Game machine

JP2025034673AActive Publication Date: 2025-03-13FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023141189
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-31
Publication Date
2025-03-13
Estimated Expiration
2043-08-31

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、無断で遊技機を撮影する行為や、その撮影された動画等をSNS等にアップする行為を効果的に抑止することが可能である。

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Abstract

To provide a game machine capable of effectively inhibiting an act of photographing the game machine without permission and uploading the photographed animation or the like to an SNS or the like.SOLUTION: In a game machine that has display means capable of executing various display performances and light emitting means capable of executing various light emitting performances, and imparts a privilege advantageous to a player when a predetermined condition is satisfied, the display performances include a specific notice performance for displaying a specific image having reliability information regarding appearance of a predetermined event, and a high-reflection performance for increasing visibility of reflection light in a display screen of the display means and / or a transparent plate in the front side, the specific notice performance includes a first-half performance before displaying a specific image and a second-half performance for displaying a specific image, can execute the high-reflection performance before or when starting the second-half performance after execution of the first-half performance, and allows the respective light emitting means to emit light in a first light emitting mode corresponding to the first-half performance in the first-half performance, in a second light emitting mode corresponding to the high-reflection performance in the high-reflection performance, and in a third light emitting mode corresponding to the specific image in the second-half performance.SELECTED DRAWING: Figure 23
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Description

[Technical field]

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

[0002] Gaming machines such as pachinko machines are equipped with various presentation means such as display means such as liquid crystal display means, light emitting means, sound output means, and movable bodies, and presentations are performed using these various presentation means during play (Patent Document 1). In addition, in pachinko machines, if a game ball shot by a shooting means enters a winning hole as it flows down the play area, a predetermined game value is awarded to the player, but it is clear that the state of the nails arranged near the winning hole affects the possibility of winning the winning hole. In recent years, with the spread of camera-equipped mobile devices such as smartphones and the emergence of various SNS (social networking services), information dissemination using photos and videos has become more common at the individual level, but at the same time, the prevalence of nuisance behavior and violation of manners in order to gain followers and views has become a major social problem. In the gaming machine industry, there has also been an increase in cases where players take unauthorized photos of gaming machines in game halls and upload them to SNS without permission. In such cases, the photos are often taken from the front of the gaming area so that the performance content and the state of the nails can be easily seen. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-030912 Summary of the Invention [Problem to be solved by the invention]

[0004] If still images or videos taken in an amusement parlor and uploaded to SNS show nuisance or bad manners, it is conceivable that the poster may be identified as a so-called flame war, which may have a negative impact on third parties. For example, if the amusement parlor where the photo was taken is identified, the amusement parlor, which has done nothing wrong, may suffer negative rumors. The present invention has been made in consideration of the above circumstances, and aims to provide an gaming machine that can effectively prevent unauthorized photographing of the gaming machine and uploading such photographed videos to social networking sites, etc. [Means for solving the problem]

[0005] The present invention relates to a gaming machine that is equipped with a display means capable of various display effects and a light-emitting means capable of various light-emitting effects, and that awards a player with an advantageous privilege when certain conditions are met, wherein the display effects include a specific advance notice effect that displays a specific image having reliability information regarding the occurrence of a specific event, and a high-reflection effect that enhances the visibility of reflected light on the display screen of the display means and / or the transparent plate in front of it, and the specific advance notice effect has a first half effect before the specific image is displayed, and a second half effect that displays the specific image, and after the first half effect is executed, the high-reflection effect can be executed before or at the start of the second half effect, and in the first half effect, the light-emitting means is caused to emit light in a first light-emitting mode corresponding to the first half effect, in the high-reflection effect, the light-emitting means is caused to emit light in a second light-emitting mode corresponding to the high-reflection effect, and in the second half effect, the light-emitting means is caused to emit light in a third light-emitting mode corresponding to the specific image. Effect of the Invention

[0006] According to the present invention, it is possible to effectively prevent the unauthorized photographing of gaming machines and the uploading of such photographed videos to SNS etc. [Brief description of the drawings]

[0007] [Figure 1] 1 is an overall front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. [Diagram 3] 13A to 13C are diagrams showing an example of the reflecting state of frame reflecting sections 301b, 301c, 301e, and 301f in the pachinko machine. [Figure 4] FIG. 2 is a front view of the game board in the pachinko machine. [Diagram 5] This is a front view of the rear support member and fixed decorative means that make up the game board in the pachinko machine. [Figure 6] 2 is a side cross-sectional view of a main part (upper side) of the game board of the pachinko machine. FIG. [Figure 7] 2 is a side cross-sectional view of a main part (lower part) of the game board of the pachinko machine. FIG. [Figure 8] 2 is a diagram showing first and second display areas of a liquid crystal display means in the pachinko machine. FIG. [Figure 9] 2 is an explanatory diagram of the aspect ratio (width to height ratio) of the pachinko machine. [Figure 10] 13 is a diagram showing an example of the correspondence between the distance between the camera and the subject, the direction of the camera, and the shooting area in the pachinko machine. FIG. [Figure 11] 13 is an explanatory diagram showing the state in which the camera is held diagonally downward and diagonally upward in the pachinko machine. FIG. [Figure 12] 13 is a diagram showing an example of a shooting area in the pachinko machine. FIG. [Figure 13] 13 is an explanatory diagram for explaining application of conditions for defining a shooting area SA2 in the pachinko machine. FIG. [Figure 14] 1A and 1B are diagrams showing examples of shooting areas SA1, SA2, and SA2' in the pachinko machine and their corresponding shot images. [Figure 15] 1A and 1B are diagrams showing examples of shooting areas SA11 to SA13 in the pachinko machine and their corresponding shot images. [Figure 16] 1A and 1B are diagrams showing examples of shooting areas SA14 to SA16 in the pachinko machine and their corresponding shot images. [Figure 17]1A and 1B are diagrams showing examples of shooting areas SA17, SA17' in the pachinko machine and their corresponding shot images. [Figure 18] 13 is a diagram showing examples of the minimum rectangular area and its 1 / 4 and 1 / 8 areas in the pachinko machine. FIG. [Figure 19] 13 is an explanatory diagram showing the changes in mini-patterns in the same pachinko machine. FIG. [Figure 20] FIG. 13 is a diagram showing the types of preview effects and the settings of the reliability of a jackpot in the pachinko machine. [Figure 21] FIG. 2 is a diagram showing the overall configuration of the step-up preview performance in the pachinko machine. [Figure 22] This figure shows the types of third and fifth second half effects of the step-up preview performance in the same pachinko machine. [Diagram 23] FIG. 13 is a diagram showing an overview of a specific example of a step-up preview performance in the pachinko machine. [Figure 24] This figure (part 1) shows details of the image changes during the period from the start of high-brightness performance WO11 to the end of high-brightness performance WO12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in this pachinko machine. [Diagram 25] This figure (part 2) shows details of the image changes from the start of high-brightness performance WO11 to the end of high-brightness performance WO12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in the same pachinko machine. [Figure 26] This figure (part 3) shows details of the image changes during the period from the start of high-brightness performance WO11 to the end of high-brightness performance WO12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in the same pachinko machine. [Figure 27] A diagram showing the types of reach preview effects in the pachinko machine. [Figure 28] FIG. 13 is a diagram showing an overview of a specific example of a reach preview performance in the pachinko machine. [Figure 29]FIG. 1 is a diagram (part 1) showing details of the image changes during the period from the start of the high-brightness effect WO21 to the transition to a decorative pattern changing screen, as a specific example of a reach-notice effect in the same pachinko machine. [Diagram 30] FIG. 2 is a diagram (part 2) showing details of the image changes during the period from the start of the high-brightness effect WO21 to the transition to the decorative pattern changing screen, as a specific example of the reach notice effect in the same pachinko machine. [Diagram 31] FIG. 3 is a diagram (part 3) showing details of the image changes during the period from the start of the high-brightness effect WO21 to the transition to the decorative pattern changing screen, among specific examples of reach-notice effects in the same pachinko machine. [Diagram 32] This is a diagram showing an overview of a specific example of button preview performance 1 in the same pachinko machine. [Diagram 33] This figure shows details of the image changes in button introduction performance BA0, one of the specific examples of button preview performance 1 in the same pachinko machine. [Diagram 34] This is a diagram showing details of the image change in high-brightness effect WO31, one of the specific examples of button preview effect 1 in the same pachinko machine. [Diagram 35] This figure shows details of the image change from high-brightness effect WO32 to high-brightness effect WO33, among the specific examples of button preview effect 1 in the same pachinko machine. [Diagram 36] This figure shows the types and contents of dialogue preview performance 1 in the same pachinko machine, the dialogue contents and display colors, and the types of characters. [Figure 37] FIG. 13 is a diagram showing an overview of a specific example of a dialogue preview performance 1 in the same pachinko machine. [Figure 38] FIG. 13 is a diagram (part 1) showing details of image changes during the period from the start of high-brightness effect WO41 to the end of high-brightness effect WO42, among specific examples of dialogue preview effect 1 in the same pachinko machine. [Figure 39] FIG. 2 is a diagram (part 2) showing details of image changes during the period from the start of high-brightness effect WO41 to the end of high-brightness effect WO42, among specific examples of dialogue preview effect 1 in the same pachinko machine. [Diagram 40]FIG. 3 is a diagram (part 3) showing details of image changes during the period from the start of high-brightness effect WO41 to the end of high-brightness effect WO42, among specific examples of dialogue preview effect 1 in the same pachinko machine. [Diagram 41] FIG. 13 is a diagram showing an overview of a specific example of a pseudo consecutive announcement performance in the same pachinko machine. [Diagram 42] This figure shows details of the image changes during the period from the first pseudo-consecutive first half performance PF1A, through the high-brightness performance WO51, to the start of the first pseudo-consecutive second half performance PF1B, as a specific example of a pseudo-consecutive preview performance in the same pachinko machine. [Diagram 43] This figure shows details of the image changes during the period from the second pseudo-consecutive first half performance PF2A, through the high-brightness performance WO52, to the start of the second pseudo-consecutive second half performance PF2B, as a specific example of a pseudo-consecutive preview performance in the same pachinko machine. [Diagram 44] This is a diagram showing an overview of a specific example of button preview performance 2 in the same pachinko machine. [Diagram 45] This is a diagram (part 1) showing details of the image changes in the button teasing performance BB1, one of the specific examples of the button preview performance 2 in the same pachinko machine. [Figure 46] This is a diagram (part 2) showing details of the image changes in the button teasing performance BB1, one of the specific examples of the button preview performance 2 in the same pachinko machine. [Figure 47] This is a diagram (part 3) showing details of the image changes in the button teasing performance BB1, one of the specific examples of the button preview performance 2 in the same pachinko machine. [Figure 48] A diagram showing the types of presentation modes of the interrupt notice presentation in the same pachinko machine. [Figure 49] FIG. 13 is a diagram showing an overview of a specific example of an interrupt notice performance in the pachinko machine. [Figure 50] FIG. 13 is a diagram (part 1) showing details of image changes during the period from the start of high-brightness effect WO71 to the end of high-brightness effect WO73, among specific examples of interrupt notice effects in the same pachinko machine. [Figure 51]FIG. 2 is a diagram (part 2) showing details of image changes during the period from the start of high-brightness effect WO71 to the end of high-brightness effect WO73, among specific examples of interrupt notice effects in the same pachinko machine. [Figure 52] FIG. 3 is a diagram (part 3) showing details of image changes during the period from the start of high-brightness effect WO71 to the end of high-brightness effect WO73, among specific examples of interrupt notice effects in the same pachinko machine. [Diagram 53] FIG. 13 is a diagram showing an overview of a specific example of dialogue preview performance 2 in the same pachinko machine. [Figure 54] FIG. 13 is a diagram (part 1) showing details of image changes during the period from character appearance performance SB1 to line output performance SB3, among specific examples of line preview performance 2 in the same pachinko machine. [Figure 55] FIG. 2 is a diagram (part 2) showing details of image changes during the period from character appearance performance SB1 to line output performance SB3, among specific examples of line preview performance 2 in the same pachinko machine. [Figure 56] 13 is a diagram showing an overview of a specific example of a reliability suggestion effect in the pachinko machine. FIG. [Figure 57] FIG. 13 is a diagram (part 1) showing details of image changes during the period from the first character string start performance PR1 to the second line output performance PR4, as a specific example of a reliability suggestion performance in the same pachinko machine. [Figure 58] FIG. 2 is a diagram (part 2) showing details of image changes during the period from the first character string start performance PR1 to the second line output performance PR4, as a specific example of a reliability suggestion performance in the same pachinko machine. [Figure 59] FIG. 13 is a diagram showing an overview of a specific example of a reach title display presentation in the pachinko machine. [Figure 60] This figure shows details of image changes during the period from the title display start performance TS1 to the title notification performance TS, among specific examples of reach title display performances in the same pachinko machine. [Figure 61] 13 is a diagram showing an overview of a specific example of operation presentation in the pachinko machine. FIG. [Figure 62]This figure shows details of image changes during the period from operation display start presentation BC1 to operation promotion presentation BC2, among specific examples of operation presentations in this pachinko machine. [Figure 63] FIG. 13 is a diagram showing an overview of a specific example of a reach development presentation in the pachinko machine. [Figure 64] FIG. 13 is a diagram (part 1) showing details of image changes during a period of high-brightness effect WOB1, among specific examples of reach development effects in the same pachinko machine. [Figure 65] FIG. 2 is a diagram (part 2) showing details of image changes during a period of high-brightness effect WOB1, among specific examples of reach development effects in the same pachinko machine. [Figure 66] FIG. 3 is a diagram (part 3) showing details of image changes during a period of high-brightness effect WOB1, among specific examples of reach development effects in the same pachinko machine. [Figure 67] FIG. 11 is a diagram showing an overview of a specific example of a step-up preview performance in a pachinko machine according to a second embodiment of the present invention. [Figure 68] This figure (part 1) shows details of the image changes from the start of high-reflection performance TD11 to the end of high-reflection performance TD12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in the same pachinko machine. [Figure 69] This figure (part 2) shows details of the image changes from the start of high-reflection performance TD11 to the end of high-reflection performance TD12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in the same pachinko machine. [Figure 70] This figure (part 3) shows details of the image changes from the start of high-reflection performance TD11 to the end of high-reflection performance TD12 and the transition to a decorative pattern changing screen, as a specific example of a step-up preview performance in the same pachinko machine. [Figure 71] This is a diagram showing an overview of a specific example of button preview performance 1 in the same pachinko machine. [Figure 72] This figure shows details of the image change in high reflection effect TD31, one of the specific examples of button preview effect 1 in the same pachinko machine. [Figure 73] This figure shows details of the image change from high reflection performance TD32 to high reflection performance TD33, one of the specific examples of button preview performance 1 in the same pachinko machine. [Figure 74] FIG. 13 is a diagram (part 1) showing details of image changes during a period including a high-brightness effect WO12 and the high-reflection effects before and after it, among specific examples of step-up preview effects in a pachinko machine according to the third embodiment of the present invention. [Figure 75] FIG. 2 is a diagram (part 2) showing details of image changes during a period including the high-brightness effect WO12 and the high-reflection effects before and after it, among specific examples of step-up preview effects in the same pachinko machine. [Figure 76] FIG. 11 is an explanatory diagram showing another example of a high-brightness image. BEST MODE FOR CARRYING OUT THEINVENTION

[0008] Hereinafter, an embodiment of the invention will be described in detail with reference to the drawings. Figs. 1 to 66 show a first embodiment in which the present invention is applied to a pachinko machine. In Figs. 1 and 2, a gaming machine main body 1 includes an outer frame 2 and a front frame 3 arranged in front of the outer frame 2. The front frame 3 is pivotally attached to the outer frame 2 via a first hinge 4 in the up-down direction arranged at one end side in the left-right direction, for example, at the left end side, so as to be openable, closable, detachable and so on, and can be locked in a closed state relative to the outer frame 2 by a locking means 5 provided on the opposite side in the left-right direction to the first hinge 4, for example, at the right end side.

[0009] 2, the front frame 3 includes a main body frame 6 and a glass door 7 arranged in front of the main body frame 6. The glass door 7 is pivotally attached to the main body frame 6 via a second hinge 8 in the vertical direction arranged at one end in the left-right direction, for example, at the left end, so as to be openable, closable, and detachable, and can be locked in the closed state relative to the main body frame 6 by a locking means 5. The first hinge 4 and the second hinge 8 are arranged, for example, to be coaxial with each other.

[0010] As shown in Fig. 2, the outer frame 2 is formed in a rectangular shape by a pair of left and right vertical frame members 2a, 2b and a pair of upper and lower horizontal frame members 2c, 2d. A resin front cover member 9 is attached to the lower front side of the outer frame 2 so as to connect the lower front sides of the left and right vertical frame members 2a, 2b along the front edge of the lower horizontal frame member 2d. The front cover member 9 protrudes forward from the left and right vertical frame members 2a, 2b, and the main body frame 6 is disposed above it. In addition, the outer frame 2 has an upper outer frame hinge metal fitting 11 constituting the first hinge 4 disposed, for example, at the upper left, and a lower outer frame hinge metal fitting 12 disposed above the front cover member 9 at the lower left.

[0011] The main body frame 6 is made of resin and includes, for example, a rectangular frame portion 13 that can be substantially in contact with the front edge of the outer frame 2 above the front cover member 9, a game board mounting portion 14 provided on the upper side of the frame portion 13, and a lower mounting portion 15 provided on the lower side of the frame portion 13. A game board 16 is detachably mounted on the game board mounting portion 14, for example, from the front side, and a launching means 17 capable of launching game balls toward a game area 23, a lower speaker 18, etc. are arranged on the front side of the lower mounting portion 15. In addition, on the main body frame 6, a main body frame upper hinge metal fitting 19 constituting the first hinge 4 and a main body frame upper hinge metal fitting 20 constituting the second hinge 8 are arranged, for example, on the upper left side, and a main body frame lower hinge metal fitting 21 constituting the first and second hinges 4, 8 are arranged, for example, on the lower left side.

[0012] As shown in Fig. 1 and Fig. 2, the glass door 7 is provided with a resin door base 22 formed in a rectangular shape corresponding to the front side of the main body frame 6. In this door base 22, a window hole 24a of a glass window 24 is formed corresponding to a play area 23 formed on the front side of the play board 16, and multiple (four in this case) upper speakers 25, a blower effect device 26 and other performance means are arranged around the window hole 24a, and an upper decorative cover 27 is attached to substantially cover the upper speaker 25 from the front side. At least a part of the upper decorative cover 27 constitutes a light-emitting lens part having translucency, and one or more LED boards 28 having a large number of LEDs 28a are arranged behind the upper decorative cover 27.

[0013] Also arranged on the lower front side of the door base 22 are an upper tray 30 that stores game balls dispensed from the dispensing means 29 arranged on the rear side of the main body frame 6 and supplies them to the launching means 17, a lower tray 31 that stores surplus balls when the upper tray 30 is full, a launching handle 32 that is operated to activate the launching means 17, etc., and further a lower decorative cover 33 that substantially covers the upper tray 30, lower tray 31, etc. from the front is attached. The lower decorative cover 33 is formed in a forward-facing bulge, and on its upper side are provided operation means such as an effect button 34 that can be pressed by the player and a cross operation means 35.

[0014] In addition, a plurality of frame reflectors 301 are arranged on the front side of the glass door 7 (shown in gray in FIG. 1). The frame reflectors 301 are an example of a reflecting means for reflecting light, and have stronger characteristics of regular reflection (mirror reflection) than diffuse reflection. In this embodiment, the frame reflectors 301 are made of glossy and mirror-finished parts by plating. Plating is a processing method for forming a metal film on the surface of an object by immersing it in a solution, and any type of processing method (electroplating, dry plating, plating-like painting, etc.), any type of metal to be coated (nickel, alumite, gold, etc.), and any color of metal (gold, silver, copper, etc.) may be used. The frame reflectors 301 may be made of a glossy surface made of glass or resin (acrylic, etc.), but it is more preferable to make the frame reflectors 301 of a metal surface by plating as in this embodiment.

[0015] As shown in FIG. 1, the frame reflector 301 is composed of frame reflectors 301a and 301b arranged on the upper side of the glass door 7, frame reflectors 301c and 301d arranged in the vertical middle part of the glass door 7, and frame reflectors 301e and 301f arranged on the lower side of the glass door 7. The frame reflector 301 also includes a dedicated reflector provided in a part that does not have any other function, and a multipurpose reflector provided in a part that has other functions. The frame reflectors 301a and 301b are arranged on the upper side of the upper decorative cover 27, spaced apart from each other on the left and right. The right frame reflector 301b is a multipurpose reflector provided in front of the air blowing device 26, and the left frame reflector 301a is a dedicated reflector.

[0016] The frame reflector 301c is a dedicated reflector arranged at approximately the center in the vertical direction on one of the left and right sides (here, the right side) of the upper decorative cover 27. The frame reflector 301d is arranged on the lower side on the other left and right side (here, the left side) of the upper decorative cover 27, and is a multi-purpose reflector provided in front of the upper speaker 25. The frame reflector 301e is a multi-purpose reflector arranged at a predetermined position of the lower decorative cover 33, for example, on the performance button 34 and its periphery at approximately the center in the horizontal direction, and the frame reflector 301f is a multi-purpose reflector arranged on the front side of the launch handle 32. In this way, it is desirable to arrange at least one frame reflector 301 on each of the "upper", "middle" and "lower" parts of the front side of the glass door 7 (front frame 3).

[0017] In addition, as shown by the broken line in Fig. 1, the player P plays a game facing the front of the gaming machine main body 1 so that his / her head is located in front of the glass window 24, so that all of the frame reflecting parts 301 are located at a position offset from the head of the player P when viewed from the front as shown in Fig. 1. Therefore, it is desirable to arrange the frame reflecting parts 301 in an inclined (or curved) shape so that (at least a part of) its reflecting surface faces the player P (his / her head). For example, it is considered that the frame reflecting part 301a is arranged in an inclined shape so that it faces diagonally downward to the right front, the frame reflecting part 301b is arranged in an inclined shape so that it faces diagonally downward to the left front, the frame reflecting part 301c is arranged in an inclined shape so that it faces diagonally forward to the left, and the frame reflecting part 301d is arranged in an inclined shape so that it faces diagonally upward to the right front, the frame reflecting part 301e is arranged so that it is smoothly curved from the upper surface side to the front surface side of the front side and that the upper surface side faces diagonally upward to the front, and the frame reflecting part 301f is arranged so that a part of it faces diagonally upward to the left front in an approximately bowl shape. As a result, when player P attempts to photograph the gaming machine with a camera such as a smartphone, player P's face will be reflected in the frame reflecting portion 301 and appear in the image, which is expected to act as a deterrent to player P photographing the gaming machine without permission or publishing the photographed image without permission.

[0018] FIG. 3 shows an example of the state in which the figure of the player P is reflected on the frame reflecting parts 301b, 301c, 301e, and 301f. The figure of the player P is reflected as seen from diagonally above right on the approximately spherical frame reflecting part 301b arranged in the upper right part of the gaming machine, as seen from diagonally above right on the approximately flat frame reflecting part 301c arranged in the center right part of the gaming machine, as seen from diagonally in front right on the curved frame reflecting part 301e arranged in the lower center of the gaming machine, as seen from diagonally below front on the curved frame reflecting part 301f arranged in the lower right part of the gaming machine, as seen from diagonally below right on the approximately spherical frame reflecting part 301f arranged in the lower right part of the gaming machine. When the player P photographs the gaming machine with a camera such as a smartphone, the image is likely to show the figure of the player P reflected on one of the frame reflecting parts 301 depending on the direction in which the camera is pointed.

[0019] A glass unit 36 ​​is detachably attached to the rear side of the door base 22 so as to substantially cover the window hole 24a from the rear side, and a vertical hinge end side reinforcing sheet metal 37 arranged along the edge of the first and second hinges 4, 8, a vertical opening / closing end side reinforcing sheet metal 38 arranged along the edge of the opening / closing end side, and a left / right lower side reinforcing sheet metal 39 arranged below the window hole 24a are detachably fixed by screws or the like. In addition, a glass door upper hinge metal fitting 40 constituting the second hinge 8 is arranged on the upper left of the door base 22, and a glass door lower hinge metal fitting 41 is arranged on the lower left.

[0020] In addition, a ball feeding unit 42, a lower tray guide unit 43, etc. are attached to the back side of the lower reinforcing sheet metal 39. The ball feeding unit 42 is for supplying the game balls in the upper tray 30 one by one to the launching means 17, and is arranged corresponding to the front side of the launching means 17. The lower tray guide unit 43 is for guiding surplus balls when the upper tray 30 is full, and foul balls that have been launched by the launching means 17 but have returned without reaching the playing area 23, to the lower tray 31, and is arranged, for example, adjacent to the ball feeding unit 42 on the first and second hinges 4, 8 sides.

[0021] The game board 16 is a so-called transparent game board equipped with a base plate 45 formed of a transparent resin such as polycarbonate, and as shown in Figs. 4 and 5, a guide rail 51, a central display frame unit 52, a normal winning unit 53, a start gate unit 54, a first start winning unit 55, a second start winning means 56, a big winning unit 57, a liquid crystal display means (image display means) 58, a movable performance means 59, a fixed decoration means 60, and the like are attached to the base plate 45. The second start winning means 56 is disposed on the central display frame unit 52, but may be attached to the base plate 45 as a unit separate from the central display frame unit 52. The game board 16 may also use an opaque base plate made of plywood or the like.

[0022] The liquid crystal display means 58, the movable performance means 59, the fixed decoration means 60, etc. are disposed on the rear side of the base plate 45 via a rear support member 61, etc. As shown in Figures 5 to 7, etc., the rear support member 61 integrally comprises a rear wall portion 62 disposed approximately parallel to the base plate 45 and rearward of the base plate 45, and a peripheral wall portion 63 extending approximately forward from the outer periphery of the rear wall portion 62, and is fixed by screws or the like with the front edge side of the peripheral wall portion 63 abutting against the back side of the base plate 45.

[0023] A substantially rectangular opening 62a is formed in the rear wall 62 of the rear support member 61, and the liquid crystal display means 58 is detachably fixed to the rear side of the rear wall 62 with the display screen 58a corresponding to the opening 62a. The movable performance means 59 and the fixed decoration means 60 are disposed within the rear support member 61, that is, behind the base plate 45 and in front of the liquid crystal display means 58, and are detachably fixed to the rear wall 62 etc.

[0024] The guide rail 51 is for guiding the game balls launched from the launching means 17, and is arranged in a substantially circular shape on the front side of the base plate 45 so as to surround the periphery of the play area 23. As shown in FIG. 4 and the like, the guide rail 51 is composed of a plurality of rail members, for example, three rail members 51a to 51c. The first rail member 51a is formed in a substantially arch shape extending from the lower left side of the base plate 45 to the substantially center of the left edge, through the substantially center of the upper edge, and to the upper right. The second rail member 51b is arranged in a substantially arc shape from the upper left to the lower left of the base plate 45 so as to be parallel to the inside of the first rail member 51a. The portion sandwiched between the first rail member 51a and the second rail member 51b is a launch guide passage 66 that guides the game balls launched by the launching means 17 to the play area 23. The third rail member 51c is formed in an approximately L-shape when viewed from the front, along the right and lower edges of the base plate 45, so as to connect the upper right end of the first rail member 51a and the lower left end of the second rail member 51b.

[0025] The central display frame unit 52 constitutes a display frame for the liquid crystal display means 58, and is provided with a display window 74 at approximately the center for viewing the display screen 58a of the liquid crystal display means 58 from the front side, and is detachably attached from the front side to a front-rear penetrating attachment hole (not shown) formed in the base plate 45. This central display frame unit 52 is made of transparent or semi-transparent resin, and as shown in Figures 4, 6, 7, etc., includes a front attachment plate 71 that is arranged outside the attachment hole along the front surface of the base plate 45 and through which game balls can pass in front of it, a decorative frame 72 that is arranged in a roughly gate-like shape when viewed from the front with left and right side decorative frames 72a and an upper decorative frame 72b above it, and that protrudes forward on the inner peripheral side of the front attachment plate 71, and a stage 73 that is provided between the left and right lower ends of the decorative frame 72. The game ball is launched by the launching means 17 and enters the upper side of the game area 23 through the launch guide passage 66, and is divided to the left and right at the top of the upper decorative frame 72b, and flows down either the left flow-down area 76 on the left side of the central display frame unit 52 or the right flow-down area 77 on the right side.

[0026] The central display frame unit 52 is provided with a warp ball entrance 78 through which game balls can enter, in either the left flow-down area 76 or the right flow-down area 77, for example, on the left flow-down area 76 side. The game balls that enter the warp ball entrance 78 from the left flow-down area 76 are guided to the stage guide passage 79 and flow into the stage 73 from its left end side. The stage 73 is formed in a gentle V-shape when viewed from the front, with the center lower than both the left and right ends, and the game balls guided by the stage guide passage 79 are allowed to freely roll in the left and right directions, and then dropped to the front from either the central drop section 80 or the other parts. In addition, a large number of nails 81 that can change the traveling direction of the game balls are arranged near and around the warp ball entrance 78 on the side of the central display frame unit 52.

[0027] In addition, various display means such as a normal symbol display means 91, a normal reserved number display means 92, a first special symbol display means 93, and a second special symbol display means 94 are provided on the central display frame unit 52. Of course, these display means 91 to 94 can be arranged not only on the central display frame unit 52 but also at any position on the front side of the game board 16 in a state where they can be seen from the front side.

[0028] The normal winning unit 53 is disposed along the guide rail 51 at the lower left part of the game area 23, i.e., at the lower side of the left flow-down area 76, and is provided with a plurality of, for example, two normal winning openings 101, 102, one or more, for example, one outlet 103, and game ball detection means 104 for detecting game balls that have entered the normal winning openings 101, 102. The normal winning openings 101, 102 open upward or diagonally upward, and are disposed adjacent to each other on the left and right at positions near the downstream end of the normal winning unit 53.

[0029] Between the normal winning unit 53 and the central display frame unit 52 above it, a number of nails 81 are arranged in multiple rows diagonally downward to the right (so-called path nails), and guide the game ball that has flowed down the left flow area 76 without entering the warp ball entrance 78 to the first start winning entrance 111 described later. Some of the game balls that fall off the path nails enter the normal winning entrances 101, 102, or enter the out hole 103. Therefore, since it is considered that the ease of entering the first start winning entrance 111 and the like varies depending on the state of the path nails (whether the nail intervals in a specific part are wide / narrow, etc.), the arrangement state of the path nails can be of great interest to players. In addition, a windmill 105 is arranged on the upstream end side (left end side) of the path nails. This windmill 105 has a ball distribution function by being composed of one nail and a rotating ornament that can rotate around the nail. Since the probability of allocation to the multiple rows of guide nails is thought to differ depending on the arrangement position of this windmill 105, the arrangement state of this windmill 105 can also be a matter of great interest to players.

[0030] In addition, after a gaming ball that enters the normal winning openings 101, 102 is detected by the gaming ball detection means 104, it is guided to the rear side of the gaming board 16 and discharged outside the machine. For each gaming ball that enters the normal winning openings 101, 102, a predetermined number of prize balls are paid out (a gaming value is awarded). The outlet 103 opens substantially upward, and is disposed adjacent to the upstream side of the normal winning openings 101, 102, i.e., on the left side. A gaming ball that enters the outlet 103 is guided to the rear side of the gaming board 16 and discharged outside the machine.

[0031] The start gate unit 54 is disposed on the right side of the game area 23, i.e., on the right flow-down area 77, and is detachably attached from the front side to a front-rear through-hole formed in the base plate 45. The start gate unit 54 includes a normal symbol start gate 106 through which game balls can pass in the vertical direction, and a game ball detection means 107 for detecting game balls that have passed through the normal symbol start gate 106. The normal symbol start gate 106 is for starting the variation of normal symbols by the normal symbol display means 91, and game balls flowing down the right flow-down area 77 either pass through the normal symbol start gate 106 or flow downstream without passing through the normal symbol start gate 106. A plurality of nails 81 are disposed upstream of the normal symbol start gate 106.

[0032] Here, the normal symbol display means 91 is for displaying normal symbols in a variable manner, and is provided with a plurality of light-emitting bodies (e.g., LEDs) corresponding to a plurality of normal symbols (e.g., two types, "○" and "×"). When a game ball flowing down the right flow-down area 77 passes through the normal symbol start gate 106 and the game ball detection means 107 detects it, the plurality of light-emitting bodies blink so as to emit light in a predetermined sequence. When the winning judgment random number value included in the normal random number information acquired when the game ball is detected by the game ball detection means 107 matches a predetermined winning judgment value, the light-emitting body on the "○" side corresponding to the winning mode (predetermined mode), for example, lights up, and otherwise the light-emitting body on the "×" side corresponding to the losing mode, for example, lights up and stops. When the stopped symbol after the variation of the normal symbol display means 91 becomes a winning mode, a normal profit state occurs. The normal profit state will be described later.

[0033] In addition, when the game ball passes through the normal symbol start gate 106 during the normal reservation period including the pattern change of the normal symbol display means 91 and the normal profit state, the normal random number information acquired thereby is reserved and stored up to a predetermined upper limit of reserved number, for example, 4 pieces, and each time the normal reservation period ends, one piece is consumed and the normal symbol is changed. The number of stored normal random number information (normal reservation number) is notified to the player by the normal reservation number display means 92, etc.

[0034] The first start winning unit 55 is disposed at the lower side in the approximate left-right center of the game area 23, that is, between the central display frame unit 52 and the guide rail 51 below it, and is detachably attached from the front side to a front-rear penetrating attachment hole formed in the base plate 45, and is provided with a first start winning opening 111 and a game ball detection means 112 for detecting a game ball that has entered the first start winning opening 111. The first start winning opening 111 is a non-operational winning opening for starting the variation of the first special symbol by the first special symbol display means 93, and is formed in an upward opening shape corresponding to the lower side of the central drop section 80 provided in the stage 73.

[0035] Between the first start winning unit 55 and the central display frame unit 52 above it, a plurality of nails 81 including so-called "navel nails" and "jump nails" are arranged around the first start winning opening 111 (see the lower diagram of FIG. 4). The "navel nails" are composed of a pair of first and second specific nails 81a, 81b arranged on the left and right of the upstream side (upper side) of the first start winning opening 111, and the nail interval is about 12 mm, and a game ball that passes between these two navel nails 81a, 81b can enter the first start winning opening 111. Note that all game balls that pass between the navel nails 81a, 81b may enter the first start winning opening 111, or the navel nails 81a, 81b may be arranged away from the first start winning opening 111 so that a ball may not enter the first start winning opening 111 even if it passes between the navel nails 81a, 81b. The "jump nails" are composed of a pair of third and fourth specific nails 81c, 81d arranged on the left and right outside of the pair of navel nails 81a, 81b, with the nail interval being about 50 mm, and the game ball can reach the navel nails 81a, 81b via these two jump nails 81c, 81d. Since it is considered that the ease of entering the first start winning hole 111 differs depending on the above-mentioned navel nails and jump nails, especially the arrangement of the navel nails (wide / narrow nail interval, etc.), the arrangement of the navel nails, etc., can be of great interest to players.

[0036] In addition, after the game ball that enters the first start winning hole 111 is detected by the game ball detection means 112, it is guided to the rear side of the game board 16 and discharged outside the machine. For each game ball that enters the first start winning hole 111, a predetermined number of prize balls are paid out (a game value is awarded). In addition, an outlet 114 is provided below the first start winning unit 55 at a position corresponding to the most downstream position of the game area 23. The game ball that enters the outlet 114 is guided to the rear side of the game board 16 and discharged outside the machine.

[0037] Here, the first special symbol display means (symbol display means) 93 is configured by a display means such as a 7-segment type capable of variably displaying one or more first special symbols, for example, one first special symbol, and when a game ball enters the first start winning hole 111 and the game ball detection means 112 detects it (when the symbol start condition is established), the first special symbol is variably displayed for a predetermined time, and when the jackpot determination random number value included in the first special random number information (random number information) acquired when the game ball is detected by the game ball detection means 112 matches a predetermined jackpot determination value, the first special symbol stops in the first jackpot mode, and otherwise stops in the first miss mode. When the stopped symbol after the variation of the first special symbol display means 93 becomes the first jackpot mode (specific mode) (when the predetermined condition is satisfied), a special profit state (profit state) occurs (a privilege is granted). The special profit state will be described later. In addition, while game balls that have flowed down the left flow area 76 can enter the first start winning port 111, game balls that have flowed down the right flow area 77 cannot enter (or it is very difficult to enter) the first start winning port 111.

[0038] The second start winning means 56 is arranged on the front mounting plate 71 on the right side of the central display frame unit 52, downstream of the start gate unit 54 in the right flow down area 77, and is equipped with a second start winning port 115 formed in the front mounting plate 71, an opening / closing member 116 that can change this second start winning port 115 between an open state where a game ball can enter and a closed state where no game ball can enter (or where it is more difficult to enter than in the open state), and a game ball detection means 117 that detects a game ball that has entered the second start winning port 115.

[0039] The second start winning hole 115 is an actuation winning hole for starting the variation of the second special symbol by the second special symbol display means 94, and is formed in a forward opening shape. The opening / closing member 116 can swing around a left-right rotation axis provided on the lower side, for example, and in the closed state, it is approximately flush with the front mounting plate 71 to close the second start winning hole 115, allowing the game ball to pass through the front side, and in the open state, it is inclined backward and downward in front of the front mounting plate 71 to guide the game ball into the second start winning hole 115. When the normal symbol of the normal symbol display means 91 stops in a winning state after variation, this opening / closing member 116 changes from a closed state to an open state for a predetermined time under the control of a normal profit state generating means configured on the main control board, and as a result, the second start winning hole 115 becomes a state in which the game ball can enter (or is easy to enter) (normal profit state). The game ball that enters the second start winning hole 115 is detected by the game ball detection means 117, and then guided to the rear side of the game board 16 and discharged outside the machine. For each game ball that enters the second start winning hole 115, a predetermined number of prize balls are paid out (a game value is awarded).

[0040] Here, the second special symbol display means (symbol display means) 94 is composed of a display means such as a 7-segment type capable of variably displaying one or more, for example, one, second special symbol, and when a game ball enters the second start winning hole 115 that has become open during a normal profit state and the game ball detection means 117 detects it (when the symbol start condition is established), the second special symbol is variably displayed for a predetermined time, and when the jackpot determination random number value included in the second special random number information (random number information) acquired when the game ball is detected by the game ball detection means 117 matches a predetermined jackpot determination value, the second special symbol stops in a second jackpot mode, and otherwise stops in a second miss mode. When the stopped symbol after the variation of the second special symbol display means 94 becomes the second jackpot mode (specific mode) (when a predetermined condition is satisfied), a special profit state occurs (a special benefit is given).

[0041] In addition, when a game ball enters the first and second start winning holes 111, 115 during a special reservation period including during the pattern change of the first special pattern display means 93, during the pattern change of the second special pattern display means 94, and during the special profit state, the first and second special random number information acquired thereby is reserved and stored in a predetermined reservation storage means, with a predetermined upper limit of reserved number, for example, 4 pieces each. Then, when the special reservation period ends, if the reserved memory on the second special pattern side is 1 or more (if the pattern change start condition for the second special pattern is established), the reserved memory of the second special pattern is consumed and the second special pattern is changed, and if only the reserved memory on the first special pattern side is 1 or more (if the pattern change start condition for the first special pattern is established), the reserved memory of the first special pattern is consumed and the first special pattern is changed. In this embodiment, the first special symbol and the second special symbol are not both changing, and when there are reserved memories on both the first special symbol side and the second special symbol side, the second special symbol is given priority for changing. The number of stored first and second special random number information (number of first and second special reserved numbers) is notified to the player by the liquid crystal display means 58, etc., as described later.

[0042] The big prize winning unit 57 is disposed along the guide rail 51 on the downstream side of the second start winning means 56 in the right flow-down area 77, and is detachably attached from the front side to a front-rear penetrating attachment hole formed in the base plate 45. The big prize winning unit 57 includes a big prize winning opening 121, an opening / closing member 122 that can change the big prize winning opening 121 between an open state where game balls can enter and a closed state where game balls cannot enter, one or more, for example, one normal prize winning opening 123, one or more, for example, one outlet 124, game ball detection means 125 that detects game balls that have entered the big prize winning opening 121, and game ball detection means 126 that detects game balls that have entered the normal prize winning opening 123.

[0043] A left-downward inclined surface 128 is provided at the front upper portion of the big prize unit 57 to guide the game ball toward the inside (left side) of the game area 23, and the big prize opening 121 is formed in a horizontally elongated, approximately rectangular shape that opens approximately upward on the inclined surface 128. The opening / closing member 122 is a plate-like member corresponding to the big prize opening 121, and is formed in a left-downward inclined shape in accordance with the inclined surface 128, and is slidable in the front-rear direction between a closed state in which the big prize opening 121 is closed by protruding forward from the front surface of the base plate 45, and an open state in which the big prize opening 121 is opened by retreating to the rear side of the big prize opening 121. The game ball that enters the big prize opening 121 is detected by the game ball detection means 125, and then guided to the rear side of the game board 16 and discharged outside the machine. When the opening / closing member 122 is in the closed state, the game ball that has fallen onto the inclined surface 128 is guided toward the downstream side (left side) by the opening / closing member 122, etc.

[0044] When the first and second special symbols of the first and second special symbol display means 93 and 94 are stopped in the first and second big win modes (specific modes) after fluctuating, the opening and closing member 122 of the big win unit 57 is opened according to a predetermined opening pattern under the control of a special advantage state generating means (advantage state generating means) configured on the main control board, and the game balls flowing down the inclined surface 128 enter the big win opening 121 (special advantage state). Here, the opening pattern of the opening and closing member 122 is configured to execute a predetermined unit opening operation for a predetermined number of rounds such as 5R, 10R, etc. The unit opening operation is an operation of closing the big win opening 121 (switching from an open state to a closed state) on the condition that a predetermined upper limit time (e.g., 28 seconds) has elapsed since the big win opening 121 was opened (switched from a closed state to an open state) or a predetermined upper limit number of game balls (e.g., 9 balls) have entered by that time. For each ball that enters the big prize opening 121, a predetermined number of prize balls are paid out (a game value is awarded).

[0045] After the special advantage state ends, a special game state advantageous to the player occurs with a certain probability. In this embodiment, a special game state, either a time-saving state or a probability-changing state, is generated after the special advantage state ends, according to the jackpot pattern random number value when the jackpot determination random number value included in the first and second special random number information matches the jackpot determination value.

[0046] During the time-saving state, the fluctuation time of the first and second special symbols is switched to a shortened fluctuation time shorter than the normal fluctuation time, the probability of the normal symbols becoming a winning pattern is switched from a normal probability (e.g., 1 / 10) to a high probability (e.g., 1 / 1.3), the fluctuation time of the normal symbols is switched from a normal fluctuation time (e.g., 27 seconds) to a shortened fluctuation time (e.g., 2.7 seconds), and the opening and closing pattern of the second start winning hole 115 is switched from a normal opening and closing pattern (e.g., 0.2 seconds x 1 opening) to an extended opening and closing pattern (e.g., 2 seconds x 3 openings). The time-saving state starts after the special advantage state ends, and ends when the next special advantage state occurs or when the first and second special symbols have changed a predetermined number of times (e.g., 50 times) before that.

[0047] During the probability change state, the probability that the first and second special symbols will become the first and second jackpot patterns is switched to a higher probability (e.g., 1 / 35) than the normal probability (e.g., 1 / 350). In addition, during the probability change state, in principle, switching is also performed in the same way as in the time-saving state. Note that the probability change state begins after the special advantage state ends and ends when the next special advantage state occurs, but other ending conditions such as the number of times the first and second special symbols change may be added.

[0048] The normal winning hole 123 is disposed in an upward opening manner on the downstream side (left side) of the inclined surface 128 on which the big winning hole 121 is provided. A game ball that falls on the inclined surface 128 and flows downstream without entering the big winning hole 121 is guided by a plurality of nails 81 and the like disposed on the upper side of the normal winning hole 123, and is designed to enter the normal winning hole 123 with a high probability. A game ball that enters the normal winning hole 123 is detected by the game ball detection means 126, and then guided to the rear side of the game board 16 and discharged outside the machine. For each game ball that enters the normal winning hole 123, a predetermined number of prize balls are paid out (a game value is awarded). The out hole 124 opens substantially upward and is disposed adjacent to the upstream side of the inclined surface 128, that is, on the right side. The game ball that enters the outlet 124 is guided to the rear side of the game board 16 and discharged outside the machine.

[0049] A plurality of LEDs 129 are arranged in the big prize unit 57. In this embodiment, the LEDs 129 are arranged behind the big prize opening 121, and it is possible to light up the big prize opening 121 and its vicinity according to any presentation pattern. In addition, a number of nails 81 are arranged between the big prize unit 57 and the central display frame unit 52 above it, corresponding to the upper sides of the big prize opening 121, the normal prize opening 123, etc. In addition, a guide member 130 is erected along the third rail member 51c at the upper side of the upstream end (right end) of the big prize unit 57, which guides the game ball that has flowed down the right flow-down area 77 toward the center side of the game area 23, i.e., the left side, above the inclined surface 128. This guide member 130 may be formed integrally with the big prize unit 57, or may be formed integrally with the third rail member 51c.

[0050] Next, the liquid crystal display means 58, movable presentation means 59, fixed decoration means (decorative member) 60, etc., which are arranged behind the base plate 45, will be described with reference to Figures 4 to 7. The liquid crystal display means 58 is an example of a display means capable of various display presentations, and has a rectangular display screen 58a. The display screen 58a is arranged behind the display window 74 so that it is, for example, vertically long, and is supported by a rear support member 61.

[0051] The movable performance means 59 includes a movable body 141, a movable body guide means 142 that movably supports the movable body 141, and a drive means (not shown) that drives the movable body 141. The movable body 141 is formed in a horizontally elongated rectangular shape, and its front side is a decorative surface 143 that is given any decoration such as the main character or logo of the model (here, the decoration of an airplane with a kappa, the main character of the gaming machine, on board), and inside is arranged an LED board 151 having a large number of LEDs 151a that can illuminate the decorative surface 143 by irradiating light substantially forward.

[0052] The movable body guide means 142 supports the movable body 141 in a state in which the movable body 141 can move in a predetermined direction (here, the vertical direction) along the front side of the display screen 58a of the liquid crystal display means 58, and is arranged along both the left and right sides of the liquid crystal display means 58 and is detachably fixed to the front side of the rear wall portion 62 of the rear support member 61. The movable body guide means 142 is provided with a pair of left and right guide rails 142a arranged in the vertical direction, and the left and right ends of the movable body 141 are supported by each of the guide rails 142a so that they can move in the vertical direction.

[0053] The movable body 141 is driven by a driving means such as a stepping motor, and is guided by the movable body guide means 142 to be movable in the vertical direction between an upper position on the upper side of the liquid crystal display means 58 (shown by a solid line in FIG. 6) and a lower position on the front side of the liquid crystal display means 58 (shown by a two-dot chain line in FIG. 7), and is usually held at the upper position, which is the origin position. The upper position (origin position) of the movable body 141 is set above the display window 74 and behind the upper decorative frame 72b, and the lower position (performance position) of the movable body 141 is set inside the display window 74 (here, approximately the center in the vertical direction). Therefore, the movable body 141 is usually retreated to the rear side of the upper decorative frame 72b (origin position) above the display window 74, and at a predetermined timing such as during a reach performance, it descends to the lower position, which is the performance position, and appears inside the display window 74 so as to partially hide the display screen 58a of the liquid crystal display means 58.

[0054] In addition, in this embodiment, the fixed decorative means 60 fixedly arranged on the rear side of the base plate 45 includes an upper fixed decorative means 60a corresponding to the upper side of the display window 74, a lower fixed decorative means 60b corresponding to the lower side of the display window 74, a left fixed decorative means 60c corresponding to the left side of the display window 74, and a right fixed decorative means 60d corresponding to the right side of the display window 74.

[0055] The upper fixed decorative means (specific light emitting means) 60a is in a horizontally elongated, approximately rectangular shape, and is disposed behind the base plate 45 and in front of the movable body 141 and the liquid crystal display means 58, corresponding to the area above the display window 74 in the game area 23. As a result, the area above the display window 74 of the display screen 58a of the liquid crystal display means 58 is substantially entirely disposed behind the upper fixed decorative means 60a. The front side of the upper fixed decorative means 60a is a decorative surface 145, and an LED board 152 having a large number of LEDs 152a capable of emitting light substantially forward to illuminate the decorative surface 145 is disposed inside. The decorative surface 145 is provided with a logo mark (identification information) 305 of a character (here, a kappa), which is one of the model logos of the gaming machine.

[0056] The machine logo is a mark consisting of letters and / or figures that can identify the gaming machine, includes at least a part of the machine name, and refers to a logotype (logo + typography, expressed in letters), a logo mark (logo + mark, expressed in a design or motif), or a combination of these. There are various ways of displaying it, including those printed on the base plate (game board surface), displaceable or non-displaceable structures (flat or three-dimensional shapes), and structures located on the back side of a transparent base plate (game board surface) that can be seen through the base plate. The machine name may be either the model name (the name submitted to the testing organization or the Public Safety Commission of each prefecture) or the sales name (the name when actually sold to a gaming store). The "at least a part of the machine name" displayed in the machine logo may be to the extent that a player can see it and distinguish it from other gaming machines. For example, in the case of a machine with the sales name "Kappa Densetsu 3: The Mystery of Kappa Pond," the main title "Kappa Densetsu 3," and the subtitle "The Mystery of Kappa Pond," the unique parts such as "kappa," "kappa 3," and "kappa pond" correspond to parts of the machine name that enable differentiation from other gaming machines. Note that the machine logo may include characters (such as "cho," "kyoku," and "ju") that are not in the machine name or marks (such as the R mark or the mark of a character that appears). Furthermore, the expressions "specific mark" and "specific identification information" may be used as synonyms for the machine logo, and in the case of multiple logos (including logos other than those representing the machine name), the expressions "first mark" and "second mark" may be used.

[0057] The lower fixed decorative means (specific light-emitting means) 60b has a horizontally elongated, generally rectangular shape, and is disposed behind the stage 73 and in front of the liquid crystal display means 58, with its upper portion located within the display window 74 in a front view, and the other portion located below the display window 74, i.e., behind the stage 73, etc. The front side of the lower fixed decorative means 60b is a decorative surface 146, and inside is disposed an LED board 153 having a number of LEDs 153a capable of illuminating the decorative surface 146 by irradiating light generally forward. The decorative surface 146 is provided with a logotype (identification information) 306 of "Kappa Densetsu," which is one of the model logos of the gaming machine.

[0058] The left fixed decorative means 60c is disposed behind the base plate 45 and in front of the liquid crystal display means 58, corresponding to the area extending from the left side of the display window 74 to the lower left side. The left fixed decorative means 60c has a decorative surface 147 on its front side with any decoration (not shown), and an LED board 154 having a large number of LEDs 154a capable of illuminating the decorative surface 147 by irradiating light substantially forward is disposed inside. The right fixed decorative means 60d is disposed behind the base plate 45 and in front of the liquid crystal display means 58, corresponding to the area extending from the right side of the display window 74 to the lower right side. The right fixed decorative means 60d has a decorative surface 148 on its front side with any decoration (not shown), and an LED board 155 having a large number of LEDs 155a capable of illuminating the decorative surface 148 by irradiating light substantially forward is disposed inside.

[0059] In addition to the logo mark 305 and the logotype 306, one or more marks that can identify the gaming machine are arranged on the gaming board 16 at positions that are visible from the front side. In this embodiment, logo marks 307a to 307e of a kappa character are displayed on the front side of the warp entrance 78, the normal winning unit 53, the first start winning unit 55, the big winning unit 57, and the guide member 130. These marks are not limited to those consisting of only figures such as characters, but may be marks consisting of only letters, or may be marks consisting of figures and letters.

[0060] In addition, "capable of identifying the gaming machine in question" means that characters (arrangement, character color, character font, etc.), patterns (board design, color, etc.), and structures (starting gate, big winning gate, logo, movable objects, etc.) that are unique to the model can be elements (identifying elements) that identify the model in question. Any one of these identifying elements can identify the model, but the addition of multiple elements shortens the time required for identification (easier identification). In contrast, parts that are not decorated, such as nails, windmills, and transparent gaming boards (only transparent parts), are elements that cannot be identified (non-identifying elements). However, even if a non-identifying element (for example, a nail) alone cannot identify the model, a collection of them (a collection of nails = a nail arrangement called a gauge configuration) may make it possible to identify the model.

[0061] Furthermore, on the game board 16, a plurality of board reflectors 311 are arranged within an area visible from the front side through the glass window 24 (shown in gray in Figs. 4, 10, etc.). The board reflectors 311 are an example of a reflecting means for reflecting light, and have stronger characteristics of regular reflection (specular reflection) than diffuse reflection, and in this embodiment are made of a glossy / mirror surface portion plated similarly to the frame reflector 301. Of course, the board reflector 311 may be made of a glossy surface made of glass or resin (acrylic, etc.), but it is more preferable to make it of a metal surface plated as in this embodiment.

[0062] 4, the board reflecting portion 311 is composed of board reflecting portion 311a arranged on the upper side of the game board 16, board reflecting portions 311b and 311c arranged in the approximate middle portion of the game board 16 in the up-down direction, and board reflecting portions 311d to 311f arranged on the lower side of the game board 16. Furthermore, board reflecting portion 311 includes dedicated reflecting portions provided in portions having no other particular functions, and multipurpose reflecting portions provided in portions having other functions.

[0063] The board reflector 311a is a dual-purpose reflector provided in the portion having the logo mark 305 (portion having other functions) and is disposed on the front side (decorative surface 145) of the upper fixed decorative means 60a, which is disposed above the visible area (second display area DA2 described later) of the liquid crystal display means 58 when viewed from the front. The board reflectors 311b and 311c are dedicated reflectors, which are disposed on the left and right of the visible area of ​​the liquid crystal display means 58 when viewed from the front, at approximately the same height as the visible area. The board reflector 311d is a dual-purpose reflector provided in the portion having the logotype 306 (portion having other functions) and is disposed on the front side (decorative surface 146) of the lower fixed decorative means 60b, which is disposed below the visible area of ​​the liquid crystal display means 58 when viewed from the front. The board reflector 311e is a dual-purpose reflector provided in the portion having the logo mark 307c, and is disposed in front of the first start winning hole 111, which is disposed below the visible area of ​​the liquid crystal display means 58 when viewed from the front. The board reflector 311f is a dual-purpose reflector provided in the portion having the logo mark 307e, and is disposed in front of the guide member 130, which is disposed below the visible area of ​​the liquid crystal display means 58 when viewed from the front.

[0064] In this way, it is desirable to place at least one board reflector 311 on each of the "above," "substantially the same height," and "below" the visible area (second display area DA2) of the liquid crystal display means 58 when viewed from the front on the front side of the gaming board 16. By placing such board reflector 311 on the gaming board 16, when a player P tries to take a picture of the gaming machine with a camera such as a smartphone, there is a high possibility that the image of the player P will be reflected by the board reflector 311 and appear in the image, and therefore it is expected to act as a deterrent against the player P taking unauthorized pictures of the gaming machine or publishing the taken images without permission.

[0065] The liquid crystal display means 58 can display an image on the display screen 58a, but the entire display screen 58a is not necessarily visible from the front side of the gaming machine. In this embodiment, a part of the display screen 58a is not visible from the front side because it is blocked by game parts such as the fixed decoration means 60 arranged in front of the liquid crystal display means 58. In the following description, as shown in FIG. 8, the entire display screen 58a of the liquid crystal display means 58 is defined as the first display area DA1, which is the maximum displayable area, and the area of ​​the first display area DA1 that is visible when viewed from the front is defined as the second display area DA2. In addition, when a movable body that can move in front of the liquid crystal display means 58 is mounted, the visible area when viewed from the front changes as the movable body moves. In this way, when the visible area changes due to the movement of the movable body, the maximum area of ​​the visible area that changes may be defined as the second display area DA2, or the visible area when the movable body is at a predetermined origin position may be defined as the second display area DA2. In the case of this embodiment, since the origin position of the movable body 141 exists outside the visible area, the second display area DA2 does not change whether the former or latter is adopted.

[0066] Next, a description will be given of the presentation centered on image display on the liquid crystal display means 58. The presentation means used for this presentation include, in addition to the liquid crystal display means 58, light emitting means such as the LED 28a on the front frame 3 side and the LEDs 151a to 155a on the game board 16 side, sound output means such as the speakers 18, 25, and the movable body 141, and various presentations are performed by controlling these means by a presentation execution means constituted by a presentation control board.

[0067] The liquid crystal display means 58 displays various performance images, notification images, etc., and as shown in Figure 4, comprises decorative pattern display means 161, mini pattern display means 162, reserved image display means 163, etc., and in parallel with the varying display of the first and second special patterns by the first and second special pattern display means 93, 94, the decorative pattern display means 161 can vary and display the decorative pattern 164, and the mini pattern display means 162 can vary and display the mini pattern 165, respectively. In addition, the reserved image display means 163 can display various images such as the first and second reserved images X1-X4, Y1-Y4 which indicate the number of first and second special reserved items.

[0068] The decorative symbol display means 161 is configured to be capable of variably displaying decorative symbols 164 by the liquid crystal display means 58 based on the entry of a game ball into the first and second start winning holes 111, 115 (establishment of a predetermined symbol start condition). The decorative symbols 164 include a left decorative symbol (first decorative symbol) 164a variably displayed on the left end side of the display screen 58a, a right decorative symbol (second decorative symbol) 164b variably displayed on the right end side of the display screen 58a, and a middle decorative symbol (third decorative symbol) 164c variably displayed approximately in the center in the left-right direction of the display screen 58a, and each of the decorative symbols 164a to 164c is configured as a symbol row in which a plurality of symbols are endlessly arranged. In addition, each of the decorative patterns 164a to 164c has a main body portion (number portion) 166 consisting of numbers such as "1" to "8" and the like, and characters and other decorative portions 167 accompanying this main body portion 166. The display can be changed to a number of different display modes, including a non-decorative display mode in which the main body portion 166 is displayed but the decorative portion 167 is not displayed, and a decorative display mode in which both the main body portion 166 and the decorative portion 167 are displayed, and it is also possible to enlarge, reduce, change the display position, etc.

[0069] The decorative symbols 164a-164c start to change by vertical scrolling or the like all at once according to a predetermined change pattern at approximately the same time as the first and second special symbols start to change, and stop in a predetermined order such as left, right, center, etc., or approximately at the same time, so as to finally stop in accordance with the stop of the first and second special symbols. Note that when the decorative symbols 164a-164c stop in a combination (predetermined combination) in which all the symbols are the same, such as "2·2·2" or "7·7·7", it is a big win presentation mode, and otherwise it is a miss presentation mode, etc., and when the first and second special symbols are in the first and second big win modes, the decorative symbols 164a-164c are in the big win presentation mode, and when the first and second special symbols are in the first and second miss modes, the decorative symbols 164a-164c are in the miss presentation mode. It should be noted that the decorative pattern display means 161 is not limited to arranging the decorative patterns 164a to 164c in the left-right direction and changing them by vertical scrolling, etc., but may also arrange the decorative patterns 164a to 164c in the up-down direction and change them by horizontal scrolling, etc.

[0070] The fluctuation pattern of the decorative pattern 164 starts with a normal fluctuation in which each row of the decorative patterns 164a to 164c fluctuates, and if a reach state such as "2·↓·2" or "7·↓·7" is established during the normal fluctuation, it is configured to go through one or more stages of reach performance (N reach, S reach, SP reach, etc.) and finally stop. A reach fluctuation pattern is when the normal fluctuation develops into a reach performance and becomes a jackpot performance mode or a miss performance mode, and a normal fluctuation pattern is when the normal fluctuation develops into a miss performance mode without developing into a reach performance mode.

[0071] The mini symbol display means 162 executes a mini symbol variation effect that displays a mini symbol in synchronization with the variation of symbols by the first and second special symbol display means 93, 94, and is configured to be able to vary and display a mini symbol 165 by the liquid crystal display means 58 in response to the variation of the decorative symbol 164 based on the entry of a game ball into the first and second start winning holes 111, 115. The decorative symbol 164 is not always displayed even during the variation of the first and second special symbols, and may disappear partly or entirely from the screen depending on the content of the performance such as a reach performance, whereas the mini symbol 165 is always displayed on the liquid crystal display means 58 during the variation of the first and second special symbols. Note that the mini symbol 165 may disappear from the screen during a part of the period during which the first and second special symbols vary. Also, the mini symbol 165 may be difficult or impossible to see during a part of the period when the movable body 141 moves.

[0072] The mini pattern 165 has the same number of pattern rows (three in this case) and the type of pattern (number patterns from "1" to "8" in this case) as the decorative pattern 164, but has only a main body with numbers such as "1" to "8" and no decorative part, and is displayed in a smaller size than the decorative pattern 164 near the periphery of the display screen 58a as shown in FIG. 4. The display state of the mini pattern 165 is only a "change stop state" and a "high-speed change state", and there is no speed change during the change (deceleration, frame advance, etc.) like the decorative pattern 164. When the first and second special patterns start to change, the change stop state due to a predetermined change start result or the previous stop result is instantly switched to a predetermined change start result, and then each pattern row changes in a high-speed change state in a cyclical change at a predetermined speed, and when the first and second special patterns stop changing, the high-speed change state is switched to a change stop state due to a predetermined change stop result. In addition, the speed of change of the mini pattern 165 during the high-speed changing state is always constant, and as shown in Figure 19, the high-speed changing display of the mini pattern 165 is performed at a speed where the pattern row goes around once every N frames on the liquid crystal display means 58 which displays moving images at a predetermined frame rate (60 fps, etc.).

[0073] In addition, in the decorative pattern 164, the variation stop number is the variation start number for the next variation, but the mini pattern 165 is always set to a predetermined variation start number, and when the variation starts, the variation stop number of the previous variation is instantly switched to a predetermined variation start number, and then the high-speed variation starts from that variation start number. This is because if the previous variation was a reach-miss variation or a jackpot variation, if the variation stop number is used as the variation start number to start the variation of the mini pattern 165, the high-speed variation will occur with the left and right patterns or all patterns aligned, which may give the player the misunderstanding that it will be a reach or jackpot again. Therefore, the variation start number of the mini pattern 165 must be set to a number that is unrelated to reach or jackpot, such as "1·3·5". The variation stop number of the mini pattern 165 is the same as the variation stop number of the decorative pattern 164.

[0074] The reserved image display means 163 executes a reserved display performance that displays a reserved image indicating the number of random number information stored in the reserved storage means, and is configured to be able to display the first and second reserved images X1-X4, Y1-Y4, etc., indicating the number of first and second special reserved items, on the liquid crystal display means 58 in a state where they are superimposed on the front side of a predetermined reserved base image 168, as shown in Fig. 4. The reserved image display means 163 additionally displays one of the first and second reserved images X1-, Y1- on the reserved base image 168 when the number of first and second special reserved items increases based on the entry of game balls into the first and second start winning holes 111, 115, and shifts the first and second reserved images X1-, Y1- by one toward the front of the queue (for example, the right side of the screen) when the number of first and second special reserved items decreases based on the start of a new variation of the first and second special patterns by the first and second special pattern display means 93, 94. The reserved base image 168 is displayed on the periphery of the display screen 58a or in the vicinity thereof, and in this embodiment, is displayed in a horizontally elongated shape along the lower edge of the display screen 58a.

[0075] Next, the screen ratio (aspect ratio) and the shooting area when a player shoots a gaming machine will be described. When a player shoots a gaming machine, the purpose is often to post the video on a video posting (sharing) site. Here, a video posting (sharing) site is one of the SNS (Social Networking Services), and refers to a service for PCs and mobile information terminals (smartphones, etc.) that allows users to upload long / short videos they have created and share them on the Internet. While this video posting (sharing) site has the advantage that it is relatively easy to post videos and that individuals can easily connect with each other, there has been an increase in cases where inappropriate video posts or their dead copies are spread, causing damage to third parties (individuals and companies) appearing in the videos, which has become a major social problem.

[0076] On video posting (sharing) sites, the aspect ratio, i.e., the screen ratio (width to height ratio) of long videos posted mainly for viewing on PCs is often set to 9:16 (see Figure 9(a)), which is horizontal (hereafter referred to as "landscape screen"), whereas, for short videos posted mainly for viewing on smartphones, the screen ratio (width to height ratio) of short videos is often set to 16:9 (see Figure 9(b)), which is vertical (hereafter referred to as "portrait screen"). These screen ratios are often stipulated as rules on video posting (sharing) sites, and users must follow them.

[0077] Even if the screen ratio is the same, the shooting area varies greatly depending on the distance between the camera and the subject and the direction of the camera. Figures 10(a) to (c) all show a state in which the photographer (player) points the camera almost horizontally toward the subject (game machine). All of them are assumed to be shot with the screen display of the liquid crystal display means 58 as the center, and the height position of the camera is the same (almost in front of the liquid crystal display means 58), but the distance D from the subject (game machine) is different, with Figure 10(a) being about 0.8 m, Figure 10(b) being about 0.6 m, and Figure 10(c) being about 0.2 m. Figures 10(A) to (C) also show specific examples of the shooting area on a landscape screen in the cases of Figures 10(a) to (c). As is clear from Figures 10(A) to (C), the shooting area becomes wider as the distance from the subject increases, and a wider range of the subject can be captured in the image, but the size of each part of the subject becomes relatively smaller compared to the size of the image. Conversely, the smaller the distance from the subject, the narrower the shooting area becomes, and only a small range of the subject can be captured in the image, but the size of each part of the subject becomes larger relative to the size of the image.

[0078] In the case of FIG. 10(a) where the distance from the subject is about 0.8 m, not only the screen of the liquid crystal display means 58 but also a wide range including the surrounding area is included in the shooting area as shown in FIG. 10(A). In addition, because the shooting is done with a landscape screen, the adjacent gaming machine is also partially included in the shooting area. In this way, if you want to shoot not only the screen display of the liquid crystal display means 58 but also the light-emitting effects and movable body effects of the surrounding area, it is necessary to shoot at a certain distance from the subject as shown in FIG. 10(a). In the case of FIG. 10(b) where the distance from the subject is about 0.6 m, as shown in FIG. 10(B), the shooting area and the screen of the liquid crystal display means 58 are approximately aligned in the vertical direction, so the screen display of the liquid crystal display means 58 is easier to see than in the case of FIG. 10(a). However, since the top and bottom of the liquid crystal display means 58 are not included in the shooting area, it is not suitable for shooting including the light-emitting effects and movable body effects. In this way, when it is desired to take a picture focusing on the screen display of the liquid crystal display means 58, it is desirable to take a picture at a distance where the shooting area and the screen of the liquid crystal display means 58 are approximately aligned vertically (in the case of a horizontally long screen) as shown in Fig. 10(b) and Fig. 10(B). Also, in the case of Fig. 10(c) where the distance from the subject is about 0.2 m, only a part of the screen of the liquid crystal display means 58 is included in the shooting area as shown in Fig. 10(C). When taking a picture of the screen display of the liquid crystal display means 58 as the subject, it is considered that there is little need to enlarge only a part of the screen display in this way. On the other hand, when taking a picture of a nail or a movable object as the subject, it is quite conceivable that there is a need to partially enlarge the subject, and in such a case, it is desirable to take a picture by approaching the subject as shown in Fig. 10(c).

[0079] In addition, in Fig. 10(a)-(c), an example is shown in which the photographer (player) points the camera almost horizontally toward the subject (game machine), but depending on the area to be mainly photographed, the camera may be held in an orientation other than horizontal. For example, if the photographer wants to mainly photograph the lower part of the game machine, such as the start winning hole 111 and the performance button 34, the camera may be held diagonally downward as shown in Fig. 11(a1), and if the photographer wants to mainly photograph the upper part of the game machine, such as the movable body arranged on the upper side of the game board 16 and the data display arranged on the upper side of the game machine, the camera may be held diagonally upward as shown in Fig. 11(a2). Of course, even when the camera is held diagonally as in Fig. 11(a1) and (a2), the distance between the camera and the subject may be adjusted appropriately depending on the area to be mainly photographed (not shown).

[0080] Next, a specific example of the shooting area will be described. FIG. 12 shows a plurality of examples of the shooting area of ​​each of the horizontal and vertical screens for the game board 16. Video contributors of game machines often shoot mainly on the liquid crystal display. This is because, for users who are going to watch videos about game machines on a video posting (sharing) site, there is a high demand to see the preview effect, reach effect, big win confirmation effect (premium effect), game result (result display), etc., included in the liquid crystal display. Note that, in the case of a pachislot machine (a reel type game machine), video contributors often shoot mainly on the liquid crystal display as in the case of a pachinko machine, but in the case of a pachislot machine, the reel (reel) is also often included in the shooting range. This is because, for users who are going to watch videos about pachislot machines on a video posting site, there is a high demand to see the combination of the liquid crystal display (for example, a specific character) and the pattern (for example, a bell or watermelon) stopped and displayed on the reel.

[0081] In view of the above circumstances, the photographing areas SA1, SA2, and SA2' shown in FIG. 12 indicate the photographing areas when photographing the liquid crystal display of the gaming machine as the center. FIGS. 14(a)-(c) show an example of the photographing areas SA1, SA2, and SA2' and the corresponding photographed images (as displayed on a smartphone). When photographing the liquid crystal display as the center, it is usually not conceivable that the liquid crystal display means 58 will fall outside the photographing area. Therefore, the photographing area SA1 (FIG. 14(a)) is the smallest specific area (condition 3) among the virtual areas (condition 2a) that are rectangular when viewed from the front and have a screen ratio (aspect ratio) of 16:9 and that include the entire second display area DA2 (FIG. 8) of the liquid crystal display means 58 (condition 1a). Moreover, the photographing area SA2 (FIG. 14(b)) includes the entire second display area DA2 (FIG. 8) of the liquid crystal display means 58 (condition 1a) and is the smallest specific area (condition 3) among the virtual rectangular area (condition 2b) when viewed from the front with a screen ratio (aspect ratio) of 9:16. Furthermore, the photographing area SA2' (FIG. 14(c)) includes the entire second display area DA2 (FIG. 8) of the liquid crystal display means 58 and the logotype 306 (part of the identification information) (condition 1b) and is the smallest specific area (condition 3) among the virtual rectangular area (condition 2b) when viewed from the front with a screen ratio (aspect ratio) of 9:16.

[0082] In this way, the photographing areas SA1, SA2, and SA2' are specific areas obtained by satisfying all of the conditions 1a or 1b, 2a or 2b, and 3. Here, the application of these three conditions will be described using the photographing area SA2 (FIG. 14(b)) as an example. First, there are countless areas that satisfy the condition 1a, "including the entire second display area DA2 of the liquid crystal display means 58", as shown in FIG. 13(a) because the shape (portrait or landscape, rectangular or other) and size are not determined. There are countless areas that satisfy the condition 2b, "rectangular when viewed from the front with a screen ratio (aspect ratio) of 9:16", as shown in FIG. 13(b) because the position and size are not determined. There are countless areas that satisfy both the conditions 1a and 2b, as shown in FIG. 13(c) because the size and other factors are not determined. In addition to these conditions 1a and 2b, the shape, size and vertical position of the area that satisfies the condition 3 "minimum" are determined as shown in Fig. 13(d). However, even in this case, the horizontal position (condition 4) is not determined as shown in Figs. 13(d1) to (d3). However, since the photographer's position in the shooting area of ​​the LCD screen when shooting is arbitrary and unpredictable, this embodiment does not stipulate this condition 4. Note that the shooting area SA2 is exemplified as a case where the second display area DA2 of the LCD display means 58 is positioned substantially in the center of the shooting area (Fig. 13(d3)).

[0083] Since this shooting area SA2 is horizontally long with a screen ratio (aspect ratio) of 9:16, unless the aspect ratio of the second display area DA2 is 9:16 or wider, there will be areas (hereinafter referred to as "surplus areas") on the left and right of the area (hereinafter referred to as "main area") where the liquid crystal display, which is the main shooting subject, is displayed. Since gaming machines do not have much space in the horizontal direction, it is unlikely that an extremely horizontal screen with an aspect ratio exceeding 9:16 will be adopted in order to secure a large liquid crystal display area. The same is true for the shooting area SA2'. Since the shooting area SA1 is vertically long with a screen ratio (aspect ratio) of 16:9, there will be areas above and below the area where the liquid crystal display, which is the main shooting subject, is displayed, where there are areas where the parts that are not the main shooting subject are displayed.

[0084] In this embodiment, each of the shooting areas SA1, SA2, and SA2' is configured so that the area (here, the surplus area described above) includes at least a part of the board reflecting portion 311. That is, as shown in Figures 14(a) to (c), the shooting area SA1 includes substantially all of the board reflecting portions 311a, 311d, and 311e, the shooting area SA2 includes substantially all of the board reflecting portions 311b and 311c, and the shooting area SA2' includes substantially all of the board reflecting portions 311b, 311c, 311d, and 311f. When player P takes a photo of the gaming machine's LCD display using a camera on a smartphone or the like, there is a high possibility that player P's upper body, especially his or her face, will be reflected by the board reflector 311 (shown in gray in Figures 14(a) to (c)) and appear in the image, regardless of whether the shooting area is SA1, SA2, or SA2'. Therefore, it is expected that this will act as a deterrent to player P taking unauthorized photos of the gaming machine or publishing the captured images without permission.

[0085] Video contributors of gaming machines often shoot mainly on the LCD display as described above, but they may also shoot mainly on parts other than the LCD display, such as a specific winning hole (winning hole, out hole) or the nails 81 upstream of the winning hole. The shooting areas SA11 to SA17, SA17' shown in FIG. 12 are examples of shooting mainly on parts other than the LCD display, and all of them are portrait screens with a screen ratio (aspect ratio) of 16:9. Of course, they may also be landscape screens with a screen ratio (aspect ratio) of 9:16. FIGS. 15 to 17 show examples of shooting areas SA11 to SA17, SA17' and their corresponding shot images (displayed on a smartphone).

[0086] The photographing areas SA11, SA12 (FIGS. 15(a) and (b)) are centered on the first start winning hole (specific ball hole) 111 and the navel nails 81a, 81b (specific nails) upstream of it. The first start winning hole 111 is the winning hole called the "navel" and is the part that players check most carefully, so it is likely to be the subject of photography. The photographing area SA12 includes the navel nails 81a, 81b and the jump nails 81c, 81d, while the photographing area SA11 is narrower and includes the navel nails 81a, 81b but not the jump nails 81c, 81d.

[0087] The photographing area SA13 (FIG. 15(c)) includes the first start winning hole 111 and the navel nails 81a, 81b and jump nails 81c, 81d on the upstream side thereof, as well as the so-called path nails (specific nails) that guide the game ball toward the first start winning hole 111, and the normal winning holes (specific ball winning holes) 101, 102 located below the path nails. The path nails are parts that affect winning at the first start winning hole 111, so they may be photographed together with the first start winning hole 111. The photographing area SA14 (FIG. 16(d)) is obtained by slightly narrowing the photographing area SA13, thereby excluding the first start winning hole 111 and the navel nails 81a, 81b and jump nails 81c, 81d on the upstream side thereof from the area.

[0088] The shooting area SA15 (Fig. 16(e)) is centered on the windmill (specific nail) 105. The windmill 105 has a ball distribution function, and the distribution probability for the multiple rows of path nails is thought to differ depending on the arrangement position of the windmill 105, so it may be a target for shooting. The shooting area SA16 (Fig. 16(f)) is centered on the large prize winning hole (specific ball winning hole) 121 and the nails (specific nails) 81 on the upstream side surrounding it. The large prize winning hole 121 is a winning hole called "attacker", and when a game ball enters here, a relatively large amount of game value (for example, 15 balls per winning) is awarded as a prize ball (award of game value), so it may be a target for shooting. The shooting area SA17 (Fig. 17(g)) is centered on the out hole (specific ball winning hole) 124 and the nails (specific nails) 81 on the upstream side surrounding it. This outlet 124 is located upstream of the large prize opening 121, and discharges the game ball outside the game area if the game ball flowing down the right flow area 77 deviates from the route to the large prize opening 121 upstream of the large prize opening 121, and therefore may be subject to photography.

[0089] In this way, when a video creator of a game machine takes a picture of a specific ball entry area (winning hole, out hole) or the nails 81 upstream of the area other than the liquid crystal display, it is necessary to narrow the shooting area so that the shooting target is captured to a certain extent so that the arrangement of the nails can be clearly seen. Therefore, the shooting areas SA11 to SA17 in this embodiment are 1 / 4 or less, or even 1 / 8 or less, of the minimum rectangular area that includes the entire game area 23. Figure 18 shows examples of 1 / 4 and 1 / 8 areas of the minimum rectangular area in this embodiment.

[0090] In this way, the shooting areas SA11 to SA17 are set to be narrow areas in order to capture a large image of the target, so it is difficult to recognize which part of which gaming machine is captured by looking at the image, and there is a possibility that uploading the image to an SNS will not gain the sympathy of others. Therefore, in this embodiment, each of the shooting areas SA11 to SA17 is configured to include a mark that can identify the gaming machine within the area. That is, the shooting areas SA11 to SA13 include a logo mark 307c, the shooting area SA14 includes a logo mark 307b, the shooting area SA15 includes a logo mark 307a, and the shooting areas SA16 and SA17 include a logo mark 307d. As a result, a person who sees the image corresponding to the shooting areas SA11 to SA17 can easily identify the gaming machine and its part that is the target of the image by using the marks as clues.

[0091] Moreover, each of the above-mentioned shooting areas SA11 to SA17 is configured to include at least a part of the board reflecting portion 311 within the area. That is, the shooting area SA11 includes a part of the board reflecting portion 311e, the shooting area SA12 includes substantially the entire board reflecting portion 311e and a part of the board reflecting portion 311d, the shooting area SA13 includes substantially the entire board reflecting portion 311e, a part of the board reflecting portion 311d, and a part of the frame reflecting portions 301d and 301e, the shooting area SA14 includes a part of the board reflecting portion 311d, the shooting area SA15 includes a part of the board reflecting portions 311b and 311d, the shooting area SA16 includes a part of the board reflecting portion 311d, and the shooting area SA17 includes a part of the board reflecting portion 311f. When player P uses a camera on a smartphone or the like to take pictures of parts of the gaming machine other than the LCD display, as shown in Figures 15 to 17, there is a high possibility that player P's upper body, especially his or her face, will be reflected by the reflecting portions 301, 311 (shown in gray in Figures 15 to 17) and appear in the image regardless of which of the shooting areas SA11 to SA17 he or she is in. Therefore, it is expected that this will act as a deterrent to player P taking unauthorized pictures of the gaming machine or publishing the captured images without permission.

[0092] In this embodiment, regarding the photographing area when photographing a part other than the liquid crystal display, no light emitting means is arranged between the main photographing target part (winning hole, outlet, etc.) and the board reflector 311. This is to prevent backlighting during photographing if a light emitting means is arranged in that part, making it difficult for the figure of the player P who is photographing to be reflected in the board reflector. On the other hand, it is preferable to arrange a light emitting means on the opposite side of the board reflector 311 from the main photographing target part (winning hole, outlet, etc.). In this embodiment, an LED 129 is arranged in a part corresponding to the big prize hole 121 of the big prize unit 57. As a result, when the player P who is photographing holds the camera so that the photographing area is SA17 (FIG. 17(g)) to photograph the outlet 124 and its upstream peripheral part as the center, the light of the LED 129 is picked up and it is difficult to focus, so it is considered to shift the photographing area from SA17 (FIG. 17(g)) to SA17' (FIG. 17(h)) to avoid the LED 129. In this case, the proportion of the board reflecting portion 311f in the new photographing area SA17' will be larger than that in the photographing area SA17, so that the possibility of the face of the player P appearing in the image will be increased.

[0093] Next, specific examples of effects during the variation of the decorative pattern 164 (there may be periods when at least a part of the decorative pattern 164 is not displayed) will be explained, focusing on the image effects by the liquid crystal display means 58, the light-emitting effects by light-emitting means such as the LED 28a, and the sound output effects by the speakers 18, 25, etc. Note that the light-emitting means for the light-emitting effects can be broadly divided into those that use the LED 28a on the front frame 3 side as a light source, and those that use the LEDs 151a to 155a on the game board 16 side as a light source, but in the following explanation, the former will be referred to as the "frame side lamp La" and the latter as the "board side lamp Lb" as necessary, and they will be collectively referred to as the "effect lamp L".

[0094] Below, as specific examples of the preview performances executed during the pattern change, eight types of preview performances, namely, step-up preview performance, reach preview performance, button preview performance 1, dialogue preview performance 1, pseudo consecutive preview performance, button preview performance 2, interrupt preview performance, and dialogue preview performance 2, will be explained in order. These eight types of preview performances are selected and executed based on the setting of the jackpot reliability as shown in FIG. 20. Here, the "jackpot reliability" is an example of the reliability regarding the occurrence of a predetermined event, and here refers to the reliability that the decorative pattern 164 will become a jackpot performance mode. After explaining these eight types of preview performances, several examples (reliability suggestion performance, reach title display performance, operation performance, reach development performance) of various performances that can be adopted as part of these various preview performances, etc. will be explained.

[0095] In addition, the contents described below for each effect are not limited to each effect, and may be adopted for other effects. For example, the configuration of the high brightness effect that appears in the step-up notice effect may be adopted in other notice effects such as reach notice effects and dialogue notice effects, or in partial effects such as reliability suggestion effects.

[0096] [Step Up Preview] 21 to 26 show an example of a step-up notice performance executed during normal fluctuation in a reach fluctuation pattern or a normal fluctuation pattern. The step-up notice performance (specific notice performance) is a performance executed up to a predetermined stage among a plurality of stages (here, five stages) of performance steps according to the reliability of a jackpot, and is set so that the reliability of a jackpot increases as the stage of the performance step progresses.

[0097] As shown in FIG. 21, in this step-up preview performance, five kinds of characters, an elephant, a lion, a fox, a squirrel, and a bear, which correspond to the first to fifth performance steps, each take turns shooting an arrow at a balloon, and the performance steps proceed until an arrow shot by one of the characters hits the target and the balloon bursts. First, a step-up introduction performance ST0 is performed, which indicates that the step-up preview performance is about to start (FIG. 21(a)). In this step-up introduction performance ST0, the five kinds of characters each aiming at a balloon appear all at once, suggesting the content of the step-up preview performance. Of course, the characters may appear in the order of the corresponding performance steps: elephant → lion → fox → squirrel → bear, or in any other order.

[0098] Following the step-up introduction performance ST0 (Fig. 21(a)), the first step performance ST1 begins as the first stage. The first step performance ST1 is made up of a first first half performance ST1A and a first second half performance ST1B, with the first first half performance ST1A being executed first. In this first first half performance ST1A, a scene is played in which the first character, an elephant, fires an arrow (Fig. 21(b1)), and if the arrow hits a balloon (Fig. 21(d1)), it is determined that the performance step will end at the first stage, and the first second half performance ST1B is executed. The second half performance, including this first second half performance ST1B, will be described later.

[0099] On the other hand, if the arrow shot by the elephant does not hit the balloon (FIG. 21(c1)), the first second half performance ST1B is not executed, and the second first half performance ST2A of the second step performance ST2 is started as the second stage. In this second first half performance ST2A, a scene in which the second character, a lion, shoots an arrow is performed (FIG. 21(b2)). If the arrow hits the balloon (FIG. 21(d2)), it is determined that the performance step ends at that second stage, and the second second half performance ST2B is executed. In this way, arrows are shot in the order of the elephant, lion, fox, squirrel, and bear until the arrow shot by any character hits the balloon (FIGS. 21(b1)-(b5)). When the arrow hits the balloon (FIGS. 21(d1)-(d5)), it is determined that the performance step ends at that stage, and the second half performances ST1B-ST5B corresponding to that stage are executed. In addition, since the step-up preview performance in this embodiment only exists up to the fifth stage, the arrow shot by the bear in at least the fifth first half performance ST5A will definitely hit the balloon (Figure 9 (d5)).

[0100] In addition, in the step-up preview performance of this embodiment, multiple types (here, five types of each) of the first to fifth latter half performances ST1B to ST5B are provided, and one of the multiple types is selected depending on the reliability of the occurrence of a specified event (here, the reliability of a jackpot).

[0101] FIG. 22 illustrates five types of modes (variations) for each of the third second half performance ST3B and the fifth second half performance ST5B among the first to fifth second half performances ST1B to ST5B. Of course, similar variations using the respective characters are prepared for the other first, second, and fourth second half performances ST1B, ST2B, and ST4B, but they are omitted here. In the first to fifth second half performances ST1B to ST5B, the reserved pedestal image 168 is displayed at the lower side of the display screen 58a, and the mini pattern 165 is displayed at the upper side of the display screen 58a, and the first and second reserved images X1 to X4, Y1 to Y4, etc. are displayed in front of the reserved pedestal image 168, and the step-up notice performance image 169 is displayed behind the reserved pedestal image 168 and the mini pattern 165. However, in the first half performance, the reserved pedestal image 168 may be displayed, and the reserved pedestal image 168 may not be displayed during the second half performance. This makes it possible to enlarge the display area of ​​the latter half performance for displaying the jackpot reliability, and to execute a more impactful display performance. In the first to fifth latter half performances ST1B to ST5B, the decorative pattern 164 during the change is not displayed.

[0102] The five types of third second half performances ST3Ba to ST3Be shown in Figures 22 (a1) to (e1) have in common the step-up preview performance image 169 in that it features a fox, which is the character of the third step performance ST3, and in the basic screen layout centered around the fox and a specified text image, but they differ in the content of the displayed text image, the display mode of the text image (here, the display color), and the display color (base color) of at least a portion of the step-up preview performance image 169.

[0103] That is, the step-up notice performance images 169 of the third latter half performances ST3Ba to ST3Be shown in Fig. 22(a1) to (e1) are common in that the character image of a fox is displayed large in a positional relationship that divides the background image into a left background image and a right background image, and a character image consisting of a predetermined line string (which may be composed of only one character) is displayed horizontally in front of the character image (fox) and the background image so as to straddle them. On the other hand, the content of the line string is different for all five types, and the content of the line string corresponding to the third latter half performances ST3Ba to ST3Be is "Good things are going to happen," "Okay, let's do our best," "Even better things are going to happen," "It's going to be okay," and "I feel great." In addition, the display color (display mode) of the line string is also different for all five types, and the display color (inner color of the character) of the line string corresponding to the third latter half performances ST3Ba to ST3Be is "blue," "red," "gold," "danger color," and "rainbow color (rainbow)." Here, the "danger colors" refer to a striped color scheme made up of multiple colors that are different from the colors of the rainbow, and in this embodiment, the three colors yellow, black, and red are arranged in diagonal stripes.

[0104] Furthermore, for the step-up notice performance image 169 of the third latter half performance ST3Ba to ST3Bd (FIGS. 22(a1) to (d1)) other than the third latter half performance ST3Be (FIG. 22(e1)), the base color corresponds to the display color of the dialogue character string, and the colors "blue", "red", "gold", and "danger color" are used in at least a part (right background image, etc.) of the step-up notice performance image 169 corresponding to the respective character colors "blue", "red", "gold", and "danger color". Here, the "danger color" as the base color is the same as the "danger color" as the character color in that it is composed of three colors, yellow, black, and red, but the striped color scheme is only yellow and black, and the character string "DANGER" is continuously arranged in red on the black line, so that it is different from the "danger color" as the character color. Note that the configuration of the danger color is not limited to this, and it may be different from other character colors / base colors.

[0105] Furthermore, the five types of the fifth second half performances ST5Ba to ST5Be shown in Figures 22 (a2) to (e2) have in common the step-up preview performance image 169 in that a bear, which is the character of the fifth step performance ST5, appears, and that the basic screen layout is centered around the bear and a specified text image. However, the content of the text image displayed on the screen, the display mode of the text image (here, the display color), and the display color (base color) of at least a portion of the step-up preview performance image 169 are different.

[0106] That is, the step-up notice performance images 169 of the fifth latter half performances ST5Ba to ST5Be shown in Fig. 22(a2) to (e2) are common in that a bear character image is displayed large in a positional relationship that divides the background image into a left background image and a right background image, and a character image consisting of a predetermined line character string (which may be composed of only one character) is displayed horizontally in front of the character image (bear) and the background image so as to straddle them. On the other hand, the content of the line character string is different for all five types, and the content of the line character string corresponding to the fifth latter half performances ST5Ba to ST5Be is "Maybe we can do it," "A little bit more," "I'm feeling refreshed," "I'm excited," and "Very satisfied!". In addition, the display color of the line character string is also different for all five types, and the display color (inner color of the character) of the line character string corresponding to the fifth latter half performances ST5Ba to ST5Be is "blue," "red," "gold," "danger color," and "rainbow color (rainbow)." As described above, the contents of the dialogue character strings in the fifth second half performances ST5Ba to ST5Be are all different from the contents of the dialogue character strings in the third second half performances ST3Ba to ST3Be, but the contents of at least some of the dialogue character strings may be common.

[0107] Furthermore, for the step-up preview performance images 169 of the fifth second half performances ST5Ba to ST5Bd (Figures 22 (a2) to (d2)) other than the fifth second half performance ST5Be (Figure 22 (e2)), the base color of the screen corresponds to the display color of the dialogue string, and the colors "blue," "red," "gold," and "danger color" are used in at least a part of the screen (such as a part of the background image) corresponding to the respective text colors of "blue," "red," "gold," and "danger color."

[0108] Here, the jackpot reliability is set to gradually increase from the third latter half performance ST3Ba to ST3Be and from the fifth latter half performance ST5Ba to ST5Be. That is, the relationship between the display color of the dialogue string and the jackpot reliability increases in the order of "blue", "red", "gold", "danger", and "rainbow". Incidentally, "rainbow" indicates that the jackpot reliability is 100%, that is, that the jackpot is confirmed. In this way, the third latter half performance ST3Ba to ST3Be and the fifth latter half performance ST5Ba to ST5Be have different jackpot reliability according to the display color of the dialogue string, so that the character image (specific character information) or the step-up notice performance image 169 having the character image can be said to be a specific image having reliability information regarding the jackpot. The same is true for the other first, second, and fourth latter half performances.

[0109] In this way, for example, the third latter half performance ST3Ba (FIG. 22(a1)) and the fifth latter half performance ST5Ba (FIG. 22(a2)) are examples of the A-1 reliability specific image corresponding to the A-1 reliability, and the third latter half performance ST3Bb (FIG. 22(b1)) and the fifth latter half performance ST5Bb (FIG. 22(b2)) are examples of the A-2 reliability specific image corresponding to the A-2 reliability. In this embodiment, the five display colors "blue", "red", "gold", "danger color", and "rainbow" adopted in this step-up notice performance are a full lineup of reliability information related to a jackpot (reliability information related to the occurrence of a predetermined event), and are set so that the jackpot reliability increases in that order, but in other notice performances, it is not necessary to adopt all of the five display colors as reliability information, and only some of them such as "red" and "gold" may be adopted. However, even in that case, the high-low relationship of the jackpot reliability (for example, "gold" is higher than "red") is assumed to remain unchanged.

[0110] The base color of the step-up notice performance image 169 does not need to be completely the same as the text color, and may be a similar color. Also, for the third latter half performance ST3Be, the fifth latter half performance ST5Be, etc., in which the text color is "rainbow," the base color of the screen may be made to correspond to the text color by making at least a part of the display color other than the dialogue text "rainbow." Also, in this embodiment, the display modes other than the display color of the dialogue text, such as the font and size of the dialogue text, are approximately common to the five types of the third latter half performance ST3Ba to ST3Be, the fifth latter half performance ST5Ba to ST5Be, etc., but other display modes (fonts, etc.) may be made different along with the text color, or the text color may be approximately the same and other specific display modes (fonts, etc.) may be made different, and the specific display modes may be used as reliability information.

[0111] Next, a specific example of the step-up notice performance will be described by taking the case where the performance step progresses to the third stage and ST3Bc (Fig. 22(c1)) is selected as the third latter half performance as an example, but first, an overview will be described with reference to Fig. 23. When the step-up notice performance starts during normal fluctuation in the reach fluctuation pattern, the speakers 18, 25 start outputting BGM1 related to this step-up notice performance as BGM, and the decorative pattern 164 during high speed fluctuation is hidden on the display screen 58a, and the reserved pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side, and the performance image related to the step-up introduction performance ST0 is displayed behind them (Fig. 23(a)).

[0112] In this step-up introduction performance ST0, five kinds of characters, an elephant, a lion, a fox, a squirrel, and a bear, corresponding to the five performance steps, are lined up, and a step-up advance notice performance image 169 is displayed in which each character is preparing to shoot an arrow at a balloon, and a player who sees this can recognize that this is a step-up advance notice performance in which the performance steps proceed until one of the characters pops the balloon. In addition, in this step-up introduction performance ST0 (FIG. 23(a)), for example, at the start of the performance, a predetermined introduction sound is output as a sound effect from the speakers 18, 25. Furthermore, during this step-up introduction performance ST0 (FIG. 23(a)), at least a part of the performance lamps L (here, both the frame side lamp La and the board side lamp Lb) emits light in an introduction light-emitting mode corresponding to this step-up introduction performance ST0, for example, in orange color. In addition, "at least a part of the effect lamps L" may be either one of the frame side lamps La and the board side lamps Lb, or both, or at least one of a part of the frame side lamps La and a part of the board side lamps Lb. This applies to all the following explanations.

[0113] Following the step-up introduction performance ST0 (FIG. 23(a)), one or more step performances from the first stage to a predetermined stage, here the first step performance ST1 to the third step performance ST3, are executed in sequence. That is, first, the first first half performance ST1A of the first step performance ST1 starts as the first stage (FIG. 23(b)). In this first first half performance ST1A, the first character, an elephant, fires an arrow at a balloon, but is unable to hit the balloon.

[0114] During this first first half performance ST1A (Fig. 23(b)), for example at the start, a predetermined first start sound is output from speakers 18, 25 as a sound effect, and following this first start sound, a first first half voice such as "Let's go" is output as a dialogue sound. Note that the output of the first first half voice may start after the output of the first start sound has ended, or may start while the first start sound is being output. Furthermore, during this first first half performance ST1A (Fig. 23(b)), at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emit light in a first half light emission mode corresponding to the first half performance (first light emission mode corresponding to the first half performance), for example in green.

[0115] When the elephant's arrow misses the balloon, the first first half performance ST1A ends, and the second first half performance ST2A of the second step performance ST2 begins (FIG. 23(c)). In this second first half performance ST2A, the second character, the lion, fires an arrow at the balloon, but just like the first step performance ST1, he is unable to hit the balloon.

[0116] During this second first half performance ST2A (FIG. 23(c)), for example at the start, a predetermined second start sound is output from the speakers 18, 25 as a sound effect, and following the second start sound, a second first half voice such as "This time for sure" is output as a dialogue sound. The second start sound may be the same as the first start sound or may be different. Also, the output of the second first half voice may start after the output of the second start sound has ended, or may start during the output of the second start sound. Furthermore, during this second first half performance ST2A (FIG. 23(c)), at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) continue to emit light in a first half light emission mode corresponding to the first half performance, for example, green.

[0117] When the arrow shot by the lion misses the balloon, the second first half performance ST2A ends, and the third first half performance ST3A of the third step performance ST3 starts (FIG. 23(d)). In this third first half performance ST3A, the third character, the fox, fires an arrow at the balloon, and in the example of FIG. 23, the arrow hits the balloon perfectly (FIG. 23(d)).

[0118] Also, during this third first half performance ST3A (FIG. 23(d)), for example, at the start, a predetermined third start sound is output from the speakers 18, 25 as a sound effect, and further, following the third start sound, a third first half voice such as "How is it?" is output as a dialogue sound. The third start sound may be the same as the first and second start sounds, or may be different. Also, the output of the third first half voice may start after the output of the third start sound ends, or may start during the output of the third start sound. Furthermore, during this third first half performance ST2A (FIG. 23(d)), at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) continue to emit light in a first half light-emitting mode corresponding to the first half performance, for example, green light, until just before the arrow hits the balloon, and then transition to a first half end light-emitting mode, for example, a short-time off state, when the arrow hits the balloon or just before that.

[0119] The first half light emission state may be different for each of the first half performances ST1A to ST5A. In this case, the light emission state may be changed, for example, when the second start sound, the third start sound, etc. are generated. By configuring in this way, it is possible to configure so that the player can easily sense the step-up stage. Also, the light emission state may be temporarily changed when the second start sound, the third start sound, etc. are generated. In this case, the light emission state does not change in the first to fifth first half performances ST1A to ST5A, but at least before and after the timing when the second start sound, the third start sound, etc. are output, the light emission state will be different (for example, white). By configuring in this way, it is possible to configure so that the player can easily sense that the step-up stage has changed.

[0120] When the arrow hits the balloon (Fig. 23(d)), it is determined that the performance step ends at the third stage, and at that timing (first timing), a high-brightness performance WO11 (first high-brightness performance) (Fig. 23(e)) is performed, and during (or after) the high-brightness performance WO11, one of multiple types (here, five types) of third latter half performances ST3Ba to ST3Be, here the third latter half performance ST3Bc, is executed (Fig. 23(f)). That is, the high-brightness performance WO11 is executed at the timing (first timing) when the first scene image of the first half performance switches to the second scene image of the latter half performance.

[0121] Here, the high-brightness effect is an effect that reduces the visibility of an image (here, step-up advance notice effect image 169) behind the high-brightness image 170 by displaying the high-brightness image 170. All of the high-brightness effects in this embodiment are so-called whiteouts, and use a white high-brightness image 170, but the color of the high-brightness image may be any color other than white, such as gray, yellow, blue, red, etc., or may be composed of multiple colors. Also, there may be cases where no image is displayed behind the high-brightness image 170.

[0122] In the high-brightness performance WO11, the high-brightness image 170a is displayed in front of the step-up notice performance image (specific image) 169 and behind the mini pattern 165, the reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of them, so that the visibility of the step-up notice performance image (specific image) 169 can be changed without changing the visibility of the reserved images X1 to X4, Y1 to Y4, and the mini pattern 165. This is the same for other high-brightness performances described later. In the high-brightness performance WO11, the common high-brightness image 170a is displayed regardless of which of the third latter half performances ST3Ba to ST3Be is selected. The same is true for the other first, second, fourth, and fifth latter half performances.

[0123] However, the present invention is not limited to this, and the visibility of the mini pattern 165, the reserved images X1-, Y1-, and the reserved pedestal image 168 may be reduced by displaying the high-brightness image 170 in front of at least one of them. In this case, the high-brightness image 170 may be displayed in front of the reserved pedestal image 168 and behind the reserved images X1-, Y1-. This makes it possible to execute a high-brightness performance with a wider range and more impact without reducing the visibility of at least the reserved images X1-, Y1-. In addition, it is preferable to configure the display area that does not overlap with the high-brightness image 170 to be smaller than the area in which the high-brightness image 170 is displayed. This makes it possible to give a stronger impression of the image behind being concealed by the high-brightness image 170. In addition, it is preferable to set the display area that does not overlap with the high-brightness image 170 as an area in which information suggesting reliability (text information, character images, and other images displayed in a reliability color) is not located among the images of the third latter half performance ST3B that will be displayed thereafter. This allows the high-brightness image 170 to have a concealing effect without concealing the entire area of ​​the display screen with the high-brightness image 170.

[0124] The high-brightness image 170 is displayed in white in a predetermined range on the screen, and is set to an arbitrary transmittance within the range. The transmittance of the high-brightness image 170 may be uniform or non-uniform within the display range. When the transmittance of the high-brightness image 170 is non-uniform, the transmittance and / or the rate of change in the transmittance of the high-brightness image 170 may be different between an area where information suggesting reliability (text information, character images, other images displayed in a reliability color) is located and the other area. In this case, it is desirable to configure the transmittance and / or the rate of change in the transmittance to be lower in an area where information suggesting reliability (text information, character images, other images displayed in a reliability color) is located. In addition, the transmittance and / or the rate of change in the transmittance may be lower in an area where particularly important text information or other images displayed in a reliability color among information suggesting reliability is located than in an area where a character image is located, or vice versa. In this way, by making the transmittance and the rate of change of the transmittance of the high-brightness image different depending on the display position, it is possible to prevent the high-brightness presentation from becoming monotonous. Also, it is possible to make the display content of the image of the third latter half presentation ST3B, for example, understand from the high and low transmittance and the rate of change of the transmittance, and it is possible to make the high-brightness presentation more complex and interesting.

[0125] The size (display range) of the high-brightness image can be changed over time, and the transmittance value and the transmittance distribution can also be changed over time. If the transmittance of the high-brightness image 170 is 0%, the image behind the high-brightness image 170 becomes completely invisible, and if the transmittance of the high-brightness image 170 is 100%, the high-brightness image 170 itself becomes completely invisible. Therefore, if the transmittance of a specific portion of the high-brightness image 170 is 100%, it can be considered that the specific portion is not a part that constitutes the high-brightness image 170 in the first place. If the transmittance of a specific portion of the high-brightness image 170 changes from a value less than 100% to 100%, it can be considered that the specific portion is out of the range of the high-brightness image 170 when it reaches 100%.

[0126] During the high brightness performance WO11 (FIG. 23(e)), the output of BGM1 related to the step-up notice performance continues. During the high brightness performance WO11, a predetermined emphasis sound is output as a sound effect, and this predetermined emphasis sound is selected from the first to fifth predetermined emphasis sounds according to reliability information related to the jackpot in the latter half performance (for example, according to which of ST3Ba to ST3Be is selected in the case of the third latter half performance). That is, when an image (first reliability specific image) relating to the third latter half performance ST3Ba (FIG. 22(a1)) is displayed during the display of the high brightness image 170a, a first predetermined emphasis sound corresponding to the image (first reliability specific image) relating to the third latter half performance ST3Ba can be output (first sound performance), and when an image (second reliability specific image) relating to the third latter half performance ST3Bc (FIG. 22(c1)) is displayed during the display of the high brightness image 170a, a third predetermined emphasis sound corresponding to the image (second reliability specific image) relating to the third latter half performance ST3Bc can be output (second sound performance). This has the advantage that the reliability information can be notified to the player in advance by sound during the high brightness performance WO11 where the dialogue character string (character information) is still not visible or difficult to see, and the performance effect is improved.

[0127] Also, a common predetermined emphasis sound may be output for each jackpot reliability in the latter half performance. For example, a common first predetermined emphasis sound may be output when displaying an image (first reliability specific image) related to the third latter half performance ST3Ba (Fig. 22(a1)), when displaying an image (first reliability specific image) related to the third latter half performance ST3Bb (Fig. 22(b1)), and when displaying an image (first reliability specific image) related to the third latter half performance ST3Bc (Fig. 22(c1)), and a common second emphasis sound may be output when displaying an image (first reliability specific image) related to the third latter half performance ST3Bd (Fig. 22(d1)), and when displaying an image (first reliability specific image) related to the third latter half performance ST3Be (Fig. 22(e1)). This allows the player to be notified of the expected reliability information in advance by the contents of the predetermined emphasis sound, which has the advantage of improving the performance effect.

[0128] The first to fifth predetermined emphasis sounds may be configured so that the higher the jackpot reliability is based on the reliability information on the jackpot in the latter half performance, the larger the output volume and / or output time. In this case, the third predetermined emphasis sound (first specific sound) output when the high brightness performance WO11 is executed (second first high brightness performance) during the third latter half performance ST3Bc (FIG. 22(c1)) is larger in output volume and / or output time than the first predetermined emphasis sound (second specific sound) output when the high brightness performance WO11 is executed (second second high brightness performance) during the third latter half performance ST3Ba (FIG. 22(a1)).

[0129] Also, the first to fifth predetermined emphasis sounds may be configured to be accompanied by a vibration effect by activating the vibration means, as the jackpot reliability is higher, based on the reliability information regarding the jackpot in the latter half performance. For example, the first to third predetermined emphasis sounds may be configured not to be accompanied by a vibration effect, and the fourth to fifth predetermined emphasis sounds may be configured to be accompanied by a vibration effect. Also, only the fifth predetermined emphasis sound may be configured to be accompanied by a vibration effect. Here, the vibration means can be configured to vibrate a predetermined part such as the performance button 34. Also, when two types of predetermined emphasis sounds, the first predetermined emphasis sound and the second predetermined emphasis sound, are used, only one of them, the second predetermined emphasis sound, may be configured to be accompanied by a vibration effect. Also, it is not necessary to always accompany the vibration effect, and there may be cases where a vibration effect is performed or not performed together with the execution of the predetermined emphasis sound. More preferably, it is desirable to configure the vibration effect to be accompanied only when the expectation of a jackpot is high.

[0130] Also, during the high-brightness performance WO11 (first high-brightness performance), at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emits light in the first high-brightness medium light-emitting mode (the first light-emitting mode corresponding to the high-brightness performance) (the first light-emitting performance in which the light-emitting means is illuminated in the first light-emitting mode, the first light-emitting performance). In this embodiment, the first high-brightness medium light-emitting mode during the high-brightness performance WO11 is a cyclic change mode that cyclically changes to multiple colors (e.g., three colors: gold, green, and white) including the character color (e.g., gold) of the third latter half performance ST3B. Note that the first high-brightness medium light-emitting mode may be a single color such as gold, as long as it includes a color corresponding to the character color (e.g., gold) of the third latter half performance ST3B. This has the advantage that the reliability information can be notified to the player in advance by emitting light during the high-brightness performance WO11 in which the dialogue character string (character information) is still not visible or difficult to see, improving the performance effect. When the effect lamp L is illuminated in a color corresponding to an image, the color of the light does not have to be exactly the same as the color of the image, as long as it is a similar color (for example, yellow for a gold image).

[0131] As described above, during the third second half performance ST3Bc (Figure 23 (f)) after the end of the high-brightness performance WO11, a step-up preview performance image 169 is displayed in which a fox character image is displayed large in a position that divides the background image into a left background image and a right background image, and a line of dialogue saying "It feels like something even better is going to happen" is displayed in "gold" in front of the character image (fox) and the background image, spanning them.

[0132] During this third latter half performance ST3Bc (FIG. 23(f)), the output of BGM1 related to the step-up preview performance continues, and a predetermined third latter half voice is output as a dialogue sound. This third latter half voice corresponds to the dialogue string (text information) displayed on the screen, and in this case, "It seems like something even better could happen" is output. When this dialogue sound is output, it is desirable to have the character image perform a so-called lip-syncing action (speaking action).

[0133] Furthermore, during the third latter half performance ST3Bc (FIG. 23(f)), at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emit light in a second half light-emitting mode (third light-emitting mode corresponding to a specific image) corresponding to the third latter half performance ST3Bc, for example, in a cyclic change mode in which the color of the text (here, gold) of the third latter half performance ST3Bc is cyclically changed (here, three colors: gold, green, and white). In this way, the second half light-emitting mode may be the same as the previous first high brightness medium light-emitting mode or may be different, but it is preferable to configure it so that it includes the text color (here, gold) of the third latter half performance ST3Bc. As a result, even after the display of the image performance of the third latter half performance ST3Bc has ended, it is possible to perform a light-emitting performance with a light-emitting mode corresponding to the text color (here, gold) indicating the degree of expectation, and it is possible to execute a notification with the text color (here, gold) indicating the degree of jackpot reliability as much as possible for players who missed the image performance. Moreover, it is desirable that the light color of this latter half light-emitting mode does not include colors corresponding to other latter half performances (here, blue, red, danger color, rainbow color). The latter half light-emitting mode may be configured with only a light color corresponding to the text color (e.g., gold). It may also be configured not to include the text color of the third latter half performance ST3Bc (here, gold), which makes it possible to visually sense that the performance period of the third latter half performance ST3Bc has ended.

[0134] After the third latter half performance ST3Bc is executed, the high-brightness performance WO12 (A second high-brightness performance) is executed at that timing (second timing) (FIG. 23(g)), and during the execution of the high-brightness performance WO12, the step-up notice performance image 169 related to the third latter half performance ST3Bc is switched to a variable screen of the decorative pattern 164 (specific image end performance) (FIG. 23(h)). Here, the high-brightness performance WO12 is different from the high-brightness performance WO11 in the display area of ​​the high-brightness image and the rate of change of the transmittance. This makes it possible to clearly express the start and end of the latter half performance. Note that the high-brightness performance WO12 has the same minimum transmittance value (0%) as the high-brightness performance WO11, but this may also be different. Also, the high-brightness performance WO12 may have the same display area of ​​the high-brightness image as the high-brightness performance WO11. Also, the transmittance (minimum value) and / or the rate of change of the transmittance may be the same. This makes it possible to give the player a sense of expectation that the latter half of the performance may still continue. Also, it is desirable that the high-brightness performance WO12 is displayed so that at least the area where the information suggesting the reliability of the latter half of the performance (text information, character images, other images displayed in a reliability color) is located is concealed by the high-brightness image. This makes it possible to end the latter half of the performance without a sense of incongruity and transition to the pattern variation screen. Also, it may be configured so that at least the area where any one of the information suggesting the reliability of the latter half of the performance (text information, character images, other images displayed in a reliability color) is located is concealed by the high-brightness image.

[0135] During the high brightness performance WO12 (FIG. 23(g)), for example, the output of BGM is stopped. During the high brightness performance WO12, a specific emphasis sound is output as a sound effect, and this specific emphasis sound is selected from the first to fifth specific emphasis sounds according to the reliability information on the jackpot in the latter half performance (for example, according to which of ST3Ba to ST3Be is selected in the case of the third latter half performance). During the high brightness performance WO12, a common specific emphasis sound may be output as a sound effect. That is, regardless of the contents of the reliability information on the jackpot in the latter half performance, a common specific emphasis sound may be output. As a result, for example, during the high brightness performance WO11, a different predetermined emphasis sound is output according to the reliability information on the jackpot in the latter half performance, while during the high brightness performance WO12, a common specific emphasis sound can be output regardless of the reliability information on the jackpot, making it possible to perform expressions using different performance effects in the high brightness performance WO11 and the high brightness performance WO12. In addition, the predetermined emphasis sound in the high brightness effect WO11 may be configured to be common regardless of the reliability information regarding the jackpot, and the specific emphasis sound in the high brightness effect WO12 may be configured to be different depending on the reliability information regarding the jackpot.

[0136] The first to fifth specific emphasis sounds may be configured so that the higher the jackpot reliability is based on the reliability information on the jackpot in the latter half performance, the larger the output volume and / or output time. In this case, the third specific emphasis sound (first specific sound) output when the high brightness performance WO12 is executed (second first high brightness performance) during the third latter half performance ST3Bc (FIG. 22(c1)) is larger in output volume and / or output time than the first specific emphasis sound (second specific sound) output when the high brightness performance WO12 is executed (second second high brightness performance) during the third latter half performance ST3Ba (FIG. 22(a1)). Also, the first to fifth specific emphasis sounds in the high brightness performance WO12 may be different from or the same as the first to fifth predetermined emphasis sounds in the high brightness performance WO11.

[0137] Furthermore, during the high-brightness performance WO12 (second high-brightness performance), at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emits light in a second high-brightness medium light-emitting mode (second light-emitting mode), for example, in a cyclic change mode that cyclically changes to a plurality of colors (here, three colors: gold, green, and white) including the text color (here, gold) of the third latter half performance ST3Bc (specific light-emitting performance in which the light-emitting means emits light in a specific light-emitting mode according to a specific image). In this way, the latter half light-emitting mode may be the same as the first high-brightness medium light-emitting mode and the latter half light-emitting mode, or may be different, but it is preferable to configure it so that it includes the text color (here, gold) of the third latter half performance ST3Bc. In addition, the latter half light-emitting mode may be configured so that it does not include the text color (here, gold). In addition, by configuring the first high-brightness medium light-emitting mode to include the text color and the latter half light-emitting mode to not include the text color, it is possible to avoid the performance expression becoming monotonous and prevent a decrease in the performance effect.

[0138] When the symbol changing screen starts after the high-brightness effect WO12, a symbol stopping sound is output as a sound effect in accordance with the stopping of the decorative symbols 164a to 164c.

[0139] Next, the step-up notice performance shown in FIG. 23 will be described in more detail with respect to the performance period centered on the high-brightness performances WO11 and WO12. FIG. 24 to FIG. 26 show the change in the display screen and the light-emitting means at even shorter time intervals than FIG. 23 for the period of FIG. 23(e) to (h), that is, the period from the start of the high-brightness performance WO11 to the end of the high-brightness performance WO12 and the transition to the variable screen of the decorative pattern 164. Note that the display images of 22 frames shown in FIG. 24 to FIG. 26 do not show all the frames in the period of FIG. 23(e) to (h), but are extracted from all the frames at a constant pitch. Therefore, in FIG. 24 to FIG. 26, the time intervals between adjacent frames are all the same (here, A milliseconds). Thus, in Figures 24 to 26, when the number of frames doubles, the time also doubles. For example, the elapsed time between Figures 23(a) to (c) is the same as between Figures 23(d) to (f), but the elapsed time between Figures 23(a) to (c) and Figures 23(d) to (g) is longer than the former.

[0140] First, the details of the high-brightness performance WO11 will be described. In the high-brightness performance WO11 shown in Fig. 24(a) to Fig. 25(j), at the start, a high-brightness image 170a is displayed in front of the step-up notice performance image (specific image) 169 and behind the mini pattern 165, the reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of it (Fig. 24(a)) (high-brightness image display process), and the size (range) and transmittance of the high-brightness image 170a gradually change and finally disappear (Fig. 25(j)).

[0141] The high-brightness image 170a is configured so that its size (range) is maximum at the start of display (FIG. 24(a)) and gradually decreases over time. That is, the high-brightness performance WO11 is configured with an enlargement change performance that changes the size (range) of the high-brightness image 170a in the enlargement direction and a reduction change performance that changes the size (range) of the high-brightness image 170a in the reduction direction, and the execution time of the latter (FIGS. 24(a) to 25(j)) is longer than that of the former (FIG. 24(a)). In the high-brightness performance WO11, the coverage rate of the high-brightness image 170a with respect to the entire step-up notice performance image 169 is less than 100%, and even when the size (range) of the high-brightness image 170a is maximum (FIG. 24(a)), a part of the step-up notice performance image 169 is visible from the front. Of course, when the size (range) of the high-brightness image 170a is maximum, the coverage rate of the high-brightness image 170a with respect to the entire step-up notice performance image 169 may be 100%. Also, it is sufficient that part of the predetermined information (text information, character image, reliability color display image, etc.) in the step-up notice performance image is concealed by the high-brightness image 170a, making it difficult to perceive and / or to see, and it is not necessary that all of the predetermined information is concealed.

[0142] The high-brightness image 170a is set so that the transmittance is approximately uniform within its range. The high-brightness image 170a is configured so that not only its size (range) but also its transmittance changes over time (transmittance change processing, transmittance change performance), with the transmittance at the start of display (FIG. 24(a)) being minimum (e.g., 0%) and gradually increasing (rising) at a constant rate over time. That is, the high-brightness performance WO11 is composed of a low-transmittance change performance that changes the transmittance of the high-brightness image 170a in a decreasing direction and a high-transmittance change performance that changes the transmittance of the high-brightness image 170a in an increasing direction, and the latter (FIGS. 24(a) to 25(j)) takes longer to execute than the former (FIG. 24(a)).

[0143] The minimum transmittance of the high-brightness image 170a may be greater than 0%. The rate of change (amount of change per unit time) of the transmittance of the high-brightness image 170a may not be constant. The transmittance of the high-brightness image 170a may be non-uniform, and the non-uniform transmittance may be changed over time. The size (range) of the high-brightness image 170a may be changed without changing the transmittance, or the transmittance may be changed without changing the size (range) of the high-brightness image 170a. However, the reduction in the size (range) of the high-brightness image 170a means that the transmittance of a part of the high-brightness image 170a increases and reaches 100%, and the part can be considered to have essentially disappeared. Therefore, changing the size (range) of the high-brightness image 170a can be said to essentially change the transmittance of the high-brightness image 170a.

[0144] In the high-brightness performance WO11, the step-up notice performance image 169 displayed behind the high-brightness image 170a is switched from the previous image of the third first half performance ST3A (see FIG. 23(d)) to the image of the third second half performance ST3Bc (see FIG. 22(c1)) when the high-brightness image 170a starts to be displayed (FIG. 24(a)). As a result, after the start of the high-brightness performance WO11, the size (range) of the high-brightness image 170a gradually decreases, and as the transmittance also gradually increases, the visibility of the step-up notice performance image 169 improves, and when the high-brightness image 170a eventually disappears (FIG. 25(j)), the entire step-up notice performance image 169 (excluding the part hidden behind the mini pattern 165, etc.) becomes completely visible.

[0145] Also, during the high-brightness performance WO11, the performance lamp L emits light in the first high-brightness medium light-emitting mode. The first high-brightness medium light-emitting mode is a cyclic change mode that cyclically changes to multiple colors (for example, three colors: gold, green, and white) including the text color (for example, gold) of the third latter half performance ST3Bc, and the light-emitting color changes in the order of green (FIG. 24(a)-(c)), white (FIG. 24(d)-(f)), and gold (FIG. 24(g)-(i)) so that, for example, light emission in gold corresponding to the text color appears in the latter half or final stage of the high-brightness performance WO11. However, without being limited to this, the light-emitting mode of the performance lamp L, for example, the brightness and / or the light-emitting color, may be changed according to the change in the transmittance of the high-brightness image 170a. This allows the change in the transmittance of the high-brightness image 170a to be more closely associated with the change in the light-emitting mode, thereby enhancing the performance effect. Also, the light emission mode (e.g., brightness and light emission color) of the performance lamp L may be changed stepwise according to the change in the transmittance of the high-brightness image 170a. For example, when the transmittance of the high-brightness image 170a is 0% to 30%, the first light emission mode is selected, when it is 31% to 70%, the second light emission mode is selected, and when it is 71% to 99%, the third light emission mode is selected, and so on.

[0146] As described above, during the high-brightness performance WO11, the visibility of the step-up advance notice performance image 169 behind the high-brightness image 170a changes over time due to changes in the size (range) and / or transmittance of the high-brightness image 170a, and the text information constituting the step-up advance notice performance image 169 transitions from an invisible (or difficult to see) state to a visible (or easily visible) state at a predetermined time point (e.g., FIG. 24(d)). That is, during the high-brightness performance WO11, a first transmittance change process that changes the transmittance of the high-brightness image 170a while the text information is invisible (or difficult to see), and a second transmittance change process that changes the transmittance of the high-brightness image 170a while all of the text information is visible (or easily visible) can be executed, and the execution time differs between the former (e.g., FIG. 24(a)-(d)) and the latter (e.g., FIG. 24(d)-FIG. 25(j)), with the latter execution time being longer than the former. In this way, by making the execution time of the latter longer than that of the former, the text information in which the player is most interested can be disclosed to the player at an early stage, and the display time of the high-brightness image can be sufficiently provided, thereby enhancing the presentation effect of the high-brightness presentation itself.

[0147] The execution time of the first transmittance change process may be longer than that of the second transmittance change process, or the execution times of the first and latter processes may be approximately the same. By making the execution time of the first transmittance change process longer than that of the second transmittance change process, the disclosure of the text information can be delayed, which makes it possible to increase the player's sense of expectation and tension. Furthermore, once the text information has been revealed, it is desirable to disclose the entire information as soon as possible (to increase visibility so that the text information can be easily seen as soon as possible), so when the execution time of the first transmittance change process is set long, it is desirable to have a shorter execution time of the second transmittance change process.

[0148] The boundary between the state in which the text information is not visible (or difficult to see) and the state in which it is visible (or easily visible) may be defined as the text information becoming visible (or easily visible) when, for example, at least a part of the text information is no longer overlapped with the high-brightness image. Also, the text information may be defined as becoming visible (or easily visible) when the entirety of the text information is no longer overlapped with the high-brightness image.

[0149] During high-brightness performance WO11, a first range change process can be executed to change the size (range) of high-brightness image 170a while the text information is not visible (or difficult to see), and a second range change process can be executed to change the size (range) of high-brightness image 170a while all of the text information is visible (or easy to see), with the execution times of the former (e.g., Figures 24(a)-(d)) and the latter (e.g., Figures 24(d)-25(j)) being different, the latter being longer than the former. Note that the execution time of the first range change process may be longer than that of the second range change process, or the execution times of the former and latter may be approximately the same.

[0150] When the high brightness performance WO11 ends and the entire step-up preview performance image 169 for the third latter half performance ST3Bc becomes visible (FIG. 25(j)), the line sound (third latter half voice) of "Even better things could happen" corresponding to the line string (text information) displayed on the screen is output, and the step-up preview performance image 169 is dynamically displayed in response to the output of the line sound (post-execution dynamic display process, post-execution change process). That is, as shown in FIG. 25(j)-(o), while the line sound (third latter half voice) is being output, the fox character image performs a so-called lip-syncing action in accordance with the line sound, and the line string performs a predetermined action (here, each character swings). Also, the display color of the characters corresponding to the line sound being output temporarily changes (for example, from gold to white). As a result, it is recognized that the white part moves, for example, from left to right on the string of "Even better things could happen" displayed in gold. Note that the dialogue may be output without the character's lip-syncing.

[0151] When the post-execution dynamic display process (FIG. 25(j)-(o)) in the third latter half performance ST3Bc ends, the high-brightness performance WO12 starts. In the high-brightness performance WO12 shown in FIG. 25(o)-FIG. 26(v), similar to the high-brightness performance WO11, the high-brightness image 170b appears before the step-up notice performance image 169 and after the mini pattern 165, the reserved pedestal image 168, and the reserved images X1-X4, Y1-Y4 in front of them, and then disappears. However, the display pattern of the high-brightness image 170b in this high-brightness performance WO12 (second high-brightness performance) is different from the display pattern of the high-brightness image 170a in the high-brightness performance WO11 (first high-brightness performance), and the length of the execution time is also different. In addition, the high-brightness effect WO12 (second high-brightness effect), like the high-brightness effect WO11 (first high-brightness effect), may be configured to transition to a pattern-changing screen by displaying a high-brightness image with a low transmittance (e.g., 0%) for a short period of time, and then increasing the transmittance of the high-brightness image over a longer period of time.

[0152] That is, the high-brightness image 170b is configured so that its size (range) gradually increases over time, reaching a maximum at a predetermined time (Fig. 25(o) to Fig. 26(s)), and then gradually decreases over time and finally disappears (Fig. 26(s) to (v)). In this way, the high-brightness performance WO12 is configured with an enlargement change performance that changes the size (range) of the high-brightness image 170b in the enlargement direction, and a reduction change performance that changes the size (range) of the high-brightness image 170b in the reduction direction, and the execution time of the latter (Fig. 26(s) to Fig. 26(v)) is shorter than that of the former (Fig. 25(o) to Fig. 26(s)). In the high-brightness performance WO12, the coverage rate of the high-brightness image 170b with respect to the entire step-up notice performance image 169 is less than 100%, and even when the size (range) of the high-brightness image 170b is at its maximum (Fig. 26(s)), a part of the step-up notice performance image 169 is outside the range of the high-brightness image 170b. Of course, when the size (range) of the high-brightness image 170b is at its maximum, the coverage rate of the high-brightness image 170 relative to the entire step-up preview performance image 169 may be 100%.

[0153] The high-brightness performance WO12 (second high-brightness performance) and the high-brightness performance WO11 (first high-brightness performance) may be configured to have different coverage rates of high-brightness images with respect to the entire step-up preview performance image, and in this case, it is desirable that at least the information suggesting reliability (text information, character information, display suggesting reliability color) is covered by high-brightness images in both the high-brightness performance WO12 (second high-brightness performance) and the high-brightness performance WO11 (first high-brightness performance). Also, at the timing of executing the high-brightness performance WO12 (second high-brightness performance), the information suggesting reliability has already been disclosed, so there may be areas / ranges where this information is not hidden by the high-brightness images.

[0154] The high-brightness image 170b is set so that the transmittance is approximately uniform within its range. The high-brightness image 170b is configured so that not only its size (range) but also its transmittance changes (transmittance change processing, transmittance change performance), and the transmittance gradually decreases at a constant rate of change over time, for example, to a minimum (0% here) at a predetermined point in time (FIGS. 25(o) to 26(s)), and then gradually increases at a constant rate of change over time (FIGS. 26(s) to 26(v)). That is, the high-brightness performance WO12 is configured of a low-brightness change performance that changes the transmittance of the high-brightness image 170b in a decreasing direction and a high-brightness change performance that changes the transmittance of the high-brightness image 170b in an increasing direction, and the latter (FIGS. 26(s) to 26(v)) has a shorter execution time than the former (FIGS. 25(o) to 26(s)). Although the minimum transmittance of the high-brightness image 170b is set to 0% (FIG. 26(s)), it may be greater than 0%. Of course, the transmittance of the high-brightness image 170b may be made non-uniform, and the non-uniform transmittance may be changed over time. In addition, the execution time of the high transmittance change presentation may be longer than that of the low transmittance change presentation, or the execution times of both may be approximately the same.

[0155] Also, the size (range) may be changed without changing the transmittance of high-brightness image 170b, or the transmittance may be changed without changing the size (range) of high-brightness image 170b. However, since a reduction in the size (range) of high-brightness image 170b means that the transmittance of a part of high-brightness image 170b has increased to 100% and that part has essentially disappeared, changing the size (range) of high-brightness image 170b can be said to essentially change the transmittance of high-brightness image 170b.

[0156] In the high-brightness performance WO12, the step-up notice performance image 169 displayed behind the high-brightness image 170b is switched to a variable screen (see FIG. 23(h)) of the decorative pattern 164, for example, when the size (range) of the high-brightness image 170b becomes maximum and the transmittance becomes minimum (FIG. 26(s)), or at a timing close to that. As a result, after the start of the high-brightness performance WO12, the size (range) of the high-brightness image 170b gradually increases, and the transmittance also gradually decreases, so that the visibility of the step-up notice performance image 169 related to the third latter half performance ST3B decreases, and the screen is switched to the variable screen of the decorative pattern 164 at the point when the visibility of the step-up notice performance image 169 is at its lowest (FIG. 26(s)), or at a timing close to that. Then, the size (range) of the high-brightness image 170b gradually decreases, and the visibility of the changing screen of the decorative pattern 164 improves as the transmittance gradually increases, and when the high-brightness image 170b eventually disappears (FIG. 26(v)), the entire changing screen of the decorative pattern 164 (excluding the part hidden behind the mini pattern 165, etc.) becomes completely visible. In this way, during the execution of the high-brightness effect WO12, a specific image end effect is executed to end the display of the step-up notice effect image (specific image) 169.

[0157] In addition, during the third latter half performance ST3Bc after the high brightness performance WO11 ends (during dynamic display processing after execution), the performance lamp L emits light in the latter half emission mode, and during the subsequent high brightness performance WO12, the performance lamp L emits light in the second high brightness medium emission mode. In this embodiment, both the latter half emission mode and the second high brightness medium emission mode are common to the first high brightness medium emission mode, and are cyclic change modes that cyclically change to multiple colors (e.g., three colors: gold, green, and white) including the text color (e.g., gold) of the third latter half performance ST3Bc, and the emission color changes in the order of green (Figure 25(j) to (l)), white (Figure 25(m) to (o)), gold (Figure 25(p) to (r)), and green (Figure 26(s) to (u)). In addition, at least one of the latter half emission mode and the second high brightness medium emission mode may be made different from the first high brightness medium emission mode. However, even in this case, it is preferable that any light emission mode includes a color corresponding to the character color (for example, gold).

[0158] As described above, the step-up notice performance has a first half performance before displaying the step-up notice performance image 169 (specific image) having reliability information on the jackpot (i.e., text information whose display color and content differ according to the reliability of the jackpot), and a second half performance that displays the step-up notice performance image 169 (specific image) having the reliability information on the jackpot, and after the first half performance is executed, before or at the start of the second half performance, a high-brightness performance WO11 is executed in front of the specific image. Also, the performance lamp (light-emitting means) L emits light in a first half light-emitting mode (first light-emitting mode) corresponding to this first half performance in the first half performance, and emits light in a first high-brightness medium light-emitting mode (second light-emitting mode) corresponding to this high-brightness performance WO11 in the high-brightness performance WO11.

[0159] In the high-brightness performances WO11 and WO12 of the step-up notice performance, the high-brightness images 170a and 170b are displayed in front of the step-up notice performance image 169 (specific image) and behind the first and second reserved images (reserved images) X1-, Y1- and the mini pattern 165, thereby changing the visibility of the step-up notice performance image 169, while not changing the visibility of the first and second reserved images X1-, Y1- and the mini pattern 165. The high-brightness performance WO11 is composed of a low-transmittance change performance that changes the transmittance of the high-brightness image 170a in a decreasing direction, and a high-transmittance change performance that changes the transmittance of the high-brightness image 170a in an increasing direction, and the latter (FIGS. 24(a) to 25(j)) has a longer execution time than the former (FIG. 24(a)). On the other hand, in the high-brightness performance WO12, the execution time is shorter for the high-transmittance change performance (FIGS. 26(s) to 26(v)) than for the low-transmittance change performance (FIGS. 25(o) to 26(s)).

[0160] In addition, in the high-brightness performance WO11 of the step-up preview performance, it is possible to execute a high-brightness image display process (Figure 24(a)) that displays a high-brightness image 170a, and a transmittance change process (Figures 24(a) to 25(j)) that changes the transmittance of the high-brightness image 170a displayed by the high-brightness image display process.By increasing the transmittance of the high-brightness image 170a by the transmittance change process, the visibility of the step-up preview performance image 169 behind it is gradually improved. In addition, the step-up preview performance image 169 is provided with a character image (specific character information) having reliability information, and during the high-brightness performance WO11, a first transmittance change process can be executed which changes the transmittance of the high-brightness image 170a in a state in which the character information is not visible (or difficult to see), and a second transmittance change process can be executed which changes the transmittance of the high-brightness image 170a in a state in which all of the character information is visible (or easy to see), and the execution time of the former (e.g., Figures 24(a) to (d)) is different from that of the latter (e.g., Figures 24(d) to 25(j)), with the latter execution time being longer than the former.

[0161] In addition, in the step-up notice performance, it is possible to display any one of a plurality of types of specific images, including a step-up notice performance image (A-1 reliability specific image having A-1 reliability information corresponding to A-1 reliability) displayed in the third latter half performance ST3Ba (FIG. 22(a1)) and a step-up notice performance image (A-2 reliability specific image having A-2 reliability information corresponding to A-2 reliability higher than A-1 reliability) displayed in the third latter half performance ST3Bc (FIG. 22(c1)), and the high brightness image 170 in the high brightness performance WO11 While the third second half performance ST3Ba is displayed, the high-brightness image 170a is common to both the third second half performance ST3Ba and the third second half performance ST3Bb, and in the case of the third second half performance ST3Ba, a first predetermined emphasis sound corresponding to the image related to the third second half performance ST3Ba (first reliability level specific image) can be output (first sound performance), and in the case of the third second half performance ST3Bc, a third predetermined emphasis sound corresponding to the image related to the third second half performance ST3Bc (second reliability level specific image) can be output (second sound performance) while the high-brightness image 170a is displayed.

[0162] In addition, in the step-up notice performance, during execution of the high-brightness performance WO12, the step-up notice performance image 169 relating to the third latter half performance ST3Bc is switched to a variable screen of the decorative pattern 164, so that it is possible to execute a specific image end performance that ends the display of the step-up notice performance image 169 including the text image. Also, when executing the specific image end performance during execution of the high-brightness performance WO12, the performance lamp (light-emitting means) L is made to emit light (specific light-emitting mode) in the second high-brightness medium light-emitting mode (specific light-emitting mode according to the specific image) including the text color of the latter half performance.

[0163] In the step-up notice performance, a step-up notice performance image (specific image) 169 having reliability information on a big win is displayed during the execution of a high-brightness performance WO11 (first high-brightness performance), and then the display is terminated during the execution of a high-brightness performance WO12 (second high-brightness performance) (performance at the end of a specific image). The high-brightness performance WO11 and the high-brightness performance WO12 have different execution times, and in the examples of Figs. 24 to 26, the high-brightness performance WO11 has a longer execution time than the high-brightness performance WO12.

[0164] In addition, in the step-up preview performance, a step-up preview performance image 169 having jackpot reliability information is displayed while the high-brightness performance WO11 is being executed, and after the high-brightness performance WO11 ends, a post-execution dynamic display process is executed to dynamically display at least a part of the step-up preview performance image 169, and a post-execution change process (Figures 25(j) to (o)) is executed to make a predetermined change (color change) to at least a part of the step-up preview performance image 169.

[0165] In addition, in the step-up preview performance, it is possible to execute a high-brightness performance (A-1 high-brightness performance) WO11 that displays a high-brightness image (A-2 high-brightness image) 170a, and a high-brightness performance (A-2 high-brightness performance) WO12 that displays a high-brightness image (A-2 high-brightness image) 170b. The high-brightness performance (A-1 high-brightness performance) WO11 is executed at a first timing when the first scene image relating to the first half performance switches to the second scene image relating to the second half performance, and the high-brightness performance (A-2 high-brightness performance) WO12 is executed at a second timing thereafter.

[0166] In the step-up notice performance, during the high-brightness performance WO11, the display of a character image having jackpot reliability information is started, and when the display of the character image is ended, the high-brightness performance WO12 (performance at the end of a specific image) can be executed. During the high-brightness performance WO11, a first light-emitting performance is executed in which the performance lamp (light-emitting means) L is illuminated in a first high-brightness medium light-emitting mode (first light-emitting mode) corresponding to the reliability information (for example, display color) in the character image, and during the high-brightness performance WO12 (performance at the end of a specific image), a second light-emitting performance is executed in which the performance lamp (light-emitting means) L is illuminated in a second high-brightness medium light-emitting mode (second light-emitting mode). Note that the second high-brightness medium light-emitting mode (second light-emitting mode) may be different from the first high-brightness medium light-emitting mode (first light-emitting mode).

[0167] In the step-up preview performance, the third predetermined emphasis sound (first specific sound B) outputted when the high brightness performance WO11 is executed (first high brightness performance B) during the third latter half performance ST3Bc (Fig. 22(c1)) is larger in output volume and / or output time than the first predetermined emphasis sound (second specific sound B) outputted when the high brightness performance WO11 is executed (second high brightness performance B) during the third latter half performance ST3Ba (Fig. 22(a1)). It may be configured to execute the vibration performance substantially simultaneously with the third predetermined emphasis sound. It may also be configured to execute the vibration performance instead of the third predetermined emphasis sound.

[0168] The step-up preview performance is an example of a text information display performance that displays text information, and is capable of executing a high-brightness performance WO11 as a text information display start performance (first specific performance) that is performed when the display of text information begins, and a high-brightness performance WO12 as a text information display end performance (second specific performance) that is performed when the display of text information ends.After the high-brightness performance WO11 (text information display start performance) is executed, a display mode change process (specific display process that displays text information in a specific display mode) (Figures 25 (j) to (o)) is executed to change the display mode of the text information, and the display mode change process (specific display process) is not executed while the high-brightness performance WO12 (text information display end performance) is being executed.

[0169] In the above step-up preview performance, the number of variations of the reliability display that can be executed in the first to fifth latter half performances ST1B to ST5B is uniformly five (FIG. 22), but the number of variations of the reliability suggestion that can be executed in the first to fifth latter half performances ST1B to ST5B executed thereafter may be different depending on the contents of the first to fifth first half performances ST1A to ST5A. Specifically, in the first to third latter half performances ST1B to ST3B, three types of reliability suggestions from the lowest reliability may be executable, and in the fourth and fifth latter half performances ST4B to ST5B, five types of reliability suggestions may be executable. Also, in the fourth and fifth latter half performances ST4B to ST5B, reliability suggestions (two types with high reliability) that are not executed in the first to third latter half performances ST1B to ST3B may be executable. In addition, the number of variations in executable reliability suggestions may be varied depending on the character or stage, such as three types for the first second half performance ST1B, three types for the second second half performance ST2B, three types for the third second half performance ST3B, five types for the fourth second half performance ST4B, and four types for the fifth second half performance ST5B.

[0170] Also, depending on the selection rate of each character, the number of variations of the reliability suggestion of the character with a high selection rate may be increased, and the number of variations of the reliability suggestion of the character with a low selection rate may be decreased. By configuring in this way, it is possible to show more presentation variations to the player, and it is possible to configure the presentation so that the player does not get bored. Also, the number of variations of the reliability suggestion of the character with a low selection rate may be increased more than that of the character with a high selection rate. Also, when the selection rates are set in descending order of elephant, lion, fox, squirrel, and bear, the number of variations of the reliability suggestion of the fox and squirrel may be increased more than that of the elephant and lion. Furthermore, in this case, the number of variations of the reliability suggestion of the bear may be decreased more than that of the fox and squirrel. In this case, it is preferable to configure the reliability suggestion variation executed when the bear is selected so that only the high reliability one is prepared, and no low reliability one is prepared.

[0171] The above-mentioned various configurations in the step-up preview performance are not limited to this step-up preview performance, but can be similarly adopted in other various performances (preview performances and partial performances). For example, various configurations such as the high brightness performances WO11 and WO12 in the step-up preview performance may be adopted in the reach preview performance, the dialogue preview performance, etc. described later.

[0172] [Reach announcement] 27 to 31 show an example of a reach notice performance executed during normal fluctuation in a reach fluctuation pattern or a normal fluctuation pattern. This reach notice performance (specific notice performance) is a performance that notifies the establishment of a reach state, and is composed of a reach notice first half performance RC1 and a reach notice second half performance RC2, and the performance mode of the reach notice second half performance RC2 is set to be selected from a plurality of types (four types shown in FIG. 27 here) according to the type of the selected fluctuation pattern. The jackpot reliability is set to gradually increase from the first performance mode RC2a (FIG. 27(a)) to the fourth performance mode RC2d (FIG. 27(d)). In this way, for example, the performance image according to the first performance mode RC2a (FIG. 27(a)) is an example of a B-1 reliability specific image corresponding to the B-1 reliability, and the performance image according to the second performance mode RC2b (FIG. 27(b)) is an example of a B-2 reliability specific image corresponding to the B-2 reliability.

[0173] The multiple types (four types) of performance modes RC2a to RC2d of this reach notice second half performance RC2 are generally the same in terms of the characters appearing in the performance images and their actions, but the dialogue strings displayed in front of the character images, etc., the corresponding dialogue sounds output as voice, and the base colors of the performance images are different. That is, as shown in Fig. 27, the same kappa character image is displayed in all of the first to fourth performance modes RC2a to RC2d, but the dialogue strings displayed in front of the character images and the corresponding dialogue sounds are different in all four types, and are "It's a reach!", "It's a SP reach!", "Great chance!!", and "Super hot!!", respectively.

[0174] In addition, the display color of the dialogue character string and the base color of the performance image are different for all four types, and the display color (inner color) and base color of the dialogue character string corresponding to the first to fourth performance modes RC2a to RC2d are "blue", "red", "gold", and "danger color", respectively. The danger color is as described above. In this way, the first to fourth performance modes RC2a to RC2d have different jackpot reliability depending on the display color of the character string, so it can be said that the character image (specific character information) or the reach notice performance image having the character image has reliability information regarding the jackpot. It is also possible to provide multiple display modes (here, display colors) for a common character string. In the case where the character string itself indicates reliability, such as "super hot", it is desirable to enable the performance expression by multiple display modes (display colors) with different reliability, such as configuring it so that "super hot" in danger color indicates higher reliability than "super hot" in gold. In this case, a plurality of display modes other than the display color (character color), for example, different sizes of character outlines, may be provided.

[0175] Next, a specific example of the reach notice performance will be described by taking as an example a case where the first performance mode RC2a (FIG. 27(a)) of the first to fourth performance modes RC2a to RC2d is selected, but first, an overview will be described with reference to FIG. 28. When the reach notice performance starts during normal fluctuation in the reach fluctuation pattern, the speakers 18, 25 start outputting the BGM2 related to this reach notice performance as BGM, and the decorative pattern 164 during high speed fluctuation is hidden on the display screen 58a, and the reserved pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side, and a reach notice performance image 171 related to the reach notice first half performance RC1 is displayed behind them (FIG. 28(a)). This reach notice performance image 171 related to the reach notice first half performance RC1 is composed of a scene in which a kappa character flies in the sky.

[0176] During this reach notice first half performance RC1 (FIG. 28(a)), at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in the first half light emission mode corresponding to the reach notice first half performance, for example, orange. At the start of the reach notice performance, a predetermined start sound may be output as a sound effect.

[0177] After that, the reach notice first half performance RC1 transitions to the reach notice second half performance RC2 (here, the first performance aspect RC2a), and the reach notice performance image 171 switches to a scene in which the kappa character shows a close-up of the upper body (Fig. 28(b)~). In addition, at the time of the scene change (switching from the first scene image to the second scene image) accompanying the transition from this reach notice first half performance RC1 to the reach notice second half performance RC2 (first timing), a high-brightness performance (first high-brightness performance) WO21 is executed (Fig. 28(b)) by displaying the high-brightness image 170c, which reduces the visibility of the image behind the high-brightness image 170c (here, the reach notice performance image 171). Thus, at the first timing when the high-brightness performance WO21 is performed, the dialogue character string (character image) having the reliability information regarding the jackpot is not yet displayed on the screen. In this high-brightness rendering WO21, the minimum transmittance of the high-brightness image is set to greater than 0%, but the minimum transmittance of the high-brightness image may be set to 0% so that the character image behind it becomes completely invisible.

[0178] During the high-brightness performance WO21 (FIG. 28(b)), the output of the BGM2 related to the reach notice performance continues. At the start of the high-brightness performance WO21, a predetermined first emphasis sound is output as a sound effect. During the high-brightness performance WO21, at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emit light in a high-brightness medium light-emitting mode. This high-brightness medium light-emitting mode includes a specific color (e.g., blue) corresponding to the text color of the reach notice second half performance RC2, and is configured to change, for example, from a specific color (here, white) to a specific color (here, blue). Note that this high-brightness medium light-emitting mode may be configured not to include the specific color corresponding to the text color. This makes it possible to prevent the content of the text information to be displayed subsequently from being revealed in advance.

[0179] When the high-brightness performance WO21 ends and the reach preview performance image 171 becomes fully visible (Fig. 28(c)), the dialogue string (text information) "It's a reach!" starts to be displayed in front of the character image (text information display start performance). At this time, the dialogue string appears accompanied by the first dynamic display performance (Fig. 28(c) -> (d)). That is, during the first dynamic display period in which the first dynamic display performance is executed, a text information display start performance (first specific performance) is executed when starting to display text information. In this first dynamic display performance, the dialogue string moves toward a predetermined display position at a first change speed (here, a movement involving rotation).

[0180] During the character information display start performance, the output of the BGM2 related to the reach notice performance continues. Also, when the display of the dialogue string starts (when the character information display start performance starts), a predetermined character appearance sound is output as a sound effect. Also, during the character information display start performance, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emit light in a character appearance light-emitting mode. This character appearance light-emitting mode is a cyclic change mode that cyclically changes to multiple colors (e.g., blue and white) including the character color (here, blue) of the dialogue string displayed on the screen. Note that, for the light-emitting color used in this cyclic change mode, it is preferable not to use a color (here, red, gold, etc.) that indicates higher reliability than the character color (here, blue) of the dialogue string, and in this case, it is preferable to use a color that indicates lower reliability than the character color of the dialogue string or a light-emitting color (here, white, etc.) that is not used to suggest reliability. Also, a light-emitting mode that corresponds only to the character color of the dialogue string may be adopted, or a light-emitting mode other than continuous lighting, such as a flashing light-emitting mode, may be adopted. Also, it may be configured so that only specific light-emitting points have a light-emitting color corresponding to the character color of the dialogue string, and other light-emitting points have other light-emitting modes (for example, white or off). In this case, for the other light-emitting modes, it is preferable not to use a color (here, red, gold, etc.) that indicates higher reliability than the light-emitting color (here, blue) that corresponds to the character color of the dialogue string, and it is preferable to use a color that indicates lower reliability than the character color of the dialogue string or a light-emitting color that is not used to suggest reliability (here, white, etc.).

[0181] When the dialogue character string is displayed at a predetermined display position through the first dynamic display performance (second timing), a high-brightness performance (A second high-brightness performance) WO22 is executed, which reduces the visibility of the image behind the high-brightness image 170d (here, the reach notice performance image 171) by displaying the high-brightness image 170d (FIG. 28(d)). Thus, at the second timing when the high-brightness performance WO22 is performed, the dialogue character string (character image) having the reliability information on the big win is already displayed on the screen. During this high-brightness performance WO22, the output of the BGM2 related to the reach notice performance continues, and a predetermined second emphasis sound is output as a sound effect. Also, during the high-brightness performance WO22, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) continues to emit light in the character appearance light-emitting mode.

[0182] When the high brightness performance WO22 ends and the reach notice performance image 171 including the dialogue string becomes completely visible (FIG. 28(e)), a predetermined reach notice voice is output as a dialogue sound (dialogue output performance). This reach notice voice corresponds to the dialogue string displayed on the screen, and is output as "reach" here. However, without being limited to this, the dialogue output performance of "reach" may be configured to be executed while the high brightness performance WO22 is being executed, or the dialogue output performance may be configured to be executed from the timing when the dialogue string appears before the execution of the high brightness performance WO22. During the dialogue output performance, the output of the BGM2 related to the reach notice performance continues, and at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in a dialogue output light emitting mode (here, blue) corresponding to the character color of the dialogue string (i.e., the reliability information).

[0183] When the dialogue output performance ends, a final performance (specific image final performance) is executed to end the display of the reach notice performance image 171 related to the reach notice performance and switch to a pattern change screen (Fig. 28(f)). During this final performance, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in a final light-emitting mode (e.g., orange) different from the previous dialogue output light-emitting mode (here, blue) or character appearance light-emitting mode (here, blue and white cyclic change mode), but this final light-emitting mode may be configured to be the same light-emitting mode as either the dialogue output light-emitting mode or the character appearance light-emitting mode. When the pattern change screen starts after the final performance (Fig. 28(g)), a pattern stop sound is output as a sound effect in accordance with the stop of the decorative patterns 164a to 164c. In addition, the reach preview effect shown in FIG. 28 has a different jackpot reliability from the step-up preview effect shown in FIG. 23, and here the latter has a higher jackpot reliability than the former (FIG. 20).

[0184] The high-brightness performance (A-2 high-brightness performance) WO22 may be configured to have a different execution time from the high-brightness performance (A-1 high-brightness performance) WO21, or may be configured to have the same execution time. The two may also be configured to have different or the same transmittance for the high-brightness image. The two may also be configured to have different or the same display range for the high-brightness image. Furthermore, since no character string is displayed during the execution of the high-brightness performance (A-1 high-brightness performance) WO21, and character strings are displayed during the execution of the high-brightness performance (A-2 high-brightness performance) WO22, the high-brightness performance (A-2 high-brightness performance) WO22 only needs to display a high-brightness image so as to make at least the character strings difficult to see, and may be configured to have different transmittances for the character (kappa) part and the character string part, for example. Also, the high-brightness image may be executed so that it does not overlap or only partially overlaps the character (kappa) portion, and the high-brightness image may be executed so that it overlaps the character string portion. Also, when the character (kappa) and / or the character string are dynamically displayed, it is desirable that they are always dynamically displayed within the display range of the high-brightness image. However, this is not limited to this, and it may be configured so that there are times when the character (kappa) and / or the character string overlap the display range of the high-brightness image and times when they do not overlap during the dynamic display of the character (kappa) and / or the character string. This makes it possible to change the visibility of the character (kappa) and / or the character string during the dynamic display, and to improve the presentation effect. Also, it may be configured so that the dynamic pattern when the character (kappa) and / or the character string are dynamically displayed during the execution of the high-brightness presentation is different from the dynamic pattern when the character (kappa) and / or the character string are dynamically displayed after the execution of the high-brightness presentation is completed.

[0185] Next, the performance period centered on the high brightness performances WO21 and WO22 in the reach notice performance shown in FIG. 28 will be described in more detail. FIG. 29 to FIG. 31 show the change in the display screen and the light emitting means at even shorter time intervals than FIG. 28 during the period of FIG. 28(b) to (g), that is, the period from the start of the high brightness performance WO21 to the end of the reach notice performance and the transition to the variable screen of the decorative pattern 164. Note that the 20 frames of display images shown in FIG. 29 to FIG. 31 are extracted at a constant pitch from all the frames during the period of FIG. 28(b) to (g). Therefore, in FIG. 29 to FIG. 31, the time interval between adjacent frames is the same, and is A milliseconds, the same as FIG. 24 to FIG. 26 in the step-up notice performance.

[0186] First, the details of the high-brightness performance WO21 will be described. In the high-brightness performance WO21 shown in Fig. 29(a)-(f), at the start, a high-brightness image 170c is displayed in front of the reach notice performance image 171 and behind the mini symbol 165, reserved pedestal image 168, and the reserved images X1-X4, Y1-Y4 in front of it (Fig. 29(a)), and the transmittance of the high-brightness image 170c gradually changes and finally disappears (Fig. 29(f)).

[0187] Here, the high-brightness image 170c is displayed in a range (size) that covers the entire reach notice performance image 171, and the transmittance is uniform within the display range, so that the display range does not change over time, but the transmittance changes over time (transmittance change processing, transmittance change performance). The transmittance of the high-brightness image 170c is configured to be minimum (25% here) at the start of display (FIG. 29(a)), and to gradually increase (rise) at a constant rate of change over time (first display pattern). That is, the high-brightness performance WO21 is configured with a low-transmittance change performance that changes the transmittance of the high-brightness image 170c in a decreasing direction, and a high-transmittance change performance that changes the transmittance of the high-brightness image 170c in an increasing direction, and the latter (FIGS. 29(a) to (f)) has a longer execution time than the former (FIG. 29(a)). In the high-brightness image 170c, the minimum transmittance is greater than 0% (here, 25%), and even at the start of display at this minimum transmittance (FIG. 29(a)), the reach notice performance image 171 is slightly visible. The transmittance at the start of display of the high-brightness image 170c may be set to 0%, so that the display content behind the high-brightness image 170c cannot be seen at the start of display.

[0188] Of course, the high-brightness image 170c may be set to a display range (size) in which the coverage rate of the reach notice performance image 171 is less than 100%, or the transmittance within the display range may be non-uniform. The display range (size) may be changed over time while changing the transmittance or without changing the transmittance. The minimum transmittance of the high-brightness image 170c may be set to 0%. The execution time of the high transmittance change performance may be shorter than that of the low transmittance change performance, or the execution times of both may be approximately the same.

[0189] Also, at a predetermined time during the high-brightness performance WO21, for example, at the start (FIG. 29(a)), the performance scenario is switched, and the reach notice performance image 171 behind the high-brightness image 170c is switched from the image of the previous reach notice first half performance RC1 to the image of the reach notice second half performance RC2. That is, the high-brightness performance WO21 is an example of a high-brightness performance at the time of image change that can be executed when performing an image change process that changes from the first image to the second image, and is an example of a high-brightness performance at the time of scenario change that is executed at the timing of switching the performance scenario. As a result, after the start of the high-brightness performance WO21, as the transmittance of the high-brightness image 170c gradually increases, the visibility of the reach notice performance image 171 improves, and when the high-brightness image 170c eventually disappears (FIG. 29(f)), the entire reach notice performance image 171 (excluding the part hidden behind the mini pattern 165, etc.) becomes completely visible.

[0190] During the execution of the high-brightness effect WO21, the mini-pattern 165 goes from between "3·5·7" and "4·6·8" (Fig. 29(a)) to "8·2·4" (Fig. 29(f)). In other words, the execution time of the high-brightness effect WO21 (Figs. 29(a) to (f)) is longer than the period in which the mini-pattern 165 goes through one cycle.

[0191] During the high-brightness effect WO21, the effect lamp L emits light in a medium-high-brightness light-emitting mode. The medium-high-brightness light-emitting mode is configured to emit a predetermined color (white here) until a predetermined point in time during the high-brightness effect WO21 (FIG. 29(a)-(b)), and to change to a specific color (blue here) thereafter (FIG. 29(c)-(e)).

[0192] When the high brightness effect WO21 ends and the reach notice effect image 171 becomes completely visible (Fig. 29(f)), the character information display start effect (Figs. 29(f)-(h)) is performed at the same time, or at a specified timing thereafter. In this character information display start effect, the dialogue string (text information) "It's a reach!" appears in front of the character image, etc., accompanied by a first dynamic display effect (first dynamic display period). In this first dynamic display effect, the dialogue string moves at a first change speed (here, a movement accompanied by rotation and shrinking changes) toward a specified display position. Due to this first dynamic display effect accompanied by rotation and shrinking changes, the player perceives the dialogue string as moving toward the back of the screen while rotating, for example, clockwise. It should be noted that the dialogue string "It's a reach!" is displayed in "blue" (Figure 27(a)), but the display mode (display color and shape) of the dialogue string does not change during the first dynamic display performance (a specific display process that displays text information in a specific display mode is not executed).

[0193] When the dialogue string reaches a predetermined display position through the first dynamic display performance (Fig. 29(h)), a high-brightness performance WO22 (Figs. 29(h) to 30(l)) is executed, which displays a high-brightness image 170d to reduce the visibility of the image behind the high-brightness image 170d (here, the reach notice performance image 171). Unlike the high-brightness performance WO21, this high-brightness performance WO22 is executed when the performance scenario is not switched, that is, at a timing when the reach notice performance image 171 is not changed. In this way, the high-brightness performance WO22 is an example of a high-brightness performance when an image is not changed that can be executed when a predetermined image is not changed (image change), and is an example of a high-brightness performance when a scenario is not switched that is executed at a timing when the performance scenario is not switched.

[0194] In this high-brightness performance WO22, similarly to the high-brightness performance WO21, a high-brightness image 170d appears in front of the reach notice performance image 171 and behind the mini pattern 165, reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of it, and then disappears, but the change (display pattern) of the high-brightness image 170d is different from the high-brightness image 170b in the high-brightness performance WO21. Note that the high-brightness image may be configured to appear in front of the reserved pedestal image 168 and the reserved images X1 to X4, Y1 to Y4 in front of it, and this is also the case in other performances.

[0195] That is, the high-brightness image 170d is displayed in a range (size) that covers the entire reach notice performance image 171, and the transmittance is uniform within the display range, and the display range does not change with time, and the transmittance changes with time (transmittance change processing, transmittance change performance), which is common to the high-brightness image 170c, but the transmittance gradually decreases with time and becomes a minimum (here, 40%) at a predetermined time (FIGS. 29(h) to 30(j)), and then gradually increases with time (FIGS. 30(j) to (l)) (second display pattern). Thus, the high-brightness performance WO22 is composed of a low-transmittance change performance that changes the transmittance of the high-brightness image 170d in a decreasing direction and a high-transmittance change performance that changes the transmittance of the high-brightness image 170d in an increasing direction, and the former (FIGS. 29(h) to 30(j)) and the latter (FIGS. 30(j) to (l)) have approximately the same execution time. Of course, the execution time of the high transmittance change effect may be longer than that of the low transmittance change effect, or vice versa. Note that in the high-brightness image 170d, the minimum transmittance is greater than 0% (here, 40%), and the reach notice effect image 171 is visible even at the predetermined time when the minimum transmittance is reached (FIG. 30(j)).

[0196] During the execution of the high-brightness effect WO22, the mini-pattern 165 goes from "5·7·1" (Fig. 29(h)) to "7·1·3" (Fig. 30(l)). In other words, the execution time of the high-brightness effect WO22 (Figs. 29(h) to 30(l)) is longer than the period for the mini-pattern 165 to go through one cycle. Also, the execution time of the high-transmittance change effect may be longer than that of the low-transmittance change effect, or vice versa.

[0197] During this high-brightness performance WO22, an arrival emphasis operation is performed to emphasize that the dialogue string has reached a predetermined display position, in this case an expansion / contraction operation (enlargement / reduction operation) of the dialogue string (FIGS. 29(h) to 30(l)). The type of arrival emphasis operation is arbitrary, and may be any type, such as a bound operation of the dialogue string or a transformation operation other than enlargement / reduction. Furthermore, the high-brightness performance WO22 may be configured to be executed at the timing when the arrival emphasis operation of the dialogue string is completed. In other words, during the high-brightness performance WO22, the transformation operation of the dialogue string may not be executed. Alternatively, during the high-brightness performance WO22, only a smaller transformation operation is performed on the dialogue string than the arrival emphasis operation of the dialogue string performed before the execution of the high-brightness performance WO22.

[0198] During the period from the text information display start effect to the high brightness effect WO22, the effect lamp L emits light in a text appearance light-emitting mode. The text appearance light-emitting mode is a cyclic change mode in which the light changes cyclically among a plurality of colors (e.g., blue and white) including the text color (here, blue) of the dialogue string displayed on the screen, and the light color changes from white (FIG. 29(f)-(g)) to blue (FIG. 29(h)-(i)) to white (FIG. 30(j)-(k)).

[0199] When the high brightness performance WO22 ends and the entire reach notice performance image 171 including the dialogue string becomes visible (Fig. 30(l)), a dialogue output performance is performed and a dialogue sound (reach notice voice) of "It's a reach" corresponding to the dialogue string (text information) displayed on the screen is output, and during this dialogue output performance (second dynamic display period), a second dynamic display performance is performed for the dialogue string (Figs. 30(l)-(p)). In this second dynamic display performance, the dialogue string is displayed at a second change speed (here, slower than the first change speed) different from the change speed during the first dynamic display performance (first change speed), for example, slowly shrinking. This shrinking display allows the player to recognize the dialogue string as moving towards the back of the screen.

[0200] During the second dynamic display period in which the second dynamic display performance is performed for the dialogue character string, the mini-pattern 165 goes from "7·1·3" (FIG. 30(l)) to "1·3·5" (FIG. 30(p)). That is, the second dynamic display period (FIG. 30(l)-(p)) is longer than the period in which the mini-pattern 165 goes around, and is longer than the first dynamic display period (FIG. 29(f)-(h)). In the example of FIG. 29, the first dynamic display period (FIG. 29(f)-(h)) is shorter than the period in which the mini-pattern goes around.

[0201] During this second dynamic display performance (FIG. 30(l)-(p)), a display mode change process (specific display process for displaying character information in a specific display mode) is performed to change the display mode (here, display color) of the dialogue character string. This display mode change process is performed within the outline of the dialogue character string (character information), and for example, the display color of the character corresponding to the dialogue sound being output changes temporarily (for example, from blue to white). As a result, the white part is recognized as moving, for example, from left to right on the character string "It's a reach!" displayed in blue. When performing a predetermined change performance within the outline of the dialogue character string in this way, the dialogue character string may be configured to be displayed dynamically, or an effect image may be displayed in a stationary state. Note that, when this dialogue sound is output, it is preferable to have the character image perform a so-called lip-syncing action (speaking action). Also, the display mode change process (specific display process for displaying character information in a specific display mode) in which the white part moves on the dialogue character string is preferably performed in response to the output of the dialogue sound. By synchronizing the output timing of the dialogue sound with the change (movement) of the display color on the dialogue character string in this way, even if lip-syncing (speaking) is not involved, it is possible to more clearly express the relationship between the output of the dialogue sound and the dialogue character string being output. The lip-syncing may be performed while the high-brightness image is being displayed, or may be configured to be performed after the display of the high-brightness image has ended. When the lip-syncing is performed while the high-brightness image is being displayed, it is desirable to configure the lip-syncing to be performed at least while the dialogue character string is being displayed or after the first dynamic display of the dialogue character string has ended, but this is not limiting, and the lip-syncing may be configured to be performed during the first dynamic display.

[0202] During the dialogue output performance, the performance lamp L emits light in a dialogue output light emitting mode corresponding to the character color of the dialogue string (blue in this example), that is, in blue (FIGS. 30(l) to (p)).

[0203] When the dialogue output performance (Fig. 30(l)-(p)) ends (i.e., after the second dynamic display period), an end performance (specific image end performance, text information display end performance) is performed to end the display of the reach notice performance image 171 related to the reach notice performance and switch to a pattern changing screen (Fig. 30(q)-Fig. 31(t)). In this end performance, a concealing image 172 that conceals the reach notice performance image 171 is displayed in front of the reach notice performance image 171, and the pattern changing screen appears when the display of the concealing image 172 ends. In the end performance of this embodiment, the concealed image 172 is composed of a curtain and a character pulling it, and the character closes the curtain to conceal the reach notice performance image 171 (Fig. 30(q)-(r)), and then the character opens the curtain, gradually making the variable screen of the decorative pattern 164 (excluding the part hidden behind the mini pattern 165, etc.) visible (Fig. 30(r) -> Fig. 31(t)). Note that the display mode (display color and shape) of the dialogue character string does not change during the execution of this end performance (specific display processing for displaying character information in a specific display mode is not executed). Here, a white image is adopted as the concealed image 172, but this is not limited thereto, and for example, a display color suggesting reliability may be used, or other colors may be used. Also, the transmittance of the concealed image 172 may be greater than 0%. Also, when the concealed image 172 is made to be another color, it is desirable to adopt an image with a color or pattern at least different from the high brightness image. Also, concealed image 172 may be configured to be displayed in an area including the front side of reserved pedestal image 168 and reserved images X1-X4, Y1-Y4 so as to overlap them. Also, the display period of concealed image 172 may be configured to be different from the display period of the high-brightness image, or may be the same period, but if they are different periods, the display period of concealed image 172 may be configured to be longer than the display period of the high-brightness image, or conversely, may be configured to be shorter.

[0204] During the end performance, the performance lamp L emits light in the end light emission mode, for example, in orange (FIG. 30(q) to FIG. 31(s)).

[0205] In addition, when comparing the execution time of the high-brightness effects WO21, WO22 and the end-time effect in the reach preview effect, the high-brightness effect WO21 (Figures 29(a) to (f)) is approximately 5A milliseconds, the high-brightness effect WO22 (Figures 29(h) to 30(l)) is approximately 4A milliseconds, and the end-time effect is approximately 4A milliseconds, but the execution time of the end-time effect may be shorter than the execution time of the high-brightness effect WO22, or conversely, it may be longer.

[0206] As described above, in the reach notice performance, the high brightness performance (first high brightness performance) WO21 that displays the high brightness image (first high brightness image) 170c and the high brightness performance (second high brightness performance) WO22 that displays the high brightness image (second high brightness image) 170d can be executed, and the high brightness performance WO21 is executed at the first timing when the scene change (switching from the first scene image to the second scene image) accompanying the transition from the reach notice first half performance RC1 to the reach notice second half performance RC2 is performed, and the high brightness performance WO22 is executed at the second timing thereafter. Note that, at the first timing when the high brightness performance WO21 is performed, the dialogue character string (character image) having reliability information regarding the big win has not yet been displayed on the screen, and is displayed at the second timing thereafter.

[0207] In the reach notice performance, the display of a character image having jackpot reliability information is started before the high-brightness performance WO22, and an end performance (specific image end performance) can be executed when the display of the character image is ended (Fig. 30(q) to Fig. 31(t)). In addition, during the high-brightness performance WO22, a first light-emitting performance is executed in which the performance lamp (light-emitting means) L is illuminated in a character appearance light-emitting mode (first light-emitting mode) corresponding to the reliability information (e.g., display color) in the character image, and during the end performance (specific image end performance), a second light-emitting performance is executed in which the performance lamp (light-emitting means) L is illuminated in an end light-emitting mode (second light-emitting mode) different from the character appearance light-emitting mode (first light-emitting mode).

[0208] In the reach notice performance, a high brightness performance (high brightness performance when changing image) WO21 that can be executed when performing image change processing to switch from the image (first image) of the reach notice first half performance RC1 to the image (second image) of the reach notice second half performance RC2, and a high brightness performance (high brightness performance when the image is not changed) WO22 that can be executed when the image change processing is not performed can be executed, and the minimum transmittance (transparency) of the high brightness image is made different between the high brightness performance WO21 and the high brightness performance WO22. Note that here, the minimum transmittance is made different as an example of the transmittance performance of the high brightness image, but other transmittance performances, such as the range (size) of the high brightness image and the distribution of the transmittance, may be made different. In addition, the image change processing is not limited to switching from the image (first image) of the reach notice first half performance RC1 to the image (second image) of the reach notice second half performance RC2, but may be any processing that switches from a predetermined first image to a predetermined second image. That is, an image that is displayed before the high-brightness effect is executed but is not displayed after the execution corresponds to the first image, and an image that is not displayed before the high-brightness effect is executed but is displayed after the execution corresponds to the second image. In this way, if there are images (first image and second image) whose display can be switched before and after the high-brightness effect, it may be considered that the image change process is being executed.

[0209] The reach notice performance is an example of a character information display performance that displays character information (here, dynamically displays), and can execute a character information display start performance (a first specific performance performed when displaying character information starts) that starts displaying character information, and an end performance (a second specific performance performed when displaying character information ends) that ends displaying character information. After execution of the character information display start performance (during the first specific performance), a display mode change process (a specific display process that displays character information in a specific display mode) (FIG. 30(l)-(p)) that changes the display mode of character information is executed, and the display mode change process (specific display process) is not executed during execution of the end performance (second specific performance). However, it is not limited to this, and may be configured to execute the display mode change process (specific display process) even during execution of the end performance (second specific performance). In this case, the display mode change performance that started after execution of the character information display start performance (during the first specific performance) will be executed continuously during execution of the end performance (second specific performance). In addition, it may be configured to execute a display mode change effect different from the display mode change effect that started after the execution of the text information display start effect (during the first specific effect) during the execution of the end effect (second specific effect).

[0210] In addition, the reach preview performance includes a high-brightness performance (high-brightness performance when scenario switches) WO21 that is executed when the performance scenario switches, and a high-brightness performance (high-brightness performance when scenario does not switch) WO22 that is executed when the performance scenario does not switch. The high-brightness performance WO21 displays a high-brightness image 170c in a first display pattern, and the high-brightness performance WO22 displays a high-brightness image 170d in a second display pattern that is different from the first display pattern. The high-brightness performance WO21 (Figures 29(a) to (f)) has a longer execution time than the high-brightness performance WO22 (Figures 29(h) to 30(l)). As described above, the high-brightness image WO21 and the high-brightness image WO22 have different minimum transmittances (transmission performance), and the high-brightness image 170d of the high-brightness image WO22 has a larger minimum transmittance than the high-brightness image 170c of the high-brightness image WO21. The minimum transmittance of the high-brightness image 170d of the high-brightness image WO22 may be smaller than that of the high-brightness image 170c of the high-brightness image WO21, or may be substantially the same. Other transmission performances, such as the maximum range (size) and transmittance distribution of the high-brightness image, may be different between the high-brightness image WO21 and the high-brightness image WO22. In this case, the high-brightness image WO21 may be large and the high-brightness image WO22 may be small, or the high-brightness image WO21 may be small and the high-brightness image WO22 may be large.

[0211] In the reach notice performance, a first dynamic display performance in which the dialogue character string moves toward a predetermined display position at a first change speed (here, a movement involving rotation and shrinking) and a second dynamic display performance in which the dialogue character string is displayed at a second change speed (here, slower than the first change speed) different from the change speed (first change speed) during the first dynamic display performance, for example, slowly shrinking, can be executed. During the second dynamic display performance, a display mode change process (specific display process that displays the character information in a specific display mode) that changes the display mode (here, display color) of the dialogue character string (character information) is executed, and the display mode change process (specific display process) is not executed during the first dynamic display performance. Note that the display mode change process (specific display process) is executed within the outline of the dialogue character string (character information). Also, during the first dynamic display performance, a character information display start performance (first specific performance executed when starting to display the character information) that starts displaying the dialogue character string (character information) is executed. During the execution of the end effect (a second specific effect performed when the display of the character information is ended) that ends the display of the dialogue string (character information), the display mode (display color and shape) of the dialogue string does not change (specific display processing is not executed).

[0212] In the reach notice performance, there is a first dynamic display period in which the dialogue character string is dynamically displayed at a first change speed toward a predetermined display position, and a second dynamic display period in which the dialogue character string is dynamically displayed at a second change speed slower than the first change speed, and the second dynamic display period (Fig. 30(l)-(p)) is longer than the first dynamic display period (Fig. 29(f)-(h)). In addition, during the first dynamic display period, a character information display start performance (first specific performance) is executed when the dialogue character string (character information) starts to be displayed, and after the second dynamic display period, an end performance (second specific performance) is executed when the dialogue character string (character information) ends to be displayed. The second dynamic display period is longer than the time it takes for the mini pattern 165 to change in one cycle. In addition, the first dynamic display period is also longer than the time it takes for the mini pattern 165 to change in one cycle.

[0213] The reach notice performance is an example of a text information display performance that displays text information, and is capable of executing a text information display start performance (first specific performance) that is performed when the display of the text information begins, and an end performance (second specific performance) that is performed when the display of the text information ends. After the text information display start performance is executed, a display mode change process that changes the display mode of the text information (specific display process that displays the text information in a specific display mode) (Figures 30 (l) to (p)) is executed, and the display mode change process (specific display process) is not executed while the end performance is being executed.

[0214] In addition, the reach notice performance includes a high-brightness performance (high-brightness performance when changing image) WO21 that can be executed when image change processing is performed to change the reach notice performance image 171 from the first image to the second image, and a high-brightness performance (high-brightness performance when image is not changed) WO22 that can be executed when the reach notice performance image (predetermined image) 171 is not changed (image change processing is not performed), and the execution time of the high-brightness performance WO22 and the high-brightness performance WO21 is approximately the same, and the execution time of the high-brightness performances WO21 and WO22 is longer than one cycle of the variation of the mini pattern 165. The execution time of the high-brightness performance (high-brightness performance when changing image) WO21 may be longer than the execution time of the high-brightness performance (high-brightness performance when image is not changed) WO22, or vice versa.

[0215] Also, the minimum transmittance of the high-brightness image is different between high-brightness performance (high-brightness performance when image is changed) WO21 and high-brightness performance (high-brightness performance when image is not changed) WO22. That is, high-brightness image 170c in high-brightness performance WO21 has a minimum transmittance of 25%, whereas high-brightness image 170d in high-brightness performance WO22 has a minimum transmittance of 40%, meaning that high-brightness image 170d in high-brightness performance WO22 has a greater minimum transmittance than high-brightness image 170c in high-brightness performance WO21.

[0216] The various configurations in the reach notice performance described above are not limited to this reach notice performance, but can be similarly adopted in other various performances (notice performances and partial performances). For example, various configurations such as the high brightness performances WO21 and WO22 and the end performance in the reach notice performance may be adopted in the step-up notice performance described above, the button notice performances 1 and 2 described below, and the dialogue notice performance. In other words, if it is a (notice) performance accompanied by the execution of a high brightness performance or an end performance, the contents of the high brightness performances WO21 and WO22 and the end performance in this notice performance may be adopted in another performance. It goes without saying that the same can be adopted in the character information display start performance and the display mode change processing executed in conjunction with this.

[0217] [Button preview 1] 32 to 35 show an example of a button advance notice effect 1 executed during a reach fluctuation in a reach fluctuation pattern. This button advance notice effect (operation effect) 1 is an effect (related to the operation of the operation means by the player) that requires the player to operate the effect button (operation means) 34, and suggests the reliability of a jackpot, etc., by executing a predetermined post-operation effect based on the establishment of one or more conditions, including the case where the effect button 34 is operated during the operation valid period. There are multiple types of post-operation effects, for example, two types of post-operation effects, a post-operation success effect and a post-operation failure effect, and the post-operation success effect has a higher reliability of a jackpot than the post-operation failure effect.

[0218] Next, a specific example of the button advance notice performance 1 will be described by taking the case where the post-operation success performance is selected as the post-operation performance as an example, but first, an overview will be described with reference to Fig. 32. When the button advance notice performance 1 starts after the reach is established in the reach fluctuation pattern, the speakers 18, 25 start outputting the BGM3 related to this button advance notice performance 1 as BGM, and on the display screen 58a, the left decorative pattern 164a and the right decorative pattern 164b constituting the reach are left, and the center decorative pattern 164c which is fluctuating at high speed is hidden, and the reserved pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side, and the button advance notice performance image 173 related to the button introduction performance BA0 is displayed behind them (Figs. 32(a), (b)).

[0219] In the button advance notice performance image 173 of the button introduction performance BA0, for example, a character image 174 with a serious face and a character string image 175 such as "Make the character laugh" are displayed on the screen in that order, and the player who sees this can recognize that it is a performance that suggests the possibility of a big win depending on whether the character laughs or not. In addition, in the button introduction performance BA0 (FIGS. 32(a), (b)), for example, at the start, a predetermined introduction sound is output from the speakers 18, 25 as a sound effect, and a line sound corresponding to the character string image 175, that is, a button introduction voice of "Make the character laugh", is output in accordance with the display of the character string image 175. Furthermore, during the button introduction performance BA0 (FIGS. 32(a), (b)), at least a part of the performance lamps L (here, both the frame side lamp La and the board side lamp Lb) emits light in an introduction light-emitting mode (predetermined light-emitting mode) corresponding to the button introduction performance BA0, for example, in light blue.

[0220] Following the button introduction performance BA0 (FIGS. 32(a) and (b)), an operation prompting performance BA1 (FIGS. 32(c)-(d)) is performed, which displays an operation prompting image 176 that prompts the user to operate the performance button (operation means) 34. Here, the operation prompting image 176 is composed of a button image (operation target image) 176a indicating the performance button (operation means) 34 that is the operation target, and an operation mode notification image 176b indicating the operation mode for the performance button 34 that is the operation target, and is displayed approximately in the center of the screen instead of the character string image 175 of "Make the character laugh". Note that the operation mode notification image 176b is composed of an arrow indicating the pressing direction of the performance button 34 and the character string "PUSH".

[0221] During the execution of the operation prompting performance BA1, a high-brightness performance WO31 is executed in which the high-brightness image 170e is displayed to reduce the visibility of the image behind the high-brightness image 170e (here, the operation prompting image 176) (FIG. 32(c)). This high-brightness performance WO31 can emphasize the appearance of the operation prompting image 176, that is, the start of the operation valid period. During this high-brightness performance WO31, the output of the BGM3 related to the button advance notice performance 1 continues. At the start of the high-brightness performance WO31, a predetermined first emphasis sound is output as a sound effect. During the high-brightness performance WO31, at least a part of the performance lamp L (here, both the frame side lamp La and the board side lamp Lb) emits light in a first high-brightness medium light-emitting mode, for example, in blue. Although not shown, it may be configured to display a gauge section indicating the progress of the operation valid period. In this case, the gauge section starts to be displayed when the display of the high-brightness image 170e ends (FIG. 32(d)), and is displayed so that the display mode of the gauge section changes as the operation valid period elapses. The display range of the high-brightness image 170e may be configured to be displayed in a range overlapping the area in which the gauge section is scheduled to be displayed thereafter, or may be configured to be displayed in a range that does not overlap the area in which the gauge section is scheduled to be displayed and overlaps only the operation prompting image. The high-brightness image may be displayed so as to overlap the character image. The execution time of the high-brightness performance WO31 may be configured to be different from the execution time of the high-brightness performances WO21 and WO22. In that case, the former may be longer or shorter than the latter.

[0222] During the operation prompting performance BA1, the output of the BGM3 related to the button advance notice performance 1 continues even after the high brightness performance WO31 ends. After the high brightness performance WO31 ends, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in a standby state, for example, flashing blue.

[0223] During the operation prompting performance BA1, that is, when the performance button 34 is operated during the operation valid period, a high-brightness performance WO32 is performed in which the high-brightness image 170f is displayed to reduce the visibility of the image behind the high-brightness image 170f (here, the operation prompting image 176) (FIG. 32(e)). During the high-brightness performance WO32, a post-operation success performance BA2A is started as a post-operation performance BA2. Here, in the high-brightness performance WO32, the display of the high-brightness image 170f is started in the range corresponding to the operation prompting image 176 (FIG. 32(e)), and while the high-brightness image 170f is displayed (during the high-brightness performance WO32), the operation prompting image 176 is erased from the screen, and for example, a character image 174 with a serious face starts a predetermined action (FIG. 32(f)). In this case, the transmittance of the high-brightness image 170f in the high-brightness effect WO32 may be reduced, and the operation prompting image 176 may be erased from the screen in a state where it is not visible.

[0224] Then, by displaying the high-brightness image 170g, a high-brightness performance WO33 is performed that reduces the visibility of the image behind the high-brightness image 170g (here, the character image 174) (FIG. 32(g)), and during the high-brightness performance WO33, the character image 174 changes from a serious face to a smiling face. In this case, the transmittance of the high-brightness image 170g in the high-brightness performance BA33 may be improved, and the character image 174 may be changed in a state where the character image 174 is visible (a state where visibility is reduced).

[0225] Even during the execution of the post-operation success performance BA2A, the output of the BGM3 related to the button advance notice performance 1 continues. At the start of the high-brightness performances WO32 and WO33, the second and third emphasis sounds are output as sound effects. During the high-brightness performance WO32, at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emits light in the second high-brightness medium light-emitting mode, for example, white, and during the subsequent high-brightness performance WO33, at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emits light in the success light-emitting mode, for example, red. After the end of the high-brightness performance WO32, the performance lamps L are temporarily turned off until the start of the high-brightness performance WO33. In the case of a post-operation failure performance, during the high-brightness performance WO33, the performance lamps L emit light in a failure light-emitting mode different from the success light-emitting mode, for example, green.

[0226] When the success performance BA2A ends after the above operation, the big win variation result performance is performed, the middle decorative pattern 164c stops, and the big win performance mode such as "7·7·7" is established (FIG. 32(h)). In this big win variation result performance, a big win stop sound is output as a sound effect, and at least a part of the performance lamp L (here, both the frame side lamp La and the board side lamp Lb) emits light in the big win stop light emission mode, for example, flashing red.

[0227] Next, the button preview performance 1 shown in Fig. 32 will be described in more detail with respect to the performance period centered on the button introduction performance BA0 and the high brightness performances WO31-33. Fig. 33 shows the change in the display screen and the light emitting means for the period of Fig. 32(a)-(b), Fig. 34 shows the change in the period of Fig. 32(c)-(d), and Fig. 35 shows the change in the period of Fig. 32(e)-(g), each at an even shorter time interval than Fig. 32. Note that in Figs. 33-35, the time interval between adjacent frames is all the same, and is A milliseconds, the same as Figs. 24-26 in the step-up preview performance.

[0228] First, the details of the button introduction performance BA0 will be described. In the button introduction performance BA0, as shown in Fig. 33(a) to Fig. 33(e), a character string image 175 of "Make the character laugh" is displayed on the screen so that it appears in order at a predetermined speed, for example, from the beginning to the end of the character string. This character string image 175 is displayed in a common display mode regardless of whether the post-operation success performance or the post-operation failure performance is selected as the post-operation performance. That is, the character string image 175 is an example of non-specific character information to which reliability information consisting of a display mode according to the reliability (jackpot reliability, etc.) regarding the occurrence of a predetermined event is not added. Note that the time required from the start of displaying the character string image 175 to the completion of display (i.e., the character string image 175 becomes easy to recognize) (Fig. 33(a) to Fig. 33(e)) is 4A milliseconds.

[0229] Here, the character string image 175 uses red (specific color) and white (non-specific color) as character colors, and the first character of each row, i.e., "Ki" in "Character" in the first column and "Wa" in "Make me laugh" in the second column, is displayed in red, and the other characters are displayed in white (non-specific color), so that the number of characters without red (specific color) is greater than the number of characters with red (specific color). Also, during the button introduction performance BA0 (FIGS. 32(a), (b)) in which the character string image 175 is displayed, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emit light in the introduction light-emitting mode (FIGS. 32(a), (b)), but the light-emitting color in this introduction light-emitting mode is, for example, light blue, which does not correspond to the specific color (red) (FIGS. 33(a) to 33(e)). Note that when the character string image 175 is displayed, the performance lamps L may emit light in a color corresponding to the specific color.

[0230] The character color of the character string image 175 may be all red (specific color) and the performance lamp L may be configured to emit light in a color other than red (specific color). In addition, when the character color of the character string image 175 is all red (specific color) but is not used as a color suggesting reliability, it is desirable to make the outline of the character string image 175 different from the outline of the character string when red (specific color) is used as a color suggesting reliability. In this case, red (specific color) may be adopted as the outline of the character string using red (specific color) as a color suggesting reliability, or a color other than red may be adopted. In the case of adopting a color other than red, it is desirable to adopt a color that is not used at least when the color is not expressed as a color suggesting reliability. In addition, not limited to the color of the outline, the thickness or shape of the outline may be changed. In addition, the sound effect when the character string image is displayed may be changed. For example, the sound effect may not be output when the color is not used as a color suggesting reliability, and the sound effect may be output when the color is used as a color suggesting reliability. Also, in the case where all the characters in the character string image 175 are red (specific color) but the color is not used as a color suggesting reliability, it is desirable to configure the outline of the character string image 175 with a color other than red (specific color). In this case, the thickness and shape of the outline of the characters may be expanded so that the outline portion has a larger display range than the red (specific color) portion of the characters. Also, the thickness and shape of the outline portion of only specific characters in the character string image 175 may be made different. When such an outline expression is performed, even if the character color is red (specific color), it may be configured not to use it as a color suggesting reliability. Also, in this case, the character color other than the specific characters may be red (specific color) or may be a color other than red (specific color). Also, conversely, such a representation may be performed only when the color is represented as a color suggesting reliability, and such a representation may not be performed when the color is represented as a color not suggesting reliability.

[0231] As described above, in the character string image 175, red (specific color) is used as the character color, but as described above, the character string image 175 is non-specific character information to which reliability information is not added, and this red (specific color) does not suggest the reliability (jackpot reliability, etc.) of the occurrence of a predetermined event. In this way, in the character string image 175, by using multiple colors including the specific color as the display color of each character, the appearance of the character string can be diversified and improved, and further, since the specific color is used only for some characters and the performance lamp L is made to emit light in a color (light blue) that does not correspond to the specific color, it is possible to reduce the possibility that the specific color will be misunderstood as indicating reliability. In addition, when the performance lamp L is made to emit light in a color that does not correspond to the specific color, the performance lamp L may be made to emit light in a color that corresponds to the character color composed of colors other than the specific color in the character string image 175. For example, in the character string image 175, if a specific character is displayed using red (specific color) as the character color and the other characters are displayed using white (non-specific color), the performance lamp L may be configured to emit white (non-specific color). Also, the performance lamp L may be configured to emit light in the outline color of the characters. For example, if the outline color of the characters is yellow (non-specific color), the performance lamp L may be configured to emit light in yellow (non-specific color).

[0232] However, without being limited to this, the character string image 175 may be configured to be displayed in a display mode indicating the reliability of the occurrence of a predetermined event (the reliability of a big win or the expected success rate of a button advance notice effect). In this case, even if the character string image 175 is configured to be displayable in any of a plurality of display modes indicating different reliability, it is desirable that the high brightness effect executed thereafter is common. Furthermore, without being limited to this, when the character string image 175 is configured to be displayable in any of a plurality of display modes indicating different reliability, a different high brightness effect may be executed when a character string image 175 with low reliability is displayed and when a character string image 175 with high reliability is displayed. For example, a high brightness image may be displayed in a wider range when a character string image 175 with high reliability is displayed. That is, when a low-reliability character string image 175 is displayed, a high-brightness image is displayed in an area overlapping with the operation prompting image, whereas when a high-reliability character string image 175 is displayed, a high-brightness image is displayed in an area overlapping with not only the operation prompting image but also all or at least one of other display objects such as designs, button preview effects, character images, background effects, etc. Conversely, when a low-reliability character string image 175 is displayed, a high-brightness image may be displayed over a wider range.

[0233] Next, the details of the high-brightness performance WO31 will be described. In the high-brightness performance (first range high-brightness performance) WO31 shown in Fig. 34(a) to (e), at the start, a high-brightness image 170e is displayed in front of the button advance notice performance image 173 and behind the mini pattern 165, the reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of it (Fig. 34(a)), and the size and transmittance of the high-brightness image 170e gradually change and finally disappear (Fig. 34(e)). Here, the high-brightness image 170e is displayed in a size (range) corresponding to a part of the button advance notice performance image 173, here the area between the left and right decorative patterns 164a and 164b, and the transmittance is uniform within the display range, and the size (range) and transmittance change over time.

[0234] When the display of the high-brightness image 170e starts (FIG. 34(a)), the character string image 175 is erased at that point, and an operation prompting image 176 is displayed within the display range of the high-brightness image 170e. The size (range) of the high-brightness image 170e is configured to be maximum at the start of display (FIG. 34(a)) and to gradually decrease over time. That is, the high-brightness performance WO31 is configured with an enlargement change performance that changes the size (range) of the high-brightness image 170e in the enlargement direction, and a reduction change performance that changes the size (range) in the reduction direction, and the latter (FIGS. 34(a) to (e)) takes longer to execute than the former (FIG. 34(a)). Note that when any one of a plurality of types of operation prompting images is configured to be displayable, the display size of the high-brightness image may be configured to be different depending on the operation prompting image to be displayed. In addition, when displaying an operation prompting image corresponding to high reliability (high probability of success of jackpot reliability or button advance notice performance) among the multiple types of operation prompting images, the display range of the high brightness image may be configured to be wider than when displaying an operation prompting image corresponding to low reliability. At this time, an operation prompting image corresponding to high reliability with a display size larger than that of an operation prompting image corresponding to low reliability is adopted, and a high brightness image according to the display size of the operation prompting image is displayed, so that the operation prompting image is displayed within the display range of the high brightness image and the display size of the high brightness image is different according to the reliability. In addition, when displaying an operation prompting image corresponding to high reliability, the high brightness image may be displayed in a wider range than the display size of the operation prompting image so that it overlaps with all or at least one of the patterns, the button advance notice performance character image, the background image, etc.

[0235] The transmittance of the high-brightness image 170e is configured to be minimum (e.g., 10%) at the start of display (FIG. 34(a)) and gradually increase (rise) at a constant rate of change over time (transmittance change processing, transmittance change performance). That is, the high-brightness performance WO31 is configured with a low-transmittance change performance that changes the transmittance of the high-brightness image 170e in a decreasing direction and a high-transmittance change performance that changes the transmittance of the high-brightness image 170e in an increasing direction, and the latter (FIGS. 34(a)-(e)) has a longer execution time than the former (FIG. 34(a)).

[0236] During the high-brightness performance WO31, the performance lamp L emits light in the first high-brightness medium light-emitting mode (here, blue) (FIGS. 34(a)-(d)). In the high-brightness image 170e, the minimum transmittance is greater than 0% (for example, 10%), and even at the start of display when the minimum transmittance is reached (FIG. 34(a)), the operation prompting image 176 is slightly visible, but the minimum transmittance of the high-brightness image 170e may be 0%. Also, only the size of the high-brightness image 170e may be changed and the transmittance may be constant, or only the transmittance may be changed and the size may be constant. Also, the transmittance of the high-brightness image 170e may be non-uniform. Also, the execution time of the high-transmittance change performance may be shorter than that of the low-transmittance change performance, or the execution times of both may be approximately the same.

[0237] When the high-brightness image 170e disappears and the high-brightness performance WO31 ends (FIG. 34(e)), the operation prompting image 176 is dynamically displayed to show the performance button 34 being pressed until the performance button 34 is operated and the operation valid period ends (FIG. 34(f)). During that time, the performance lamp L emits light in an operation waiting light-emitting mode (here, flashing blue). The operation waiting light-emitting mode of the performance lamp L may be turned off. Also, some of the performance lamps may be flashing blue and the other performance lamps may be turned off, or some of the performance lamps may be turned off and the other performance lamps may be flashing blue. Also, the operation valid period may start when the display of the operation prompting image 176 starts, i.e., when the high-brightness performance WO31 starts (FIG. 34(a)), or when the high-brightness image 170e disappears, i.e., when the high-brightness performance WO31 ends (FIG. 34(e)), or at any timing between those.

[0238] Next, the details of the high-brightness effects WO32 and WO33 will be described. When the effect button 34 is operated during the operation valid period (FIG. 34(f)), the operation prompt effect BA1 is changed to the post-operation success effect BA2A, and the high-brightness effect WO32 is first performed (FIG. 35(a)). In this high-brightness effect (second range high-brightness effect) WO32, similarly to high-brightness effect WO31, high-brightness image 170f is displayed in front of button preview effect image 173 and behind mini pattern 165, reserved base image 168 and the reserved images X1 to X4, Y1 to Y4 in front of them (Figure 35(a)), and the size and transmittance of high-brightness image 170f gradually change and finally disappear (Figure 35(d)). However, the change in high-brightness image 170f is different from high-brightness image 170e in high-brightness effect WO31 (Figures 34(a) to (e)).

[0239] That is, the high-brightness image 170f is configured so that after it starts to be displayed with a size (range) corresponding to the operation prompting image 176 (FIG. 35(a)), its size (range) gradually increases over time, becomes maximum at a predetermined time (FIG. 35(b)), and then gradually decreases over time and finally disappears (FIGS. 35(b)-(d)). In this way, the high-brightness performance WO32 is configured with an enlargement change performance that changes the size (range) of the high-brightness image 170f in the enlargement direction and a reduction change performance that changes the size (range) in the reduction direction, and the latter (FIGS. 35(b)-(d)) takes longer to execute than the former (FIGS. 35(a)-(b)). Also, the maximum range (second range) of the high-brightness image 170f in the high-brightness performance (second range high-brightness performance) WO32 is wider than the maximum range (first range) of the high-brightness image 170e in the high-brightness performance (first range high-brightness performance) WO31.

[0240] The high-brightness image 170f is configured to have a uniform transmittance and change over time (transmittance change process, transmittance change performance), and the transmittance gradually decreases over time, becoming the minimum (lowest) at a predetermined point in time (FIGS. 35(a)-(b)), and then gradually increases over time (FIGS. 35(b)-(d)). That is, the high-brightness performance WO32 is configured with a low-transmittance change performance that changes the transmittance of the high-brightness image 170f in a decreasing direction, and a high-transmittance change performance that changes the transmittance of the high-brightness image 170f in an increasing direction, and the latter (FIGS. 35(b)-(d)) has a longer execution time than the former (FIGS. 35(a)-(b)). Note that the minimum (lowest) transmittance of the high-brightness image 170f is set to be larger than 0% (for example, 20%), but may be 0%. Also, only the size of the high-brightness image 170f may be changed and the transmittance may be constant, or only the transmittance may be changed and the size may be constant. The transmittance of the high-brightness image 170f may be non-uniform. The execution time of the high transmittance change presentation may be shorter than that of the low transmittance change presentation, or the execution times of both may be approximately the same.

[0241] Also, the high-brightness effects WO31 and WO32 may be configured to have different minimum transmittances (transparency) of the high-brightness images, or different display ranges (transparency) of the high-brightness images. In this case, it is preferable to make the minimum transmittance of the high-brightness images in the high-brightness effects WO32 smaller than that in the high-brightness effects WO31, and it is also preferable to make the display range of the high-brightness images in the high-brightness effects WO32 larger than that in the high-brightness effects WO31. This makes it possible to execute different high-brightness effects before and after the display of the operation prompting image, or before and after the player operates the operating means, and further makes it possible to execute a high-brightness effect with a greater impact when the operation is successful.

[0242] During the high-brightness performance WO32, the operation prompting image 176 is first erased behind the high-brightness image 170f (Fig. 35(a)→(b)), and then the character image 174 rotates with a serious expression and performs other predetermined actions (Fig. 35(b)-(d)). During the high-brightness performance WO32, the performance lamp L emits light in the second high-brightness medium light-emitting mode (white in this case) (Fig. 35(a)-(c)). Then, after the high-brightness performance WO32 ends, the character image 174 expands and switches from a serious expression to a smiling expression (Fig. 35(d)→(e)), at which point the high-brightness performance WO33 is performed.

[0243] The high-brightness effect WO33 is intended to emphasize that the character image 174 has changed to a smiling face, and at the timing when the character image 174 changes from a serious face to a smiling face, a high-brightness image 170g corresponding to the display range of the character image 174 is displayed (Fig. 35(e)). When the high-brightness effect WO33 ends with the disappearance of the high-brightness image 170g, the smiling character image 174 becomes completely visible (Fig. 35(f)). The effect lamp L is turned off once after the high-brightness effect WO32, and after the high-brightness effect WO33, it emits light in a successful light-emitting mode (red in this case) (Figs. 35(d)-(f)).

[0244] Here, the minimum (lowest) transmittance of the high-brightness image 170g is greater than 0% (for example, 10%), but may be 0%. Also, the high-brightness image 170g has a uniform transmittance, but may be non-uniform. Note that the execution time of this high-brightness performance WO33 (the display time of the high-brightness image 170g) is shorter than the execution times of each of the high-brightness performances WO31 and WO32. Also, the maximum range (second range) of the high-brightness image 170g in the high-brightness performance WO33 is wider than the maximum range (first range) of the high-brightness image 170e in the high-brightness performance WO31.

[0245] As described above, a high-brightness effect (second high-brightness effect) WO32, WO33 is performed based on the operation of the effect button 34, and a post-operation success effect (post-operation effect) BA2A is executed while the high-brightness effects WO32, WO33 are being executed.

[0246] As described above, in the button advance notice performance 1, it is possible to execute a high-brightness performance (first range high-brightness performance) WO31 that displays a high-brightness image 170e in a first range, and a high-brightness performance (second range high-brightness performance) WO32 that displays a high-brightness image 170f in a second range wider than the first range, it is possible to execute an operation prompting performance that displays an operation prompting image 176 that prompts the operation of the performance button (operation means) 34, and a post-operation performance that is performed after the operation of the performance button 34, it is possible to execute the high-brightness performance WO31 during the execution of the operation prompting performance, it is possible to execute the high-brightness performance WO32 when the performance button 34 is operated, and it is possible to execute a post-operation performance during the execution of the high-brightness performance WO32. Note that the high-brightness image displayed in front of the operation prompting image 176 and the high-brightness image displayed in front of the character image 174 may be configured to have different transmittances. In this case, the high-brightness image displayed in front of the operation prompting image 176 may be configured to have a lower transmittance, and the high-brightness image displayed in front of the character image 174 may be configured to have a higher transmittance, or vice versa.

[0247] The various configurations in the above-mentioned button preview performance 1 are not limited to this button preview performance 1, but can be similarly adopted in other various performances (preview performances and partial performances). For example, the various configurations such as the high brightness performances WO31, WO32, and WO33 in the button preview performance 1 may be adopted in the step-up preview performance, reach preview performance, and dialogue preview performance described later.

[0248] [Dialogue preview 1] 36 to 40 show an example of the line notice performance 1 executed during normal fluctuation in the reach fluctuation pattern or normal fluctuation pattern, or during reach fluctuation in the reach fluctuation pattern. This line notice performance 1 is a performance in which a character speaks a line, and as shown in FIG. 36, it is controlled so that the jackpot reliability differs depending on the type of line, the type of character, the display mode of the line character, etc. In the line notice performance 1 of this embodiment, as shown in FIG. 36, there are provided six different performance modes with different combinations of five types of lines L1 to L5 (FIG. 36(b)), such as "I feel a curse," "The key to breaking the curse is here," "This is...," "I drew a fortune and it was a great fortune," and two types of characters C1 and C2 (FIG. 36(c)), a boy and a girl, and the high and low of the jackpot reliability for these six types of performance modes are set as shown in FIG. 36(a). The dialogue characters corresponding to the dialogue L1 to L5 are displayed in different display modes (here, display colors), and the respective display colors are "blue," "red," "gold," "danger color," and "rainbow" (Figure 36(b)).

[0249] The same number of presentation modes (for example, six types) may be provided for each of the characters C1 and C2, or the number of types of presentation modes may be different for each character, such as L3 to L5 for character C1 and L1 to L5 for character C2. Also, multiple presentation modes may be provided for one display mode (for example, red) for a character string, and in this case, the number of presentation modes for one display mode (for example, red) for a character string may be different for each character. That is, the number of types of presentation modes when the character color is red may be, for example, two types for character C1 and one type for character C2. When multiple presentation modes are provided for one display mode (for example, display color) for a character string, it is desirable to have different lines for each presentation mode.

[0250] Next, a specific example of the line preview performance 1 will be described using a case where the line L5 and the character C1 are selected as an example, but first, an overview will be described with reference to FIG. 37. When the line preview performance 1 starts during normal fluctuation in the reach fluctuation pattern or normal fluctuation pattern (or during reach fluctuation in the reach fluctuation pattern), the speaker 18, 25 starts outputting the BGM4 related to this line preview performance 1 as BGM, and the decorative pattern 164 is hidden on the display screen 58a, the reserved pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side, and behind them, for example, a line preview performance image 181a related to the line first half performance SA1 in which two types of characters C1 and C2 appear together is displayed (FIG. 37(a)). Also, during the line first half performance SA1, at least a part of the performance lamp L (here, both the frame side lamp La and the board side lamp Lb) emits light in the line first half light-emitting mode, for example, in white.

[0251] Then, the dialogue first half performance SA1 is switched to the dialogue second half performance SA2, and the dialogue preview performance image 181a (FIG. 37(a)) is switched to the dialogue preview performance image 181b (FIG. 37(c)) related to the dialogue second half performance SA2 via the high brightness performance WO41 (FIG. 37(b)), and at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) is switched from the dialogue first half light-emitting mode (here, white) to the dialogue second half light-emitting mode (here, orange). Here, the high brightness performance WO41 reduces the visibility of the image (here, the dialogue preview performance images 181a, 181b) behind the high brightness image 170h by displaying the high brightness image 170h. Note that in the dialogue preview performance image 181b, only one of the characters C1 and C2 selected (here, the boy character C1) is displayed.

[0252] During the high-brightness performance WO41 (Figure 37 (b)), the output of BGM4 related to the dialogue preview performance continues, and as sound effects, a high-brightness first half emphasis sound is output in the first half when the transmittance of the high-brightness image 170h decreases, and a high-brightness second half emphasis sound is output in the second half when the transmittance increases.

[0253] When the high-brightness performance WO41 (Figure 37(b)) ends and the dialogue preview performance image 181b (Figure 37(c)) becomes fully visible (Figure 37(c)), a dialogue image 182 is additionally displayed on the dialogue preview performance image 181b (Figure 37(d)). Here, the dialogue image 182 is composed of a speech bubble image 182a and dialogue characters 182b displayed within the speech bubble image 182a. Here, the dialogue characters 182b are composed of the character string "I feel great."

[0254] Then, at a predetermined time point after the start of displaying the dialogue image 182, the dialogue output performance is started, and the dialogue sound (preview voice) of "I feel great" corresponding to the dialogue characters 182b displayed on the screen is output, and the high-brightness performance WO42 is performed corresponding to the range of the dialogue image 182 in the dialogue preview performance image 181b (FIG. 37(e)). In this high-brightness performance WO42, the high-brightness image 170i moves over the dialogue image 182 in accordance with the progress of the dialogue output, for example, at a timing preceding the progress of the dialogue output, thereby temporarily reducing the visibility of the image behind the high-brightness image 170i (here, the dialogue characters 182b).

[0255] After the display of the dialogue image 182 starts, at least a part of the performance lamps L (here, both the frame-side lamps La and the board-side lamps Lb) emit light in a dialogue output light-emitting mode. The dialogue output light-emitting mode is a cyclic change mode that cyclically changes to multiple colors (here, orange and white) including the light-emitting color of the previous dialogue latter half light-emitting mode.

[0256] Next, regarding the dialogue preview performance shown in Fig. 37, a more detailed explanation will be given of the performance period centered on the high brightness performances WO41 and WO42. Figs. 38 to 40 show the changes in the display screen and light emitting means over the entire period of Figs. 37(a) to (e) at even shorter time intervals than Fig. 37. Note that in Figs. 38 to 40, the time intervals between adjacent frames are all the same, and are A milliseconds, the same as in Figs. 24 to 26 for the step-up preview performance.

[0257] First, the details of the high-brightness performance WO41 will be described. In the high-brightness performance WO41 shown in Fig. 38(a) to Fig. 39(r), when the dialogue preview performance image 181a is switched to the dialogue preview performance image 181b, the high-brightness image 170h is displayed in front of the dialogue preview performance images 181a and 181b and behind the mini pattern 165, the reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of them.

[0258] Here, the high-brightness image 170h is displayed in a range (size) that covers the entirety of the dialogue preview performance images 181a and 181b, and the transmittance is uniform within the display range, so that the display range does not change over time, but the transmittance changes over time (transmittance change processing, transmittance change performance). The transmittance of the high-brightness image 170h is configured to gradually decrease, for example, from 100% to 0% over time (FIG. 38(a)-(i)), and further increase, for example, from 0% to 100% over time (FIG. 39(j)-(r)). Also, during the first half period when the transmittance of the high-brightness image 170h decreases, the performance lamp L emits light in the dialogue first half light-emitting mode (here, white) (FIG. 39(a)-(i)), and during the second half period when the transmittance of the high-brightness image 170h increases, the performance lamp L emits light in the dialogue second half light-emitting mode (here, orange) (FIG. 39(j)-(r)). The first half of the dialogue and the second half of the dialogue may be configured to have a common light emission mode (for example, white light).

[0259] When the transmittance of the high-brightness image 170h becomes 0% and the image behind it becomes completely invisible (FIG. 38(i), FIG. 39(j)), the dialogue preview performance image 181a is switched to the dialogue preview performance image 181b. In this way, the high-brightness performance WO41 is configured to display the high-brightness image 170h in front of the performance image at the timing when the performance image is changed. Also, when executed during a reach performance, it may be configured to display the high-brightness image in front of the performance image at the timing when the reach performance is switched to the special reach performance.

[0260] Also, in the first half of the high-brightness performance WO41, in which the transmittance of the high-brightness image 170h is reduced, the transmittance of the high-brightness image 170h in each frame of Fig. 38(a)-(i) is 100%→95%→88%→79%→68%→55%→40%→23%→0%, and the rate and amount of change in the transmittance gradually increase. That is, for example, if the rate of change in the transmittance of the high-brightness image 170h in the period from Fig. 38(a) to (e) (first transmittance change performance) is the first rate of change, and the amount of change is the first amount of change, and if the rate of change in the transmittance of the high-brightness image 170h in the period from Fig. 38(e) to (i) (second transmittance change performance) is the second rate of change, and the amount of change is the second amount of change, the second rate of change is larger than the first rate of change, and the second amount of change is larger than the first amount of change. In this way, by gradually increasing the rate and amount of change in the transmittance, it is possible to prevent the transmittance change presentation from becoming monotonous. Also, by gradually increasing the rate and amount of change in the transmittance toward the latter half, it is possible to make a relatively smooth transition to a low transmittance state in a short time after the player understands that the transmittance change presentation has started. Also, without being limited to this, it is possible to configure the rate and amount of change in the transmittance to be gradually decreased. In this case, since the rate and amount of change become smaller toward the latter half, it is possible to execute a transmittance change presentation that gives a more lingering impression toward the latter half, and it is possible to prevent the transmittance change presentation from becoming monotonous and enhance the presentation effect.

[0261] Also, in the latter half of the high-brightness performance WO41, the transmittance of the high-brightness image 170h increases, and the transmittance change rate and change amount gradually decrease, for example, the transmittance of the high-brightness image 170h in each frame of Fig. 39(j)-(r) is 0%→23%→40%→55%→68%→79%→88%→95%→100%. That is, for example, if the transmittance change rate of the high-brightness image 170h in the period (second transmittance change performance) of Fig. 39(j)-(n) is the second change rate, and the change amount is the second change amount, and if the transmittance change rate of the high-brightness image 170h in the subsequent period (first transmittance change performance) of Fig. 39(n)-(r) is the first change rate, and the change amount is the first change amount, the second change rate is larger than the first change rate, and the second change amount is larger than the first change amount. In addition, the rate and amount of change in the transmittance may be gradually increased. This makes it possible to prevent the transmittance change presentation from becoming monotonous. Also, by gradually increasing the rate and amount of change in the transmittance toward the latter half, it is possible to make a relatively smooth transition to a low transmittance state in a short time after the player is made aware that the transmittance change presentation has started.

[0262] Also, the second rate of change and the second amount of change in the second transmittance change performance may be configured to be smaller than the first rate of change and the first amount of change in the first transmittance change performance, or may be configured to be substantially the same. Also, when the first transmittance change performance and the second transmittance change performance are configured to have a larger rate of change and amount of change in transmittance, respectively, or when the first transmittance change performance and the second transmittance change performance are configured to have a smaller rate of change and amount of change in transmittance, respectively, in either case, it is desirable to configure the first rate of change and the second rate of change, and the first amount of change and the second amount of change to be different. Even in this case, the second rate of change and the second amount of change may be configured to be larger than the first rate of change and the first amount of change, or may be configured to be smaller. By making the first rate of change and the second rate of change, and the first amount of change and the second amount of change different in this way, a wide variety of transmittance change performances can be performed, and the performance effect can be improved.

[0263] During the execution of the high-brightness effect WO41, the mini-pattern 165 rotates multiple times from "8·2·4" (Fig. 38(a)) to between "2·4·6" and "3·5·7" (Fig. 39(r)). In other words, the execution time of the high-brightness effect WO41 (Figs. 38(a) to 39(r)) is longer than the period for the mini-pattern 165 to complete one cycle.

[0264] Next, the details of the high brightness performance WO42 will be described. When the dialogue preview performance image 181b becomes completely visible due to the end of the high brightness performance WO41 (Fig. 39(r)), a dialogue image 182 consisting of a balloon image 182a and dialogue characters 182b is additionally displayed on the dialogue preview performance image 181b (Fig. 40(s)), and a dialogue sound (preview voice) of "I feel great" corresponding to the dialogue characters 182b is output, and the high brightness performance WO42 (Fig. 40(s)-(w)) is performed in response to the output of the dialogue sound. Here, the high brightness performance WO42 displays a high brightness image in front of the dialogue characters in the order of their arrangement, but is not limited to this, and may display a high brightness image in front of all the dialogue characters. In this case, the high-brightness image is not limited to being displayed in front in a manner that completely covers all of the serif characters, but as long as it covers almost all of the serif characters, some of the serif characters may be visible (or easily visible) without overlapping with the high-brightness image.

[0265] The dialogue characters 182b have different jackpot reliability depending on their type and display mode (display color) (Fig. 36(a), (b)), and are an example of specific character information to which reliability information consisting of a display mode according to the jackpot reliability (reliability regarding the occurrence of a predetermined event) is added. During the high-brightness performance WO42, the performance lamp L emits light in a dialogue output light-emitting mode (here, a cyclic change mode between orange and white) (Fig. 40(s)-(w)). Also, it may be configured so that different dialogue output light-emitting modes are executed depending on the type of the selected character. Also, it may be configured so that a common dialogue output light-emitting mode can be executed regardless of the selected character. Also, it may be configured so that a dialogue output light-emitting mode corresponding to the display color of the dialogue characters is executed.

[0266] The high-brightness image 170i used in the high-brightness performance WO42 is about the size of one character of the dialogue characters 182b, and its transmittance is set to a uniform value greater than 0% (e.g., 20%), for example, so that it moves on the dialogue image 182, for example, at a timing preceding the progress of the dialogue output, in accordance with the progress of the dialogue output (FIGS. 40(s)-(w)). Note that since the transmittance of the high-brightness image 170i is greater than 0% (e.g., 20%), the characters behind the high-brightness image 170i are also visible, but it may be configured to display a high-brightness image with a lower transmittance so that the characters behind are not visible. In this way, the high-brightness performance WO42 is configured to display the high-brightness image 170i in correspondence with the display area of ​​the dialogue characters (specific character information) 182b. It is also possible to configure the system so that the dialogue characters 182b are displayed in sequence from the top side in advance of the dialogue output, and the high-brightness image 170i is displayed and moved in accordance with the display of the dialogue characters 182b.

[0267] During the execution of the high-brightness effect WO42, the mini-pattern 165 goes from "5·7·1" (FIG. 40(s)) to "7·1·3" (FIG. 40(w)). In other words, the execution time of the high-brightness effect WO42 (FIG. 40(s)~(w)) is longer than the period for the mini-pattern 165 to go through one cycle.

[0268] As described above, in the dialogue preview performance 1, for example, if the rate of change in the transmittance of the high-brightness image 170h during the period (first transmittance change performance) from Fig. 38(a) to (e) is the first change rate, the amount of change is the first change amount, and the rate of change in the transmittance of the high-brightness image 170h during the period (second transmittance change performance) from Fig. 38(e) to (i) thereafter is the second change rate, the second change amount is larger than the first change rate, and the second change amount is larger than the first change amount. In this way, when the transmittance of the high-brightness image 170h is to be reduced, the second transmittance change performance is executed after the execution of the first transmittance change performance. Also, for example, if the rate of change in the transmittance of the high-brightness image 170h during the period (second transmittance change performance) from Fig. 39(j) to (n) is the second rate of change, and the amount of change is the second amount of change, and the rate of change in the transmittance of the high-brightness image 170h during the period (first transmittance change performance) from Fig. 39(n) to (r) thereafter is the first rate of change, and the amount of change is the first amount of change, the second rate of change is greater than the first rate of change, and the second amount of change is greater than the first amount of change. In this way, when increasing the transmittance of the high-brightness image 170h, the first transmittance change performance is executed after the execution of the second transmittance change performance.

[0269] In addition, in the dialogue preview performance 1, there is a high-brightness performance (high-brightness performance when image is changed) WO41 that can be executed when image change processing is performed to change the dialogue preview performance image (predetermined image), and a high-brightness performance (high-brightness performance when image is not changed) WO42 that can be executed when the dialogue preview performance image (predetermined image) is not changed (image change processing is not performed), and the execution time of the high-brightness performance WO41 is longer than that of the high-brightness performance WO42, and the execution time of the high-brightness performance WO41 is longer than one cycle of the variation of the mini pattern 165. Incidentally, the execution time of the high-brightness performance WO42 is also longer than one cycle of the variation of the mini pattern 165, but this may be shorter than one cycle of the variation of the mini pattern 165.

[0270] Also, the minimum transmittance of the high-brightness image is different between the high-brightness performance (high-brightness performance when changing image) WO41 and the high-brightness performance (high-brightness performance when not changing image) WO42. That is, the high-brightness image 170h of the high-brightness performance WO41 has a minimum transmittance of 0%, whereas the high-brightness image 170i of the high-brightness performance WO42 has a minimum transmittance greater than 0%, and the high-brightness image 170i of the high-brightness performance WO42 has a greater minimum transmittance than the high-brightness image 170h of the high-brightness performance WO41. Note that the minimum transmittance of the high-brightness image 170i of the high-brightness performance WO42 may be smaller than that of the high-brightness image 170h of the high-brightness performance WO41, or may be approximately the same.

[0271] The various configurations in the above-mentioned line preview performance 1 are not limited to this line preview performance, but can be similarly adopted in other various performances (preview performances and partial performances). For example, various configurations such as the high brightness performances WO41 and WO42 and the line output performance in the line preview performance 1 may be adopted in the step-up preview performance, reach preview performance, etc. described above, the pseudo consecutive preview performance, the button preview performance 2, etc. described below. A line preview performance by a character may be executed before the high brightness performance WO41. It is preferable that the line preview performance at that time is a line preview performance without a suggestion of reliability. In addition, the line preview performance at that time may be accompanied by a suggestion of reliability, but it is preferable that the suggested content of reliability is lower than that of the line preview performance (FIG. 40(s) to (w)) executed after the high brightness performance WO41, and the line preview performance may be in a form that suggests the content to be executed in the line preview performance (FIG. 40(s) to (w)). Also, the dialogue preview performance may be configured to be executed during the period in which the transmittance of the high-brightness image in the high-brightness performance WO41 is reduced, for example, during the period shown in Fig. 39(k)-(r). It is preferable that the dialogue preview performance at this time is a dialogue preview performance that does not include any indication of reliability. Also, the dialogue preview performance at this time may include an indication of reliability, but it is preferable that the indication of reliability is lower than that of the dialogue preview performance (Fig. 40(s)-(w)) executed after the high-brightness performance WO41, and the dialogue preview performance may be in a form that suggests the contents to be executed in the dialogue preview performance (Fig. 40(s)-(w)).

[0272] [Pseudo consecutive announcement performance] 41 to 43 show an example of a pseudo consecutive announcement performance executed during normal fluctuation in a normal fluctuation pattern. The pseudo consecutive announcement performance is a performance in which a pseudo pattern fluctuation by the decorative pattern 164 is executed multiple times while the first and second special patterns fluctuate once, and when a pseudo consecutive display appears in the fluctuation of the decorative pattern 164 (for example, when the middle decorative pattern 164c stops at a predetermined pseudo consecutive pattern such as "@"), a new pseudo pattern fluctuation is started, and it is set so that the more the number of pseudo pattern fluctuations (pseudo consecutive number of times) is, the higher the reliability of the big win is.

[0273] A specific example of the pseudo consecutive announcement performance will be described below using the case where the first and second pseudo symbol changes are performed as an example, but first, an overview will be described with reference to Fig. 41. When the pseudo consecutive announcement performance is executed, for example, during normal changes in the reach change pattern or normal change pattern, the BGM5 related to the first pseudo symbol change is output as BGM from the speakers 18, 25, and, for example, the decorative pattern 164 is not displayed on the display screen 58a, the reserved pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side, and behind them, the first pseudo consecutive first half performance image 191a related to the first half performance of the first pseudo symbol change (first pseudo consecutive first half performance PF1A) is displayed (Fig. 41(a)).

[0274] The first pseudo consecutive first half performance image 191a includes a character image 192a of an arbitrary character (here, kappa), and is expressed in a color based on the first display color (here, blue) corresponding to the first pseudo pattern change. During the first pseudo consecutive first half performance PF1A, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in the first pseudo consecutive first half light-emitting mode corresponding to the first display color, here, blue.

[0275] After that, the first pseudo consecutive first half performance image 191a is switched to the first pseudo consecutive second half performance image 194a, and the first pseudo consecutive first half performance PF1A (FIG. 41(a)) transitions to the first pseudo consecutive second half performance PF1B (FIG. 41(c)), and during this transition, a high brightness performance WO51 (FIG. 41(b)) is performed. That is, an arbitrary shape, for example, a rectangular first transition area 195a is displayed in front of the first pseudo consecutive first half performance image 191a, and a part of the first pseudo consecutive second half performance image 194a is displayed within the first transition area 195a, but in the high brightness performance WO51, the visibility of the image behind the high brightness image 170j (here, the first pseudo consecutive second half performance image 194a) is reduced by displaying the high brightness image 170j in the first transition area (first area) 195a. During the high-brightness effect WO51, a character image 193a consisting of an arbitrary character string (here, "It starts with...") is displayed on the screen, for example, outside the first transition area 195a.

[0276] During the high-brightness performance WO51 (FIG. 41(b)), the output of the BGM5 related to the first pseudo symbol change continues, and the first pseudo consecutive high-brightness emphasis sound is output as a sound effect. During the high-brightness performance WO51, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emits light in a first pseudo consecutive high-brightness light-emitting mode (e.g., blue flashing) corresponding to the first display color, for example.

[0277] When the high-brightness image 170j disappears, the high-brightness effect WO51 (FIG. 41(b)) ends, and the first pseudo consecutive latter half effect image 194a in the first transition area 195a becomes completely visible, the first transition area 195a expands to the entire screen, and the first pseudo consecutive latter half effect image 194a becomes entirely visible (FIG. 41(c)). The first pseudo consecutive latter half effect image 194a includes a character image 196a, which uses the same type of character as the character image 192a and is displayed larger than the character image 192a.

[0278] After that, the screen transitions to the pattern change screen of the decorative pattern 164, and the transition to the second pseudo pattern change is confirmed by the middle decorative pattern 164c stopping at the pseudo consecutive pattern "@" (the pseudo consecutive display appears) (FIG. 41(d)). While the pattern change screen is displayed, for example, the output of BGM is stopped, and as a sound effect, a pattern stop sound is output in accordance with the stopping of the decorative patterns 164a to 164c.

[0279] During the second subsequent pseudo pattern change, BGM6 relating to the second pseudo pattern change is output from the speakers 18, 25 as background music, and on the display screen 58a, for example, the decorative pattern 164 is hidden, with the reserved base image 168 displayed at the bottom end and the mini pattern 165 displayed at the top end, and behind these, a second pseudo consecutive first half performance image 191b relating to the first half performance of the second pseudo pattern change (second pseudo consecutive first half performance PF2A) is displayed (Figure 41(e)).

[0280] The second pseudo consecutive first half performance image 191b includes a character image 192b of an arbitrary character (here, the same kappa as the first pseudo consecutive first half performance image 191a), and is expressed in a color based on the second display color (here, red) corresponding to the second pseudo pattern change. During the second pseudo consecutive first half performance PF2A, at least a part of the performance lamps L (here, both the frame side lamps La and the board side lamps Lb) emit light in the second pseudo consecutive first half light-emitting mode corresponding to the second display color, here, red. In this embodiment, the character images 192a and 192b are substantially the same images with different base colors.

[0281] After that, the second pseudo consecutive first half performance image 191b is switched to the second pseudo consecutive second half performance image 194b, and the second pseudo consecutive first half performance PF2A (FIG. 41(e)) transitions to the second pseudo consecutive second half performance PF2B (FIG. 41(g)), and during this transition, a high brightness performance WO52 (FIG. 41(f)) is performed. That is, an arbitrary shape, for example, a rectangular second transition area 195b is displayed in front of the second pseudo consecutive first half performance image 191b, and a part of the second pseudo consecutive second half performance image 194b is displayed within the second transition area 195b, but in the high brightness performance WO52, the visibility of the image behind the high brightness image 170k (here, the second pseudo consecutive second half performance image 194b) is reduced by displaying the high brightness image 170k in the second transition area (second area) 195b. During the high-brightness performance WO51, character image 193b consisting of an arbitrary character string (here, "This time...") is displayed on the screen, for example, inside second transition area 195b. Note that second transition area 195b is formed to be larger than first transition area 195a. During the high-brightness performance WO52, the character image consisting of a character string may also be configured to be displayed outside second transition area 195b.

[0282] During the high brightness performance WO52 (FIG. 41(f)), the output of the BGM6 related to the second pseudo pattern change is continued, and the second pseudo high brightness accent sound is output as a sound effect. Here, it is preferable that the first pseudo high brightness accent sound and the second pseudo high brightness accent sound are different accent sounds. I...

Claims

[Claim 1] A display means capable of performing various display effects; A light emitting means capable of performing various light emitting effects; To provide advantageous benefits to a player when a predetermined condition is met In the gaming machine, The display effects include a specific advance notice effect that displays a specific image having reliability information regarding the occurrence of a predetermined event, and a high reflection effect that enhances the visibility of reflected light on the display screen of the display means and / or a transparent plate in front of the display screen, The specific preview performance includes a first half performance before the specific image is displayed and a second half performance in which the specific image is displayed, After the first half performance is executed, the high reflection performance can be executed before or at the start of the second half performance, In the first half performance, the light emitting means is caused to emit light in a first light emitting mode corresponding to the first half performance; In the high reflection effect, the light emitting means is caused to emit light in a second light emitting mode corresponding to the high reflection effect, In the latter half of the performance, the light emitting means is caused to emit light in a third light emitting mode corresponding to the specific image. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

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