Game machine

The gaming machine addresses the lack of dynamic presentations in existing machines by incorporating an automatic mode change in the operating means, enhancing player engagement and perceived winning chances through decorative pattern displays and corresponding performance changes.

JP2025061903AActive Publication Date: 2025-04-11SANSEI R&D KK
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Patent Information

Application Number
JP2025012561
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-29
Publication Date
2025-04-11
Estimated Expiration
2045-01-29

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to provide an interesting and dynamic presentation using operating means that can automatically change aspects, thereby failing to enhance player engagement.

Method used

A gaming machine that incorporates a winning or not winning lottery method, a display means for showing decorative patterns indicating the lottery result, and a performance execution means that changes correspondingly. The operating means can automatically switch to a special mode, recognized by the player, without manual operation, increasing the perceived reliability of winning.

Benefits of technology

The gaming machine effectively presents an interesting and engaging experience by automatically changing the operating means' mode, enhancing player interaction and perceived chances of winning.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025061903000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting performance using operation means capable of automatically changing modes.SOLUTION: As a performance that occurs during a variation performance and suggests reliability has increased which is the probability that the result of a win / lose lottery corresponding to the variation performance is a win, a game machine can execute a mode-change performance in which operation means automatically changes from a normal mode to a special mode. The mode-change performance can occur without the player being prompted to operate the operation means. As the special mode, first special mode and a second special mode different from the first special mode are set. When the mode-change performance occurs, reliability is higher when the second mode-change performance occurs in which the operation means is to be in the second special mode than when the first mode-change performance occurs in which the operation means is to be in the first special mode.SELECTED DRAWING: Figure 111
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Description

[Technical field]

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

[0002] It is known that an effect of vibrating an operating means (such as a button vibration effect) is used to suggest a chance to a player (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-029301 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting presentation using an operating means that can automatically change its mode. [Means for solving the problem]

[0005] The gaming machine according to the present invention, which has been made to solve the above problems, A winning / losing lottery means for performing a winning / losing lottery when a predetermined condition is satisfied; A display means for displaying a decorative pattern for notifying a winning / losing lottery result by the winning / losing lottery means; A performance execution means for executing a performance in which the decorative symbols start to vary and stop in a manner corresponding to a winning or losing lottery result; An operation means operable by a player; Equipped with the operating means is capable of automatically changing between a normal state and a special state that the player can sense even without touching it as being a state different from the normal state, It is possible to execute a mode change performance (see, for example, FIG. 111) in which the operation means automatically changes from the normal mode to the special mode as a performance that occurs during the variable performance and indicates an increase in the reliability of the probability that the winning / losing lottery result corresponding to the variable performance will be a winning performance; The aspect change presentation can occur even when the player is not prompted to operate the operation means (see, for example, FIG. 111(a)). As the special aspect, a first special aspect and a second special aspect different from the first special aspect are set, When the state change performance occurs, the reliability is higher when the operation means is in a state of a second state change performance resulting in the second special state (e.g., see FIG. 111(b-2)) than when the operation means is in a state of a first state change performance resulting in the first special state (e.g., see FIG. 111(b-1)). It is characterized by: Effect of the Invention

[0006] The gaming machine according to the present invention is capable of executing an interesting presentation that utilizes an operating means that can automatically change its mode. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] (a) is a diagram for explaining the game state (transition of the game state), (b) is a diagram showing the distribution of the jackpot obtained after the first win / lose lottery, and (b) is a diagram showing the distribution of the jackpot obtained after the second win / lose lottery. [Figure 4] A diagram to explain the display modes of the pre-change display and the during-change display. [Diagram 5] FIG. 13 is a diagram for explaining types of specific suggestion images. [Figure 6]A figure showing an example of a specific suggestion effect executed during a specific reach effect. [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 10 is a diagram for explaining a specific example 1-5 (an example different from FIG. 9). [Figure 11] FIG. 1 is a diagram (part 1) for explaining specific example 1-6. [Figure 12] FIG. 2 is a second diagram for explaining specific example 1-6. [Figure 13] FIG. 3 is a diagram (part 3) for explaining specific example 1-6. [Figure 14] FIG. 13 is a diagram for explaining specific example 1-8. [Figure 15] FIG. 11 is a diagram for explaining specific example 1-9. [Figure 16] FIG. 11 is a diagram for explaining specific example 1-11. [Figure 17] FIG. 13 is a diagram for explaining specific example 1-12. [Figure 18] FIG. 13 is a diagram for explaining specific example 1-15. [Figure 19] FIG. 13 is a diagram showing a customization screen. [Figure 20] 13A shows the reliability for each setting of pre-change display customization, and FIG. 13B shows the reliability for each setting of change display customization. [Figure 21] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 22] FIG. 11 is a diagram for explaining specific example 2-3. [Diagram 23] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 24] FIG. 13 is a diagram for explaining an overview of a spot the mistake mode. [Diagram 25]This figure shows the "differences" (suggestive effects) between effect images A and B that can occur in the spot the difference mode, divided into those that occur in the background (background suggestive effects) and those that occur in the decorative pattern (pattern suggestive effects). [Figure 26] This is a diagram to explain the pattern suggestion effects (special changes in decorative patterns) that can occur due to difference occurrence fluctuations. [Figure 27] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 28] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which a pseudo stop occurs as a special change). [Figure 29] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which a color change occurs as a special change). [Diagram 30] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which a change in the direction of fluctuation occurs as a special change). [Diagram 31] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which a display position change occurs as a special change). [Diagram 32] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which a display position change occurs as a special change). [Diagram 33] FIG. 13 is a diagram for explaining specific example 3-8 (an example in which sudden erasure occurs as a special change). [Diagram 34] A figure to explain specific example 3-8 (an example in which a reach is achieved as a special change). [Diagram 35] FIG. 13 is a diagram for explaining specific example 3-9. [Diagram 36] FIG. 13 is a diagram for explaining specific example 3-12. [Figure 37] FIG. 13 is a diagram for explaining specific example 3-13. [Figure 37-1] This is a diagram to explain specific special conditions that can occur in the spot the mistake mode (specific performance mode). [Figure 37-2] This is a diagram to explain a specific special state (an example different from Figure 37-1) that can occur in the spot the mistake mode (specific performance mode). [Figure 38] 13 is a diagram for explaining a normal image effect S (normal character image S). FIG. [Figure 39] 13 is a diagram for explaining a specific image effect S (specific character image S). FIG. [Diagram 40] FIG. 13 is a diagram showing an example of a finalized image. [Diagram 41] FIG. 13 is a diagram for explaining specific example 4-1. [Diagram 42] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 43] FIG. 13 is a diagram for explaining specific example 4-7. [Diagram 44] FIG. 13 is a diagram for explaining specific example 4-8. [Diagram 45] FIG. 13 is a diagram for explaining specific example 4-9. [Figure 46] FIG. 11 is a diagram for explaining specific example 4-10. [Figure 47] A diagram to explain the normal back button presentation. [Figure 48] A diagram to explain the special back button effect. [Figure 49] FIG. 13 is a diagram for explaining specific example 5-1. [Figure 50] FIG. 13 is a diagram for explaining specific example 5-3. [Figure 51] FIG. 13 is a diagram for explaining specific example 5-4. [Figure 52] FIG. 13 is a diagram for explaining specific example 5-5. [Figure 53] FIG. 13 is a diagram for explaining specific example 5-6. [Figure 54] FIG. 13 is a diagram for explaining specific example 5-7. [Figure 55] FIG. 13 is a diagram for explaining specific example 5-9. [Figure 56] A diagram to explain a composite effect (a composite effect that occurs in battle effect A). [Figure 57] This is a continuation of Figure 56. [Figure 58] A diagram to explain the composite effect (the composite effect that occurs in battle effect B). [Figure 59] Continuation of Figure 58. [Figure 60]13(a) shows the relationship between the combination of the first attack (first selected image) and the second attack (last selected image) in battle performance A (state A) and their reliability, and 13(b) shows the relationship between the combination of the first attack (first selected image) and the second attack (last selected image) in battle performance B (state B) and their reliability. [Figure 61] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 62] FIG. 6 is a diagram for explaining specific example 6-2. [Figure 63] FIG. 6 is a diagram for explaining specific example 6-4. [Figure 64] FIG. 6 is a diagram for explaining specific example 6-5. [Figure 65] FIG. 13 is a diagram for explaining specific example 6-8. [Figure 66] FIG. 13 is a diagram for explaining specific example 6-9. [Figure 67] FIG. 11 is a diagram for explaining specific example 6-10. [Figure 68] FIG. 11 is a diagram for explaining specific example 6-11. [Figure 69] FIG. 13 is a diagram for explaining specific example 6-12. [Figure 70] FIG. 11 is a diagram for explaining specific example 6-13. [Figure 71] 13 is a diagram showing a first candidate image shown in a first selection part of a specific selection performance and a second candidate image shown in a second selection part (corresponding relationship between the first candidate image and the second candidate image). FIG. [Figure 72] FIG. 13 is a diagram for explaining a specific selection presentation (before branching to execution mode A or execution mode B). [Figure 73] FIG. 13 is a diagram for explaining a specific selection presentation (execution mode A). [Figure 74] A diagram to explain a specific selection presentation (execution mode B). [Figure 75] A diagram to explain the post-event performance executed after a specific selection performance. [Figure 76] (a) shows the reliability of each result pattern (corresponding result / non-corresponding result) of a specific selection performance, and (b) shows the probability of a corresponding result / non-corresponding result for each execution mode. [Figure 77] FIG. 13 is a diagram for explaining specific example 7-1. [Figure 78] 7A is a diagram for explaining a specific example 7-2, and FIG. 7B is a diagram for explaining a specific example 7-3. [Figure 79] FIG. 7(a) is a diagram for explaining specific example 7-4, and FIG. 7(b) is a diagram for explaining specific example 7-5. [Figure 80] 7A is a diagram for explaining specific example 7-6, and FIG. 7B is a diagram for explaining specific example 7-7. [Figure 81] FIG. 11 is a diagram for explaining specific examples 7-10. [Figure 82] FIG. 11 is a diagram for explaining specific example 7-11. [Figure 83] FIG. 11 is a diagram for explaining specific example 7-13. [Figure 84] A figure to explain the pre-operation presentation executed in the first period. [Figure 85] This is a diagram to explain the specific configuration effects (a-1)(a-2)) executed in the second period (and the advantageous effects (b-1) / unfavorable effects (b-2) executed thereafter). [Figure 86] FIG. 13 is a diagram for explaining specific example 8-2. [Figure 87] FIG. 8 is a diagram for explaining specific example 8-3. [Figure 88] FIG. 8 is a diagram for explaining specific example 8-5. [Figure 89] FIG. 8 is a diagram for explaining specific example 8-8. [Figure 90] FIG. 11 is a diagram for explaining specific examples 8-10. [Figure 91] FIG. 13 is a diagram for explaining a target specific performance (a target specific change that may occur during a target specific performance). [Figure 92] 13 is a diagram showing the selection probability of each change pattern that can occur as a first target specific change and a second target specific change. FIG. [Figure 93] FIG. 9 is a diagram for explaining specific example 9-1. [Figure 94] FIG. 9 is a diagram for explaining specific example 9-3. [Figure 95]FIG. 9 is a diagram for explaining specific example 9-5. [Figure 96] FIG. 13 is a diagram for explaining specific example 9-6. [Figure 97] FIG. 13 is a diagram for explaining specific example 9-7. [Figure 98] 13 is a diagram for explaining a specific numerical image presentation. FIG. [Figure 99] 13A and 13B are diagrams showing examples of a small-number remaining pattern and a large-number remaining pattern, respectively, in which the numerical values ​​of the remaining images are the same. [Figure 100] FIG. 10 is a diagram for explaining specific example 10-1. [Figure 101] FIG. 13 is a diagram (part 1) for explaining specific example 10-6. [Figure 102] FIG. 2 is a second diagram for explaining specific example 10-6. [Figure 103] FIG. 10 is a diagram for explaining specific example 10-8. [Figure 104] 13 is a diagram for explaining an outline of the corresponding image presentation. FIG. [Figure 105] 13 is a diagram for explaining a mismatch state (change from a match state to a mismatch state) that may occur in a corresponding image presentation. FIG. [Figure 106] FIG. 11 is a diagram for explaining specific example 11-2. [Figure 107] FIG. 11 is a diagram for explaining specific example 11-4. [Figure 108] FIG. 11 is a diagram for explaining specific example 11-8. [Figure 109] FIG. 11 is a diagram for explaining specific example 11-12. [Figure 110] FIG. 11 is a diagram for explaining specific examples 11-13. [Figure 111] FIG. 13 is a diagram for explaining the appearance change presentation. [Figure 112] FIG. 12 is a diagram for explaining specific example 12-1. [Figure 113] FIG. 12 is a diagram for explaining specific example 12-5 (comprehensive customization). [Fig. 114] FIG. 12 is a diagram for explaining specific example 12-5 (individual customization). [Figure 115] FIG. 12 is a diagram for explaining specific example 12-7. [Fig. 116] FIG. 13 is a diagram (part 1) for explaining specific example 12-8. [Fig. 117] FIG. 2 is a second diagram for explaining specific example 12-8. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. In the following description, unless otherwise specified, the term "image" includes not only still images but also moving images. In the following description, unless otherwise specified, the term "image" is used on the assumption that the player plays the game as instructed (the player plays the game normally without performing special play). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball. In addition, when it is said that "XX is operated", strictly speaking, it means that the operation has detected that XX has moved to a predetermined position. In addition, it is assumed that the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, unless they are changed to values ​​that eliminate the characteristics. In the following description, the "closed" state of various areas means a state in which game balls do not normally enter the area, provided that normal play is being performed, and the "open" state means a state in which game balls can enter the area, provided that normal play is being performed (even if the entrance for game balls is open, a state in which game balls do not pass through the entrance when normal play is being performed is considered to be "closed"). In addition, in each figure, illustrations of elements that are not related to the features explained using the figure may be omitted. In addition, additional elements in the following description (numbers ("first", "second", etc.), various alphabets, etc.) are added to distinguish types, and do not have any meaning in themselves.

[0009] <Basic configuration of gaming machine> The overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1 and the like. Note that detailed description of well-known configurations will be omitted (the same configuration as that of a general gaming machine can be adopted). The gaming machine 1 includes a gaming board 90. The gaming board 90 is a structure having a substantially square shape when viewed from the front. In front of the gaming board 90, a gaming area 902 in which gaming balls flow down is configured. A well-known launching device 908 (launching handle) is provided below the gaming board 90. A player can launch gaming balls (gaming balls stored in an upper tray) toward the gaming area 902 by operating the launching device 908. The gaming balls launched from the launching device 908 reach the gaming area 902 through a passage formed by a guide rail 903.

[0010] The game area 902 is provided with various winning areas into which game balls can enter (starting area 904, big winning area 906), an outlet 907 (an outlet for game balls that do not enter any of the winning areas (so-called out balls)), etc. In addition, the game area 902 is provided with a plurality of game pegs as obstacles that change the flowing behavior of the game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs. When a game ball flowing down the game area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0011] The gaming machine 1 is equipped with a display device 91. As described below, the display device 91 is a main display device having a display area 911 in which the decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above in the height direction of the gaming machine 1 so as to match the line of sight of the player.

[0012] The gaming machine 1 includes a speaker 65. Basically, each of the various effects that occur as part of the variable effects (described later) is accompanied by a unique effect sound that is associated with each of the various effects (the unique effect sound is output from the speaker 65).

[0013] In addition, explanations of general components such as the frame of the gaming machine 1, the structure (upper tray) that forms a space for storing the gaming balls that are shot, and the structure (lower tray) that forms a space for storing the gaming balls that overflow from the upper tray will be omitted. For these, the same components as those of known gaming machines can be used.

[0014] The lottery for the big win is executed based on the winning / losing lottery information acquired by the winning / losing lottery means constructed on the control board (main control board) not shown in the figure, triggered by the entry of the game ball into the starting area 904. In this embodiment, a first starting area 904a (a so-called "special chart 1" starting area) and a second starting area 904b (a so-called "special chart 2" starting area) are provided as the starting area 904. The first starting area 904a is provided at a position where the game ball may enter by launching the game ball so that it flows down the left side of the display area 911 (the left side of the game area 902) (performing a "left hit"). The second starting area 904b is provided at a position where the game ball may enter by launching the game ball so that it flows down the right side of the display area 911 (the right side of the game area 902) (performing a "right hit").

[0015] When the game ball enters the starting area 904, a numerical value is obtained from a random number source as win / lose lottery information (the win / lose lottery information obtained when the game ball enters the first starting area 904a is referred to as first win / lose lottery information, and the win / lose lottery information obtained when the game ball enters the second starting area 904b is referred to as second win / lose lottery information), and if the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot, and if it is different, it is a loss.

[0016] When a win / loss lottery is executed by the win / loss lottery means, the result of the win / loss lottery is notified by a variable performance (a performance from the start of the variation of the decorative pattern 80 (decorative pattern group 80g) until the decorative pattern 80 completely stops in a combination that indicates the win / loss lottery result, that is, a performance during one variation. In the following explanation, it may be simply referred to as "variation" or "rotation"). In this embodiment, a variable performance is executed for the win / loss lottery result corresponding to the order in which the win / loss lottery information was acquired. However, if new win / loss lottery information is acquired in a state in which the variable performance for a certain win / loss lottery result has not been completed (a state in which there is win / loss lottery information for which the notification of the win / loss lottery result has not been completed), the newly acquired win / loss lottery information is stored in a storage means (RAM) not shown in the figure as pre-variation win / loss lottery information (described later) up to a predetermined number.

[0017] The acquired winning / losing lottery information (for which the corresponding winning / losing lottery result has not been notified) is classified into "pre-change winning / losing lottery information" for which the change performance for the corresponding winning / losing lottery result has not started (the first winning / losing lottery information corresponds to the first winning / losing lottery information, and the second winning / losing lottery information corresponds to the second winning / losing lottery information), and "changing winning / losing lottery information" for which the change performance for the corresponding winning / losing lottery result has started but the change performance has not ended (the first winning / losing lottery information corresponds to the first winning / losing lottery information, and the second winning / losing lottery information corresponds to the second winning / losing lottery information). In this embodiment, the maximum number of first pre-change winning / losing lottery information that can be stored by the storage means is four, and the maximum number of second pre-change winning / losing lottery information is also four. In addition, in this embodiment, at a given point in time, there is a maximum of one winning / losing lottery information during fluctuation (it is not the case that both the first winning / losing lottery information during fluctuation and the second winning / losing lottery information during fluctuation exist (so that the fluctuations of special chart 1 and special chart 2 do not proceed together)).

[0018] During the variation performance, a pre-variation display 72, which is an image (icon) indicating the presence of pre-variation winning / losing lottery information, and a variation display 71, which is an image (icon) indicating the presence of variation winning / losing lottery information, are displayed in real time (see FIG. 2). In this embodiment, in a game state in which a game ball should be launched aiming at the first starting area 904a (a game state in which a "left hit" should be made), the first winning / losing lottery information is acquired, so the pre-variation display 72 indicating the presence of the first pre-variation winning / losing lottery information and the variation display 71 indicating the presence of the first variation winning / losing lottery information are displayed (the pre-variation display 72 and the variation display 71 indicating the presence of the second winning / losing lottery information are not displayed, or are displayed smaller than the pre-variation display 72 and the variation display 71 indicating the presence of the first winning / losing lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where the game ball should be "hit right"), the second winning / losing lottery information is acquired, so the pre-change display 72 and the during-change display 71 indicating the presence of the second pre-change winning / losing lottery information and the second during-change winning / losing lottery information are displayed (the pre-change display 72 and the during-change display 71 indicating the presence of the first winning / losing lottery information are not displayed, or are displayed smaller than the pre-change display 72 and the during-change display 71 indicating the presence of the second winning / losing lottery information). As described above, since the maximum number of first pre-change winning / losing lottery information stored in this embodiment is four, the maximum number of pre-change displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of during-change displays 71 displayed is one). In addition, since the maximum number of second pre-change win / lose lottery information that can be stored is four, the maximum number of pre-change displays 72 that are displayed in a game state in which the game ball should be fired aiming at the second starting area 904b is also four (naturally, the maximum number of during-change displays 71 that are displayed is one).

[0019] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (so-called "consumption order") is earlier the closer it is to the changing display 71. In other words, the pre-change displays 72 are displayed in a line such that the earlier the consumption order, the closer it is to the changing display 71. Each time the notification of the winning / losing lottery is completed, the position where the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). Also, the pre-change display 72 with the earliest consumption order becomes the changing display 71 (moves to a position where the changing display 71 is displayed). In addition, the winning / losing lottery by the winning / losing lottery means is strictly performed at the same time as the start of the corresponding variation performance (the execution timing of such winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes called "reserved (display)" because it indicates the presence of winning / losing lottery information (pre-change winning / losing lottery information) for which the corresponding winning / losing lottery has not been performed. In addition, since the number of pre-change winning / losing lottery information can be said to be the number of winning / losing lottery that is promised to be executed in the future (the number of winning / losing lottery rights that have already been acquired), it can be said that the more the number of pre-change winning / losing lottery information (pending display), the higher the probability that the winning / losing lottery result will be a jackpot in the future at that time. In addition, the changing display 71 indicates the presence of winning / losing lottery information in which the corresponding winning / losing lottery has been executed, but the changing performance to notify the winning / losing lottery result is currently in progress (in an "active" state), so it is sometimes called an "active display". In this embodiment, the changing display 71 is made larger than the pre-change display 72, but the basic form of both (at least the form of the normal display mode (default mode) described later) is the same (similar form). Instead of having such a similar relationship, the basic form (external shape, etc.) of the changing display 71 and the pre-change display 72 may be completely different.

[0020] In this embodiment, as in the known gaming machine, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the types of decorative symbols 80 are the same or not is determined by whether the characters included in each decorative symbol 80 are the same or not. In this embodiment, the various decorative symbols 80 are assumed to include any one of the numbers "1" to "7", and if the numbers are the same, they are the same type, and if the numbers are different, they are different types. In the following description, the various decorative symbols 80 may be expressed by the numbers included in the decorative symbols 80, such as the decorative symbol 80 of "1". The same type of decorative symbols 80 may be configured to have different forms (for example, different numbers). Each of the decorative pattern groups 80g includes all kinds of decorative patterns 80 (all of the decorative patterns 80 of "1" to "7"). The various decorative patterns 80 may include elements other than numbers. For example, they may include characters associated with each number (type).

[0021] The combinations of decorative patterns 80 (left decorative pattern 80L, center decorative pattern 80C, right decorative pattern 80R arranged from the left) selected from each decorative pattern group 80g and stopped are roughly divided into winning combinations indicating that the lottery was won and losing combinations indicating that the lottery was not won. In this embodiment, a winning combination is when all three decorative patterns 80 are the same type, and a losing combination is when all three decorative patterns 80 are not the same type.

[0022] In this embodiment, the fluctuation of each decorative pattern group 80g may be temporarily stopped (pseudo stopped). A temporary stop (pseudo stop) refers to a state in which the fluctuation does not completely stop but appears to the player to be stopped (for example, a state in which it is slightly swaying). By temporarily stopping (pseudo stopping) the fluctuation in this way, it is also possible to construct a so-called chance eye in the middle of the fluctuation performance.

[0023] In addition, images showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). For example, a small pattern (so-called small pattern) that starts to change when the variable performance starts and stops in a manner according to the result of the winning / losing lottery when the variable performance ends may be displayed. However, the player can enjoy the game without being aware of this type of image. In other words, it is basically possible to understand the result of the winning / losing lottery by looking at the decorative pattern 80 and various performances.

[0024] Also, like known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of the lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first win / lose lottery result and the second win / lose lottery result are generally called "special symbols." Also, the lighting patterns of the lamps corresponding to the normal lottery result (the normal lottery will be described later) are generally called "normal symbols."

[0025] By winning the first or second winning / losing lottery, the player is granted a special prize (jackpot). The player plays the game with the aim of winning the special prize (jackpot). That is, the player launches a game ball toward the first starting area 904a or the second starting area 904b in order to receive the first or second winning / losing lottery. The game state in which the player plays the game with the aim of winning the special prize (jackpot) is largely divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see FIG. 3(a)). In addition, in this embodiment, a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state are provided as the specific game states. It can be said that the normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.

[0026] The normal game state is a low base state in which it is difficult for the game ball to enter the starting area 904, and the specific game state is a high base state in which it is easier for the game ball to enter the starting area 904 (easier to enter than in the low base state). The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a (a state in which a "left hit" should be performed). The specific game state is a state in which the game ball should be launched aiming at the second starting area 904b (a state in which a "right hit" should be performed). The high base state is a state in which it is easier to win the normal lottery compared to the low base state. The normal lottery is a lottery that is executed when the game ball enters the normal area 905. The second starting area 904b is a closed area in a normal state, and is opened by winning the normal lottery. In other words, the game ball will not enter the second starting area 904b unless it wins the normal lottery. When a player wins the regular lottery, the opening and closing member (a so-called electric chute) at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening and closing member in the open position receives the game ball flowing down from above and guides the game ball toward the second starting area 904b. In other words, if the opening and closing member is continuously positioned in the open position for a certain period of time, the game ball can enter the second starting area 904b relatively easily.

[0027] The normal area 905 is provided at a position where a game ball hit to the right can enter (see FIG. 1). Therefore, if the player continues to hit the right in the specific game state, a normal lottery is executed, and the game ball frequently enters the second starting area 904b when the player wins the normal lottery. On the other hand, in the normal game state, since it is difficult to win the normal lottery, the second starting area 904b is hardly opened even if the player hits the right, and the game ball is set to lose money by hitting the right. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, and it is practically impossible to allow the game ball to enter the second starting area 904b. The winning probability of the normal lottery in the normal game state may be set to 0%, and the game ball may not enter the second starting area 904b. Because of this configuration, the normal game state is a state in which the player aims to enter the game ball into the first starting area 904a by hitting the left and acquire a special prize (jackpot) after the first winning / losing lottery. In addition, the specific game state is a state in which the game ball is caused to enter the second starting area 904b by hitting from the right, and the aim is to win a special prize (jackpot) after a second win / loss lottery.

[0028] When a game ball enters the first start area 904a or the second start area 904b, a predetermined number of prize balls (for example, three balls) are paid out. Therefore, in the specific game state, the player can play without losing many balls compared to the normal game state. In the technical field of this case, the number of prize balls per number of shot balls is called the "base" in a state other than a jackpot. The specific game state is a "high base state" in which the base is (relatively) high, and the normal game state is a "low base state" in which the base is (relatively) low. In the high base state, the game ball is more likely to enter the start area 904 than in the low base state, so that the player can easily take the winning / losing lottery. Therefore, the average time required for one variable performance (variation time) is shorter in the specific game state than in the normal game state (so-called "time reduction"). Based on this, it can also be said that the high base state is a "time reduction" (with time reduction) state, and the low base state is a "non-time reduction" (without time reduction) state. Since the device is configured in this manner, the average time spent in the normal gaming state when playing continuously is longer than the average time spent in the specific gaming state (the sum of the time spent in the first specific gaming state and the second specific gaming state).

[0029] The normal game state and the first specific game state are states (low probability states) in which the probability of winning the winning / losing lottery is relatively low, and the second specific game state is a state (high probability state) in which the probability of winning the winning / losing lottery is relatively high. The probability can be set appropriately. In this embodiment, the winning probability (jackpot probability) in the low probability state is about 1 / 319, and the winning probability (jackpot probability) in the high probability state is about 1 / 99. The normal game state is a state in which a player hits left and aims to win a special prize (jackpot) through a first winning / losing lottery with a low probability (about 1 / 319). The first specific game state is a state in which a player hits right and aims to win a special prize (jackpot) through a second winning / losing lottery with a low probability (about 1 / 319). The second specific game state is a state in which a player hits right and aims to win a special prize (jackpot) through a second winning / losing lottery with a high probability (about 1 / 99).

[0030] A jackpot (benefit) can be obtained by winning the first win / lose lottery or the second win / lose lottery. In this embodiment, a normal jackpot (normal benefit), a first specific jackpot (first specific benefit), and a second specific jackpot (second specific benefit) are provided as jackpots (see FIG. 3(a)). The first specific jackpot is a jackpot that transitions to a first specific game state after the jackpot game (all unit games) is completed. In other words, the acquisition of the first specific jackpot (first specific benefit) is a transition condition (start condition) of the first specific game state. The second specific jackpot is a jackpot that transitions to a second specific game state after the jackpot game (all unit games) is completed. In other words, the acquisition of the second specific jackpot (second specific benefit) is a transition condition (start condition) of the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that point of view, it can be said that the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing such three types of jackpots is merely an example. For example, a setting may be adopted in which there is no normal jackpot (when a jackpot is obtained, the game state transitions to a specific game state without fail).

[0031] In this embodiment, the allocation of the jackpot (bonus) acquired through the first win / lose lottery (special chart 1 lottery) is different from the allocation of the jackpot (bonus) acquired through the second win / lose lottery (special chart 1 lottery) (see FIG. 3(b)). The jackpot acquired through the first win / lose lottery may be a normal jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all jackpots acquired through the second win / lose lottery (100%) are set to be second specific jackpots. From this, it can be said that after the transition to the specific game state, the second specific game state, which is the most advantageous game state for the player, will continue as long as the player acquires a jackpot (continues to win) through the second win / lose lottery.

[0032] The first specific gaming state and the second specific gaming state end when a predetermined end condition is satisfied (see FIG. 3(a)). In this embodiment, the first specific gaming state ends when the winning / losing lottery is a miss 100 times in a row. Since the first specific gaming state is a low probability state, the first specific gaming state can be said to be a state in which a game is played with the aim of winning a low probability lottery (about 1 / 319) before 100 lotteries are executed. Also, in this embodiment, the second specific gaming state ends when the winning / losing lottery is a miss 150 times in a row. Since the second specific gaming state is a high probability state, the second specific gaming state can be said to be a state in which a game is played with the aim of winning a high probability lottery (about 1 / 99) before 150 lotteries are executed. In other words, the gaming machine 1 according to this embodiment is a so-called ST type game (the state in which a game is played with the aim of winning a high probability lottery before a predetermined number of consecutive misses is actually called "ST (state)"). The probability of losing 150 consecutive high probability lotteries (approximately 1 / 99) (the probability of not winning the high probability lottery at the time a second specific game state begins and ending the second specific game state) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that such an ST type game is merely an example. For example, in a high probability state, it may be possible to win both a jackpot that continues the high probability state (high probability jackpot) and a jackpot that ends the high probability state (transitioning to a low probability state) (low probability jackpot), resulting in a so-called loop type game in which the high probability state continues until a low probability jackpot is won.

[0033] In this embodiment, even if the power supply of the gaming machine 1 is once turned off (even if the power supply is turned from OFF to ON), the gaming state is maintained. However, if a predetermined reset operation that can only be performed by a gaming store clerk (a person who can access the inside of the gaming machine) is performed, the gaming state will be normal (a gaming store clerk can forcefully transition to the normal gaming state, which is the "default" gaming state). It is not normal for a player to stop playing in a specific gaming state that is advantageous to the player, and even if the gaming store closes in a specific gaming state, the gaming store will likely perform a reset operation, so when the gaming store opens (the so-called early morning state), the gaming state is usually in the normal gaming state. Therefore, basically, the player will start playing from the normal gaming state.

[0034] When a jackpot (bonus) is acquired through a winning / losing lottery, a jackpot game (bonus game) is executed. The jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed by an opening / closing member 906a) is opened and repeated several times until a predetermined closing condition is established. The closing condition is established when either C (C=10 in this embodiment) game balls win after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in the jackpot game, the winning condition is established before the time condition is established. That is, at least 10 game balls enter the big prize area 906 in one unit game (so-called over-winning may occur, in which more than 10 game balls enter the big prize area 906). A unit game is also called a round (game). The number of unit games (number of rounds) included in a big prize game can be set appropriately. In this embodiment, all big prizes are 10-round big prizes. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, in a 10-round big prize, at least 1,500 prize balls are paid out.

[0035] The following describes the effects that the gaming machine 1 according to this embodiment can execute, and the functions and characteristics of the gaming machine 1. Note that the gaming machine 1 may be configured to execute only some of the effects described below (only some of the effects may be included).

[0036] <Specific suggestion performance> In this embodiment, a specific suggestion effect can be executed as a suggestion effect that suggests the probability that the winning / losing lottery result will be a jackpot. In the following, the winning / losing lottery result that is the subject of the reliability suggestion by the specific suggestion effect is referred to as the target winning / losing lottery result, and the change effect corresponding to the target winning / losing lottery result (the change effect from when the decorative pattern 80 that notifies the target winning / losing lottery result starts to change until it stops in a manner that notifies the target winning / losing lottery result) is sometimes referred to as the target change effect (target change) (the specific suggestion effect occurs as a component of the target change effect). Note that the specific suggestion effect occurs only when a change that satisfies a predetermined execution condition. The execution condition is not necessarily established every time a change occurs, so the specific suggestion effect does not occur every time a change occurs. Also, the execution condition is not established more than once in one change, and when the execution condition is established, one type of specific suggestion effect is executed. Therefore, two or more types of specific suggestion effects are not executed in one change. Also, in this embodiment, the specific suggestion effect occurs in a normal game state. However, it may be assumed that it occurs in a specific game state.

[0037] The specific suggestion performance is premised on the existence of the pre-change display 72 and the changing display 71. In the technical field, the pre-change display 72 (reserved display) and the changing display 71 (active display) are collectively referred to as "reserved", and the specific suggestion performance can be said to be a performance executed in response to the "reserved". The pre-change display 72 and the changing display 71 can be one of a plurality of modes (see FIG. 4) according to the reliability (the probability that the corresponding winning / losing lottery result will be a jackpot) (hereinafter, the modes that the pre-change display 72 and the changing display 71 can be may be referred to as display modes). Note that the reliability of the pre-change display 72 and the changing display 71 refers to the reliability at the time when each display mode is displayed, and the reliability may increase due to a change in the display mode thereafter. The display modes are roughly divided into a normal display mode 70n and a special display mode 70s. The normal display mode 70n is a standard display mode (default mode). The pre-change display 72 and the change-in-progress display 71 have the highest probability of becoming the normal display mode 70n (the probability of becoming the normal display mode 70n is higher than the probability of becoming any of the special display modes 70s (the probability that the pre-change display 72 and the change-in-progress display 71 become the normal display mode 70n is preferably 90% or more)). The special display mode 70s is a display mode that suggests a higher reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s are provided: a first special display mode 701s, a second special display mode 702s, a third special display mode 703s, and a fourth special display mode 704s. The reliability of the target winning / losing lottery result increases in this order (the fourth special display mode 704s is the highest). The fourth special display mode 704s is displayed only when the target winning / losing lottery result is a jackpot (reliability=100%). Each display mode may be one that the player can clearly distinguish between the different modes. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (the colors of the special display modes 70s are represented by letters in the drawings. Those without letters representing the colors are normal display modes 70n).The different display modes may differ in other respects than color (for example, in outer shape).

[0038] The display modes of the pre-change display 72 and the changing display 71 may change in a direction that increases the reliability (so-called pending change performance occurs). The mode may change even in the state of the pre-change display 72 (i.e. before the target change is started) or in the state of the changing display 71 (i.e. during the target change). The specific mode of the so-called pending change performance may be any. In this embodiment, the display modes of the pre-change display 72 and the changing display 71 may change suddenly (sudden pending change performance occurs), or as a result of an image acting on the pre-change display 72 or the changing display 71 being displayed, these display modes may change (a pending change performance occurs in which an action image that brings about a change in the display mode is displayed). The final display mode of the changing display 71 in the target change becomes the final reliability suggested by the changing display 71. When the target change performance starts, the pre-change display 72 (the one that is first in the order of consumption) becomes the changing display 71, but the display mode is inherited at that time. For example, if the pre-fluctuation display 72 (first in the order of consumption) immediately before the target fluctuation is started is in the second special display mode 702s, the target fluctuation will be started with the fluctuating display 71 in the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-fluctuation display 72 (first in the order of consumption) becomes the fluctuating display 71. Note that in this embodiment, when multiple pre-fluctuation displays 72 and fluctuating displays 71 are displayed together, two or more special display modes 70s may be displayed.

[0039] As specific suggestion effects, multiple types of effects can occur. The types of specific suggestion effects are roughly divided into normal specific suggestion effects and special specific suggestion effects. Normal specific suggestion effects are standard (default) forms (types). Special specific suggestion effects are effects that suggest a higher degree of reliability than normal specific suggestion effects. In this embodiment, four types of special specific suggestion effects are provided: a first special specific suggestion effect, a second special specific suggestion effect, a third special specific suggestion effect, and a fourth special specific suggestion effect (see FIG. 5). That is, in this embodiment, five types of effects can occur as specific suggestion effects.

[0040] The specific suggestion effect is a display of a specific suggestion image 73 in the display area 911 when a predetermined time point (reference time point) is reached. The form of the specific suggestion image 73 differs for each type of effect. The normal specific suggestion effect displays the normal specific suggestion image 73n, the first special specific suggestion effect displays the first special specific suggestion image 731s, the second special specific suggestion effect displays the second special specific suggestion image 732s, the third special specific suggestion effect displays the third special specific suggestion image 733s, and the fourth special specific suggestion effect displays the fourth special specific suggestion image 734s (see FIG. 5. The first special specific suggestion image 731s to the fourth special specific suggestion image 734s may be collectively referred to as the special specific suggestion image 73s). Each specific suggestion image 73 includes a common image element, but the color of a predetermined part is different. In this embodiment, a common image element includes a predetermined character X. The color of the surroundings (background) of the character X is different. The normal specific suggestion image 73n is white, the first special specific suggestion image 731s is blue, the second special specific suggestion image 732s is green, the third special specific suggestion image 733s is red, and the fourth special specific suggestion image 734s is rainbow colored (in each figure, the difference in color is represented by the presence or absence of hatching or the difference in the hatching pattern). Note that in this embodiment, the size of the specific suggestion image 73 is the same regardless of its type, and the position where the specific suggestion image 73 is displayed (the range that the specific suggestion image 73 occupies in the display area 911) is also the same regardless of its type.

[0041] The various specific suggestion effects are associated with one of the display modes of the changing display 71 (corresponding (1:1) so as not to overlap). The number of types (modes) of specific suggestion effects (five types) is the same as the number of types (five types) of display modes that the changing display 71 can become, and there are no specific suggestion effects that do not correspond (a certain type of specific suggestion effect always corresponds to one of the display modes, and a certain display mode always corresponds to one type of specific suggestion effect). In this embodiment, the normal display mode 70n (white) corresponds to the normal specific suggestion effect (normal specific suggestion image 73n (white)), the first special display mode 701s (blue) corresponds to the first special specific suggestion effect (first special specific suggestion image 731s (blue)), the second special display mode 702s (green) corresponds to the second special specific suggestion effect (second special specific suggestion image 732s (green)), the third special display mode 703s (red) corresponds to the third special specific suggestion effect (third special specific suggestion image 733s (red)), and the fourth special display mode 704s (rainbow) corresponds to the fourth special specific suggestion effect (fourth special specific suggestion image 734s (rainbow)). In this way, the "colors" of each display mode and the corresponding specific suggestion image 73 are common (the colors being common means that they are the same color. The same applies below). The common "colors" allow the player to understand that each display mode corresponds to one of the specific suggestion images 73.

[0042] In this embodiment, the specific suggestion effect is executed during the specific reach effect (see FIG. 6). As described above, the specific suggestion effect (display of the specific suggestion image 73) is executed when the reference time is reached, and the reference time is set during the specific reach effect (reaching the reference time set during the specific reach effect is the establishment of the execution condition of the specific suggestion effect). The specific reach effect is a type of reach effect that leads to a win / lose notification ending according to the target win / lose lottery result. Since it is a reach effect, it can occur when a "reach" is established in which the decorative patterns 80 selected and displayed from two of the three identification pattern groups (in this embodiment, the left decorative pattern 80L displayed by the pseudo-stop of the left decorative pattern group 80gL and the right decorative pattern 80R displayed by the pseudo-stop of the fluctuation of the right decorative pattern group 80gL) are of the same type. If the target winning / losing lottery result is a big win, an advantageous ending (winning notification ending) (see FIG. 6(d-1)) is reached in which an image indicating that the player is in an advantageous situation is displayed, and if it is a loss, an unfavorable ending (losing notification ending) (see FIG. 6(d-2)) is reached in which an image indicating that the player is in an unfavorable situation is displayed. Note that the advantageous ending also includes a so-called reversal pattern in which an unfavorable ending is initially assumed to have been reached but is then overturned. The specific reach performance in this embodiment is a so-called battle performance in which the player's character (ally character (shown with an X in the drawing)) fights against the enemy character, and the victory of the ally character is considered to be an advantageous ending, and the defeat of the ally character (the enemy character wins) is considered to be an unfavorable ending. Two or more types of specific reach performances in which a reference time point is set may be provided.

[0043] The specific suggestion performance is executed before the winning / losing notification ending is reached. If the time when the performance for the winning / losing notification ending (favorable ending or unfavorable ending) starts is the winning / losing branch point, the specific suggestion performance is executed before the winning / losing branch point (a reference time is set that is the time when the specific suggestion performance starts before the winning / losing branch point) (see FIG. 6(c)(d-1)(d-2)). Also, the specific suggestion performance (display of the specific suggestion image 73) ends before the winning / losing branch point. In this embodiment, the length from the start of the specific reach performance to the reference time is constant (for example, 10 seconds). The specific suggestion image 73 in this embodiment is a so-called cut-in image. The specific suggestion performance in this embodiment is a performance in which a character X appears (one of the ally character and the enemy character is set to be character X) (see FIG. 6(c)). Therefore, it can be said that the specific suggestion performance suggests reliability while emphasizing the character X that appears in the specific reach performance.

[0044] The display mode of the changing display 71 may change even during the specific reach performance (see Figures 6(a)(b)). That is, the display mode of the changing display 71 may change to a display mode with a higher reliability than at the start of the specific reach performance (it may also not change during the specific reach performance). Note that the display mode of the changing display 71 does not change after the reference time point. Therefore, in a target fluctuation that causes a specific reach performance, the display mode of the changing display 71 at the reference time point is determined as the mode that indicates the final reliability (the more reliable the display mode at the reference time point is, the higher the probability that the target hit / lose lottery result will be a jackpot (the more favorable the specific reach performance will end up)).

[0045] In this embodiment, a specific reach effect occurs in the target change, and the display mode of the changing display 71 when the reference time is reached is set as the "reference display mode." When the reference time is reached, a specific suggestion effect is executed (a specific suggestion image 73 is displayed), and the type of specific suggestion effect executed is always one that corresponds to the reference display mode of the changing display 71, and a type of specific suggestion effect that does not correspond to the reference display mode is not executed (see FIG. 6(b)(c)). That is, if the changing display 71 at the time of reaching the reference time is in the normal display mode 70n, the normal specific suggestion effect is executed (the normal specific suggestion image 73n is displayed), if it is in the first special display mode 701s, the first special specific suggestion effect is executed (the first special specific suggestion image 731s is displayed), if it is in the second special display mode 702s, the second special specific suggestion effect is executed (the second special specific suggestion image 732s is displayed), if it is in the third special display mode 703s, the third special specific suggestion effect is executed (the third special specific suggestion image 733s is displayed), and if it is in the fourth special display mode 704s, the fourth special specific suggestion effect is executed (the fourth special specific suggestion image 734s is displayed). In this embodiment, both the changing display 71 and the corresponding specific suggestion image 73 are displayed in the display area 911. In addition, in this embodiment, the reliability of each specific suggestion effect is the same as that of each display mode of the changing display 71. In other words, if the changing display 71 is in a certain display mode at the reference time, the corresponding type of specific suggestion effect is executed without fail, so the reliability suggestion by the changing display 71 is no different from the reliability suggestion in the specific suggestion effect. Also, the number and display mode of the pre-changing display 72 displayed at the reference time are not related to the type of specific suggestion effect executed.

[0046] The reason for this configuration is as follows. Reliability suggestions based on changes in the display mode of the pre-changing display 72 and the changing display 71 (reliability suggestions based on so-called "hold") are well known, and players pay attention to these modes. In a target change where it is expected that the target hit / miss lottery result will be a jackpot, it is expected that the changing display 71 will have a more reliable display mode (step up in the direction of increasing reliability). In order to clearly show (emphasize) what the display mode of the changing display 71 has become, in the specific reach performance, a specific suggestion performance of a type corresponding to the display mode of the changing display 71 is intentionally made to occur (a specific suggestion performance of an uncorresponding type will not occur). For the player, the performance (specific suggestion performance) according to the display mode of the changing display 71 is executed before the hit / miss notification conclusion of the specific reach performance, which makes the game easy to understand.

[0047] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned specific suggestion performances will be described. In addition, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0048] 〇Specific example 1-1 An emphasis effect is executed before a specific suggestion effect occurs. The emphasis effect is an effect for emphasizing that a specific suggestion effect corresponding to the reference display mode is being executed (a specific suggestion image 73 is displayed), and uses the changing display 71 in the reference display mode. For example, an effect in which the display mode in the reference display mode moves toward the center of the display area 911 and is enlarged occurs as an emphasis effect (see FIG. 7(b)), and a specific suggestion effect occurs after the emphasis effect ends (see FIG. 7(c)). In this way, it is easy to see that the type (color) of the specific suggestion effect executed corresponds to the mode (color) of the changing display 71.

[0049] The emphasis effect may be achieved by making the changing display 71 different from its normal state. As in the above example, it is preferable that at least one of the following occurs: the changing display 71 is displaced to a position different from its normal state, or is made larger than its normal state.

[0050] The emphasis effect may be different depending on the reference display mode (depending on the color of the changing display 71). For example, in the emphasis effect (in the state of FIG. 7(b)), the higher the reliability of the reference display mode, the larger the changing display 71 is displayed (the higher the magnification ratio based on the normal size).

[0051] 〇Specific example 1-2 The timing at which the specific suggestion effect can occur (the timing at which the execution condition can be established) is not limited to during the reach effect. For example, the specific suggestion effect may be made to occur in a state where it is not clear whether the reach effect will occur (a state where all three identification pattern groups are displayed in a variable manner). In other words, a certain point in time when all three identification pattern groups are displayed in a variable manner is set as a reference point in time, and a specific suggestion effect of a type corresponding to the display mode of the variable display 71 at the reference point in time is made to occur.

[0052] 〇Specific example 1-3 A specified effect (pre-effect) is made to occur before the specific suggestion effect occurs. The pre-effect can be said to be an effect that indicates in advance that a reference point will be reached. After the pre-effect occurs, a specific suggestion effect of a type that corresponds to the display mode of the changing display 71 at that time will occur. Figure 8 shows a pre-effect in which an image (pre-image 75) containing the words "hold-compatible cut-in" is displayed.

[0053] As in the example shown in FIG. 8, it is preferable that the pre-image 75 includes an element that suggests a specific suggestion performance. If the specific suggestion performance is a so-called cut-in performance (a performance in which a specific suggestion image 73, which is a cut-in image, is displayed) as in the above embodiment, it is preferable that the pre-image 75 includes an element that indicates a specific suggestion performance, such as "cut-in." Also, as in the example shown in FIG. 8, it is preferable that the pre-image 75 includes an element that suggests that the specific suggestion performance corresponds to the changing display 71. For example, it is preferable that the pre-image 75 includes an element that indicates the changing display 71, such as "pending."

[0054] 〇Specific example 1-4 The setting is such that the execution condition may be satisfied two or more times in one change (two or more reference time points may be set in one change). In other words, the setting is such that a specific suggestion effect may occur two or more times in one change. In addition, the display mode of the changing display 71 may change between the time when an execution condition is satisfied and the time when the next execution condition is satisfied (between execution conditions). By doing this, if a change in the display mode of the changing display 71 occurs after a specific suggestion effect (a previous specific suggestion effect) occurs, a specific suggestion effect (a later specific suggestion effect) with higher reliability than the previous specific suggestion effect will occur. In other words, by doing this, the gameplay is such that a rank-up of the specific suggestion effect may occur due to a change in the display mode of the changing display 71 between execution conditions.

[0055] However, if, as in the above embodiment, the execution condition is set to be satisfied a maximum of once per change, the number of times that a specific suggestion effect can occur per change will be a maximum of once, so the specific suggestion effect will function to clearly indicate (emphasize) what the final display state of the changing display 71 will be.

[0056] 〇Specific example 1-5 When the display mode of the changing display 71 becomes the fourth special display mode 704s, that is, a display mode with a reliability of 100% (a jackpot is confirmed), a specific suggestion effect is not generated even if a reference time point is reached (a configuration in which the fourth special specific suggestion image 734s is not provided) (see Figs. 9(a) and (b-2)). In other words, a specific suggestion effect can be generated when the display mode of the changing display 71 is a mode with a reliability of less than 100% (the execution condition is not met unless the display mode of the changing display 71 is a mode with a reliability of less than 100%) (see Figs. 9(a) and (b-1)). When the changing display 71 becomes a display mode with a jackpot confirmed, the player will be aware of this, so there is no need to emphasize it, and a specific suggestion effect is not generated.

[0057] As a different example, when the display mode of the changing display 71 is the normal display mode 70n, it is also possible to prevent a specific suggestion effect from occurring even when the reference time point is reached (a configuration in which the normal specific suggestion image 73n is not provided) (see Figs. 10(a) and (b-2)). When the changing display 71 is in the normal display mode (default mode), there is no need to emphasize this, so a specific suggestion effect is not generated. When the display mode of the changing display 71 is not the normal display mode 70n, i.e., when it is one of the special display modes 70s, a corresponding specific suggestion effect is generated (see Figs. 10(a) and (b-1)).

[0058] 〇Specific example 1-6 The display modes of the pre-change display 72 and the change display 71 are configured to have two or more modes that belong to different categories. For example, as shown in FIG. 11, the normal display mode 70nA, the first special display mode 701sA, the second special display mode 702sA, the third special display mode 703sA, and the fourth special display mode 704sA are provided as display modes A that belong to category A (in the drawings, the display mode A is shown as having a "circle" shape). In addition, the normal display mode 70nB, the first special display mode 701sB, the second special display mode 702sB, the third special display mode 703sB, and the fourth special display mode 704sB are provided as display modes B that belong to category B (in the drawings, the display mode A is shown as having a "triangle" shape). When condition A is satisfied (status A), the display mode A belongs to category A, and when condition B is satisfied (status B), the display mode B belongs to category B (condition A and condition B are not satisfied at the same time). The normal display modes 70nA and B, the first special display modes 701sA and B, the second special display modes 702sA and B, the third special display modes 703sA and B, and the fourth special display modes 704sA and B are different from each other in appearance, but have the same color and reliability (difference in category does not affect reliability). Providing such display modes with the same reliability but different (display mode A belonging to category A and display mode B belonging to category B) is used, for example, when making a game in which the basic modes of the pre-change display 72 and the changing display 71 are different according to the so-called presentation mode (also called stage, etc.). The presentation mode is an element that controls the change presentation. In other words, what kind of performance is executed as a performance constituting the variable performance depends on the currently set performance mode (current setting mode). For example, it is possible to set a mode A in which a performance with a motif of character A is developed, and a mode B in which a performance with a motif of character B is developed.In such a configuration, it is expected that when mode A is set, normal display mode 70nA and first special display mode 701sA to fourth special display mode 704sA are displayed, and when mode B is set, normal display mode 70nB and first special display mode 701sB to fourth special display mode 704sB are displayed.

[0059] The specific suggestion image 73 displayed in the specific suggestion performance differs depending on whether the display mode of the changing display 71 at the reference time is display mode A or B. For example, as shown in FIG. 12, as specific suggestion images A belonging to category A, a normal specific suggestion image 73nA, a first special specific suggestion image 731sA, a second special specific suggestion image 732sA, a third special specific suggestion image 733sA, and a fourth special specific suggestion image 734sA are provided (in the drawing, the specific suggestion image A is shown as including character A). In addition, as specific suggestion images B belonging to category B, a normal specific suggestion image 73nB, a first special specific suggestion image 731sB, a second special specific suggestion image 732sB, a third special specific suggestion image 733sB, and a fourth special specific suggestion image 734sB are provided (in the drawing, the specific suggestion image B is shown as including character B). The first special specific suggestion images 731sA and B, the second special specific suggestion images 732sA and B, the third special specific suggestion images 733sA and B, and the fourth special specific suggestion images 734sA and B have different appearances but share a common color and the same reliability (differences in categories do not affect reliability).

[0060] A specific suggestion effect is executed in which, when the normal display mode 70nA is displayed at the reference time, the normal specific suggestion image 73nA is displayed; when the first special display mode 701sA is displayed, the first special specific suggestion image 731sA is displayed; when the second special display mode 702sA is displayed, the second special specific suggestion image 732sA is displayed; when the third special display mode 703sA is displayed, the third special specific suggestion image 733sA is displayed; and when the fourth special display mode 704sA is displayed, the fourth special specific suggestion image 734sA is displayed (see Figure 13(a)(b-1) (an example in which the third special specific suggestion image 733sA is displayed is shown)). Similarly, when the normal display mode 70nB is displayed at the reference time, a specific suggestion performance is executed in which a normal specific suggestion image 73nB is displayed; when the first special display mode 701sB is displayed, a first special specific suggestion image 731sB is displayed; when the second special display mode 702sB is displayed, a second special specific suggestion image 732sB is displayed; when the third special display mode 703sB is displayed, a third special specific suggestion image 733sB is displayed; and when the fourth special display mode 704sB is displayed, a fourth special specific suggestion image 734sB is displayed (see Figure 13(a)(b-2) (an example in which the third special specific suggestion image 733sB is displayed is shown)).

[0061] In this way, if the basic appearance of the pre-changing display 72 and the changing display 71 changes according to the performance mode, etc. (see FIG. 11), a specific suggestion performance is generated in which a specific suggestion image 73 (see FIG. 12) of a corresponding appearance (same category) is displayed (see FIG. 13). This makes it easier to understand that the display appearance of the changing display 71 and the specific suggestion performance (specific suggestion image 73) are related.

[0062] 〇Specific example 1-7 The specific suggestion effect is executed by the operation of the operating means (for example, the push button 61 (effect button)). In the specific reach effect, an operation valid period during which the operation of the push button 61 is valid is set, and the player is requested to operate the push button 61. When the push button 61 is operated during the operation valid period (when the operation of the push button 61 during the operation valid period satisfies a predetermined condition), a specific suggestion image 73 corresponding to the display mode of the changing display 71 at that time is displayed. In this case, the time when the push button 61 is operated becomes the reference time. Note that, after the operation valid period starts, the display mode of the changing display 71 is prevented from changing. In this way, an effect form is achieved in which an image (specific suggestion image 73) that emphasizes the current display mode of the changing display 71 is displayed due to the player's own action.

[0063] In addition, in the case of performing the present example, when the operating means is not operated during the valid operation period (when the operation of the push button 61 during the valid operation period no longer satisfies the specified condition), the specific suggestion performance may not be executed (the specific suggestion image 73 may not be displayed), or the specific suggestion performance may be executed (the specific suggestion image 73 may be displayed) when the valid operation period ends.

[0064] 〇Specific example 1-8 During the specific suggestion performance, i.e. while the specific suggestion image 73 is being displayed, the changing display 71 is not displayed (see FIG. 14(b)). By doing so, a performance is created in which the specific suggestion image 73 (a type of specific suggestion image 73 corresponding to the display mode of the changing display 71) appears to be displayed in place of the changing display 71 (see FIG. 14(a)) that was displayed until just before the reference time was reached. Note that after the specific suggestion performance has ended (the specific suggestion image 73 has been erased), the changing display 71 may be displayed, or the changing display 71 may not be displayed until the target change ends.

[0065] In this example, it is preferable that the pre-change display 72 is not displayed while the specific suggestion image 73 is being displayed (even if the pre-change winning / losing lottery information is stored in the storage means) (see FIG. 14(b)). In other words, even if one or more pre-change displays 72 are displayed until just before the specific suggestion image 73 is displayed, it is preferable that the pre-change display 72 is not displayed while the specific suggestion image 73 is being displayed.

[0066] 〇Specific example 1-9 Even if the reference time is reached, the specific suggestion effect may not occur. In other words, the reaching of the reference time (see FIG. 15(a)) may trigger the display of a specific suggestion image 73 of a type corresponding to the display mode of the changing display 71 at that time (see FIG. 15(b-1)), or the specific suggestion image 73 may not be displayed (see FIG. 15(b-2)).

[0067] In the case of this example, when the reference display mode is a display mode that is not 100% reliable (not the fourth special display mode 704s), it is preferable to set the reliability higher when the specific suggestion image 73 is displayed than when the specific suggestion image 73 is not displayed (meaning that when comparing the same reference display mode, the reliability is higher when the specific suggestion image 73 is displayed than when the specific suggestion image 73 is not displayed) (see FIG. 15(c)). For example, when the display mode of the changing display 71 at the reference time is the first special display mode 701s (see FIG. 15(a)), if a specific suggestion performance is executed, the specific suggestion image 73 displayed will be the first special specific suggestion image 731s, and the probability that the target winning / losing lottery result will be a jackpot is higher when the first special specific suggestion image 731s is displayed (see FIG. 15(b-1)) than when the first special specific suggestion image 731s is not displayed (see FIG. 15(b-2)). In this way, the display of the specific suggestion image 73 is made to function as a so-called chance up, and a game property is realized. As shown in Fig. 15(c), it is preferable that the magnitude relationship of the reliability of each display mode of the varying display 71 is maintained regardless of the presence or absence of a specific suggestion effect (presence or absence of a chance up) (regardless of the presence or absence of a specific suggestion effect, the first special display mode 701s is more reliable than the normal display mode 70n, the second special display mode 702s is more reliable than the first special display mode 701s, and the third special display mode 703s is more reliable than the second special display mode 702s).

[0068] 〇Specific example 1-10 The various specific suggestion images 73 are different in image components other than color. In other words, the various specific suggestion images 73 have their own image components other than color. For example, the shape of the various specific suggestion images 73 is different from the shapes of other types of specific suggestion images 73. In this way, the type of specific suggestion image 73 (type of specific suggestion presentation) can be clearly distinguished, resulting in an easy-to-understand presentation form.

[0069] 〇Specific example 1-11 In addition to color, each of the specific suggestion images 73 includes image components that suggest the level of reliability. For example, it is possible to make the image size (the range in which the image is displayed) larger for a specific suggestion image 73 with a relatively high reliability than for a specific suggestion image 73 with a relatively low reliability (see FIG. 16). As described above, the specific suggestion image 73 emphasizes the final display state of the changing display 71, and by using this example, the specific suggestion image 73 also emphasizes the level of reliability.

[0070] 〇Specific example 1-12 The specific reach effect is a effect in which the player is requested to operate an operating means (e.g., push button 61) (see FIG. 17(b)), and when the operating means is operated during the valid operation period (see FIG. 17(c)), a winning / losing notification outcome (see FIG. 17(d-1)(d-2)) is reached (the point at which the operating means is operated during the valid operation period is the winning / losing branching point). In other words, the reach effect is an effect in which the operation of the operating means is the winning / losing branching point (hereinafter referred to as an operation winning / losing branching reach effect). Since some point during the valid operation period is the winning / losing branching point, the specific suggestion effect is executed before the valid operation period begins (see FIG. 17(a)).

[0071] It may be a prerequisite for a specific reach effect to be an operation win / loss branch reach effect. For example, it is assumed that one or more reach effects that correspond to an "operation win / loss branch reach effect" and one or more reach effects that do not correspond to an "operation win / loss branch reach effect" (a reach effect in which no operation of the operation means is required in a win / loss branch. Hereinafter, this will be referred to as a non-operation win / loss branch reach effect) are provided as reach effects that the gaming machine 1 can execute. In this case, the reach effects (specific reach effects) in which a specific suggestion effect may occur are all "operation win / loss branch reach effects". Reach effects (operation win / loss branch reach effects) in which a win / loss is revealed due to the operation of the operation means (the player's action) are highly anticipated by players. For this reason, in such an operation win / loss branch reach effect, a specific suggestion effect in which the display mode of the changing display 71 is emphasized may occur (a specific suggestion effect is not generated in a non-win / loss branch reach effect).

[0072] 〇Specific example 1-13 The type (pattern) of the display mode that the pre-change display 72 can become and the type (pattern) of the display mode that the changing display 71 can become may be different. For example, the changing display 71 can become any of the first special display mode 701s to the fourth special display mode 704s (four types of special display modes), but the pre-change display 72 cannot become the first special display mode 701s and can become any of the second special display mode to the fourth special display mode 704s (three types of special display modes 70s). In other words, a configuration may be provided in which the changing display 71 may become but the pre-change display 72 may not become. Conversely, a configuration may be provided in which a display mode that the pre-change display 72 may become but the changing display 71 may not become may be.

[0073] Since the specific suggestion effect is an effect whose contents correspond to the display mode of the changing display 71 at the reference time, it is sufficient to provide a type corresponding to the display mode (normal display mode 70n, special display mode 70s) of the changing display 71. In other words, for the special display mode 70s which may become the pre-changing display 72 but may not become the changing display 71, there is no need to provide a corresponding specific suggestion effect (specific suggestion image 73).

[0074] 〇Specific example 1-14 When the changing display 71 is in the special display mode 70s, the pre-change display 72 does not become the special display mode 70s (that is, all pre-change displays 72 are in the normal display mode 70n). By doing so, when a specific suggestion effect in which a special specific suggestion image 73s is displayed is executed, the pre-change display 72 is always in the normal display mode 70n, so that it is possible to prevent the player from misunderstanding that the special specific suggestion image 73s is an effect corresponding to the pre-change display 72.

[0075] 〇Specific example 1-15 During the specific suggestion performance (while the specific suggestion image 73 is being displayed), the during-changing display 71 is displayed, but the pre-change display 72 is not displayed (see FIG. 19(b)). In other words, even if pre-change win / lose lottery information is stored in the storage means, the pre-change display 72 is not displayed during the specific suggestion performance. If the pre-change display 72 is displayed, there is a risk of mistaking the specific suggestion performance (specific suggestion image 73) for the corresponding pre-change display 72 (particularly, as in the example shown in FIG. 18, this misunderstanding is likely to occur when any of the pre-change displays 72 is in the same special display mode 70s as the during-change display 71). To prevent this, the during-change display 71 corresponding to the specific suggestion performance (specific suggestion image 73) is displayed, but the pre-change display 72 unrelated to the specific suggestion performance is not displayed.

[0076] <Customize display before change / Customize display during change> The gaming machine 1 according to this embodiment has a customization function that can change the occurrence probability of the effects that make up the variable effects. The effects that are the subject of the customization function are "pre-variation display change effect" and "variation display change effect." The customization of the "pre-variation display change effect" and "variation display change effect" described below changes the occurrence probability in the normal game state. However, customization in the specific game state may be similar.

[0077] The pre-change display change presentation is a presentation that suggests that the reliability of the corresponding winning / losing lottery result (target winning / losing lottery result) has increased by changing the pre-change display 72 to a special display mode 70s different from the normal display mode 70n (normal state). The pre-change display 72 may change from the normal display mode 70n to any of the special display modes 70s. The pre-change display 72 may also change from a certain special display mode 70s to a special display mode 70s that suggests a higher reliability than that. Since the pre-change display 72 is displayed before the change presentation for the target winning / losing lottery result starts, the pre-change display change presentation can be said to be a type of so-called pre-reading presentation (a presentation that suggests the target winning / losing lottery result by pre-reading the winning / losing lottery information used for the target winning / losing lottery before the target change starts (before the time the target winning / losing lottery is executed)). In this embodiment, a look-ahead performance customization is provided that changes the probability of the look-ahead performance occurring, but the pre-change display change performance is excluded from the target of the look-ahead performance customization (look-ahead performances other than the pre-change display change performance are the target of the look-ahead performance customization).

[0078] The during-changing display change presentation is a presentation that suggests that the reliability of the corresponding win / lose lottery result (target win / lose lottery result) has increased by changing the during-changing display 71 to a special display mode 70s that is different from the normal display mode 70n (normal state). The during-changing display 71 may change from the normal display mode 70n to any of the special display modes 70s. The during-changing display 71 may also change from a certain special display mode 70s to a special display mode 70s that suggests a higher reliability. The during-changing display 71 is displayed after the change presentation for the target win / lose lottery result has started, and is not included in the pre-reading presentation.

[0079] In this embodiment, a "pre-change display customization" that changes the occurrence probability of a pre-change display change effect and a "change-in-progress display customization" that changes the occurrence probability of a change-in-progress display effect are provided as separate customizations (independent customizations). It is well known that a customization is provided that changes the occurrence probability of an effect in which both the pre-change display 72 and the change-in-progress display 71 are treated as a single entity (both the pre-change display 72 and the change-in-progress display 71 are regarded as "reserved"), but in this embodiment, the occurrence probability of the pre-change display change effect and the occurrence probability of the change-in-progress display change effect can be changed separately and independently. Note that the pre-change display customization is referred to as "pre-change reserved reliability customization" and the change-in-progress display customization is referred to as "change reserved reliability customization." In other words, the pre-change display 72 is presented to the player as "pre-change reserved" and the change-in-progress display 71 is presented to the player as "reserved change."

[0080] In this embodiment, customization other than the pre-change display customization and the change-in-progress display customization is also provided. Any operation method may be used when using each customization (changing the settings). In this embodiment, the settings of each customization can be changed by operating the push button 61 and the cross key 62. For example, the settings of each customization can be changed by a screen (customization change screen) as shown in FIG. 19. Although not shown, it is preferable that an image explaining the contents of each customization is displayed on the screen. In particular, it is preferable that an explanation is provided that clearly shows the difference between the pre-change display 72 (pre-change pending) and the change-in-progress display 71 (change pending) with respect to the pre-change display customization (pre-change pending reliability customization) and the change-in-progress display customization (change-in-progress reliability customization). In addition, it is preferable that the customization settings can be changed not only during a standby state (non-change in which the change performance is not being executed) but also during the change. In the case where the customization settings can be changed during the change, a small image (not shown) for customization is displayed near the outer edge of the display area 911 during the change.

[0081] As described later, the pre-change display customization and the during-change display customization can increase the reliability when the pre-change display 72 or the during-change display 71 becomes the special display mode 70s more than usual. Therefore, the special display mode 70s (the fourth special display mode 704s in this embodiment) whose default reliability (the reliability when "normal" is selected (normal reliability) described later) is 100% is excluded from the target of customization because the reliability is not increased any more. That is, in this embodiment, the special display mode 70s that is the target of the pre-change display customization and the during-change display customization is limited to those whose default reliability is less than 100% (the first special display mode 701s to the third special display mode 703s in this embodiment) (in the following description of the pre-change display customization and the during-change display customization, the special display mode 70s simply refers to those whose default reliability is less than 100%).

[0082] In the present embodiment, the pre-change display customization has "normal" and "UP" as selection items. "Normal" is the default setting. Immediately after the power of the gaming machine 1 is turned on or immediately after a reset operation is performed, it is set to "normal". When "UP" is selected, the reliability when the pre-change display 72 becomes the special display mode 70s is higher than normal. In this embodiment, for the pre-change display customization, the reliability (normal reliability) when the pre-change display 72 becomes each special display mode 70s in a state where "normal" is set, and the reliability (special reliability) when the pre-change display 72 becomes each special display mode 70s in a state where "UP" is set are as shown in FIG. 20(a). For each special display mode 70s, the reliability is higher when "UP" is set than when "normal" is set. Also, in this embodiment, for each special display mode 70s, the occurrence probability (probability that each display mode is displayed per one change) is lower when "UP" is set than when "normal" is set. In other words, by setting "UP", each special display mode 70s is less likely to be displayed than when "normal" is set, but when it is displayed, it is expected that the target winning / losing lottery result will be a jackpot. Since the special display mode 70s is less likely to be displayed when "UP" is set than when "normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "normal" is set.

[0083] In the present embodiment, the display customization during change is provided with "normal" and "UP" as selection items. "Normal" is the default setting. Immediately after the power of the gaming machine 1 is turned on or immediately after a reset operation is performed, it is set to "normal". When "UP" is selected, the reliability when the display during change 71 becomes the special display mode 70s is higher than normal. In this embodiment, the reliability (normal reliability) when the display during change 71 becomes each special display mode 70s in a state where "normal" is set, and the reliability (special reliability) when the display during change 71 becomes each special display mode 70s in a state where "UP" is set are as shown in FIG. 20(b). For each special display mode 70s, the reliability is higher when "UP" is set than when "normal" is set. Also, in this embodiment, the occurrence probability (probability that each display mode is displayed per one change) is lower for each special display mode 70s in a state where "UP" is set than when "normal" is set. In other words, by setting "UP", each special display mode 70s is less likely to be displayed than when "normal" is set, but when it is displayed, it is expected that the target winning / losing lottery result will be a jackpot. Since the special display mode 70s is less likely to be displayed when "UP" is set than when "normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "normal" is set.

[0084] The reliability of each special display mode 70s of the display during change customization (the reliability in FIG. 20(b) in this embodiment) is when each special display mode 70s is reached during the target change (when the display during change 71 is changed to any of the special display modes 70s during the target change). If the display before change 72 is in any of the special display modes 70s before the target change and remains in that special display mode 70s during the target change, the corresponding reliability is the reliability of the display before change 72 (customized display before change) (the reliability shown in FIG. 20(a)). For example, if the display before change 72 is in the first special display mode 701s before the target change, and the display during change 71 is also in the first special display mode 701s at the start of the target change, and no change in the state of the display during change 71 occurs during the target change, the reliability at that time is 5% when "normal" is set and 30% when "UP" is set. On the other hand, if the changing display 71, which was in the first special display mode 701s at the start of the target change, changes to the second special display mode 702s, the reliability at that time is 25% when “Normal” is set, and 70% when “UP” is set.

[0085] As can be seen by comparing FIG. 20(a) and (b), even if the special display mode 70s is the same, the reliability differs depending on whether it is the pre-change display 72 or the changing display 71. In this embodiment, when both the pre-change display customization and the changing display customization are "normal", and when both the pre-change display customization and the changing display customization are "UP", the reliability is higher when the changing display 71 becomes the special display mode 70s than when the pre-change display 72 becomes the special display mode 70s. In other words, when comparing the same special display modes 70s, it is more likely that the target winning / losing lottery result will be a jackpot when the changing display 71 becomes the special display mode 70s than when the pre-change display 72 becomes the special display mode 70s. By doing this, the gameplay becomes such that there is a higher expectation of a jackpot when the display corresponding to the target win / loss lottery becomes the special display mode 70s after the start of the target fluctuation, rather than when the display corresponding to the target win / loss lottery becomes the special display mode 70s before the start of the target fluctuation (when the special display mode 70s is displayed as a pre-reading effect).

[0086] In this embodiment, the pre-change display customization and the during-change display customization are independent. Even if the pre-change display customization is changed, the reliability (occurrence probability) of the during-change display 71 does not change. Conversely, even if the during-change display customization is changed, the reliability (occurrence probability) of the pre-change display 72 does not change.

[0087] In this way, the gaming machine 1 of this embodiment can separately change the probability that the pre-change display 72 will become the special display mode 70s (the reliability when it becomes the special display mode 70s) and the probability that the changing display 71 will become the special display mode 70s (the reliability when it becomes the special display mode 70s), so that the gameplay can be brought closer to what the player prefers.

[0088] As described above, it is well known that customization is provided to change the probability of occurrence of the effect in which both the pre-change display 72 and the changing display 71 are treated as a single unit (both the pre-change display 72 and the changing display 71 are considered as "reserved"), but there is a problem that it is difficult to know whether such customization is targeted at only the pre-change display 72 or both the pre-change display 72 and the changing display 71 (such customization is often named "reserved customization", but it is difficult to know whether "reserved" refers to only the pre-change display 72 or both the pre-change display 72 and the changing display 71). However, if customization of the pre-change display 72 and customization of the changing display 71 are provided separately as in this embodiment, such a problem does not occur.

[0089] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the above-mentioned pre-change display customization and change display customization. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0090] 〇Specific example 2-1 In the above embodiment, it has been explained that the special display mode 70s (fourth special display mode 704s) with a default reliability (normal reliability) of 100% is not subject to pre-change display customization or during-change display customization (even if the customization is changed, the occurrence probability does not change), but the occurrence probability of the special display mode 70s (fourth special display mode 704s) may be changed by changing the customization. For example, the occurrence probability of the fourth special display mode 704s (special display mode with a reliability of 100%) may be set to be higher in a state where the during-change customization is "UP" than in a state where the during-change customization is "normal" (default state).

[0091] 〇Specific example 2-2 When both the pre-change display customization and the during-change display customization are "normal" and when both the pre-change display customization and the during-change display customization are "UP", the reliability is lower when the during-change display 71 becomes a certain special display mode 70s than when the pre-change display 72 becomes a certain special display mode 70s. In other words, when comparing the same special display modes 70s, the setting is made such that the target hit / miss lottery result is more likely to be a jackpot when the pre-change display 72 becomes the special display mode 70s than when the during-change display 71 becomes the special display mode 70s (see FIG. 21). By doing so, the game is such that the expectation of a jackpot is higher when the display corresponding to the target hit / miss lottery becomes the special display mode 70s before the start of the target change (when the special display mode 70s is displayed as a pre-reading performance) than when the display corresponding to the target hit / miss lottery becomes the special display mode 70s after the start of the target change.

[0092] 〇Specific example 2-3 A configuration is provided in which the customization target is both the pre-change display 72 and the changing display 71 (hereinafter referred to as comprehensive customization) (see FIG. 22(a)), and a changing customization target is the changing display 71 (the pre-change display 72 is not a target for customization) (see FIG. 22(b)). For example, a configuration is provided in which "normal" (default) and "UP" can be selected as the comprehensive customization, and when "UP" is selected, the reliability of both the pre-change display 72 and the changing display 71 when they become the special display mode 70s becomes higher (than when "normal" is selected (default)) (the probability of becoming the special display mode 70s becomes lower). On the other hand, when "UP" is selected, the changing customization is such that when the changing display 71 becomes the special display mode 70s, the reliability of the pre-change display 71 becomes higher (than when "normal" is selected (default)) (the probability of becoming the special display mode 70s becomes lower) (even if "UP" is selected in the changing customization, the reliability of the pre-change display 72 does not change). In this way, the pre-change display 72 and the changing display 71 can be customized together, or only the changing display 71 can be customized, improving the entertainment value of the game and the convenience of customization.

[0093] 〇Specific example 2-4 It is assumed that at least one of the following occurs: a change in customization of the display during change affects the reliability of the display before change 72, and a change in customization of the display before change affects the reliability of the display during change 71. However, even if such an effect occurs, the reliability is higher when "UP" is selected than when "normal" is selected for each special display mode 70s, and the relationship of the reliability of each display mode (normal display mode 70n<first special display mode 701s<second special display mode 702s<third special display mode 703s<fourth special display mode 704s) is maintained.

[0094] For example, as shown in Fig. 23, the reliability of the changing display 71 in a certain special display mode 70s (any of the first special display mode 701s to the third special display mode 703s) is set higher when the pre-change display customization is "UP" (see Fig. 23(b)) than when the pre-change display customization is "normal" (see Fig. 23(a)). In other words, the influence of the pre-change display customization is made to extend to the reliability of the changing display 71.

[0095] 〇Specific example 2-5 When a player changes the pre-change display customization or the during-change display customization, the timing at which the change is actually reflected (reflection timing) can be controlled, for example, as follows.

[0096] The timing of reflecting the pre-change display customization and the timing of reflecting the during-change display customization are made the same. For example, the change in customization is actually reflected when the notification of all winning / losing lottery results corresponding to the winning / losing lottery information (the during-change winning / losing lottery information and the pre-change winning / losing lottery information) stored in the storage means at the time the player makes the change is completed.

[0097] Also, unlike the above control, the reflection timing of the pre-change display customization and the reflection timing of the during-change display customization are made different. For example, for the pre-change display customization, since the target of the customization is the pre-change display 72, the change in the customization is actually reflected when the notification of all the winning / losing lottery results corresponding to the pre-change winning / losing lottery information stored in the storage means is completed at the time the player makes the change. On the other hand, for the during-change display customization, since the target of the customization is the during-change display 71, the change in the customization is actually reflected when the notification of the winning / losing lottery results corresponding to the during-change winning / losing lottery information stored in the storage means is completed at the time the player makes the change (the change performance being executed at the time the player makes the change ends). Regardless of whether the pre-change winning / losing lottery information is stored (the pre-change display 72 exists) at the time the during-change customization is changed, the change is immediately reflected when the notification of the winning / losing lottery result corresponding to the during-change winning / losing lottery information is completed. In this way, the change in the during-change display customization is reflected earlier (compared to the change in the pre-change display customization).

[0098] <Find the Difference Mode> The basic aspect of the variable presentation depends on the presentation mode. The gaming machine 1 according to this embodiment can select a mistake-finding mode (specific presentation mode) as one of the multiple presentation modes. In this embodiment, the mistake-finding mode can be selected in the second specific game state. The basic aspect of the variable presentation in the second specific game state differs depending on which of the multiple presentation modes is selected. One of the multiple presentation modes is the mistake-finding mode. Although not shown, in this embodiment, during the jackpot game (unit game) of the second specific jackpot, it is possible to select from multiple candidates the presentation mode to be set in the second specific game state after the jackpot game ends. The presentation mode may be changed even during the second specific game state. The mistake-finding mode may be configured to be set in another game state. The mistake-finding mode may also be configured to be automatically set regardless of the player's selection.

[0099] The spot the difference mode is a mode in which a variable effect (see FIG. 24) is executed to encourage the player to "find the difference." In other words, this mode displays two images that match in the normal state (when the background suggestion effect and the pattern suggestion effect described below are not occurring) in the display area 911, and the player is prompted to find whether there is an error (difference) between the two images. In explaining the spot the difference mode, elements related to one of the two images will be marked with "A," and elements related to the other will be marked with "B."

[0100] In the spot the difference mode, a part of the display area 911 is set as a display area 911A, and the other part is set as a display area 911B. In this embodiment, a dividing line image 11 extending in the vertical direction is displayed so as to divide the display area 911 in two in the width direction. The left side of the dividing line image 11 is the display area 911A, and the right side is the display area 911B (see FIG. 24(a)).

[0101] Three decorative pattern groups 80g (left decorative pattern group 80gL, center decorative pattern group 80gC, right decorative pattern group 80gR) are set as one set of decorative patterns. In a state other than the spot the difference mode (normal variable performance), one set of decorative patterns is displayed (see FIG. 2, etc.). In the spot the difference mode, one set of decorative patterns (decorative pattern 80A) is displayed in the display area 911A, and another set of decorative patterns (decorative pattern 80B) is displayed in the display area 911B. In a normal state (in a state in which a pattern suggestion performance described later is not occurring), the decorative pattern 80A displayed in the display area 911A and the decorative pattern 80B displayed in the display area 911B have the same variable manner. That is, in a normal state, each decorative pattern group 80g includes the same pattern of decorative patterns 80 (in this embodiment, three decorative pattern groups 80g having numbers "1" to "7" are displayed in both the display area 911A and the display area 911B), and these are displayed variably in the same manner. If the change of the decorative pattern 80A and the change of the decorative pattern 80B were to be stopped, they would stop in exactly the same manner no matter when they were stopped (if they were moved in parallel, they would match up perfectly). The display area 911A and the display area 911B are approximately the same size and shape, and the position where the decorative pattern 80A is displayed in the display area 911A and the position where the decorative pattern 80B is displayed in the display area 911B are the same (see FIG. 24(a)).

[0102] A background image 10A is displayed in the display area 911A as the background of the decorative pattern 80A, and a background image 10B is displayed in the display area 911B as the background of the decorative pattern 80B (see FIG. 24(a)). However, the background image 10A and the background image 10B have the same appearance in a normal state (a state in which the background suggestion performance described later does not occur). The background image 10A and the background image 10B may be moving images, but in a normal state, both images change so that their appearance is the same at all times. The background image 10A and the background image 10B are displayed only in the spot the difference mode (they are background images exclusively for the spot the difference mode). In this embodiment, images including a predetermined character are displayed as the background image 10A and the background image 10B.

[0103] The area in which the decorative pattern 80A is variably displayed is less than half of the display area 911A. Similarly, the area in which the decorative pattern 80B is variably displayed is less than half of the display area 911B. In other words, more than half of the background image 10A or 10B is exposed so as not to be covered by the decorative pattern 80. As described above, the background image 10A and the background image 10B in this embodiment include a predetermined character, and the decorative pattern 80A and the decorative pattern 80B are variably displayed within a range that does not overlap the face of the character (see FIG. 24(a)).

[0104] Because of this configuration, the effect image A (referring to a combination of decorative pattern 80A and background image 10A) displayed in display area 911A and the effect image B (referring to a combination of decorative pattern 80B and background image 10B) displayed in display area 911B have exactly the same appearance in a normal state (a state in which the later-described pattern suggestive effect and background suggestive effect are not occurring), and when one is slid toward the other, the two completely match (see FIG. 24(a)). Note that elements that are not included in effect image A or effect image B may be displayed in display area 911 (these elements do not correspond to the difference (distinction) between effect image A and effect image B). Images that are clearly not the subject of the "spot the difference" mode, such as those that simply represent information, those that are displayed across display area 911A and display area 911B, and images that are displayed in modes other than the spot the difference mode, are not the subject of the spot the difference mode. In the spot the mistake mode in this embodiment, the words (title) "Find the mistake" are displayed across display area 911A and display area 911B for a predetermined period (for example, a certain time from the start of the change) (see FIG. 24(a)), but this is not the subject of the change search. Furthermore, the changing display 71 and the before-change display 72 are also not the subject of the change search. In the spot the mistake mode in this embodiment, an area (a reserved area) is secured in which the changing display 71 and the before-change display 72 are displayed, separate from the display area 911A and the display area 911B. A configuration in which such a reserved area is not provided (a configuration in which the changing display 71 and the before-change display 72 are displayed across display area 911A and the display area 911B, or are displayed overlapping one of the areas) may also be used.

[0105] In the spot the difference mode, there is a possibility that a difference (a difference point) may occur between the performance image A and the performance image B during the change of the target winning / losing lottery result (during the target change). Hereinafter, a change in which a difference occurs between the performance image A and the performance image B is referred to as a "difference occurring change", and a change in which no difference occurs is referred to as a "non-difference occurring change". In this embodiment, the target change becomes a "difference occurring change" only when the target winning / losing lottery result is a jackpot. In other words, if a difference occurs between the performance image A and the performance image B, the jackpot is confirmed. On the other hand, in this embodiment, if the target winning / losing lottery result is a miss, the target change becomes a "non-difference occurring change". Therefore, in the spot the difference mode, the player looks for whether a "difference" (a difference point) has occurred while comparing the left and right sides of the display area 911, and if the player finds it, the jackpot is confirmed. From the player's perspective, even if a difference occurring change occurs, it is not necessarily possible to find the difference between the performance image A and the performance image B, so even if the difference is not found, the target change may result in a jackpot. In this way, the spot the difference mode is a mode in which the effect of creating a difference between effect image A and effect image B functions as an effect that suggests the result of the lottery.

[0106] In the difference occurrence variation (winning variation), after the "difference" between the performance image A and the performance image B occurs (see FIG. 24(b-1)), an image (confirmation notification image) is displayed to notify the player that the winning / losing lottery result is a jackpot (see FIG. 24(c-1)). The timing at which the "difference" between the performance image A and the performance image B occurs is an unpredictable timing that cannot be predicted by the player (the "difference" does not occur at a certain predetermined timing). In the difference occurrence variation, after the "difference" actually occurs, the "answer" to the spot the difference between the performance image A and the performance image B is shown (see FIG. 24(c-1)). In this embodiment, the division between the display area 911A and the display area 911B disappears (the division line image 11 is erased), and a jackpot is notified. In other words, a winning combination of the decorative pattern 80 in which the distinction between the decorative pattern 80A and the decorative pattern 80B disappears is displayed (see FIG. 24(c-1)).

[0107] In the non-difference occurring variation, the state in which performance image A and performance image B are identical (a state in which no "difference" occurs) is maintained (see Figures 24(b-2) and (c-2)). At the end of the variation, the losing combinations with decorative pattern 80A and the losing combinations with decorative pattern 80B are displayed (see Figure 24(c-2)). Whether or not the player finds a "difference" in the difference occurring variation, the result of the target winning / losing lottery will still be a jackpot, so whether or not the player finds the "difference" does not affect the actual profit (expected number of balls paid out). By finding the "difference", the player can know in advance that they have won a jackpot (before the confirmation notification image is displayed).

[0108] A plurality of events (performances) are provided as candidate events (performances) that may occur as a "difference" between performance image A and performance image B (see FIG. 25). When executing a difference occurrence variation, it is determined by lottery (equal lottery) which of the plurality of candidate events (performances) will actually occur.

[0109] In the case of a difference occurrence variation, a "difference" between the effect image A and the effect image B may occur in the background image 10 (background image 10A and background image 10B). In other words, a background suggestion effect that suggests the result of the winning or losing lottery may occur when a difference between the effect image A and the effect image B occurs in the background of the decorative pattern 80. In this embodiment, as the background suggestion effect, some change occurs in the background image 10A, which becomes the "difference" between the background image 10A and the background image 10B. In light of the so-called "spot the difference" game, since the player will assume that a "difference" will occur in the background including the characters, etc. (it is normal to look for differences in the background), it can be said that the "difference" caused by the background suggestion effect is easier for the player to find than the pattern suggestion effect described later. An example of an event (a change occurring in the background image 10A) that occurs as a background suggestion effect is shown in FIG. 25. Note that, when the background suggestion effect is occurring, no difference occurs between the decorative pattern 80A and the decorative pattern 80B (the pattern suggestion effect described later together with the background suggestion effect does not occur).

[0110] In this embodiment, the "difference" between the effect image A and the effect image B may occur in the decorative pattern 80 (decorative pattern 80A and decorative pattern 80B). In other words, the difference between the effect image A and the effect image B may occur in the decorative pattern 80 itself, resulting in a pattern suggestion effect that suggests the winning or losing lottery result (see FIG. 25). As described above, since the player will likely be paying attention to the background including the characters, etc., it can be said that the pattern suggestion effect is an effect (event) that is more difficult to find than the background suggestion effect.

[0111] The pattern suggestive performance will be explained. When it is decided that the target variation is a difference occurrence variation and that the pattern suggestive performance is to be performed in the target variation (the "difference" is to be generated in the decorative pattern 80, not in the background image 10), the execution timing is determined. One or more timings during one variation performance are set as candidate timings at which the pattern suggestive performance may occur, and any of them is set as the execution timing at which the pattern suggestive performance is actually performed (started). In this embodiment, the candidate timings are 1 second after the start of the variation, 5 seconds after the start of the variation, 10 seconds after the start of the variation, 15 seconds after the start of the variation, 23 seconds after the start of the variation, and 27 seconds after the start of the variation, and when it is decided to perform the pattern suggestive performance, which of the multiple candidate timings is to be the execution timing is determined by lottery. For example, when it is decided that the execution timing is 15 seconds after the start of the variation, the decorative pattern 80A is displayed smaller than normal during the period from 15 seconds after the start of the variation to 16 seconds after the start of the variation. Note that the candidate timings are not shown to the player in advance. By providing multiple such candidate timings, it is made somewhat difficult to find the pattern suggestive performance.

[0112] In the pattern suggestion performance (see FIG. 26), at the execution timing, a change that is visible to the player (hereinafter referred to as a special change) occurs in the decorative pattern 80A, but the decorative pattern 80B continues to change without the special change. In other words, in the target change (different change), the decorative pattern 80A and the decorative pattern 80B are displayed in the same manner until the execution timing is reached (see FIG. 26(a)), but when the execution timing is reached, a special change occurs in the decorative pattern 80A, but the decorative pattern 80B does not change and the previous display of the change continues (see FIG. 26(b)). Note that the special change is temporary. Therefore, after the special change ends, the decorative pattern 80A and the decorative pattern 80B return to the state of being displayed in the same manner (see FIG. 26(c)). After that, a confirmation notification image is displayed to notify the player of the big win (see FIG. 26(d)).

[0113] In this embodiment, as a pattern suggestion performance, a special change occurs in which the size of the decorative pattern 80A temporarily changes at the execution timing. Before the execution timing is reached, the size of the decorative pattern 80A and the decorative pattern 80B are exactly the same (the decorative patterns 80 of the same type (number) completely match) (see FIG. 26(a)), but the size of the decorative pattern 80A temporarily changes at the execution timing. In this embodiment, the size of the decorative pattern 80A becomes smaller for one second (see FIG. 26(b)). In this way, the state in which the sizes of the decorative pattern 80A and the decorative pattern 80B temporarily differ occurs as a "difference" (target of the spot the difference) between the performance image A and the performance image B. In order to make it difficult to easily find the occurrence of the "difference," it is preferable to make the execution time of the pattern suggestion performance (special change) short as in this embodiment.

[0114] At the timing of execution of the pattern suggestion performance, the backgrounds of the decorative patterns 80A and 80B are the same. In other words, while the pattern suggestion performance is being executed (while a special change is occurring), there is no difference between the background image 10A and the background image 10B (see FIG. 26(b)). Since the pattern suggestion performance is intended to create a difference between the performance image A and the performance image B, which are the subject of the spot the difference, in the "decorative pattern 80," there is no difference in the background.

[0115] In addition, as a special change, the size of the decorative pattern 80A may temporarily increase. However, as in this embodiment, a special change in which the size of the decorative pattern 80A temporarily decreases (see FIG. 26(b)) can be said to be an event that is "harder to find" for the player (difficult to "spot the difference"). Creating a difference between the performance image A and the performance image B in the decorative pattern 80 can be said to be an event that is "harder to find" for the player than creating it in the background image 10, and by using a special change in which the size of the decorative pattern 80A temporarily decreases as in this embodiment, the degree of "difficulty to find" can be further increased.

[0116] In this way, the spot the difference mode of the gaming machine 1 in this embodiment is interesting in that a "difference" may occur in the decorative pattern 80 (a pattern suggestion effect may occur) rather than in the background image 10 that the player is likely to be focusing on.

[0117] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned spot the difference mode (specific presentation mode). Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0118] 〇Specific example 3-1 As a special change, a pattern suggestive effect occurs in which the size of only some of the decorative patterns 80A changes, not all of them (see FIG. 27). That is, at the execution timing, only some of the multiple decorative patterns 80 displayed in the display area 911A change in size, while the other parts do not change (remain unchanged). For example, among the three decorative pattern groups 80g displayed in the display area 911A, the size of the decorative pattern 80 included in the middle decorative pattern group 80gC becomes smaller, but the other decorative patterns 80 remain unchanged (see FIG. 27(b)). By doing so, a pattern suggestive effect (special change) that is difficult for a player to notice is generated (compared to the above embodiment).

[0119] 〇Specific example 3-2 Even if the target variation becomes a difference occurrence variation (even if the background suggestion effect or the pattern suggestion effect occurs), the target hit lottery result is not necessarily a jackpot (the reliability is not 100%). When the background suggestion effect or the pattern suggestion effect occurs, the probability that the target hit lottery result will be a jackpot increases compared to when they do not occur, but it is not necessarily a jackpot (it is only a so-called chance increase).

[0120] 〇Specific example 3-3 In one variation (difference occurring variation), a "difference" may occur more than once between the performance image A and the performance image B. For example, in one variation, a pattern change performance in which a special change occurs in the decorative pattern 80A may occur more than once (a special change occurs in the decorative pattern 80A, the decorative pattern 80A returns to its original state, and then a special change occurs again in the decorative pattern 80A). In this way, even if a player misses a "difference" between the performance image A and the performance image B at a certain timing, the player may notice the "difference" at another timing.

[0121] As in specific example 3-2, if the target winning / losing lottery result is not necessarily a jackpot even if a difference occurs (a configuration in which the reliability is not 100%), the reliability may be set to be higher the more times that "differences" occur between the performance image A and the performance image B. For example, the more times that special changes occur in the decorative pattern 80A (the number of pattern suggestive performances), the higher the probability that the target winning / losing lottery result will be a jackpot (the probability that an event advantageous to the player will occur). By doing so, a spot-the-difference mode is created in which the player will also pay attention to the number of "differences" that occur.

[0122] 〇Specific example 3-4 Even if the target variation is a non-discrepancy variation, the target winning / losing lottery result may be a jackpot. In other words, if the target winning / losing lottery result is a jackpot, the target variation is not necessarily a discrepancy variation, but may be a non-discrepancy variation. In this way, the spot the difference mode is one in which the target winning / losing lottery result can be expected to be a jackpot even if the background suggestion effect or the pattern suggestion effect does not occur.

[0123] 〇Specific example 3-5 The background suggestion effect and the pattern suggestion effect may function as an indication that an event other than a jackpot that is advantageous to the player will occur. For example, they may occur during a jackpot game (during a round). That is, during a jackpot game, images (effect image A, effect image B) that encourage the player to find the difference are displayed, and possible "differences" (mistakes) include differences in the background and differences in the decorative patterns 80. In addition, in a jackpot game, a winning combination of decorative patterns 80 indicating a jackpot (a set of three decorative patterns 80 of the same type) is displayed (two sets are displayed) in each of the display areas 911A and 911B, and a "difference" (special change) may occur in the decorative patterns 80 that constitute the winning combination as a pattern suggestion effect.

[0124] 〇Specific example 3-6 In the above embodiment, the symbol suggestion effect is described as a special change occurring in the decorative symbol 80A (no special change occurring in the decorative symbol 80B), but it may be configured such that a special change occurs in the decorative symbol 80A or in the decorative symbol 80B. In this way, it is uncertain whether a special change will occur in the decorative symbol 80A or in the decorative symbol 80B, so that the occurrence of the symbol suggestion effect is difficult to find in the spot-the-difference mode. However, as in the above embodiment, by making it so that a special change occurs in the decorative symbol 80A but not in the decorative symbol 80B, it can be said that the occurrence of the symbol suggestion effect is relatively easy to find in the spot-the-difference mode.

[0125] 〇Specific example 3-7 Assume that there is only one timing where the special change of the decorative pattern 80A can occur (the execution timing is fixed). For example, the special change of the decorative pattern 80A always occurs 10 seconds after the start of the change. However, it can be said that the occurrence of the pattern suggestion performance is more difficult to find in the spot the mistake mode by providing multiple candidate timings as in the above embodiment.

[0126] 〇Specific example 3-8 In the above embodiment, it has been explained that a change in size of the decorative pattern 80A occurs as a special change (pattern suggestion effect). However, instead of or in addition to the change in size of the decorative pattern 80A, it is possible to consider that, for example, the following changes occur as special changes (pattern suggestion effects). (a) Pseudo-stop A special change occurs in which the decorative pattern 80A temporarily stops in a pseudo-stop. That is, at the execution timing, the decorative pattern 80A temporarily stops (for example, for about 1 second), but the decorative pattern 80B continues to change and is displayed as a pattern suggestion effect (see FIG. 28(a)). At the execution timing, only a part of the decorative pattern group 80g (for example, the right decorative pattern group 80gR) composed of the decorative pattern 80A may be temporarily pseudo-stopped (see FIG. 28(b)). By doing so, it becomes clear that it is not a so-called pseudo-consecutive event (since a general pseudo-consecutive event is a pseudo-stop of all decorative pattern groups, in order to clearly distinguish this from the general pseudo-consecutive event, only a part of the decorative pattern group 80g is pseudo-stopped). (b) Color change A special change occurs when the color of the decorative pattern 80A temporarily changes. That is, at the execution timing, the decorative pattern 80A temporarily (for example, for about 1 second) changes to a color different from the normal color, but the decorative pattern 80B maintains its normal color (the color at the start of the change) as it is, which is a pattern suggestion performance (see FIG. 29(a)). At the execution timing, only some of the decorative patterns 80A may be changed to a color different from the normal state. This makes the special change more difficult to find. In this case, it is preferable to change the color of a specific type of decorative pattern 80 that has been determined in advance (see FIG. 29(b)). For example, when a reach is achieved, the special change may be such that only the decorative pattern 80 with the highest reliability (the "7" decorative pattern 80) changes color. (C) Change in direction of fluctuation A special change occurs when the direction of change of the decorative pattern 80A temporarily changes. For example, the direction of change of the decorative pattern 80A and the decorative pattern 80B in the normal state is "downward," and at the execution timing, the decorative pattern 80A temporarily (for example, for about 3 seconds) changes to an "upward" direction different from the normal state, but the decorative pattern 80B continues to change in the "downward" direction as it is, which is a pattern suggestion performance (see FIG. 30(a)). At the execution timing, only some of the decorative patterns 80A may change in a direction different from normal (for example, the middle decorative pattern group 80gC and the right decorative pattern group 80gR remain changing in the "down" direction, while the left decorative pattern group 80gL changes in the "up" direction) (see Figure 30(b)). By doing this, the changing directions of the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A are different (the changing manner of decorative pattern 80A will be unnatural), resulting in a presentation form that makes it highly likely that a special change will be noticed even if one is only looking at display area 911A. (D) Change in display position A special change occurs when the display position of the decorative pattern 80A temporarily changes. For example, the decorative pattern 80A, which is normally displayed at the bottom of the display area 911A (below the center in the vertical direction), temporarily changes (for example, for about 3 seconds) to the top of the display area 911A (above the center in the vertical direction) (see FIG. 31(a)). The decorative pattern 80B continues to be displayed at the same position, resulting in a pattern suggestion effect in which the display position of the decorative pattern 80A in the display area 911A and the display position of the decorative pattern 80B in the display area 911B appear as a "difference." At the execution timing, only some of the decorative patterns 80A may be displayed in a position different from normal (for example, the left decorative pattern group 80gL and the right decorative pattern group 80gR remain displayed at the bottom of the display area 911A, while the middle decorative pattern group 80gC is displayed at the top of the display area 911A) (see Figure 31 (b)). By doing this, the display positions of the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A differ (the display positions of decorative patterns 80A will appear unnatural), resulting in a presentation form that makes it highly likely that a special change will be noticed even if one is only looking at the display area 911A. At the execution timing, a special change may occur in which two sets of "decorative symbol sets including three decorative symbol groups 80g" are displayed in the display area 911B (see FIG. 32). That is, a symbol suggestion effect may occur in which the decorative symbol 80A displayed in the display area 911A (see FIG. 32(a)) appears to have moved to the display area 911B (see FIG. 32(b)). This makes it easy to notice the special change. (E) Sudden deletion A special change occurs in which the decorative pattern 80A disappears temporarily. That is, at the execution timing, the decorative pattern 80A is temporarily (for example, about 3 seconds) erased from the display area 911A (and of course, is not displayed in the display area 911B either), but the decorative pattern 80B continues to be displayed in the display area 911B as it is, which is a pattern suggestion performance (see FIG. 33(a)). At the execution timing, only some of the decorative patterns 80A may be erased (for example, the left decorative pattern group 80gL and the right decorative pattern group 80gR are continuously displayed in a changing manner in the display area 911A, while the middle decorative pattern group 80gC temporarily disappears) (see Figure 33 (b)). By doing this, only some of the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A disappear, resulting in a presentation form that makes it highly likely that a special change will be noticed even if one is only looking at the display area 911A. (F) Reach successful A special change occurs when a reach is achieved by the decorative pattern 80A (two of the three decorative pattern groups 80g selected and displayed are of the same type). That is, at the execution timing, a reach is achieved by the decorative pattern 80A in the display area 911A, but a reach is not achieved by the decorative pattern 80B in the display area 911B (they are continuously displayed in a variable manner) (see FIG. 34). That is, whether or not a reach is achieved is shown as a "difference" between the performance image A and the performance image B. This results in a performance form that makes it easy to notice the special change.

[0127] If two or more types of special changes are allowed to occur, the candidate timings for each type of special change may be different. For example, the candidate timings for a special change in which the size of the decorative pattern 80A temporarily changes are 1 second after the start of the change, 5 seconds after the start of the change, 10 seconds after the start of the change, 15 seconds after the start of the change, 23 seconds after the start of the change, and 27 seconds after the start of the change, while the candidate timings for a special change in which the decorative pattern 80A temporarily stops are 3 seconds after the start of the change, 8 seconds after the start of the change, 13 seconds after the start of the change, 18 seconds after the start of the change, 26 seconds after the start of the change, and 30 seconds after the start of the change. This makes it difficult to predict the occurrence of a special change.

[0128] If two or more types of special changes can occur, and if the configuration is such that the target winning / losing lottery result is not necessarily a jackpot even if a difference occurrence variation occurs as in Example 3-2 (configuration with a reliability that is not 100%), the reliability may be set to be different depending on the type of special change that occurs. For example, the probability that the target winning / losing lottery result will be a jackpot (the probability that an event advantageous to the player will occur) is higher when the difference occurrence variation occurs as a special change in the size of the decorative pattern 80A temporarily pseudo-stops than when the difference occurrence variation occurs as a special change. In this way, it is possible to create a spot-the-difference mode in which the player will also pay attention to the type (content) of a special change that occurs.

[0129] 〇Specific example 3-9 In the above embodiment, it has been explained that there is no difference in the background between the decorative pattern 80A and the decorative pattern 80B at the timing of execution of the pattern suggestion performance (special change) (i.e., the background suggestion performance is not executed), but a configuration may be adopted in which a difference occurs in the background between the decorative pattern 80A and the decorative pattern 80B at the timing of execution of the pattern suggestion performance (special change) (see FIG. 35). In this way, if a difference occurs in the background with the occurrence of the pattern suggestion performance, it can be said that it is easy to find that a "difference" has occurred between the performance image A and the performance image B.

[0130] However, if this example is used, the difference in the background will be conspicuous, and there is a risk that the player will not notice the difference between the decorative pattern 80A and the decorative pattern 80B (there is a risk that the purpose of generating the pattern suggestion effect will be lost). To eliminate such a risk, it is preferable to make sure that there is no difference in the background when the pattern suggestion effect is executed, as in the above embodiment.

[0131] 〇Specific example 3-10 The symbol suggestion performance is configured to have a special change that continues until the end. If the special change occurs in which the decorative symbol 80A becomes smaller than normal, as in the above embodiment, the decorative symbol 80A will continue to be small until the end. Note that "until the end" here refers to the time when the distinction between the display area 911A and the display area 911B disappears (until the dividing line image 11 is erased). In other words, it refers to the time when it is clear that the "spot the difference" has ended.

[0132] By doing as in this example, the occurrence of a "difference" between the decorative pattern 80A and the decorative pattern 80B is indicated until the end of the difference-finding mode, which is a difference-finding mode in which the player is more likely to notice the "difference." Also, the earlier the timing of the execution of the special change (pattern suggestion performance) in the target change (difference-generating change) is, the longer the "difference" will last (the easier it is for the player to notice the "difference").

[0133] 〇Specific example 3-11 In the above embodiment, in the spot the difference mode, when a difference occurrence variation occurs, it is explained that where the difference occurs between the performance image A and the performance image B, i.e., the "answer" to find the difference is shown, but when a pattern suggestion effect occurs due to a difference occurrence variation (when a "difference" occurs between the decorative pattern 80A and the decorative pattern 80B due to a special change), the "answer" to find the difference is not shown. In other words, when a background suggestion effect occurs (when a difference occurs between the background image 10A and the background image 10B), the "answer" to find the difference is shown, but when a pattern suggestion effect occurs, the "answer" to find the difference is not shown.

[0134] Generally, "spot the difference" occurs in images that represent characters, etc., and it is unusual for it to occur in the designs that are displayed to show the results of the win / lose lottery; therefore, the occurrence of design suggestion effects (special changes) is not shown as the "answer to spot the difference" (the occurrence of "differences" in the designs is treated as a "hidden effect" (backstage effect), and is not shown as the "answer").

[0135] 〇Specific example 3-12 If the target winning / losing lottery result is a jackpot, the winning combination (winning combination A) of the decorative symbols 80A is displayed in the display area 911A, and the winning combination (winning combination B) of the decorative symbols 80B is displayed in the display area 911B (see FIG. 36(a)). In other words, the winning combination is displayed in both the display area 911A and the display area 911B, and the jackpot is notified.

[0136] In this example, the decorative pattern 80 that is the winning combination may have a special change (see FIG. 36(b)). That is, the decorative pattern 80A that constitutes the winning combination may have a "difference" with the decorative pattern 80B that constitutes the winning combination (see FIG. 36(b-1)). When such a "difference" occurs in the winning combination (see FIG. 36(b-1)), the probability that an event advantageous to the player will occur thereafter may be set higher than when the "difference" does not occur (see FIG. 36(b-2)). For example, the probability that the game state after the big win game ends will be advantageous to the player is set higher when the decorative pattern 80A has a special change than when the decorative pattern 80A does not have a special change. In this way, if the winning combination A and the winning combination B are displayed, it is possible to use them to suggest the probability that an event advantageous to the player will occur.

[0137] 〇Specific example 3-13 Pre-change display 72 and during-change display 71, which indicate the status of the win / lose lottery information stored in the storage means, are displayed (displayed in two sets) in both display area 911A and display area 911B (see FIG. 37(a)). That is, pre-change display 72A and during-change display 71A are displayed as being included in performance image A, and pre-change display B and during-change display 71B are displayed as being included in performance image B. By doing this, a spot-the-difference mode is established in which two images (performance image A, performance image B) of exactly the same aspect including pre-change display 72 and during-change display 71 are displayed under normal circumstances (an increase or decrease in the win / lose lottery information is reflected in both display area 911A and display area 911B).

[0138] In the case of this example, the pre-change display 72 and the changing display 71 may not be used as the "difference" between the performance image A and the performance image B (as a target for finding the mistake), or may be used. If the latter configuration is used, a difference may occur between the appearance of the "pre-change display 72A and the changing display 71A" and the "pre-change display 72B and the changing display 71B". For example, as shown in FIG. 37(b), a change occurs in which either the pre-change display 72A or the changing display 71A becomes the special display appearance 70s, but a performance may occur in which the pre-change display 72B and the changing display 71B do not change. Since it is difficult to imagine that the pre-change display 72 or the changing display 71 will be the target of the mistake-finding, if it is important to have an unexpected performance result, the pre-change display 72 and the changing display 71 may be the target of the mistake-finding.

[0139] On the other hand, since the pre-change display 72 and the change display 71 are "information displays" that show the number of winning / losing lottery information, if the accuracy of the information display is important, the pre-change display 72 and the change display 71 should be configured not to be the subject of spotting errors (the state of FIG. 37(b) does not occur). In other words, the display of the winning / losing lottery information displayed in the display area 911A and the display of the winning / losing lottery information displayed in the display area 911B should always match. If there is an increase or decrease in the number of winning / losing lottery information stored in the storage means, the increase or decrease is reflected in both the display area 911A and the display area 911B, so that there is no discrepancy between the information displayed in the display area 911A and the information displayed in the display area 911B. In this case, naturally, even in a state where a pattern suggestion performance is occurring, the display of the winning / losing lottery information displayed in the display area 911A and the display of the winning / losing lottery information displayed in the display area 911B will match.

[0140] In the spot the difference mode (specific performance mode), when the pre-change display 72 and the changing display 71 are used as the "difference" between the performance image A and the performance image B (as the target of the mistake search), it is also possible to make the following events occur. In the normal state (non-difference occurring change), the number indicated by the pre-change display 72A and the changing display 71A displayed in the display area 911A (sometimes referred to as the "area A display number") and the number indicated by the pre-change display 72B and the changing display 71B displayed in the display area 911B (sometimes referred to as the "area B display number") are made to match (see FIG. 37(a). The state in FIG. 37(a) is the state of "area A display number = area B display number = 5"). "Area A display number = area B display number = number of winning / losing lottery information stored in the storage means". That is, in the normal state, both the "pre-change display 72A and the change-in-progress display 71A" and the "pre-change display 72B and the change-in-progress display 71B" show the status of the winning / losing lottery information stored in the storage means as is. Therefore, if there is an increase or decrease in the winning / losing lottery information stored in the storage means, the increase or decrease is reflected in both the display area 911A and the display area 911B.

[0141] Unlike such a normal state, a state (specific special state) in which the "area A display number" and the "area B display number" are different can occur due to a difference occurrence change. For example, as shown in FIG. 37-1, the area A display number (the number of winning / losing lottery information shown by the pre-change display 72A and the change-in-progress display 71A) is "5", but the area B display number (the number of winning / losing lottery information shown by the pre-change display 72B and the change-in-progress display 71B) is "4", which can occur as a "difference" in the spot-the-difference game. In other words, the effect is such that it appears to the player as if there is a "difference" (error) in the so-called "reserved number". Note that either the "area A display number" or the "area B display number" represents the number of winning / losing lottery information actually stored in the storage means (represents accurate information). In other words, one of display area 911A and display area 911B displays the "correct number," and the other displays a "performance number" different from the "correct number" (to create an "error" between display area 911A and display area 911B). (The example shown in Figure 37-1 is an example of a performance that occurs when the number of win / lose lottery information stored in the memory means is 5, and the number displayed in area A (display area 911A) is the "correct number," and the number displayed in area B (display area 911B) is the "performance number" (false number).)

[0142] In addition, in a specific special state (a state in which a difference appears in the so-called "reserved number"), the background image 10 and the decorative pattern 80 are designed not to have a difference (see FIG. 37-1). In addition, in a specific special state, when the number of winning / losing lottery information stored in the storage means changes, the "area A display number" changes accordingly. On the other hand, the "area B display number", which is the "number for performance", is controlled so as to be kept different from the "area A display number", which is the "correct number" (the "area B display number" may be changed (the pre-change display 72B may increase or decrease) as appropriate). In addition, it is sufficient that the "number for performance" (area B display number) is different from the "correct number", and a specific special state in which the pre-change display 72B and the changing display 71B are not displayed at all, or the changing display 71B is displayed but the pre-change display 72B is not displayed may occur. However, if it is difficult to find that a "mistake" has occurred, it is preferable to make the difference between the "correct number" and the "number for performance" as small as possible. Also, the "area A display number" and the "area B display number" may be expressed by numbers themselves, instead of the number of images as in this example. Also, it is preferable that the "area B display number", which is the "number for presentation" in the specific special state, does not exceed the maximum number of the "area A display number". In this example, since the maximum number of pre-variation winning / losing lottery information stored in the storage means is "4", it is preferable to prevent a state in which five or more pre-variation displays 72B are displayed in the display area 911B from occurring. Even if it is a "number for presentation", if an unrealistic state occurs as a so-called pending display mode, it becomes an extremely simple "spot the difference" game.

[0143] If the configuration is such that the display during change 71 (71A, 71B) is not displayed, the number of pre-change displays 72A displayed in the display area 911A becomes the "area A display number", and the number of pre-change displays 72B displayed in the display area 911B becomes the "area B display number", and in the normal state, the number of pre-change displays is controlled so that "the number of pre-change displays = the number of pre-change win / lose lottery information (stored in the storage means)" (see Figure 37-2 (a)). On the other hand, in a specific special state, the "number of pre-change displays" and the "number of pre-change displays" are made different (the "number of pre-change displays" represents the actual number of pre-change lottery information, while the "number of pre-change displays" is the "number for presentation") (see Figure 37-2 (b)). In other words, the number of pre-change displays 72 is made different between the display area 911A and the display area 911B as a specific special state.

[0144] In this way, the spot the difference mode becomes interesting in that the difference may be in the "number of reserved balls" rather than the background image 10 which is likely to be the focus of the player's attention.

[0145] <Character S and game state> In the gaming machine 1 according to the present embodiment, an image of a predetermined character (hereinafter, the character is referred to as "character S" and an image including a portion representing the character S is referred to as a character image S (indicated with "S" in the drawings) (note that "S" is for identifying (grouping) the character and various matters related to it, and does not have any meaning in itself)) may be displayed as a performance constituting a variable performance. The character S may be anything. As an example, it is assumed that the character S is a character that appears in a work (manga, etc.) that is the motif of the gaming machine 1. Although multiple types of images (images of the character S in different states) are displayed as the character image S, it is sufficient that the various images are in a state in which the player can understand that they include a portion representing the character S (the same character). In addition, a configuration in which two or more characters S are included (for example, a group of characters S is displayed) may be configured as the various character images S. In the following description, a performance in which any of multiple types of character images S is displayed is referred to as an image performance S.

[0146] In the normal game state (see FIG. 3), a normal character image S21 (see FIG. 38(b)), which is one type of character image S, may be displayed. That is, in the normal game state, an image effect S in which a normal character image S21 is displayed (hereinafter referred to as a normal image effect S) may occur as an effect constituting a variable effect. The normal character image S21 is different in appearance from a specific character image S22 described later, and is not displayed in the specific game state (a character image S exclusive to the normal game state).

[0147] In the specific game state (see FIG. 3), a specific character image S (see FIG. 39(b)), which is one type of character image S, may be displayed. That is, in the specific game state, an image effect S in which a specific character image S22 is displayed (hereinafter referred to as a specific image effect S) may occur as an effect constituting a variable effect. The specific character image S22 is different in appearance from the above-mentioned normal character image S21, and is not displayed in the normal game state (a character image S exclusive to the specific game state).

[0148] In the normal game state, the normal image effect S may occur in a fluctuation in which the target winning / losing lottery result is a jackpot (a winning fluctuation) (see FIG. 38(a)(b)(c-1)), and may also occur in a fluctuation in which the target winning / losing lottery result is a loss (a losing fluctuation) (see FIG. 38(a)(b)(c-2)). In other words, even if the normal image effect S occurs in a certain fluctuation, it does not guarantee that the winning / losing lottery result corresponding to that fluctuation will be a jackpot (the privilege of a jackpot (game) will be granted). Note that the normal image effect S is not an effect that occurs in all fluctuations (the occurrence probability per fluctuation is not 100%), and the probability that the target winning / losing lottery result will be a jackpot is higher when it occurs in a target fluctuation than when it does not occur (it is a type of so-called chance-up effect). In addition, two or more types of normal character images S21 having different appearances may be displayed in the normal game state, but no matter which normal character image S21 is displayed, a big win is not determined (no matter what appearance the character S is displayed in, there is no change in the determination of a big win).

[0149] On the other hand, in the specific game state, the specific image effect S occurs only in a variation in which the target winning / losing lottery result is a jackpot (a winning variation) (see FIG. 39). In other words, it does not occur in a variation in which the target winning / losing lottery result is a loss (a loss variation). Therefore, when the specific image effect S occurs in a certain variation, it is confirmed that the winning / losing lottery result corresponding to the variation is a jackpot (a privilege called a jackpot (game) is given) (it is a 100% reliable effect). Note that the specific image effect S is not an effect that always occurs in a winning variation (the occurrence probability per winning variation is not 100%). In addition, two or more types of specific character images S22 with different forms may be displayed in the specific game state, but the jackpot is confirmed when any of the specific character images S22 is displayed (the jackpot is confirmed when the character S is displayed in any form).

[0150] In the gaming machine 1 according to the present embodiment, as in the known gaming machine, a fixed image 20p may be displayed in which the result of the winning / losing lottery is fixed as a jackpot (a specific award) in a winning / losing variation. As such fixed images 20p, a plurality of images with different forms are provided (none of the fixed images 20p includes the character S). All of the plurality of fixed images 20p include an image element of a fixed color as an element that constitutes the image. In a general gaming machine, it is known that a jackpot is fixed when a rainbow-colored image is displayed. In the present embodiment, a rainbow color is set as a fixed color, and an image including the rainbow-colored image element is set as a fixed image 20p (see FIG. 40). The player knows that a jackpot has been fixed no matter what type of fixed image 20p is displayed.

[0151] However, the specific character image S22 does not include image elements of a fixed color (rainbow color) (meaning that there are no image elements of a fixed color inside or around the image elements representing the character S) (see FIG. 39(b)). In other words, the specific character image S22 does not indicate to the player that a jackpot has been confirmed because an image element of a fixed color is displayed (the specific character image S22 is the same as the multiple types of fixed images 20p in that a jackpot is confirmed when it is displayed, but it does not indicate that a jackpot has been confirmed by the fixed color).

[0152] In addition, while the specific character image S22 is being displayed, no message or the like is displayed that indicates that the result of the target winning / losing lottery is a big win. For example, while a message such as "Congratulations" (confirmed message) is displayed to indicate that the result of the winning / losing lottery is a big win, such a confirmed message is not displayed together with the character S.

[0153] Because of this configuration, the character S does not indicate that a jackpot (award for a special bonus) has been confirmed in the normal game state, but functions as an indication that a jackpot (award for a special bonus) has been confirmed in the special game state. In other words, the gaming machine 1 according to this embodiment realizes an interesting gameplay (worldview) in which the character S is promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)" as the game shifts from the normal game state to a more advantageous special game state.

[0154] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned items related to the character S and the game state. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0155] 〇Specific example 4-1 When a jackpot (so-called first jackpot) acquired by winning a win / lose lottery in a normal game state is a specific jackpot (see FIG. 41(a)), and it is determined that the game will move to a specific game state (see FIG. 41(c)) after the jackpot game (see FIG. 41(b)) ends, a suggested character image S24 including an element representing the character S is displayed. For example, it is possible to display the suggested character image S24 (see FIG. 41(b)) during the jackpot game of the specific jackpot acquired as the first jackpot. The suggested character image S24 is of a different form from the normal character image S21 and the specific character image S22. In addition, the suggested character image S24 is not displayed in a jackpot (normal jackpot) that does not move to a specific game state after the jackpot game ends. In addition, the suggested character image S24 is displayed regardless of whether the normal image performance S is being executed (the normal character image S21 is being displayed) in the variation that notifies the first jackpot.

[0156] As described above, when the game state shifts from the normal game state to the specific game state, the character S is promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)". To suggest this, the suggestion character S is displayed during the jackpot game of the specific jackpot, which is the first jackpot.

[0157] During a jackpot game of a specific jackpot that is not the first jackpot (a specific jackpot acquired by winning a win / lose lottery in a specific game state), the suggestive character image S24 may not be displayed, or may be displayed in the opposite manner. If it is not the first jackpot, the game has already moved to the specific game state, so if it is not necessary to display the suggestive character image S24 again, the former configuration may be used. On the other hand, if the game moves to the specific game state after the end of the jackpot game, if it is considered better to display the suggestive character image S24 not only for the first jackpot (every time) and make the above suggestion, the latter configuration may be used.

[0158] 〇Specific example 4-2 As described above, the normal image effect S that occurs in the normal game state is not an effect that guarantees a jackpot, but is an effect with a high degree of reliability that can be expected to result in a jackpot. Specifically, the reliability of the target winning / losing lottery result when the normal image effect S occurs due to target fluctuation is set to 50% or more. By doing this, the character S is recognized as something that can be expected to win a jackpot (although it is not guaranteed to win a jackpot) even when in the normal game state, so that it becomes a natural gameplay (worldview) for the character S to step up to a guaranteed jackpot character (premium character) in the specific game state.

[0159] 〇Specific example 4-3 In the above embodiment, it has been described that the specific character image S22 does not include an image element of a fixed color, but the specific character image S22 may include an image element of a fixed color. By doing so, it becomes clearer that the specific character image S22 is an image of a fixed big win.

[0160] In the above embodiment, the message (confirmation message) indicating that the big win is confirmed is not displayed while the specific character image S22 is being displayed, but such a message may be displayed while the specific character image S22 is being displayed. By doing so, it becomes clearer that the specific character image S22 is an image indicating that the big win is confirmed.

[0161] However, if the specific character image S22 includes an image element of the fixed color, it is considered that most players will feel that the jackpot is fixed by looking at the image element of the fixed color. Also, if a fixed wording is displayed together with the specific character image S22, it is considered that most players will feel that the jackpot is fixed by looking at the fixed wording. In other words, since the player recognizes that the jackpot is fixed by looking at the fixed color and the fixed wording, rather than the specific content of the image, the degree of attention paid to the character S is low, and it is highly likely that the player will not get the impression that the character S has been promoted to a fixed jackpot character. Therefore, if the impression that the character S has been promoted to a fixed jackpot character is to be enhanced, it is preferable that the specific character image S22 does not include an image element of the fixed color as in the above embodiment, and that the fixed wording is not displayed while the specific character image S22 is being displayed.

[0162] 〇Specific example 4-4 The normal character image S21 and the specific character image S22 include a common character element (see FIG. 42). For example, the character element includes the name (abbreviation) of the character S (the "〇△×" shown in the drawing is the name of the character S). In order to make the player feel that the character S has been promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)" as the game moves from the normal game state to the specific game state, it is necessary for the player to recognize that the normal character image S21 and the specific character image S22 represent the same character. Since a player who does not know the existence of the character S (for example, who does not know the work that is the motif of the gaming machine 1) may not recognize that the normal character image S21 and the specific character image S22 represent the same character, the probability of the image including the common character element being recognized as the same character is increased.

[0163] 〇Specific example 4-5 The effect of displaying the character image S is different between a low-probability game state in which the probability of winning the winning / losing lottery is low and a high-probability game state in which the probability is high. Specifically, even if a character image S (a character image S for a low-probability game state) is displayed in a low-probability game state, the target winning / losing lottery result is not a confirmed jackpot, but when a character image S (a character image S for a high-probability game state (different in appearance from the character image S for a low-probability game state)) is displayed in a high-probability game state, the target winning / losing lottery result is a confirmed jackpot. In this way, a gameplay in which the character S is promoted from a "non-confirmed jackpot character (non-premium character)" to a "confirmed jackpot character (premium character)" can be realized as the winning probability of the winning / losing lottery shifts from low to high.

[0164] 〇Specific example 4-6 As the game state, three or more game states having different degrees of advantage to the player are provided. Among these, the condition for the character S to be promoted to a "jackpot confirmed character (premium character)" is to move to the game state that is most advantageous to the player (best game state). In other words, even if a character image S (a character image S for a non-best game state) is displayed in a game state that is not the best game state (a non-best game state), the result of the target hit / miss lottery is not a sure hit, but when a character image S (a character image S for a best game state (different in appearance from the character image S for a non-best game state)) is displayed in the best game state, the result of the target hit / miss lottery is a sure hit.

[0165] When a normal gaming state, a first specific gaming state, and a second specific gaming state are provided as in the above embodiment, the normal gaming state and the first specific gaming state are non-best gaming states, and the second specific gaming state is the best gaming state, so in the normal gaming state and the first specific gaming state, character S is a "non-jackpot confirmed character (non-premium character)," and in the second specific gaming state, character S is a "jackpot confirmed character (premium character)."

[0166] 〇Specific example 4-7 It is assumed that a provocative effect is generated that suggests that the specific character image S22 may be displayed. That is, it is assumed that a provocative effect (see FIG. 43(b)) is generated, and as a result, a display result in which the specific character image S22 is displayed (see FIG. 43(c-1)) or a non-display result in which the specific character image S22 is not displayed (see FIG. 43(c-2)) is reached. The provocative effect may be one that allows the player to sense that the specific character image S22 may be displayed. For example, a semi-transparent image representing the character S is displayed, and when the display result is reached, it becomes opaque and becomes the specific character image S22, and when the non-display result is reached, it is erased. When the specific character image S22 is displayed, it is determined that the target hit / miss lottery result is a jackpot, so whether or not the specific character image S22 is displayed is a major concern for the player. Therefore, a provocative effect that is a branch of whether or not the specific character image S22 is displayed is generated, suggesting that the specific character image S22 may be displayed.

[0167] In addition, the setting may be such that if the non-displayed result is reached, the target winning / losing lottery result is definitely a loss, or the setting may be such that even if the non-displayed result is reached, the target winning / losing lottery result may still be a jackpot. In the former case, whether or not the displayed result is reached is a hype effect in which the target winning / losing lottery result is a jackpot or not. In the latter case, the player hopes that the displayed result will be reached, but even if the displayed result is not reached, there is still a possibility that it is a jackpot.

[0168] When the normal character image S21 is displayed, the above-mentioned teasing effect may not occur, or may occur. Since the display of the normal character image S21 is not a big win confirmation effect, unlike the display of the specific character image S22, if emphasis is placed on emphasizing this (clearly distinguishing between the normal character image S21 and the specific character image S22), the teasing effect may not occur. On the other hand, since the display of the normal character image S21 does not guarantee a big win but does increase the chances, if emphasis is placed on this, the teasing effect may occur as a branch as to whether or not the chances are increased.

[0169] 〇Specific example 4-8 The normal character image S21 and the specific character image S22 are in a relationship in which the colors of the specific body part (the same body part) of the character S are different (note that the specific body part includes not only a part of the character S itself but also the things (clothes, etc.) that the character S wears). For example, the hair of the character S is set as the specific body part, and the normal character image S21 has white hair (see FIG. 44(a)), while the specific character image S22 has golden hair (see FIG. 44(b)). This emphasizes that the character image S has been promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)".

[0170] 〇Specific example 4-9 The timing at which the normal character image S21 can be displayed in the normal game state and the timing at which the specific character image S22 can be displayed in the specific game state are the same. For example, the timing is when a reach is achieved (at the same time as or immediately after the reach is achieved) in both the normal game state and the specific game state. That is, in the normal game state, the normal character image S21 may be displayed when a reach is achieved (see FIG. 45(a)), and in the specific game state, the specific character image S22 may be displayed when a reach is achieved (see FIG. 45(b)).

[0171] In this way, the character image S is given the impression of being an image that can be displayed at a predetermined timing, regardless of the game state. The character image S that can be displayed at such a predetermined timing (when a predetermined condition is met) has different effects (whether or not a jackpot is confirmed) depending on the game state, making the game more interesting.

[0172] 〇Specific example 4-10 During the specific game state, an image representing the character S (hereinafter referred to as the target character image S) is displayed. The target character image S is an image that is not displayed during the normal game state. The target character image S is an image different from the specific character image S22, and is displayed regardless of whether the specific character image S22 is displayed or not (displayed during both winning and losing variations). One example of the target character image S is characters representing the name of the character S. The name of the character S is "〇△×", and during the specific game state, the target character image S including the characters "〇△×" is displayed (see FIG. 46).

[0173] By doing this, the specific game state is a state corresponding to the character S (name: ◯△×) (a state based on the motif of the character S), so that if the character S is displayed in the specific game state, it is possible to realize easy-to-understand gameplay in which a jackpot is guaranteed.

[0174] 〇Specific example 4-11 A customization function is provided that changes the occurrence probability of the effects that make up the variable effects, and as one of the customization functions, it is possible to change the occurrence probability of an effect (premium effect) that, when it occurs, confirms a jackpot (premium customization is installed). Premium customization is capable of changing the occurrence probability of multiple types of premium effects. For example, it is possible to select either the occurrence probability of "normal" or "UP", which has a higher occurrence probability than the "normal".

[0175] As described above, the specific image effect S (display of a specific character image S22) that occurs in a specific game state determines a big win when it occurs. However, the specific image effect S is not subject to premium customization. The character S becomes a character with a confirmed big win in a specific game state as a result of transitioning to the specific game state and being "promoted." In other words, the character S is not a character with a confirmed big win (premium character) at all times (it is not a character with a confirmed big win from the stage in the normal game state). For this reason, the specific image effect S in which the specific character image S22 is displayed is excluded from the target of premium customization (the probability of occurrence of the specific image effect S does not change even if the settings of the premium customization are changed).

[0176] <Additional operation changes> The gaming machine 1 according to this embodiment is capable of executing a hidden operation effect during a variable effect. The hidden operation effect is an effect that utilizes one type of operation means that can be operated by the player (the push button 61 in this embodiment). The hidden operation effect according to this embodiment described below occurs in a normal game state. However, this does not mean that it is denied that the hidden operation effect may occur in a specific game state.

[0177] A typical operation effect is one that prompts the player to operate an operation means (displayed in the display area 911 are an operation means image showing the operation means to be operated and an operation mode image showing the operation mode to be operated (images such as "press", "repeated press", and "long press"). In contrast to this, a so-called "hidden button effect" is known, which occurs when the operation means (push button 61) is operated without the player being prompted to operate the operation means (push button 61) without both the operation means image and the operation mode image being displayed. The hidden operation effect in this embodiment is a type of such hidden button effect (hereinafter, the hidden operation effect in this embodiment will be referred to as the hidden button effect). Note that the hidden button effect also includes cases where the target operation means is not a "button" (for example, a "lever"-like thing).

[0178] The hidden button effect (see FIG. 47 and FIG. 48) is an effect (hidden effect) that is not clearly indicated to the player that it is occurring. When the hidden button effect is executed, a specific period (a continuous period from start to end) is set during the variable effect. The specific period is a part of the period during which the variable effect is executed. An image that clearly indicates that the specific period is set is not displayed to the player. Naturally, an image (a meter or countdown display) indicating the start or end of the specific period is not displayed. Since the hidden button effect is a "hidden effect," the fact that a specific period has been set (that it is during a specific period) is not clearly indicated to the player. A player who discovers the existence of such a specific period by himself or a player who obtains information from a magazine or the Internet can enjoy the effect of the hidden button effect. The gaming machine 1 according to this embodiment is capable of executing a plurality of types of effects as this type of hidden button effect. The "additional operation change", which will be described in detail below, can occur in one of several types of hidden button effects (unless otherwise specified, the hidden button effects in the following description (and the specific periods set for those hidden button effects) refer to those in which the "additional operation change" can occur).

[0179] One or more target effects may occur as effects constituting the variable effects. The specific period is set with the start of the target effect as a trigger. In this embodiment, the title display (displaying the name of the effect at the beginning of the super reach effect) of a specified super reach effect (an effect that may occur when a reach is achieved and whose outcome notifies the winner or loser of the lottery) is set as the target effect. In other words, the specific period starts with the title display of the super reach effect set as the target effect (see Figures 47(a) and 48(a)). The specific period ends when a specified time has elapsed (for example, 5 seconds).

[0180] In this embodiment, the specific image 26 is displayed when the push button 61 is operated only once (single operation) during the specific period (see Figs. 47(b)(c) and 48(b)(c)). In other words, the specific period is an operation effective period in which a single operation of the push button 61 is reflected (however, the fact that it is an operation effective period is hidden from the player), and the specific image 26 is displayed when the first single operation of the push button 61 (hereinafter, sometimes referred to as the "first single operation") is performed after the specific period, which is the operation effective period, begins. If the push button 61 is not operated even once throughout the specific period (from the start to the end of the specific period), the specific image 26 is not displayed. Since it is a hidden effect, if the push button 61 is not operated during the specific period, an image (specific image 26) that informs the presence of the hidden effect is not displayed (no effect that indicates the presence of the hidden effect to the player occurs). The hidden button effect is not an effect in which the effect elements step up in stages by successive taps or long presses of the push button 61 (three or more steps (two or more step ups) may occur). The specific image 26 is always displayed when the first single operation is performed within a specific period (it is not an effect in which a lottery (a lottery with a winning probability of less than 100%) is performed to determine whether or not the specific image 26 is displayed when the first single operation is performed).

[0181] The specific image 26 (see FIG. 47(c) and FIG. 48(c)) is an image suggesting the probability that an event advantageous to the player will occur. In this embodiment, it is a type of reliability suggestion image suggesting the target winning / losing lottery result corresponding to the variation (target variation) in which the back button effect occurred. In other words, a reliability suggestion effect is achieved that can only be enjoyed by players who know the existence of the back button effect. Note that the back button effect achieves such a reliability suggestion effect and does not affect the expected value of the balls (whether or not the back button effect is executed (whether or not the special back button effect described later is executed) has no relation to the expected value of the balls). The specific image 26 in this embodiment includes a numerical element 25s suggesting the probability (reliability) that the target winning / losing lottery result will be a jackpot. The higher the numerical element 25s, the higher the reliability. The numerical element 25s in this embodiment is a numerical representation of reliability (%). However, the numerical value element 25s includes a visual representation of the degree of reliability (for example, the degree of reliability is represented by the size of a meter).

[0182] In this embodiment, after the specific image 26 is displayed in the back button effect, the push button 61 is further operated once during the specific period (the second single operation is performed after the start of the specific period (hereinafter, also referred to as the "second single operation")), which may cause the specific image 26 to change to another image 27 (hereinafter, this change will be referred to as the "additional operation change"). The back button effect is divided into a normal back button effect (see FIG. 47) in which no additional operation change occurs when the second single operation is performed, and a special back button effect (see FIG. 48) in which an additional operation change occurs when the second single operation is performed. The player cannot determine whether the normal back button effect or the special back button effect is being performed at the time when the first single operation is performed and the specific image 26 is displayed (at the time of FIG. 47(c) and FIG. 48(c)) (there is no element that can determine whether the normal back button effect or the special back button effect is being performed at that time).

[0183] When the normal back button effect is being executed, the specific image 26 does not change even if a second single operation is performed during the specific period (see FIG. 47(d)(e)). When the special back button effect is being executed, the specific image 26 changes to another image 27 (additional operation change) when a second single operation is performed during the specific period (see FIG. 48(d)(e)). Even if the special back button effect is being executed, if a second single operation is not performed during the specific period (if the operation of FIG. 48(d) is not performed), the specific image 26 does not change to another image 27 (the specific image 26 remains). Note that, when the special back button effect is being executed, the specific image 26 always changes to another image 27 (additional operation change) when a second single operation is performed (it is not the case that a lottery (lottery with a winning probability of less than 100%) is performed on whether or not to display another image 27 when a second single operation is performed).

[0184] Another image 27 (see FIG. 48(e)) includes a numerical element 25s, similar to the specific image 26. The numerical element 25s included in the other image 27 (see FIG. 48(e)) is assumed to indicate a higher reliability than that included in the specific image 26 before the change (see FIG. 48(c)). In this embodiment, the numerical value included in the other image 27 is set to be larger than that included in the specific image 26. In this embodiment, in order to clarify that the other image 27 is a result of a change in the specific image 26, the specific image 26 and the other image 27 are assumed to include common image components. In this embodiment, the frame of the specific image 26 (specific image frame 26f) and the frame of the other image 27 (other image frame 27f) are assumed to be in the same form (see FIGS. 47(c)(e) and 48(c)(e)). That is, the frames of both images are the same, and by making the numerical values ​​inside them different, it is made clear that the other image 27 is a result of a change in the specific image 26.

[0185] In the special back button effect, the numerical value contained in the separate image 27 (see FIG. 48(e)) is regarded as the actual reliability. In other words, in the normal back button effect in which the separate image 27 is not displayed, the numerical value contained in the specific image 26 (see FIG. 47(c)) is the "actual reliability". On the other hand, in the special back button effect, the numerical value contained in the specific image 26 (see FIG. 48(c)) represents the "temporary reliability", and the numerical value contained in the separate image 27 displayed by the second single operation (see FIG. 48(e)) represents the "actual reliability". In the special back button effect, the separate image 27 is not displayed unless the second single operation is performed, so the "actual reliability" cannot be known unless the second single operation is performed. From the player's point of view, the special back button effect appears to increase the reliability. In this embodiment, in the special back button performance, the larger the "provisional reliability" which is the numerical value of the specific image 26, the larger the "actual reliability" which is the numerical value of the separate image 27 (there is a correlation between the magnitude of the "provisional reliability" and the magnitude of the "actual reliability"). Therefore, the larger the "provisional reliability" is, the higher the probability that the target winning / losing lottery result will be a jackpot. In other words, although the "provisional reliability" does not represent real reliability, the larger the value, the more likely it is that the target winning / losing lottery result will be a jackpot. Therefore, even if a second single operation is not performed in the special back button performance and only the specific image 26 (provisional reliability) is displayed (even if the separate image 27 (actual reliability) is not displayed), a certain degree of reliability suggestion effect is achieved.

[0186] In this embodiment, when the specific image 26 or the separate image 27 is displayed, the specific image 26 or the separate image 27 is erased when the specific period ends. That is, the specific image 26 or the separate image 27 continues to be displayed until the specific period has elapsed, and is erased when the specific period ends. A player who knows the existence of the specific period can understand that the specific period has ended when the specific image 26 or the separate image 27 disappears. Therefore, in the case of a special back button performance, while the specific image 26 is displayed (see FIG. 48(c)), the second single operation (see FIG. 48(d)) is used as a trigger to display the separate image 27 (see FIG. 48(e)). The specific image 26 does not continue to be displayed even after the specific period ends (erasing the specific image 26 means that the specific period has ended), so the separate image 27 does not suddenly appear. In other words, in this embodiment, during a non-specific period that is not a specific period, a specific image 26 is not displayed in response to a single operation of the push button 61, and a different image 27 is not displayed in response to a single operation of the push button 61.

[0187] In this embodiment, in the hidden button effect (hidden operation effect), after the specific image 26 is displayed, an additional operation change may occur in which the specific image 26 changes to another image 27. If some image (specific image 26) is displayed in response to a single operation of the push button 61 during the specific period, the player will assume that the hidden button effect has occurred (the hidden button effect has been completed), and if the push button 61 is further operated once, an additional operation change occurs in which the image (specific image 26) changes to another image 27, so that a game that is surprising (unexpected) for the player can be realized. The second single operation that triggers the display of the other image 27 does not require the player to perform an operation, and there is no indication that the other image 27 may be displayed (no operation request is made in the state of FIG. 48(c)). Therefore, the special hidden button effect (displaying another image 27 by an additional operation change) can be seen as a "performance in which a further "hidden button effect" is hidden in the "hidden button effect".

[0188] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the matters related to the above-mentioned additional operation changes will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0189] Specific example 5-1 It has been explained that the specific image 26 and the different image 27 in the above embodiment include a numerical element 25s indicating reliability, but they are not limited to this and may be anything that shows some information to the player, and the change from the specific image 26 to the different image 27 in the special back button performance (additional operation change) may be anything that changes the information.

[0190] For example, the specific image 26 and the separate image 27 may include a wording related to the result of the lottery. In a normal back button performance, the specific image 26 (wording included in the specific image 26) does not change even if a second single operation is performed during the specific period (see Fig. 49(a)-(d)(e-1)). In a special back button performance, a change in the wording (from the wording included in the specific image 26 to the wording included in the separate image 27) occurs as an additional operation change when a second single operation is performed during the specific period (see Fig. 49(a)-(d)(e-2)).

[0191] 〇Specific example 5-2 It is assumed that the additional operation change occurs without fail when a second single operation is performed during the specific period. In other words, it is assumed that the specific image 26 is always displayed when a first single operation is performed during the specific period, and the specific image 26 is always changed to another image 27 when a second single operation is performed during the specific period (an additional operation change occurs). If the additional operation change does not occur unless there is a special back button effect as in the above embodiment, the number of players who do not notice the additional operation change will increase (a player who understands that the specific image 26 does not change even if a second single operation is performed in a normal back button effect will not perform a second single operation even if it is a special back button effect, and the probability that he or she will not notice the additional operation change will increase). If it is desired that many players notice the existence of the additional operation change, this example should be followed.

[0192] Specific example 5-3 In the special back button performance, when a certain operation means is operated as a second single operation during a specific period while a specific image 26 is displayed, the different image 27 is displayed (the content of the additional operation change is different) when another operation means (operation means (different operation means) are used when either the operation object or the operation method is different; the same applies below) is operated (see FIG. 50). That is, when the second single operation is the "first operation means" while a specific image 26 is displayed (see FIG. 50(c)), the different image 27 is displayed when the second single operation is the "second operation means" (different from the first operation means) (see FIG. 50(d-2)). In the former case, the different image 27A is displayed (see FIG. 50(e-1)), and in the latter case, the different image 27B is displayed (see FIG. 50(e-2)). One of the first operating means and the second operating means may be the same as the operating means that triggers the display of the specific image 26. For example, a configuration may be considered in which the push button 61 is the first operating means and the special operating unit 65 (a unit that can be operated by pressing (see FIG. 1)) is the second operating means.

[0193] The difference between the different images 27A and 27B may be any. For example, when the first operation means is operated as the second single operation, an additional operation change occurs such that the numerical value representing the reliability increases as in the above embodiment (an image including the numerical element 25s representing the reliability is displayed as the different image 27A) (see FIG. 50(e-1)). On the other hand, when the second operation means is operated as the second single operation, a notification (one shot notification) is made as to whether the target winning / losing lottery result is a jackpot or a loss (when it is a jackpot, a different image 27B including an image element indicating a win is displayed, and when it is a loss, a different image 27B including an image element indicating a loss is displayed) (see FIG. 50(e-2); an example is shown in which a different image 27B including the character "confirmed" indicating that the winning is confirmed is displayed).

[0194] By doing as in this example, the special back button presentation becomes an interesting presentation mode in which a different image 27 is displayed (the content of the additional operation change is different) depending on the operating means operated as the second single operation.

[0195] Furthermore, if a setting is made such that when the first and second single operations are performed using the same operating means, separate image 27A is displayed, and when the first and second single operations are performed using different operating means, it can be said that it is more likely in reality that a player will operate the same operating means twice, and therefore this will result in a presentation in which the player is less likely to notice that separate image 27B is displayed than that separate image 27A is displayed.

[0196] 〇Specific example 5-4 In the special back button performance, the state of the specific image 26 displayed upon the first single operation is set to be the same. In the special back button performance, the actual reliability of the target winning / losing lottery result is shown by the separate image 27 (the information shown by the separate image 27 is important), so the state of the specific image 26 before the change can be any state and is set to be the same every time. In other words, in the case of the special back button performance, the state of the specific image 26 is the same every time (see FIG. 51(a)), and the state of the separate image 27 differs depending on the reliability (see FIG. 51(b)). Although not shown, in the case of the normal back button performance, the state of the specific image 26 triggered by the first single operation can change every time. Note that, in the case of this example, the same state of the specific image 26 is displayed every time in the special back button performance, so it can be said that it is easy to notice that it is a special back button performance.

[0197] If the specific image 26 and the separate image 27 include the numerical element 25s as in the above embodiment, in the special back button effect, the specific image 26 includes the same numerical element 25s every time, and the separate image 27 includes a numerical element 25s that varies depending on the reliability. On the other hand, in the normal back button effect, the specific image 26 includes a numerical element 25s that corresponds to the reliability.

[0198] 〇Specific example 5-5 When the first operating means (e.g., the push button 61) is operated (see FIG. 52(b-1)) as the first single operation during a specific period (see FIG. 52(a)), a first specific image 261 is displayed (see FIG. 52(c-1)), but when the second operating means (e.g., the special operation unit 65) is operated (see FIG. 52(b-2)) as the first single operation during the same specific period, a second specific image 262 is displayed (see FIG. 52(c-2)). The first specific image 261 and the second specific image 262 are different. For example, the first specific image 261 includes a numerical value (numerical element 25s) suggesting reliability, and the second specific image 262 includes a character suggesting reliability.

[0199] In the case of the special back button performance, if the first operating means is operated as a second single operation while the first specific image 261 is displayed (see FIG. 52(d-1)), an additional operation change occurs in which the first specific image 261 changes to a first different image 271 (see FIG. 52(e-1)), and if the second operating means is operated as a second single operation while the second specific image 262 is displayed (see FIG. 52(d-2)), an additional operation change occurs in which the second specific image 262 changes to a second different image 272 (see FIG. 52(e-2)). The first different image 271 and the second different image 272 are different, and the first different image 271 corresponds to the first specific image 261, and the second different image 272 corresponds to the second specific image 262. If the first specific image 261 includes a value (numerical element 25s) suggesting reliability, and the second specific image 262 includes a character suggesting reliability, then the first separate image 271 includes a value (numerical element 25s) suggesting a higher reliability than the first specific image 261, and the second separate image 272 includes a character suggesting a higher reliability than the second specific image 262. In other words, if a first single operation and a second single operation are performed with the same operating means during a specific period, the separate image 27 is displayed, and the separate image 27 corresponds to the type of the operating means. In this way, not only is the type of specific image 26 (either the first specific image 261 or the second specific image 262) corresponding to the operating means to be operated displayed, but if the same operating means is operated again, the separate image 27 (either the first separate image 271 or the second separate image 272) corresponding to the operating means is displayed, resulting in an interesting presentation mode.

[0200] 〇Specific example 5-6 When the specific image 26 or the different image 27 is displayed during the specific period, the specific image 26 or the different image 27 is set to remain displayed even after the end of the specific period. For example, the specific image 26 or the different image 27 is set to remain displayed until a predetermined time (for example, 3 seconds) has elapsed from the end of the specific period. The specific period is not a period that is clearly indicated to the player, and the timing when the specific image 26 is displayed (the timing when the first single operation is performed) and the timing when the different image 27 is displayed (the timing when the second single operation is performed) may be near the end of the specific period, so the specific image 26 or the different image 27 is set to remain displayed even after the specific period ends. In particular, the different image 27 is displayed at a time when the special back button performance requires two single operations of the performance button during the specific period (after the specific image 26 is displayed, another single operation must be performed), so the time when the different image 27 is displayed is likely to be near the end of the specific period. Therefore, it can be said that the significance of this example is great.

[0201] In this example, since the specific period may have already ended even when the specific image 26 is displayed, a situation may occur in which the specific image 26 does not change to another image 27 even if the push button 61 is operated once while the specific image 26 is displayed in the special back button performance. In other words, even if a second single operation is performed (see FIG. 53(d)) while the specific image 26 is displayed (see FIG. 53(c)), there is a possibility that this will be after the specific period has ended, and therefore there may be a case in which the specific image 26 does not change even if the second single operation is performed while the specific image 26 is displayed (see FIG. 53(e-1)) (if the second single operation is within the specific period, the specific image 26 changes to another image 27 (additional operation change) (see FIG. 53(e-2))). In other words, compared to the above embodiment, there will be an increase in cases where the specific image 26 does not change even when a second single operation is performed while the specific image 26 is displayed (there will be an increased likelihood that the player will perceive the second single operation as a meaningless operation), so it may become more difficult for the player to notice the existence of an additional operation change (special hidden button effect).

[0202] 〇Specific example 5-7 In the special hidden button performance, the push button 61 is operated once (see FIG. 54(b)) during a specific period (see FIG. 54(a)) and a specific image 26 is displayed (see FIG. 54(c)). In this case, an image (additional operation suggesting image 28) suggesting that the push button 61 is operated again (performing a second single operation) is displayed together with the specific image 26 (see FIG. 54(c)). The additional operation suggesting image 28 is an image suggesting that the push button 61 is operated again (second single operation). For example, it is conceivable that an image showing the push button 61 (operation means to be operated) is displayed as the additional operation suggesting image 28. Since the hidden button performance is a "hidden performance", the start of the specific period and a request for operation of the operation means (push button 61) are not made (a request for operation corresponding to the first single operation is not made). However, since the special back button effect is difficult for players to notice, a suggestion is made to operate the push button 61 again (doing it again will cause some change) while the specific image 26 is displayed. This makes it easier for players to notice the presence of the additional operation change (special back button effect).

[0203] 〇Specific example 5-8 During a specific period of the hidden button effect, a general operation effect may occur in which the player is requested to operate the push button 61 (the operation means that is the target of the hidden button effect). If the operation of the push button 61 occurs during the operation valid period of the operation effect, it will not be treated as an operation of the hidden button effect (first single operation, second single operation) even if it occurs during the specific period. In other words, for the general operation effect, an event corresponding to the operation occurs, but for the hidden button effect, an event corresponding to the operation (display of the specific image 26 or another image 27) does not occur. This prevents the player from accidentally noticing the existence of the hidden button effect as a result of performing an operation to respond to the general operation effect.

[0204] Conversely, if the operation of the push button 61 is an operation during the valid operation period of the general operation presentation and also during a specific period, it can be treated as an operation of the general operation presentation (an event corresponding to the operation occurs) and also as an operation of the hidden button presentation. By doing so, it is possible that the player accidentally becomes aware of the existence of the hidden button presentation as a result of performing an operation corresponding to the general operation presentation, so this is effective when it is desired to inform as many players as possible of the existence of the hidden button presentation.

[0205] 〇Specific example 5-9 The specific image 26 and the separate image 27 are different in parts other than the numerical element 25s (they are also different in their basic aspects) (an additional operation change is assumed to cause a change in the basic aspect). For example, it is conceivable that the specific frame image and the separate frame image have different colors (see FIG. 55(a)). It is also conceivable that the overall size of the image is made larger than that of the specific image 26 than that of the separate image 27 (see FIG. 55(b)). In this way, it is more clearly indicated that a second single operation is performed in the special back button performance, and a change (additional operation change) has occurred from the specific image 26 to the separate image 27.

[0206] <Combined Production> In this embodiment, a composite performance may occur as a performance constituting a variable performance. The composite performance occurs in a normal game state. However, this does not deny the possibility of the composite performance occurring in a specific game state. The composite performance includes a first selection performance (first selection performance) and a second selection performance (second selection performance). In the first selection performance and the second selection performance, one of a plurality of options is automatically selected. In this embodiment, after a selection as the first selection performance, a selection as the second selection performance occurs. Therefore, in the composite performance, the first selection performance is a performance in which a selection is made first (first performance), and the second selection performance is a performance in which a selection is made later (second performance).

[0207] In the first selection performance, one of a plurality of candidate images (images representing options) is automatically selected (the player is not able to arbitrarily select a preferred candidate image) (see Figs. 56(c)(d) and 58(c)(d)). Hereinafter, the image (one of the candidate images) selected in the first selection performance is referred to as the first selection image 13 (first selected image). In the latter selection performance, one of a plurality of candidate images (images representing options) is automatically selected (the player is not able to arbitrarily select a preferred candidate image) (see Figs. 56(f), 57(a-1)(a-2), 58(f), 59(a-1)(a-2)). Hereinafter, the image (one of the candidate images) selected in the latter selection performance is referred to as the latter selection image 14 (second selected image). In both the first selection performance and the latter selection performance, the candidate images that may be selected are displayed in a changing manner, and the change stops to indicate that one of them has been selected (a roulette-like performance).

[0208] The composite performance may be executed in two or more different states (it may be executed in a certain state, or in a state different from the certain state). Specifically, it is as follows. In this embodiment, it may occur in a battle performance (see Figs. 56 to 59) in which an ally character (indicated with the character "ami" in the drawings) that is a character on the player's side fights an enemy character. In the battle performance, the victory of the ally character is considered to be a favorable ending that is favorable to the player (see Figs. 57(c-1) and 59(c-1)), and the defeat of the ally character (the enemy character wins) is considered to be an unfavorable ending that is unfavorable to the player (see Figs. 57(c-2) and 59(c-2)) (note that the favorable ending includes a so-called reversal (resurrection) pattern in which an unfavorable ending appears to have been reached but is then overturned). The battle performance in this embodiment occurs as a kind of so-called reach performance (announcing the winning / losing lottery result depending on the type of ending), and if the target winning / losing lottery result (the winning / losing lottery result corresponding to the fluctuation that generates the battle performance) is a jackpot, it leads to a favorable ending, and if it is a miss, it leads to an unfavorable ending. Note that making the battle performance into such a reach performance (a performance that announces the winning / losing lottery result depending on the type of ending) is merely one example. It may also be a battle performance in which the probability that the target winning / losing lottery result will be a jackpot is higher when it reaches a favorable ending than when it reaches an unfavorable ending (even if it reaches a favorable ending, it does not necessarily mean that it will be a jackpot).

[0209] As the battle performance, a battle performance A (see Figs. 56-57) in which an enemy character A (indicated with the letters "enemy A" in the drawings) fights, and a battle performance B (see Figs. 58-59) in which an enemy character B (indicated with the letters "enemy B" in the drawings) of a different type from the enemy character A fights can be generated. The battle performance A and the battle performance B are states in which the images displayed are different (the state in which the battle performance A is executed is "state A", and the state in which the battle performance B is executed is "state B" (different from state A)). In the battle performance A, a state corresponding image A is displayed, which is an image (unique image) that is not displayed in the battle performance B. On the other hand, in the battle performance B, a state corresponding image B is displayed, which is an image (unique image) that is not displayed in the battle performance A. The state corresponding image A is an image that includes the enemy character A (not including the enemy character B). The state corresponding image B is an image that includes the enemy character B (not including the enemy character A). The state corresponding image A and the state corresponding image B can also be said to be background images of the decorative pattern 80.

[0210] In this embodiment, the probability that the result of the target hit / miss lottery will be a jackpot (the reliability at the time when the battle performance occurs (the time when the first attack and second attack described below are unknown)) is higher for battle performance B than for battle performance A.

[0211] The composite performance in this embodiment is a performance in which an attack method by an ally character against an enemy character is selected. A first attack (hereinafter referred to as a first attack) is selected in a first selection performance (see Figs. 56(c)-(e) and 58(c)-(e)), and a second attack (hereinafter referred to as a second attack) is selected in a second selection performance (see Figs. 56(f)-57(b-1) / (b-2) and 58(f)-59(b-1) / (b-2)). The candidate images indicate the types of attacks. That is, the attacks indicated by the images selected in each selection performance (first selection image 13, second selection image 14) are launched by the ally character against the enemy character. In this embodiment, three types of attacks (types of candidate images) are provided: "attack P", "attack Q", and "attack R". In this embodiment, in both battle performance A and battle performance B, the options (candidate images) shown in the first selection performance are the same as the options (candidate images) shown in the second selection performance. In addition, the options (candidate images) shown in the first selection and second selection effects of battle performance A are the same as the options (candidate images) shown in the first selection and second selection effects of battle performance B. The form of each attack (candidate image) may be any form as long as the player can understand that each is different from the others.

[0212] The enemy character A and the enemy character B are assumed to have different characteristics. The enemy character A is a character that is weak when the first attack and the second attack are the same (when the same type of attack is performed twice in a row). In other words, in the battle performance A (state A), the reliability (probability of reaching a favorable outcome) is set to be higher when the first selection image 13 and the second selection image 14 are the same type (see FIG. 57(a-1)) than when they are different types (see FIG. 57(a-2)). As shown in FIG. 60(a), in the case of the battle performance A (state A), any pattern in which the first selection image 13 (first attack) and the second selection image 14 (second attack) are the same type (either a pattern in which both are "attack P", both are "attack Q", or both are "attack R") is higher in reliability than any pattern in which the first selection image 13 (first attack) and the second selection image 14 (second attack) are different types.

[0213] On the other hand, enemy character B is a character that is weak when the first attack and the second attack are different. In battle performance B (state B), the reliability (probability of reaching a favorable outcome) is set to be higher when the first selected image 13 and the later selected image 14 are different (see FIG. 59(a-2)) than when they are the same (see FIG. 59(a-1)). As shown in FIG. 60(b), in the case of battle performance B (state B), any pattern in which the first selected image 13 (first attack) and the later selected image 14 (second attack) are different has a higher reliability than any pattern in which the first selected image 13 (first attack) and the later selected image 14 (second attack) are the same.

[0214] In this embodiment, all of the multiple types of candidate images ("Attack P", "Attack Q", "Attack R") shown in the first selection performance are also shown as candidate images in the second selection performance. Therefore, no matter which candidate image is selected as the first selection image 13 in the first selection performance, there is a possibility that the same type of candidate image will be selected as the second selection image 14 in the second selection performance.

[0215] In this embodiment, in battle performance A (see Figs. 56-57), there is no display showing the characteristics of enemy character A (such as a display suggesting that it is weak to the same attack). Similarly, in battle performance B (see Figs. 58-59), there is no display showing the characteristics of enemy character B (such as a display suggesting that it is weak to a different attack). By obtaining information about the characteristics from magazines, the Internet, etc., battle performance A and battle performance B can be further enjoyed.

[0216] As explained above, the composite presentation in this embodiment is interesting in that whether it is preferable for the first selection image 13 selected in the first selection presentation and the second selection image 14 selected in the second selection presentation to be the same type or different types varies depending on the state in which the composite presentation is executed (the type of battle presentation).

[0217] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned composite performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0218] 〇Specific example 6-1 A composite effect may occur in which the combination of multiple candidate images shown as options in the first selection effect does not match the combination of multiple candidate images shown as options in the second selection effect. In this case, if a candidate image shown as an option in only one of the first selection effect and the second selection effect is selected, there is no possibility that the first selection image 13 and the second selection image 14 will be the same type.

[0219] No matter what the first selection image 13 is in the first selection performance, if there is a possibility that the first selection image 13 and the later selection image 14 will be the same type, all of the multiple types of candidate images shown in the first selection performance may be shown as candidate images in the later selection performance as well. For example, it is possible to have a configuration in which three types of candidate images, "attack P", "attack Q", and "attack R", are shown as candidate images in the first selection performance, and four types of candidate images, "attack P", "attack Q", "attack R", and "attack S", are shown as candidate images in the later selection performance (see FIG. 61). In particular, in battle performance A in which it is more pleasing to the player if the first selection image 13 and the later selection image 14 are the same type (rather than being different types), it is preferable to have such a first selection performance and a later selection performance.

[0220] 〇Specific example 6-2 The combination of a plurality of types of candidate images shown as options in the pre-selection performance and the combination of a plurality of types of candidate images shown as options in the post-selection performance can be changed every time a composite performance occurs.

[0221] When doing as in this example, the number of images shown as candidate images in both the first selection presentation and the second selection presentation (overlapping candidate images) can be used to indicate the likelihood that the first selection image 13 and the second selection image 14 will be of the same type. For example, as shown in Figure 62, (a) A composite performance in which the candidate images for the first selection are "Attack P", "Attack Q", and "Attack R", and the candidate images for the second selection are "Attack P", "Attack Q", and "Attack S" (b) A composite performance in which the candidate images for the first selection are "Attack P", "Attack Q", and "Attack R", and the candidate images for the second selection are "Attack P", "Attack Q", "Attack R", and "Attack S". If it is possible that In the composite performance of (a), two types of attacks, "Attack P" and "Attack Q," are shown in both the first-selection and second-selection performances, while in the composite performance of (b), three types of attacks, "Attack P," "Attack Q," and "Attack R," are shown in both the first-selection and second-selection performances. Therefore, the composite performance of (b) is more likely to have the first-selection image 13 and the second-selection image 14 be of the same type than the composite performance of (a).

[0222] 〇Specific example 6-3 In the above embodiment, the composite effect occurs when the battle effect is being executed, but the present invention is not limited to this. The composite effect may occur in two or more states (states in which unique state-corresponding images are displayed) that the player can clearly distinguish as different states. For example, the composite effect may occur in both a state (state A) in which a background A (state-corresponding image A) with a character A motif is set as "stage A" (mode A) and a state (state B) in which a background B (state-corresponding image B) with a character B motif is set as "stage B." In the state in which "stage A" is set, the reliability is set to be higher when the first selection image 13 and the second selection image 14 are the same type than when they are different types, and in the state in which "stage B" is set, the reliability is set to be higher when the first selection image 13 and the second selection image 14 are different types than when they are the same type.

[0223] 〇Specific example 6-4 In the composite performance in the battle performance A (state A), a display (suggestion display A) is made to suggest that the reliability is higher when the first selected image 13 and the second selected image 14 are the same type than when they are different types. In this way, the characteristics of the composite performance in the battle performance A (state A) can be known without obtaining information from a magazine or the Internet. The suggestion display A may be made to occur while the battle performance A is being performed (during state A), or may be made to occur while the battle performance A is not being performed (during a variable performance). As an example of the suggestion display A, it is possible to suggest that it is preferable that the first selected image 13 and the second selected image 14 are the same type by indicating the characteristics of the enemy character A (for example, a display such as "weak against the same attack" (see FIG. 63(a)) is made pointing to the enemy character A). Also, in the battle performance A, it is possible to suggest that it is preferable that an image of the same type as the first selected image 13 is made the second selected image 14 before it is indicated which candidate image will be selected as the second selected image 14 (for example, a display such as "opportunity with the same attack" (see FIG. 63(b)) is made).

[0224] 〇Specific example 6-5 In the combined performance in battle performance B (state B), a display (suggestion display B) is made to suggest that the reliability is higher when the first selected image 13 and the second selected image 14 are different than when they are the same. In this way, the characteristics of the combined performance in battle performance B (state B) can be known without obtaining information from a magazine or the Internet. The suggestion display B may be made to occur while the battle performance B is being executed (during state B), or may be made to be executed while the battle performance B is not being executed (during a variable performance). As an example of the suggestion display B, it is possible to suggest that it is preferable that the first selected image 13 and the second selected image 14 are different by indicating the characteristics of the enemy character B (for example, a display such as "weak against different attacks" (see FIG. 64(a)) is made pointing to the enemy character B). Also, in the battle performance B, it is possible to suggest that it is preferable that an image different from the first selected image 13 is set as the second selected image 14 before it is indicated which candidate image will be selected as the second selected image 14 (for example, a display such as "opportunity with different attacks" (see FIG. 64(b)) is made).

[0225] 〇Specific example 6-6 In the composite performance occurring in battle performance A (state A), if the first selected image 13 and the second selected image 14 are the same type, the reliability is set to 100% (the target hit / miss lottery result is a confirmed big win). In this way, in battle performance A (state A), it is extremely important that the first selected image 13 and the second selected image 14 are the same type.

[0226] In this case, in battle performance A (state A), if the first selected image 13 and the second selected image 14 are different types, the result of the target winning / losing lottery may be determined to be a losing result. In this way, the composite performance in battle performance A (state A) becomes a performance form in which whether the first selected image 13 and the second selected image 14 are the same type becomes the winning / losing branch (the turning point for winning or losing).

[0227] 〇Specific example 6-7 In the composite presentation that occurs in the battle presentation A (state A), if the first selected image 13 and the second selected image 14 are the same type, if they are a certain type (one or two types) of candidate images, the reliability is set to 100% (the target hit / miss lottery result is a confirmed big win), but if they are a different type of candidate image from the certain type of candidate image, the reliability is set to less than 100% (the target hit / miss lottery result may be a miss). For example, if the first selected image 13 and the second selected image 14 are the same type as "attack R", the reliability is set to 100%, and if the first selected image 13 and the second selected image 14 are the same type as "attack P" or "attack Q", the reliability is set to less than 100%. In this case, the presentation will be such that the player will pay attention to which type the first selected image 13 and the second selected image 14 are the same.

[0228] 〇Specific example 6-8 A composite presentation is created in which the candidate image for the first selection effect and the candidate image for the later selection effect are displayed together (at the same time) (option presentation stage) (see FIG. 65(a)), after which it is shown that the first selection image 13 has been selected (see FIG. 65(b)), and then it is shown that the later selection image 14 has been selected (see FIG. 65(c)).By doing this, the player is suggested in advance at the option presentation stage that the options (candidate images) for the first selection effect and the options (candidate images) for the later selection effect include the same options (the player can understand in advance that there is a possibility that the same option will be selected in the first selection effect and the later selection effect), resulting in a more understandable presentation form.

[0229] 〇Specific example 6-9 A composite presentation is made in which the timing of presentation of the selected image in one selection presentation is the same as the timing of presentation of the selected image in the other selection presentation. That is, a composite presentation is made in which the candidate images of the two selection presentations are displayed together (at the same time) (option presentation stage) (see FIG. 66(a)), and the results (selected images) of the two selection presentations are displayed together (see FIG. 66(b)). (Note that in this configuration, there is no concept of a first selection presentation (first presentation) or a second selection presentation (second presentation) as in the above embodiment.) This makes it possible to easily determine at a glance whether the selected images in the two selection presentations are the same type.

[0230] 〇Specific example 6-10 In battle performance A (state A), when the first selected image 13 and the second selected image 14 are of the same type, the type of at least some of the candidate images does not affect the reliability. For example, in battle performance A, the reliability is set to be the same when the first selected image 13 and the second selected image 14 are of the same type, "attack P", and when the first selected image 13 and the second selected image 14 are of the same type, "attack Q" (see FIG. 67). By doing so, it is important that the first selected image 13 and the second selected image 14 are of the same type, and the type of the selected candidate image is not important (at least for some of the candidate images). It is possible to set the reliability to be the same regardless of which candidate image is selected as the first selected image 13 and the second selected image 14, as shown in FIG. 67(a), or to set the reliability to be the same for some of the candidate images ("attack P", "attack Q"), but different for the other candidate images ("attack R"), as shown in FIG. 67(b).

[0231] 〇Specific example 6-11 In the composite effect, when the first selected image 13 and the later selected image 14 become the same type (see FIG. 68(a)→(b-1)), an effect that emphasizes this (same type emphasis effect) (see FIG. 68(b-1)) may occur. This effect emphasizes that the first selected image 13 and the later selected image 14 are the same type, so it does not occur (see FIG. 68(b-2)) when the first selected image 13 and the later selected image 14 become different types (see FIG. 68(a)→(b-2)). The specific form of the same type emphasis effect may be any form, so long as it is unique to the effect (FIG. 68(b-1) shows an example in which the display of an image including the text "Same attack occurs" is used as a same type emphasis effect).

[0232] In the case of this example, regardless of the type of battle effect (state) in which the composite effect is executed, it is possible to have a same-type emphasis effect occur when the first selected image 13 and the second selected image 14 are of the same type.

[0233] On the other hand, in a battle performance A in which it is preferable that the first selected image 13 and the later selected image 14 are the same type (state A), a same-type emphasis effect occurs when the first selected image 13 and the later selected image 14 are the same type, but in a battle performance B in which it is preferable that the first selected image 13 and the later selected image 14 are different types (state B), a same-type emphasis effect does not occur even if the first selected image 13 and the later selected image 14 are the same type. In other words, it is conceivable to make it so that a same-type emphasis effect occurs (occurs as an effect that emphasizes an advantageous situation) only in a situation in which it is advantageous for the first selected image 13 and the later selected image 14 to be the same type (compared to being different types).

[0234] 〇Specific example 6-12 In the composite effect, when the first selected image 13 and the later selected image 14 become different types (see FIG. 69(a)→(b-2)), an effect that emphasizes this (different type emphasis effect) (see FIG. 69(b-2)) may occur. This effect emphasizes that the first selected image 13 and the later selected image 14 become different types, and therefore does not occur (see FIG. 69(b-1)) when the first selected image 13 and the later selected image 14 become the same type (see FIG. 69(a)→(b-1)). The different type emphasis effect may take any specific form, so long as it is unique to the effect (FIG. 69(b-2) shows an example in which the display of an image including the words "Another attack occurs" is used as a different type emphasis effect).

[0235] In the case of this example, regardless of the type of battle effect (state) in which the composite effect is executed, it is possible to have a different-type emphasis effect occur when the first selected image 13 and the second selected image 14 are different types.

[0236] On the other hand, in a battle performance B in which it is preferable that the first selected image 13 and the later selected image 14 are of different types (state B), a different-type emphasis effect occurs when the first selected image 13 and the later selected image 14 are of different types, but in a battle performance A in which it is preferable that the first selected image 13 and the later selected image 14 are of the same type (state A), a different-type emphasis effect does not occur even if the first selected image 13 and the later selected image 14 are of different types. In other words, it is conceivable to make it so that a different-type emphasis effect occurs (occurs as an effect that emphasizes an advantageous situation) only in a situation in which it is advantageous for the first selected image 13 and the later selected image 14 to be of different types (compared to being of the same type)

[0237] 〇Specific example 6-13 For at least some of the candidate images (two or more images) that can be selected in the first selection performance, the probability that the later selected image 14 will be the same type is set to be different depending on which one is selected as the first selected image 13. For example, when "attack P" is selected as the first selected image 13, the probability that the later selected image 14 will be the same type is set to be higher than when "attack Q" is selected as the first selected image 13 (from the other perspective, when "attack P" is selected as the first selected image 13, the probability that the later selected image 14 will be different type is higher than when "attack Q" is selected as the first selected image 13) (see FIG. 70). In this way, a performance form is achieved that allows the player to enjoy predicting whether the later selected image 14 will be the same type depending on the type of the first selected image 13.

[0238] <Specific selection performance> In this embodiment, a specific selection effect (see Figs. 72 to 74) may occur as an effect constituting a variable effect. The specific selection effect occurs in a normal game state. However, it is not denied that the specific selection effect may occur in a specific game state. The specific selection effect is an effect in which two selections, a first selection (first selection effect) and a second selection (second selection effect), are made. Hereinafter, the effect components for the first selection in the specific selection effect may be referred to as the first selection part, and the effect components for the second selection may be referred to as the second selection part. In both the first selection part and the second selection part, one of a plurality of candidate images (images representing options) is automatically selected (the player cannot arbitrarily select a preferred candidate image). Hereinafter, the candidate image shown in the first selection part may be referred to as the first candidate image, and the candidate image shown in the second selection part may be referred to as the second candidate image.

[0239] The first selection part in the specific selection performance of this embodiment is to select a character. The first candidate image (see FIG. 71) includes a portion showing a character as an option. In this embodiment, three types of images are shown as the first candidate images: an image including character F (hereinafter, also referred to as "character F image"), an image including character G (hereinafter, also referred to as "character G image"), and an image including character H (hereinafter, also referred to as "character H image") (in the drawings, each character is labeled with the letters "F", "G", and "H").

[0240] The second selection part in the specific selection performance of this embodiment is to select a weapon. The second candidate image (see FIG. 71) includes a portion showing a weapon as an option. In this embodiment, three types of images are shown as second candidate images: an image including a "sword" (hereinafter, also referred to as a "sword image"), an image including a "whip" (hereinafter, also referred to as a "whip image"), and an image including a "spear" (hereinafter, also referred to as a "whip image"). In this embodiment, each second candidate image includes characters showing the name of the weapon (characters for "sword", "whip", and "spear"). However, the image does not have to include such characters. If the weapon shown by each image can be easily recognized from the illustration of each image, such characters do not have to be included.

[0241] Each of the first candidate images corresponds to one of the second candidate images (see FIG. 71 (corresponding images are connected by dotted lines)). In this embodiment, the "character F image" corresponds to the "sword image", the "character G image" corresponds to the "whip image", and the "character H image" corresponds to the "spear image". Images other than the corresponding images are not corresponding. In this embodiment, the number of types of first candidate images and the number of types of second candidate images are the same, and the first candidate images correspond to the second candidate images in a 1:1 relationship (there is no second candidate image that corresponds to any of two or more first candidate images, and there is no first candidate image that corresponds to any of two or more second candidate images).

[0242] Each of the first candidate images includes a text element that suggests a corresponding relationship. The character F image includes the text element "sword (specialty)", the character G image includes the text element "whip (specialty)", and the character H image includes the text element "spear (specialty)" (see FIG. 71). These text elements directly represent the image components (image components for distinguishing the type of each second candidate image (weapon in this embodiment)) included in the corresponding second candidate image, so it is easy to understand that the "Character F Image (including the text element "sword")" and the "sword image", the "Character G Image (including the text element "whip")" and the "whip image", and the "Character H Image (including the text element "spear")" and the "spear image" are each in a corresponding relationship.

[0243] In the specific selection performance, one of a plurality of first candidate images is selected as the first selection image 15 in the first selection part, and one of a plurality of second candidate images is selected as the second selection image 16 in the second selection part. The specific selection performance is set so that the reliability of the target hit / miss lottery result (the hit / miss lottery result corresponding to the variable performance including the specific selection performance) is higher in the case of a corresponding result in which the first selection image 15 and the second selection image 16 are in a corresponding relationship than in the case of a non-corresponding result in which the first selection image 15 and the second selection image 16 are not in a corresponding relationship (non-corresponding relationship) (see FIG. 76(a)).

[0244] The execution modes (execution patterns) of specific selection performances are roughly divided into execution mode A (see FIG. 73) and execution mode B (see FIG. 74). Execution mode A is the normal mode (default mode), and execution mode B is a special mode. In other words, when a specific selection performance is executed, the probability of it becoming execution mode A is higher than the probability of it becoming execution mode B. In this embodiment, 90% of specific selection performances are set to become execution mode A.

[0245] The specific selection performance proceeds as shown in FIG. 72 until it branches into either execution mode A or execution mode B (until it is determined which one has been executed). After the specific selection performance starts (see FIG. 72(a)), a plurality of first candidate images and a plurality of second candidate images are displayed (see FIG. 72(b)). That is, the options are presented to the player (option presentation state). In this embodiment, the first candidate image and the second candidate image are displayed in a distinguished manner (the first candidate image is displayed in a first area, and the second candidate image is displayed in a second area (an area different from the first area)). This allows the player to understand that the first candidate image and the second candidate image are distinguished. In addition, each first candidate image includes a character element that suggests a corresponding second candidate image, so that the player who sees this understands that each first candidate image corresponds to one of the second candidate images. After that, one of the multiple first candidate images is made into an emphasized manner that stands out more than the other first candidate images, and the type of the first candidate image made into an emphasized manner changes over time (the emphasized manner changes over time) (pre-selection state) (see FIG. 72(c)). In this embodiment, the state in which the frame image surrounds one of the first candidate images is regarded as the highlight mode (the pre-selection state in which the frame image moves between the first candidate images at high speed). Various methods for constructing the highlight mode are conceivable. For example, the image in the highlight mode is made larger than the other images, the image in the highlight mode is displayed in color and the other images in monochrome, the image in the highlight mode is displayed and the other images are erased, and the like. The same is true for the multiple second candidate images (one of the second candidate images is made to be a highlight mode that stands out more than the other second candidate images, and the type of the second candidate image in the highlight mode changes over time) (see FIG. 72(c)). In this way, in the pre-selection state, the image in the highlight mode changes over time, so that it looks like a "roulette" to the player (two roulettes appear to be moving).

[0246] When the specific selection performance becomes the execution mode A, first, it is indicated that one of the multiple first candidate images is selected as the first selection image 15. That is, first, the first selection part is executed. When one of the multiple first candidate images is in the highlighted mode, the change over time of the highlighted mode (the displacement of the frame image) ends (see FIG. 73(a)), which indicates that the highlighted image is selected as the first selection image 15. In addition, in this embodiment, the first candidate image that is not selected as the first selection image 15 is erased (see FIG. 73(b)). Thereafter, it is indicated that one of the multiple second candidate images is selected as the second selection image 16. That is, after the first selection part, the second selection part is executed. When one of the multiple second candidate images is in the highlighted mode, the change over time of the highlighted mode (the displacement of the frame image) ends (see FIG. 73(c-1)(c-2)), which indicates that the highlighted image is selected as the second selection image 16. Furthermore, in this embodiment, the second candidate image that was not selected as the second selection image 16 is erased (see Figs. 73(d-1)(d-2)). When the second selection part ends, the first selection image 15 and the second selection image 16 become clear. In other words, it becomes clear whether the specific selection performance has resulted in a corresponding result (see Fig. 73(d-1)) or a non-corresponding result (see Fig. 73(d-2)).

[0247] When the specific selection performance is the execution mode B, the display of which of the multiple first candidate images is selected as the first selection image 15 and the display of which of the multiple second candidate images is selected as the second selection image 16 occur simultaneously. That is, the first selection part and the second selection part occur simultaneously. In this embodiment, the change over time of the highlighting mode (displacement of the frame image) that occurred for the multiple first candidate images and the change over time of the highlighting mode (displacement of the frame image) that occurred for the multiple second candidate images end simultaneously (see FIG. 74(a-1)(a-2)), so that the first selection image 15 and the second selection image 16 are displayed simultaneously (see FIG. 74(b-1)(b-2)). This makes it clear whether the specific selection performance has resulted in a corresponding result (see FIG. 74(b-1)) or a non-corresponding result (see FIG. 74(b-2)).

[0248] When a corresponding result is obtained, an emphasis effect is generated in which an emphasis image 17 emphasizing that a corresponding result has been obtained is displayed. In this embodiment, the "favorite weapon" of the character selected as the first selection image 15 is selected as the second selection image 16, and therefore an emphasis effect including the words "favorite weapon" is generated (see Fig. 73(d-1) and Fig. 74(b-1)). When a non-corresponding result is obtained, an emphasis effect is not generated (see Fig. 73(d-2) and Fig. 74(b-2)).

[0249] After the specific selection performance, a performance (post-performance) according to the result of the specific selection performance is executed. The post-performance may be a performance that reflects the result of the specific selection performance. As an example, in this embodiment, a post-performance as shown in FIG. 75 is executed. The post-performance is a performance in which the character selected as the first selection image 15 fights an enemy character with the weapon selected as the second selection image 16 (see FIG. 75(a)), and leads to a victory ending in which the selected character wins against the enemy character (including a reversal pattern in which the character appears to have been defeated but is then overturned) (see FIG. 75(b-1)) or a defeat ending in which the selected character loses (see FIG. 75(b-2)). Since the probability that the target winning / losing lottery result will be a jackpot is higher in the case of a winning ending than in the case of a losing ending, it can be said that the winning ending is an ending advantageous to the player, and the losing ending is an ending disadvantageous to the player. In this embodiment, when a winning ending is reached, the game then transitions to a development performance, and the target winning / losing lottery result (jackpot / losing) is notified through the development performance. On the other hand, if the result is a losing outcome, the target winning / losing lottery result is a losing outcome. In other words, if the post-event performance is a winning outcome, the target winning / losing lottery result may still have the possibility of being a big win, and if the result is a losing outcome, the target winning / losing lottery result is confirmed to be a losing outcome. However, even if the result is a losing outcome, the target winning / losing lottery result may be a big win (the reliability is lower when the result is a losing outcome than when the result is a winning outcome, but the reliability at the time of the losing outcome is ≠ 0%). Unlike this embodiment, the post-event performance may be a reach performance (super reach performance) that notifies the target winning / losing lottery result depending on the outcome. In other words, if the result of the target winning / losing lottery is a big win, the result is a winning outcome, and if the result is a losing outcome, the result is a losing outcome.

[0250] When the specific selection effect is a corresponding result, the probability that the post-event effect will lead to a winning conclusion is higher than when the specific selection effect is a non-corresponding result. In this embodiment, three patterns of corresponding results (a corresponding result of "character F image" and "sword image", a corresponding result of "character G image" and "whip image", and a corresponding result of "character H image" and "spear image") are generated, and each of these patterns is more likely to lead to a winning conclusion than any pattern of non-corresponding results. That is, as shown in FIG. 76(a), the specific selection effect has a higher reliability than any non-corresponding result, regardless of the corresponding result. In this embodiment, even when the corresponding result is generated, the reliability differs depending on which of the three patterns it is, so the content (which pattern the combination of the first selection image 15 and the second selection image 16 is) is also likely to attract the player's attention.

[0251] As described above, the specific selection presentation in this embodiment is an important presentation (a matter of interest to the player) in which whether the first selection image 15 and the second selection image 16 correspond to each other or not. In the execution mode A, the first selection image 15 is displayed, followed by the second selection image 16, so that the player watches the second selection part while watching the first selection image 15 and hoping that the corresponding second selection image 16 will be selected. On the other hand, in the execution mode B, the first selection image 15 and the second selection image 16 are displayed together, so that it is immediately clear whether or not the corresponding result will be obtained. In other words, the process until it is clear whether or not the corresponding result will be obtained differs depending on which execution mode is selected, so that it is possible to give the player a different impression depending on the execution mode. In particular, in this embodiment, since the execution mode A is the basis (default), it can be said that it is assumed that the player will often come into contact with the execution mode A and that the first selection image 15 will be displayed first. Under such assumption, when the execution mode B is selected, the first selection image 15 and the second selection image 16 are displayed together, so that it can be said that the player can be surprised.

[0252] In this embodiment, the execution mode B is set to be more likely to result in a corresponding result (a result advantageous to the player) than the execution mode A (see FIG. 76(b)). In the execution mode B, the first selection image 15 and the second selection image 16 are suddenly displayed (as in the execution mode A, there is no period during which the player hopes that a corresponding image will be selected as the second selection image 16 after the first selection image 15 is displayed and before the second selection image 16 is displayed). In other words, in the case of a non-corresponding result in the execution mode B, since it is simply shown that the result is disadvantageous to the player, if such cases increase too much, the player may lose interest. Therefore, the execution mode B is set to often result in a corresponding result (a result advantageous to the player).

[0253] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific selection performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0254] 〇Specific example 7-1 In the above embodiment, it has been described that the first candidate image includes a character element suggesting a corresponding second candidate image, but the second candidate image also includes a character element suggesting a corresponding first candidate image. If the first candidate image includes a character as in the above embodiment, the second candidate image has a character element including the name of the corresponding character (see FIG. 77). By doing so, it is easy to know which first candidate image is in a corresponding relationship from the second candidate image, so that the presentation becomes easier to understand. In particular, in the case of execution mode A, after the first selection image 15 is displayed (first selection part), it is easy to know which second candidate image should be selected as the second selection image 16 to obtain a corresponding result, so that the presentation becomes easier to understand.

[0255] 〇Specific example 7-2 The setting is that there is a first candidate image (hereinafter referred to as a special first candidate image) with no corresponding second candidate image (see FIG. 78(a). In this figure, the first candidate image including "Character I" is the special first candidate image). In other words, the setting is that some of the first candidate images have corresponding second candidate images, but other parts of the first candidate images have no corresponding second candidate images. Since there is no corresponding second candidate image, the special first candidate image does not include any element that suggests any of the second candidate images. Although not shown, the special first candidate image may include an element that suggests there is no corresponding second candidate image. For example, it is considered that the special first candidate image includes an element such as "no favorite weapon."

[0256] In such a configuration, when the special first candidate image is selected as the first selection image 15 in the first selection part, the possibility of a corresponding result is eliminated. In particular, when execution mode A is selected, the possibility of a corresponding result remains if the special first candidate image is not selected as the first selection image 15, but when the special first candidate image is selected as the first selection image 15, the possibility of a corresponding result is eliminated (a presentation in which the first barrier to a corresponding result is that the special first candidate image is not selected as the first selection image 15 in the first selection part, and after this is cleared, the second barrier to a corresponding result is that the second candidate image corresponding to the first selection image 15 is selected as the second selection image 16 in the second selection part).

[0257] Specific example 7-3 The setting is that there is a second candidate image (hereinafter referred to as a special second candidate image) with no corresponding first candidate image (see FIG. 78(b). In this figure, the second candidate image including a "stick" is the special second candidate image). In other words, the setting is that some of the second candidate images have corresponding first candidate images, but other parts of the second candidate images have no corresponding first candidate images. Since there is no corresponding first candidate image for the special second candidate image, it does not include any element that suggests any of the first candidate images. Although not shown, the special second candidate image may include an element that suggests there is no corresponding first candidate image. For example, it is considered that the special second candidate image includes an element such as "no corresponding character."

[0258] In this configuration, when the special second candidate image is selected as the second selection image 16 in the second selection part, there is no possibility of a corresponding result. In other words, no matter which first candidate image is selected as the first selection image 15 in the first selection part, if the special second candidate image is selected as the second selection image 16 in the second selection part, a non-corresponding result will be obtained.

[0259] 〇Specific example 7-4 The setting is that there is a first candidate image (hereinafter referred to as a specific first candidate image) with multiple corresponding second candidate images (see FIG. 79(a). In this figure, the first candidate image including "character H" is the specific first candidate image). In other words, the setting is that some of the first candidate images have only one corresponding second candidate image, but other parts of the first candidate images (specific first candidate images) have multiple corresponding second candidate images. Since the specific first candidate image has multiple corresponding second candidate images, it may include multiple text elements suggesting the second candidate image (the first candidate image of character H in FIG. 79(a) includes a text element suggesting a second candidate image of "spear" and a text element suggesting a second candidate image of "stick").

[0260] In such a configuration, when the specific first candidate image is selected as the first selection image 15 in the first selection part, it is preferable that the probability of a corresponding result is higher than when a first candidate image other than the specific first candidate image is selected as the first selection image 15. As a result, the selection of the specific first candidate image as the first selection image 15 is more advantageous as a result of the first selection part than when a first candidate image other than the specific first candidate image is selected as the first selection image 15. In particular, in the case of execution mode A, when the specific first candidate image is selected as the first selection image 15 in the first selection part, it is expected that a corresponding image will be selected as the second selection image 16 in the second selection part that is executed thereafter (compared to when a first candidate image other than the specific first candidate image is selected as the first selection image 15) (selection of the specific first candidate image functions as a so-called chance increase).

[0261] 〇Specific example 7-5 The setting is such that there exists a second candidate image (hereinafter referred to as a specific second candidate image) with multiple corresponding first candidate images (see FIG. 79(b). In this figure, the second candidate image including "spear" is the specific second candidate image). In other words, the setting is such that some of the second candidate images have only one corresponding first candidate image, but other parts of the second candidate images (specific second candidate images) have multiple corresponding first candidate images. Although not shown, the specific second candidate image may include an element indicating that there are multiple corresponding first candidate images. For example, it is conceivable that the specific second candidate image includes an element indicating "character H" and an element indicating "character I".

[0262] In such a configuration, when the specified first candidate image is selected as the first selected image 15 in the second selection part, it is preferable that the probability of a corresponding result is higher than when a first candidate image other than the specified first candidate image is selected as the first selected image 15. As a result, in the second selection part, selection of the specified second candidate image as the second selected image 16 is more advantageous than selection of a second candidate image other than the specified second candidate image as the second selected image 16.

[0263] 〇Specific example 7-6 The setting is such that there exists a first candidate image (hereinafter referred to as a special first candidate image) with which all second candidate images correspond (see FIG. 80(a). In this figure, the first candidate image including "character I" is the special first candidate image). In other words, the setting is such that some of the first candidate images are part of the second candidate images with which they correspond, but the other part of the first candidate images (special first candidate images) are in a corresponding relationship with all second candidate images. The special first candidate image can also be considered as an "all-mighty" image. Since the special first candidate image is in a corresponding relationship with all second candidate images, it may include a character element indicating this (the first candidate image of character I in FIG. 80(a) has a character element including "all," suggesting that it is in a corresponding relationship with all second candidate images. Alternatively, it may be in a form including a character element indicating each of all second candidate images).

[0264] With this configuration, when the special first candidate image is selected as the first selection image 15 in the first selection part, a corresponding result is always reached. Since the corresponding result is always reached when the special first candidate image is selected as the first selection image 15, it can be said that the selection of the special first candidate image as the first selection image 15 is more advantageous to the player as a result of the first selection part than the selection of a first candidate image other than the special first candidate image as the first selection image 15. In particular, in the case of execution mode A, when the special first candidate image is selected as the first selection image 15 in the first selection part, the corresponding result is determined without even having to see the selection in the second selection part (second selection image 16).

[0265] 〇Specific example 7-7 A setting is made such that there exists a second candidate image (hereinafter referred to as a special second candidate image) with which all first candidate images correspond (see FIG. 80(b). In this figure, the second candidate image including a "bar" is the special second candidate image). In other words, a part of the second candidate images is a part of the first candidate images with which they correspond, but another part of the second candidate images (special second candidate images) is set to correspond to all of the first candidate images. The special second candidate image can also be considered as an "all-purpose" image. Although not shown, since the special second candidate image corresponds to all of the second candidate images, it may include an element indicating this (for example, it may include the characters "all," suggesting that it corresponds to all of the first candidate images. Alternatively, it may be configured to include an element indicating each of all of the first candidate images).

[0266] With this configuration, when the special second candidate image is selected as the second selection image 16 in the second selection part, a corresponding result is always reached. Since the corresponding result is always reached when the special second candidate image is selected as the second selection image 16, it can be said that the selection of the special second candidate image as the second selection image 16 as a result of the second selection part is more advantageous to the player than the selection of a second candidate image other than the special second candidate image as the second selection image 16. In particular, when the execution mode A is set, a presentation mode is achieved in which, regardless of which first candidate image is selected as the first selection image 15 in the first selection part, the corresponding result is always reached if the special second candidate image is selected as the second selection image 16 in the second selection part (a presentation mode in which the special second candidate image should be selected in the second selection part regardless of the result of the first selection part).

[0267] 〇Specific example 7-8 The setting is made so that the probability of a corresponding result being obtained is higher when the specific selection presentation is execution mode A than when it is execution mode B. Since execution mode A shows the first selection image 15 and then the second selection image 16, it can be said to be a mode in which the player can enjoy the time (process) leading up to the result. If this is important, the setting is made so that execution mode A is more likely (more reliable) to lead to a corresponding result advantageous to the player.

[0268] In the case of this example, it is preferable to set execution mode B as the base (default) (when a specific selection effect is executed, the probability of execution mode B being higher than the probability of execution mode A being set). Generally, various effects are set to occur more easily in modes with relatively low reliability, so as long as execution mode A is set to have a relatively high reliability (so-called chance up), it is better to make execution mode B occur more easily than execution mode A.

[0269] 〇Specific example 7-9 The first candidate image is configured not to have any element suggesting the corresponding second candidate image. If the second candidate image indicates a weapon as in the above embodiment, the first candidate image is configured not to have any element suggesting the weapon. In this way, the correspondence between the first candidate image and the second candidate image is not shown in the specific selection performance, so the player can enjoy predicting the correspondence between the first candidate image and the second candidate image (or enjoy obtaining information on the correspondence from magazines, the Internet, etc.).

[0270] 〇Specific example 7-10 The first candidate image includes elements other than text elements that suggest the corresponding second candidate image. For example, the first candidate image and the second candidate image that correspond to each other have the same color for the specified part (the first candidate image and the second candidate image that do not correspond to each other have different colors for the specified part) (see FIG. 81. This figure shows an example in which the background colors of the elements (characters) that indicate the type of the first candidate image and the elements (weapons) that indicate the type of the second candidate image that correspond to each other are the same).

[0271] It may be possible to include both non-textual correspondence suggestion elements as in this example, and textual correspondence suggestion elements as in the above embodiment, so that it is easy to determine whether a first candidate image and a second candidate image correspond to each other.

[0272] 〇Specific example 7-11 Each time a specific selection performance occurs, at least one of the combination pattern of the first candidate images and the combination pattern of the second candidate images may be different. In this example, the probability of the corresponding result may be set to be different depending on the combination pattern of the first candidate image and the second candidate image.

[0273] There are various possible methods for suggesting the probability of a corresponding result according to a combination pattern. For example, as shown in FIG. 82, if a specific selection performance A in which the number of corresponding first and second candidate images is "three" and a specific selection performance B in which the number of corresponding first and second candidate images is "four" are possible, the number of corresponding first and second candidate images is greater in specific selection performance B than in specific selection performance A, so it is possible to set the probability of a corresponding result to be higher in specific selection performance B than in specific selection performance A. Also, although not shown, it is possible to set the probability of a corresponding result to be higher when a specific image is included in the first or second candidate image than when it is not included (the presentation of a specific image as an option functions as a chance increase).

[0274] 〇Specific example 7-12 In the case of execution mode B, it is determined that the result will be a corresponding result. In execution mode A, after the first selection image 15 is displayed, there is a period during which the player expects that the corresponding image will be selected as the second selection image 16 (a period during which the player "waits" for the selection of the second selection image 16) (in execution mode A, the player pays attention to whether the corresponding image to the first selection image 15 will be selected as the second selection image 16 because there is a possibility that the non-corresponding second selection image 16 will be selected). On the other hand, in execution mode B, the first selection image 15 and the second selection image 16 are displayed together, so such a period does not exist. Therefore, in execution mode B, it is possible to eliminate the non-corresponding result, which is a disappointing result for the player, and to ensure that the corresponding result is always obtained. In addition, in the case of this example, for a player who expects the second selection image 16 to be displayed after the first selection image 15 is displayed (who expects execution mode A to be performed), when execution mode B is performed, the first selection image 15 and the second selection image 16, which are in a corresponding relationship, are suddenly displayed together, so that the player will be surprised and delighted at the same time.

[0275] 〇Specific example 7-13 Unlike the above embodiment, when a specific selection performance results in a corresponding result, the reliability is set to be the same even if the combination of the first selection image 15 and the second selection image 16 is different. For example, as shown in FIG. 83, the reliability is set to be the same when the corresponding result is a "character F image" and a "sword image" (see FIG. 83(a)) and when the corresponding result is a "character G image" and a "whip image" (see FIG. 83(b)). In this way, it is possible to provide an easy-to-understand specific selection performance in which whether or not a corresponding result is obtained is important.

[0276] 〇Specific example 7-14 The probability of the corresponding result differs depending on the state in which the specific selection performance is executed. For example, the specific selection performance can occur in both a state (state X1) in which "stage X1" (mode X1) is set, in which a background X1 (unique image X1) with a motif of character X is displayed, and a state (state X2) in which "stage X2" (mode X2) with a motif of character X2 is set, in which a background X2 (unique image X2) with a motif of character X2 is displayed (unique image X1 is an image dedicated to stage X1 (state X1) that is not displayed in stage X2 (state X2), and unique image X2 is an image dedicated to stage X2 (state X2) that is not displayed in stage X1 (state X1)). The probability of the corresponding result is set higher when the specific selection performance is executed in a state where "stage X2" (state X2) is set than when the specific selection performance is executed in a state where "stage X1" (state X1) is set. By doing so, when the specific selection performance occurs, the performance mode is one that requires attention even in the state at that time.

[0277] 〇Specific example 7-15 The relationship between the corresponding result and the non-corresponding result is different depending on the state in which the specific selection performance is executed. For example, the specific selection performance can occur in both a state (state X1) in which "stage X1" (mode X1) is set, in which a background X1 (unique image X1) with a character X as a motif is displayed, and a state (state X2) in which "stage X2" (mode X2) with a character X2 as a motif is displayed, in which a background X2 (unique image X2) is set (unique image X1 is an image dedicated to stage X1 (state X1) that is not displayed in stage X2 (state X2), and unique image X2 is an image dedicated to stage X2 (state X2) that is not displayed in stage X1 (state X1)). If the specific selection performance is executed in a state in which "stage X1" (state X1) is set, the corresponding result is a result that is more advantageous (higher reliability) for the player than the non-corresponding result. On the other hand, if the specific selection performance is executed in a state in which "stage X2" (state X2) is set, the non-corresponding result is a result that is more advantageous (higher reliability) for the player than the corresponding result. In this way, the value of a corresponding / non-corresponding result varies depending on the state in which the specific selection effect is executed, resulting in an interesting effect.

[0278] <Specific composition production> In this embodiment, a specific configuration effect (see Figure 85 (a-1) (a-2)) may occur as an effect that constitutes a variable effect. The specific configuration effect occurs in a normal gaming state. However, this does not deny the possibility of it occurring in a specific gaming state. In the following explanation of the specific configuration effect, a variable effect that includes a specific configuration effect is sometimes referred to as a target variable effect (target variable), and the win / lose lottery result notified in the target variable effect is sometimes referred to as the target win / lose lottery result.

[0279] In this embodiment, a pre-operation performance may occur before the specific configuration performance occurs. Hereinafter, a period during which the pre-operation performance is executed may be referred to as a first period, and a period following the first period during which the specific configuration performance is executed may be referred to as a second period.

[0280] The pre-operation presentation (see FIG. 84) is a presentation in which the player is prompted to operate the operating means. In this embodiment, continuous operation (repeated tapping) of the push button 61 is prompted (see FIG. 84(a)). In the first period, an image representing the push button 61 is displayed to indicate the type of operating means that is in a situation where it should be operated. Also, in the first period, an image representing continuous operation (the characters for continuous tapping) is displayed to inform the player that it is a situation where continuous operation is required.

[0281] In the first period, the operation corresponding image 30 is displayed in the display area 911 (see FIG. 84(b)). The operation corresponding image 30 may change when an operation (specific operation; in this embodiment, a single operation of the push button 61) that satisfies a predetermined condition of the push button 61 is performed. The first period is an operation effective period during which an operation (specific operation) of the push button 61 may be reflected as a change in the operation corresponding image 30 (a second period, the details of which will be described later, is not the operation effective period). The length of the first period is constant (five seconds in this embodiment). Hereinafter, a change in the operation corresponding image 30 triggered by a specific operation may be referred to as a specific change. Although not shown, a remaining time image (e.g., a meter) indicating the passage (remaining) of the first period may be displayed.

[0282] The specific change of the operation corresponding image 30 may be in a form that allows the player to understand that it occurs in response to a specific operation. In this embodiment, as a pre-operation performance, an image showing a state in which a character D (indicated by the letter "D" in the drawing) on ​​the player's side is gathering power is displayed, and a numerical value showing the power (power) accumulated by the character D is displayed as the operation corresponding image 30 (see FIG. 84(b)). The operation corresponding image 30 does not change any more after it reaches a predetermined limit state (described in detail later). On the other hand, if it has not reached the limit state (hereinafter, the state of the operation corresponding image 30 when the limit state has not been reached may be referred to as a non-limit state), it changes every time a specific operation is performed. In this embodiment, when it is in the non-limit state, the numerical value of the operation corresponding image 30 increases by a predetermined fixed value with one specific operation as a trigger. The fixed value can be set appropriately. In this embodiment, the fixed value is set to "fixed value=1". Therefore, the numerical value of the operation corresponding image 30 in the non-limit state is the number of specific operations (the number of operations of the push button 61 in this embodiment) performed since the start of the first period (valid operation period).

[0283] In this embodiment, the number of specific operations (hereinafter referred to as the limit number of operations) required for the operation corresponding image 30 to reach the limit state is not fixed. Candidate values ​​that can be set as the limit number of operations are set in advance, and at least at the start of the first period, one of the candidate values ​​is set as the limit number of operations. In this embodiment, ten types of candidate values ​​are set, namely, 10 times, 12 times, 15 times, 20 times, 23 times, 28 times, 30 times, 35 times, 38 times, and 40 times, and one of these is actually set as the limit number of operations (see the box at the bottom of FIG. 84(b)). Which value is set as the limit number of operations is determined by a lottery to determine the limit number of operations based on the result of the target winning / losing lottery (the player cannot know the result of the lottery to determine the limit number of operations in advance). If the result of the target winning / losing lottery is a big win, the limit number of operations is likely to be small (the smaller the number of operations, the more likely it is to be selected). If the result of the target winning / losing lottery is a loss, the limit number of operations is likely to be large (the larger the number of operations, the more likely it is to be selected). Therefore, it can be said that the expected value of the set limit number of operations changes depending on the result of the target winning / losing lottery. In this embodiment, any of the ten candidate values ​​can be selected regardless of whether the result of the target winning / losing lottery is a jackpot or a loss. Therefore, the fact that a certain value has been set as the limit number of operations does not necessarily mean that the result of the target winning / losing lottery is a jackpot or a loss (no matter what value is set as the limit number of operations, the result of the target winning / losing lottery may be a jackpot or a loss).

[0284] When the first period has not ended and the operation corresponding image 30 is in the non-limit state, the numerical value of the operation corresponding image 30 changes every time a specific operation is performed (a specific change occurs). On the other hand, when the predetermined limit number of operations is reached, the operation corresponding image 30 becomes the limit state. After the limit state is reached, the operation corresponding image 30 does not change any more throughout the first period even if the first period has not ended and a specific operation is performed during the first period. The limit state may be any type, but it is preferable that it is a state that suggests that no further changes will occur. In this embodiment, the operation corresponding image 30 (limit state) includes the characters "MAX". In addition, the characters "limit reached" are also displayed to indicate that the limit has been reached (see FIG. 84(c-1)).

[0285] As described later, in this embodiment, when the number of specific operations reaches the limit number of operations in the first period (when the operation corresponding image 30 is in the limit state), the specific configuration presentation is a state in which the character D unleashes a special move. Therefore, when the operation corresponding image 30 is in the non-limit state in the first period, a display of "special move when limit reached" is displayed. In other words, a display (target display) is displayed to the player indicating that the goal is to reach a state in which the special move is unleash.

[0286] In a second period following the first period, a specific configuration presentation (see Figures 85(a-1)(a-2)) is executed. The specific configuration presentation is controlled in accordance with the results of the pre-operation presentation in the first period. In this embodiment, the specific configuration presentation is a presentation in which character D (the player's character) attacks an enemy character (marked with the word "enemy" in the drawings).

[0287] If the operation corresponding image 30 reaches the limit state at the end of the first period (see FIG. 84(c-1)), the specific configuration performance is a certain fixed state (hereinafter, referred to as "mode S") (see FIG. 85(a-1)). In other words, if the operation corresponding image 30 reaches the limit state, the mode of the specific configuration performance is constant (mode S) regardless of the number of specific operations performed in the first period (note that the images constituting the specific configuration performance are a part of the images displayed in the display area 911, and images displayed before the transition to the second period (first period), such as the decorative pattern 80, the changing display 71, and the before-changing display 72 (holding display), do not constitute the specific configuration performance). In this embodiment, if the operation corresponding image 30 reaches the limit state, regardless of the number of specific operations performed in the first period, an image of the character D unleashing a "killing move" against an enemy character is displayed (an image of a certain fixed state is displayed) as the specific configuration performance.

[0288] On the other hand, if the operation corresponding image 30 has not reached the limit state at the end of the first period (see FIG. 84(c-2)), the state of the specific configuration presentation will be one that corresponds to the number of specific operations performed in the first period (see FIG. 85(a-2)). In other words, if the operation corresponding image 30 has not reached the limit state at the end of the first period, the state of the specific configuration presentation will be the same if the number of specific operations performed in the first period is the same, but will be different if the number of specific operations performed in the first period is different. In this embodiment, when the character D launches a predetermined attack (an attack (normal attack) different from the above-mentioned "special move") against the enemy character, a number (hereinafter, sometimes referred to as the additional number 30n) is displayed together with the attack. The additional number 30n corresponds to the number of specific operations performed in the first period, so the state of the specific configuration presentation will be different depending on the number of specific operations performed in the first period. Since the additional number 30n is displayed together with the attack against the enemy character, it appears to the player to represent the magnitude of the attack. However, since the number of times the specific operation is performed in the first period depends on the player's actions, the additional number 30n does not indicate the reliability.

[0289] After the specific configuration performance, a performance in which the character D defeats the enemy character (advantageous performance advantageous to the player) (see FIG. 85(b-1)) or a performance in which the enemy character cannot be defeated (advantageous performance disadvantageous to the player) (see FIG. 85(b-2)) is executed. The advantageous performance may also include a mode in which an unfavorable performance is first made to look like it has become an unfavorable performance and then reversed (so-called reversal pattern). When an advantageous performance is executed, a specific super reach performance occurs thereafter, and the result of the target hit / miss lottery is announced by the super reach performance. On the other hand, when an unfavorable performance is executed, it is immediately announced that the target hit / miss lottery result is a miss. In other words, when an advantageous performance is executed, there remains a possibility that the target hit / miss lottery result is a jackpot, and when an unfavorable performance is executed, the target hit / miss lottery result is set to be a miss, so it can be said that an advantageous performance is more advantageous to the player than an unfavorable performance. Although it is possible to leave the possibility that the result of the target winning / losing lottery will be a jackpot even when an unfavorable presentation is executed, the setting is such that the probability of a jackpot being determined is higher (the reliability is higher) when an advantageous presentation is executed than when an unfavorable presentation is executed.

[0290] In this embodiment, whether the operation corresponding image 30 reaches the limit mode depends on the activeness of the operation of the push button 61 by the player in the first period. Therefore, regardless of whether the specific configuration presentation becomes mode S, the specific configuration presentation may be either advantageous or unfavorable. However, as described above, if the target winning / losing lottery result is a jackpot, the limit number of operations is less than when it is a loss, so it can be said that the specific configuration presentation is more likely to become mode S. Therefore, if the player actively operates the push button 61 in the first period, it can be said that whether the operation corresponding image 30 reaches the limit mode and the specific configuration presentation becomes mode S suggests the reliability (if the player actively operates the push button 61 in the first period, whether the limit mode is reached suggests the reliability).

[0291] In this manner, the specific configuration presentation in this embodiment is novel and interesting in that if the operation corresponding image 30 reaches the limit mode in the first period (if the number of specific operations in the first period reaches the limit number of operations) (see FIG. 84(c-1)), it becomes a predetermined special mode (mode S) (see FIG. 85(a-1)), but if the operation corresponding image 30 does not reach the limit mode in the first period (if the number of specific operations in the first period does not reach the limit number of operations) (see FIG. 84(c-2)), it becomes a mode that depends on the number of specific operations (see FIG. 85(a-2)). In other words, from the player's perspective, when the player operates the push button 61 with the goal of achieving a special type of specific configuration presentation (in this embodiment, a presentation in which a "special move" is unleashed), even if the number of such operations does not reach the target (the limit number of operations) (see Figure 84(c-2)), a specific configuration presentation of a type corresponding to the number of such operations (in this embodiment, a specific configuration presentation in which the additional number 30n is displayed) is executed (see Figure 85(a-2)), so that the player is unlikely to get the impression that the operations in the first period have been wasted.

[0292] As described above, in this embodiment, the limit number of operations becomes smaller the more the target winning / losing lottery result is a jackpot, so if the player actively performs specific operations in the first period, the more likely it is that a special mode (mode S) of specific configuration presentation (a presentation in which a "special move" is unleashed) will be executed when the target winning / losing lottery result is a jackpot. In other words, whether or not a special mode of specific configuration presentation will be achieved (if the player actively performs specific operations in the first period) is an element suggesting reliability, but it is also innovative in that the difference in the mode of the specific configuration presentation when the number of specific operations does not reach the limit number of operations (the difference according to the number of specific operations) does not suggest reliability.

[0293] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific configuration performance. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0294] 〇Specific example 8-1 It may be set so that the specific configuration presentation does not necessarily occur in the second period following the first period (pre-operation presentation). In other words, even if a specific operation is performed in the first period, there is a possibility that the specific configuration presentation will not occur in the subsequent second specific period. Whether or not the specific configuration presentation occurs may be indicative of the reliability of the target winning / losing lottery result. For example, it may be set so that the reliability of the target winning / losing lottery result is higher when the specific configuration presentation occurs than when it does not occur. It may be set so that if the specific configuration presentation does not occur, the target winning / losing lottery result is confirmed to be a loss.

[0295] S...

Claims

1. A winning / losing lottery means for performing a winning / losing lottery when a predetermined condition is satisfied; A display means for displaying a decorative pattern for notifying a winning / losing lottery result by the winning / losing lottery means; A performance execution means for executing a performance in which the decorative symbols start to vary and stop in a manner corresponding to a winning or losing lottery result; An operation means operable by a player; Equipped with the operating means is capable of automatically changing between a normal state and a special state that the player can sense even without touching it as being a state different from the normal state, It is possible to execute a mode change performance in which the operation means automatically changes from the normal mode to the special mode as a performance that occurs during the variable performance and indicates that the reliability of the probability that the winning / losing lottery result corresponding to the variable performance will be a winning performance has increased, The aspect change presentation may occur in a state where the player is not prompted to operate the operation means, As the special aspect, a first special aspect and a second special aspect different from the first special aspect are set, When the mode change presentation occurs, the reliability is higher when the operation means produces a second mode change presentation resulting in the second special mode than when the operation means produces a first mode change presentation resulting in the first special mode.

2. The gaming machine according to claim 1, characterized in that a customization that changes the occurrence probability of the first mode change effect per one of the variable effects and a customization that changes the occurrence probability of the second mode change effect per one of the variable effects are separately provided.

Citation Information

Patent Citations

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