserved effect of "red" or "rainbow" occurs, if the special mode is set, the reserved effect does not occur (reserved symbol 10 remains in the normal state), and gameplay is realized. Therefore, a player who wants to play in an environment where he can expect a jackpot even if the reserved effect does not occur can select the special mode (by selecting the special mode, it is possible to prevent the game from becoming a so-called "chance reserved waiting" gameplay).

[0075] 〇Specific example 2-4 As in the above embodiment and specific example 2-3, it is not necessary to distinguish whether or not a particular category is included based on the reliability of the result of the corresponding success / failure lottery. For example, a candidate pattern that belongs to a particular category is set to "red," and the others ("blue," "green," and "rainbow") do not belong to the particular category. In other words, among the candidate patterns that do not belong to a particular category (belonging to a non-specific category), those with higher reliability than the candidate patterns that belong to the particular category may be included (see FIG. 16). In this case, when the special mode is set, the reserved pattern 10 is configured to not be a candidate pattern other than "red" (the special mode is a mode in which all reserved patterns other than "red" are not displayed).

[0076] 〇Specific example 2-5 In the above embodiment, it has been explained that when the special mode is set, the reserved pattern 10 of a candidate form ("blue" or "green" in the above embodiment) that does not belong to a specific category (belonging to a non-specific category) will not be displayed, but even when the special mode is set, the reserved pattern 10 may become a candidate form belonging to a non-specific category only when the result of the corresponding success / failure lottery is a jackpot. Specifically, when the special mode is set, the reserved pattern 10 whose result of the corresponding success / failure lottery is a miss will not be made into a candidate form belonging to a non-specific category, but the reserved pattern 10 whose result of the corresponding success / failure lottery is a jackpot may be made into a candidate form belonging to a non-specific category.

[0077] By doing as in this example, even if the special mode is set, if the reserved pattern 10 becomes a candidate pattern belonging to a non-specific category ("blue" or "green" in the above embodiment), the result of the lottery corresponding to the reserved pattern 10 is determined to be a jackpot (see FIG. 17), realizing an interesting game feature. A player who has set the special mode will probably think that the reserved pattern 10 will not change to a pattern such as "blue" or "green", so the change to that pattern will surprise the player (the surprise will be followed by the joy of a jackpot), resulting in a performance form.

[0078] 〇Specific example 2-6 In the above embodiment, it was explained that the candidate patterns of reserved pattern 10 (presentation image) include a "rainbow" pattern that determines that the corresponding hit / miss lottery result will be a jackpot, but such a pattern that determines a jackpot may also be excluded (excluded from the control depending on whether a special mode is set or not).

[0079] The candidate modes in which a jackpot is determined occur as so-called premium effects, and are distinct from candidate modes in which a jackpot is not determined (candidate modes in which the jackpot reliability is not 100%). Therefore, after excluding such candidate modes, those belonging to the specific category and those not belonging to the specific category may be separated, and control may be exercised so that only those belonging to the specific category are displayed when the special mode is set.

[0080] 5) Pseudo-end image In this embodiment, the first special gaming state (high probability / high base state) is the most advantageous gaming state for the player, and it can be said that it is a state in which it is desirable for the player that the state not end (hereinafter, such a state may be referred to as the target state). When the first special gaming state, which is the target state, ends and transitions to the normal gaming state, an end image 21 (see FIG. 18(a)) is displayed in the display area 911 (in this embodiment, it is displayed over the entire display area 911). In this embodiment, the end image 21 includes a target character 23 representing the target state and an end character 24 indicating that the target state will end. In this embodiment, since the first special gaming state, which is the target state, is called an "XX Rush," the character "XX Rush" is displayed as the target character 23. In addition, the character (character string) "END" is displayed as the end character 24. When the end image 21 including the target character 23 and the end character 24 is displayed, the player understands that the first special gaming state will end. The end image 21 also includes a background portion 26B that is the background of the target character 23 and the end character 24. The background portion 26B is displayed over the entire display area 911, and the target character 23 and the end character 24 are displayed so as to overlap in front of the background portion 26B. In the drawings, the background portion 26B is shown in solid white to make the drawings easier to understand.

[0081] On the other hand, in this embodiment, a pseudo-end image 22 (see FIG. 18(b)), which is an image different from the end image 21, may be displayed in the display area 911 (in this embodiment, it is displayed in the entire display area 911). The pseudo-end image 22 is an image similar to the end image 21 to the extent that it can be made to look like the end image 21 (a player may mistake it for the end image 21). The pseudo-end image 22 includes the same target character 23 (the characters "○○ RUSH") as the end image 21 and a continuation character 25 indicating that the target state will continue. The continuation character 25 is a character indicating that the target state will continue. In this embodiment, the character (character string) "tsuzuku" (to be continued) is displayed as the continuation character 25. In other words, the pseudo-end image 22 is similar to the end image 21 in that it includes the target character 23, but differs from the end image 21 in that it includes a continuation character 25 that is different from the end character 24 (the pseudo-end image 22 does not include the end character 24, and the end image 21 does not include the continuation character 25). The pseudo-non-display image also includes a background portion 26B that is the background of the target character 23 and the continuing character 25. The background portion 26B is displayed over the entire display area 911, and the target character 23 and the continuing character 25 are displayed so as to overlap in front of the background portion 26B. The background portion 26B of the pseudo-non-end image 22 has exactly the same appearance (color) as the background portion 26B of the end image 21. In the drawings, the background portion 26B is shown as solid white to make the drawings easier to understand.

[0082] Comparing the end image 21 and the pseudo-end image 22, the following relationship is found. The position, size, and font of the target characters 23 in the end image 21 and the target characters 23 in the pseudo-end image 22 are all the same. Since both target characters 23 are the characters "○○RUSH," if the two images were overlaid so that their outer edges matched, the target characters 23 in the end image 21 and the target characters 23 in the pseudo-end image 22 would overlap perfectly.

[0083] Furthermore, the end character 24 (END) in the end image 21 and the continuation character 25 (tsuzuku) in the pseudo-end image 22 both consist of three characters, and the position, size, and font in which the characters are displayed are all the same. Unlike the target character 23, the character strings are different, so even if the two images are overlaid so that their outer edges match, they will not match exactly. However, if one of the end character 24 and the continuation character 25 is replaced with the other, the appearance of the end image 21 and the pseudo-end image 22 (including the appearance of the background portion 26B) will match. More specifically, while both the end image 21 and the pseudo-end image 22 are digital images created by a computer, the pseudo-end image 22 is created by rewriting the letter "E" in the end image 21 to the letter "tsu," the letter "N" to the letter "zu," and the letter "D" to the letter "ku" on the computer (without changing the position, size, or font).

[0084] The position and size of the end character 24 and the continuation character 25 do not need to be strictly identical; they may be displayed in roughly the same position and with roughly the same size from the player's perspective. For example, as in this embodiment, if both the end character 24 and the continuation character 25 are displayed in roughly the same size and positioned below the center of the target character 23 in the width direction, the appearance of the end image 21 and the pseudo-end image 22 will be considered to be consistent when one of the end character 24 and the continuation character 25 is replaced with the other. Also, matching fonts means that the fonts of both characters are consistent from the player's perspective. It is preferable to use a special font (one that allows easy identification of font differences) rather than a common font such as Gothic or Mincho.

[0085] Such an end image 21 or pseudo end image 22 is displayed during the final variation effect (final variation of ST) of the first special gaming state (target state). In this embodiment, the first special gaming state ends when 150 consecutive losses occur, so it is displayed during the 150th variation after 149 consecutive losses occur since the start of the first special gaming state after the end of the special jackpot game. Hereinafter, the winning / losing lottery result corresponding to the final variation may also be referred to as the final winning / losing lottery result.

[0086] If the final lottery result is a loss, the end image 21 is always displayed during the final variation. Specifically, after the decorative symbols 80 pseudo-stop (meaning a state in which the decorative symbols 80 appear to the player to be stopped but are not completely stopped; for example, a state in which they are slightly swaying) at a combination that indicates a loss (a losing combination) (see FIG. 19(a)), the end image 21 is displayed (see FIG. 19(b-1)). When the end image 21 is displayed, the pseudo-stopped decorative symbols 80 are displayed small near the outer edge of the display area 911, and after a while they completely stop at the losing combination, ending the final variation (see FIG. 19(c-1)). After that, the game transitions to the normal game state.

[0087] On the other hand, if the final lottery result is a jackpot, a false end image 22 may be displayed during the final variation. Specifically, after the decorative symbols 80 pseudo-stop in a losing combination (see FIG. 19(a)), the false end image 22 is displayed (the point at which the decorative symbols 80 pseudo-stop in a losing combination can be said to be the turning point for determining whether the end image 21 or the false end image 22 will be displayed) (see FIG. 19(b-2)). The decorative symbols 80 do not stop completely, but a predetermined effect (hereinafter referred to as a reversal effect) occurs, and the decorative symbols 80 completely stop in a combination (winning combination) of decorative symbols 80 that indicates the final lottery result is a jackpot, ending the final variation (see FIG. 19(c-2)). Because a jackpot won in the first special game state is a special jackpot, the game transitions back to the first special game state after the special jackpot game ends. In other words, the pseudo-end image 22 is displayed when the first special game state (target state) does not end but continues (note that, as in this embodiment, transitioning back to the target state, the first special game state, after the jackpot game ends is also considered to be a type of ``continuation.'' In other words, ``continuation'' is when the first special game state is set again without transitioning to a game state other than the target state, the first special game state (a state in which the game is played with the aim of winning the jackpot)).

[0088] If the final lottery result is a jackpot, the pseudo-end image 22 may always be displayed in the final variation, or the pseudo-end image 22 may be displayed sometimes, and the end image 21 may also be displayed sometimes. In the latter case, after the end image 21 is displayed, the above-mentioned reversal effect may occur, and a pattern may be generated in which it is announced that the final lottery result is a jackpot.

[0089] In this way, in the gaming machine 1 of this embodiment, normally (by default) the end image 21 is displayed to indicate the end of the first special game state (target state), but a pseudo-end image 22 similar to the end image 21 may also be displayed, and when the pseudo-end image 22 is displayed, the first special game state continues, which is interesting because only a limited number of players who notice the display of the pseudo-end image 22 can be the first to know that the first special game state will continue.

[0090] Furthermore, because the pseudo-end image 22 replaces the end character 24 of the end image 21 with the continue character 25, the overall image configuration is similar, making it difficult to notice that the pseudo-end image 22 is being displayed. For example, if the pseudo-end image 22 were to be an end image 21 to which some image component had been added (i.e., the pseudo-end image = end image + α), the presence of the image component (+ α) would stand out, making it easy for a player to notice that the pseudo-end image 22 (a different image from the normal image) is being displayed. However, in this embodiment, the continue character 25 is displayed instead of the end character 24, so the overall image configuration is similar, and only certain players will notice the display of the pseudo-end image 22 (not all players will notice the display of the pseudo-end image 22). Furthermore, because the character indicating the end of the first special game state is replaced with a character indicating continuation, the end image 21 indicates "end," and the pseudo-end image 22 indicates "continue," so the original function of the images to notify players of the progress of the game is not lost.

[0091] In particular, in this embodiment, the font of the end character 24 and the font of the continuation character 25 are the same, so the difference between the end character 24 and the continuation character 25 is not noticeable, and it can be said that it is difficult to notice when the pseudo-end image 22 is displayed.

[0092] Furthermore, in this embodiment, since the end character 24 (END) and the continuation character 25 (tsuzuku) are the same three characters, a situation does not occur in which the player notices that a false end image 22 is being displayed due to the difference in the number of characters (the difference in the number of characters causes a difference in the balance of the entire image, which leads to the player noticing that a false end image 22 is being displayed). Note that, since the continuation character 25 in this embodiment is "tsuzuku," it could be written in kanji as "tsuku" or "tsuzuku" to express the same meaning, but it is deliberately written in hiragana as the end character 24, "END," with the same three characters.

[0093] The following describes specific examples in which the matters relating to the pseudo-end image 22 are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0094] 〇Specific example 3-1 In the above embodiment, it was explained that the pseudo-end image 22 is made to resemble the end image 21 as closely as possible in order to create a situation in which the player is unlikely to notice that the pseudo-end image 22 is being displayed. However, if it is desired that a relatively large number of players notice the display of the pseudo-end image 22, the following may be adopted, for example.

[0095] In the above embodiment, the end character 24 and the continuation character 25 have the same font, but the font may be different to make the difference between the end image 21 and the pseudo-end image 22 more conspicuous.

[0096] In the above embodiment, it has been explained that the end character 24 and the continuation character 25 are the same size, but the sizes may be different to make the difference between the end image 21 and the pseudo-end image 22 stand out a little.

[0097] In the above embodiment, the display positions of the end character 24 and the continuation character 25 are the same, but the display positions may be different to make the difference between the end image 21 and the pseudo-end image 22 more conspicuous.

[0098] In the above embodiment, the end character 24 and the continuation character 25 have the same number of characters. However, the number of characters may be different to emphasize the difference between the end image 21 and the pseudo-end image 22. However, the end character 24 represents the "end" of the target state, and the continuation character 25 represents the "continuation" of the target state. Note that other examples (different character strings) of the end character 24 and the continuation character 25 described in the above embodiment can include, for example, the following. Examples of the end character 24 include "end," "end," "end," "end," "finish," etc. Examples of the continuation character 25 include "continue," "continue," "continue," "still more," "next," "next time," etc.

[0099] 〇Specific example 3-2 In the above embodiment, it has been explained that the target state in which continuation is indicated by the display of the pseudo-end image 22 (end is indicated by the display of the end image 21) is the first special game state, but other states may be the target state as long as it is desirable (advantageous) for the player that the game not end. Normally, by displaying the pseudo-end image 22 at the timing when the end image 21 is displayed, it is possible to surprise and delight the player, so it is sufficient to set the target state as a state in which "continuation" is desirable for the player.

[0100] 〇Specific example 3-3 As shown in FIG. 20, a result image 29 (result image) showing information such as the profit obtained by transitioning to the first special game state (target state) may be displayed together with the end image 21 (see FIG. 20(a)) and the pseudo end image 22 (see FIG. 20(b)). This type of result image 29 itself is publicly known, so a detailed explanation will be omitted. Examples of information shown by the result image 29 include the number of jackpots won in the first special game state after the first jackpot (special jackpot) (the so-called number of consecutive jackpots; the number of consecutive jackpots may or may not include the first jackpot), and the total number of winning balls obtained during the so-called consecutive jackpot state. Naturally, the content shown by the result image 29 will be different each time (the result image 29 is not part of the end image 21 or pseudo end image 22).

[0101] When the first special game state ends, the result image 29 is displayed together with the end image 21, and the result represented by the result image 29 is "real" (because the first special game state will actually end). On the other hand, when the first special game state continues, the result image 29 is displayed together with the pseudo-end image 22, but the result represented by the result image 29 is "provisional" (it represents the situation at the current time) (because the first special game state will continue thereafter).

[0102] Even when the false end image 22 is displayed, the result image 29 is also displayed (see FIG. 20(b)), which strengthens the impression that the first special game state (target state) is ending. In other words, it is possible to make it more difficult for the player to notice that the false end image 22 is being displayed.

[0103] 〇Specific example 3-4 Although it has been explained that the pseudo-end image 22 is displayed when the target state (first special game state) continues without ending, it may be configured to be displayed even when the target state ends. In other words, although the probability that the target image will continue without ending is higher when the pseudo-end image 22 is displayed than when the end image 21 is displayed, the display of the pseudo-end image 22 does not necessarily mean that the target state will continue.

[0104] If the setting is such that the display of the pseudo-end image 22 does not necessarily mean that the game will continue, the continuation characters 25 included in the pseudo-end image 22 are intended to suggest that the probability of continuation is higher (than in the normal pattern in which the end image 21 is displayed). For example, characters such as "Continue?" or "Maybe to be continued" are displayed as the continuation characters 25.

[0105] 6) Image displacement production The gaming machine 1 according to this embodiment can execute an image displacement effect (see FIGS. 21 to 23) as an effect constituting the during-variation effect. The image displacement effect will be described in detail below.

[0106] In this embodiment, the decorative pattern 80 (decorative pattern group 80g) indicating the winning / losing lottery result is displayed variably from top to bottom (the variability direction is "down" (direction)). Note that the variability direction "down" here does not necessarily mean a straight vertical direction. A decorative pattern 80 that is displayed displacing approximately from top to bottom is considered to have a variability direction of "down." More specifically, the outer edge of the display area 911 is divided into "up," "down," "left," and "right," and a decorative pattern 80 that is variably displayed so as to gradually approach the upper outer edge of the display area 911 is considered to have a variability direction of "up," a decorative pattern 80 that is variably displayed so as to gradually approach the lower outer edge is considered to have a variability direction of "down," a decorative pattern 80 that is variably displayed so as to gradually approach the left outer edge is considered to have a variability direction of "left," and a decorative pattern 80 that is variably displayed so as to gradually approach the right outer edge is considered to have a variability direction of "right." In this embodiment, all three decorative pattern groups 80g are displayed so as to gradually approach the lower outer edge of the display area 911, and therefore the variability direction is "down."

[0107] The image displacement effect can occur when the decorative pattern 80 (decorative pattern group 80g) stops or pseudo-stops (see Figures 21(b), 22(b), and 23(b)), and the reference image 30 is displayed as if displaced in the direction of movement relative to the display area 911 (see Figures 21(b), 22(b), and 23(b)). More specifically, the image displacement effect is an effect in which the display area 911 appears to be displaced relative to the reference image 30 due to being pushed by the stopped or pseudo-stopped decorative pattern 80. As described above, since the movement direction in this embodiment is "downward," an image displacement effect can occur in which the reference image 30 is displayed as if displaced downward relative to the display area 911. Here, the reference image 30 includes the decorative pattern 80 and the background image 30B displayed as the background of the decorative pattern 80. Therefore, the reference image 30 being displayed as if it were displaced relative to the display area 911 refers to a state in which at least the decorative pattern 80 and its background image 30B are displayed as if they were displaced relative to the display area 911. Note that in the drawings explaining the image displacement effect, the background image 30B is shown in a simplified form, but in other drawings, the background image 30B is omitted. Also, although the reference image 30 in this embodiment does not include the reserved pattern 10, it may include the reserved pattern 10. If the reference image 30 includes the reserved pattern 10, when the image displacement effect occurs, the reference image 30 including the reserved pattern 10 is displayed as if it were displaced relative to the display area 911, so that the "displacement" of the image relative to the display area 911 can be made to appear more realistic.

[0108] In the following description, the state before the reference image 30 is displayed as if displaced relative to the display area 911 will be referred to as the reference state, and the state in which the reference image 30 is displayed as if displaced relative to the display area 911 will be referred to as the displaced state. The reference state can be said to be a state in which the reference image 30 is displayed over the entire display area 911 (a state in which the outer edge of the reference image 30 and the outer edge of the display area 911 coincide). In the displaced state, the reference image 30 is displaced relative to the display area 911, so at least a portion of the outer edge of the reference image 30 that was not visible in the reference state becomes visible. Note that the outer edge of the reference image 30 that appears in the displaced state is expressed as if the reference image 30 has a substantially rectangular shape. In the displaced state, the reference image 30 is displayed as if displaced downward, so in the displaced state, there is at least a region between the display area 911 and the upper outer edge of the reference image 30 where the reference image 30 is not displayed (see FIGS. 21(c), 22(c), and 23(c)).

[0109] In this embodiment, the image displacement effect is as follows: (1) Left image displacement effect that occurs when the left decorative pattern 80L (left decorative pattern group 80gL) stops or pseudo-stops (see Figure 21) (2) Right image displacement effect that occurs when the right decorative pattern 80R (right decorative pattern group 80gR) stops or pseudo-stops (see Figure 22) (3) Right image displacement effect that occurs when the middle decorative pattern 80C (middle decorative pattern group 80gC) stops or pseudo-stops (see Figure 23) Three types can occur: However, some of the image displacement effects may not occur.

[0110] The left image displacement effect will now be described. In this embodiment, a left decorative pattern 80L (one-side decorative pattern) is displayed on the left side (one side) of the display area 911, a right decorative pattern 80R (other-side decorative pattern) is displayed on the right side (the other side), and a center decorative pattern 80C (center decorative pattern) is displayed between the left decorative pattern 80L and the right decorative pattern 80R (the center side of the width direction of the display area 911). The left image displacement effect occurs when the left decorative pattern 80L stops or pseudo-stops (see FIG. 21(b)). Note that when the image displacement effect occurs, decorative patterns 80 other than the decorative pattern 80 that triggers the image displacement effect (in the case of a left image displacement effect, the right decorative pattern 80R or the center decorative pattern 80C) may be changing or may already be stopped or pseudo-stopped (the same applies to a right image displacement effect and a center image displacement effect). In this embodiment, when the left image displacement effect occurs, the right decorative pattern 80R and the center decorative pattern 80C are already in a stopped or pseudo-stopped state (see Figures 21(a) and (b)). Therefore, the left image displacement effect can be said to emphasize that the decorative pattern 80 that last stopped or pseudo-stopped is the left decorative pattern 80L. Although not shown, if the decorative patterns 80 other than the decorative pattern 80 that triggers the image displacement effect are in the changing state, the reference image 30 in the displaced state can be used to indicate that these decorative patterns 80 are in the changing state.

[0111] Simultaneously with or immediately after the left decorative pattern 80L stops or pseudo-stops (a deviation within a range that allows the player to see both at the same time is permitted; the same applies hereinafter in the description of the image displacement effect), the entire reference image 30 is displaced downward, but the left side is displaced relative to the display area 911 so that the displacement (deviation) is greater than that of the right side (see FIG. 21(c)). Therefore, in the displaced state, the reference image 30 is displayed tilted so that the upper edge of the reference image 30 is tilted upward from left to right. The image displacement effect is an effect that makes it appear as if the display area 911 has been displaced relative to the reference image 30 due to being pushed by the stopped or pseudo-stopped decorative pattern 80. The left image displacement effect is an effect that makes it appear as if the reference image 30 has been tilted to the left in the width direction (horizontal direction) (the left side of the reference image 30 is tilted so that the displacement is greater than that of the right side) as a result of being pushed by the momentum of the left decorative pattern 80L when it stops or pseudo-stops.

[0112] The right image displacement effect is a reversed effect of the left image displacement effect, so we will explain it briefly. Simultaneously with or immediately after the right decorative pattern 80R stops or pseudo-stops (see FIG. 22(b)), the entire reference image 30 is displaced downward, but the right side is displaced relative to the display area 911 so that the displacement (shift) is greater than that of the left side (see FIG. 22(c)). Therefore, in the displaced state, the upper edge of the reference image 30 is displayed tilted, tilting upward from right to left. Therefore, the right image displacement effect is caused by the momentum of the right decorative pattern 80R stopping or pseudo-stopping, and the reference image 30 appears to be tilted to the right in the width direction (horizontal direction) (the right side of the reference image 30 is tilted so that the displacement is greater than that of the left side). As with the left image displacement effect, when the right image displacement effect in this embodiment occurs, the left decorative pattern 80L and the center decorative pattern 80C are already stopped or pseudo-stopped (see Figures 22(a) and 22(b)). Therefore, the right image displacement effect can be said to emphasize that the decorative pattern 80 that last stopped or pseudo-stopped is the right decorative pattern 80R.

[0113] The center image displacement effect occurs when the center decorative pattern 80C stops or pseudo-stops. Unlike the left image displacement effect and the right image displacement effect, the center image displacement effect involves the entire reference image 30 being displaced straight downward (see FIG. 23(c)) simultaneously with or immediately after the center decorative pattern 80C stops or pseudo-stops (see FIG. 23(b)). In other words, while the left image displacement effect and the right image displacement effect involve the reference image 30 being displaced downward at an inclination relative to the width direction, the center image displacement effect involves the reference image 30 being displaced in a downward direction (i.e., the direction of movement) without being inclined relative to the width direction. The center decorative pattern 80C stops or pseudo-stops at approximately the center of the width direction of the display area 911, and the center image displacement effect is intended to make it appear as if the reference image 30 has been displaced due to the momentum of the center decorative pattern 80C, so the reference image 30 is displaced straight downward without being inclined relative to the width direction. Also, similar to the left image displacement effect and the right image displacement effect, when the center image displacement effect in this embodiment occurs, the left decorative pattern 80L and the right decorative pattern 80R are already stopped or pseudo-stopped (see Figures 23(a) and 23(b)). Therefore, it can be said that the center image displacement effect emphasizes that the decorative pattern 80 that last stopped or pseudo-stopped is the center decorative pattern 80C.

[0114] Although not shown, regardless of which image displacement effect occurs, after the displacement state is reached, the reference image 30 returns to its original state (reference state) after a predetermined time (approximately 1 second in this embodiment) has elapsed.

[0115] In this way, the image displacement effect in this embodiment is such that the reference image 30 is displayed as if it has shifted in the direction of the movement of the decorative pattern 80 when the decorative pattern 80 stops or pseudo-stops (see Figures 21(c), 22(c), and 23(c)), resulting in an interesting effect in which the reference image 30 appears to have been displaced by the momentum of the decorative pattern 80.

[0116] In particular, in this embodiment, the decorative pattern 80 is displayed variably from top to bottom, so when an image displacement effect occurs, it is as if the reference image 30 is being pushed down by the "weight" of the decorative pattern 80 (although the pattern is a virtual one, it is perceived as if the pattern has "weight"). In particular, the left image displacement effect is triggered by the left decorative pattern 80L stopping or pseudo-stopping, causing the reference image 30 to be displayed tilted to the left (see FIG. 21(c)), and the right image displacement effect is triggered by the right decorative pattern 80R stopping or pseudo-stopping, causing the reference image 30 to be displayed tilted to the right (see FIG. 22(c)). Therefore, the effect of the decorative pattern 80 being perceived as if it has "weight" (it appears to be displayed tilted because the weight is not evenly balanced between the left and right) becomes prominent.

[0117] In addition, the image displacement effect in this embodiment is set in a manner that corresponds to the decorative pattern 80 that last stopped or pseudo-stopped out of the three decorative patterns 80 (whether it is a left image displacement effect, a right image displacement effect or a center image displacement effect is determined depending on the decorative pattern 80 that last stopped or pseudo-stopped) (see Figures 21(c), 22(c) and 23(c)), so it is emphasized whether the decorative pattern 80 that last stopped or pseudo-stopped is the left decorative pattern 80L, the right decorative pattern 80R or the center decorative pattern 80C.

[0118] The following describes specific examples in which the above-described image displacement effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0119] Specific example 4-1 In the above embodiment, it has been explained that the left image displacement effect, right image displacement effect, and center image displacement effect occur when the left decorative pattern 80L, right decorative pattern 80R, and center decorative pattern 80C stop or pseudo-stop, respectively. However, the image displacement effect (hereinafter referred to as the three-pattern image displacement effect) may also occur (see Figure 24(c)) when the three decorative patterns 80 (left decorative pattern 80L, right decorative pattern 80R, and center decorative pattern 80C) stop or pseudo-stop simultaneously (a timing difference is allowed within the range that the player feels that they have stopped or pseudo-stopped simultaneously) (see Figure 24(b)).

[0120] In the three-pattern image displacement effect, the entire reference image 30 is displaced straight downward (i.e., along the movement direction) (see FIG. 24(c)). In other words, in terms of the displacement mode of the reference image 30, it is the same as the middle image displacement effect. Since the middle decorative pattern 80C is pseudo-stopped at approximately the center of the width of the display area 911, and the left decorative pattern 80L and the right decorative pattern 80R are pseudo-stopped at approximately equal distances left and right from the middle decorative pattern 80C, the balance of the virtual "weight" (momentum) of the three decorative patterns 80 is equal in the left and right directions. Therefore, in the three-pattern image displacement effect, the reference image 30 is displaced straight downward without tilting in the width direction.

[0121] Furthermore, in a configuration in which both the medium image displacement effect and the three-pattern image displacement effect can occur, it is preferable that the amount of displacement of the reference image 30 relative to the display area 911 be greater in the three-pattern image displacement effect than in the medium image displacement effect (see Figures 23(c) and 24(c)). The medium image displacement effect is an effect in which the reference image 30 appears to have been displaced by being pushed by one decorative pattern 80 (medium decorative pattern 80C), and the three-pattern image displacement effect is an effect in which the reference image 30 appears to have been displaced by being pushed by three decorative patterns 80, so the amount of displacement of the reference image 30 is made greater in the latter than in the former.

[0122] Specific example 4-2 Although the movement direction of the decorative pattern 80 in the above embodiment has been described as a downward direction, it may be in another direction (see FIG. 25; in this drawing, the reference image 30 displaced relative to the display area 911 is shown in a simplified form (the hatched portion is the reference image 30)). However, the displacement direction (direction of deviation) of the reference image 30 relative to the display area 911 in the image displacement performance is aligned with the movement direction.

[0123] If the direction of change of the decorative pattern 80 is upward (see FIG. 25(a)), the reference image 30 is displayed as if it has shifted upward relative to the display area 911 (see FIGS. 25(a-1) to (a-3)). In the left image displacement effect, the reference image 30 is displaced at an angle relative to the width direction so as to move downward from left to right (see FIG. 25(a-1)). In the right image displacement effect, the reference image 30 is displaced at an angle relative to the width direction so as to move downward from right to left (see FIG. 25(a-2)). In the middle image displacement effect, the reference image 30 is displaced so as to move straight upward (see FIG. 25(a-3)).

[0124] Also, for example, if the direction of change of the decorative pattern 80 is horizontal scrolling to the left and three decorative patterns 80 are displayed (upper decorative pattern 80U, middle decorative pattern 80N, and lower decorative pattern 80S, from top to bottom) (see FIG. 25(b)), the reference image 30 is displayed as if it has shifted to the left side of the display area 911 (see FIGS. 25(b-1) to (b-3)). The upper image displacement effect, which occurs when the upper decorative pattern 80U stops or pseudo-stops, is such that the reference image 30 is displaced at an inclination relative to the vertical direction so as to move from top to bottom to the right (see FIG. 25(b-1)). The lower image displacement effect, which occurs when the lower decorative pattern 80S stops or pseudo-stops, is such that the reference image 30 is displaced at an inclination relative to the vertical direction so as to move from top to bottom to the left (see FIG. 25(b-2)). The middle image displacement effect, which occurs when the middle decorative pattern 80N stops or pseudo-stops, displaces the reference image 30 so that it faces straight left (see FIG. 25(b-3)).

[0125] When the direction of change of the decorative pattern 80 is horizontal scrolling to the right (see Figure 25(c)), the image displacement effect is the opposite of when it is horizontal scrolling to the left (see Figures 25(c-1) to (c-3)).

[0126] In this way, regardless of the direction of change of the decorative pattern 80, the entire reference image 30 is shifted relative to the direction of change. The image displacement effect triggered by the decorative pattern 80, which is displayed variably on one side or the other side of the display area 911, stopping or pseudo-stopping increases the amount of shift on the side of the decorative pattern 80 that triggered the image displacement effect, so that the reference image 30 is tilted.

[0127] Specific example 4-3 The image displacement effect can be applied to continuous effects. Examples of such continuous effects include pseudo-continuous effects and predictive continuous effects. Since pseudo-continuous effects and predictive continuous effects are well known, detailed explanations are omitted. A pseudo-continuous effect occurs during a single variation (during one variation). Multiple decorative symbols 80 (three decorative symbols 80, if the winning / losing lottery result is announced by a combination of three decorative symbols 80, as in the above embodiment) pseudo-stop, then start to vary again (re-variate) one or more times. The number of re-variations indicates the likelihood that the target winning / losing lottery result (the winning / losing lottery result corresponding to the variation during the variation effect, including the pseudo-continuous effect) will be a jackpot. An image displacement effect occurs at the pseudo-stop before the re-variation (see Figures 26(b) and 26(c)). After the image displacement effect ends (after the reference image 30 returns to its reference state), each decorative symbol 80 re-varies (see Figure 26(d)). An image corresponding to the number of consecutive times (shown as "x2" in FIG. 26(d)) may be displayed in the display area 911. If the left decorative pattern 80L is the last to pseudo-stop among the three decorative patterns 80, a left image displacement effect will occur; if the right decorative pattern 80R is the last to pseudo-stop, a right image displacement effect will occur; and if the center decorative pattern 80C is the last to pseudo-stop, a center image displacement effect will occur (FIG. 26 shows an example in which the right decorative pattern 80R is the last to pseudo-stop). Also, if three pseudo-stop simultaneously, a three-pattern image displacement effect as described in specific example 4-1 will occur.

[0128] By doing this, the pseudo-sequential effects become easier to understand because "the number of consecutive pseudo-sequential effects (number of re-changes) = the number of occurrences of the image displacement effect." Generally, the more consecutive pseudo-sequential effects there are, the higher the reliability of the jackpot result of the target win / loss lottery. With this setting, the occurrence of the image displacement effect can be said to function as a so-called chance-up effect.

[0129] The predictive continuous performance suggests the reliability of the target win / loss lottery result by using one or more future in-change performances that are executed before the target in-change performance for the target win / loss lottery result. When a combination (a losing combination) is displayed that indicates that the win / loss lottery result (the previous win / loss lottery result) corresponding to the future in-change performance is a loss, an image displacement performance occurs (see Figures 27(b) and (c)). After the image displacement performance ends (after the reference image 30 returns to the reference state), each decorative pattern 80 begins to change with the start of the next in-change performance (the previous in-change performance or the target in-change performance) (see Figure 27(d)). An image corresponding to the number of consecutive times (shown as "x2" in Figure 27(d)) ​​may be displayed in the display area 911. Of the three decorative patterns 80 that make up the losing combination that notifies the result of the previous lottery, if the left decorative pattern 80L is the last to stop, a left image displacement effect will occur, if the right decorative pattern 80R is the last to stop, a right image displacement effect will occur, and if the center decorative pattern 80C is the last to stop, a center image displacement effect will occur (FIG. 26 shows an example in which the right decorative pattern 80R is the last to stop). Also, if three stop at the same time, a three-pattern image displacement effect will occur as explained in specific example 4-1.

[0130] By doing this, the "number of consecutive pre-reading consecutive effects (number of effects during the preceding change) = number of occurrences of image displacement effects", making it easy to understand the pre-reading consecutive effects. Generally, the more consecutive pre-reading consecutive effects there are, the higher the reliability of the jackpot result of the target win / loss lottery, and with this setting, the occurrence of the image displacement effect can be said to function as a so-called chance increase effect (chance increase of pre-reading).

[0131] In such continuous effects, it is known that the occurrence of a continuous effect is indicated when the combination of decorative symbols 80 at the time of stop or pseudo-stop becomes a combination that satisfies a predetermined rule (so-called chance eye), but in this example, the occurrence of a continuous effect is indicated by the occurrence of an image displacement effect, so there is no need to display such a chance eye (provide a chance eye). However, this does not deny the possibility of a configuration in which an image displacement effect occurs after a chance eye is displayed.

[0132] 7) Specific design effects The gaming machine 1 according to this embodiment can execute a specific symbol effect using the specific symbol 80T as an effect constituting the during-variation effect. The specific symbol effect will be described in detail below.

[0133] The specific pattern 80T is one type of the multiple decorative patterns 80. In this embodiment, the decorative pattern 80 of "7" is the specific pattern 80T. The forms of the specific pattern 80T are broadly divided into a normal form and a composite form. The composite form (see FIG. 28(b) etc.) is a form including a main element portion 80Tm indicating the type of pattern and sub-element portions 80Ts associated with the main element portion 80Tm. As described above, since the specific pattern 80T in this embodiment is the decorative pattern 80 of "7", the portion representing the number "7" is the main element portion 80Tm. The sub-element portion 80Ts is a portion representing a predetermined character (represented by the letter "X" in the drawings). A form in which the "7" and the "character" are integrated is a composite form. On the other hand, the normal form is a form that does not include the sub-element portion 80Ts (see FIG. 28(a) etc.). In other words, the normal mode is one that does not have a portion representing the above character, but has a portion representing the number "7."

[0134] The specific pattern effect is an effect that uses the specific pattern 80T. Basically, it is an effect that can occur when the decorative pattern 80 that is selected from the middle decorative pattern group 80gC and stops or pseudo-stops is a specific pattern 80T (when the specific pattern 80T stops or pseudo-stops at a predetermined position (hereinafter sometimes referred to as the central position) approximately in the center of the display area 911) (see Figure 28(c-1)). In this embodiment, the specific pattern effect occurs after the specific pattern 80T pseudo-stops at the central position. The specific pattern effect is a so-called chance-up effect, and the jackpot reliability of the win / loss lottery result (target win / loss lottery result) corresponding to the during-variation effect (target during-variation effect) that includes the specific pattern effect is higher than when the specific pattern effect does not occur.

[0135] When a specific symbol effect occurs, the left decorative symbol 80L (left decorative symbol group 80gL) and the right decorative symbol 80R (right decorative symbol group 80gR) are already in a pseudo-stop state. The specific symbol 80T included in the fluctuating central decorative symbol group 80gC is displayed in a normal fluctuating manner (see FIG. 28(a)). After that, the fluctuating speed of the central decorative symbol group 80gC slows down, and a pre-effect occurs suggesting that the specific symbol 80T may pseudo-stop at the center position. That is, the fluctuating speed of the central decorative symbol 80C slows down, and the specific symbol 80T is displayed gradually approaching the center position, giving the player the impression that the central decorative symbol 80C may stop at that position. Here, in this pre-effect, the specific symbol 80T is displayed in a composite manner (see FIG. 28(b)). In other words, the pre-performance can be said to be a state in which the fluctuation speed has decreased (a "low" fluctuation speed state) compared to the previous state (a "high" fluctuation speed state), and as the fluctuation speed changes from the "high" fluctuation speed state to the "low" fluctuation speed state, the specific pattern 80T changes from a normal state to a composite state.

[0136] After such preliminary effects, if the specific pattern 80T pseudo-stops at the center position (see Figure 28(c-1)), the specific pattern effect is executed. If the specific pattern 80T does not pseudo-stop at the center position, the specific pattern effect does not occur. A decorative pattern 80 other than the specific pattern 80T (in this embodiment, the decorative pattern 80 of "8") pseudo-stops at the center position, and together with the left decorative pattern 80L and the right decorative pattern 80R that were already pseudo-stopped, they form a losing combination, and the three decorative patterns 80 come to a complete stop and the result of the winning / losing lottery is announced as a losing combination (see Figure 28(c-2)).

[0137] As the performance mode of the specific symbol performance, a first mode (see FIG. 29(a-1)) and a second mode (see FIG. 29(a-2)) different from the first mode are set. Whether the first mode or the second mode will occur becomes clear after the specific symbol 80T has pseudo-stopped at the center position. In other words, the pseudo-stop of the specific symbol 80T at the center position can be said to be a branching point in the performance.

[0138] In the first mode, after the specific symbol 80T has pseudo-stopped, the character represented by the sub-element portion 80Ts of the specific symbol 80T performs a first action (see FIG. 29(a-1)). In the second mode, after the specific symbol 80T has pseudo-stopped, the character represented by the sub-element portion 80Ts of the specific symbol 80T performs a second action (a different action from the first action) (see FIG. 29(a-2)). Note that the action here includes not only the character's body movements, but also all other movements, such as the character's facial expressions (even if the sub-element portion 80Ts is not a character, all movements of the sub-element portion 80Ts are included). The occurrence of the second action (second mode) has a higher probability of winning the lottery result than the occurrence of the first action (first mode). In other words, the first action is the default, and the second action is a so-called chance increase. The specific modes of the first and second actions can be set as appropriate. It is sufficient that the two actions are different enough that a player who encounters them can recognize that they are different actions. However, it is preferable that the second action be displayed in a way that makes it easy for the player to understand that it is more advantageous to the player than the first action. In this embodiment, the character performing the second action is displayed larger (meaning when comparing the maximum sizes during the actions) than the character performing the first action.

[0139] The progression of the in-variation effect after the specific symbol effect ends may be any. In this embodiment, after the specific symbol effect, the game transitions to one or more specific reach effects (see FIG. 29(b)), and the result of the target win / lose lottery is announced at the end of the specific reach effect. In other words, the occurrence of the specific symbol effect can be said to be the trigger for the transition to the specific reach effect. The specific reach effect is preferably an effect in which a character represented by the sub-element portion 80Ts included in the specific symbol 80T appears. For example, it is conceivable that the specific reach effect will be a so-called battle effect in which the character appears as the player's character and fights an enemy character, and if the target win / lose lottery result is a jackpot, the character wins (see FIG. 29(c-1)), and if it is a miss, the character loses (the enemy character wins) (see FIG. 29(c-2)). (The probability of a winning outcome is higher when the second action occurs in the specific symbol effect than when the first action occurs.) By doing this, it is possible to create an easy-to-understand flow of presentation in which the pseudo-stop of a specific pattern 80T including a predetermined character at the center position triggers a transition to a reach presentation in which that character appears.

[0140] In this way, the specific pattern presentation in this embodiment is such that the reliability of the jackpot result of the target win / lose lottery varies depending on the operating mode of the sub-element section 80Ts contained in the specific pattern 80T after the specific pattern 80T has pseudo-stopped, making it an interesting presentation that will likely draw the player's attention to the operation of the sub-element section 80Ts after the specific pattern 80T has pseudo-stopped.

[0141] Furthermore, in this embodiment, as the transition to the pre-performance occurs (transition from the fluctuation speed "high" to the fluctuation speed "low"), the specific pattern 80T changes from a form that does not include the sub-element portion 80Ts (normal form) to a form that includes the sub-element portion 80Ts (composite form), so it is possible to clearly indicate that a pre-performance is occurring (that the occurrence of a specific pattern performance is being suggested).

[0142] Below, we will explain specific examples in which the above-mentioned specific symbol effects have been improved, embodied, modified, etc. In addition, to the extent possible, a configuration in which multiple technologies described using the following specific examples are combined and applied may be used.

[0143] Specific example 5-1 In the above embodiment, it was explained that the specific pattern 80T is in a normal form not including the sub-element portion 80Ts before the pre-performance occurs, and is in a composite form including the sub-element portion 80Ts in the pre-performance, but it may also be in a composite form including the sub-element portion 80Ts even before the pre-performance occurs.

[0144] In addition, decorative patterns 80 other than the specific pattern 80T may also include a main element portion 80Tm and a sub-element portion 80Ts. In this case, it is preferable that the sub-element portions 80Ts represent different objects, such as a different character for each type of decorative pattern 80.

[0145] Specific example 5-2 In the above embodiment, it has been explained that the specific pattern effect can occur when a middle decorative pattern 80C selected from the middle decorative pattern group 80gC becomes a specific pattern 80T. However, it may also occur when a decorative pattern 80 selected from the left decorative pattern group 80gL or the right decorative pattern group 80gR becomes a specific pattern 80T.

[0146] Specific example 5-3 The effect executed after the first action in the specific symbol effect is different from the effect executed after the second action (see FIG. 30). For example, if a transition to a specific reach effect is made after the specific symbol effect as described in the above embodiment, the first action (see FIG. 30(a-1)) is executed, followed by a first specific reach effect (see FIG. 30(b-1)), and the second action (see FIG. 30(a-2)) is executed, followed by a second specific reach effect (a reach effect of a different type from the first specific reach effect) (see FIG. 30(b-2)). Note that different types of reach effects do not refer to differences such as the presence or absence of a so-called chance up that may be executed during a reach effect, but rather to effects with different basic configurations. For example, if a title is set for a reach effect, a reach effect with a different title is considered to be a different type of reach effect.

[0147] The difference between the first specific reach effect and the second specific reach effect may be any. For example, if a battle effect is performed between a character represented by the sub-element unit 80Ts (a character on the player's side) and an enemy character as described in the above embodiment, the first specific reach effect and the second specific reach effect may have different types of enemy characters (the first specific reach effect is a battle against a first enemy character (represented as "enemy 1" in the drawings) (see FIG. 30(b-1)), and the second specific reach effect is a battle against a second enemy character (represented as "enemy 2" in the drawings) different from the first enemy character) (see FIG. 30(b-2)). Since the specific symbol effect has a higher probability of winning the jackpot as a result of the target hit / miss lottery when the second action occurs than when the first action occurs, it can be said that the second specific reach effect is more likely to lead to an outcome advantageous to the player (a winning outcome) than the first specific reach effect. As described above, if the types of enemy characters that appear in the first specific reach presentation and the second specific reach presentation are different, it can be said that the first enemy character is a "weaker" character than the second enemy character.

[0148] In this way, by making the effect executed after the first action in a specific pattern effect different from the effect executed after the second action, there is an advantage in that the difference between the first action and the second action (the difference in the degree of advantage to the player) becomes clearer.

[0149] 〇Specific example 5-4 The specific symbol effect can be applied to consecutive effects (pseudo consecutive effects (see FIG. 31) and predictive consecutive effects (see FIG. 32)). For example, as a pseudo consecutive effect, when a combination of decorative symbols 80 selected from each decorative symbol group 80g and pseudo-stopped becomes a specific combination, each decorative symbol group 80g is re-varied. The specific combination (excluding a triplet of the same decorative symbols 80 that signals a jackpot) is considered to include the specific symbol 80T. For example, a specific combination is considered to be when the center decorative symbol 80C selected from the center decorative symbol group 80gC and pseudo-stopped is the specific symbol 80T (the "7" decorative symbol 80), and the left decorative symbol 80L and the right decorative symbol 80R are not the same (not in a reach state). When the specific combination is constructed (see FIG. 31(b)), a specific symbol effect can occur. That is, the sub-element part 80Ts of the specific pattern 80T, which is the middle decorative pattern 80C that constitutes the specific combination, performs a first action (see FIG. 31(c-1)) or a second action (see FIG. 31(c-2)). After performing the first action or the second action, each decorative pattern group 80g changes again (see FIG. 31(d)). Naturally, since this is a pseudo-continuous performance, the reserved amount is not consumed when the change occurs again.

[0150] When applied to predictive continuous effects, the basic configuration is the same as that of the pseudo-continuous effects. A combination indicating a future win / loss lottery result (loss) corresponding to one or more future in-variation effects executed prior to the target in-variation effect that announces the result of the target win / loss lottery, which is the target of predictive prediction, is considered to be a specific combination (a combination in which the center decorative pattern 80C of the three stopped decorative patterns 80 is a specific pattern 80T). This indicates an increased reliability of the target win / loss lottery result. When this specific combination is established (see Figure 32(b)), the sub-element portion 80Ts of the specific pattern 80T, which is the center decorative pattern 80C that constitutes this specific combination, performs a first action (see Figure 32(c-1)) or a second action (see Figure 32(c-2)). After the first or second action, each decorative pattern group 80g is re-varied (the next in-variation effect is initiated) (see Figure 32(d)). Naturally, since this is a predictive continuous performance, one pending result will be consumed when the result changes again.

[0151] By doing this, the construction of a specific combination that triggers the occurrence of a consecutive performance (pseudo consecutive performance, predictive consecutive performance) is emphasized by the specific pattern performance (operation of the sub-element section 80Ts), making it easier to understand the occurrence of a consecutive performance.

[0152] Specific example 5-5 (an example that further clarifies specific example 5-4) The number of consecutive consecutive performances (pseudo-consecutive performances, predictive consecutive performances) is indicated by the mode of the specific symbol performance (the operation of the sub-element unit 80Ts) (see Figure 33. Note that while Figure 33 shows an example of a pseudo-consecutive performance, the same concept can be applied to predictive consecutive performances). As described above, consecutive performances involve the decorative patterns 80 (including specific symbols 80T) that constitute a specific combination stopping or pseudo-stopping, followed by a re-change, repeated one or more times. The number of consecutive performances increases each time a re-change occurs. In other words, for a series of consecutive performances, "number of re-changes + 1 = number of consecutive performances." If a consecutive performance includes two or more unit performances and the number of such unit performances is considered to be the number of consecutive performances, the period up to the occurrence of a re-change is counted as one unit performance, and the period after the re-change occurs is counted as the next unit performance. Furthermore, the higher the number of consecutive performances, the higher the reliability of the jackpot result of the target winning / losing lottery.

[0153] Based on this premise, when a specific combination is constructed (see Figure 33(a)), if the sub-element part 80Ts of the specific pattern 80T performs a second action (see Figure 33(b-2)), it is determined that after the second action is performed and there is a re-change (see Figure 33(c)), the specific combination will be constructed again and a re-change will occur (see Figure 33(d-1)).

[0154] When a specific combination is constructed (see FIG. 33(a)), the occurrence of a subsequent re-variation (hereinafter also referred to as an immediate re-variation) (see FIG. 33(c)) is determined, and when a second action occurs as a result of the construction of the specific combination (see FIG. 33(b-2)), the occurrence of a subsequent re-variation (hereinafter also referred to as a next re-variation) (see FIG. 33(d-1)) after the immediate re-variation is also determined. For example, if the sub-element unit 80Ts performs the second action when the first specific combination is constructed, after the re-variation (immediate re-variation) immediately after the second action, a second specific combination is constructed, and it is determined that a second re-variation (next re-variation) will occur.

[0155] Even if the first action (see Figure 33(b-1)) occurs instead of the second action (see Figure 33(b-2)), there is a possibility that the next re-change (see Figure 33(d-1)) will occur, but it is also possible that the next re-change will not occur and the continuous performance will end (see Figure 33(d-2)).

[0156] By doing as in this example, when a specific combination is constructed, the number of consecutive consecutive performances is more likely to be greater if the second action occurs than if the first action occurs, so an easy-to-understand performance format can be achieved in which the advantage of the second action is reflected in the number of consecutive consecutive performances (increased reliability as the number of consecutive performances increases).

[0157] Unlike the above example, the occurrence of the second action may not necessarily guarantee the occurrence of the next re-fluctuation. That is, the probability of the next re-fluctuation occurring when the second action occurs is higher than when the first action occurs, but the probability of the next re-fluctuation occurring when the second action occurs may not be 100%.

[0158] 8) Mid-way change effects The gaming machine 1 according to this embodiment is capable of executing specific effects (see FIGS. 34 to 36) as components of the in-variation effects. In this embodiment, the specific effects can occur during the normal gaming state, but may also occur during the special gaming state. The specific effects in this embodiment are so-called reach effects, which are battle effects in which a player's ally character (indicated with "aji" in the drawings) and an enemy character (indicated with "enemy" in the drawings) fight. If the result of the hit / miss lottery (target hit / miss lottery result) corresponding to the in-variation effect (target in-variation effect) including the specific effect is a jackpot, the player's character will win, resulting in a winning ending (advantageous ending) (see FIGS. 34(d-1), 35(d-1), and 36(d-1)). If the result is a miss, the player's character will win, resulting in a losing ending (unfavorable ending) (see FIGS. 34(d-2), 35(d-2), and 36(d-2)). In addition, the winning ending includes a reversal (resurrection) pattern in which it appears that a defeat has been suffered but is then overturned.

[0159] In this embodiment, the specific effects can be a first specific effect (see FIG. 34), a second specific effect (see FIG. 35), or a third specific effect (see FIG. 36). Only one specific effect can occur during a single variable effect (two or more specific effects cannot occur). The first to third specific effects feature different types of ally characters fighting against enemy characters (see FIG. 34(a), FIG. 35(a), and FIG. 36(a)). The first specific effect features a first ally character (indicated by "flavor 1" in the drawings), the second specific effect features a second ally character (indicated by "flavor 2" in the drawings), and the third specific effect features a third ally character (indicated by "flavor 3" in the drawings), all of which fight against enemy characters. Each specific effect may feature a common ally character but a different type of enemy character. Alternatively, the types of both the ally character and the enemy character may be different.

[0160] The first to third specific effects have different jackpot reliability (probability of winning) of the target winning / losing lottery result when the basic pattern is reached (meaning when no intermediate variation effects occur, which will be described in detail later). In this embodiment, the reliability of the first specific effect is highest, followed by the second specific effect and the third specific effect (the third specific effect is the highest).

[0161] Each special effect can be roughly divided into a first period and a second period before reaching its conclusion (a winning or losing ending). The first period is the opening period of the special effect, in which a title image 55 indicating the title of the special effect (i.e., the type of special effect) is displayed in the display area 911 (see Figures 34(a), 35(a), and 36(a)). If the type of special effect is different, the character string contained in the title image 55 will be different. It can be said that the title image 55 is an image (unique image) that differs depending on the type of special effect. By looking at the title image 55, the player can tell which of the first to third special effects has occurred.

[0162] Furthermore, during the first period, a numerical image 50 including a numerical element is displayed in the display area 911 together with the title image 55 (see FIGS. 34(a), 35(a), and 36(a)). The numerical image 50 indicates the probability that a specific effect will result in a winning outcome (hereinafter, also referred to as the "expected win probability") through the numerical element. In this embodiment, "star marks" are displayed as the numerical element, and the number of such star marks indicates the expected win probability. The greater the number of star marks, the higher the expected win probability. Note that the numerical element is not limited to the number of such marks. For example, the expected win probability may be represented by the number (size of the number) itself. In other words, it may be any "numerical" element. Furthermore, in this embodiment, the more (larger) the numerical element (star marks), the higher the reliability (expected win probability). However, conversely, the fewer (smaller) the numerical element, the higher the reliability may be.

[0163] During the first period of each specific effect, a numerical image 50 containing numerical elements based on the basic pattern described above is displayed. The reliability increases in the order of the first specific effect, the second specific effect, and the third specific effect, and therefore the numerical elements increase (become larger) in this order. In this embodiment, during the first period of the first specific effect, a star "2" (the number of star marks is represented by a star "○"; the same applies below) is displayed, during the first period of the second specific effect, a star "3" is displayed, and during the first period of the third specific effect, a star "4" is displayed (see Figures 34(a), 35(a), and 36(a)).

[0164] The second period is the period after the first period has elapsed. The second period is the period during which the video for each specific effect is displayed, and can also be said to be the period showing the specific content of each specific effect. In this embodiment, video of each ally character fighting an enemy character is displayed (see Figures 34(b), 35(b), 36(b), etc.). After passing through this second period, the ending is reached.

[0165] In this embodiment, the numerical image 50 is displayed in the second period as well, so that the player can grasp the winning expectancy even during the presentation (after the end of the opening (first period)). However, the numerical image 50 displayed in the second period is smaller than the numerical image 50 displayed in the first period (note that "smaller" here does not mean that the numerical element becomes smaller (fewer). In this embodiment, it means that the size of one star mark becomes smaller) (see Figures 34(b), 35(b), 36(b), etc.). In other words, the transition from the first period to the second period triggers the display of the numerical image 50 to become smaller. From the player's perspective, the transition from the first period to the second period means that the numerical image 50 becomes less noticeable. Note that in the first period, the numerical image 50 is displayed in the display area 911 of the main display device 91 (on which the decorative pattern 80 is displayed). However, a configuration may be adopted in which a separate display device other than the main display device 91 is provided, and the numerical image 50 is displayed on the separate display device during the second period.

[0166] Furthermore, in this embodiment, the title image 55 (unique image) is not displayed during the second period (see Figures 34(b), 35(b), 36(b), etc.). In other words, even when the first period transitions to the second period, the numerical image 50 remains (its display size becomes smaller, but its display itself is maintained), while the title image 55 is erased. Because the title image 55 represents the type of specific effect, it is sufficient for it to be displayed during the first period (the opening of the effect), and it is erased during the second period. Furthermore, by transitioning from a state in which the title image 55 is displayed to a state in which it is not displayed, there is an advantage in that it becomes clear that the opening (first period) has ended. In other words, in this embodiment, even after such an opening (first period) has ended, the numerical image 50 remains displayed so that the player can understand the numerical element. However, this does not deny a configuration in which the title image 55 remains displayed during the transition to the second period. If such a configuration is adopted, it is preferable that the title image 55, together with the numerical image, be displayed smaller (compared to the first period) during the second period.

[0167] Assuming this configuration, during the second period of each specific effect, a mid-game change effect may occur in which the numerical elements contained in the numerical image 50 change. Note that this mid-game change effect does not occur every time. Rather, it is preferable that the probability of a mid-game change effect occurring in a specific effect be less than 50%.

[0168] The mid-game change effect is a change in the numerical element of the numerical image 50 (displayed smaller than in the first period) in the second period in a direction that increases the jackpot reliability (expected win probability). In this embodiment, in the first specific effect, a star "2" is displayed in the first period. At least at the start of the second period, the star "2" is displayed. However, a mid-game change effect may occur in which the star "2" changes to a star "3" (see FIG. 34(c-1)). Similarly, in the second specific effect, a mid-game change effect may occur in which the star "3" changes to a star "4" (see FIG. 35(c-1)). In the third specific effect, a mid-game change effect may occur in which the star "4" changes to a star "5" (see FIG. 36(c-1)).

[0169] The occurrence of such a mid-game change effect can be said to be a type of so-called chance up (in correspondence with the basic pattern described above, it can be said to be a chance up pattern). If no mid-game change effect occurs, the numerical element remains the number displayed in the first period (the first specific effect is "2 stars," the second specific effect is "3 stars," and the third specific effect is "4 stars") (see Figures 34(c-2), 35(c-2), and 36(c-2)), and the ending will continue as is. The numerical element displayed in the first period can be said to represent the reliability (expected probability of winning) assuming that the basic pattern will be achieved without the occurrence of a mid-game change effect.

[0170] Furthermore, when a mid-game variation occurs, i.e., when a specific effect becomes a chance-up pattern, the reliability (expected win probability) of each specific effect that becomes a chance-up pattern need only be higher than the basic pattern of the same specific effect (when no mid-game variation occurs). In other words, the following relationships of reliability (high and low) are assumed to hold: "basic pattern of the first specific effect < chance-up pattern of the first specific effect," "basic pattern of the second specific effect < chance-up pattern of the second specific effect," and "basic pattern of the third specific effect < chance-up pattern of the third specific effect." The relative reliability of different basic patterns of specific effects and chance-up patterns can be set appropriately. For example, if the chance-up pattern of the first specific effect and the basic pattern of the second specific effect both have a "3" star rating, the reliability may be set to be exactly the same accordingly, or one may be set to be more reliable than the other. However, if the number of numerical elements differs, it is preferable to establish a corresponding relationship of reliability. For example, since the chance-up pattern of the first specific effect is star "3" and the basic pattern of the third specific effect is star "4", it is preferable to set the basic pattern of the third specific effect to be more reliable than the chance-up pattern of the first specific effect.

[0171] Thus, in the specific effect of this embodiment, the numerical image 50 including the numerical element representing the jackpot reliability (expected win probability) is displayed not only in the first period (opening) but also in the second period after the first period ends, and an interesting effect occurs in which the numerical element changes during the period. In particular, in this embodiment, the numerical image 50 is made smaller in the second period (than in the first period), which is novel in that the numerical element may change quietly (without being noticed).

[0172] The following describes specific examples in which the above-described mid-game change effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0173] 〇Specific example 6-1 In each specific effect, the timing at which the mid-game change effect can occur is not fixed. Specifically, two or more timings at which the mid-game change effect can occur are set, and even if the mid-game change effect occurs, the timing of its occurrence is not fixed. Players who have already encountered a mid-game change effect may remember the timing at which it occurred, and it is thought that when a similar specific effect is executed thereafter, they will pay close attention to whether the mid-game change effect will occur at that timing. Since one of the elements that makes the mid-game change effect described in the above embodiment interesting is that the numerical element changes "without you noticing," making the timing of the change indefinite can maintain this interest.

[0174] 〇Specific example 6-2 In each specific effect, an opportunity effect suggesting an increased probability of achieving a winning outcome (advantageous outcome) may occur in the second period. Various specific aspects of the opportunity effect are conceivable, but if the specific effect is a battle effect as described in the above embodiment, an effect showing an advantageous situation for the ally character may be set as the opportunity effect. For example, when an ally character attacks an enemy character (see FIG. 37(a)), either a "miss" attack (see FIG. 37(b-1)) or a "hit" attack (see FIG. 37(b-2)) may occur, and the "hit" effect may be set as the opportunity effect.

[0175] On the premise that such an opportunity effect can occur, the mid-game change effect described in the above embodiment occurs in conjunction with the opportunity effect. In other words, when an opportunity effect occurs, a change in the numerical element occurs simultaneously or immediately thereafter (see FIG. 37(b-1)). If an opportunity effect does not occur, the mid-game change effect does not occur either (see FIG. 37(b-2)). By doing so, an easy-to-understand effect is achieved in which the numerical element changes in a direction that increases reliability as a result of the occurrence of an opportunity effect that indicates a situation advantageous to the player (linked to the opportunity effect).

[0176] In addition, since the mid-game change effect in this example is accompanied by an opportunity effect, it is difficult to achieve the effect of the change occurring "without your knowledge" as in the mid-game change effect described in the above embodiment. If you place more importance on the clarity of the effect than on achieving such an effect, you can use the configuration as in this example.

[0177] Specific Example 6-3 (a more specific example of Specific Example 6-2) The configuration is such that when an opportunity effect occurs, an intermediate change effect may occur, or even if an opportunity effect occurs, an intermediate change effect may not occur. If patterns are categorized based on whether an opportunity effect and an intermediate change effect occur, they can be categorized as "both an opportunity effect and an intermediate change effect occur" (pattern A) (see FIG. 38(b-1)), "an opportunity effect occurs, but an intermediate change effect does not occur" (pattern B) (see FIG. 38(b-2)), and "neither an opportunity effect nor an intermediate change effect occur" (pattern C) (see FIG. 38(b-3)), and the reliability of a jackpot (expected win rate) increases in the order of pattern C < pattern B < pattern A. By doing this, when an opportunity effect occurs, the player will pay attention to whether an intermediate change effect will occur at the same time (the player will hope that an intermediate change effect will also occur).

[0178] In addition to the above three patterns, a pattern in which "opportunity effect does not occur, but mid-game change effect occurs" (pattern X) (not shown, but for example, an image like that of Figure 38 (b-3) is displayed, but a change in the numerical element occurs) may occur. In other words, the mid-game change effect is set to occur not only with the opportunity effect, but also without the opportunity effect. In this way, the occurrence patterns of the mid-game change effect are set to a pattern in which the player is likely to notice the occurrence because it is accompanied by an opportunity effect, and a pattern in which the player is unlikely to notice the occurrence because it is not accompanied by an opportunity effect.

[0179] 〇Specific example 6-4 As a mid-game change effect, two or more modes with different amounts of change (degrees of change) in the numerical element can occur. For example, a first specific effect displays a numerical image 50 of a star "2" during a first period. The mid-game change effects that can occur during the first specific effect include a mode in which the numerical image 50 changes to a star "3" (first mode) (see FIG. 39(b-1)) and a mode in which the numerical image 50 changes to a star "4" (second mode) (see FIG. 39(b-2)). When a mid-game change effect occurs, the probability of a winning outcome (jackpot) is higher if it is the second mode than if it is the first mode. In this way, by setting two or more modes with different degrees of increase in reliability (expected win probability) as a mid-game change effect, a player who notices the occurrence of a mid-game change effect will also pay attention to the degree of increase.

[0180] 〇Specific example 6-5 When a mid-game change effect occurs, the basic aspect of the numerical image 50 also changes. For example, in the first specific effect, the numerical element of a star "2" is displayed before the mid-game change effect occurs, and the numerical element of a star "3" is displayed after the mid-game change effect occurs. However, the two star marks representing the star "2" are displayed in "white," and the three star marks representing the star "3" are displayed in "red" (see FIG. 40; in this figure, "white" is represented by no hatching, and "red" is represented by hatching). Although not shown, the two star marks are also "white" in the first period. Note that the element representing the difference in basic aspect is not limited to "color" (hereinafter, the same applies when referring to the "basic aspect"). It is also possible that the shape of the mark representing the numerical element itself is the basic aspect. For example, a change in basic aspect occurs, such as a "star" mark before the mid-game change effect occurs, but a "sun" mark after the mid-game change effect occurs.

[0181] As described above, the mid-game change effect occurs without the player noticing, but in order to reduce the risk of the player not noticing its occurrence until the end of a specific effect, the basic appearance of the numerical image 50 is made different before and after the mid-game change effect occurs.

[0182] ○Specific example 6-6 When a mid-game change effect occurs, the numerical element is displayed so that the amount of change can be seen. Specifically, the display is configured so that the difference between the numerical element (reference value) before the mid-game change effect occurs and the numerical element (change value) after the mid-game change effect occurs can be grasped. For example, in the first specific effect, the numerical element "2" star is displayed before the mid-game change effect occurs, and the numerical element "3" star is displayed after the mid-game change effect occurs. Of the numerical element "3" after the change, two star marks are displayed in "white" and one star mark is displayed in "red" (see Figure 41; in this figure, "white" is represented by no hatching and "red" is represented by hatching). Although not shown, the two star marks are also displayed in "white" during the first period. In this way, the part showing the difference (gap) between the reference value and the change value has a different basic appearance from the other parts, so that the amount of change can be seen.

[0183] By doing this, it is possible to grasp the extent to which the numerical element has changed due to the occurrence of the mid-game change effect even after the occurrence of the mid-game change effect (even if the player does not remember the reference value). In particular, as explained in the above specific example 6-4, if two or more modes with different amounts of change (degrees of change) in the numerical element can occur as the mid-game change effect, there is an advantage in that it is possible to grasp which mode has occurred even after the occurrence of the mid-game change effect.

[0184] Furthermore, if this example is followed, after the mid-change effect occurs, the part showing the difference between the reference value and the change value will have a different basic state from the other parts, thereby reducing the risk of the player not realizing that the mid-change effect has occurred until the end of the specific effect (the same effect as in Example 6-5 will also be achieved).

[0185] 9) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0186] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0187] It is not necessary that all of the various effects and the like described in the above embodiment can be executed, and it is also possible to have a configuration in which only some of them can be executed.

[0188] The matters relating to the "jackpot" explained in the above embodiment can be replaced with the so-called "small jackpot." For example, the effects suggesting the probability of a jackpot (jackpot reliability) can also be used to suggest the probability of a small jackpot. In addition, the machine may be provided with a game feature in which a jackpot can be acquired via a small jackpot (the game feature of a so-called "two-type gaming machine") (this is well known and therefore will not be explained further). If the machine is set up so that every small jackpot win leads to the acquisition of a jackpot, the small jackpot can be treated as the jackpot.

[0189] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0190] ·Means 1-1 A gaming machine comprising: a gaming state setting means capable of setting a normal gaming state and a special gaming state that is more advantageous to the player than the normal gaming state as gaming states in which the player plays with the aim of winning the lottery result; a customization function that enables the player to customize the probability of one or more target effects that can occur in either the normal gaming state or the special gaming state and that indicate the probability that the lottery result will be a win; and a setting confirmation function that, when a specified condition that can be met is met on the assumption that the gaming state transitions from a pre-change state, which is either the normal gaming state or the special gaming state, to a post-change state, which is the other, is met, asking the player whether or not to maintain the current setting for the probability of the target effect that was set in the pre-change state in the post-change state. As with the gaming machine described above, when the gaming state changes, the player is asked whether or not to maintain the current customization in the changed gaming state, thereby making it possible to improve the convenience of the customization function.

[0191] ·Means 1-2 A gaming machine characterized in that, when the specified conditions are met, the player can freely choose whether to maintain the current settings or to reset all of the occurrence probabilities of one or more types of target effects to the initial settings. In this way, it is preferable to set the initial settings as an option when the current settings are not to be maintained.

[0192] ·Means 1-3 A gaming machine described in means 1-1 or 1-2, characterized in that when all of the occurrence probabilities of one or more types of target effects are set to the initial settings, the specified conditions are not met. When a player is not using the customization function, it is preferable that the setting confirmation function not be activated, since the player will likely wish to continue playing even if the game state changes.

[0193] ·Means 1-4 A gaming machine as described in any one of claims 1 to 3, characterized in that even if the setting confirmation function is used to select not to maintain the current setting when transitioning from one of the normal gaming state and the special gaming state to the other, when returning to one of the normal gaming state and the special gaming state, the setting is returned to the same as the current setting. By doing this, the customization is restored as the game state returns to normal, which contributes to convenience for the player.

[0194] ·Means 2-1 A gaming machine in which a plurality of candidate modes with different reliability levels are set as the mode of the presentation image indicating the reliability, which is the probability that the result of the win / lose lottery will be a win, and which is characterized in that the presentation modes that can be switched by the player include a normal mode in which the presentation image can be any of the plurality of candidate modes, and a special mode in which the presentation image can be one or more modes that belong to a specific category among the plurality of candidate modes, but cannot be one or more modes that do not belong to the specific category. According to the gaming machine, by setting a special mode, it is possible to experience a game in which the presentation image is not treated as one of the candidate modes, thereby widening the scope of the game and increasing the fun.

[0195] ·Means 2-2 The gaming machine described in claim 1, characterized in that when the normal mode is set, the reliability when the presentation image is one of the patterns belonging to the specific category is higher than the reliability when the presentation image is one of the patterns not belonging to the specific category. By doing this, when the special mode is set, the effect image will not be in a relatively low reliability state (if the special mode is set, the effect image will not be irritated by frequently being in a relatively low reliability state).

[0196] ·Means 2-3 The gaming machine described in claim 1 or claim 2, characterized in that the presentation image is a reserved pattern that indicates the existence of win / loss lottery information, which is information used for the win / loss lottery and for which the corresponding win / loss lottery result has not yet been announced. An example of the effect image is a reserved symbol, which is a typical image suggesting reliability.

[0197] ·Means 3-1 A gaming machine in which, when a target state that the player does not want to end ends, an end image including a target character representing the target state and an end character indicating that the target state will end is displayed on a display device, and which is capable of executing an effect in which a pseudo-end image different from the end image is displayed in a situation in which the target state appears to end but does not actually end, and the pseudo-end image includes the target character and a continuation character indicating that the target state will continue. The gaming machine can perform an interesting effect in which only a player who notices that a pseudo-end image similar to the end image is displayed can quickly learn that the target state will continue.

[0198] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the pseudo-end image is obtained by replacing the end character of the end image with the continuation character. ·Means 3-3 A gaming machine according to means 3-1 or 3-2, characterized in that the font of the end character in the end image is the same as the font of the continuation character in the pseudo-end image. ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that the number of characters of the ending characters in the ending image is the same as the number of characters of the continuing characters in the pseudo-ending image. By doing so, the pseudo-end image and the end image look similar, so that it is difficult to notice that the pseudo-end image is being displayed.

[0199] ·Means 4-1 A gaming machine characterized by comprising: a display device having a display area; and an effect execution means for executing an image displacement effect in which, after a decorative pattern indicating the result of a win / lose lottery is displayed in the display area in a predetermined variable direction, a reference image including a background image displayed in the display area as a background for the decorative pattern is displaced as if it had shifted in the variable direction relative to the display area when the decorative pattern stops or pseudo-stops. The gaming machine can perform an interesting image displacement effect in which the reference image appears to be displaced by the momentum of the decorative symbols.

[0200] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that a one-side decorative pattern is displayed on one side of the display area, an other-side decorative pattern is displayed on the other side, and a central decorative pattern is displayed between the one-side decorative pattern and the other-side decorative pattern, and when the one-side decorative pattern stops or pseudo-stops, the reference image is displaced relative to the display area so that the deviation is larger on one side of the display area than on the other side. By doing so, an image displacement effect can be achieved in which the reference image tilts and displaces due to the force of the decorative pattern that has stopped or pseudo-stopped on one side of the display area.

[0201] ·Means 4-3 A gaming machine described in means 4-1 or 4-2, characterized in that a one-side decorative pattern is displayed on one side of the display area, an other-side decorative pattern is displayed on the other side, and a central decorative pattern is displayed between the one-side decorative pattern and the other-side decorative pattern, and when the central decorative pattern stops or pseudo-stops, the reference image is displaced relative to the display area in the direction of the change. ·Means 4-4 A gaming machine described in any one of means 4-1 to 4-3, characterized in that a one-side decorative pattern is displayed on one side of the display area, an other-side decorative pattern is displayed on the other side, and a central decorative pattern is displayed between the one-side decorative pattern and the other-side decorative pattern, and when the one-side decorative pattern, the other-side decorative pattern, and the central decorative pattern stop or pseudo-stop simultaneously, the reference image is displaced relative to the display area along the direction of movement. The image displacement effect that occurs when the central decorative pattern stops or pseudo-stops should preferably be such that the reference image is displaced without tilting.

[0202] ·Means 4-5 A gaming machine described in any one of means 4-1 to 4-4, characterized in that after the decorative pattern stops or pseudo-stops, it is possible to perform a continuous performance that changes again one or more times, suggesting the probability that the target win / loss lottery result will be a win depending on the number of times the decorative pattern changes again, and the image displacement performance occurs when the decorative pattern stops or pseudo-stops during the continuous performance. Since the image displacement effect occurs when the decorative pattern stops or pseudo-stops, the image displacement effect can be suitably used as a hint for so-called continuous effects.

[0203] ·Means 5-1 A gaming machine comprising: a display device having a display area; and a notification means for displaying in the display area a group of multiple decorative patterns, each of which includes multiple types of decorative patterns, in a variable manner; and notifying the result of a winning / losing lottery based on a combination of decorative patterns selected and displayed from each of the group of decorative patterns; wherein one of the multiple types of decorative patterns is a specific pattern, and the specific pattern includes a main element portion indicating its type and a sub-element portion associated with the main element portion, and after stopping or pseudo-stopping at a predetermined position in the display area, the probability that the result of the winning / losing lottery will be a winning one is higher when the sub-element portion performs a second action different from the first action than when the sub-element portion performs a first action. The gaming machine can execute an interesting effect that will draw the player's attention to the operation of the sub-element portion after the specific symbol has stopped or pseudo-stopped.

[0204] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that when there is a possibility that the specific pattern will stop or pseudo-stop at the specified position, a pre-effect indicating this occurs, and in a state before the pre-effect occurs, the specific pattern is displayed in a variable manner in a manner that does not include the secondary element portion. In this way, changing the specific pattern from one that does not include a sub-element part to one that does include it can be used as an indication that the specific pattern will stop or pseudo-stop at a predetermined position.

[0205] ·Means 5-3 A gaming machine as described in means 5-1 or 5-2, characterized in that when a combination of decorative patterns selected from each of the plurality of decorative pattern groups and stopped or pseudo-stopped forms a specific combination, the plurality of decorative pattern groups begin to change again, and it is possible to execute a continuous effect that suggests reliability based on the number of times the re-change occurs, the specific combination being a combination that includes the specific pattern that has stopped or pseudo-stopped at the predetermined position, and when the specific combination is constructed, the sub-element part of the specific pattern performs the first action or the second action. In this way, the operation of the sub-element part can be used to indicate the occurrence of a continuous performance.

[0206] ·Means 5-4 The gaming machine described in means 5-3 is characterized in that if the sub-element part of the specific pattern performs the second action when the specific combination is constructed, after the second action is performed and a re-change occurs, the specific combination is constructed again and a re-change occurs. In this way, the occurrence of the second action (which is more advantageous than the first action) can be used as an indication that the number of consecutive consecutive effects (number of re-changes) is likely to be large.

[0207] ·Means 6-1 The device is equipped with a display device having a display area, and an effect execution means for executing a specific effect that leads to an advantageous outcome that is advantageous to the player or an unfavorable outcome that is an outcome in the event that the advantageous outcome is not reached, and in the specific effect, a numerical image including a numerical element that suggests the probability of reaching the advantageous outcome is displayed in the display area during a first period, and in a second period that follows the first period and does not reach an outcome, the numerical image is displayed smaller than in the first period, and in the second period, an intermediate change effect may occur in which the numerical element of the numerical image changes. A gaming machine characterized by: According to the gaming machine, an interesting specific effect can be achieved in which the numerical element shown in the first period may change in the second period.

[0208] ·Means 6-2 The gaming machine described in means 6-1 is characterized in that during the specific presentation, an opportunity presentation may occur that suggests that the probability of reaching the advantageous outcome has increased, and the mid-course change presentation occurs in conjunction with the opportunity presentation. This makes it easier to understand when a change occurs during the game.

[0209] ·Means 6-3 The gaming machine described in means 6-2 is characterized in that even if the opportunity effect occurs, the mid-game change effect may not occur. By doing this, when a good chance effect occurs, the player will likely pay attention to whether or not a change effect will also occur during the game.

[0210] ·Means 6-4 A gaming machine described in any of means 6-1 to 6-3, characterized in that during the first period, the numerical image is displayed together with a unique image representing the type of specific effect, and during the second period, the numerical image is displayed but the unique image is not displayed. The mid-game change effect is novel in that the numerical image changes not when the unique image is displayed, but when the unique image is not displayed. [Explanation of symbols]

[0211] 1. Gaming machines 10 Reserved Design 11. Changing pending pattern (changing pending information) 12 Pre-change reserved pattern (pre-change reserved information) 10a to 10d First candidate embodiment to fourth candidate embodiment 21 End image 22 Pseudo-End Image 23 Target characters 24 Ending Characters 25 Continuation Characters 26B Background part 30 Reference Images 30B background image 50 Numerical Images 55 Title image (unique image) 80 decorative designs 80L Left decorative pattern 80C Medium decorative pattern 80R Right decorative pattern 80T Specific design 80Tm Main element part 80Ts sub-element part 91 Display device 911 Display area

Claims

[Claim 1] A winning / losing lottery means for executing a winning / losing lottery; A display means for displaying a decorative pattern for notifying a winning / losing lottery result by the winning / losing lottery means; A performance execution means for executing a performance during the change from when the decorative pattern starts to change to when the decorative pattern stops in a manner to notify a winning or losing lottery result; A performance customization function that changes the occurrence probability of a target performance that can occur as a component of the variable performance; Volume and light intensity customization function to change the volume and light intensity, a customization confirmation / change function that, when a predetermined condition is met, displays a selection image including an option of whether or not to maintain the current customization status, and automatically changes the customization status according to the player's selection; Equipped with The selection image is an image that asks the player whether to maintain the current customization status without including the element indicating the target effect and the element indicating the volume or the light amount, In the gaming machine, if a player selects not to maintain the current customization status when the customization confirmation / change function is activated, the probability of the target effect occurring is changed, but the volume and the light intensity are not changed.