Game machine

JP2024062713A5Pending Publication Date: 2025-10-03SANSEI R&D KK
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Patent Information

Application Number
JP2022170741
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-10-25
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

Existing gaming machines lack an easy-to-understand mechanism for achieving a reach effect, which makes it difficult for players to comprehend the progression and potential outcomes of their gameplay.

Method used

A gaming machine that announces winning or failure lottery results based on combinations of decorative symbols, where two of the selected symbols are of the same type, and a special symbol is used to establish a reach state, with a special ready-to-win effect that changes the decorative symbol and moves to a result stage.

Benefits of technology

The gaming machine provides an easy-to-understand reach-achieving effect, enhancing player engagement and clarity in gameplay outcomes.

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Abstract

To provide a game machine capable of executing an easy-to-understand ready-to-win establishment performance.SOLUTION: In a game machine reporting a winning / losing lottery result by combination of three selection patterns selected from multiple kinds of decorative patterns, the three selection patterns are set as a winning combination showing that a winning / losing lottery result of a combination of the same kinds of decorative patterns is winning, a state in which two of the three selection patterns become ready-to-win patterns as the same kinds of decorative patterns, and another selection pattern has not been determined yet is set as establishment of a ready-to-win, and a particular ready-to-win establishment performance for shifting to a result stage showing establishment of a ready-to-win in which a particular pattern is changed to one of the multiple kinds of decorative patterns and the decorative pattern is set as the ready-to-win pattern is executable after a prior stage in which the particular pattern differing from any one of the multiple kinds of decorative patterns is displayed.SELECTED DRAWING: Figure 15
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Description

[Technical field]

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

[0002] There is known a gaming machine in which subsequent developments are suggested according to the type of symbols constituting a reach (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-145855 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 capable of executing an easy-to-understand reach-achievement presentation. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is a gaming machine in which the result of a win / lose lottery is announced by a combination of three selected patterns from a plurality of types of decorative patterns, and a combination in which the three selected patterns are the same type of decorative pattern is considered to be a winning combination indicating that the result of the win / lose lottery is a win, and a state in which two of the three selected patterns are reach patterns that are the same type of decorative pattern and the other selected pattern has not been decided is considered to be a reach establishment, and is characterized in that it is capable of executing a special reach establishment presentation in which, after a preliminary stage in which a special pattern different from any of the plurality of types of decorative patterns is displayed, the special pattern changes to any of the plurality of types of decorative patterns, transitioning to a result stage in which it is indicated that a reach has been established with that decorative pattern as the reach pattern. Effect of the Invention

[0006] The gaming machine according to the present invention is capable of executing easy-to-understand reach-achievement presentations. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] (a) is a diagram showing the decorative patterns and reserved patterns displayed in the display area, and (b) is a diagram for explaining the base image and the consumption order position (a diagram showing a state in which the reserved patterns are not displayed at all). [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] This is a diagram to explain the advance period and the advance operation of the reserved pattern during the advance period (when no new reserved information is acquired during the advance period). The state of the reserved pattern at each point in time (b-1) to (b-4) shown in (a) corresponds to (b-1) to (b-4) in (b), respectively. [Diagram 5] A diagram to explain the pseudo-advancement operation (an example in which the corresponding consumption order position of the new reserved pattern is the fourth consumption order position). [Figure 6] This is a diagram to explain the relationship between the time when new reserved information is acquired (early or late within the advance period) and the position where the new reserved pattern appears. [Figure 7] A diagram to explain the pseudo-advancement operation (an example in which the corresponding consumption order position of the new reserved pattern is the fifth consumption order position). [Figure 8] 13 is a diagram for explaining a reference example (an example in which a pseudo-raising operation is not executed). FIG. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 13 is a diagram for explaining normal operation presentation and pseudo-operation presentation. [Figure 11] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 13]FIG. 13 is a diagram for explaining specific example 2-5. [Figure 14] This is a diagram to explain the level of the decorative pattern (the reliability of the target win / loss lottery result when it is determined to be a reach pattern). [Figure 15] FIG. 13 is a diagram for explaining the special reach creation presentation. [Figure 16] FIG. 15 is a diagram for explaining the special reach achievement presentation (continuation of FIG. 15). [Figure 17] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 19] FIG. 13 is a diagram for explaining a specific effect. [Figure 20] A diagram to explain result-responsive presentation and advance reveal presentation. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 22] FIG. 1 is a diagram (part 1) for explaining specific example 4-5. [Figure 23] FIG. 2 is a second diagram for explaining specific example 4-5. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-6. [Diagram 25] FIG. 13 is a diagram showing a state in which a volume change operation is performed. [Figure 26] This is a diagram to explain normal change effects (normal words) and special change effects (special words). [Figure 27] FIG. 13 is a diagram for explaining specific example 5-4. [Figure 28] FIG. 13 is a diagram for explaining specific example 5-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide 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 winning balls are paid out by the payout device.

[0012] In addition, 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. For these, those with the same structure as known gaming machines can be applied.

[0013] 2)Pending The lottery for the big win is executed by a winning / losing lottery means provided on a control board (control circuit) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. A numerical value (winning / losing lottery information) is acquired from a random number source triggered by the entry of a game ball into the starting area 904, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired by the entry of a game ball into the first starting area 904a is sometimes referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired by the entry of a game ball into the second starting area 904b is sometimes referred to as the second winning / losing lottery (special chart 2 lottery).

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

[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 during change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination showing the winning / losing lottery result, that is, the performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started is displayed (see FIG. 2). Note that the reserved pattern 71 during change is not strictly included in the concept of "reserved" (information), but is generally referred to as "reserved change" or the like, and is therefore defined as included in the concept of "reserved" (information) in this embodiment. In this embodiment, the pending pattern 71 is displayed larger than the pending pattern 72 before the change, but the basic shapes of the two are the same. The basic shapes of the pending pattern 71 and the pending pattern 72 before the change may be completely different.

[0016] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). Unless otherwise specified, each figure shows the display state of the reserved pattern 70 in the normal game state. Regardless of the game state, the pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the storage means may be displayed (maximum eight pre-change reserved patterns 72 are displayed). When both the first pre-change reserved information and the second pre-change reserved information are stored in the storage means, the winning / losing lottery result based on the second pre-change reserved information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment preferentially consumes the special pattern 2.

[0017] Completion of the notification of the corresponding winning / losing lottery result is sometimes referred to as "consumption" (completion of notification of the winning / losing lottery result corresponding to a certain reserved pattern 70 is referred to as "reservation being consumed" or the like). As the position where the reserved pattern 70 is displayed in the display area 911, a digestion order position corresponding to the digestion order, which is the order in which the corresponding winning / losing lottery result notification is completed, is provided (see FIG. 2). In this embodiment, as the digestion order positions, five positions are provided: the first digestion order position A1, which is the position where the changing reserved pattern 71 is displayed, the second digestion order position A2, the third digestion order position A3, the fourth digestion order position A4, and the fifth digestion order position A5, which are the positions where the pre-changing reserved pattern 72 is displayed. The digestion order of the reserved pattern 70 displayed at each digestion order position is in the order of first digestion order position A1, second digestion order position A2, third digestion order position A3, fourth digestion order position A4, and fifth digestion order position A5. Specifically, each of the digestion order positions is arranged in a line along the lower edge of the display area 911, and the reserved pattern 70 displayed in the right digestion order position is earlier in the digestion order. In addition, the second digestion order position A2 to the fifth digestion order position A5 where the pre-change reserved pattern 72 is displayed are arranged at equal intervals.

[0018] Each of the positions in the order of consumption is a position set on the base image 75. In other words, the base image 75 is an image that serves as a guide showing the position where the reserved pattern 70 will be displayed. Since five positions in the order of consumption are provided, five base images 75 are displayed (see FIG. 2). The base image 75 is displayed (normally displayed) regardless of whether the reserved pattern 70 is displayed at the corresponding position in the order of consumption. If a so-called standby image (demo image) or the like is not displayed, each base image 75 is displayed even when the reserved pattern 70 is not displayed at all (see FIG. 2(b)). The basic form of the base image 75 may be changed according to the so-called stage that governs the style of the performance during the change. In this embodiment, the reserved pattern 71 during the change is displayed larger than the reserved pattern 72 before the change. Therefore, the one pedestal image 75 (changing pedestal image 751) associated with the first digestion order position A1 is larger than the four pedestal images 75 (pre-change pedestal image 752) associated with the second digestion order position A2 to the fifth digestion order position A5 where the pre-change reserved pattern 72 will be displayed. Also, since the second digestion order position A2 to the fifth digestion order position A5 where the pre-change reserved pattern 72 is displayed are arranged at equal intervals, the four pre-change pedestal images 752 associated with each are also arranged at equal intervals.

[0019] Although not shown, the reserved pattern 70 may be configured to have a plurality of patterns set according to the probability that the corresponding winning / losing lottery result will be a jackpot (so-called (jackpot) reliability). The reserved pattern 70 may be changed to generate a reserved change effect that suggests that the reliability has increased.

[0020] 3) Decorative patterns In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 start to fluctuate, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, when simply saying "stop", it means that it stops completely, and so-called pseudo-stop state (a state in which it appears to the player to have stopped but is slightly shaking, etc.) is excluded). When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a loss, it will be a loss combination other than the combination that results in a big win. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7". The decorative patterns 80 with the same number are "same type" patterns (the decorative patterns 80 with different numbers are "different type" patterns).

[0021] 4) Game status, jackpot In this embodiment, a normal game state and a special game state are set as game states in which the player plays with the aim of winning the lottery result (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability game state in which the probability of winning a jackpot is low (about 1 / 319 in this embodiment), and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high probability game state in which the probability of winning a jackpot is high (about 1 / 50 in this embodiment), and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, it is a state in which the so-called "left hit" should be performed. Therefore, the normal game state can be said to be a game state in which the aim is to win a jackpot after the first winning / losing lottery. On the other hand, the special game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, it is a state in which a so-called "right hit" should be performed. Therefore, the special game state can be said to be a game state in which the aim is to win a jackpot after the second winning / losing lottery. The special game state is a state in which it is easy to win the opening lottery for 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.

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

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

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

[0025] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.

[0026] 5) The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted.

[0027] 5-1) Advance action, pseudo advance action When the performance during change for a certain winning / losing lottery result ends (when a certain winning / losing lottery result is announced), the changing reserved pattern 71, which is the reserved pattern 70 corresponding to the winning / losing lottery result, is erased (the reserved "dissipation" occurs). When a certain winning / losing lottery result is a loss and one or more reserved patterns 70 (pre-changing reserved pattern 72) are displayed before the performance during change for a certain winning / losing lottery result ends, the performance during change for the next winning / losing lottery result (new changing performance) will start, but at the beginning of the new changing performance, the reserved pattern 70 performs an action of moving toward the corresponding consumption order position (hereinafter referred to as a moving-up action). In other words, each reserved pattern 70 performs an action of moving up the consumption order position by one. In this embodiment, since the consumption order position is earlier in the consumption order as it is closer to the right, each reserved pattern 70 performs a moving-up action of moving toward the right.

[0028] The period during which the reserved pattern 70 performs the advance operation is the advance period. The advance period is the time from the start of a new variable performance until a predetermined time (fixed time) has passed (see FIG. 4(a)). Regardless of the length of the time (variation time) from the start to the end of a variable performance, the length of the advance period is constant. During the advance period, the reserved pattern 70 is displaced toward the corresponding consumption order position (see FIG. 4(b)). When the advance period starts (the start of the change), the variable reserved pattern 71 that was displayed until just before is erased (see FIG. 4(b-1)(b-2)). As the advance period passes, each reserved pattern 70 approaches the corresponding consumption order position (see FIG. 4(b-3)), and reaches the corresponding consumption order position at the end of the advance period (see FIG. 4(b-4)). The advance period is set to a short length of less than one second because it is sufficient to have the reserved pattern 70 advance one consumption order. In other words, most of the period during which the variable performance is being performed (variation time) is a period other than the advance period (hereinafter sometimes referred to as the normal period) (see Figure 4(a)). The normal period begins when the advance period has elapsed since the start of a new variable performance, and during this normal period, each reserved pattern 70 is displayed in the corresponding consumption order position. If new reserved information (win / lose lottery information) is obtained during the normal period, the new reserved pattern 70 will be displayed in the corresponding consumption order position (the earliest consumption order position among those where a reserved pattern 70 is not displayed).

[0029] When new reserved information (win / lose lottery information) is acquired during the advance period, a pseudo advance operation is performed on the reserved pattern 70 corresponding to the new reserved information, as described in detail below. In the following description, the new reserved information acquired during the advance period may be referred to as "new reserved information" and the reserved pattern 70 corresponding to the new reserved information may be referred to as "new reserved pattern 70n". In addition, the reserved pattern 70 (reserved pattern 70 other than the new reserved pattern 70n) performing the advance operation during the advance period may be referred to as "already issued reserved pattern 70m". When new reserved information is acquired during the advance period, the already issued reserved pattern 70m performs the advance operation, while the new reserved pattern 70n performs a pseudo advance operation. Note that the example shown in FIG. 4(b) is an example in which all reserved patterns 70 are already issued reserved patterns 70m.

[0030] The pseudo-advancement operation will be explained with two examples (scenes). It is assumed that the change ends with one pending pattern 71 and three pending patterns 72 before the change being displayed (the notification of the winning / losing lottery result corresponding to the pending pattern 71 is completed). In this case, in the advancing period of the next change, the three already-released pending patterns 70m are moved to the right (see Fig. 5(a)(b)). It is assumed that new reserved information is acquired in the advancing period (see Fig. 5(c)). At the time when the new reserved information is acquired, there are four pieces of reserved information (winning / losing lottery information) for which the notification of the corresponding winning / losing lottery result has not been completed, so the order of consumption of the new reserved information is fourth. In other words, the new reserved pattern 70n is the reserved pattern 70 that should be displayed in the fourth consumption order position.

[0031] However, the new reserved pattern 70n is in a position different from the fourth digestion order position when it is displayed. That is, the new reserved pattern 70n appears in a position different from the fourth digestion order position (see FIG. 5(d)). In the following description, the position where the new reserved pattern 70n appears may be referred to as the appearance position. In this embodiment, the appearance position is set to the left of the digestion order position where the new reserved pattern 70n should be displayed (the digestion order position displayed when the displacement (pseudo-advance operation) finally stops. Hereinafter, this may also be referred to as the corresponding digestion order position). In other words, if the displacement direction of the advance operation and the pseudo-advance operation described later is the D1 direction (D1 direction = rightward in this embodiment) and the opposite direction is the D2 direction (D2 direction = leftward in this embodiment), the D2 direction side of the corresponding digestion order position is set to the appearance position. However, the appearance position is set to a position closer to the corresponding digestion order position (D1 direction side) than the digestion order position of "corresponding digestion order position + 1". If the corresponding digestion order position is the fourth digestion order position as in this example, the new reserved pattern 70n will appear between the fourth digestion order position and the fifth digestion order position (between the "corresponding digestion order position" and the "digestion order position of the corresponding digestion order position + 1") (see Figure 5 (d)). The new reserved pattern 70n displayed at the appearance position displaces over time toward the fourth digestion order position (displaces to the right) (see Figure 5 (e)). The displacement from the appearance position toward the corresponding digestion order position is a pseudo-advancement operation. The pseudo-advancement operation is considered to end approximately simultaneously with the end of the advancement period (meaning that a deviation is allowed within the range that the player recognizes as simultaneous). In other words, the new reserved pattern 70n reaches the corresponding digestion order position approximately simultaneously with the end of the advancement period (see Figure 5 (f)).

[0032] The appearance position differs depending on the time of acquisition of the new reserved information acquired during the advance period (the timing of entry into the starting area 904) (see FIG. 6). The closer to the start of the advance period (i.e., the start of the fluctuation), the farther the appearance position is from the corresponding consumption order position. The closer to the end of the advance period, the closer the appearance position is to the corresponding consumption order position. In other words, the earlier the acquisition time, the farther the new reserved pattern 70n appears from the corresponding consumption order position (the later the acquisition time, the closer the new reserved pattern 70n appears to the corresponding consumption order position) (see FIG. 6(b)). The displacement speed of the new reserved pattern 70n performing the pseudo advance operation is approximately constant. By making the appearance position different (the distance to the corresponding consumption order position differs) depending on the length of the remaining advance period, the new reserved pattern 70n reaches the corresponding consumption order position at the same time as the advance period ends, as described above.

[0033] The pseudo-advancement operation is performed together with the advancement operation of the already-released reserved pattern 70m. At least the pre-change reserved pattern 72 of the already-released reserved pattern 70m is displaced at approximately equal intervals with the new reserved pattern 70n. In the example shown in FIG. 5, the three pre-change reserved patterns 72, the new reserved pattern 70n moving to the fourth digestion order position, the already-released reserved pattern 70m moving to the third digestion order position, and the already-released reserved pattern 70m moving to the second digestion order position, are displaced (slid to the right) while maintaining their intervals with each other (see FIG. 5(d) to (f)).

[0034] In this way, when the new reserved information acquired during the advance period is Nth in the consumption order, the new reserved pattern 70n performs a pseudo advance operation in conjunction with the advance operation of the N-1 already-released reserved patterns 70m. Since the new reserved pattern 70n was not displayed before the start of the fluctuation, strictly speaking, there is no "advancement" of the consumption order position, but in this embodiment, the new reserved pattern 70n is intentionally made to appear in a position different from the corresponding consumption order position, and a displacement toward the corresponding consumption order position (a pseudo advance operation that looks like an "advancement") occurs.

[0035] FIG. 7 shows a scene where the change ends in a reserved full state (a state where one reserved information during change and four reserved information before change are acquired), and new reserved information is acquired in the advance period immediately after the start of the change, that is, the reserved full state is no longer due to the end of the change (one reserved information is consumed), but the reserved full state is again achieved by acquiring new reserved information in the advance period immediately after the start of the change. Basically, a pseudo advance operation similar to the example shown in FIG. 5 is performed. That is, since the new reserved information is the fifth reserved information in the consumption order (win / lose lottery information), the four already-released reserved patterns 70m perform an advance operation, and the new reserved pattern 70n performs a pseudo advance operation (see FIG. 7(d)-(f)). The corresponding consumption order position of the new reserved pattern 70n is the fifth consumption order position A5.

[0036] Here, the appearance position of the new reserved pattern 70n in this example is further to the left of the corresponding digestion order position, the fifth digestion order position A5 (see FIG. 7(d)). In other words, the new reserved pattern 70n appears in a place where even the base image 75 indicating the digestion order position is not displayed, and then the new reserved pattern 70n is displaced toward the fifth digestion order position A5. In this way, in this embodiment, the new reserved pattern 70n is intentionally made to appear in a position where the reserved pattern 70 would not normally be displayed at all. If the corresponding digestion order position is other than the fifth digestion order position A5, the new reserved pattern 70n appears between the "corresponding digestion order position" and the "digestion order position of the 'corresponding digestion order position + 1'" (for example, it appears between two digestion order positions as in FIG. 5(d)), so it can be said that the appearance position is a position where the reserved pattern 70 performing the advance operation can be displayed. However, when the corresponding consumption order position is the fifth consumption order position A5, the new reserved pattern 70n appears at a position where the reserved pattern 70 performing the advance operation is not displayed (see Figure 7 (d)).

[0037] In this manner, in this embodiment, when new reserved information (new reserved information) is acquired during the advance period immediately after the start of a new fluctuation, a pseudo advance operation is performed in which the new reserved pattern 70n corresponding to the new reserved information is displaced toward the corresponding consumption order position. By performing such a pseudo advance operation, it is possible to clearly indicate that new reserved information has been acquired (one reserved has been increased).

[0038] In addition, in the reference example (conventional example) shown in FIG. 8, it is difficult to know that new reserved information has been acquired (the effect of this embodiment is not achieved). At the time when new reserved information is acquired during the advance period, the already-released reserved pattern 70m is undergoing an advance operation (see FIG. 8(b)-(d)). When the advance operation of the already-released reserved pattern 70m is completed, each already-released reserved pattern 70m is positioned at the corresponding consumption order position (see FIG. 8(e)). During such an advance operation of the already-released reserved pattern 70m, or after the advance operation is performed, the corresponding consumption order position where the new reserved pattern 70n should be displayed becomes vacant (the reserved pattern 70 is not displayed) (see FIG. 8(e)), so the new reserved pattern 70n is displayed at the corresponding consumption order position (see FIG. 8(f)). In this way, the advance operation of the already-released reserved pattern 70m (the already-released reserved pattern 70m whose consumption order is one step earlier than the new reserved pattern 70n) makes the corresponding consumption order position vacant and the new reserved pattern 70n is displayed in the corresponding consumption order position, and the operation of displacing from an appearance position different from the corresponding consumption order position to the corresponding consumption order position (pseudo advance operation) as in this embodiment is not performed. With such a configuration, the consumption of one reserved item and the increase in reserved items by one may be confused, and the player may not notice the increase in reserved items.

[0039] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned carry operation and pseudo carry operation will be described. 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.

[0040] 〇Specific example 1-1 In the above embodiment, it was explained that the currently changing reserved pattern 71 and the pre-change reserved pattern 72 are displayed as the reserved pattern 70, but the pseudo-advancement operation as described above may be executed in a case where the currently changing reserved pattern 71 is not displayed as the reserved pattern 70 and the pre-change reserved pattern 72 is displayed.

[0041] 〇Specific example 1-2 If the corresponding digestion order position of the new reserved pattern 70n is the first digestion order position, the pseudo-advancement operation is not performed (if the corresponding digestion order position of the new reserved pattern 70n is the first digestion order position, it means that the new reserved information was acquired while the variable performance was not being performed). In other words, the new reserved pattern 70n does not appear in a position other than the first digestion order position and does not move toward the first digestion order position, and the new reserved pattern 70n appears in the first digestion order position. In such a case, since there is no reserved pattern 70 that is performing the advancement operation in the first place, the pseudo-advancement operation is not performed for the new reserved pattern 70n either.

[0042] 〇Specific example 1-3 As the modes of the reserved pattern 70, one or more types of normal modes 70t and one or more types of special modes 70s with a higher jackpot reliability for the corresponding winning / losing lottery result than when in the normal mode 70t are set. The normal mode 70t is the normal state of the reserved pattern 70. The difference between the normal mode 70t and the special mode 70s can be considered to be due to differences in color, etc. For example, the normal mode can be "white", the first special mode can be "blue", the second special mode can be "green", the third special mode can be "red", and the fourth special mode can be "rainbow" (in FIG. 9, the normal mode 70t is represented by a simple circle, and the special mode 70s is represented by the character "special" inside the circle).

[0043] When the new reserved pattern 70n corresponding to the new reserved information acquired during the advance period is displayed in the normal mode 70t (appears in the normal mode 70t), the pseudo advance operation as described above is performed (see Fig. 5 and Fig. 7), and when it is displayed in the special mode 70s (appears in the special mode 70s), the pseudo advance operation is not performed (see Fig. 9). In other words, the new reserved pattern 70n in the special mode 70s is not displaced from a position other than the corresponding consumption order position toward the corresponding consumption order position, but is made to appear directly at the corresponding consumption order position (see Fig. 9(e)(f)). Since the reserved pattern 70 in the special mode 70s is the object of the player's attention, the reserved pattern 70 in such a special mode 70s is made to be displayed in the correct consumption order position from the beginning.

[0044] 5-2) Simulated manipulation performance The gaming machine 1 according to this embodiment is provided with an operation means 10 that can be operated by a player. Two or more types of operation means 10 may be provided. In this embodiment, a push button (see FIG. 1) is provided as one type of the operation means 10. Hereinafter, when simply referring to the operation means 10, it refers to the push button. As the effects constituting the during-variation effects, it is possible to execute a normal operation effect (effect proceeding from FIG. 10(b)→(c)→(d-1) or (d-2)) in which a suggestive image 15 representing the operation means 10 is displayed, and a pseudo-operation effect (effect proceeding from FIG. 10(b)→(d-1) or (d-2)). As will be described in detail later, the normal operation effect and the pseudo-operation effect have the same aspect until the middle of the effect. In other words, the two effects are related in that the player does not know which effect is being executed from the start of the effect until the branching point in the middle (the point at which the suggestion period in FIG. 10(b) ends), and knows which effect is executed after the branching point.

[0045] In this embodiment, the normal operation presentation and the pseudo-operation presentation are executed as constituting a specific reach presentation, which is a presentation that notifies the result of the winning / losing lottery depending on the type of the ending. It should be noted that two or more types of such specific reach presentations may be provided. The branch point described above is an intermediate point before the specific reach presentation reaches its ending. Therefore, both the normal operation presentation and the pseudo-operation presentation are not executed in one specific reach presentation. Since two or more specific reach presentations are not executed in one variation, both the normal operation presentation and the pseudo-operation presentation are not executed in one variation. The specific reach presentation leads to an advantageous ending (see FIG. 10(d-1)) that indicates that the situation is advantageous to the player, or an unfavorable ending (see FIG. 10(d-2)) that is an ending when the advantageous ending is not reached (however, the advantageous ending includes a case where the so-called reversal pattern in which an unfavorable ending is once reached and then reversed). If the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation presentation including the specific reach presentation is a big win, the advantageous ending is reached, and if it is a loss, the unfavorable ending is reached. In this embodiment, the specific reach presentation involves a battle between an ally character (marked with the character "aji" in the drawings) who is the player's character, and an enemy character (marked with the character "enemy" in the drawings), with a favorable ending being when the ally character is in an advantageous situation (for example, winning), and an unfavorable ending being when the ally character is in an unfavorable situation (for example, losing).

[0046] The suggestive image 15 is arranged in such a way that the player can recognize it as showing the operation means 10 (push button) (see FIG. 10(b)). However, as will be described in detail later, it is different in appearance from the operation image 17 that is displayed during the operation effective period in the normal operation presentation. In this embodiment, a semi-transparent image (an image through which the background image can be seen) showing the operation means 10 is set as the suggestive image 15. Note that in the drawings, the suggestive image 15 is indicated by a dotted line.

[0047] The period during which the suggestive image 15 is displayed in the display area 911 is referred to as the suggestive period (see FIG. 10(b)). The suggestive period is provided in both normal operation presentations and pseudo-operation presentations. Since the suggestive image 15 represents the operation means 10 (push button), a player who sees the suggestive image 15 senses that he or she may be asked to operate the operation means 10.

[0048] In the normal operation presentation, after the above-mentioned suggestion period, an operation effective period during which the operation of the operation means 10 becomes effective is set (see FIG. 10(c)). During the operation effective period, a time image 16 indicating the lapse (remaining) of the operation effective period is displayed. In this embodiment, the time image 16 is an image of a meter that changes with the passage of time. Alternatively, a numerical value that counts down with the passage of time may be displayed as the time image 16. In addition, in order to indicate to the player that the operation means 10 should be operated, an operation image 17 representing the operation means 10 and an instruction image 18 indicating the operation mode of the operation means 10 are displayed. The operation mode of the operation means 10 required of the player may be any type. Possible types of operation include a "single operation" that requires only one operation, a "continuous operation" that requires continuous operations (so-called "repeated hits" if the operation means 10 is a push button as in this embodiment), and a "maintenance operation" that maintains the operated state (so-called "long press" if the operation means 10 is a push button as in this embodiment). In this embodiment, the normal operation presentation requires the player to perform a single operation, so an image including the word "press" indicating that the push button is to be pressed only once is displayed as the instruction image 18.

[0049] The operation image 17 (see FIG. 10(c)) is an image showing the operation means 10, but is different in appearance from the suggestion image 15 (see FIG. 10(b)). Specifically, the operation image 17 is made clearer (clearer) than the suggestion image 15. As described above, the suggestion image 15 in this embodiment is a semi-transparent image, whereas the operation image 17 is made opaque (an image in which the background image is not visible through). In other words, when the normal operation presentation is executed, the image showing the operation means 10 changes from semi-transparent to opaque, triggered by the transition from the suggestion period to the operation effective period. Because of this change, when the operation image 17 is displayed, the player feels that it is a situation in which the operation means 10 should be operated. There are various methods for making the operation image 17 clearer (clearer) than the suggestion image 15. For example, a method is conceivable in which the operation image 17 is a color image and the suggestion image 15 is a monochrome (black and white) image, or a method is conceivable in which the operation image 17 is made larger than the suggestion image 15. These methods may be combined to make the difference (change) between the operation image 17 and the suggestion image 15 more clearly visible.

[0050] The normal operation presentation reaches its conclusion when the operation of the operation means 10 during the operation valid period satisfies a predetermined condition. In the normal operation presentation in this embodiment, a single operation is required, so that the predetermined condition is met when one operation of the operation means 10 is detected. The conclusion of the normal operation presentation corresponds to the conclusion of the specific reach presentation. In other words, the specific reach presentation transitions to its conclusion when the operation of the operation means 10 is performed during the operation valid period. If the target winning / losing lottery result is a big win, the result is a favorable ending (see FIG. 10(d-1)), and if the target winning / losing lottery result is a loss, the result is an unfavorable ending (see FIG. 10(d-2)). Note that if the operation during the operation valid period does not satisfy the predetermined condition (if the operation of the operation means 10 is never performed in this embodiment), the end of the operation valid period is the trigger for the conclusion. In this way, the normal operation presentation is a presentation in which the conclusion of the specific reach presentation (the target winning / losing lottery result) is revealed when the operation of the operation means 10 is performed.

[0051] The pseudo-operation presentation is one in which the operation valid period is not provided after the suggestion period (see FIG. 10(b)). In other words, the specific reach presentation in which the pseudo-operation presentation occurs reaches a conclusion without prompting the player to operate the operation means 10 after the suggestion period is executed (if the target hit / miss lottery result is a favorable conclusion (see FIG. 10(d-1)), and if it is a miss, it reaches an unfavorable conclusion (see FIG. 10(d-2))). Naturally, the suggestion image 15 is erased when the conclusion is reached. Even when the pseudo-operation presentation occurs, a player who sees the suggestion image 15 displayed during the suggestion period before the conclusion predicts that a request to operate the operation means 10 will be made (the operation valid period will come). Also, if a player has already experienced a specific reach presentation including a normal operation presentation, there is a high probability that he or she will assume that an operation request will be made in the same way as in past specific reach presentations. However, the pseudo-operation presentation is a novel and interesting presentation that betrays such a player's prediction (supposition) and suddenly moves to the conclusion. In other words, a pseudo-operation presentation is a presentation in which it appears as if an operation presentation (a normal operation presentation) is occurring, but the conclusion is reached without any operation presentation occurring.

[0052] When a specific reach effect occurs, the probability that the effect executed before the conclusion will be a normal operation effect is higher than the probability that a pseudo-operation effect will be executed. It is preferable that the probability of the normal operation effect is 90% or more (the probability of the pseudo-operation effect being less than 10%). In this way, the specific reach effect is configured so that, while the operation of the operation means 10 is the trigger for the transition to the conclusion as a basic mode (default), there are rare cases where the operation of the operation means 10 is not the trigger for the transition to the conclusion.

[0053] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned normal operation presentation and pseudo-operation presentation. Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0054] 〇Specific example 2-1 The probability of a favorable outcome is set higher when a pseudo-operation presentation occurs than when a normal operation presentation occurs. In this way, a novel game feature is realized in which a so-called chance increase occurs when an operation request is suggested during the suggestion period but an actual operation request is not made.

[0055] It may be set so that when a pseudo-operation effect occurs, a favorable ending is determined. Since a pseudo-operation effect is a special effect in which an operation request is suggested but then overturned, when such a special effect occurs, a favorable ending is determined.

[0056] 〇Specific example 2-2 Although it has been explained that the ending of the normal operation presentation or the pseudo-operation presentation in the above embodiment is the ending of the specific reach presentation and the target winning / losing lottery result is determined, the winning / losing lottery result does not have to be determined (confirmed). For example, the probability that the target winning / losing lottery result will be a jackpot is higher when the ending of the normal operation presentation or the pseudo-operation presentation is a favorable ending than when it is an unfavorable ending, and the jackpot is not necessarily confirmed even if the ending is favorable.

[0057] 〇Specific example 2-3 As described above, the suggestion image 15 displayed during the suggestion period is a suggestion that an operation request will be made thereafter, and in the pseudo-operation presentation, a cancellation presentation (see Figs. 11(a)-(c)) occurs indicating that the suggestion by the suggestion image 15 has been cancelled before the conclusion is reached. Note that in the normal operation presentation, an operation request is made as suggested by the suggestion image 15 (a valid operation period is set), so a cancellation presentation does not occur in the normal operation presentation.

[0058] The cancellation effect is an effect that emphasizes the disappearance of the suggestive image 15. By emphasizing the disappearance of the suggestive image 15 to the player in this manner, it is easy to understand that the suggestion (operation request) by the suggestive image 15 has been canceled. For example, a cancellation effect is executed in which a bomb is thrown at the suggestive image 15 (see FIG. 11(a)), and the bomb explodes (see FIG. 11(b)), emphasizing that the suggestive image 15 has disappeared (see FIG. 11(c)).

[0059] After the cancellation effect, the pseudo-operation effect ends (the end of the specific reach effect) (see FIG. 11(d)). As explained in the above specific example 2-1, the setting may be such that if the pseudo-operation effect occurs, a favorable ending is confirmed. In this way, the occurrence of the cancellation effect also functions as a notice that a favorable ending will be reached (the target hit / miss determination result is a jackpot).

[0060] 〇Specific example 2-4 It is assumed that a performance (hereinafter referred to as a pre-performance) may occur that warns that the suggestion by the suggestive image 15 may be canceled. The pre-performance may result in the cancellation of the suggestion by the suggestive image 15 (cancellation result) (see FIG. 12(b-1)), or in the remaining result of the suggestion by the suggestive image 15 (remaining result) (see FIG. 12(b-2)). If the pre-performance results in a cancellation result, the suggestion of the operation request by the suggestive image 15 is canceled, resulting in a pseudo-operation performance (see FIG. 12(c-1)), whereas if the pre-performance results in a remaining result, the suggestion of the operation request by the suggestive image 15 remains, resulting in a normal operation performance (see FIG. 12(c-2)). For example, a bomb may be displayed near the suggestive image 15 as a pre-performance (see Figure 12(a)), the bomb may explode and the suggestive image 15 may disappear as a cancellation result (see Figure 12(b-1)), and the bomb may not explode and the suggestive image 15 may remain as a remaining result (see Figure 12(b-2)).

[0061] In this way, whether or not the pseudo-operation presentation will be performed is determined according to the result of the pre-presentation. If the pseudo-operation presentation is more likely to lead to a favorable ending (the target winning / losing lottery result is a jackpot) than the normal operation presentation, then it can be said that the pre-presentation's cancellation result is more favorable to the player than the remaining result.

[0062] 〇Specific example 2-5 A configuration is provided in which a plurality of suggestive images 15 having different modes are provided. In the suggestive period, any one of the plurality of suggestive images 15 is displayed. The various suggestive images 15 may be recognized as representing the operation means 10, and any method may be used to set the difference in mode. The probability of the pseudo-operation presentation differs depending on which of the plurality of suggestive images 15 is displayed. In other words, in the suggestive period in which the suggestive image 15 is displayed, it is not clear whether a normal operation presentation or a pseudo-operation presentation is occurring, and the probability of the pseudo-operation presentation differs depending on the type of suggestive image 15 displayed in the suggestive period. As explained in the specific example 2-1, if the setting is made such that the probability of a favorable ending is higher in the case of a pseudo-operation presentation than in the case of a normal operation presentation, the type of suggestive image 15 indirectly suggests the probability of a favorable ending.

[0063] For example, either a first suggestion image 151 (see FIG. 13(a)), which is white overall, or a second suggestion image 152 (see FIG. 13(b)), which is red (the "red" is indicated by hatching), is displayed during the suggestion period. In addition, it is assumed that the probability of a pseudo-operation presentation is higher when the second suggestion image 152 is displayed than when the first suggestion image 151 is displayed. If it is set so that the probability of a favorable ending is higher when the pseudo-operation presentation is performed than when the normal operation presentation is performed, then the configuration is such that the probability of a favorable ending is higher when the second suggestion image 152 is displayed than when the first suggestion image 151 is displayed.

[0064] 5-3) Special reach effect As described above, the gaming machine 1 according to this embodiment notifies the winning / losing lottery result by a symbol combination consisting of three decorative symbols 80 selected from a plurality of types of decorative symbols 80. In the following description, symbols (symbols that can constitute a symbol combination) selected and displayed from a plurality of types of decorative symbols 80 may be referred to as selected symbols. A combination in which the three selected symbols are the same type of decorative symbols 80 is considered to be a winning combination indicating that the winning / losing lottery result is a big win, and other combinations are considered to be losing combinations. In addition, a state in which two of the three selected symbols are the same type of decorative symbols 80 and the other selected symbol is not determined is considered to be a reach state (reach establishment) (it is well known that such a winning combination is set and that two selected symbols are the same type of decorative symbols 80 are considered to be in a reach state). In the following description, the two selected symbols that are the same type may be referred to as reach symbols. In the following description, the various patterns that are not displayed in a variable manner may be displayed in a completely stopped state, or may be displayed in a pseudo-stopped state (such as a slightly swaying state) that is not completely stopped but appears to the player to be stopped.

[0065] In this embodiment, the multiple types of decorative patterns 80 are seven types including any of the numbers "1" to "7". In a normal state, the seven types of decorative patterns 80 are displayed in a variable manner. The winning combination or losing combination that is finally displayed is configured by selecting any of the seven types of decorative patterns 80 as a selected pattern.

[0066] In this embodiment, when a reach is established by a certain variation, the probability that the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation will be a jackpot varies depending on the type of decorative pattern 80 that is the reach pattern. Since the winning / losing lottery result being a jackpot (executing a jackpot game) is an advantageous event for the player, the expectation level, which is the probability that the advantageous event will occur, varies depending on the type of decorative pattern 80 that is the reach pattern. The expectation level increases in the following order: "When the reach pattern is a decorative pattern of "7"" (see FIG. 14(a-3))> "When the reach pattern is a decorative pattern of "3"" (see FIG. 14(a-2))> "When the other decorative pattern" (see FIG. 14(a-1)). In the following explanation, the expectation level when the reach pattern is established may be expressed as a level. The decorative pattern 80 of "7" is the third level (decorative pattern 80), the decorative pattern 80 of "3" is the second level (decorative pattern 80), and the other decorative patterns 80 are the first level (decorative pattern 80). The higher the level of the pattern, the higher the reliability of the target winning / losing lottery result.

[0067] The special reach completion performance is a performance using a special symbol 85S different from any of the multiple types of decorative symbols 80. The special symbol 85S is not displayed in a normal state. Since the special symbol 85S is not displayed when the special reach completion performance is not being executed, it can be said that the display of the special symbol 85S itself indicates the occurrence of the special reach completion performance. In this embodiment, the special reach completion performance occurs in the middle of the fluctuation and ends in the middle of the fluctuation, so the special symbol 85S is not displayed at the start of the fluctuation, and is not displayed when the fluctuation stops. The specific form of the special symbol 85S may be any as long as it can be recognized as a symbol different from any of the multiple types of decorative symbols 80. The special symbol 85S in this embodiment includes the letter "S" (see FIG. 14(b)).

[0068] In the special reach establishment performance, first, an introductory stage (a prologue to the performance) is executed in which a predetermined character (hereinafter referred to as the performance character) is displayed in the display area 911. The special symbol 85S is associated with the performance character. As described above, the special symbol 85S in this embodiment includes the letter "S", which means that the initial letter (initial) of the performance character is "S" (the character is shown with "S" in the drawings). Unlike this embodiment, a symbol including a portion that directly represents the performance character may be the special symbol 85S. For example, a configuration in which a predetermined letter and a portion that represents the performance character are integrated is used as the special symbol 85S.

[0069] After the performance character appears, a preliminary stage is executed in which two special symbols 85S are displayed in the display area 911. In this embodiment, they are displayed on both sides of the width of the display area 911. As described above, the reach state is when two selected symbols selected from a plurality of types of decorative symbols 80 are the same type, and the preliminary stage in which two special symbols 85S are displayed is not strictly a reach state. However, from the player's point of view, the display of two identical symbols gives the impression that a reach has been achieved or that a reach may be achieved in the future.

[0070] After the preliminary stage, the relay stage is executed. The transition to the relay stage triggers the special symbol 85S to change to the decorative symbol 80. Also, a start image 20 is displayed, which is an image indicating that the relay stage has started and indicates the contents (goal) of the relay stage. As will be described later, in the relay stage, the type of decorative symbol 80 as a candidate symbol adopted as a reach symbol may change (level up), so a start image 20 stating "Raise the level of the reach symbol" is displayed.

[0071] The decorative pattern 80 displayed in the relay stage indicates a candidate (candidate pattern) that will become a reach pattern. The candidate pattern displayed at the end of the relay stage is adopted as the reach pattern. In this embodiment, the special pattern 85S changes to the first level decorative pattern 80 upon transition from the pre-stage to the relay stage. In other words, the start of the relay stage is determined to be when the first level decorative pattern 80 is displayed as a candidate pattern.

[0072] In the relay stage, the candidate pattern may change in a direction that increases the expectation. In this embodiment, the level of the decorative pattern 80 is divided into three, so that the expectation level may be increased up to two times. If no level increase occurs, the relay stage ends with the decorative pattern 80 of the first level displayed. If one level increase (first level → second level) occurs, the relay stage ends with the decorative pattern 80 of the second level displayed. If two level increases (first level → second level → third level) occur, the relay stage ends with the decorative pattern 80 of the third level displayed. Note that the specific performance (the performance of the pattern change trigger that expresses the trigger (opportunity) of the change (level up) of the candidate pattern) that occurs in the relay stage may be any. In this embodiment, the performance mode is such that the type of the candidate pattern may change (the level up may occur) after an image in which the candidate pattern is cut is displayed. Specifically, in the relay stage, the performance mode is such that the performance (cut performance) in which the candidate pattern is cut occurs continuously, and the cut is used as a trigger to cause the level up of the candidate pattern. In addition, as in the first level of this embodiment, if there are two or more kinds of decorative patterns 80 of the same level, a change from one kind of decorative pattern 80 to another kind of decorative pattern 80 of the same level may occur in the relay stage. In other words, as a change in the type of decorative pattern 80 when an effect such as the above-mentioned cutting effect (effect of a pattern change trigger) occurs, not only a change accompanied by an increase in the level of the decorative pattern 80, but also a change without an increase in the level of the decorative pattern 80 may occur.

[0073] The time until the relay stage ends may be displayed. For example, a time image 16 counting down until the relay stage ends may be displayed (see FIG. 15(d) and FIG. 16(a)), or an image of a meter that changes continuously from the start to the end of the relay stage may be displayed (not shown). In addition, the player may be prompted to operate the operating means 10 (continuous operation or sustained operation), and a performance of a symbol change trigger may occur on the condition that the operation satisfies a predetermined condition (see FIG. 15(d)). However, the type (level) of the decorative symbol 80 that is the reach symbol is internally determined based on the result of the target hit / miss lottery, and the display is controlled so that the decorative symbol 80 of the type that was internally determined is displayed as a candidate symbol at the time the relay stage ends.

[0074] Such a relay stage is executed, and the result stage (see FIG. 16(b)) is entered, in which the decorative pattern 80 of the type displayed as the candidate pattern at the final point (end point) of the relay stage (see FIG. 16(a)) is set as the reach pattern, and the special reach establishment presentation ends when the result stage is reached and either the first result (see FIG. 16(a-1)→(b-1)) in which the first level decorative pattern 80 is set as the reach pattern, the second result (see FIG. 16(a-2)→(b-2)) in which the second level decorative pattern 80 is set as the reach pattern, or the third result (see FIG. 16(a-3)→(b-3)) in which the third level decorative pattern 80 is set as the reach pattern. The jackpot reliability of the target winning / losing lottery result increases in the order of the first result, the second result, and the third result (highest).

[0075] In the result stage, an image is displayed indicating that a reach has been achieved with the selected reach symbol (decorative symbol 80 that was displayed as a candidate symbol at the end of the relay stage). In this embodiment, a reach line image 25, which is a long and narrow image that extends from one reach symbol to the other (extending to connect the two reach symbols), is displayed (see FIG. 16(b)). Alternatively, an image containing the word "REACH" may be displayed to indicate that a reach has been achieved.

[0076] After the special reach formation effect is executed, a predetermined super reach effect (not shown) is executed, and the result of the super reach effect indicates the result of the lottery for determining whether the target is a hit or miss.

[0077] In this way, the special reach-achievement presentation in this embodiment is an easy-to-understand presentation that first notifies the player that a reach will be achieved with the special symbol 85S (because the special symbol 85S is not a symbol that indicates the result of a lottery, the preliminary stage in which two special symbols 85S are displayed is strictly speaking a state in which a reach has not been achieved (it is merely a "notice" before the reach is achieved)), and then draws the player's attention to which type of decorative symbol 80 will result in the reach being achieved. From another perspective, it can be said that this is a presentation form that indicates in advance that it is not clear which decorative symbol 80 will result in the reach being achieved, by temporarily displaying a special symbol 85S that is not one of the decorative symbols 80 (a substitute symbol that will become a reach symbol in the future).

[0078] Also, if the types of the candidate decorative symbols 80 are changed in the direction of increasing the expectation level in the relay stage, the player will hope that the number of changes in the candidate symbols will increase. In particular, in this embodiment, the special symbol 85S, which is different from any of the decorative symbols 80, is displayed in the preliminary stage to suggest to the player that the reach symbol has not been decided, so that the transition from the preliminary stage to the relay stage (the presentation to decide the reach symbol) is natural.

[0079] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned special reach achievement performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0080] 〇Specific example 3-1 In the above embodiment, the special reach-achi execution performance is described as being performed after the preliminary stage in which the special symbol 85S is displayed, followed by the relay stage and then the result stage, but it may be configured to be performed without the relay stage. In accordance with the above embodiment, it may be configured to move from the preliminary stage in which two special symbols 85S are displayed (see FIG. 15(b)), to the result stage in which the special symbols 85S change to one of the first level decoration symbol 80, the second level decoration symbol 80, and the third level decoration symbol 80, indicating the establishment of the reach (see FIG. 16(b)).

[0081] 〇Specific example 3-2 In the above embodiment, the levels (first to third levels) of the decorative symbols 80 indicate the probability that the target winning / losing lottery result will be a jackpot when the decorative symbols 80 are adopted as reach symbols, but they may also indicate the expected occurrence probability of other events that are advantageous to the player. For example, it is possible to set the number of rounds (balls) of the subsequent jackpot game to be greater when a winning combination is displayed by a decorative symbol 80 of a higher level than when a winning combination is displayed by a decorative symbol 80 of a certain level. Also, for example, it is possible to set the game state after the jackpot game (the game state in which the player plays to win a jackpot) to be a game state that is more advantageous to the player when a winning combination is displayed by a decorative symbol 80 of a higher level than when a winning combination is displayed by a decorative symbol 80 of a certain level (for example, if a normal game state and a special game state with a higher probability of winning a jackpot than the normal game state are provided, it is possible to set the probability of the special game state to be higher when a winning combination is displayed by a decorative symbol 80 of a higher level).

[0082] In this way, by making the probability (expectation) of an event occurring that is advantageous to the player different depending on the level (type) of the decorative pattern 80, the player can expect that a higher level decorative pattern 80 will be displayed during the relay stage of the special reach achievement performance.

[0083] 〇Specific example 3-3 In the above embodiment, it has been described that two special symbols 85S are displayed in the preliminary stage, but only one special symbol 85S may be displayed. Even if only one special symbol 85S is displayed, an image that suggests that the special symbol 85S will become a reach symbol (decorative symbol 80) in the future may be displayed together. For example, even if only one special symbol 85S is displayed, if an image such as "Raise the level of the reach symbol" described in the above embodiment is displayed together with the special symbol 85S, the player can sense the possibility that the special symbol 85S will change to a reach symbol in the future.

[0084] 〇Specific example 3-4 A plurality of different patterns are provided as the special pattern 85S. In one special reach-established performance, one of the plurality of special patterns 85S is displayed. There are various methods for setting the difference in the appearance of the different types of special patterns 85S, but it is preferable to set the difference in color. That is, it is preferable to make the external shape of the special pattern 85S the same, but to make the color different. If the special pattern 85S includes a portion representing a predetermined character as in the above embodiment, each type of special pattern 85S represents the character, but the colors are different from each other.

[0085] It is assumed that such a plurality of types of special symbols 85S are provided, and the type of special symbol 85S displayed in the preliminary stage suggests the outcome of the special reach achievement performance. For example, it is assumed that a first special symbol 851S (see FIG. 17(a-1)) that presents white and a second special symbol 852S (see FIG. 17(a-2)) that presents red are provided as the special symbols 85S. It is assumed that the probability that a reach will be achieved by the decorative symbol 80 with a high expectation level (level) is higher (i.e., the probability that the target hit / miss lottery result will be a jackpot) is higher when the second special symbol 852S is displayed than when the first special symbol 851S is displayed. For example, the allocation is as shown in FIG. 17(b). In this way, the special symbol 85S displayed in the preliminary stage not only predicts the achievement of a reach, but also suggests the level of the decorative symbol 80 that is the reach pattern.

[0086] 〇Specific example 3-5 As an introduction stage before the preliminary stage, a performance (special additional performance) is generated in which a special pattern 85S is added to a plurality of types of decorative patterns 80 that change. During the changing performance, three decorative pattern groups 80g, each of which basically includes a plurality of types of decorative patterns 80, are displayed in a changing manner (see FIG. 18(a)), and a special additional performance is generated in which the special pattern 85S is added to two of them. If the reach pattern is configured to be displayed on the left and right of the display area 911, the special pattern 85S is added to each of the left decorative pattern group 80gL and the right decorative pattern group 80gR (see FIG. 18(b)), and the special pattern 85S is displayed in a changing manner on the left and right sides of the display area 911 (see FIG. 18(c)). Thereafter, the variation of the "left decorative symbol group + special symbol" stops or pseudo-stops, and the variation of the "right decorative symbol group + special symbol" stops or pseudo-stops, and the display transitions to a preliminary stage in which the special symbol 85S is displayed on the left and right sides of the display area 911 (see FIG. 18(d)). Thereafter, the special reach achievement performance proceeds as described in the above embodiment.

[0087] By temporarily displaying the special symbol 85S in a variable manner together with the decorative symbol 80 as in this example, the player is given the impression that the special symbol 85S has been selected from among a number of different symbols that are displayed in a variable manner.

[0088] In addition, in the case of this example, after the special symbol 85S is added to the decorative symbol group 80g and displayed in a variable manner as shown in FIG. 18(c), two special symbols 85S are displayed as shown in FIG. 18(d) and the game moves to the preliminary stage (successful ending), or the game does not move to the state of FIG. 18(d), that is, does not move to the state where two special symbols 85S are displayed (failed ending). In the case of a successful ending, a special reach-to-win performance occurs and the game reaches a state where a reach is achieved with one of the decorative symbols 80 (the target hit / miss lottery result may be a jackpot). In the case of a failed ending, the special reach-to-win performance does not occur and the reach is not achieved (the target hit / miss lottery result is a miss).

[0089] 5-4) First-look performance In the gaming machine 1 according to this embodiment, a specific performance may occur (see FIG. 19) as a performance constituting the performance during variation. The specific performance results in a result (advantageous result) in which an advantageous image 31 indicating that the player is in an advantageous situation is displayed in the display area 911 (see FIG. 19(c-1)), or in an unfavorable result (see FIG. 19(c-2)) in which the advantageous image 31 is not displayed and an unfavorable image 32 indicating that the player is in an unfavorable situation is displayed in the display area 911. After the specific performance progresses to a predetermined branch point (described later), one of the advantageous image 31 and the unfavorable image 32 is displayed. Even if an unfavorable result is reached (when the unfavorable image 32 is displayed), there are cases in which a reversal pattern is formed in which the result is overturned. The specific performance in this embodiment is a type of super reach performance. The result of the specific performance is in accordance with the winning / losing lottery result (target winning / losing lottery result) corresponding to the performance during variation including the specific performance. When the specific performance results in an advantageous result, the target winning / losing lottery result is determined to be a jackpot. If the specific performance results in an unfavorable outcome, the target winning / losing lottery result is determined to be a loss unless a reversal pattern occurs (if a reversal pattern occurs, the target winning / losing lottery result is determined to be a big win). The specific form of the specific performance may be any.

[0090] In this embodiment, a battle is performed in which a friendly character (indicated with the character "ami" in the drawings) which is a character on the player's side fights an enemy character (indicated with the character "enemy" in the drawings) (see FIG. 19(a)). Examples of the advantageous image 31 include an image showing that the friendly character is in an advantageous situation and an image showing that the enemy character is in an unfavorable situation (see FIG. 19(c-1)), and examples of the disadvantageous image 32 include an image showing that the friendly character is in an unfavorable situation and an image showing that the enemy character is in an advantageous situation (see FIG. 19(c-2)). In other words, by displaying either the advantageous image 31 or the disadvantageous image 32, it is possible to know whether an advantageous result or an unfavorable result has been reached (however, in the case of an unfavorable result, a reversal pattern may occur).

[0091] In the special presentation, the stage (period) in which the advantageous image 31 or the disadvantageous image 32 is displayed and the result is revealed is called the result stage, and the stage (period) that suggests that the result is about to be revealed is called the previous stage. The boundary between the previous stage and the result stage is the branching point between before and after the result is revealed. In the previous stage, an image that suggests (teasing) the player that the result is about to be revealed (hereinafter referred to as the previous image 35) is displayed in the display area 911 (see FIG. 19(b)). Therefore, with regard to the image displayed in the display area 911, the special presentation transitions from a state in which the previous image 35 is displayed to a state in which the advantageous image 31 (see FIG. 19(c-1)) or the disadvantageous image 32 (see FIG. 19(c-2)) is displayed, triggered by reaching the branching point.

[0092] When such a specific performance leads to an advantageous result, a pre-reveal performance may occur. The pre-reveal performance is a performance using a performance device. The performance device is a device different from the display device 91 on which the image of the specific performance is displayed. The display device 91 on which the image of the specific performance is displayed can be said to be a main device indicating the execution of the specific performance, and the performance device is a device different from the main device. The performance device is capable of changing from a first state to a second state that is recognizable by the player's senses (any of the five senses) as being a state different from the first state. In this embodiment, an operating means 10 (push button) is used as the performance device. The operating means 10 has an outer part that forms an outer shell that the player can touch, and a light-emitting part that is composed of one or more light-emitting bodies (which the player cannot touch) provided inside the outer part. The outer part is formed of a material having light transmission properties. In this embodiment, the outer part is formed of a colorless and transparent resin material. The light emitted from the light-emitting part passes through the outer part and is recognized by the player. In other words, the operating means 10 not only functions as a device that can be operated by the player, but also functions as a light-emitting device. When the light-emitting portion changes from a non-light-emitting state to a light-emitting state, the player can recognize the change. Also, when the light-emitting portion changes color, the player can recognize the change in light-emitting color. Note that since such operating means with a light-emitting portion provided therein is itself publicly known, a description of the specific structure, etc. will be omitted.

[0093] The first state and the second state are different in the light emission state of the light-emitting part of the operation means 10. In addition, the non-light-emitting state is also treated as one type of light emission state. In this embodiment, the light-emitting part is in a non-light-emitting state, and the light-emitting part is in a state of emitting white light, which is the second state (see FIG. 20(a)). Therefore, the change from the first state to the second state means that the light emission state of the light-emitting part of the operation means 10 changes from a non-light-emitting state to a light-emitting state (white). In addition, both the first state and the second state may be set to be light-emitting states, but the colors may be different. In this case, the change from the first state to the second state is expressed as a change in the color of the light-emitting part. In addition, it is also possible to consider a configuration in which the change from the first state to the second state is expressed as a difference between blinking / lighting of the light-emitting part, such as the first state being the blinking of the light-emitting part and the second state being the lighting of the light-emitting part.

[0094] In this embodiment, in the specific performance, a result-responsive performance using the performance device (operation means 10 in this embodiment), which is different from the pre-reveal performance, may occur. When the specific performance leads to an advantageous result, either a result-responsive performance or a pre-reveal performance occurs. The result-responsive performance is a basic performance (default performance), and the pre-reveal performance is a special performance (irregular performance). In other words, when the specific performance leads to an advantageous result, it is set so that the result-responsive performance occurs in most cases and the pre-reveal performance occurs rarely. In this embodiment, it is set so that the result-responsive performance occurs in more than 95% of cases when the specific performance leads to an advantageous result.

[0095] The result-based effect and the preview effect are common in that they are both effects in which the operation means 10, which is an effect device, changes from a first state to a second state. However, the timing at which the state changes from the first state to the second state (hereinafter, the time at which the change occurs will be referred to as the change time) is different.

[0096] When a specific effect leads to an advantageous result, the previous image 35 is displayed at the previous stage, and the advantageous image 31 is displayed when a branch point is reached. The result-responsive effect is such that the change time Pn is set to be approximately simultaneous with the branch point being reached (meaning that a delay within a range that the player recognizes as simultaneous is permitted) (see FIG. 20(b)). In other words, the operation means 10 changes from the first state to the second state approximately simultaneously with the advantageous image 31 being displayed in the display area 911. In other words, the operation means 10 changes from the first state to the second state approximately simultaneously with the advantageous image 31 being displayed and it being determined that an advantageous result has been reached.

[0097] In the pre-reveal performance, the change time point Ps is set before the branch point is reached. That is, the operation means 10 changes from the first state to the second state just before the previous image 35 is displayed in the display area 911 (see FIG. 20(b)). In other words, the operation means 10 changes from the first state to the second state before the advantageous image 31 is displayed and it becomes clear that an advantageous result has been achieved.

[0098] It should be noted that if the specific effect leads to an unfavorable result, the result-based effect and the advance reveal effect do not occur. The operation means 10 is in the first state in the immediately preceding stage, just as in the case of an advantageous result, but even if the stage proceeds directly to the result stage (the stage where the disadvantageous image 32 is displayed), the operation means 10 remains in the first state. In other words, the change of the operation means 10 from the first state to the second state (result-based effect, advance reveal effect) is an effect that occurs only when an advantageous result that is advantageous to the player is reached, and if an advantageous result is not reached, the effect does not occur.

[0099] As explained above, when a specific effect leads to an advantageous result, the operation means 10 basically changes from the first state to the second state at approximately the same time as the advantageous image 31 is displayed (this is called a result-responsive effect). In other words, the operation means 10 changes to the second state as an effect to emphasize that an advantageous result has been reached. In contrast, the early reveal effect is an effect that surprises the player, since the operation means 10 changes from the first state to the second state at an earlier timing than normal (result-responsive effect). From another perspective, this can be said to be an interesting effect that "prematurely" informs the player that an advantageous result will be reached by the change of the operation means 10 from the first state to the second state ("revealing" the advantageous result first).

[0100] Moreover, the change from the first state to the second state in this embodiment is a change in the light emission mode of the light-emitting device (operation means 10). Since the player will be paying particular attention to the display device 91 (main display device) on which the image of the specific effect is displayed, there is a possibility that the player will not notice a change in the light-emitting device (operation means 10) that is separate from the display device 91. In other words, by making the change in the light emission mode of the light-emitting device occur as a pre-reveal effect as in this embodiment, it is possible to provide a presentation form in which not everyone notices the occurrence of the pre-reveal effect (a presentation form in which players who notice the occurrence feel joy, since it is not easy to notice the occurrence of the pre-reveal effect).

[0101] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned items related to the pre-revealing performance and the result-response performance will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0102] 〇Specific example 4-1 In the above embodiment, the result-responsive performance is described as a performance in which the change time is set substantially simultaneously with the arrival of the branch point, but the change time may be set after the arrival of the branch point. That is, the operation means 10 may change from the first state to the second state after a predetermined time (however, at most several seconds) has elapsed after the advantageous image 31 is displayed in the display area 911 (see FIG. 21). That is, after the advantageous image 31 is displayed as a result-responsive performance and it is determined that an advantageous result has been reached, the operation means 10 (performance device) may change from the first state to the second state. Even in this way, the difference between the result-responsive performance in which the timing of the operation means 10 (performance device) changes from the first state to the second state "after it is determined that an advantageous result has been reached" and the pre-reveal performance in which it is "before it is determined that an advantageous result will be reached" becomes clear.

[0103] 〇Specific example 4-2 In the above embodiment, it has been described that the presentation device is the operation means 10, but a device other than the operation means 10 may be used as the presentation device as long as it is a device different from the display device 91 on which the image of a specific presentation is displayed and is capable of realizing a change from a first state to a second state that is recognizable to the player's senses.

[0104] Specific example 4-3 In the above embodiment, the change from the first state to the second state of the presentation device as the pre-revealed presentation (result-responsive presentation) has been described as a change in the light emission mode, but any other change that can be recognized by the player's senses may occur as the pre-revealed presentation. For example, in a publicly known gaming machine equipped with a vibrating presentation device (a presentation device equipped with a vibration function), the first state and the second state may be configured to have different vibration modes of the presentation device. For example, the pre-revealed presentation (result-responsive presentation) may be configured to occur when a presentation device in a non-vibrating state changes to a vibrating state upon reaching a change time point.

[0105] 〇Specific example 4-4 In the above embodiment, it was explained that a result-corresponding effect or a pre-revealed effect occurs when a specific effect leads to a favorable result, but it may also be so arranged that a pre-revealed effect occurs without fail when a specific effect leads to a favorable outcome (a result-corresponding effect never occurs).

[0106] However, since the result-responsive performance exists as a standard performance ("default" performance) as in the above embodiment, the change point of the preview performance (the timing of change from the first state to the second state) is earlier than the result-responsive performance. In other words, in terms of enhancing the impression when encountering the preview performance, it is preferable to have a configuration in which a result-responsive performance to be compared can occur.

[0107] 〇Specific example 4-5 As in the above embodiment, when the presentation device used for the pre-reveal presentation (result-responsive presentation) is the operation means 10, the player is requested to operate the operation means 10 before the result of the specific presentation is revealed (see FIG. 22(b)), and the result is revealed when the operation of the operation means 10 during the operation valid period satisfies a predetermined condition (the advantageous image 31 (see FIG. 22(c-1)) or the disadvantageous image 32 (see FIG. 22(c-2)) is displayed). In other words, the branching point is when the operation of the operation means 10 during the operation valid period satisfies a predetermined condition. Note that the requested operation is preferably a single operation (one operation). In other words, the result is preferably revealed by one operation of the operation means 10. However, this does not deny the configuration in which a continuous operation (so-called "continuous tap" when the operation target is a push button) or a sustaining operation that maintains the operated state (so-called "long press" when the operation target is a push button) is requested, and the result is revealed when the operation of the operation means 10 during the operation valid period satisfies a predetermined condition.

[0108] As explained in the above embodiment, the result-responsive performance is a performance in which the operation means 10 changes from the first state to the second state at approximately the same time as the advantageous image 31 is displayed. Therefore, although not shown, the result-responsive performance in the case of this example is a performance mode in which the operation of the operation means 10 during the operation valid period changes from the first state to the second state at approximately the same time as the operation of the operation means 10 satisfies a predetermined condition (branching point). Note that, if the above specific example 4-1 is used, the result-responsive performance is a performance in which the operation means 10 changes from the first state to the second state after the operation of the operation means 10 satisfies a predetermined condition (after the branching point).

[0109] On the other hand, the pre-reveal effect is that the operation means 10 changes from the first state to the second state before the operation of the operation means 10 during the operation valid period satisfies a predetermined condition (before the branch point). Specifically, if the operation of the operation means 10 does not satisfy the predetermined condition at a midpoint of the operation valid period when a predetermined time has elapsed since the start of the operation valid period, a pre-reveal effect occurs in which the operation means 10 changes from the first state to the second state. For example, in a case where the operation valid period is a maximum of 3 seconds, if the operation of the operation means 10 does not satisfy the predetermined condition at a midpoint of 1 second from the start of the operation valid period (see FIG. 23(a)), the operation means 10 changes from the first state to the second state (see FIG. 23(b)). Note that the pre-reveal effect occurs only when the operation of the operation means 10 does not satisfy the predetermined condition at a midpoint (i.e., the result is not known), and if the operation of the operation means 10 satisfies the predetermined condition before the midpoint is reached, the advantageous image 31 is displayed as a trigger. In this case, the operating means 10 changes from the first state to the second state at approximately the same time that the advantageous image 31 is displayed, so that the appearance is no different from the result-based presentation.

[0110] By doing as in this example, it is possible to provide an interesting presentation form in which it may be "discovered" in advance that the operation means 10 will change from the first state to the second state and lead to a favorable result before the operation of the operation means 10 that is the trigger for the result is performed (before the operation satisfies a predetermined condition). Unlike the above embodiment, the operation of the operation means 10 is required, and the player is likely to see the operation means 10 and try to operate it, so there is a high probability that the player will notice the change in the operation means 10 (change from the first state to the second state) that occurs as a pre-discovery presentation.

[0111] However, in the case of this example, there is a risk that the player may mistakenly believe that the change from the first state to the second state of the operation means 10, which occurs as a pre-reveal effect, occurs as an indication of a request for the player to operate. The configuration of the above embodiment, which transitions to a result without operating the operation means 10, is superior in that it does not invite such a misunderstanding.

[0112] 〇Specific example 4-6 The result-responsive performance and the pre-reveal performance are configured to differ not only in the timing at which the change occurs (how late the point of change is), but also in the state (second state) of the performance device (operation means 10) after the change. For example, in the result-responsive performance, the light-emitting section changes from a non-emitting state (first state) to a state in which it emits white light (second state) (see FIG. 24(a)). On the other hand, in the pre-reveal performance, the light-emitting section changes from a non-emitting state (first state) to a state in which it emits red light (second state) (see FIG. 24(b)). In other words, the result-responsive performance and the pre-reveal performance have the same state (first state) before the change point is reached, but different state (second state) after the change point is reached.

[0113] With this configuration, when a pre-reveal effect occurs, a change different from the result-response effect occurs, which emphasizes that a pre-reveal effect is occurring (that a special effect different from the result-response effect, which is the "default" effect, is occurring), making it easier for the player to notice that a pre-reveal effect has occurred.

[0114] 5-5) Special Change Effects In this embodiment, the volume and the light amount can be adjusted in stages. Only one of the volume and the light amount may be adjustable. The volume is the volume of the sound output from the speaker 60. Some of the sound output may not be subject to adjustment (for example, a sound that notifies an abnormality when it occurs is not subject to adjustment). The light amount is the brightness of the light emitted from various light-emitting parts such as LEDs provided in the gaming machine 1. Some of the light-emitting parts provided in the gaming machine 1 may not be subject to adjustment. Since such gaming machines capable of adjusting the volume and light amount are publicly known, detailed description thereof will be omitted. In this embodiment, the volume can be adjusted in five stages from volume 1 (lowest) to volume 5 (highest), and the light amount can be adjusted in five stages from light amount 1 (lowest) to light amount 5 (highest). Any method of changing the volume and light amount may be used. In this embodiment, the volume can be adjusted by operating the cross key 12, which is one type of the operating means 10. The volume increases or decreases when the cross key 12 is moved left or right (moving the left key decreases the volume by one level, and moving the right key increases the volume by one level), and the amount of light increases or decreases when the cross key 12 is moved up or down (moving the down key decreases the light by one level, and moving the up key increases the volume by one level).

[0115] When a change operation is performed to change the volume or light intensity to a predetermined level, a change effect may be executed to inform the player that the change to that level has been completed. In this embodiment, it is possible to execute a normal change effect and a special change effect as the change effect. Note that, in the following, the normal change effect and the special change effect when the volume change operation is performed will be mainly described, but the same can be done for the light intensity unless otherwise specified.

[0116] The normal change performance is a performance in which ordinary words including a numerical value indicating the changed volume level are output from the speaker 60. In this embodiment, when the volume is changed to level 0, the normal change performance is executed by outputting the ordinary speech of "The volume is 0" from the speaker 60 (see FIG. 25(b)). That is, ordinary words including a numerical value indicating that the changed volume level is "0" are output from the speaker 60. In this embodiment, when the changed volume or light level is between 2 and 4 levels, ordinary words are output (see FIG. 26).

[0117] The special change effect is such that a special word representing the volume level after the change is output from the speaker 60 regardless of (not including) a numerical value representing the volume level after the change (see FIG. 25(c)). The special words are provided to correspond to at least one of the minimum volume level (minimum volume (volume 1 in this embodiment)) and the maximum volume level (maximum volume (volume 5 in this embodiment)). In this embodiment, special words are provided to correspond to each of the minimum volume and maximum volume. The special words include words that express the effect of setting the volume to the minimum or maximum volume. In other words, they include words that emphasize that it is "minimum" or "maximum".

[0118] In this embodiment, the minimum volume is associated with the special phrase "Isn't it too quiet?". The maximum volume is associated with the special phrase "Isn't it loud?". In other words, the situations that arise when the volume is set to minimum or maximum are expressed without using numbers that indicate stages. Also, the minimum light level is associated with the special phrase "It's pitch black," and the maximum light level is associated with the special phrase "Isn't it dazzling?" (see FIG. 26).

[0119] The volume and light intensity can be changed while the performance is being performed, or during a standby state when the performance is not being performed. The standby state may be immediately entered after the performance is not being performed. The standby state ends when a new performance is started (when the game ball enters the starting area 904).

[0120] In this embodiment, if the volume or light intensity is changed during the variation performance, neither the normal change performance nor the special change performance is executed. During the variation performance, various performance sounds constituting the variation performance are output, so neither normal words nor special words are output so as not to disturb them. However, in the display area 911, a stage image 50 indicating the stage of the volume or light intensity after the change may be displayed in the display area 911. There are various methods for indicating the stage after the change using the stage image 50. Known methods such as a method of expressing by a numerical value such as "volume ○" (○ is a number indicating the stage after the change), a method of expressing by the number of element images, and a method of expressing by a meter can be used. It is sufficient to display the same image as the stage image 50 (see FIG. 25) that is displayed when the volume or light intensity is changed in the standby state.

[0121] On the other hand, if the volume or light intensity is changed during the standby state, one of the normal change performance and the special change performance is executed. Since the performance sound constituting the variable performance is not output during the standby state, the sound corresponding to the changed stage is output to inform the player that the change has been completed. If the volume or light intensity is changed to a stage other than the minimum stage and the maximum stage during the standby state, that is, to any of stages 2 to 5 in this embodiment, the normal change performance is executed. That is, the normal words "The volume is O" and "The light intensity is O" are output (see FIG. 25(b)). On the other hand, if the volume or light intensity is changed to the minimum stage or the maximum stage during the standby state, that is, to any of stages 1 and 5 in this embodiment, the special change performance is executed. That is, if the volume is set to 1, the special words "Isn't it too quiet?" are output, and if the volume is set to 5, the special words "Isn't it noisy?" are output, if the light intensity is set to 1, the special words "It's pitch black" are output, and if the volume is set to 5, the special words "Isn't it dazzling?" are output (see FIG. 25(c)). In this way, when the volume is set to 1, a message is output indicating that the volume has been decreased, when the volume is set to 5, a message is output indicating that the volume has been increased, when the light level is set to 1, a message is output indicating that the light level has been decreased, and when the light level is set to 5, a message is output indicating that the light level has been increased. In this embodiment, even if an operation to change the volume or light level is performed during standby, a stage image 50 indicating the stage after the change is displayed in the display area 911 (see Figs. 25(b) and (c)).

[0122] When the volume is changed, the normal or special word is output at the changed volume. In other words, the player can judge whether the changed volume is suitable for him or her after listening to the normal or special word. When the light intensity is changed, the normal or special word is output at the currently set volume. Furthermore, various light-emitting elements (light-emitting elements to be adjusted) emit light at the changed light intensity.

[0123] It is preferable that the special words (special change effects) are the voice of a specified character (see FIG. 25(c)). Specifically, they should be the voice of a character that appears in the change effect (for example, a character from the original work that the gaming machine is based on (the voice actor who plays that character)). As mentioned above, special words are different from normal words in that they indicate the changed volume or light intensity in an active manner (they indicate the changed volume or light intensity in an expression that "speaks" to the player), and therefore they are output in the voice of a specified character. In contrast, normal words (normal change effects) should not be the voice of this type of character (for example, they should be a mechanical voice).

[0124] In this way, the gaming machine 1 of this embodiment is capable of executing an interesting effect (special change effect) in which, when the volume or light intensity is changed, a special word is output to represent the new level, regardless of the numerical value representing the new level.

[0125] Furthermore, as in this embodiment, if a special change effect (an effect that is more noticeable than a normal change effect) is executed when the volume or light intensity is changed to the minimum or maximum level, it is possible to emphasize (clearly show to the player) that the volume or light intensity has reached its minimum or maximum level.

[0126] Furthermore, by preventing the special change effect from being executed during the during-variation effect, as in this embodiment, the player will not mistakenly believe that the special change effect (output of special words) is being executed as an effect that constitutes the during-variation effect (an effect that suggests reliability).

[0127] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the above-mentioned special change performances and normal change performances. In addition, to the extent possible, the configuration may be made by combining multiple technologies described using the following specific examples.

[0128] Specific example 5-1 In the above embodiment, it has been explained that the special change performance can be executed when either the volume or the light intensity is changed, but it is also possible that the special change performance is executed only when either the volume or the light intensity is changed, and the special change performance is not executed when the other is changed (the normal change performance is executed).

[0129] Specific example 5-2 In the above embodiment, it has been explained that the special change performance can be executed when the volume or light amount is set to the minimum level or the maximum level, but it is also possible to execute the special change performance only when the volume or light amount is set to the minimum level or the maximum level, and not execute the special change performance in the other case (execute the normal change performance). If you want to particularly emphasize that the volume or light amount is set to the minimum or maximum level, you can use the configuration as in this example.

[0130] Specific example 5-3 The special change effect may be executed when the stage is set to a stage other than the minimum and maximum stages. The content of the special change effect (special words) is made different depending on the stage, so that the difference in output is reflected in the words. For example, when the volume is set to 1, the special word "Isn't it too quiet?" is output, and when the volume is set to 2, the special word "It's gotten quieter" is output (the player can sense that "not too quiet" is a smaller output than "it's gotten quieter").

[0131] 〇Specific example 5-4 In the above embodiment, it has been explained that neither the normal change performance nor the special change performance is executed even if the volume or light intensity is changed during the changing performance, but the normal change performance may be executed. In other words, when the volume or light intensity is changed during the changing performance, the normal words are output regardless of the level of change. For example, when the volume is changed to 1, if the standby state is reached, the special words "Isn't it too quiet?" are output (see FIG. 27(a)), but if the changing performance is in progress, the normal words "The volume is 1" are output (see FIG. 27(b)).

[0132] In the normal change performance, since the words (normal words) including the numerical value indicating the stage after the change, such as "The volume is ○" or "The light level is ○", are output as they are, there is little risk of mistaking them for the performance sound that constitutes the during the change performance even if they are output during the during the change performance. Therefore, the normal change performance is executed during the during the change performance.

[0133] 〇Specific example 5-5 The special change effect may be an effect in which not only special words but also normal words are output. In accordance with the above embodiment, for example, when the volume is set to 1, the text "Volume is 1. Isn't it too low?" is output. In other words, together with the text indicating the level of volume or light intensity, the text indicating the effect of changing to that level is output.

[0134] 〇Specific example 5-6 In the special change performance, an image (special image 55) that is not displayed in the normal change performance is displayed in the display area 911 together with the special word. By doing so, it is possible to further emphasize that the special change performance is being executed.

[0135] As explained in the above embodiment, if the special words are output in the voice of a specific character, it is preferable to display an image of the character as special image 55. That is, the image of the character is displayed in display area 911 while the special words are output, so that the character looks as if it is uttering the special words (see FIG. 28). In this way, the character appearing in the variable performance (the character appearing in the original work that is the motif of the gaming machine) looks as if it has received a change in the volume or light intensity.

[0136] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0137] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0138] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine" that allows the big win to be acquired by making the game ball enter the privilege area (V area) that is opened when the small win is acquired) is well known, detailed explanation is omitted, but for example, if the setting is such that when a small win is won, it leads to the acquisition of a big win (except in the case of an irregular event such as a malfunction of the game machine or the player not playing as instructed) (a setting in which the winning of a small win and the winning of a big win can be regarded as essentially the same), the winning of the big win described in the above embodiment includes winning a small win ("big win" can be read as "small win").

[0139] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0140] ·Means 1-1 The present invention is provided with a winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information obtained when a gaming ball enters a predetermined area, a performance execution means for executing a performance during the change from when the decorative symbols start to change until they stop in a manner according to the winning / losing lottery result, a storage means for storing a predetermined number of the winning / losing lottery information for which the corresponding winning / losing lottery result has not been notified as reserved information, and a display means having a display area for displaying reserved symbols indicating the existence of the reserved information stored in the storage means, and the position in which the reserved symbols are displayed in the display area is a consumption order position corresponding to the consumption order, which is the order in which the corresponding winning / losing lottery result notification is completed. and a period from the start of the new variable performance until a predetermined time has elapsed is set as a moving-up period in which the reserved pattern is moved toward the corresponding consumption order position, and when new reserved information, which is the reserved information, is acquired while the moving-up operation is being performed during the moving-up period and N pieces of reserved information are stored in the storage means, the new reserved pattern, which is the reserved pattern corresponding to the new reserved information, is displayed at a position different from the Nth consumption order position, which is the consumption order position corresponding to the Nth consumption order, and a pseudo-moving up operation is performed in which the new reserved pattern is moved toward the Nth consumption order position. According to the gaming machine, it is possible to clearly indicate that new reserved information has been acquired.

[0141] ·Means 2-1 A gaming machine comprising: an operation means operable by a player; and an effect execution means for executing a normal operation effect and a pseudo-operation effect, in which a suggestion period is provided during which a suggestion image representing the operation means is displayed; the normal operation effect has an effective operation period after the suggestion period during which operation of the operation means is valid, and transitions to a conclusion if operation of the operation means during the effective operation period satisfies a predetermined condition; and the pseudo-operation effect transitions to a conclusion after the suggestion period without a valid operation period being provided. According to the above gaming machine, it is possible to execute an interesting presentation (pseudo-operation presentation) in which, although the suggestive image suggests the operation of the operating means, the game moves to the conclusion without the operation being requested.

[0142] ·Means 2-2 The gaming machine described in means 2-1 is capable of executing a specific reach effect that notifies the winner or loser of a lottery depending on the type of outcome, and is characterized in that when the specific reach effect reaches a predetermined point before the outcome, one of the normal operation effect and the pseudo-operation effect is executed. In this way, when a pseudo-operation presentation occurs, it is possible to give a surprise to a player who assumes that the result of the lottery will be revealed as a result of the operation of the operating means.

[0143] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that in the pseudo-operation presentation, a cancellation presentation is executed indicating that the suggestion by the suggestive image has been canceled before the conclusion is reached. In this way, it is possible to clearly indicate that the "operation suggestion" by the suggestion image has been cancelled and that no actual operation is required.

[0144] ·Means 3-1 A gaming machine in which the result of a lottery for winning or losing is announced by a combination of three selected symbols from among a plurality of types of decorative symbols, wherein a combination in which the three selected symbols are the same type of decorative symbol is considered to be a winning combination indicating that the result of the lottery for winning or losing is a win, and a state in which two of the three selected symbols are reach symbols that are the same type of decorative symbol and the remaining selected symbol has not been decided is considered to be a reach, and the gaming machine is capable of executing a special reach establishment presentation in which, after a preliminary stage in which two special symbols different from any of the plurality of types of decorative symbols are displayed, the special symbol changes to any of the plurality of types of decorative symbols, transitioning to a result stage in which it is indicated that a reach has been established with the decorative symbol as the reach symbol. The special reach-achievement presentation of the gaming machine is an easy-to-understand presentation in which a reach is announced by a special symbol, and then the player is directed to what type of decorative symbol will result in the reach being achieved.

[0145] ·Means 3-2 The gaming machine described in claim 1, characterized in that the expectation level of a beneficial event occurring to the player subsequently differs depending on which of the multiple types of decorative patterns is set as the reach pattern, the special pattern changes into the reach pattern after changing into a candidate pattern suggesting that the decorative pattern is a candidate that can become the reach pattern, and in the special reach establishment performance, after the pre-stage and before moving to the result stage, an intermediate stage is executed in which the type of the decorative pattern set as the candidate pattern can change in a direction that increases the expectation level. Since a special pattern different from any of the decorative patterns is displayed in the preliminary stage, the player is informed in advance that the reach pattern has not been decided, and the flow of the presentation moving from the preliminary stage to the relay stage (the presentation for deciding the reach pattern) becomes easy to understand.

[0146] ·Means 3-3 The gaming machine described in claim 1, characterized in that the expectation level of a beneficial event occurring to the player thereafter varies depending on which of the multiple decorative patterns is set as the reach pattern, a first special pattern and a second special pattern different from the first special pattern are provided as the special patterns, and the probability of a reach being achieved by the decorative pattern with the higher expectation level is higher when the second special pattern is displayed than when the first special pattern is displayed in the preliminary stage. In this way, the special symbols not only have the function of predicting the establishment of a reach, but also have the function of suggesting the probability of the establishment of a reach by using decorative symbols with high expectations.

[0147] ·Means 4-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing a specific effect in which, following a previous stage indicating that the result is about to be revealed, a transition is made to a result stage leading to an advantageous result in which an advantageous image indicating that the player is in an advantageous situation is displayed in the display area, or an unfavorable result in which the advantageous image is not displayed and an unfavorable image is displayed in the display area; and an effect device which is a device different from the display device and is capable of changing from a first state to a second state which the player can sense as being different from the first state, wherein when the specific effect leads to an advantageous result, a pre-reveal effect can occur in which the effect device changes from the first state to the second state in the previous stage before the advantageous image is displayed. The gaming machine is capable of executing an interesting effect (pre-reveal effect) in which a change in the effect device occurs prior to the display of an advantageous image.

[0148] ·Means 4-2 The gaming machine of claim 1, characterized in that when the specific presentation leads to an advantageous result, a corresponding presentation may occur in which the presentation device changes from the first state to the second state at approximately the same time as or after the advantageous image is displayed. In this way, it is possible to create a presentation format in which players who have previously encountered a result-responsive presentation will be surprised when a pre-revealed presentation occurs (players who have previously encountered a result-responsive presentation will likely assume that if a specific presentation leads to an advantageous result, a change in the presentation device will occur at approximately the same time as or after the advantageous image is displayed, and so when a pre-revealed presentation occurs, they will be surprised that the timing of the change occurs earlier than expected).

[0149] ·Means 4-3 3. The gaming machine according to claim 1 or 2, characterized in that the presentation device is a light-emitting device having a light-emitting section, and the first state and the second state are states in which the light-emitting state of the light-emitting section is different. In this way, by making the change in the light-emitting part occur as a pre-reveal effect, it is possible to create a performance form in which not everyone notices the occurrence of the pre-reveal effect.

[0150] ·Means 5-1 This gaming machine is capable of gradually adjusting at least one of the volume and the light intensity, and is characterized in that when a change operation is performed to change the volume or the light intensity to a specified level, a special change effect can be executed in which a special word representing the changed level is output regardless of the numerical value representing the changed level, as a change effect to inform the player that the change to the said level has been completed. The gaming machine described above is interesting in that a unique and unprecedented performance is executed when the volume or light intensity is changed.

[0151] ·Means 5-2 The gaming machine described in claim 1, characterized in that the special change effect is executed when the volume or light intensity is set to at least one of the minimum and maximum levels, and the special word includes a statement indicating the effect of changing the volume or light intensity to that level. In this way, the fact that the volume or light quantity has been set to the minimum or maximum level is emphasized by the special change effect.

[0152] ·Means 5-3 The gaming machine according to claim 1 or 2, characterized in that the special change performance is not executed when the change operation is performed during the in-flight performance from when the decorative pattern starts to change to when it stops in a manner corresponding to the result of a win / lose lottery, and the special change performance can be executed when the change operation is performed during a standby state in which the in-flight performance is not being executed. By doing this, it is possible to prevent the player from misunderstanding that a special change effect has been executed as an effect that constitutes the during-variation effect.

[0153] 1. Gaming machines 10 Operating means 12 Cross key (for adjusting volume and light) 15 Suggested images (151 First suggested image 152 Second suggested image) 16 hour images 17 Operation Images 18 Instruction Images 20 Starting Image 31 Advantageous Images 32 Unfavorable Images 35 Last minute images 50 step images 55 Special Images 60 Speaker 70 reserved patterns (70n new reserved patterns 70m already issued reserved patterns) 75 Pedestal Image A1~A5 digestion order position (first digestion order position to fifth digestion order position) 80 Decorative Designs 85S Special design (851S First special design 852S Second special design) 91 Display device 911 Display area

Claims

[Claim 1] An operating means operable by a player; a performance execution means for executing a normal operation performance and a pseudo-operation performance during which a suggestion period is provided in which a suggestion image showing the operation means is displayed; Equipped with Regardless of whether the normal operation presentation or the pseudo-operation presentation is performed, the suggestion image is displayed in the same manner during the suggestion period, The normal operation presentation is such that, after the suggestion period, an effective operation period is provided in which operation of the operation means is effective, and during the effective operation period, an operation image representing the operation means but having a different appearance from the suggestion image is displayed, and when the operation of the operation means during the effective operation period satisfies a predetermined condition, the presentation transitions to an advantageous ending indicating that the situation is advantageous to the player, or an unfavorable ending which is the outcome in the event that the advantageous ending is not reached, The pseudo-operation performance transitions to the advantageous ending or the unfavorable ending after the suggestion period without the operation validity period being set. A gaming machine characterized by: