Game machine

The gaming machine enhances player experience through variable performances and lottery-based numerical displays, offering increased winning probabilities based on specific numerical value differences, thus making the game more engaging.

JP2025169979AActive Publication Date: 2025-11-14SANSEI R&D KK
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Patent Information

Application Number
JP2025140208
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-11-14
Estimated Expiration
2045-08-26

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging and interesting presentation methods to enhance player experience.

Method used

A gaming machine equipped with a display area, winning/losing lottery mechanism, and performance execution means that includes variable performances with different numerical images and probabilities based on the winning/losing lottery results, enhancing the game's excitement and player engagement.

Benefits of technology

The gaming machine provides interesting effects and higher chances of winning when the absolute difference between numerical values meets certain conditions, increasing player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting performance.SOLUTION: A game machine can execute a numerical value performance including a first stage for displaying a first numerical value image including a first numerical value on a display area, and a second stage for displaying a second numerical value image including a second numerical value on the display area as a performance constituting a variation performance, and probability of notification that a winning / losing lottery result is a winning after a numerical value performance is higher when an absolute value of a difference between the first numerical value and the second numerical value is D2 (however, D1>D2) than when the absolute value of the difference between the first numerical value and the second numerical value in a numerical value performance becomes D1.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] For example, as described in Patent Document 1 below, a gaming machine is known in which a game presentation using dice or the like is executed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-045645 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. [Means for solving the problem]

[0005] The gaming machine according to the present invention, which has been made to solve the above problems, a display means having a display area; a winning / losing lottery means for executing a winning / losing lottery when a predetermined condition is met; A performance execution means for executing a variation performance from when the decorative pattern displayed in the display area starts to vary until it stops in a manner according to the winning / losing lottery result by the winning / losing lottery means; and, Equipped with As a performance constituting the variable performance, a first stage in which a first numeric image including a first numeric value is displayed in the display area (see, for example, FIG. 5(b), FIG. 6(a-1), and FIG. 6(b-1)); a second stage in which a second numerical image including a second numerical value is displayed in the display area (see, for example, FIG. 5(c), FIG. 6(a-2), and FIG. 6(b-2)); It is possible to perform numerical effects including The probability that the result of the lottery will be announced as a win after the numerical performance is higher when the absolute value of the difference between the first number and the second number in the numerical performance is D2 (where D1>D2) than when the absolute value of the difference between the first number and the second number is D1 (see, for example, FIG. 7). It is characterized by: [Effects of the Invention]

[0006] The gaming machine according to the present invention is capable of executing interesting effects. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first winning / losing lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second winning / losing lottery. [Figure 4] A diagram to explain the display modes of the pre-change display and the change-in-progress display. [Figure 5] FIG. 10 is a diagram for explaining numerical effects. [Figure 6] This is a diagram to explain that the numerical effect may produce the same result even if the first numerical value or the second numerical value is different. [Figure 7] 10A is a diagram showing the relationship between the result of the numerical presentation and the reliability, and FIG. 10B is a diagram showing the relationship between the first and second numerical values ​​and the result of the numerical presentation. [Figure 8] 10A is a diagram for explaining specific example 1-2, and FIG. 10B is a diagram for explaining specific example 1-3. [Figure 9] 10A is a diagram for explaining specific example 1-5, and FIG. 10B is a diagram for explaining specific example 1-6. [Figure 10]FIG. 10 is a diagram for explaining specific example 1-12. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-13 (an example of a result suggestion image). [Figure 12] This is a figure to explain specific example 1-13 (an example of a result suggestion image different from that of Figure 11 (a result suggestion image that suggests in advance that a second number that is the same as the first number will be displayed)). [Figure 13] 10A and 10B are diagrams for explaining normal display control and special display control. [Figure 14] This figure shows an example in which normal display control and special display control are executed in a configuration in which a base image indicating the position (consumption order position) at which the pre-change display is displayed is displayed. [Figure 15] This is a diagram to explain specific example 2-2 (a diagram showing an example in which a hold change effect occurs for a hold that precedes a hold that has been hidden during the hidden period). [Figure 16] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 17] FIG. 10 is a diagram for explaining specific example 2-5 (an example in which the non-display period ends when the fluctuation ends). [Figure 18] This is a diagram to explain specific example 2-5 (an example in which the non-display period ends when the next starting winning occurs). [Figure 19] A figure to explain specific example 2-5 (an example in which the non-display period ends when the specified target performance ends). [Figure 20] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 21] FIG. 10 is a diagram for explaining specific example 2-9. [Figure 22] FIG. 10 is a diagram for explaining specific example 2-10. [Figure 23] FIG. 11 is a diagram for explaining specific example 2-11. [Figure 24] This is a diagram to explain the pending consecutive suggestion using a specific suggestion image. [Figure 25] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 26] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 27] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 28] FIG. 10 is a diagram for explaining specific example 3-7. [Figure 29] FIG. 10 is a diagram for explaining specific example 3-8. [Figure 30] FIG. 10 is a diagram for explaining specific example 3-9. [Figure 31] A diagram showing the presentation pattern of a complex stage presentation. [Figure 32] This is a diagram showing an example of a composite stage performance (PT2 shown in FIG. 31) in which the final stage reached is 2 (the number of stage performances executed is 2). [Figure 33] This is a diagram showing an example of a composite stage performance (PT3-3 shown in FIG. 31) in which the final stage reached is 3 (the number of stage performances executed is 3). [Figure 34] This is a continuation of Figure 33. [Figure 35] This is a diagram showing an example of a composite stage performance (PT4-1 shown in FIG. 31) in which the final stage reached is 4 (the number of stage performances executed is 4). [Figure 36] This is a continuation of Figure 35. [Figure 37] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 38] FIG. 10 is a diagram for explaining specific example 4-6. [Figure 39] FIG. 10 is a diagram for explaining specific example 4-7. [Figure 40] FIG. 10 is a diagram for explaining specific example 4-8. [Figure 41] FIG. 10 is a diagram for explaining a normal background image and a special background image. [Figure 42] FIG. 10 is a diagram for explaining the relationship between favorable combinations and special background changes. [Figure 43] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 44] FIG. 10 is a diagram for explaining specific example 5-2 (for explaining special background image A and special background image B). [Figure 45]This is a figure to explain specific example 5-2 (to explain that the probability of special background change B occurring is higher when the kth opportunity combination is formed than when the first opportunity combination is formed). [Figure 46] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 47] FIG. 10 is a diagram for explaining specific example 5-6. [Figure 48] FIG. 10 is a diagram for explaining specific example 5-7. [Figure 49] FIG. 10 is a diagram for explaining specific example 5-8. [Figure 50] A figure to explain specific example 5-9 (first opportunity preview performance, second opportunity preview performance). [Figure 51] FIG. 10 is a diagram for explaining specific example 5-9 (an example in which the formation of a second favorable opportunity combination is confirmed when a second favorable opportunity preview effect occurs). [Figure 52] 10A and 10B are diagrams for explaining specific character image presentations (specific character image aspects). [Figure 53] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 54] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 55] FIG. 10 is a diagram for explaining specific example 6-3. [Figure 56] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 57] FIG. 57 is a diagram for explaining specific example 6-4 (an example in which, unlike the example shown in FIG. 56, no operation request is made for the target operating means). [Figure 58] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 59] FIG. 10 is a diagram for explaining specific example 6-6. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. In the following description, the term "image" includes not only still images but also moving images, unless otherwise specified. In addition, unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (i.e., the player plays normally without performing any special gameplay). Furthermore, when a phrase such as "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in XX has detected the gaming ball that has entered. Furthermore, when a phrase such as "when XX is operated," strictly speaking, it means that XX has been detected to have moved to a predetermined position due to the operation. Furthermore, the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, provided that the changes do not result in a loss of distinctive features. In the following description, a "closed" state of various areas refers to a state in which game balls normally cannot enter the area, assuming normal game play, while an "open" state refers to a state in which game balls can enter the area, assuming normal game play (even if the game ball entrance is open, a state in which game balls cannot pass through the entrance during normal game play is considered "closed"). Also, in each diagram, elements unrelated to the features explained using that diagram may be omitted. Also, 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 etc. 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 that is roughly rectangular when viewed from the front. A gaming area 902 into which gaming balls flow down is configured in front of the gaming board 90. 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 (starting area 904, big winning area 906, etc.) into which game balls can enter, an outlet 907 (an outlet through which game balls that do not enter any of the winning areas (so-called out balls) are discharged), etc. The game area 902 is also provided with a plurality of game pins as obstacles that change the way game balls flow when they collide with them. Game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins. 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 will be described later, the display device 91 is a main display device having a display area 911 where decorative symbols 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 the player's line of sight.

[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, various effects that occur as part of variable effects (described later) are accompanied by unique effect sounds that correspond to each of the various effects (the unique effect sounds are output from the speaker 67).

[0013] Note that 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. These components can be the same as those in known gaming machines.

[0014] The lottery for a jackpot (hereinafter sometimes simply referred to as a "win") is executed by a win / lose lottery means constructed on a control board (main control board) not shown, based on win / lose lottery information acquired when a gaming ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. The first starting area 904a is provided in a position where a gaming ball may enter by firing the gaming ball so that it flows down the left side of the display area 911 (the left side of the gaming area 902) (performing a "left hit"). The second starting area 904b is provided in a position where a gaming ball may enter by firing the gaming ball so that it flows down the right side of the display area 911 (the right side of the gaming area 902) (performing a "right hit").

[0015] When the gaming ball enters the starting area 904, a numerical value is obtained from a random number source as winning / losing lottery information (the winning / losing lottery information obtained when the gaming ball enters the first starting area 904a is called the first winning / losing lottery information, and the winning / losing lottery information obtained when the gaming ball enters the second starting area 904b is called the second winning / losing lottery information), and if the numerical value is the same as the predetermined winning value, it is a winning jackpot, and if it is different, it is a losing jackpot.

[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 fluctuation effect (a performance from the start of the fluctuation of the decorative pattern 80 (decorative pattern group 80g) until the decorative pattern 80 completely stops in a combination (win / loss notification mode) according to the win / loss lottery result, that is, a performance during one fluctuation. In the following explanation, this may also be referred to as a "fluctuation" or "rotation"). Note that the decorative pattern 80 may also be in a known pseudo-stop state (a state in which the pattern is slightly oscillating; also referred to as a provisional stop (state)) that makes it appear to the player that the decorative pattern 80 has stopped. Since the decorative pattern 80 in the pseudo-stop state is not completely stopped (because the selection has not been confirmed), its type may change (in the drawings, the target decorative pattern 80 may be shown as oscillating to represent the pseudo-stop state of the decorative pattern 80).

[0017] In this embodiment, the variable effect is executed for the winning / losing lottery results corresponding to the order in which the winning / losing lottery information was acquired. However, if new winning / losing lottery information is acquired when the variable effect for a certain winning / losing lottery result has not been completed (when there is winning / losing lottery information for which notification of the winning / losing lottery result has not been completed), the newly acquired winning / losing lottery information is stored in a storage means (RAM, not shown) up to a predetermined number as pre-variation winning / losing lottery information (described later).

[0018] The acquired winning / losing lottery information (for which the notification of the corresponding winning / losing lottery result has not been completed) is classified into "pre-change winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has not yet begun (the equivalent of the first winning / losing lottery information is referred to as the first pre-change winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second pre-change winning / losing lottery information), and "on-going winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has begun but the variable presentation has not yet ended (the equivalent of the first winning / losing lottery information is referred to as the first on-going winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second on-going winning / losing lottery information). In this embodiment, the maximum number of first pre-change winning / losing lottery information that the storage means can store is four, and the maximum number of second pre-change winning / losing lottery information that can be stored is also four. In addition, in this embodiment, there is a maximum of one lottery information during fluctuation that exists at a given time (it is not possible for both the first lottery information during fluctuation and the second lottery information during fluctuation to exist (i.e., the fluctuations of special chart 1 and special chart 2 do not proceed together)).

[0019] During the variation effect, a pre-variation display 72, which is an image (icon) indicating the presence of pre-variation win / loss lottery information, and a during-variation display 71, which is an image (icon) indicating the presence of during-variation win / loss lottery information, are displayed in real time (see FIG. 2). In this embodiment, the during-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may also be displayed on a different display device. In this embodiment, in a game state in which a game ball should be fired aiming at the first starting area 904a (a game state in which a "left hit" should be made), first win / loss lottery information is acquired, so the pre-variation display 72 indicating the presence of the first pre-variation win / loss lottery information and the first during-variation win / loss lottery information and the during-variation display 71 are displayed (the pre-variation display 72 and the during-variation display 71 indicating the presence of second win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the during-variation display 71 indicating the presence of the first win / loss 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 "right hit" should be made), second win / loss lottery information is acquired, so the pre-change display 72 and the during-change display 71 indicating the presence of the second pre-change win / loss lottery information and the second during-change win / loss lottery information are displayed (the pre-change display 72 and the during-change display 71 indicating the presence of the first win / loss 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 win / loss lottery information). As described above, since the maximum number of first pre-change win / loss 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). Furthermore, since the maximum number of pieces 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).

[0020] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (the 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 an order 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 change ends), the position in which the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). Furthermore, 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) upon completion of the notification of the winning / losing lottery (the change ends). Strictly speaking, the winning / losing lottery by the winning / losing lottery means is executed simultaneously with the start of the corresponding change presentation (the execution timing of such winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes referred to as a "pending (display)" because it indicates the existence of winning / losing lottery information for which the corresponding winning / losing lottery has not been executed (pre-change winning / losing lottery information). Note that the number of pre-change win / loss lottery information items can be considered to represent the number of win / loss lotteries that are promised to be held in the future (the number of win / loss lottery rights that have already been acquired), and therefore the greater the number of pre-change win / loss lottery information items (pending display), the higher the probability that the future win / loss lottery result at that time will be a jackpot. Also, since the corresponding win / loss lottery has been held, and the change effect to notify the win / loss lottery result is currently in progress (in an "active" state), the changing display 71 is sometimes referred to as an "active display." Furthermore, since the change effect to notify the corresponding win / loss lottery result is currently in progress (the so-called "change in question" is currently being executed), it is sometimes referred to as a "pending change in question." In other words, the changing display 71 is sometimes treated as being included in the category of "pending" (hereinafter, the changing display 71 is also sometimes referred to as "pending"). In this embodiment, the changing display 71 is larger than the pre-change display 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar shape). Instead of having such a similar shape relationship, the basic form (external shape, etc.) of the changing display 71 and the pre-change display 72 may be completely different.

[0021] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually, 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 different is determined by whether the characters contained in each decorative symbol 80 are the same or different. In this embodiment, the various decorative symbols 80 include any of the numbers "1" to "7." If the numbers are the same, they are considered to be the same type, and if the numbers are different, they are considered to be different types. In the following description, the various decorative symbols 80 may be represented by the numbers contained in the decorative symbol 80, such as the decorative symbol 80 "1." The same type of decorative symbol 80 may also be configured to have different appearances (e.g., different number designs). Each decorative pattern group 80g includes all types 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).

[0022] The combinations (win / lose notification modes) of the decorative patterns 80 (left decorative pattern 80L, center decorative pattern 80C, and right decorative pattern 80R lined up from the left) selected from each decorative pattern group 80g and stopped are roughly divided into winning combinations (win notification modes) that indicate a win in the win / lose lottery, and losing combinations (loss notification modes) that indicate a non-win. 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.

[0023] In this embodiment, the fluctuation of each decorative symbol group 80g may be temporarily stopped (pseudo-stopped). Note that a temporary stop (pseudo-stopped) 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 possible to create a so-called chance eye in the middle of the fluctuation performance.

[0024] In addition, an image showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such an image is omitted in each drawing). For example, a small pattern (so-called small pattern) that starts to change when the variable effect starts and stops in a manner according to the result of the winning / losing lottery when the variable effect 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 effects.

[0025] Also, like known gaming machines, lamps that indicate various types of 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 results of the first win / lose lottery and the second win / lose lottery are generally referred to as "special symbols." Also, the lighting patterns of the lamps corresponding to the results of the regular lottery (regular lotteries will be described later) are generally referred to as "regular symbols."

[0026] By winning the first or second win / loss lottery, the player is awarded a special prize (jackpot). The player plays the game with the aim of winning the special prize (jackpot). That is, to take the first or second win / loss lottery, the player launches a game ball toward the first starting area 904a or the second starting area 904b. The game state in which the player plays the game with the aim of winning the special prize (jackpot) is broadly divided into a normal game state and a specific game state that is more advantageous to the player than the normal game state (see FIG. 3(a)). In this embodiment, the specific game states include a first specific game state and a second specific game state that is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.

[0027] The normal gaming state is a low base state in which it is difficult for a gaming ball to enter the starting area 904, and the specific gaming state is a high base state in which it is easier for a gaming ball to enter the starting area 904 (easier to enter than in the low base state). The normal gaming state is a state in which the gaming ball should be launched aiming at the first starting area 904a (a state in which a "left hit" should be performed). The specific gaming state is a state in which the gaming 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 a gaming ball enters the normal area 905. The second starting area 904b is a normally closed area that is opened by winning the normal lottery. In other words, a gaming ball will not enter the second starting area 904b unless it wins the normal lottery. When a player wins the regular lottery, an opening / closing member (a so-called electric chute) provided at the entrance to the second starting area 904b moves to the open position, opening the second starting area 904b. The opening / closing member in the open position serves to receive gaming balls flowing down from above and guide the gaming balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, gaming balls can enter the second starting area 904b relatively easily.

[0028] The normal area 905 is positioned so that a gaming ball "hit to the right" can enter (see FIG. 1). Therefore, if a player continues to hit the right side in the specific gaming mode, a normal lottery is executed, and if the normal lottery is won, the gaming ball frequently enters the second starting area 904b. On the other hand, in the normal gaming mode, since it is difficult to win the normal lottery, the second starting area 904b is rarely opened even with a right hit, and right hitting is set to be a loss for the player. In this embodiment, in the normal gaming mode, even if the normal lottery is won, the opening time of the second starting area 904b is extremely short, making it virtually impossible for a gaming ball to enter the second starting area 904b. The winning probability of the normal lottery in the normal gaming mode may be set to 0%, so that a gaming ball cannot enter the second starting area 904b. Because of this configuration, the normal gaming mode is a state in which a player aims to enter the first starting area 904a by hitting the left side and win a bonus (jackpot) after passing the first winning / losing lottery. In addition, the specific game state is a state in which the game ball is made to enter the second starting area 904b by hitting it from the right, and the aim is to win a special prize (jackpot) after a second winning / losing lottery.

[0029] When a gaming ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (e.g., one ball) are paid out (the number of prize balls awarded when the ball enters the first starting area 904a may differ from the number of prize balls awarded when the ball enters the second starting area 904b). Therefore, in the specific gaming state, players can play without losing as many balls as in the normal gaming state. In the technical field, the number of prize balls awarded per number of balls fired is referred to as the "base" when a jackpot is not being won. The specific gaming state is a "high base state" in which the base is (relatively) high, while the normal gaming state is a "low base state" in which the base is (relatively) low. The high base state is a state in which gaming balls are more likely to enter the starting area 904 than the low base state, making it easier to enter the lottery for winning or losing. Therefore, the average time required for one variable effect (variation time) is shorter in the specific gaming state than in the normal gaming state (the so-called "time-saving" effect). Based on this, the high base state can be said to be a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Note that because of this configuration, the average stay time in the normal game state when playing continuously is longer than in the specific game state (the sum of the stay times in the first specific game state and the second specific game state).

[0030] The normal gaming state and the first specific gaming state are states in which the probability of winning the win / lose lottery is relatively low (low probability state), while the second specific gaming state is a state in which the probability of winning the win / lose lottery is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the winning probability (jackpot probability) in the low probability state is approximately 1 / 319, and the winning probability (jackpot probability) in the high probability state is approximately 1 / 59. The normal gaming state is a state in which a player hits the ball with his left hand, aiming to win a special prize (jackpot) through a first win / lose lottery with a low probability (approximately 1 / 319). The first specific gaming state is a state in which a player hits the ball with his right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a low probability (approximately 1 / 319). The second specific gaming state is a state in which a player hits the ball with his right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a high probability (approximately 1 / 59).

[0031] A jackpot (benefit) is obtained by winning the first win / lose lottery or the second win / lose lottery. In this embodiment, three types of jackpots are provided (see FIG. 3(a)): a normal jackpot (normal benefit), a first specific jackpot (first specific benefit), and a second specific jackpot (second specific benefit). A normal jackpot is a jackpot that transitions to a normal gaming state after the jackpot game (all rounds of play) is completed. A first specific jackpot is a jackpot that transitions to a first specific gaming state after the jackpot game (all rounds of play) is completed. In other words, obtaining a first specific jackpot (first specific benefit) is a transition condition (start condition) for the first specific gaming state. A second specific jackpot is a jackpot that transitions to a second specific gaming state after the jackpot game (all rounds of play) is completed. In other words, obtaining a second specific jackpot (second specific benefit) is a transition condition (start condition) for the second specific gaming state. Since the second specific gaming state is a more advantageous gaming state than the first specific gaming state, from that point of view, it can be said that the second specific jackpot is a jackpot that is more advantageous to the player than the first specific jackpot. Note that providing these three types of jackpots is merely an example. For example, a configuration may be adopted in which a normal jackpot is not provided. Also, a configuration may be adopted in which a first specific jackpot (first specific gaming state) is not provided.

[0032] In this embodiment, the allocation of the jackpot (benefit) acquired through the first win / loss lottery (special drawing 1 lottery) is different from the allocation of the jackpot (benefit) acquired through the second win / loss lottery (special drawing 1 lottery) (see Figure 3(b)). A jackpot acquired through the first win / loss 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 / loss lottery (100%) are second specific jackpots. This means that after transitioning to the specific gaming state, the second specific gaming state, which is the most advantageous gaming state for the player, will continue as long as the player acquires a jackpot (continues to win) through the second win / loss lottery.

[0033] The first specific gaming state and the second specific gaming state end when a predetermined end condition is met (see FIG. 3(a)). In this embodiment, the first specific gaming state ends when the win / lose lottery results in 100 consecutive losses. Because 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 player aims to win a low-probability lottery (approximately 1 / 319) before 100 lotteries are executed. Also, in this embodiment, the second specific gaming state ends when the win / lose lottery results in 100 consecutive losses. Because 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 player aims to win a high-probability lottery (approximately 1 / 59) before 100 lotteries are executed. In other words, the gaming machine 1 according to this embodiment has a so-called ST-type gameplay (the state in which a player aims to win a high-probability lottery before a predetermined number of consecutive losses is actually referred to as the "ST (state)"). The probability of losing 100 consecutive high-probability lotteries (approximately 1 / 59) (the probability that the second specific gaming state will end without winning the high-probability lottery at the time a certain second specific gaming state begins) is approximately 18%, so the so-called continuation rate is approximately 82%. Note that, unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in a high-probability state, it is possible to win both a jackpot that continues the high-probability state (high-probability jackpot) and a jackpot that ends the high-probability state (transition to a low-probability state) and to have the high-probability state continue until a low-probability jackpot is won, resulting in a so-called loop-type game.

[0034] In this embodiment, even if the power of the gaming machine 1 is turned OFF (even if the power OFF→ON operation is performed), the gaming state is maintained. However, if a predetermined reset operation that can only be performed by a gaming store employee (a person who has access to the gaming machine's interior) is performed, the gaming state will be restored to the normal gaming state (a gaming store employee can forcibly 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. Therefore, when the gaming store opens (the so-called early morning state), the gaming state is usually the normal gaming state. Therefore, the player will basically start playing in the normal gaming state.

[0035] When a jackpot (bonus) is won after a lottery, a jackpot game (bonus game) is executed. The jackpot game involves a series of rounds of play in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed by an opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the jackpot area 906 after it is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). If game balls are continuously shot toward the jackpot area 906 during the jackpot game (by hitting the ball to the right in this embodiment), the winning condition is met before the time condition is met. That is, at least 10 game balls enter the big prize area 906 in one round of play (a so-called over-win may occur, where more than 10 game balls enter the big prize area 906). The number of rounds of play (number of rounds) included in a big prize game can be set as appropriate. In this embodiment, all big prizes are 10-round jackpots. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, in the case of a 10-round jackpot, at least 1,500 prize balls are paid out.

[0036] As mentioned above, the pre-change display 72 (hold display) and the changing display 71 (active display) are sometimes collectively referred to as "hold," and the state of this "hold" indicates its reliability (the likelihood that the corresponding win / lose lottery result will be a jackpot (the likelihood of receiving a bonus)). The pre-change display 72 and the changing display 71 can take on one of several different forms (see Figure 4) depending on their reliability (hereinafter, the possible forms of the pre-change display 72 and the changing display 71 may also be referred to as "display forms"). Note that the reliability of the pre-change display 72 and the changing display 71 refers to the reliability at the time each display form is displayed, and the reliability may increase due to subsequent changes in the display form (hereinafter, such changes may also be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low reliability of each display form refers to the relationship within the same gaming state. In this embodiment, the reliability is indicated by the display mode of the reserve (reserve change) in all of the normal game state, the first specific game state, and the second specific game state, but when the reliability of one display mode is higher than that of another display mode, it means that the reliability is higher when the other display mode is used than when the one display mode is used in the same game state (note that the relationship between the high and low reliability of various effects in the following explanation also refers to the relationship between the high and low reliability in the same game state).

[0037] The display modes are broadly divided into a normal display mode 70n and a special display mode 70s. The normal display mode 70n is the standard display mode (default mode). The pre-change display 72 and the changing 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 changing display 71 will be the normal display mode 70n is preferably 90% or higher)). 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 that can be displayed in the normal game state 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 (a description of the special display modes in the specific game state will be omitted). The reliability of the target winning / losing lottery result increases in this order (with the fourth special display mode 704s being the highest). The fourth special display mode 704s is displayed only if the target winning / losing lottery result is a jackpot (reliability = 100%). The display modes may be any mode that allows a player to clearly distinguish between them. 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 (in the drawings, the colors of the special display modes 70s are indicated by letters. Those without letters indicating the color are the normal display mode 70n). Different display modes may differ in ways other than color (for example, by different external shapes).

[0038] The display modes of the pre-change display 72 and the during-change display 71 can change in a direction that increases reliability. The modes can change whether the pre-change display 72 is in its state (i.e., before the target change has started) or whether the during-change display 71 is in its state (i.e., during the target change). The specific mode of the so-called hold change effect may be any. In this embodiment, the display modes of the pre-change display 72 and the during-change display 71 may change suddenly (a sudden hold change effect may occur), or the display modes of the pre-change display 72 and the during-change display 71 may change as a result of the display of an image that acts on them (a hold change effect may occur in which an effect image that causes a change in the display mode is displayed). The final display mode of the during-change display 71 in the target change is the final reliability suggested by the during-change display 71. When the target change effect starts, the pre-change display 72 (the one that is first in the order of consumption) becomes the during-change display 71, but the display mode is retained. For example, if the pre-fluctuation display 72 (first in the order of consumption) immediately before the target fluctuation starts is in the second special display mode 702s, the target fluctuation will start with the fluctuation 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 fluctuation display 71. In this embodiment, when multiple pre-fluctuation displays 72 and fluctuation displays 71 are displayed together, two or more special display modes 70s may be displayed.

[0039] The gaming machine 1 is provided with a plurality of types of operation means that can be operated by the player. In this embodiment, a push button (effect button) 61, a cross key 62, and a special operation unit 65 are provided. The push button 61 can be operated by pushing it downward. The cross key 62 can be operated in any direction up, down, left, or right. The special operation unit 65 can be operated by pushing it backward.

[0040] The following describes the effects, controls, etc. that can be executed by the gaming machine 1 according to this embodiment. Note that the gaming machine 1 may be configured to be able to execute only some of the effects, controls, etc. that will be described below.

[0041] <Numerical effects> The gaming machine 1 according to this embodiment is capable of executing numerical effects as effects that can occur during variable effects. Note that the numerical effects in this embodiment can occur in normal gaming mode, but may also occur in specific gaming mode. Numeric effects occur when a predetermined execution condition is met. In the following description of numerical effects, variable effects (variations) that include numerical effects are sometimes referred to as target variable effects (target variations). In addition, the winning / losing lottery result notified in the target variable effects is sometimes referred to as the target winning / losing lottery result.

[0042] The numerical effect (see FIG. 5, etc.) is an effect that suggests the probability (reliability) of the target winning / losing lottery result being a jackpot, and is an effect in which a first numerical image 11 (see FIG. 5(b)) representing a first numerical value and a second numerical image 12 (see FIG. 5(c)) representing a second numerical value are displayed in the display area 911 (both the numbers that can be the first numerical value and the second numerical value are positive integers). The result of the numerical effect is internally determined in advance based on the target winning / losing lottery result (it is not an effect in which the result changes depending on the player's actions). In this embodiment, the first numerical image 11 is displayed first (see FIG. 5(b)), and then the second numerical image 12 is displayed (see FIG. 5(c)). The stage in which the first numerical image 11 is displayed may be referred to as the first stage, and the stage in which the second numerical image 12 is displayed may be referred to as the second stage (in the second stage, the first numerical image 11 may be erased, or the second numerical image 12 may remain displayed).

[0043] The numerical effect in this embodiment is an effect based on the concept of "sugoroku." When the numerical effect is executed, multiple squares including the "win" (goal) square are displayed (see FIG. 5(a)). Also, a character C (indicated by adding "C") indicating the current position is displayed (see FIG. 5(b)). Then, the "number of remaining squares" from the current position (current square) to the "win" point is displayed. The image representing the "number of remaining squares" is the first numerical image 11 (the number representing the remaining squares is the first numerical value) (see FIG. 5(b)). This state is the first stage state. In the following description, the "win" square will be referred to as the "win square," the square one square remaining until the "win" point (the square one square away from the "win square") will be referred to as the "-1 square," and the square two squares remaining (two squares away from the "win square") will be referred to as the "-2 square." In this embodiment, an element suggesting reliability (reliability suggestion element) is displayed in association with each square. As will be described later, the reliability suggestion element displayed on the square where character C finally arrives indicates the result of the target winning / losing lottery. The closer the reliability suggestion element is to the "winning square," the higher the reliability (the further away from the "winning square," the lower the reliability) (the element attached to the "winning square" has the highest reliability). In this embodiment, the "winning square" displays a reliability suggestion element for "great luck," the "-1 square" displays a reliability suggestion element for "medium luck," the "-2 square" displays a reliability suggestion element for "small luck," the "-3 square" displays a reliability suggestion element for "slow luck," and the "-4 square" displays a reliability suggestion element for "bad luck" (see FIG. 5). Note that in this embodiment, regardless of the reliability suggestion element of the square where character C finally arrives, the target winning / losing lottery result does not indicate a guaranteed jackpot (there is no reliability suggestion element for a guaranteed jackpot), and the target winning / losing lottery result does not indicate a guaranteed loss (there is no reliability suggestion element for a guaranteed loss). The actual reliability of each reliability suggestion element may be set to a higher reliability the closer it is to the "winning square" (the element attached to the "winning square" has the highest reliability). In this embodiment, the reliability is set to 90% when the final square reached is "Daikichi" (winning square), 30% when it is "Chuukichi" (-1 square), 15% when it is "Shoukichi" (-2 square), 5% when it is "Suekichi" (-4 square), and 1% when it is "Kyou" (-4 square) (see Figure 7(a)).In other words, the order of the so-called "omikuji" (the order of good fortune) is said to indicate the level of reliability.

[0044] In this embodiment, the initial position of character C (the number of remaining squares in the initial state) can change each time a numerical effect occurs. In other words, the first numerical value can change each time a numerical effect occurs. However, the initial position of character C is never a "winning square" (the first numerical value is never "0"). As will be described later, in a numerical effect, the result is determined by the position moved by the number rolled on one die, and if character C's initial position is a "winning square," there is no possibility that the result will be that character C reaches the "winning square." In the numerical effect in this embodiment, the first numerical value is set to any one of "2" to "4."

[0045] In the second stage after the first stage, a "dice" is rolled, and the result of the "dice" (any number from "1" to "6") is displayed. An image representing the result of the "dice" is the second numerical image 12 (see FIG. 5(c)). In this embodiment, an image indicating that the character C moves forward by the number on the dice is displayed as the second numerical image 12, but the number on the dice itself may be the second numerical image 12. The character C moves by the number on the dice. Here, in this embodiment, unless the "number of remaining squares" = the number on the dice, the character C will not arrive at the "winning square" (the rule is that the character C will not "win" unless it reaches the goal (winning) exactly so that there is no "remainder"). If there is a "remainder" even after arriving at the "winning square," the character C moves back by the number of the "remainder." For example, if the number of remaining squares is "3" and the number on the dice is "5," the character C will finally arrive at the square "-2 squares."

[0046] In this embodiment, any of "2" to "4" that can be selected as the first numerical value may be selected as the second numerical value (any numerical value that can be set as the first numerical value may be set as the second numerical value). Therefore, regardless of whether "2" to "4" is selected as the first numerical value in the first stage, it is possible that the result will be the arrival at the "winning square" with the highest reliability (result of first numerical value = second numerical value).

[0047] Character C moves by the amount of the dice roll, and the reliability indication element displayed on the square where he finally arrives indicates the result of the target winning / losing lottery (see Figure 5(d). The example shown in Figure 5 is an example where the first number = the second number, and character C finally arrives at the "winning square"). As mentioned above, the reliability indication element attached to the "winning square" has the highest reliability, and the closer it is to the "winning square," the higher the reliability. In other words, the closer character C moves by the amount of the dice roll and the square where he finally arrives is to the "winning square," the higher the reliability of the target winning / losing lottery result (arriving at the "winning square" has the highest reliability).

[0048] As mentioned above, if a "remainder" occurs, the player moves back away from the winning square by that amount. Therefore, even if the number of remaining squares (first number) or the number on the dice (second number) in the initial state are different, the final square may be the same. For example, as shown in Figure 6, when the number of remaining squares (first number) in the initial state is "3" (see Figures 6(a-1)(b-1)), the final square will be "-2 square" (small fortune) in both cases where the dice roll is "1" (see Figure 6(a-2)) or "5" (see Figure 6(b-2)) (see Figures 6(a-3)(b-3)). Similarly, although not shown, when the number of remaining squares (first number) in the initial state is "3," the final square will be "-1 square" (medium fortune) in both cases where the dice roll is "2" or "4."

[0049] In such numerical presentation, the square that you will ultimately arrive at is determined by the absolute value D (|first number - second number|) of the difference between the first number (the number of squares remaining in the initial state) and the second number (the number on the dice). If D=0, you will arrive at the "winning square" (great luck), if D=1, you will arrive at the "-1 square" (medium luck), if D=2, you will arrive at the "-2 square" (small luck), if D=3, you will arrive at the "-3 square" (slight luck), and if D=4, you will arrive at the "-4 square" (bad luck) (see Figure 7(b)). The closer the square you finally arrive at is to the "winning square," the higher the reliability of the lottery result. Therefore, the smaller the value of D, the higher the reliability of the lottery result. If we compare the numerical presentation resulting in "D=D1" with the numerical presentation resulting in "D=D2" (assuming D1>D2), we can see that a fluctuation resulting in "D=D2" (where the absolute value of the difference between the first and second numbers is relatively small) is more likely to result in the subsequent announcement of the result of the target winning / losing lottery being a jackpot than a fluctuation resulting in "D=D1" (where the absolute value of the difference between the first and second numbers is relatively large).

[0050] In this way, the numerical presentation in this embodiment is a novel and interesting presentation in which the smaller the absolute value of the difference between the number of remaining spaces (first numerical value) shown in the first stage and the result of the dice (second numerical value) shown in the subsequent second stage, the more likely the lottery result will be. From the player's perspective, this is a presentation form in which, after looking at the number of remaining spaces (first numerical value) shown in the first stage, the player will hope that the result of the dice (second numerical value) shown in the second stage will be as close as possible to the number of remaining spaces (first numerical value).

[0051] When a numerical effect occurs, it is preferable that the probability that the first and second numbers are the same (the final square is the "winning square") is lower than the probability that the first and second numbers are different (the final square is a square other than the "winning square"). Since reaching the "winning square" is the goal of the numerical effect (sugoroku), it is preferable that the probability of reaching the "winning square" is less than 50%.

[0052] Furthermore, the numerical effects in this embodiment differ in the range of numbers ("2" to "4") that may be set as the first number (the number of remaining spaces in the initial state) and the range of numbers ("1" to "6") that may be set as the second number (the number on the dice) (some of the numbers that may be set as the second number ("1," "5," and "6" in this embodiment) have no chance of being set as the first number). This is a novel approach in that the absolute value of the difference between the first number and the second number in these different ranges suggests reliability. As mentioned above, the entire range of the first number is included in the range of the second number (any of "2" to "4," which may be selected as the first number, may be selected as the second number), so regardless of which number is selected as the first number in the first stage, the result "first number = second number" may be reached.

[0053] The numerical effect does not announce the result of the lottery on whether the target is a winner or loser. In other words, even after the numerical effect ends, the result of the lottery on whether the target is a winner or loser will not be known (it will not be announced to the player). The target variation effect continues even after the numerical effect ends, and the result of the lottery on whether the target is a winner or loser will be announced in the target variation effect. The numerical effect suggests the result of the lottery on whether the target is a winner or loser, which will be announced after the numerical effect ends.

[0054] The following describes specific examples in which the above numerical effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0055] 〇Specific example 1-1 As explained above, the numerical presentation in the above embodiment is based on the concept of "sugoroku," but it is sufficient that the reliability of the target winning / losing lottery result is higher when the difference between the first number and the second number is relatively small than when the difference is large. For example, consider a numerical presentation in which dice are rolled twice. The smaller the absolute value of the difference between the first dice roll (first number in the first stage) and the second dice roll (second number in the second stage), the higher the reliability of the target winning / losing lottery result. Even in this way, the presentation will be one in which the player, after seeing the first number (first dice roll), hopes that the second number (second dice roll) will be as close as possible to the first number.

[0056] 〇Specific example 1-2 The numerical effect is set to occur in a predetermined state but not in a state other than the predetermined state. For example, if a predetermined effect mode (specific effect mode) is set, the numerical effect can occur, but if the specific effect mode is not set, the numerical effect will not occur. It is preferable that whether the specific effect mode is set can be determined by the image displayed in the display area 911 (if a specific image is displayed, the specific effect mode is in effect, and if the image is not displayed, the specific effect mode is not in effect). For example, when the specific effect mode is set, a unique image (specific effect mode image 13) that is only displayed in the specific effect mode is displayed. If the specific effect mode image 13 is displayed, the numerical effect may occur, but if the specific effect mode image 13 is not displayed, the numerical effect will not occur. It is preferable that the specific effect mode image 13 suggest the content of the numerical effect (if the numerical effect is based on the concept of "sugoroku" as in the above embodiment, the specific effect mode image 13 preferably includes the word "sugoroku" (see FIG. 8(a))). This achieves a gameplay feature in which the numerical effect occurs only in limited states.

[0057] The specific presentation mode may be a presentation mode that can be selected by the player. In other words, the player can freely select whether or not the variable presentation is executed in the specific presentation mode (a function for setting the specific presentation mode is provided as a so-called customization function). In this way, the player can freely select whether or not he or she wants to play in a state where numerical presentation can occur. The method of selection (customization method) by the player can be any method, so an explanation will be omitted.

[0058] 〇Specific example 1-3 The reliability suggestion element is assumed to numerically represent reliability. The numerical value of the reliability suggestion element does not necessarily represent the actual reliability when character C arrives at the square, but the magnitude relationship of the numerical value shall be consistent with the magnitude relationship of the reliability (it is guaranteed that the relatively larger the numerical value of the reliability suggestion element, the higher the actual reliability). For example, a reliability suggestion element of "80%" is displayed on the "winning square," a reliability suggestion element of "50%" on the "-1 square," a reliability suggestion element of "20%" on the "-2 square," a reliability suggestion element of "10%" on the "-3 square," and a reliability suggestion element of "5%" on the "-4 square" (see Figure 8(b)). In this way, the closer the final square to the "winning square," the higher the reliability of the target winning / losing lottery result is numerically indicated, resulting in a more understandable presentation.

[0059] 〇Specific example 1-4 The configuration is such that reliability suggestion elements are not displayed. For example, as in the above embodiment, a numerical presentation is based on the concept of "Sugoroku" but a setting is made in which reliability suggestion elements are not provided in each square (however, the setting is the same in that the closer the final square is to the "winning square", the higher the reliability of the target winning / losing lottery result (when the difference between the first numerical value and the second numerical value is relatively small, the reliability of the target winning / losing lottery result is higher than when the difference is large)).

[0060] Information regarding the reliability of various effects that can be executed by gaming machines is often disclosed in magazines, on the Internet, etc. By doing as in this example, a player who has previously obtained information regarding the numerical effect can enjoy a reliability suggestion effect based on the results of the numerical effect. From the other perspective, if a numerical effect in which reliability suggestion elements are displayed as in the above embodiment is used, even a player who has no information regarding the numerical effect can understand the reliability suggestion effect based on the results, resulting in an easy-to-understand effect.

[0061] 〇Specific example 1-5 If the first and second numbers are the same (if the difference between the first and second numbers (the absolute value of the difference) is zero), the reliability of the target winning / losing lottery result is set to 100% (a guaranteed jackpot). In the case of a "sugoroku" numerical presentation as in the above embodiment, the reliability is set to 100% when character C finally reaches the "winning square." Note that, in the case of this example, the reliability suggestion element provided in the "winning square" is preferably one that suggests a 100% reliability (a guaranteed win). For example, the reliability suggestion element may include the word "confirmed" (see FIG. 9(a)). Furthermore, although not shown, the reliability suggestion element may also include the word "100%." ​​By using this example, if the first and second numbers are the same, a jackpot is confirmed, resulting in a presentation in which the player will strongly hope that the second number will be the same as the first number in the second stage.

[0062] 〇Specific example 1-6 As a result of the numerical presentation, a result is provided in which the target winning / losing lottery result is confirmed as a loss (there is no possibility of a jackpot). If the numerical presentation is a "sugoroku" like the embodiment described above, the target winning / losing lottery result is a loss when character C finally reaches the square farthest from the "winning square" among the squares that character C can reach. Note that, when using the present example, it is preferable that the reliability suggestion element provided in the square indicates a confirmed loss. For example, the reliability suggestion element may include a character such as "x" (see FIG. 9(b)). Also, although not shown, the reliability suggestion element may include a character such as "unfortunate." By using the present example, if the result does not result in the confirmed loss square, the target winning / losing lottery result remains a win.

[0063] 〇Specific example 1-7 The relationship between the result of the numerical effect (if the numerical effect is based on the concept of "sugoroku" as in the above embodiment, the final square reached) and the reliability can be set to be different each time. For example, when the first and second numbers are the same, a numerical effect (such as the numerical effect shown in FIG. 9(a)) that guarantees a jackpot (reliability 100%) may occur, or a numerical effect (such as the numerical effect shown in FIG. 8(b)) that does not guarantee a jackpot (reliability = 100%) may occur even if the first and second numbers are the same. In this way, when a numerical effect occurs, the content of the numerical effect will also attract the player's attention.

[0064] 〇Specific example 1-8 The reliability when the first and second numbers do not match is the same regardless of the difference between the first and second numbers. In the case of a "sugoroku" numerical presentation as in the above embodiment, the reliability when character C ultimately reaches a square other than the "winning square" (when the first and second numbers do not match) is the same regardless of which square he reaches. The reliability when character C ultimately reaches the "winning square" (when the first and second numbers match (the difference between the two numbers is zero)) is higher than the reliability when he does not reach the "winning square" (when the first and second numbers do not match). In other words, the reliability when the absolute value of the difference between the first and second numbers is zero is higher than the reliability when the absolute value of the difference between the first and second numbers is not zero. Reaching the "winning square" can also be seen as a presentation that increases the chances (not reaching the "winning square" is the default). By doing this, the numerical effect becomes simpler and easier to understand, where the reliability level is determined by whether the first and second numerical values ​​match (whether or not the "winning square" is reached). Note that when doing as in this example, it is preferable that reliability indication elements are not provided at least in squares other than the "winning squares" ("-1 square", "-2 square", etc.).

[0065] In this example, the setting may be such that when the result reaches the "winning square" (when the first number and the second number match), a jackpot is confirmed (the reliability is 100%). Also, when the result does not reach the "winning square" (when the first number and the second number do not match), a loss is confirmed (the reliability is 0%).

[0066] 〇Specific example 1-9 In the above embodiment, the numerical effect is such that the smaller the absolute value of the difference between the first and second numerical values, the higher the reliability. However, in this embodiment, the opposite is true. In other words, the effect is more reliable when the absolute value of the difference between the first and second numerical values ​​is D1 than when the absolute value of the difference between the first and second numerical values ​​is D2 (where D1 > D2). If the effect is based on the concept of "sugoroku" as in the above embodiment, the effect will be more reliable the further the final destination square is from the "winning square" (the "winning square" is the least reliable). With this numerical effect, the player will likely hope that a number farther away from the first numerical value will be displayed as the second numerical value in the second stage.

[0067] It is also possible to set the numerical effect so that the desired result for the player differs depending on the state in which the effect occurs. For example, when the numerical effect occurs in state A, it is assumed that the reliability is higher when the absolute value of the difference between the first and second numbers is D2 (where D1 > D2) than when the absolute value of the difference between the first and second numbers is D1. On the other hand, when the numerical effect occurs in state B (different from state A), it is assumed that the reliability is higher when the absolute value of the difference between the first and second numbers is D1 than when the absolute value of the difference between the first and second numbers is D2 (where D1 > D2). It is also possible to vary the difference between state A and state B, but it is preferable that an image specific to that state is displayed in each of state A and state B (a unique image that is not displayed in state B is displayed in state A, and a unique image that is not displayed in state A is displayed in state B) so that the player can distinguish which state they are in.

[0068] 〇Specific example 1-10 The range of the first number and the range of the second number are the same. For example, assume a "sugoroku" numerical presentation as in the above embodiment, where the first number (the number of remaining squares in the initial state) is selected from "1" to "6" and the second number (the number rolled on the dice) is also selected from "1" to "6". This results in a more understandable presentation form, since the pattern of numbers that can be selected as the first number and the pattern of numbers that can be selected as the second number are the same. Furthermore, regardless of the first number selected in the first stage, there is a possibility that the same second number as the first number will be selected in the second stage (no matter what the first number selected in the first stage, there is a possibility that the player will end up arriving at the "winning square" with the highest reliability).

[0069] 〇Specific example 1-11 The second numerical value is set to be equal to or less than the first numerical value (the second numerical value is equal to or less than the first numerical value). In the case of a numerical presentation based on the concept of "Sugoroku" as in the above embodiment, the result of the second stage is set to be equal to or less than the number of remaining squares (the first numerical value). In this case, if there is a "remainder" when the player reaches the "finishing square" (goal), the player will not move away from the "finishing square" by the "remainder", which results in a more easily understandable presentation.

[0070] However, as in the above embodiment, by setting it so that there is a possibility that the second number will exceed the first number (if the numerical presentation is a "sugoroku" presentation as in the above embodiment, there is a possibility that the "remainder" will move away from the "winning square"), there are more possible patterns for the presentation results, which has the advantage of increasing the ingenuity of the presentation.

[0071] 〇Specific example 1-12 In the numerical effect, if the first and second numbers are the same (the absolute value of the difference between the first and second numbers is zero), the reliability of the target winning / losing lottery result varies depending on the numbers. In the case of a "sugoroku" numerical effect as in the above embodiment, the result is when the number of remaining squares matches the number on the dice and the player reaches the "winning square." However, the reliability varies depending on the number of remaining squares and the value of the dice roll. That is, the reliability differs between a numerical effect in which the number of remaining squares is "N" and the player rolls "N" and reaches the "winning square" (a numerical effect in which both the first and second numbers are "N") and a numerical effect in which the number of remaining squares is "M" (N ≠ M) and the player rolls "M" and reaches the "winning square" (a numerical effect in which both the first and second numbers are "M") (see FIG. 10). If there are three or more patterns in which the first and second numerical values ​​are the same, the reliability of all of the patterns may be different from each other, or the reliability of some of the three patterns may be different from each other (in the example shown in Figure 10, the reliability of all patterns is different from each other).

[0072] By doing this, even if the first and second numbers end up being the same (reaching the "winning square"), the reliability will differ depending on the numbers, which will result in an interesting presentation that will draw the player's attention to the numbers as well.

[0073] 〇Specific example 1-13 Before the result of the numerical effect is known (before the second number (the roll of the dice) is known), an effect suggesting the result (hereinafter referred to as a result suggestion effect) may occur. For example, when a result suggestion effect occurs (see FIG. 11(b-2)), the probability of the result arriving at the winning square (the result in which the first number (the number of squares remaining) and the second number (the roll of the dice) are the same) is set to be higher than when the result suggestion effect does not occur (see FIG. 11(b-1)). The result suggestion effect may take any specific form as long as it is a form (unique form) that is not executed unless the result suggestion effect occurs (FIG. 11(b-2) shows the display of a predetermined result suggestion image 14 as an example of a result suggestion effect).

[0074] As a result suggestion effect, when it occurs, an effect may be generated that confirms the result of reaching the winning square (the result where the first number (number of remaining squares) and the second number (the dice roll) are the same). As one example, a special die showing that all the numbers are the same as the number of remaining squares (see FIG. 12(a)) is displayed as result suggestion image 14 (for example, when the number of remaining squares is initially "2," a special die with all the numbers "2" is displayed as result suggestion image 14) (see FIG. 12(b)), and an effect indicating that it is confirmed that the number of the dice roll will be the same as the number of remaining squares may be generated as a result suggestion effect (in the second stage, the second number that is the same as the first number is displayed (see FIG. 12(c))).

[0075] By doing so, it is possible to provide an interesting presentation form in which it is possible to indicate in advance that the probability of reaching the most advantageous result for the player has increased (become certain).

[0076] <Special display control for pre-change display> The gaming machine 1 according to this embodiment is capable of executing special display control of the pre-change display 72 (see FIGS. 13(a)(b)(c-2)(d-2)). The special display control occurs when a predetermined execution condition is met. Because the pre-change display 72 is displayed during a change presentation, the execution condition can be met during the change presentation. The special display control in this embodiment can be executed in a normal gaming state, but may also be executed in a specific gaming state. In the following explanation of the special display control, the pre-change display 72 that can be the target of the special display control is referred to as a target pre-change display 72T (a pre-change display 72 that was not subjected to special display control (subject to normal display control, as described below) may also be referred to as a target pre-change display 72T), the result of the win / loss lottery corresponding to the target pre-change display 72T (corresponding to the win / loss lottery information whose presence is indicated by the target pre-change display 72T) is referred to as a target win / loss lottery result, and the change presentation that notifies the result of the target win / loss lottery is referred to as a target change presentation (target change). Furthermore, since this is executed in the normal gaming state, the win / lose lottery information (win / lose lottery information before the change, win / lose lottery information during the change) in the following explanation of the special display control refers to the first win / lose lottery information (win / lose lottery information before the first change, win / lose lottery information during the first change), and the start area 904 refers to the first start area 904a (if the special display control is executed in a specific gaming state, the win / lose lottery information in the following explanation refers to the second win / lose lottery information, and the start area 904 refers to the second start area 904b).

[0077] When the number of pre-change win / loss lottery information stored in the storage means has not reached the limit (four in this embodiment) (a state where the so-called "reserve is not full") (see FIG. 13(a)), and a game ball newly enters (enters) the start area 904 (hereinafter, sometimes referred to as a new start win) (see FIG. 13(b)), new pre-change win / loss lottery information is acquired. When new pre-change win / loss lottery information is acquired, a pre-change display 72 (target pre-change display 72T) indicating its existence is basically immediately displayed (see FIG. 13(c-1)). In other words, after a new start win occurs, the pre-change display 72 corresponding to the new start win is immediately displayed. In other words, the new start win and the display of the target pre-change display 72T occur simultaneously (at least they appear to occur simultaneously to the player). To distinguish it from special display control, control in which the target pre-variation display 72T is displayed immediately after a new start winning occurs is called normal display control (in a typical gaming machine, all pre-variation displays 72 are displayed immediately after a new start winning occurs). In most cases in which a new start winning occurs, normal display control is used (normal display control is the "default" when a new start winning occurs). If normal display control is not used when a new start winning occurs, special display control is used, which will be explained in detail below.

[0078] The special display control is such that after a new start winning occurs (see Figure 13(b)), a non-display period is set in which the pre-target change display 72T corresponding to the new start winning is not displayed anywhere in the display area 911 for a while (see Figure 13(c-2)). In other words, after a new start winning occurs, the pre-target change display 72T is not displayed immediately, but is displayed after the non-display period ends. It can also be said that this control delays the display timing of the pre-target change display 72T by the amount of the non-display period.

[0079] During the non-display period, the target pre-change display 72T is not displayed in the position where it should originally be displayed (the position corresponding to the consumption order (the consumption order position)). (Note that the display of an image that is always displayed (part of the background image, not shown) does not constitute the display of the pre-change display 72. The same applies below.) The position where it should originally be displayed here can be said to be the position where the target pre-change display 72T would be displayed (see Figure 13 (c-1)) if normal display control was in effect. During the non-display period, even if N pieces of pre-change win / lose lottery information are stored in the storage means, it can also be said that only N-1 pre-change displays 72 are displayed. In other words, even if a new start winning occurs, no corresponding change occurs, so it appears to the player as if the pre-change win / lose lottery information for the new start winning was not obtained.

[0080] In addition, a configuration may be adopted in which an image (hereinafter referred to as a base image 15) indicating the position corresponding to the consumption order in which the pre-change display 72 is displayed is always displayed (see FIG. 14). If a maximum of four pieces of pre-change win / lose lottery information are stored in the storage means as in this embodiment, four base images 15 indicating the position in which the pre-change display 72 is displayed will be displayed. In addition, a base image 15 (one) in which the in-change display 71 is displayed may be displayed separately. In such a configuration, in the case of normal display control, after a new start winning event occurs (see FIG. 14(b)) when the reserve is not full (see FIG. 14(a)), the target pre-change display 72T is immediately displayed in association with the base image 15 in the corresponding consumption order (see FIG. 14(c-1)). On the other hand, in the case of special display control, after a new start winning occurs (see FIG. 14(b)) when the reserve is not full (see FIG. 14(a)), the target pre-change display 72T is not displayed in the position associated with the base image 15 of the corresponding consumption order during the non-display period (see FIG. 14(c-2)). After the non-display period ends, the target pre-change display 72T appears in the position associated with the base image 15 of the corresponding consumption order (see FIG. 14(d-2)).

[0081] In this embodiment, the length of the non-display period is set to one of multiple candidate times. The number of candidate times, etc., can be set as appropriate. In this embodiment, the non-display period is set to one of 3 seconds, 5 seconds, or 7 seconds (see Figure 13 (c-2)). When a new start winning occurs, the time until the variable presentation corresponding to the winning / losing lottery information obtained by that winning is started is measured, and special display control may be executed only if that time exceeds 7 seconds (the longest candidate time). Therefore, when special display control is executed, the non-display period ends before the target variation starts. In other words, the non-display period ends before the target variation starts, and the pre-target variation display 72T is displayed.

[0082] In this embodiment, when the next pre-variation win / loss lottery information of the pre-variation win / loss lottery information that was the subject of the special display control is acquired during the non-display period, the pre-variation display 72 corresponding to the next pre-variation win / loss lottery information is displayed. In that case, the pre-variation display 72 is not displayed at the consumption order position where the target pre-variation display 72T should be displayed, but the pre-variation display 72 is displayed at the next consumption order position.

[0083] The special display control in this embodiment occurs as a type of so-called chance-up effect. That is, the jackpot reliability of the win / loss lottery result that is the subject of the special display control (the target win / loss lottery result) is higher than the jackpot reliability of the win / loss lottery result that is not the subject of the special display control (the target win / loss lottery result that is the subject of the normal display control) (see FIG. 13). Therefore, an interesting gameplay can be realized in which only players who notice that the special display control is being executed (the target pre-variation display 72T is temporarily not displayed) can enjoy the chance-up effect.

[0084] The following describes specific examples in which the above-described special display control has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0085] 〇Specific example 2-1 The length of the non-display period in the special display control is assumed to be constant. For example, the length of the non-display period is assumed to be constant at 5 seconds. In this example, when a new start winning occurs, it is preferable to measure the time until the variable effect corresponding to the winning / losing lottery information obtained by the winning is started, and to make it possible for the special display control to be executed only if the time exceeds 5 seconds. As a result, the non-display period ends before the target variation starts, and the pre-target variation display 72T is displayed.

[0086] By doing as in this example, the length of the non-display period when special display control is executed is constant, so it is easier to notice that the target pre-change display 72T is hidden (compared to the configuration in which the length of the non-display period is indefinite, as in the above embodiment).

[0087] 〇Specific example 2-2 The events suggested by the occurrence of special display control (events that suggest that the probability of occurrence is higher than if the special display control had not been executed) may occur after the non-display period has ended, and their occurrence may be advantageous to the player.

[0088] For example, the target may not be the win / loss lottery result corresponding to the win / loss lottery information that was the target of the special display control, but rather the win / loss lottery result corresponding to the win / loss lottery information that was acquired before the win / loss lottery information that was the target of the special display control (hereinafter referred to as the previous win / loss lottery result). In other words, when the special display control occurs, the probability (reliability) of being notified that one or more previous win / loss lottery results are a jackpot is higher than when the special display control does not occur. In this example, the setting may be such that the probability of the special display control being executed is higher when new win / loss lottery information (pre-change win / loss lottery information) is acquired after win / loss lottery information that results in a jackpot is acquired (the setting may be such that the probability of the special display control being executed when a new start winning occurs is higher when the already acquired win / loss lottery information (pending) includes a winning lottery than when it does not include a winning lottery). By doing as in this example, when special display control occurs, a novel gameplay can be realized in which the player can look forward to the winning / losing lottery result corresponding to the pre-change display 72 or the changing display 71 that comes before the hidden pre-change display 72.

[0089] In this case, during the non-display period, an effect (so-called hold change effect) may be generated in which the appearance (see FIG. 4) of the pre-change display 72 or the changing display 71 that precedes the hidden pre-change display 72 (the pre-change display 72 or the changing display 71 for which the notification of the corresponding winning / losing lottery result is completed before the hidden pre-change display 72) changes in a direction that increases the reliability (see FIG. 15). In other words, a hold change effect is generated for the "hold" (earlier hold) that precedes the "hold" that has been hidden by the execution of special display control (see FIGS. 15(c) and (d). This example is an example in which a hold change effect is generated for the changing display 71). This realizes a surprising gameplay in which, when attention is focused on the hiding of a certain "hold," a hold change effect is generated for the "hold" that precedes it. Note that after the hold change occurs, the non-display period ends and the hidden pre-change display 72 appears (see FIG. 15(e)).

[0090] 〇Specific example 2-3 The indication of the occurrence of a special display control may be a transition to a game state advantageous to the player. For example, when a special display control occurs, the probability of transitioning to a second specific game state (high probability / high base state) after the non-display period ends is set to be higher than when the special display control does not occur. In other words, the probability that the win / loss lottery information already obtained at the time the special display control begins includes a corresponding win / loss lottery result that results in a second specific jackpot is set to be higher than when the special display control does not occur. In this way, an interesting gameplay can be realized in which the occurrence of a special display control functions as an indication that the probability of transitioning to a game state advantageous to the player has increased.

[0091] 〇Specific example 2-4 During the non-display period when the special display control is executed, one of multiple types of effect images (hereinafter referred to as the special effect image 16) is displayed (see FIG. 16). Note that the special effect image 16 is not the pre-change display 72 (since it is during the non-display period, nothing is displayed in the consumption order position where the target pre-change display 72T should be displayed). For example, during the non-display period, a first special effect image 161 may be displayed (see FIG. 16(c-1)), or a second special effect image 162, which has a different appearance from the first special effect image 161, may be displayed (see FIG. 16(c-2)). The probability that the target win / lose lottery result will be a jackpot (the probability that an event advantageous to the player will occur after the non-display period ends) is set to be higher when the first special effect image 161 is displayed than when the second special effect image 162 is displayed during the non-display period. The specific appearances of the first special effect image 161 and the second special effect image 162 and the differences between the appearances of these images may be any. Since the special effect image 16 is characterized by being displayed during the non-display period, it is preferable that, regardless of which of the multiple types of special effect image 16 is displayed, the displayed special effect image 16 is erased before the non-display period ends (see Figure 16(d)).

[0092] By doing this, when a special display control occurs (when a non-display period is set), by paying attention to the type of special effect image 16 displayed during the non-display period, it is possible to more accurately know the probability that the result of the target win / loss lottery will be a jackpot (the probability that an event advantageous to the player will occur), thereby realizing an interesting gameplay.

[0093] 〇Specific example 2-5 The non-display period does not end with the passage of time, but rather when an end condition is met. The end condition may be met when a specific event occurs that can occur during the fluctuation. For example, the occurrence of the following specific events may be set as the end condition. Note that any of two or more of the specific events listed below may be set as the end condition (the non-specific period ends when any one of the specific events occurs). Furthermore, an event other than the specific events listed below may be set as one of the end conditions.

[0094] (a) After the non-display period has begun, the non-display period shall end with the end of the first variation presentation (see Figure 17). If a new start winning that triggers special display control occurs in a certain variation presentation (see Figures 17(a) to (c)), the non-display period shall end with the end of that variation presentation (see Figure 17(d)). In other words, the start of the next variation following the variation in which the new start winning that triggers special display control occurred shall trigger the display of the target pre-variation display 72T (see Figure 17(e)). Note that the end of the variation presentation means that one hold is consumed (the varying display 71 is erased and each pre-variation display 72 is moved up). Therefore, if no new winning / losing lottery information has been obtained since the non-display period began, the combined number of the changing display 71 and the pre-change display 72 (total number of pending items displayed) will not change even after the non-display period ends and the target pre-change display 72T is displayed (the total number of pending items displayed in the state of Figure 17(d) will not change compared to the total number of pending items displayed in the state of Figure 17(e)) (because the ``+1'' of the target pre-change display 72T being displayed and the ``-1'' of one pending item being consumed due to the end of the change will occur simultaneously).

[0095] (B) After the non-display period begins (see FIG. 18(c)), a start winning (the next start winning (see FIG. 18(d)) after the start winning (see FIG. 18(b)) that triggered the execution of the special display control) occurs, and new pre-variation winning / losing lottery information (the winning / losing lottery information following the winning / losing lottery information that was the subject of the special display control) is acquired, and the non-display period ends and the target pre-variation display 72T is displayed (see FIG. 18(e)). In this case, the end of the non-display period can trigger the display of two pre-variation displays 72 (the target pre-variation display 72T corresponding to the start winning in FIG. 18(b) and the pre-variation display 72 corresponding to the start winning in FIG. 18(d) (the pre-variation display 72 next to the target pre-variation display 72T)).

[0096] (c) The non-display period ends with the end of a predetermined effect (hereinafter referred to as a "specified target effect") that can occur as part of a variable effect. A specified target effect displays a specified effect image, and the non-display period ends when the effect image is erased. Figure 19 shows an example in which a so-called roulette effect is the specified target effect. The non-display period ends with the end of the roulette effect, which is a specified target effect (the roulette effect image is erased) (see Figure 19(c)). The non-display period ends, and the target pre-change display 72T, which corresponds to the winning / losing lottery information (see Figure 19(b)) already acquired before the end of the roulette effect and was not displayed, is displayed (see Figure 19(d)). This results in a gameplay in which a new pre-change display 72 (target pre-change display 72T) is suddenly displayed when the specified target effect ends. In other words, (unless the player notices the new start winning that is the target of special display control), the end of the specified target effect appears to display a new pending (pre-change display 72).

[0097] (d) After the non-display period has begun, the non-display period ends when a reach is achieved (the displayed decorative patterns 80 selected from two of the three decorative pattern groups 80g are the same type (the pattern to be selected from the remaining decorative pattern group 80g has not yet been determined)). The achievement of a reach creates hope that the result of the lottery will be a jackpot, so the non-display period ends to allow players to focus on the subsequent developments.

[0098] 〇Specific example 2-6 When a new start winning event that is subject to special display control occurs, not only the pre-change display 72 corresponding to that new start winning event, but all pre-change displays 72 that are displayed at that time are hidden. In other words, until the non-display period ends, regardless of the amount of pre-change win / lose lottery information stored in the storage means, all pre-change displays 72 (one or more pre-change displays 72) corresponding to the pre-change win / lose lottery information are not displayed. Then, when the non-display period ends, all pre-change displays 72 (one or more pre-change displays 72) corresponding to all pre-change win / lose lottery information stored in the storage means at that time are displayed at once. This makes it easier for players to notice that special display control is being executed (compared to the above embodiment).

[0099] 〇Specific example 2-7 It is possible to execute a special pre-reading effect as a type of pre-reading effect (which indicates the probability that a certain winning / losing lottery result will be a winning result by a change (future change) before the change for that winning / losing lottery result begins). When the special pre-reading effect is entered, the reliability of the target winning / losing lottery result becomes higher than when the change does not occur (this is the so-called chance-up pre-reading zone). In the special pre-reading effect, a special pre-reading image 17 is displayed to indicate that the effect has started (see Figure 20(d)). Note that the special pre-reading effect is not a hold change effect (a pre-reading effect by the pre-change display 72).

[0100] Based on this premise, when special display control is executed (see Figures 20(a) to (c)), the configuration is such that the end of the non-display period triggers the display of the pre-variation display 72 (target pre-variation display 72T), and the special look-ahead image 17 is displayed, possibly starting a special look-ahead performance (entering the special look-ahead zone) (see Figure 20(d)). By doing as in this example, an interesting gameplay can be realized in which, when the non-display period ends and the pre-variation display 72 is displayed, there is a possibility that a look-ahead performance advantageous to the player will suddenly start.

[0101] 〇Specific example 2-8 Even if the special display control is executed, it may be set so that the reliability of the target winning / losing lottery result does not increase (there is no difference in reliability compared to when the normal display control is executed). In other words, the special display control may be set so that it is merely a strange effect in terms of presentation, and does not increase the chances of winning or losing.

[0102] 〇Specific example 2-9 When special display control is executed (see FIGS. 21(a) to (c)), the pre-target change display 72T is displayed upon the end of the non-display period, but the setting is such that there is a possibility that the pre-target change display 72T will be in the special display mode 70s (see FIG. 4) from the beginning. In other words, there is a possibility that the pre-target change display 72T displayed upon the end of the non-display period will suddenly be in the chance-up mode (special display mode 70s) rather than the default mode (normal display mode 70n) (see FIG. 21(d)). By doing so, the game is such that a player who notices that the pre-target change display 72T is not displayed will also pay attention to what mode the pre-target change display 72T will be in when the non-display period ends.

[0103] 〇Specific example 2-10 When the special display control is executed (see Figures 22(a) to (c)), the non-display period ends, triggering the display of the pre-variation display 72 (target pre-variation display 72T), and an image confirming that the result of the win / lose lottery is a jackpot (hereinafter referred to as the special confirmation image 18) may also be displayed (see Figure 22(d)). The specific form of the special confirmation image 18 may be any, but it is preferable that it is a form that allows the player to easily understand that a jackpot has been confirmed (for example, an image having rainbow parts is displayed). By doing as in this example, an interesting gameplay can be realized in which there is a possibility that a jackpot will suddenly be confirmed when the non-display period ends and the pre-variation display 72 is displayed.

[0104] 〇Specific example 2-11 When the special display control is executed (see FIGS. 23(a) to (c)), the pre-change display 72 (target pre-change display 72T) is displayed upon the end of the non-display period, and an image (hereinafter referred to as a special rush image 19) confirming a transition to a game state advantageous to the player (e.g., a second specific game state) may also be displayed (see FIG. 23(d)). The specific form of the special rush image 19 may be any, but it is preferable that it indicates the game state to be transitioned to. For example, if the game state to be transitioned to is named "ABC Rush," an image including the letters "ABC" is displayed as the special rush image 19. By using this example, an interesting gameplay can be realized in which, when the non-display period ends and the pre-change display 72 is displayed, a transition to a game state advantageous to the player may suddenly be confirmed.

[0105] 〇Specific example 2-12 A prohibited period may be set during which special display control is not executed. During the prohibited period, special display control will not be executed no matter how many new start winnings occur. It is possible to set the prohibited period as a period during which one or more specific target effects (effects that can occur as part of variable effects) are being executed. In other words, while a specific target effect is being executed, special display control will not be executed even if a new start winning occurs, and normal display control will always be executed (the corresponding pre-variation display 72 will be displayed immediately). The effect that the player should particularly pay attention to will be the specific target effect, and during the execution of the specific target effect, special display control will not be executed, as in this example, to prevent the player's attention from being drawn to the fact that the pre-variation display 72 is not displayed.

[0106] <Hold consecutive suggestion by specific suggestion image> The gaming machine 1 according to this embodiment is equipped with a reserved consecutive win suggestion mode. The reserved consecutive win suggestion mode is a so-called customizable presentation mode that can be set at the player's discretion (switched ON / OFF at will). Note that any method for switching ON / OFF (customization method) of the reserved consecutive win suggestion mode may be used, so explanation is omitted. The reserved consecutive win suggestion mode in this embodiment can be set in the second specific gaming state (high probability / high base state). However, this does not mean that it can be set in the normal gaming state or the first specific gaming state.

[0107] When the reserved consecutive win indication mode is ON, the winning variation effect (winning variation), which is a variation effect in which the winning / losing lottery result is a winning (the final combination of decorative symbols 80 becomes a winning notification mode), suggests the probability of a so-called reserved consecutive win (hereinafter also referred to as reserved consecutive win probability) occurring (hereinafter also referred to as reserved consecutive win probability). When a winning variation is executed, a winning game (opening of the large prize area 906) is executed after the winning variation, but the reserved consecutive win probability is suggested before the start of the winning game. In this embodiment, a winning notification mode (three of the same decorative symbols 80) is displayed (see FIG. 24(b)) during the winning variation (see FIG. 24(a)), and a specific suggestion image 20 suggesting the reserved consecutive win probability is displayed while the winning notification mode is displayed (see FIG. 24(c-1)(c-2)). Strictly speaking, the decorative symbols 80 constituting the winning notification mode are initially in a pseudo-stop state (i.e., three decorative symbols 80 of the same type are pseudo-stopped) and then completely stop after a predetermined time (approximately 1 to 2 seconds) has elapsed. While in this pseudo-stop state, the specific suggestion image 20 is displayed. Because the decorative symbols 80 of the winning notification mode are displayed, the player recognizes that a winning game will be played soon. In this state, the specific suggestion image 20 is displayed (see FIGS. 24(c-1) and 24(c-2)). In other words, the player is notified that a winning game will be played soon, and the likelihood of a series of reserved wins occurring after the winning game ends is indicated before the winning game begins. Although not shown, in this embodiment, the specific suggestion image 20 continues to be displayed until the winning variation ends (when the decorative symbols 80 completely stop). However, the specific suggestion image 20 may be hidden earlier.

[0108] The specific suggestion image 20 indicates whether the result of the win / loss lottery corresponding to the pre-change win / loss lottery information stored in the storage means at a certain reference point during the win / loss variation (since the reserved consecutive suggestion by the specific suggestion image 20 is executed in the second specific game state, the target pre-change win / loss lottery information is the second pre-change win / loss lottery information (special chart 2 reserved)) will be a jackpot (so-called "reserved win"). The reference point in this embodiment is the point at which the display of the specific suggestion image 20 begins (the point at which the reserved consecutive suggestion is made). Note that, since the second specific game state is a high base state, if game balls are fired continuously to a certain extent, the number of pre-change win / loss lottery information (second pre-change win / loss lottery information) stored in the storage means at the reference point is usually four (so-called reserved full), but it may also be three or less.

[0109] If the pre-variation win / loss lottery information (second pre-variation win / loss lottery information) stored in the storage means contains at least one jackpot, it is determined that there is a jackpot in the reserved lottery; if there is no jackpot, it is determined that there is no jackpot in the reserved lottery. In the reserved lottery suggestion mode, which of multiple specific suggestion images 20 is displayed is determined based on this judgment (determination of whether there is a jackpot in the reserved lottery). Note that the specific suggestion image 20 is not the pre-variation display 72 (the suggestion of a reserved lottery by the specific suggestion image 20 is not due to the pre-variation display 72). In this embodiment, when the decorative pattern 80 in the win notification mode is displayed, the pre-variation display 72 is not displayed (see Figures 24(c-1)(c-2)). Also, the specific suggestion image 20 is not the decorative pattern 80 (the decorative pattern 80 that constitutes the win mode) (the suggestion of a reserved lottery by the specific suggestion image 20 is not due to the decorative pattern 80).

[0110] In the pending streak suggestion mode, one of multiple types of specific suggestion images 20 is displayed with a winning decorative pattern 80 displayed. In this embodiment, either a first specific suggestion image 201 or a second specific suggestion image 202 is displayed as the specific suggestion image 20. The specific suggestion image 20 is configured to have a higher probability of generating a pending streak after the end of a winning game that begins immediately after the first specific suggestion image 201 (see FIG. 24(c-2)) than when the second specific suggestion image 202 (see FIG. 24(c-1)) is displayed as the specific suggestion image 20. Note that in this embodiment, the probability of a pending streak occurring when the first specific suggestion image 201 is displayed is not 0% (there is a probability of a pending streak occurring whether the first specific suggestion image 201 or the second specific suggestion image 202 is displayed), and the probability of a pending streak occurring when the second specific suggestion image 202 is displayed is not 100% (there is no specific suggestion image 20 that, when displayed, confirms the occurrence of a pending streak). The first specific suggestion image 201 and the second specific suggestion image 202 may have any different appearances. It is preferable that the second specific suggestion image 202 includes an element that suggests that the player is more advantageous. Furthermore, it is preferable that both specific suggestion images 20 include an element that indicates that the target being suggested is a series of reserved bets. In this embodiment, the first specific suggestion image 201 includes the text "Normal Expectation of Series of Reserve Bet" (see FIG. 24(c-1)), and the second specific suggestion image 202 includes the text "High Expectation of Series of Reserve Bet" (see FIG. 24(c-2)). Furthermore, the area in the display area 911 where the first specific suggestion image 201 is displayed and the area in the display area 911 where the second specific suggestion image 202 is displayed are at least partially overlapping (see FIGS. 24(c-1)(c-2)). In other words, the first specific suggestion image 201 and the second specific suggestion image 202 are displayed in roughly the same position. Therefore, a player who wants to enjoy the suggestive effect of the probability of a series of reserved bets can simply check the same position each time.

[0111] In this way, the pending consecutive suggestion mode in this embodiment is novel and interesting in that the specific suggestion image 20 suggests the probability of a pending consecutive occurrence after the winning game ends, before the winning game is executed (the probability of a winning occurrence immediately after the winning game ends is suggested, even though the winning game has not yet started).

[0112] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., made to matters related to the pending consecutive suggestion by the specific suggestion image 20. In addition, to the extent possible, it is also possible to apply a combination of multiple techniques described using the following specific examples.

[0113] 〇Specific example 3-1 There may be three or more types of specific suggestion images 20 that can be displayed. The probability of a series of reserved wins occurring when a specific suggestion image 20 is displayed may be set to be different from the probability of a series of reserved wins occurring when a different specific suggestion image 20 is displayed.

[0114] 〇Specific example 3-2 Each of the various specific suggestion images 20 includes a suggestion value that indicates the probability of a series of pending wins. The suggestion value may be a value that represents the exact probability of a series of pending wins. The number of types of specific suggestion images 20 (the number of patterns of occurrence probability that can be displayed) can be set appropriately (Figure 25(a) shows an example of a 10% occurrence probability (first specific suggestion image 201) (see Figure 25(a-1)) and an example of a 50% occurrence probability (second specific suggestion image 202) (see Figure 25(a-2))). The higher the occurrence probability represented by the suggestion value, the higher the probability of a series of pending wins.

[0115] In contrast to this, the suggestive numerical value does not have to be a numerical value that indicates the strict probability of consecutive pending wins. It is sufficient that the larger the number indicated by the suggestive numerical value, the higher the probability of consecutive pending wins compared to when the number is smaller. For example, the setting may be such that a specific suggestive image 20 (first specific suggestive image 201) (see FIG. 25(b-1)) containing a suggestive numerical value of "1" is sometimes displayed, and a specific suggestive image 20 (second specific suggestive image 202) (see FIG. 25(b-2)) containing a suggestive numerical value of "5" is sometimes displayed, and the setting may be such that the probability of consecutive pending wins is higher when the latter is displayed than when the former is displayed (the numerical values ​​such as "1" and "5" do not represent the probability of consecutive pending wins themselves).

[0116] The various specific suggestion images 20 may not be numerical values ​​(digits) themselves, but may include numerical elements that indicate the probability of a series of pending wins. For example, a specific suggestion image 20 may include a numerical element that expresses the magnitude of the number based on the number of unit images (marks). Note that the numerical element does not necessarily indicate the strict probability of a series of pending wins. As shown in FIG. 25(c), the first specific suggestion image 201 includes a numerical element consisting of "one" unit image (see FIG. 25(c-1)), and the second specific suggestion image 202 (which has a higher probability of a series of pending wins than when the first specific suggestion image 201 is displayed) includes a numerical element consisting of "three" unit images (see FIG. 25(c-2)).

[0117] 〇Specific example 3-3 One type of specific suggestion image 20 may be one that, when displayed, confirms the occurrence of a series of reserved wins (a confirmed specific suggestion image). For example, a configuration in which an image having a rainbow-colored portion can be displayed as the confirmed specific suggestion image is conceivable. However, if such a confirmed specific suggestion image is displayed together with the decorative pattern 80 of the winning notification mode, there is a risk that the player may mistakenly believe that the confirmed specific suggestion image is being displayed as an image to emphasize the currently executing winning fluctuation (an image to emphasize that the winning game to be executed immediately thereafter has been obtained). To prevent this risk from occurring, it is preferable to set it so that, as in the above embodiment, the display of any of the multiple types of specific suggestion images 20 does not confirm the occurrence of a series of reserved wins.

[0118] 〇Specific example 3-4 The pending consecutive suggestion mode is not subject to customization. In other words, the pending consecutive suggestion as described in the above embodiment occurs automatically regardless of the player's will (selection). For example, in the second specific game state, it may be automatically generated in the event of a winning fluctuation, regardless of the player's will.

[0119] 〇Specific example 3-5 The specific suggestion image 20 may not be displayed. In other words, at the timing when the specific suggestion image 20 can be displayed (when the winning notification mode in the winning variation is displayed), one of multiple specific suggestion images 20 may be displayed (see Figures 26(b) and 26(c)), or none of the specific suggestion images 20 may be displayed (see Figure 26(a)). In this case, it is preferable to set the probability of a consecutive pending win to be higher when any specific suggestion image 20 is displayed than when none of the specific suggestion images 20 is displayed. As in the above embodiment, if the first specific suggestion image 201 and the second specific suggestion image 202 are displayed as the specific suggestion images 20, the probability of a consecutive pending win increases in the following order: "when none of the specific suggestion images 20 are displayed" (see Figure 26(a)), "when the first specific suggestion image 201 is displayed" (see Figure 26(b)), and "when the second specific suggestion image 202 is displayed" (see Figure 26(c)).

[0120] However, as in the above embodiment, a configuration in which the specific suggestion image 20 is displayed without exception with every winning variation (the specific suggestion image 20 is never not displayed) has the advantage that not only is a winning indication notified by the winning variation, but also the gameplay is made clear by suggesting consecutive pending wins after the winning game has ended (making it easier for players to become familiar with the gameplay).

[0121] 〇Specific example 3-6 The pending consecutive suggestion by the specific suggestion image 20 is displayed during the opening period of the winning game (during this opening period, one of the multiple specific suggestion images 20 is displayed). The opening period is the period before the start of the first round of play (the first opening of the large prize area 906 after the start of the winning game). In other words, one of the multiple specific suggestion images 20 is displayed (see FIG. 27(b)) during the period after the winning fluctuation ends (see FIG. 27(a)) and before the start of the first round of play (see FIG. 27(c)). In the illustrated example, the name of the acquired winning game (benefit) (Super Big Bonus) is displayed during the opening period, and one of the multiple specific suggestion images 20 is displayed together with the name (see FIG. 27(b)). During the opening period, the large prize area 906 has not yet been opened, so from the player's perspective, the benefit has not yet been awarded. By doing as in this example, it is possible to realize an interesting gameplay in which, even though the bonus has not yet actually been awarded, it is suggested that there is a probability that a further bonus will be awarded (a series of pending bonuses will occur) after the bonus has been awarded.

[0122] 〇Specific example 3-7 In a winning variation, a reserved consecutive win suggestion is made by the specific suggestion image 20 before the decorative pattern 80 in the winning notification mode is displayed. For example, in a configuration in which a specific reach effect (super reach effect) can be executed as a variable effect, which leads to a favorable ending (see FIG. 28(c)) indicating that the situation is favorable to the player if the result of the win / loss lottery is a jackpot, and to an unfavorable ending (not shown) indicating that the situation is unfavorable to the player if the result is a loss, one of multiple specific suggestion images 20 is displayed during the specific reach effect executed in a winning variation (the state before the favorable ending is reached) to suggest a reserved consecutive win (see FIG. 28(b)). In this case, an unprecedented gameplay is realized in which the probability of a reserved consecutive win is suggested even when the player does not know whether the result of the win / loss lottery corresponding to the currently executed variation will be a jackpot (the state of FIG. 28(b) in which it is not known whether the specific reach effect will lead to a favorable ending).

[0123] However, during the specific reach effect, the decorative pattern 80 of the winning notification mode has not yet been displayed (it is not the end of the winning fluctuation). Therefore, if this example is done, it is likely that a situation will occur (a situation where the reserve is not full) where the pre-change win / loss lottery information (pre-change win / loss lottery information that is the basis for determining the hold consecutive) is not sufficiently stored in the storage means at the time when the hold consecutive suggestion is executed (a situation where the reserve is not full) (some players may stop firing game balls in anticipation of a jackpot when the specific reach effect starts, so the amount of pre-change win / loss lottery information stored is likely to be small). On the other hand, if the hold consecutive suggestion is made at the end of the winning fluctuation (when the decorative pattern 80 of the winning notification mode is displayed) as in the above embodiment, it is likely that a lot of pre-change win / loss lottery information will be stored in the storage means at the time when the hold consecutive suggestion is executed.

[0124] 〇Specific example 3-8 As a type of specific suggestion image 20, there may be provided an image (non-occurrence specific suggestion image 20L) (see FIG. 29) that indicates that the possibility of a pending sequence is eliminated when displayed. The specific form of the non-occurrence specific suggestion image 20L may be any form. As shown in FIG. 29, it may be an image that directly indicates that the possibility of a pending sequence is eliminated, or it may be an image that suggests this (not shown).

[0125] 〇Specific example 3-9 It is assumed that there are multiple types of jackpots (benefits) that can be obtained when a pending sequence is suggested by the specific suggestion image 20. In this case, the setting may be such that all types of jackpots (benefits) are suggested by the specific suggestion image 20 (all types suggested target setting), or the setting may be such that one or more types of jackpots (benefits) counted from the largest profit that the player can obtain are suggested by the specific suggestion image 20, but other jackpots (benefits) are not suggested (partial suggestion target setting).

[0126] For example, suppose there are three types of jackpots that can be obtained when a reserve consecutive win suggestion is made: a 10-round jackpot, a 5-round jackpot, and a 3-round jackpot (the more rounds, the greater the profit a player can obtain). In the case of the all-type suggestion target setting (see Figure 30(a)), if the pre-variation winning / losing lottery information stored in the storage means includes any one of the three types of jackpots, it is determined that there is a reserve consecutive win, and if none of them is included, it is determined that there is no reserve consecutive win. On the other hand, if a partial suggestion setting is made (see Figure 30(b)), where a 10-round jackpot is a suggestion target, but a 5-round jackpot and a 3-round jackpot are not (one or two types of jackpots counted from the one that will bring the greatest profit to the player are suggestion targets, but the rest are not), then if the pre-change win / loss lottery information stored in the storage means contains at least one winning jackpot for a 10-round jackpot, it will be determined that there is a consecutive win in the reserved lottery, and if there is no winning jackpot for a 10-round jackpot, it will be determined that there is no consecutive win in the reserved lottery (even if there are winning jackpots for a 5-round jackpot or a 3-round jackpot, it will be determined that there is no consecutive win in the reserved lottery).

[0127] There is a view that players are happy to win a jackpot (a prize) regardless of the profit they can get. Based on this view, the all-kind suggestion target setting (see Figure 30(a)) should be adopted, and all kinds of jackpots (prize) should be suggested as the target of reserved consecutive wins. On the other hand, there is a view that a player will not be very happy to win a jackpot (award) that offers a relatively small profit. Based on this view, a partial suggestion target setting (see Figure 30(b)) should be adopted, and a relatively large profit (award) that offers a relatively large profit should be included as a suggestion target for a reserve streak, but a relatively small jackpot (award) should be excluded from the suggestion target for a reserve streak.

[0128] <Composite Stage Production> The gaming machine 1 according to this embodiment is capable of executing a composite stage effect as an effect that can occur during a variable effect. Note that the composite stage effect in this embodiment can occur in a normal gaming state, but it may also occur in a specific gaming state. The composite stage effect occurs when a predetermined execution condition is met. In the following description of the composite stage effect, a variable effect (variation) that includes the composite stage effect may also be referred to as a target variable effect (target variable). In addition, the result of the winning / losing lottery notified in the target variable effect may also be referred to as a target winning / losing lottery result.

[0129] FIG. 31 shows the composite stage effect pattern in this embodiment, and FIGS. 32-36 show specific aspects of the composite stage effect when certain effect patterns are selected (FIG. 32 shows the composite stage effect when PT2 in FIG. 31 is selected, FIGS. 33 and 34 show the composite stage effect when PT3-3 in FIG. 31 is selected, and FIGS. 35 and 36 show the composite stage effect when PT4-1 in FIG. 31 is selected). The composite stage effect includes multiple stage effects (sometimes simply referred to as "stages" in the following description of the composite stage effect). The more stage effects executed in one composite stage effect (in other words, the later the stage effect executed last (final reached stage)), the higher the probability (reliability) that the target win / loss lottery result will be a jackpot. Therefore, the further the stage progresses, the more advantageous it is for the player (the player's advantage increases in proportion to the number of stage effects executed). If each stage effect is considered a "step," it can also be considered a type of so-called step-up effect. In other words, the more steps (stages) there are (the further the steps (stages) progress), the more advantageous it is for the player. The composite stage presentation in this embodiment includes up to five stage presentations (see FIG. 31, etc.). In the following explanation, the first stage presentation may be referred to as the first stage presentation (first stage), the second stage presentation as the second stage presentation (second stage), the third stage presentation as the third stage presentation (third stage), the fourth stage presentation as the fourth stage presentation (fourth stage), and the fifth stage presentation as the fifth stage presentation (fifth stage).

[0130] The composite stage effects in this embodiment have a set time limit (execution time for the effects). The more stage effects that are executed within the time limit, the more preferable it is for the player. Therefore, the shorter the time required for each stage effect, the more preferable it is for the player. The composite effects in this embodiment have a time limit of 30 seconds. In the composite stage effects, the remaining time until the 30-second time limit expires is displayed.

[0131] There are two conditions (progression patterns) for progressing (transitioning) from a certain stage performance (previous stage performance) to the next stage performance: a first progression condition and a second progression condition. The first progression condition is that a specified time has elapsed since the start of a certain stage performance (previous stage performance). The second progression condition is that a goal set for that stage performance (previous stage performance) is achieved before the specified time has elapsed since the start of that stage performance (previous stage performance). In other words, if the goal is achieved before the specified time has elapsed after the start of a certain stage performance, the game progresses under the second progression condition. If the goal is not achieved before the time has elapsed, the game progresses under the first progression condition. Achieving the goal can also be considered "clearing" that stage. In this embodiment, the specified time for all stage performances is the same (15 seconds). In other words, the maximum time required for one stage performance is 15 seconds. Although not shown, when the final stage performance (the fifth stage performance in this embodiment) is reached, the complex stage performance ends (the remaining time is used up and the game ends). In other words, since there are no stage performances beyond the fifth stage performance, the progress conditions are not met in the fifth stage performance (no "goal" is set in the fifth stage performance).

[0132] In the present embodiment, the goal of the stage performance is to defeat an enemy character set in each stage. The first stage performance is a performance in which the goal is to defeat enemy character A (represented as "enemy A" in the drawings), the second stage performance is a performance in which the goal is to defeat enemy character B (represented as "enemy B" in the drawings), the third stage performance is a performance in which the goal is to defeat enemy character C (represented as "enemy C" in the drawings), and the fourth stage performance is a performance in which the goal is to defeat enemy character D (represented as "enemy D" in the drawings) (see FIGS. 32 to 36). As described above, the specified time for one stage performance is 15 seconds. In this embodiment, when 15 seconds have passed since the start of a certain stage performance, that is, when the first progress condition is met, the enemy flees (indicating that the goal was not achieved), and the performance transitions to the next stage performance (see FIGS. 32(d), 32(g), 33(g), and 35(d)). Note that these goals are merely an example. In a complex stage presentation, it is advisable to display a message to the player indicating what goal has been set (in this embodiment, the message "Defeat the enemies" is displayed (see Figures 32(a), 33(a), and 35(a)), so the player can understand that the goal is to defeat the enemies).

[0133] In the composite stage performance in this embodiment, a stage image 21 is displayed that indicates which stage of the stage performance currently being executed is. The stage image 21 includes a number that indicates which stage of the stage performance currently being executed is. In this embodiment, a stage image 21 of step N (N is a number that indicates which stage of the stage performance currently being executed) is displayed (see Figures 32 to 36). That is, when the first stage performance is being executed, a stage image 21 of "Step 1" is displayed, when the second stage performance is being executed, a stage image 21 of "Step 2" is displayed, when the third stage performance is being executed, a stage image 21 of "Step 3" is displayed, when the fourth stage performance is being executed, a stage image 21 of "Step 4" is displayed, and when the fourth stage performance is being executed, a stage image 21 of "Step 5" is displayed.

[0134] As described above, the time limit for the composite stage presentation is 30 seconds, and the extent to which the stage progresses within that time is the subject of the presentation. The maximum time required for one stage presentation is 15 seconds when the first progression condition is met. In other words, if the first progression condition is not met, i.e., if the second progression condition is met (i.e., if the goal of defeating the enemy character is achieved), the first stage presentation can be completed in less than 15 seconds (see Figures 33(d), 35(g), and 36(j)). Since the shorter the time required for one stage presentation, the more stage presentations are likely to be executed, the more advantageous it is for the player to progress from one stage presentation (earlier stage presentation) to the next stage presentation (later stage presentation) by achieving the second progression condition (achieving the goal) rather than by achieving the first progression condition (time-up). Although not shown, in the composite stage presentation of this embodiment, a fixed interval (1 second in this embodiment) is provided between stage presentations. During this interval, the remaining time (time limit) of the composite stage presentation is prevented from decreasing.

[0135] In a composite stage presentation, when progressing from a stage presentation (a previous stage presentation) to the next stage presentation (a later stage presentation), either the first or second progress condition is met. However, the image displayed when the first progress condition is met is different from the image displayed when the second progress condition is met (in this embodiment, an image indicating that the enemy has fled is displayed when the first progress condition is met, and an image indicating that the enemy has been defeated is displayed when the second progress condition is met). In other words, when the second progress condition is met, an image indicating that the goal has been achieved (goal achieved image 221) is displayed (see FIGS. 33(d), 35(g), and 36(j)), but when the first progress condition is met, the goal achieved image 221 is not displayed. In this embodiment, an image indicating that the goal has not been achieved (goal not achieved image 222) is displayed (see FIGS. 32(d), 32(g), 33(g), and 35(d)). Therefore, it is easy to determine whether a stage presentation has been broken through by achieving the goal (the second progress condition being met).

[0136] In this embodiment, multiple presentation patterns are provided, each with a predetermined time required for each stage presentation. In other words, presentation patterns are determined by allocating the 30-second time limit, which is the total time for the composite stage presentation, to the time for each stage presentation (see FIG. 31). When the composite stage presentation is performed, an internal lottery is performed to determine which presentation pattern will be performed based on the result of the target win / loss lottery. The more stage presentations are performed in the composite stage presentation (the later the last stage presentation (finally reached stage) is), the higher the reliability. In other words, the number of stage presentations performed is relatively large if the target win / loss lottery result is a win, and relatively small if the target win / loss lottery result is a loss. In this embodiment, the time limit for the composite stage presentation is 30 seconds, and the first progress condition is met 15 seconds after the start of the first stage presentation, so the game does not end with the first stage presentation. The game is designed to reach at least the second stage presentation (see FIG. 31). In other words, ending at the second stage presentation (the number of stage presentations executed is 2) is the most disadvantageous result for the player. In summary, the stage presentation in this embodiment is one in which the number of stage presentations executed (final stage reached) is either "2," "3," "4," or "5," and these are the presentations that result in the most advantageous results for the player in this order.

[0137] In this way, the composite stage presentation in this embodiment is an innovative and interesting presentation in which the player is presented with a progression pattern that is preferable for the player, in which the player progresses to the next stage by meeting the second progression condition (achieving the goal) before the first progression condition is met (the specified time has passed).

[0138] The following describes specific examples in which the above-described composite stage presentation has been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0139] 〇Specific example 4-1 The time limit for the composite stage performance is not fixed. In other words, a plurality of candidate times are provided, one of which is set as the time limit. For example, one of 20 seconds, 30 seconds, or 40 seconds (three candidate times) is set as the time limit. The longer the time limit for the composite stage performance, the more likely it is that a larger number of stage performances will be executed (the greater the expected number of stage performances will be). In other words, the longer the time limit set, the more advantageous it is for the player.

[0140] Specific example 4-2 In the composite stage presentation, the remaining time is not displayed. If the remaining time is displayed, the outcome of the presentation (final stage reached) can be predicted to some extent as the time decreases. By doing as in this example, the player does not know how long the presentation will continue, making it difficult to predict the outcome of the presentation. If the time limit is set to be indefinite as in Example 4-1 in addition to this example, it becomes impossible to know when the performance will end, making the outcome of the performance even more difficult to predict.

[0141] Specific example 4-3 The subject of the suggestion based on the result of the composite stage effect is not limited to the result (reliability) of the win / lose lottery. The more stage effects are executed, the more advantageous it is to the player. For example, a composite stage effect may be executed during a winning game (during a round) when the result of the win / lose lottery in the normal game state is a win, and the more stage effects executed in the composite stage effect, the higher the probability that the game state after the winning game ends will be in a second specific game state (high probability / high base state) (the composite stage effect is used to suggest that the game state after the winning game ends will be advantageous to the player).

[0142] Also, unlike the above embodiment, in a configuration in which multiple types of winning games with different numbers of rounds are installed, the setting may be such that the greater the number of stage effects executed in the composite stage effect, the greater the number of rounds of the winning game to be executed from now on (the composite stage effect is used to suggest the number of rounds).

[0143] Furthermore, the composite stage effect may be used to suggest something other than actual profits (profits related to ball payouts). For example, the background music (BGM) output during fluctuations may be configured so that the player can arbitrarily select (switch) from among multiple candidate songs. When a predetermined condition is met, the composite stage effect is executed, and new candidate songs are added based on the results of the composite stage effect. The rarity of the added candidate songs (the probability of being added as a candidate song) increases as the number of stage effects executed in the composite stage effect increases (the more stage effects executed in the composite stage effect, the rarer the songs that can be selected).

[0144] Specific example 4-4 In the above embodiment, the composite stage presentation is explained as being more advantageous to the player as the number of stage presentations executed increases, i.e., the degree of advantage to the player increases in proportion to the number of stage presentations executed, but this configuration is not necessary. For example, a composite stage presentation may be one in which reaching the final stage is an advantageous result for the player, and not reaching the final stage is an unfavorable result for the player. In other words, a presentation may be one in which reaching a certain target stage is a success, and not reaching the target stage is a failure (whether or not the target stage is reached is considered a "branch" between success and failure).

[0145] 〇Specific example 4-5 In each stage presentation, the player is prompted to perform a predetermined operation of the operation means (for example, the push button 61) (for example, a maintenance operation to maintain the operation of the operation means; in the case of the push button 61, a long press) (see Figure 37(a)). By operating the operation means, an image is displayed that shows the stage presentation progressing towards the goal (the fulfillment of the second progress condition). If the goal is to defeat the enemy character as in the above embodiment, operating the push button 61 (see Figure 37(b)) displays an image that shows the enemy character being attacked (see Figure 37(c)). When operation of the operation means is stopped, the image changes to one that shows the attack having stopped. This results in a presentation form that gives the player the impression that they are themselves participating in the process of achieving the goal.

[0146] However, the degree of operation of the operating means is not related to the achievement of the goal (the fulfillment of the second condition for progression). Whether or not the enemy character can be defeated in each stage performance (whether the second condition for progression is fulfilled, or whether the first condition for progression is fulfilled without the second condition for progression being fulfilled) and how long it will take to defeat the character if it can be defeated (the time from the start of the stage performance until the second condition for progression is fulfilled) are determined in advance. The operation of the push button 61 is merely to give the appearance that the player is participating.

[0147] 〇Specific example 4-6 As in the above specific example 4-5, in each stage presentation, the player is prompted to perform a predetermined operation of the operating means (e.g., push button 61) (e.g., a maintenance operation to maintain the operating state of the operating means; in the case of push button 61, a long press) (see Figure 38(a)), and when the operating means is operated at that time, an image is displayed that shows the stage presentation progressing towards the goal (the fulfillment of the second progress condition).

[0148] However, unlike the above specific example 4-5, the degree of operation of the operating means is assumed to be related to the achievement of the goal (the fulfillment of the second progression condition). In a configuration like the above embodiment, whether or not an enemy character can be defeated in each stage performance (whether the second progression condition is fulfilled, or whether the first progression condition is fulfilled without the second progression condition being fulfilled) and, if the character can be defeated, how long it takes to defeat it (the time from the start of the stage performance until the second progression condition is fulfilled) will vary depending on the degree of operation of the operating means. For example, in each stage performance, stage performance A, in which the second progression condition may be fulfilled, and stage performance B, in which the second progression condition may not be fulfilled (the player cannot distinguish between stage performance A and stage performance B), may occur. In stage performance A, the second progression condition is fulfilled when a predetermined required operation (e.g., a maintenance operation is performed for a predetermined period of time or more) is performed. In stage performance B, the second progression condition is not fulfilled no matter how much the operating means is operated, and the first progression condition is fulfilled when the specified time (15 seconds) has elapsed. Even in stage performance A, if the operation means is not operated at all, the enemy character will not be attacked and there is no possibility of defeating the enemy character (the second progression condition will not be fulfilled) (stage performance B has no possibility of defeating the enemy character regardless of whether the operation means is operated or not). In other words, if the operation means is operated in the stage performance (regardless of whether stage performance A or stage performance B is occurring) (see FIG. 38(b-1)), there is a possibility that the second progression condition will be fulfilled (see FIG. 38(c-1)), but if the operation means is not operated at all (see FIG. 38(b-2)), there is no possibility that the second progression condition will be fulfilled, and even if the game progresses to the next stage, it will be because the first progression condition is fulfilled (see FIG. 38(c-2)).

[0149] In the case of a composite stage presentation like this example, the stage will not progress unless the operation means is operated sufficiently toward the achievement of the goal (the stage will not progress if the operation means is not operated at all), and therefore the suggestive effect of the presentation cannot be enjoyed. In other words, if the operation means is operated sufficiently, the player will reach the final stage that is internally determined in advance (the suggestive effect as a result of the presentation will be exerted), but if the operation of the operation means is insufficient, the player will not reach the final stage that is internally determined in advance (the suggestive effect as a result of the presentation cannot be enjoyed).

[0150] 〇Specific example 4-7 An image (hereinafter referred to as a stage progress image 23) showing the degree of progress of each stage performance is displayed. The stage progress image 23 can also be said to indicate how close the player has come to achieving the goal (the fulfillment of the second progress condition). In a performance mode in which the goal is to defeat an enemy character, as in the above embodiment, an image including a numerical value indicating the player's approach to the goal is displayed as the stage progress image 23. For example, a "fraction" such as "current value (P) / target value (T)" is displayed as the stage progress image 23, and the value of P increases as the stage performance progresses (the value of P approaches the target) (see FIGS. 39(a) and 39(b)). If the value of P reaches the value of T, the enemy character is defeated (the goal is fulfilled) (see FIG. 39(c-1)). If the value of P does not reach the value of T, the enemy character is not defeated, and the first progress condition is fulfilled after a specified time has elapsed (see FIG. 39(c-2)). This makes it clear that each stage performance is progressing toward the goal. It also makes it easy to understand how close the player has come to the goal.

[0151] The state of the stage progress image 23 shown in Fig. 39 is one example. It is sufficient if it includes at least a numerical value or meter that changes as the stage performance progresses. In addition, it is preferable to include a numerical value or the like that indicates the point at which the goal is achieved, as in the example shown in Fig. 39 (the value of "T").

[0152] 〇Specific example 4-8 The composite stage effects continue until a certain stage effect (the final stage effect) is executed. In other words, the number of stage effects to be executed (two or more) is predetermined. The number of stage effects to be executed is preferably indicated to the player. For example, if the composite stage effect involves defeating enemy characters as in the above embodiment, the number of enemy characters that appear equals the number of stage effects, so the number of stage effects to be executed can be indicated by the number of enemy characters that appear (see Figure 40(a)). The shorter the time required to execute all stage effects (execution time), the more advantageous it is for the player (if the reliability of the lottery result is indicated as in the above embodiment, the shorter the execution time, the higher the reliability). For example, as shown in Figure 40(b), the composite stage effect starts with the first stage effect (the first stage effect) and ends when the progress condition is met in the fourth stage effect (the final stage effect) (the number of stage effects executed is "4"). The execution time is the time from the start of the first stage effect to the progress condition being met in the fourth stage effect. The shorter the execution time, the more advantageous the result is for the player.

[0153] Even in this example, the time required for each stage performance will be shorter when the second progress condition is met (goal achieved) than when the first progress condition is met (when a specified time (e.g., 15 seconds) has passed without the second progress condition being met). In other words, in order to shorten the execution time of the composite stage performance, it is preferable for the player to progress from one stage performance (earlier stage performance) to the next stage performance (later stage performance) when the second progress condition is met.

[0154] It is also possible to configure the system so that the number of stage effects to be executed can change each time a composite stage effect occurs. For example, a composite stage effect in which the third stage effect is the last stage effect (a composite stage effect in which the number of stage effects to be executed is predetermined to be "3") may occur, or a composite stage effect in which the fourth stage effect is the last stage effect (a composite stage effect in which the number of stage effects to be executed is predetermined to be "4") may occur. In this case, the composite stage effect in which the third stage effect is the last stage effect is likely to take a shorter execution time than a composite stage effect in which the fourth stage effect is the last stage effect.

[0155] 〇Specific example 4-9 In the above embodiment, when the second condition for progression is met in each stage presentation, a goal achievement image 221 (an image showing that the enemy has been defeated) indicating that the goal has been achieved is displayed, and when the first condition for progression is met, the goal achievement image 221 is not displayed (the goal non-achievement image 222 is displayed), that is, it is explained that it is easy to determine whether or not the stage presentation has been completed by achieving the goal (the second condition for progression is met), but it is also possible to set it so that there is no difference in the images displayed. For example, when the second condition for progression is met, an image showing that the enemy has been defeated is displayed as in the above embodiment, but when the first condition for progression is met, an image showing that the enemy has been defeated is also displayed (an image showing that the enemy has been defeated is displayed when the specified time (15 seconds) has been reached).

[0156] However, since the composite stage presentation is characterized by the fact that progressing to the next stage when the second progression condition is met (achievement of the goal) is considered to be a more advantageous progression mode for the player than progressing to the next stage when the first progression condition is met (elapse of a specified time), it can be said that in terms of making the difference in progression modes clear, it is preferable to do it as in the above embodiment.

[0157] <Favourable combinations and special background changes> During the variable effect, a background image of the decorative pattern 80 is displayed (note that the background image is illustrated only in drawings that feature a background image, and is omitted in other drawings). In this embodiment, in the normal game mode, a normal background image 24N (see FIG. 41(a)) and a special background image 24S (see FIG. 41(b)) may be displayed (however, this does not preclude the occurrence of special background changes in the specific game mode, as will be described in detail later). The normal background image 24N is a default background image, and the special background image 24S is an image with a different appearance from the normal background image 24N. The special background image 24S and the normal background image 24N may differ in appearance in any manner (in the drawings, the normal background image 24N is represented as a solid color (in reality, some background image would be displayed, but is represented as a solid color for simplicity), and the special background image 24S is represented as a "raining" image). The special background image 24S is a so-called chance background (a background suggesting increased chances) that indicates an increased likelihood (reliability) of the lottery result being a win. In other words, the probability of the lottery result being a win is higher in a variable presentation in which the special background image 24S is displayed than in a variable presentation in which the normal background image 24N is displayed. Since the normal background image 24N is the default background image, the normal background image 24N is displayed in most variable presentations (90% or more). Two or more images with the same reliability when displayed as the normal background image 24N may be provided. Also, two or more images with the same reliability when displayed as the special background image 24S may be provided.

[0158] In this embodiment, a change (hereinafter sometimes referred to as a special background change) may occur from a state in which a normal background image 24N is displayed in a certain variation effect (hereinafter sometimes referred to as a previous variation effect (previous variation)) to a state in which a special background image 24S is displayed in the next variation effect (hereinafter sometimes referred to as a subsequent variation effect (subsequent variation)) executed following the certain variation effect. Because the special background image 24S is a "chance background," the special background change can be said to be a welcome event for the player.

[0159] In this embodiment, a chance combination (so-called chance combination) is set as a combination of decorative symbols 80 that are configured at the end of the variable presentation. A first chance combination (see FIG. 42(b-1)) and a second chance combination (see FIG. 42(b-2)) are provided as the chance combination. The first chance combination and the second chance combination may have different combination patterns (regularities as chance combinations). In this embodiment, the first chance combination is a combination consisting entirely of even-numbered symbols (a combination consisting of two or three even-numbered symbols), and the second chance combination is a combination consisting entirely of odd-numbered symbols (a combination consisting of two or three odd-numbered symbols). In this embodiment, even-numbered numbers are the same color (e.g., blue), and odd-numbered numbers are the same color (a color different from the color of the even-numbered numbers, e.g., red). Therefore, the first chance combination and the second chance combination are combinations consisting of decorative symbols 80 of the same color (blue for the first chance combination, red for the second chance combination).

[0160] In addition, in this embodiment, when a first opportunity combination is formed, the effect image (first effect image 251) (see FIG. 42(b-1)) displayed around the decorative symbols 80 that make up the first opportunity combination is different from the effect image (second effect image 252) (see FIG. 42(b-2)) displayed around the decorative symbols 80 that make up the second opportunity combination is different. This makes it clearer which opportunity combination has been formed. Even a player who does not know the rules of opportunity combinations (the difference between the first opportunity combination and the second opportunity combination) can easily distinguish between the first opportunity combination and the second opportunity combination.

[0161] When a special background change occurs, an opportunity combination may be formed in the previous change performance. Specifically, if an opportunity combination is formed in a certain change performance (previous change performance) (see FIG. 42(a)) in which the normal background image 24N is displayed (see FIG. 42(b-1)(b-2)), there is a higher probability that the special background image 24S will be displayed in the subsequent change performance (later change performance) than if an opportunity combination is not formed. Note that in this embodiment, even if an opportunity combination is not formed in the previous change performance, the special background image 24S may be displayed in the later change performance (the formation of an opportunity combination is not a necessary condition for a special background change to occur).

[0162] Furthermore, when the second opportunity combination is formed (see FIG. 42(b-2)), there is a higher probability that the special background image 24S will be displayed in the subsequent variation performance (as opposed to the normal background image 24N remaining displayed (see FIG. 42(c-1))) than when the first opportunity combination is formed in the previous variation performance (see FIG. 42(b-1)). The formation of an opportunity combination indicates an increased probability of a special background change occurring, and furthermore, it means that the probability of a special background change occurring is higher when the second opportunity combination is displayed as an opportunity combination than when the first opportunity combination is displayed (the probability of a special background change occurring increases in the order of "no opportunity combination < first opportunity combination < second opportunity combination"). Note that in this embodiment, the formation of the second opportunity combination does not necessarily mean that a special background change will occur.

[0163] In this way, in the gaming machine 1 according to this embodiment, a special background change may occur in which a change to the special background image 24S, which is a chance background, and the probability of the special background change occurring differs depending on the type of opportunity combination (whether it is the first opportunity combination or the second opportunity combination), making the game more interesting as players will likely pay attention to the types of opportunity combinations that are configured.

[0164] Below, we will explain specific examples in which the above-mentioned items related to the opportunity combinations and special background changes have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.

[0165] Specific example 5-1 When the second opportunity combination is formed in the previous variation performance (see FIG. 43(a-1)), the special background image 24S is set to be displayed in the subsequent variation performance (see FIG. 43(a-2)). In other words, when the second opportunity combination is displayed, the occurrence of a special background change is confirmed. Note that when the first opportunity combination is formed in the previous variation performance (see FIG. 43(b-1)), there is a possibility that the special background image 24S will be displayed in the subsequent variation performance (a special background change will occur) (see FIG. 43(b-2-2)), but this change is not guaranteed to occur (the normal background image 24N may remain displayed in the subsequent variation performance) (see FIG. 43(b-2-1)). By doing as in this example, the second opportunity combination functions as a notice that a special background change will occur.

[0166] 〇Specific example 5-2 A configuration is provided in which multiple types of special background images 24S are provided. For example, as shown in FIG. 44, an A special background image 24Sa (see FIG. 44(b-1)) and a B special background image 24Sb (see FIG. 44(b-2)) are provided as the special background images 24S. The A special background image 24Sa and the B special background image 24Sb may have any different appearances. A variable presentation in which the B special background image 24Sb is displayed is more likely to result in a notification of a win / lose lottery result than a variable presentation in which the A special background image 24Sa is displayed (the B special background image 24Sb is more reliable than the A special background image 24Sa). Both the A special background image 24Sa and the B special background image 24Sb are more reliable than the normal background image 24N.

[0167] When transitioning from one variation effect (previous variation effect) to the next variation effect (later variation effect), a change to the special background image 24S (special background change) occurs (the change in which the A special background image 24Sa is displayed in the later variation effect is referred to as special background change A, and the change in which the B special background image 24Sb is displayed is referred to as special background change B). If a special background change occurs, the probability that it will not become special background change A (see FIG. 45(b-1)) but will become special background change B (see FIG. 45(b-2)) is set to be higher when the second favorable combination is formed in the previous variation effect (see FIG. 45(a-2)) than when the first favorable combination is formed in the previous variation effect (see FIG. 45(a-1)). In other words, since special background change B is a change that is relatively more advantageous to the player than special background change A, the probability that the advantageous change, special background change B, will occur is higher when the second favorable combination is displayed than when the first favorable combination is displayed. By doing so, the second favorable combination also functions as an indication that the probability of the relatively favorable B special background image being displayed has increased.

[0168] It may also be configured such that when a special background change occurs after the second opportunity combination is displayed, it is confirmed that it will be special background change B. Specifically, when a special background change occurs after the first opportunity combination is displayed, it may be special background change A or special background change B, whereas when a special background change occurs after the second opportunity combination is displayed, it is confirmed that special background change A will not occur and that special background change B will occur. In this way, the second opportunity combination functions as a notice that special background change B will occur.

[0169] It may be configured such that when a special background change occurs after the first opportunity combination is displayed, it is confirmed that it will be special background change A. Specifically, when a special background change occurs after the second opportunity combination is displayed, it may be special background change A or special background change B, whereas when a special background change occurs after the first opportunity combination is displayed, it is confirmed that special background change A will occur, but special background change B will not occur. In this way, the first opportunity combination functions as a notice that special background change A will occur.

[0170] Specific example 5-3 The special background change is set not to occur unless an opportunity combination is formed. In other words, if an opportunity combination is not formed in the previous variation effect, the special background image 24S will not be displayed in the subsequent variation effect. Furthermore, the setting is such that the probability of the special background image 24S being displayed in the subsequent variation effect is higher when the second opportunity combination is formed than when the first opportunity combination is formed in the previous variation effect. By using this example, the formation of an opportunity combination is a necessary condition for the display of the special background image 24S, and furthermore, an easy-to-understand presentation is achieved in which the special background image 24S is more likely to be displayed with the second opportunity combination than with the first opportunity combination.

[0171] Specific example 5-4 The favorable combinations may be configured to have three or more types of favorable combinations (each type of favorable combination having a different rule as a chance eye). The probability that a special background change occurs when a certain favorable combination is formed may be different from the probability that a special background change occurs when a different favorable combination is formed.

[0172] Specific example 5-5 The size (points) of each decorative symbol 80 displayed when the first favorable combination is formed is different from that of each decorative symbol 80 displayed when the second favorable combination is formed (see FIG. 46). By doing so, the difference in the types of favorable combinations is emphasized.

[0173] Since the probability of a special background change advantageous to the player occurring when the second opportunity combination is formed is higher than when the first opportunity combination is formed, it is preferable to emphasize the formation of the second opportunity combination rather than the formation of the first opportunity combination. In other words, it is preferable to display each decorative symbol 80 (see FIG. 46(b)) displayed when the second opportunity combination is formed larger than each decorative symbol 80 (see FIG. 46(a)) displayed when the first opportunity combination is formed.

[0174] 〇Specific example 5-6 When an opportunity combination is formed, a predetermined sound effect (hereinafter referred to as the corresponding sound effect) is output from the speaker 67. The corresponding sound effect is output only when each opportunity combination is formed (it is a unique sound effect). When a first opportunity combination is formed, a first corresponding sound effect is output (see FIG. 47(a)), and when a second opportunity combination is formed, a second corresponding sound effect (a sound of a different type from the first corresponding sound effect) is output (see FIG. 47(b)) (the second corresponding sound effect is not output when the first opportunity combination is formed, and the first corresponding sound effect is not output when the second opportunity combination is formed). Note that the output of the corresponding sound effect ends before the variable effect (previous variable effect) that forms the opportunity combination ends.

[0175] By doing so, the difference between the formation of the first opportunity combination and the formation of the second opportunity combination is more emphasized. Also, since the probability of a special background change occurring when the first opportunity combination is formed is higher than when the first opportunity combination is formed, the probability of a special background change occurring when the second corresponding sound effect is output is higher than when the first corresponding sound effect is output (the output of the second corresponding sound effect functions as an indication that there is a chance of a special background change).

[0176] 〇Specific example 5-7 When the state changes from the state in which the normal background image 24N is displayed to the state in which the special background image 24S is displayed (a special background change occurs), the special relay image 26 (see FIG. 48(b)) can be displayed between the state in which the normal background image 24N is displayed (see FIG. 48(a)) and the state in which the special background image 24S is displayed (see FIG. 48(c)). Note that the special relay image 26 may be set to be displayed without exception when a special background change occurs, or may be set to be able to occur even if the special relay image 26 is not displayed. The special relay image 26 may be displayed between the state in which the normal background image 24N is displayed and the state in which the special background image 24S is displayed. For example, the special relay image 26 may be displayed until a predetermined time (e.g., one second) has elapsed since the start of the subsequent variation effect (see FIG. 48(b)), and then the special relay image 26 is erased, and then the state transitions to the state in which the special background image 24S is displayed (see FIG. 48(c)). Since the special relay image 26 is a notice that the special background image 24S will be displayed, the state will not change so that the normal background image 24N is displayed instead of the special background image 24S after the special relay image 26 is erased. Note that, in order to emphasize that a special background change will occur, it is preferable that the changing display 71 and the before-changing display 72 are not displayed while the special relay image 26 is being displayed (see FIG. 48(b)).

[0177] In the configuration of the above embodiment, even if a favorable combination is formed, a special background change does not necessarily occur. By using the present example, after a favorable combination is formed, if the special relay image 26 is displayed, a special background change occurs, so the flow of the game can be made easier to understand.

[0178] 〇Specific example 5-8 The configuration is such that the special relay image 26 described in Specific Example 5-7 above can be displayed. The special relay image 26 can be displayed when the first opportunity combination is formed, but the special relay image 26 will not be displayed when the second opportunity combination is formed. In other words, when a special background change occurs when the first opportunity combination is formed (see FIG. 49(a-1)), the special relay image 26 may be displayed (see FIG. 49(b)) before the special background image 24S is displayed (see FIG. 49(c)). However, when the second opportunity combination is formed (see FIG. 49(a-2)), the special relay image 26 will not be displayed even if a special background change occurs (see FIG. 49(c)). Because the first opportunity combination has a lower probability of causing a special background change than the second opportunity combination, the special relay image 26 can be displayed when a special background change occurs when the first opportunity combination is formed (if a special background change occurs via an opportunity combination with a lower probability of causing a special background change, a relay image emphasizing the change can be displayed).

[0179] 〇Specific example 5-9 As a performance that constitutes a variable performance, a performance (hereinafter referred to as a "good chance preview performance") that, when it occurs in a certain variable performance, determines that a good chance combination will be formed in that variable performance may occur. The specific form of the good chance preview performance may be any. By doing so, it is possible to know in advance that a good chance combination will be formed.

[0180] A configuration may be adopted in which multiple types of effects are provided as the opportunity notice effect. For example, a first opportunity notice effect (see FIG. 50(a)) in which a first opportunity notice image is displayed and a second opportunity notice effect (see FIG. 50(b)) in which a second opportunity notice image 272 (different in appearance from the first opportunity notice image 271) is displayed may occur. Whether the first opportunity notice effect or the second opportunity notice effect occurs in a certain variation, it is determined that an opportunity combination will be formed in that variation. However, the setting is such that the probability of the second opportunity combination being formed in that variation is higher when the second opportunity notice effect occurs than when the first opportunity notice effect occurs.

[0181] It may be set so that when a second opportunity notice effect occurs, it is determined that a second opportunity combination will be formed. In other words, when a second opportunity notice effect occurs in a certain variation (see Fig. 51(a-1)), it is determined that a second opportunity combination will be formed in that variation (see Fig. 51(a-2)), but when a first opportunity notice effect occurs in a certain variation (see Fig. 51(b-1)), it may be set so that a first opportunity combination will be formed in that variation (see Fig. 51(b-2-1)) or a second opportunity combination will be formed (see Fig. 51(b-2-2)).

[0182] <Specific text image production> The gaming machine 1 according to this embodiment is capable of executing a specific character image effect as an effect that can occur during a variable effect. Note that the specific character image effect in this embodiment can occur in a normal gaming state, but it may also occur in a specific gaming state. The specific character image effect occurs when a predetermined execution condition is met. In the following description of the specific character image effect, a variable effect (variation) that includes the specific character image effect may also be referred to as a target variable effect (target variable). In addition, the result of the win / loss lottery announced in the target variable effect may also be referred to as the target win / loss lottery result. The specific character image effect is an effect that suggests the probability (reliability) that the result of the target win / loss lottery will be a win.

[0183] The specific character image effect is an effect in which a specific character image 28 is displayed in the display area 911 at a predetermined timing (see FIG. 52(b)). In this embodiment, the specific character image 28 is displayed midway through a specific type of super reach effect (a predetermined time has elapsed since the start of the super reach effect (see FIG. 52(a))). The super reach effect reaches an ending according to the result of the target win / loss lottery (if the result of the target win / loss lottery is a win, it reaches an advantageous ending (see FIG. 52(c-1)) indicating that the situation is favorable to the player, and if the result is a loss, it reaches an unfavorable ending (see FIG. 52(c-2)) indicating that the situation is unfavorable to the player), but the specific character image 28 is displayed before the ending is reached (see FIG. 52(b)).

[0184] The specific character image 28 includes a first specific character image 281 and a second specific character image 282 (see FIG. 52(b)). That is, the first specific character image 281 and the second specific character image 282 are a part of the specific character image 28. Note that both the first specific character image 281 and the second specific character image 282 include two or more characters (they are not composed of only one character). Therefore, the specific character image 28 includes a total of four or more characters. The first specific character image 281 may have a different character color each time a specific character image effect occurs (the color of the characters displayed at a predetermined timing may be different each time). However, the first specific character image 281 does not change the combination of characters displayed at a predetermined timing no matter how many times the specific character image effect is repeated (note that the color of the characters is not a factor that determines the type of characters. In other words, the same character strings that differ only in character color are considered to have the same combination). In short, the first specific character image 281 displayed at a predetermined timing is an image component in which only the color of the characters can be different each time, and the other image components are the same each time (different first specific character images 281 are in a relationship in which they match if the color is changed). The fact that the combination of characters (character string) is the same means that the meaning expressed by the first specific character image 281 is the same each time.

[0185] In contrast to the first specific character image 281, the second specific character image 282 does not change the color of the characters (the color of the characters displayed at the specified timing is the same every time), but the combination of characters (character string) can change (the combination of characters displayed at the specified timing can be different every time).

[0186] In this embodiment, the following three types (patterns) of images can be displayed as the specific character image 28 (see FIG. 52(b)). Note that the content of the expression of the specific character image 28 as follows is merely an example (the content of the expression can be changed as appropriate). The number of patterns can also be set as appropriate (it is sufficient that two or more patterns are provided). Pattern 1 is the default specific character image 28. When a specific character image effect occurs, it is preferable to display the specific character image 28 of pattern 1 with a probability of 50% or more. As will be described later, patterns 2 and 3 are so-called chance-up specific character images 28 (pattern 3 has a higher chance-up degree than pattern 2). The goal is in sight (Pattern 1) The goal is near (Pattern 2) The goal is right in front of you (Pattern 3) The first specific character image 281 (the portion with a common combination of characters (character string)) is the "GOAL" portion, and the second specific character image 282 (the portion with a different combination of characters (character string)) is the other portion. Since the combination of characters in the first specific character image 281 does not change, the number of characters in the first specific character image 281 (the number of characters in the portion where the color can change) is constant (three in this embodiment). Note that in this embodiment, the number of characters in the second specific character image 282 is also the same (four) in all patterns. In any pattern, the specific character images 28 (first specific character image 281, second specific character image 282) are displayed in a specific area that is part of the display area 911 (this does not mean that they are displayed in different areas depending on the pattern).

[0187] The word "GOAL" in the first specific character image 281 of pattern 1 is written in white, the word "GOAL" in the first specific character image 281 of pattern 2 is written in blue, and the word "GOAL" in the first specific character image 281 of pattern 3 is written in red. As described above, the character combination (GOAL) of the first specific character image 281 does not change, but the character color can change each time.

[0188] The second specific character image 282 has a different combination of characters ("I saw it," "is close," "is right in front of you") for each pattern. However, in all patterns, the character color (the color of all characters) of the second specific character image 282 is white (the color of the second specific character image 282 does not change). That is, in this embodiment, all characters in the specific character image 28 of pattern 1 (default) are white. In the specific character images 28 of patterns 2 and 3 (up chance), the color of the first specific character image 281 and the color of the second specific character image 282 are different.

[0189] As described above, the specific character image effect is an effect that suggests the reliability of the target winning / losing lottery result. The reliability is higher when the specific character image 28 of pattern 2 is displayed than when the specific character image 28 of pattern 1 is displayed, and the reliability is higher when the specific character image 28 of pattern 3 is displayed than when the specific character image 28 of pattern 2 is displayed (see FIG. 52(b)). The specific character images 28 of patterns 1 to 3 have different colors of the first specific character image 281. Therefore, it can be said that the specific character image effect in this embodiment suggests the reliability by the color of the first specific character image 281. Note that, in this embodiment, even in pattern 1 (default), there is a possibility that the target winning / losing lottery result will be a jackpot (the reliability of pattern 1 is not 0%). Furthermore, even in pattern 3, which has the highest reliability, the jackpot is not guaranteed (the reliability is not 100%). However, a configuration in which a jackpot is guaranteed (the reliability is 100%) may be provided.

[0190] As described above, the specific character image effect in this embodiment displays specific character images 28 including first specific character images 281 that are portions with a common combination of characters (character strings) and second specific character images 282 that are portions with a different combination of characters (character strings), and suggests reliability by the color of first specific character image 281 that is the common combination of characters. In other words, because the color of the portion with the common combination of characters (character strings) can be different each time, it is an effect that emphasizes the importance of the color and is easy to understand.

[0191] The following describes specific examples in which the above-mentioned specific character image effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0192] 〇Specific example 6-1 The color of the second specified character image 282 (the same color in all patterns) is different from the color of the first specified character image 281 in all patterns. For example, in the above embodiment, the first specified character image 281 in pattern 1 is a white character, the first specified character image 281 in pattern 2 is a blue character, and the first specified character image 281 in pattern 3 is a red character, and the second specified character image 282 is a black character (see FIG. 53 ). In this way, the color of the first specified character image 281 and the color of the second specified character image 282 are different in all patterns, and therefore the first specified character image 281 (the portion suggesting reliability) is emphasized in all patterns.

[0193] However, as in the above embodiment, making the color of the first specific character image 281 and the color of the second specific character image 282 match in pattern 1 has the advantage that it becomes clear that pattern 1 is the default pattern (in the default pattern (pattern 1), all characters are the same color, and in the chance-up patterns (patterns 2 and 3), the colors of the first specific character image 281 and the second specific character image 282 are different, so the difference between the default pattern and the chance-up pattern becomes clear).

[0194] 〇Specific example 6-2 The number of characters in the second specific character image 282 varies for each pattern. For example, when comparing a specific character image 28 of a certain pattern with a specific character image 28 of higher reliability, the number of characters in the second specific character image 282 of the latter pattern (a relatively high-reliability pattern) is set to be greater than the number of characters in the second specific character image 282 of the former pattern (a relatively low-reliability pattern). As an example, as shown in FIG. 54 , the number of characters in the second specific character image 282 of pattern 1 may be set to "3," the number of characters in the second specific character image 282 of pattern 2 may be set to "4," and the number of characters in the second specific character image 282 of pattern 3 may be set to "5." Conversely, the number of characters in the second specific character image 282 of relatively higher reliability may be set to be fewer than the number of characters in the second specific character image 282 of relatively lower reliability. By using this example, reliability is suggested not only by the color of the first specific character image 281 but also by the number of characters in the second specific character image 282, resulting in a more easily understandable presentation.

[0195] Specific example 6-3 In the specific character image effect, one of the first specific character image 281 and the second specific character image 282 is displayed first, and the other is displayed later. That is, the effect is such that one of the first specific character image 281 and the second specific character image 282 is displayed while the other is displayed.

[0196] For example, the second specific character image 282 is displayed first (see FIG. 55(a)), and then the first specific character image 281 is displayed, revealing the entire specific character image 28 (see FIG. 55(b)). In other words, after a state in which the second specific character image 282 is displayed but the first specific character image 281 is not (see FIG. 55(a)), a state in which both the first specific character image 281 and the second specific character image 282 are displayed (see FIG. 55(b)) is reached. This provides an easy-to-understand presentation in which the first specific character image 281, which suggests important reliability to the player, is displayed later.

[0197] Specific example 6-4 The specific character image 28 is displayed in response to the operation of a target operation means. For example, a push button 61, which is one type of operation means, is set as the target operation means, and a valid operation period is set during which the operation of the push button 61 is prompted (see FIG. 56(a)). When the push button 61 is operated during the valid operation period (see FIG. 56(b-1)), the specific character image 28 (first specific character image 281 and second specific character image 282) is displayed (see FIG. 56(c-1)). If the push button 61 is not operated during the valid operation period (see FIG. 56(b-2)), the specific character image 28 is not displayed (see FIG. 56(c-2)), and therefore the reliability suggestion effect of the specific character image 28 (the color of the first specific character image 281) cannot be enjoyed.

[0198] The specific character image effect may be set to a so-called "hidden operation effect" (a so-called "hidden button effect" when the target operation means is the push button 61). As shown in FIG. 57(a), during the valid operation period, no image prompting the operation of the target operation means (e.g., the push button 61) is displayed, and no image indicating that the operation is in the valid operation period is displayed either (as shown in FIG. 56(a), an image representing the target operation means (e.g., the push button 61), an image representing the valid operation period (e.g., an image of a meter), or an image representing the operation mode (e.g., an image of "press") is not displayed). When the push button 61 is operated during the valid operation period (see FIG. 57(b-1)), the specific character image 28 is displayed (see FIG. 57(c-1)). If the push button 61 is not operated during the valid operation period (see FIG. 57(b-2)), the specific character image 28 is not displayed (see FIG. 57(c-2)). In this case, only players who are aware of the existence of the specific character image effect as a hidden operation effect (who have obtained information from magazines, the Internet, etc.) will be able to enjoy the reliability suggestion effect of the specific character image 28 (the color of the first specific character image 281).

[0199] 〇Specific example 6-5 As in Specific Example 6-4 above, the specific character image 28 is displayed only when the target operation means is operated during the valid operation period. However, the first operation of the target operation means displays one of the first specific character image 281 and the second specific character image 282, and the second operation displays the other of the first specific character image 281 and the second specific character image 282. For example, if the first operation (see FIG. 58(b)) during the valid operation period triggers the second specific character image 282 to be displayed (see FIG. 58(c)), and the second operation (see FIG. 58(d)) triggers the first specific character image 281 to be displayed (see FIG. 58(e)), the effect of suggesting reliability based on the color of the first specific character image 281 cannot be achieved unless two operations are performed during the valid operation period. Note that a so-called "hidden operation effect" (in which an image representing the target operation means, an image representing the valid operation period, or an image representing the operation mode is not displayed) (a so-called "hidden button effect" if the target operation means is a push button 61) may also be used. In this case, unless the target operating means is operated twice in a situation where operation of the operating means is not prompted, the reliability suggestion effect of the color of the first specific character image 281 cannot be enjoyed.

[0200] It is also conceivable that the operation means to be operated the first time and the operation means to be operated the second time may be set to be different. For example, during the valid operation period, the second specific character image 282 is displayed in response to an operation (first operation) of operation means A (e.g., push button 61), and the first specific character image 281 is displayed in response to an operation of operation means B (e.g., special operation unit 65). In this case, the reliability suggestive effect of the color of the first specific character image 281 cannot be enjoyed unless the different operation means are each operated once.

[0201] 〇Specific example 6-6 One of the first specific character image 281 and the second specific character image 282 is separated from the other, and the other is present between them. For example, the second specific character image 282 is provided separately in a portion A and a portion B, and the first specific character image 281 is present between the portions A and B (see FIG. 59). As shown in FIG. 59, each of the portions A and B may include two or more characters. The combination (character string) of the second specific character image 282 including both the portions A and B varies depending on the pattern, but the color of all the characters remains the same (does not change) regardless of the pattern. In this case, the first specific character image 281 that exhibits the reliability suggestion effect can be positioned closer to the center (the first specific character image 281 that the player should pay attention to can be positioned closer to the center).

[0202] 〇Specific example 6-7 The combination (character string) of the second specific character image 282 is constant (does not change) regardless of the pattern. Since the combination (character string) of the first specific character image 281 is also constant, the combination (character string) of the entire specific character image 28 is also constant. In other words, the combination (character string) of the entire specific character image 28 is constant regardless of the pattern, and the color of a part of the character string (the part corresponding to the first specific character image 281) changes depending on the pattern. In this case, the displayed character string (the entire combination of the specific character images 28) is the same every time, so a presentation with a sense of unity can be achieved.

[0203] However, as in the above embodiment, by configuring the combination (character string) of the second specific character image 282 to change each time, there is an advantage that the first specific character image 281, the combination (character string) of which does not change, is emphasized (the part that suggests reliability by color becomes clear).

[0204] 〇Specific example 6-8 Whether or not the color of the first specific character image 281 indicates reliability is subject to customization. That is, the player can select either the first mode or the second mode for the specific character image effect (the mode selection method (customization method) may be any method, and therefore description thereof will be omitted). When the first mode is selected, the color of the first specific character image 281 indicates reliability as described in the above embodiment, but when the second mode is selected, the reliability indication is not performed (when the second mode is selected, the same specific character image 28 is displayed every time (for example, the specific character image 28 in the manner described as pattern 1 in the above embodiment is displayed), so that the reliability indication effect of the specific character image 28 is not performed). Some players may not want to enjoy the reliability indication effect of the specific character image 28. For such players, it is conceivable to adopt a configuration such as that of this example and make it possible to select a state (mode) in which the reliability indication effect is not performed.

[0205] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0206] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0207] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay that allows a jackpot to be won via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted. For example, if a small win is won (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), it will lead to the winning of a jackpot (a setting in which winning a small win and winning a jackpot can essentially be considered the same), then the "jackpot" described in the above embodiment can be replaced with a "small win" (for example, the "jackpot probability" is the combined probability of winning a jackpot (the probability of winning a direct hit) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "jackpot"). It should be noted that there may be a "small win" that does not result in the acquisition of a "big win," but such a "small win" that does not result in the acquisition of a "big win" is considered to be equivalent to a "miss" (a "miss combination" of decorative patterns 80 may be displayed in the variable presentation).

[0208] The gaming machine 1 may be a controlled gaming machine (so-called smart pachinko), that is, a gaming ball is enclosed inside and a game can be played without touching the gaming ball. [Explanation of symbols]

[0209] 1. Gaming machines 11 First Digital Image 12 Second digital image 13 Specific performance mode image 14 Result suggestion image 15 Pedestal image 16 Special effect image (161 1st special effect image 162 2nd special effect image) 17 Special look-ahead images 18 Special Confirmation Image 19 Special Rush Images 20 Identification suggestion image (201 First identification suggestion image 202 Second identification suggestion image) 20L Non-occurrence specific suggestion image 21 step images 221 Goal achievement image 222 Goal non-achievement image 23 Stage Progression Images 24N Regular background image 24S special background image (24Sa A special background image 24Sb B special background image) 251 First Effect Image 252 Second effect image 26 Special broadcast images 271 First Opportunity Preview Image 272 Second Opportunity Preview Image 28 Specific Character Image (281 First Specific Character Image 282 Second Specific Character Image) 61 Push Button 62 Cross key 65 Special Operation Unit 71 Changing display 72 Display before change (72T Display before target change) 70n Normal display mode 70s special display mode 80 decorative designs 80g decorative pattern group 904 starting area (904a first starting area 904b second starting area) 905 Normal area 906 Big Winners Area 908 Launcher 91 Display device 911 Display area

Claims

1. a display means having a display area; a winning / losing lottery means for executing a winning / losing lottery when a predetermined condition is met; A performance execution means for executing a variation performance from when the decorative pattern displayed in the display area starts to vary until it stops in a manner according to the winning / losing lottery result by the winning / losing lottery means; and, Equipped with As a performance constituting the variable performance, a first step in which a first numeric image including a first numeric value is displayed in the display area; a second step in which a second numerical image including a second numerical value is displayed in the display area; It is possible to perform numerical effects including When the absolute value of the difference between the first number and the second number in the numerical effect is D2 (where D1>D2), it is more likely that the result of the lottery will be announced as a win after the numerical effect than when the absolute value of the difference between the first number and the second number in the numerical effect is D1. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, wherein the range of numbers that may be the first numerical value is different from the range of numbers that may be the second numerical value.

Citation Information

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