Gaming machine

The gaming machine improves entertainment value through normal and special modes with higher winning reliability and interactive visual and auditory effects, addressing the need for enhanced player engagement.

JP2026034626APending Publication Date: 2026-02-27SANSEI R&D KK
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Patent Information

Application Number
JP2025258049
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-17
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing gaming machines lack features that enhance entertainment value and player engagement.

Method used

A gaming machine with a display area, winning/losing lottery mechanism, and variable effect execution system that includes normal and special modes, where special modes offer higher reliability for winning lottery results, accompanied by unique visual and auditory effects.

Benefits of technology

Enhances the entertainment value of the game by providing varied and engaging gameplay experiences, increasing player interest 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 improving the taste of a game.SOLUTION: A component performance A and a component performance B may be generated as performances constituting a variation performance and suggesting reliability that is a probability that a winning / losing lottery result notified in the variation performance becomes winning. A normal mode, a special mode A in which the reliability of a component performance A is higher than that in the normal mode, and a special mode B in which the reliability of a component performance B is higher than that in the normal mode are provided as performance modes in which a variation performance is executed, and a special mode image (an image not displayed in the normal mode) in the same mode is displayed in both the special mode A and the special mode B.SELECTED DRAWING: Figure 36
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Description

[Technical Field]

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

[0002] There is known a gaming machine in which a special mode may be set during the so-called symbol variation (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2016-097158 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the entertainment value of the game. [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; A variable effect execution means for executing a variable effect from when the decorative pattern displayed in the display area starts to vary until it stops in a manner that indicates the winning / losing lottery result by the winning / losing lottery means; Equipped with As a performance that constitutes the variable performance, and as a performance that suggests the reliability that the winning or losing lottery result notified in the variable performance is a winning result, component performance A and component performance B may occur, As a performance mode in which the variable performance is executed, Normal mode (see, for example, FIG. 36(c) and FIG. 37) A special mode A (see, for example, FIG. 36(a) and FIG. 37) in which the reliability of the configuration performance A is higher than that of the normal mode; A special mode B (see, for example, FIG. 36(a) and FIG. 37) in which the reliability of the configuration performance B is higher than that of the normal mode; is provided, In both the special mode A and the special mode B, the same special mode image (an image that is not displayed in the normal mode) is displayed (see, for example, Figures 36(a) and 36(c)). It is characterized by: [Effects of the Invention]

[0006] According to the gaming machine of the present invention, it is possible to improve the entertainment value of the game. [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] This is a diagram to explain that specific configuration effects A and B can start after a predetermined time has passed after a reach is achieved. [Figure 6] This is a diagram to explain specific configuration performance A. [Figure 7] This is a diagram to explain specific configuration performance B. [Figure 8] FIG. 1 is a diagram (part 1) for explaining specific example 1-1. [Figure 9] FIG. 10 is a diagram (part 2) for explaining specific example 1-1. [Figure 10] FIG. 1 is a diagram (part 1) for explaining specific example 1-2. [Figure 11] FIG. 10 is a diagram (part 2) for explaining specific example 1-2. [Figure 12] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 13] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 14] FIG. 10 is a diagram for explaining specific example 1-5. [Figure 15] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 16] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 17] FIG. 10 is a diagram for explaining specific example 1-9. [Figure 18] FIG. 10 is a diagram for explaining specific example 1-10. [Figure 19] A diagram to explain the relationship between the selection before the target change and specific special effects. [Figure 20] FIG. 10 is a diagram for explaining selection before target change (specific selection, non-specific selection). [Figure 21] FIG. 10 is a diagram for explaining the specific target change effect. [Figure 22] FIG. 10 is a diagram illustrating a non-specific target variation effect. [Figure 23] FIG. 1 is a diagram (part 1) for explaining specific example 2-1. [Figure 24] FIG. 2 is a diagram (part 2) for explaining specific example 2-1. [Figure 25] 10A and 10B are diagrams for explaining specific examples 2-3 and 2-4. [Figure 26] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 27] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 28] FIG. 10 is a diagram (part 1) for explaining specific example 2-8. [Figure 29] FIG. 10 is a second diagram for explaining specific example 2-8. [Figure 30]FIG. 10 is a diagram (part 1) for explaining specific example 2-10. [Figure 31] FIG. 2 is a diagram (part 2) for explaining specific example 2-10. [Figure 32] FIG. 10 is a diagram (part 3) for explaining specific example 2-10. [Figure 33] FIG. 10 is a diagram for explaining specific example 2-13. [Figure 34] FIG. 10 is a diagram for explaining specific example 2-16. [Figure 35] FIG. 10 is a diagram for explaining specific example 2-19. [Figure 36] This is a diagram to explain the overview of special modes and the relationship between presentation modes (special mode, normal mode) and the reliability of the component presentations. [Figure 37] This is a list showing the relationship between the presentation mode (special mode, normal mode) and the reliability of the composition presentation. [Figure 38] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 39] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 40] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 41] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 42] FIG. 10 is a diagram for explaining specific example 3-8. [Figure 43] FIG. 10 is a diagram for explaining specific example 3-9. [Figure 44] FIG. 11 is a diagram for explaining specific example 3-11. [Figure 45] FIG. 10 is a diagram for explaining specific example 3-12. [Figure 46] FIG. 10 is a diagram for explaining numerical effects. [Figure 47] FIG. 47 is a diagram for explaining numerical presentation (a continuation of FIG. 46, showing an example of presentation when the number is not reached). [Figure 48] FIG. 47 is a diagram for explaining the numerical presentation (a continuation of FIG. 46, and an example of the presentation when the end is reached (normal end pattern)). [Figure 49]FIG. 47 is a diagram for explaining numerical effects (a continuation of FIG. 46, and an example of effects when the end is reached (special end pattern)). [Figure 50] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 51] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 52] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 53] FIG. 10 is a diagram for explaining specific example 4-6. [Figure 54] FIG. 10 is a diagram for explaining specific example 4-7. [Figure 55] FIG. 10 is a diagram for explaining specific example 4-9. [Figure 56] FIG. 10 is a diagram for explaining specific example 4-10. [Figure 57] FIG. 10 is a diagram showing an example of a customization image for setting a specific presentation mode. [Figure 58] This is a diagram for explaining the specific reactions and basic reactions that occur in response to a lottery win when a specific presentation mode is set. [Figure 59] This is a diagram to explain that when a specific presentation mode is set, a basic reaction occurs in response to an over-winning combination. [Figure 60] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 61] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 62] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 63] FIG. 10 is a diagram for explaining specific example 5-7. [Figure 64] FIG. 10 is a diagram for explaining specific example 5-8. [Figure 65] FIG. 10 is a diagram for explaining specific example 5-10. [Figure 66] FIG. 11 is a diagram for explaining specific example 5-11. [Figure 67] FIG. 10 is a diagram for explaining specific example 5-13. [Figure 68] FIG. 10 is a diagram illustrating the first specific selection effect. [Figure 69] FIG. 10 is a diagram illustrating the second specific selection effect. [Figure 70] 10 is a diagram illustrating the difference between the display mode of the candidate image shown in the first specific selection presentation and the display mode of the candidate image shown in the second specific selection presentation. FIG. [Figure 71] A diagram for explaining the reliability of the first specific selection presentation and the second specific selection presentation. [Figure 72] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 73] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 74] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 75] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 76] FIG. 10 is a diagram for explaining specific example 6-6. [Figure 77] A figure to explain specific example 6-7 (specific post-event performance after first specific selection performance). [Figure 78] A figure to explain specific example 6-7 (specific post-event performance after second specific selection performance). [Figure 79] FIG. 10 is a diagram for explaining specific example 6-8. 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. In addition, additional elements in the following description (numbers ("first," "second," etc.), various alphabets, etc.) are added to distinguish types and, unless otherwise specified, 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 variable 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 "variation" (variation game) or "rotation." Also, a fluctuation in which the corresponding win / loss lottery result is a jackpot may also be referred to as a "win fluctuation," and a fluctuation in which the corresponding win / loss lottery result is a loss may also be referred to as a "loss fluctuation"). 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 it has stopped. The decorative pattern 80 in the pseudo-stop state is not completely stopped (because the selection has not been confirmed), and therefore 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). In some drawings, the decorative pattern 80 may be omitted to make the illustration easier to understand (even in drawings showing the variable performance, the decorative pattern 80 may be omitted, but basically, the continuously changing decorative pattern 80 is displayed during the variable performance).

[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), 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 change-in-progress display 71 is sometimes referred to as an "active display," it is also sometimes referred to as a "pending change" because 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 also sometimes referred to as a "pending change." In other words, the change-in-progress display 71 is sometimes treated as being included in the category of "pending" (hereinafter, the change-in-progress display 71 is also sometimes referred to as a "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 the second specific gaming state begins) is approximately 18%, resulting in a so-called continuation rate of approximately 82%. In the first specific gaming state or the second specific gaming state, a display indicating the remaining number of loss variations until the end of the gaming state (a numerical value that decreases by "1" each time a loss variation occurs) may be displayed. Note that, unless otherwise specified in the following explanation, the above specifications are merely exemplary. For example, in a high-probability state, a so-called loop-type game may be played in which both a jackpot that continues the high-probability state (a high-probability jackpot) and a jackpot that ends the high-probability state (a low-probability jackpot) are winnable, and the high-probability state may continue until a low-probability jackpot is winnable.

[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 (reserved display) and the changing display 71 (active display) are sometimes collectively referred to as "reserved" (reserved symbol), and the state of the "reserved" indicates its reliability (the likelihood that the corresponding winning / losing 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 FIG. 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 "reserved change (effect)"). 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 it is also possible to configure the gaming machine 1 so that only some of the effects, controls, etc. described below can be executed. Furthermore, the effects, controls, etc. described below may be executed when the game is not changing (for example, during a jackpot game) unless they can only be executed during a change (i.e., they can be established on the assumption that the game is changing).

[0041] <Specific composition production> The gaming machine 1 according to this embodiment is capable of executing a specific configuration effect (see Figures 6 and 7) as an effect that can occur during a variable effect (an effect that constitutes part of a variable effect). Note that the specific configuration effect in this embodiment can occur in a normal gaming state, but it may also occur in a specific gaming state. The specific configuration effect occurs when a predetermined execution condition is met. Since the execution condition is not necessarily met with every variation, the specific configuration effect does not occur with every variation. In the following description of the specific configuration effect, a variable effect (variation) that includes the specific configuration effect may also be referred to as a target variable effect (target variable). In addition, the result of the win / loss lottery notified in the target variable effect may also be referred to as the target win / loss lottery result.

[0042] The specific configuration effect (see Figures 6 and 7) in this embodiment is a reach effect (super reach effect) that can occur when a reach (referring to a state in which two of the three decorative pattern groups 80g are selected and displayed are the same type) is established (see Figure 5(b)). The specific configuration effect ultimately leads to either a favorable ending that is advantageous to the player or an unfavorable ending that is disadvantageous to the player. After a branch point set during the specific configuration effect, a branch point for a favorable ending or an unfavorable ending is executed. In the target variation, if the target win / loss lottery result is a jackpot, the specific configuration effect leads to a favorable ending (Figure 6(b-1) or (c-1), Figure 7(b-1) or (c-1)), and if it is a loss, the specific configuration effect leads to an unfavorable ending (Figure 6(c-2) or Figure 7(c-2)). In other words, the specific configuration effect can be said to notify the result of the target win / loss lottery depending on its outcome, and the branch point mentioned above is the so-called win / loss branch point.

[0043] In this embodiment, as the specific configuration effect, it is possible to execute a specific configuration effect B that is different from the specific configuration effect A and the specific configuration effect B. Note that in this embodiment, both the specific configuration effect A and the specific configuration effect B will not occur in the same variation. Also, the timing at which the specific configuration effect A and the specific configuration effect B may occur (timing at which they may start) are at least partially the same. In this embodiment, at a timing after a predetermined time (for example, 3 seconds) has elapsed since the reach was established, the specific configuration effect A may occur, or the specific configuration effect B may occur (however, there is also a case where neither the specific configuration effect A nor the specific configuration effect B occurs at that timing). In other words, when a predetermined timing set during the variation effect is reached, the specific configuration effect A may occur, or the specific configuration effect B may occur (see FIG. 5).

[0044] Specific configuration performance A (see Figure 6) is a performance in which character A (indicated by the letter "A" in the drawings) is displayed in display area 911. Specific configuration performance B (see Figure 7) is a performance in which character B (a different character from character A; indicative of the letter "B" in the drawings) is displayed in display area 911. In this embodiment, character B is not displayed in specific configuration performance A, and character A is not displayed in specific configuration performance B. Therefore, it is possible to distinguish whether specific configuration performance A or specific configuration performance B is being executed by whether character A or character B is displayed.

[0045] In this embodiment, specific configuration effects A and B are so-called battle effects in which a character on the player's side (a friendly character) fights a character on the enemy's side (an enemy character (indicated by the word "enemy" in the drawings)). The advantageous ending described above is an ending in which the character on the player's side wins (the enemy character is defeated), and the unfavorable ending is an ending in which the character on the player's side is defeated (the enemy character wins). Characters A and B are displayed as characters on the player's side. That is, specific configuration effect A (see Figure 6) is an effect in which character A fights an enemy character, and specific configuration effect B (see Figure 7) is an effect in which character B fights an enemy character. Note that the enemy character may be the same or different in specific configuration effect A and specific configuration effect B.

[0046] The patterns in which the specific configuration presentation leads to an advantageous ending include a pattern leading to a normal advantageous ending (see Figures 6(b-1) and 7(b-1)) and a pattern leading to a reversal advantageous ending (see Figures 6(c-1) and 7(c-1)). A normal advantageous ending is one in which, after a branching point, it is shown that the situation is advantageous to the player and the presentation ends as such (the target change (winning change) ends). Since the specific configuration presentation in this embodiment is a battle presentation as described above, a normal advantageous ending is one in which it is shown that the player's character (character A in specific configuration presentation A, character B in specific configuration presentation B) has defeated the enemy character and the presentation ends as such. On the other hand, a reversal advantageous ending is one in which, after a branching point, it is shown that the situation is disadvantageous to the player, but this is overturned and the presentation ends (the target change (winning change) ends). Since the specific configuration presentation in this embodiment is a battle presentation as described above, the player's character (character A in specific configuration presentation A, character B in specific configuration presentation B) is displayed as if defeated by the enemy character (see FIGS. 6(b-2) and 7(b-2)), but this is overturned (for example, the player's character is displayed as if revived) (see FIGS. 6(c-1) and 7(c-1)), and the presentation ends, resulting in a favorable reversal ending. A favorable reversal ending can be said to be a presentation mode in which an unfavorable situation is "apparently" (fake). Note that the method of showing a "situation favorable to the player" (the mode of an image showing an advantageous situation) and the method of showing a "situation unfavorable to the player" (the mode of an image showing an unfavorable situation) are not limited to the above-mentioned methods. It is sufficient that the player can understand that he or she has reached an advantageous or disadvantageous situation. Furthermore, the method of showing that "the situation unfavorable to the player has been overturned" in the event of a favorable reversal outcome (the form of the image showing that the unfavorable situation has been overturned) is not limited to the above-mentioned method. It is sufficient if the player can understand that although the situation was once unfavorable, it has been negated. Note that in the special composition presentation, the "situation favorable to the player" is not overturned.In other words, in both specific configuration presentation A and specific configuration presentation B, if it is shown that the situation is favorable to the player after the branching point, it is confirmed that the outcome is favorable (the result of the target winning / losing lottery is a jackpot).

[0047] If the specific configuration effect leads to an unfavorable ending, after the branching point, it is shown that the player is in an unfavorable situation (see Figures 6(b-2) and 7(b-2)), and the unfavorable situation is maintained (see Figures 6(c-2) and 7(c-2)), and the effect ends (the target variation (loss variation) ends). If the type of specific configuration effect is the same, the image showing the "unfavorable situation for the player" that is displayed when a favorable reversal ending is reached is the same as the image showing the "unfavorable situation for the player" that is displayed when an unfavorable ending is reached. In other words, even in a pattern that leads to an unfavorable reversal ending, it is considered indistinguishable from an unfavorable ending until halfway through (the state in which the image showing the unfavorable situation for the player is displayed (the state before the image showing that the unfavorable situation has been overturned is displayed)). In accordance with this embodiment, in specific configuration presentation A, whether the outcome is an unfavorable one or an advantageous one, the same "image indicating that character A has lost" is displayed immediately after the branching point (see Figure 6(b-2)), and in specific configuration presentation B, whether the outcome is an unfavorable one or an advantageous one, the same "image indicating that character B has lost" is displayed immediately after the branching point (see Figure 7(b-2)).

[0048] Here, in the present embodiment, based on the point in time when it is shown that the situation has become disadvantageous to the player after the above branching point (the state in which an image indicating a disadvantageous situation to the player is displayed), the probability that the disadvantageous situation will be covered and result in a reversal advantageous ending (hereinafter, may also be referred to as the "reversal probability") is set such that the specific configuration effect B is higher than the specific configuration effect A. That is, if the probability (reversal probability) that a reversal advantageous ending occurs (resulting in FIG. 6(c-1)) at the point in time when the situation of FIG. 6(b-2) occurs in the case of the specific configuration effect A is Pa, and the probability (reversal probability) that a reversal advantageous ending occurs (resulting in FIG. 7(c-1)) at the point in time when the situation of FIG. 7(b-2) occurs in the case of the specific configuration effect B is Pb, it means that the relationship Pa < Pb holds. Therefore, when it is shown that the situation has become disadvantageous to the player after the branching point, it can be expected that the specific configuration effect B is more likely than the specific configuration effect A for the disadvantageous situation to be covered (resulting in a reversal pattern). If there is such a magnitude relationship, the value of the reversal probability can be set appropriately, but it is preferable that a relatively large difference is set between the specific configuration effect A and the specific configuration effect B. In the present embodiment, the reversal probability of the specific configuration effect A is 5%, while the reversal probability of the specific configuration effect B is 25% (see FIGS. 6(b-2)(c-1) and FIGS. 7(b-2)(c-1)).

[0049] Note that the "reversal probability" refers to the probability of a reversal advantageous outcome at the time when it is indicated that the player is in an unfavorable situation (when an image showing an unfavorable situation for the player is displayed, i.e., when the state of Figure 6(b-2) appears for special configuration effect A or when the state of Figure 7(b-2) appears for special configuration effect B), and not the probability of a reversal advantageous outcome at the time when special configuration effect A or special configuration effect B begins (the state before the branching point is reached, when it is not clear whether the situation will be favorable or unfavorable). Naturally, this differs from the reliability of special configuration effect A or special configuration effect B (the likelihood that the target win / loss lottery result will be a jackpot) at the time when these effects begin (occur). Considering that, after the branching point, when it is indicated that the player is in an unfavorable situation, the possibility of a "normal advantageous outcome" disappears, the reversal probability can be said to be the probability of a "reversal advantageous outcome" when only either an "unfavorable outcome" or a "reversal advantageous outcome" is possible (when the possibility of a "normal advantageous outcome" disappears). In accordance with this embodiment, a 5% reversal probability for specific configuration effect A means that at the time it is indicated that an unfavorable situation has occurred (when the possibility of a "normal favorable ending" has disappeared), the probability of a "reversal favorable ending" is 5%, and the probability of an "unfavorable ending" is 95% (see Figures 6(b-2)(c-1)(c-2)). Also, a 25% reversal probability for specific configuration effect B means that at the time it is indicated that an unfavorable situation has occurred (when the possibility of a "normal favorable ending" has disappeared), the probability of a "reversal favorable ending" is 25%, and the probability of an "unfavorable ending" is 75% (see Figures 7(b-2)(c-1)(c-2)).

[0050] The significance of setting the reversal probability of specific configuration effect B higher than the reversal probability of specific configuration effect A can be considered, for example, as follows. Suppose a gaming machine is created based on a certain original work (manga, movie, etc.), and the original work features a tenacious character who makes a comeback even when he is in a losing situation. In this case, by setting the effect in which that character appears as specific configuration effect B (the character in question is character B), the gaming machine reflects the worldview of the original work. Even for gaming machines not based on such an original work, it is possible to adopt a setting such as that of this embodiment in order to give the impression that character B (compared to character A) is a character who is easier to make a comeback.

[0051] In this embodiment, the probability (reliability) that the target winning / losing lottery result at the time when the specific configuration effect occurs (starts) will be a jackpot, that is, the probability that the specific configuration effect will lead to a favorable ending (normal favorable ending, reversal favorable ending), is higher for specific configuration effect B than for specific configuration effect A. In other words, in the state before the above-mentioned branching point is reached, specific configuration effect B is more likely to lead to a jackpot than specific configuration effect A.

[0052] Below, we will explain specific examples in which the above-mentioned specific configuration renderings 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.

[0053] 〇Specific example 1-1 In the above-described embodiment, it has been explained that characters A and B are displayed as characters on the player side, but they may also be displayed as enemy characters. That is, the specific configuration performance A (see FIG. 8) may be a performance in which the character on the player side (indicated by attaching the character "taste" in the drawing) fights against character A, and the specific configuration performance B (see FIG. 9) may be a configuration in which the character on the player side fights against character B (the character on the player side may be the same or different between the specific configuration performance A and the specific configuration performance B). When configured as in this example, in the specific configuration performance A, it is usually an advantageous ending that character A loses (the character on the player side wins) (see FIG. 8(b-1)), and although it is shown that character A once won (the character on the player side once lost) (see FIG. 8(b-2)), the fact that it is overridden is a reversed advantageous ending (see FIG. 8(c-1)), and the fact that character A wins and is not overridden is a disadvantageous ending (see FIG. 8(c-2)). Similarly, in the specific configuration performance B, it is usually an advantageous ending that character B loses (the character on the player side wins) (see FIG. 9(b-1)), and although it is shown that character B once won (the character on the player side once lost) (see FIG. 9(b-2)), the fact that it is overridden is a reversed advantageous ending (see FIG. 9(c-1)), and the fact that character B wins and is not overridden is a disadvantageous ending (see FIG. 9(c-2)).

[0054] And, the reversal probability of the specific configuration performance B is set higher than the reversal probability of the specific configuration performance A (in the examples shown in FIGS. 8 and 9, the reversal probability Pa of the specific configuration performance A = 3%, and the reversal probability Pb of the specific configuration performance B = 15%). For example, assume that the gaming machine is created based on a certain original work (such as a comic, a movie, etc.), and in the original work, there appears an enemy character who once wins as a character but is reversed and loses. In that case, by setting the performance in which the enemy character appears as the specific configuration performance B (setting the enemy character as character B), the worldview of the original work can be reflected in the gaming machine.

[0055] 〇Specific Example 1-2 The specific configuration presentation is not limited to the battle presentation described above. Specific configuration presentation A may be a presentation in which character A is displayed, and specific configuration presentation B may be a presentation in which character B is displayed. For example, as shown in FIG. 10, specific configuration presentation A may be a presentation in which character A acts toward a certain goal, and immediately after a branching point, the goal is shown to have been achieved (succeeded), which is a normal advantageous ending (see FIG. 10(b-1)); the goal is shown to have not been achieved (failed) (see FIG. 10(b-2)), but this is overturned, which is a reversal advantageous ending (see FIG. 10(c-1)); or the goal is shown to have not been achieved and the story ends as is, which is a failure ending (see FIG. 10(c-2)). Similarly, as shown in Figure 11, in specific configuration performance B, character B acts toward a certain goal, and immediately after the branching point, the goal is shown to have been achieved (succeeded), which is a normal advantageous ending (see Figure 11(b-1)), the goal is shown to have not been achieved (failed) (see Figure 11(b-2)), but this is overturned, which is a reversal advantageous ending (see Figure 11(c-1)), and the goal is shown to have not been achieved and the game ends as is, which is a failure ending (see Figure 11(c-2)). In addition, as in the above embodiment, the reversal probability of specific configuration performance B is set higher than the reversal probability of specific configuration performance A (in the examples shown in Figures 10 and 11, the reversal probability of specific configuration performance A is Pa = 8%, and the reversal probability of specific configuration performance A is Pb = 20%).

[0056] For example, suppose a gaming machine is created based on a certain original work (manga, movie, etc.), and the original work features a character who always fails at first but then overcomes his failure and succeeds. In this case, by setting the performance in which the character appears as specific configuration performance B (the character is designated as character B), the worldview of the original work can be reflected in the gaming machine.

[0057] 〇Specific example 1-3 The specific configuration effect does not have to be a reach effect. In other words, it does not have to be an effect in which the target win / loss lottery result is announced depending on whether a favorable ending (normal favorable ending, reversal favorable ending) or an unfavorable ending is reached. For example, as shown in FIG. 12(a), the target win / loss lottery result may have a higher probability (reliability) of being a jackpot when a favorable ending (normal favorable ending, reversal favorable ending) is reached than when an unfavorable ending is reached, but the target win / loss lottery result may not necessarily be a jackpot (the favorable ending may simply be more reliable than an unfavorable ending, and the reliability may not be set to 100%). It is preferable to make the reliability different when specific configuration effect A reaches a favorable ending and when specific configuration effect B reaches a favorable ending. The reliability of an unfavorable ending may be set to 0% (a setting in which a loss is confirmed if an unfavorable ending is reached), or it may be set so that there is a possibility that the target winning / losing lottery result will be a jackpot even if an unfavorable ending is reached (a setting in which reliability ≠ 0%).Even if there is a possibility that the target winning / losing lottery result will be a jackpot even if an unfavorable ending is reached, the reliability is set lower than when a favorable ending is reached (the reliability when specific configuration effect A leads to an unfavorable ending is lower than the reliability when specific configuration effect A leads to a favorable ending, and the reliability when specific configuration effect B leads to an unfavorable ending is lower than the reliability when specific configuration effect B leads to a favorable ending).

[0058] If the specific configuration effect is not a reach effect, as shown in FIG. 12(b), the reliability of a specific configuration effect leading to a reversal advantageous outcome may be set higher than the reliability of a specific configuration effect leading to a normal advantageous outcome (note that in this case, the reliability of a reversal advantageous outcome may be set to 100% or less). In other words, a case where an unfavorable situation is initially shown and then reversed is set to be more reliable than a case where an advantageous situation is shown from the beginning. In this case, since the reversal probability is higher for specific configuration effect B than for specific configuration effect A, the gameplay is such that players can expect a relatively high reliability of a reversal advantageous outcome. The reliability may be different when specific configuration effect A leads to a normal advantageous outcome and when specific configuration effect B leads to a normal advantageous outcome. Similarly, the reliability may be different when specific configuration effect A leads to a reversal advantageous outcome and when specific configuration effect B leads to a normal advantageous outcome. In addition, it is preferable to set the reliability of specific configuration effect A to be higher than that of specific configuration effect B in both cases where a normal advantageous ending is reached and where a reversal advantageous ending is reached (Figure 12(b) shows an example where specific configuration effect B is more reliable than specific configuration effect A in both cases where a normal advantageous ending is reached and where a reversal advantageous ending is reached). Note that the reliability of an unfavorable ending may be set to 0% (a setting where a loss is confirmed if an unfavorable ending is reached), or it may be set so that even if an unfavorable ending is reached, there is a possibility that the result of the target winning / losing lottery will be a jackpot (a setting where reliability is ≠ 0%). Even if an unfavorable outcome is reached, there is a possibility that the result of the target winning / losing lottery will be a jackpot, but the reliability is set lower than when a favorable outcome is reached (the reliability when specific configuration performance A leads to an unfavorable outcome is set lower than the reliability when specific configuration performance A leads to a normal favorable outcome, and the reliability when specific configuration performance B leads to an unfavorable outcome is set lower than the reliability when specific configuration performance B leads to a normal favorable outcome).

[0059] 〇Specific example 1-4 As shown in Figure 13, the probability (reliability) that the result of the target winning / losing lottery at the time when the specific configuration effect occurs (starts) will be a jackpot, i.e., the probability that the specific configuration effect will lead to a favorable ending (normal favorable ending, reversal favorable ending), is set to be higher for specific configuration effect A (see Figure 13(b-1)) than for specific configuration effect B (see Figure 13(b-2)) (the opposite setting to the above embodiment). On the other hand, in other words, in the state before the above branching point is reached, specific configuration effect A is more likely to lead to a jackpot than specific configuration effect B. Furthermore, as in the above embodiment, the reversal probability of specific configuration effect B is set higher than the reversal probability of specific configuration effect A.

[0060] By doing this, at the time when the specific configuration effect occurs (when it starts), specific configuration effect A is more promising than specific configuration effect B, but when it is shown that the situation has become unfavorable after the branching point, specific configuration effect B becomes more promising than specific configuration effect A (there is hope that the outcome will be favorable), which makes for an interesting gameplay.

[0061] 〇Specific example 1-5 After specific configuration performance A has begun, before the branching point is reached, a change to specific configuration performance B (a change from a state in which specific configuration performance A has been executed to a state in which specific configuration performance B has been executed, as shown in Figure 14(a) → (b). Hereinafter, this change may be referred to as a specific performance change) may occur. In other words, character A was displayed until partway before the branching point, but from there it may change to a state in which character B is displayed. Depending on how you look at it, this specific performance change may appear to be the start of specific configuration performance A, but it may become clear partway through that it was actually specific configuration performance B. An emphasis performance (a performance that would not occur if the change did not occur) may occur to emphasize that the specific performance change has occurred. In this example, if the branching point is reached while the specific configuration presentation remains at A and it is shown that the situation has become unfavorable rather than the usual advantageous ending (if the progression is as shown in Figure 14(a) → (b) → (c-2)), the gameplay will be such that there is hope for a favorable reversal ending (the probability of a reversal is high) if the specific presentation changes from A to B and the branching point is reached and it is shown that the situation has become unfavorable rather than the usual advantageous ending (if the progression is as shown in Figure 14(a) → (b) → (c-2)) (it can also be said that the change from A to B suggests that the probability of a favorable reversal ending has increased (when the situation becomes unfavorable after the branching point)).

[0062] Furthermore, as in the above embodiment, if the reliability (probability of reaching a favorable outcome) at the time when the specific configuration presentation starts (before reaching the branching point) is set to be higher for specific configuration presentation B than for specific configuration presentation A, then the change from specific configuration presentation A to specific configuration presentation B (the change from Figure 14(a) to (b)) can also be said to be a change in the direction of increasing reliability.

[0063] However, in this example, it is preferable to prevent a change to specific configuration effect A after specific configuration effect B has started and before the branching point is reached, because this change is in the direction of decreasing the reversal probability.

[0064] 〇Specific example 1-6 In the specific configuration effect A (see FIG. 15(a)) and the specific configuration effect B (see FIG. 15(b)), a so-called chance up effect (an effect that is more reliable when it occurs than when it does not occur) may occur before reaching a branching point (examples of chance up are shown in FIGS. 15(a-2) and 15(b-2)). The chance up effect that can occur in each specific configuration effect may be of one type or of multiple types (since the chance up effect that can occur during such a reach effect is publicly known, a detailed description will be omitted). Furthermore, the chance up effect that occurs in the specific configuration effect A and the chance up effect that occurs in the specific configuration effect B may be entirely or partially the same, or entirely different (a chance up effect specific to the specific configuration effect A occurs in the specific configuration effect A, and a chance up effect specific to the specific configuration effect B occurs in the specific configuration effect B) (the chance up effect shown in FIG. 15(a-2) is specific to the specific configuration effect A, and the chance up effect shown in FIG. 15(b-2) is specific to the specific configuration effect B).

[0065] When a configuration is set in which such a chance-up effect can occur, it is ensured that the reversal probability is higher in specific configuration effect B than in specific configuration effect A, regardless of the occurrence circumstances of the chance-up effect. In other words, regardless of the occurrence circumstances of the chance-up effect in specific configuration effect A or specific configuration effect B, the probability that the unfavorable situation for the player will be reversed when it is indicated after the branching point (the probability of a reversal advantageous outcome) is set to be higher in specific configuration effect B than in specific configuration effect A (no matter what the occurrence circumstances of the chance-up effect, the probability of a reversal advantageous outcome in the situation shown in Figure 15(c-3) is higher than the probability of a reversal advantageous outcome in the situation shown in Figure 15(a-3)). This results in easy-to-understand gameplay in which it can be expected that specific configuration effect B will result in a reversal pattern rather than specific configuration effect A, regardless of the circumstances leading up to the branching point.

[0066] 〇Specific example 1-7 As in the above embodiment, when the specific configuration effect is a reach effect (super reach effect), if a reversal advantageous outcome occurs and a jackpot is announced, it is determined that the game state after the jackpot game ends will be a high-probability, high-base state. In accordance with the above embodiment, if the target win / loss lottery result is a second specific jackpot, the specific configuration effect may lead to a reversal advantageous outcome. Note that even if the specific configuration effect reaches a normal advantageous outcome and a jackpot is announced, it is preferable that the game state after the jackpot game ends may be a high-probability, high-base state (if a normal advantageous outcome is reached and a jackpot is announced, it is preferable that the game state after the jackpot game ends may be a high-probability, high-base state, or may be another game state (a game state more disadvantageous to the player than a high-probability, high-base state)).

[0067] By doing this, if the specific configuration effect leads to a favorable ending, it will be more advantageous for the player to have a favorable reversal ending than a normal favorable ending, so in that respect, specific configuration effect B, which has a relatively high probability of reversal, is a preferable effect for the player (specific configuration effect B is more likely to lead to a favorable reversal ending than specific configuration effect A, and is therefore a effect that can be expected to transition to a high probability, high base state).

[0068] 〇Specific example 1-8 It is assumed that multiple types of effects can occur as the specific configuration effect A. As described above, since the specific configuration effect A displays character A, all types of specific configuration effects A have in common the fact that character A is displayed. In other words, although the various specific configuration effects A have in common the fact that character A is displayed, the images displayed as the effect (the images used for the effect) are different and can be recognized by the player as different types. For example, it is assumed that a specific configuration effect A1 (see FIG. 16(a-1)) in which character A and character E1 (indicated by the letter "E1" in the drawings) are displayed, and a specific configuration effect A2 (see FIG. 16(a-2)) in which character A and character E2 (different from character E1; indicated by the letter "E2" in the drawings) are displayed can occur. Although not shown, it is preferable that the reliability of the specific configuration effect A1 and the specific configuration effect A2 differ at the time the specific configuration effect A is started (for example, the reliability of the specific configuration effect A2 is higher than that of the specific configuration effect A1).

[0069] Even in a configuration where multiple types of specific configuration effects A can occur, as in this example, the probability of a reversal is set to be higher for specific configuration effect B than for any of the multiple types of specific configuration effects A. If specific configuration effects A1 and A2 can occur as described above, the probability of a reversal is set to be higher for specific configuration effect B than for specific configuration effect A1, and the probability of a reversal is set to be higher for specific configuration effect B than for specific configuration effect A2 (see Figure 16(b)). By doing this, the impression that character B is a character that is more likely to be reversible than character A can be strengthened.

[0070] It is preferable that the reversal probability of the specific configuration effect A1 and the specific configuration effect A2 be different (for example, the reversal probability of the specific configuration effect A2 is set higher than that of the specific configuration effect A1) (see FIG. 16(b)). By doing so, the game will become more interesting as players will be more likely to pay attention to the type of the specific configuration effect A.

[0071] 〇Specific example 1-9 It is assumed that multiple types of effects can occur as the specific configuration effect B. As described above, since the specific configuration effect B displays character B, all types of specific configuration effects B have in common the fact that character B is displayed. In other words, although the various specific configuration effects B have in common the fact that character B is displayed, the images (effect images) displayed as the effect are different and can be recognized by the player as different types. For example, it is assumed that a specific configuration effect B1 (see FIG. 17(a-1)) in which character B and character F1 (indicated by the letter "F1" in the drawings) are displayed, and a specific configuration effect B2 (see FIG. 17(a-2)) in which character B and character F2 (different from character F2; indicated by the letter "F2" in the drawings) are displayed can occur. It is preferable that the reliability of the specific configuration effect B when it is started be different between the specific configuration effect B1 and the specific configuration effect B2 (for example, the reliability of the specific configuration effect B2 is higher than that of the specific configuration effect B1).

[0072] Even in a configuration where multiple types of specific configuration effects B can occur, as in this example, all of the multiple types of specific configuration effects B are made to have a higher reversal probability than specific configuration effect A. If specific configuration effects B1 and B2 can occur as described above, then specific configuration effect B1 has a higher reversal probability than specific configuration effect A, and specific configuration effect B2 has a higher reversal probability than specific configuration effect A (see Figure 17(b)). By doing this, it is possible to further strengthen the impression that character B is a character that is more likely to be reversible than character A.

[0073] It is preferable that the reversal probability of the specific configuration effect B1 and the specific configuration effect B2 be different (for example, the reversal probability of the specific configuration effect B2 is set higher than that of the specific configuration effect B1) (see FIG. 17(b)). By doing so, the game will become such that the player will also pay attention to the type of the specific configuration effect A.

[0074] Also, in combination with the configuration as in this example, as described in Specific Examples 1-8, a plurality of specific configuration effects A may occur. In this case, any of the plurality of specific configuration effects B should have a higher reversal effect than any of the plurality of specific configuration effects A. If specific configuration effect A1 and specific configuration effect A2 can occur as specific configuration effects A, and specific configuration effect B1 and specific configuration effect B2 can occur as specific configuration effects B, then the reversal probability of specific configuration effect B1 should be higher than that of either specific configuration effect A1 or specific configuration effect A2, and the reversal probability of specific configuration effect B2 should be higher than that of either specific configuration effect A1 or specific configuration effect A2 (see Fig. 17(c)).

[0075] 〇Specific Examples 1-10 Assume that when the specific configuration effects A and the specific configuration effects B lead to the same ending, the execution time (the time from the start to the end of the effect) is the same. (As in the above embodiment, if the specific configuration effect is a super reach effect, then after the start condition of the specific configuration effect (upon the establishment of this start condition, either specific configuration effect A or specific configuration effect B may start) is established, the notification of the win / loss lottery result (the target variation ends) is completed, and this period is the execution time.) That is, as shown in Fig. 18, the execution time when the specific configuration effects A and the specific configuration effects B lead to an unfavorable ending is the same, denoted as Tx; the execution time when the specific configuration effects A and the specific configuration effects B lead to a normal favorable ending is the same, denoted as Ty1; and the execution time when the specific configuration effects A and the specific configuration effects B lead to a reversed favorable ending is the same, denoted as Ty2. Since the reversed favorable ending is a pattern that appears to lead to an unfavorable ending but is then overridden, Tx < Ty2.

[0076] Note that the lengths of Tx and Ty1 may be the same or different. If the favorable ending is to be made more prominent (emphasized) than the unfavorable ending, it is preferable that Tx < Ty1. Also, the lengths of Ty1 and Ty2 may be the same or different. If the reversed favorable ending is to be made more prominent (emphasized) than the normal favorable ending, it is preferable that Ty1 < Ty2.

[0077] <Special special performance> The gaming machine 1 according to this embodiment is capable of executing a specific special effect (see FIG. 21(b-1)) as an effect that can occur during a variable effect (an effect that constitutes part of a variable effect). Note that the specific special effect in this embodiment can occur in a normal gaming state, but it may also occur in a specific gaming state. The specific special effect can occur when the conditions described in detail below are met (when a specific option is selected by the pre-target variable selection). In the following description of the specific special effect, a variable effect (variation) that includes a specific special effect may also be referred to as a target variable effect (target variable). In addition, the result of the win / loss lottery notified in the target variable effect may also be referred to as the target win / loss lottery result.

[0078] A target pre-change selection (see Figures 19 and 20) may occur in a change performance before the start of the target change performance (sometimes referred to as a previous change performance (previous change) in the explanation of the specific special performance below). The occurrence of a target pre-change selection in a previous change performance is a condition under which a specific special performance may occur in the target change performance. In this embodiment, a target pre-change selection may occur in a previous change performance immediately before the target change performance (the change following the change in which a target pre-change selection occurs is the target change) (see Figure 19). The target pre-change selection can also be seen as a kind of pre-reading performance regarding the result of the target win / loss lottery (a pre-reading performance that suggests that the probability that the result of the target win / loss lottery will be a jackpot has increased). Note that in this embodiment, a change that causes a target pre-change selection is a losing change (a target pre-change selection occurs only if the win / loss lottery result notified in the previous change (in this embodiment, the win / loss lottery result notified immediately before the target win / loss lottery result) is a losing change). In addition, the prior change and the target change occur consecutively without any gap between them (the win / loss lottery information corresponding to the target change (pre-change win / loss lottery information) is obtained before the prior change, which is when the pre-target change selection occurs, begins).

[0079] In the target pre-change selection, multiple options are presented to the player (multiple option images representing each of the multiple options are displayed in the display area 911) (see FIG. 20(a)). The player can select any option (preferred option) from the multiple options (options contrary to the player's intention are not automatically selected). Any method may be used for the player to select a preferred option. In this embodiment, a selection operation (in this embodiment, the cursor can be moved by operating the cross key 62) is performed to highlight the preferred option over the other options, and then a decision operation (in this embodiment, operation of the push button 61) is performed to confirm the selection of the highlighted option. Note that if a predetermined time has passed without a decision operation after the target pre-change selection has begun (the display of option images has begun) (when the valid operation period for performing the selection operation and the decision operation has ended), the option that is highlighted (on which the cursor is located) at that time is considered to have been selected. Since the valid operation period ends before the end of the previous change, the selection of one of the options is confirmed before the end of the previous change (see FIG. 19).

[0080] One of the multiple options presented in the target pre-change selection is designated as a specific option (see FIG. 20(a)). Options other than the "specific option" are designated as "non-specific options." In other words, in the target pre-change selection, multiple option images representing options are displayed, and the multiple option images include a specific option image 11 representing a specific option and a non-specific option image 12 representing a non-specific option.

[0081] Any type of pre-target change selection may be used as long as it has these basic features. In this embodiment, the pre-target change selection is performed as a "quiz" presentation. For example, a "quiz" question from an original work, such as a manga that is the motif (tie-up with the gaming machine) of the gaming machine is executed as the pre-target change selection (see FIG. 20(a)). Possible answers to the quiz are displayed as multiple options (option images), and one of the options is the "correct answer" of the quiz. The "correct answer" option is a specific option, and an "incorrect answer" (an option that is not the correct answer) is a non-specific option. In other words, if the player answers the quiz correctly, the specific option is selected (hereinafter, also referred to as a "specific selection"), and if the player answers incorrectly, the non-specific option is selected (hereinafter, also referred to as a "non-specific selection"). Before the selection is finalized, the player is not informed of which option is the specific option (correct answer). In this embodiment, when a specific selection is made (see FIG. 20(b-1)), an image (in this embodiment, an image of "correct answer") is displayed (see FIG. 20(c-1)) that is not displayed when a specific selection is not made (when a non-specific selection is made (see FIG. 20(b-2))), so the player can determine whether or not a specific selection has been made (whether or not the quiz has been answered correctly). Note that when a non-specific selection is made, an image that is not displayed when a specific selection is made may be displayed (in this embodiment, an image of "incorrect answer" is displayed) (see FIG. 20(c-2)). The content of the quiz may be of any type. Multiple types of quizzes (multiple types of pre-target change selections) may be provided, and one of them may be executed.

[0082] If a pre-target change selection occurs in the previous change (the change immediately before the target change), the target change may be different when a specific selection is made in the pre-target change selection (in this embodiment, when the "quiz" is answered correctly) (see Figures 20(b-1)(c-1)) and when a specific selection is not made (a non-specific selection is made) (in this embodiment, when the "quiz" is answered incorrectly) (see Figures 20(b-2)(c-2)). (In the following explanation, a target change (effect) when a specific selection is made in the previous change (effect) may be referred to as a "specific target change (effect)," and a target change (effect) when a specific selection is not made (a non-specific selection is made) may be referred to as a "non-specific target change (effect).") Specifically, a specific target change (see Figure 21) is a change that can result in a specific special effect, while a non-specific target change (see Figure 22) is a change that does not result in the specific special effect. However, whether the target change is a specific target change or a non-specific target change does not affect the result of the target selection lottery. Whether it is a specific target variation or a non-specific target variation merely affects the content of the variation presentation, and the result of the target winning / losing lottery is predetermined. The result of the target winning / losing lottery is announced by the combination of decorative patterns 80 displayed at the end of the target variation, but the manner in which the combination of decorative patterns 80 is combined (pattern combination) does not differ depending on whether it is a specific target variation or a non-specific target variation. In other words, when the result of the target winning / losing lottery is a jackpot (the target variation is a winning variation), the winning combination displayed does not differ depending on whether it is a specific target variation or a non-specific target variation (see Figures 21(c-1) and 22(c-1)), and when the result of the target winning / losing lottery is a loss (the target variation is a losing variation), the losing combination displayed does not differ depending on whether it is a specific target variation or a non-specific target variation (see Figures 21(c-2) and 22(c-2)).

[0083] In this embodiment, after the target variation has started, an element is output that distinguishes whether the variation has become a specific target variation or a non-specific target variation. Specifically, in the case of a specific target variation, an effect element that is not output in the case of a non-specific target variation is output. In this embodiment, in the case of a specific target variation, a specific target variation image 13 (which can also be said to be an image that forms part of the background image displayed as the background of the decorative pattern 80) is displayed in the display area 911 (see Figure 21). The specific target variation image 13 is an image that is not displayed in the case of a non-specific target variation. Therefore, even after the target variation has started, the player can easily determine whether the current variation is a specific target variation or not. It is preferable that the specific target variation image 13 indicates the occurrence of a specific special effect. In this embodiment, a specific target variation image 13 including the text "XX occurrence chance" ("XX" refers to a specific special effect) is displayed.

[0084] The specific special effect in this embodiment (see FIG. 21(b-1)) is a confirmation effect (so-called premium effect) that, when it occurs, determines a jackpot. In other words, if the result of the target win / loss lottery is a jackpot and the target variation is a winning variation, when the target variation becomes a specific target variation (when a specific selection is made in the previous variation), a specific special effect will occur in that target variation. There are multiple timings (candidate timings) at which the specific special effect can occur (see FIG. 19). The candidate timings can be set as appropriate. In this embodiment, the candidate timings are when the variation starts, after 3 seconds have passed since the variation started, when a reach is established, when a pseudo-consecutive win occurs, when a transition to a specified super reach effect occurs, and during a specified super reach effect. However, all of the candidate timings are timings before the combination of decorative patterns 80 (a winning combination or a losing combination) that indicates the result of the target win / loss lottery is displayed. In this embodiment, if the specific target variation is a winning variation (if the target winning / losing lottery result is a jackpot), a specific special effect will occur at one of the candidate timings (the specific special effect will not not occur through the variation) (see FIG. 21(b-1)). If the specific target variation is a losing variation (if the target winning / losing lottery result is a losing variation), a specific special effect will not occur at any of the candidate timings. In other words, a specific special effect will not occur through the target variation (losing variation) (see FIG. 21(b-2)). In this way, in the case of a specific target variation, if the target winning / losing lottery result is a jackpot, a specific special effect will occur at one of multiple candidate timings, but if it is a losing variation, a specific special effect will not occur at any of the multiple candidate timings, resulting in a "one-shot announcement"-like presentation format. Note that in this embodiment, a specific special effect will not occur more than once in one variation. In other words, even if the specific target variation is a winning variation (if the target winning / losing lottery result is a jackpot), only one specific special effect will occur in one specific target variation (only one of the candidate timings is set as the actual occurrence timing). Which of the candidate timings will be the occurrence timing is determined by an internal lottery (the result of which is not known to the player until a specific special effect occurs).

[0085] The specific special effect in this embodiment is an effect in which a predetermined effect image (hereinafter referred to as the specific special image 10) is displayed in the display area 911 (see FIG. 21(b-1)). The same specific special image 10 is displayed regardless of the candidate timing at which the specific special effect occurs. The specific special image 10 may be in any specific form, but the decorative pattern 80 does not constitute the specific special image 10. In this embodiment, an image including a predetermined character is displayed as the specific special image 10. As described above, the specific special effect in this embodiment occurs as a confirmation effect (premium effect), and therefore the specific special image 10 may include a confirmation element (for example, a "rainbow" effect) that indicates that a jackpot is confirmed.

[0086] When the result of the target lottery is a miss, the specific special image 10 will not be displayed in the target change (the specific special effect will not be executed). In other words, even if a pre-target change selection occurs in the previous change, a specific option is selected, and the target change becomes a specific target change, the specific special effect will not be executed in that specific target change (the specific special image 10 will not be displayed) (see Figure 21 (a) (b-2) (c-2)).

[0087] When no specific option is selected in the selection before the target change (a non-specific option is selected), the target change becomes a non-specific target change (see Figure 22). In a non-specific target change, even if the result of the target lottery is a jackpot (even if it is a winning change), no specific special effect will occur (see Figure 22(a)(b-1)(c-1)). Naturally, in a non-specific target change, even if the result of the target lottery is a loser (even if it is a losing change), no specific special effect will occur (see Figure 22(a)(b-2)(c-2)). In short, a non-specific target change will result in a normal change effect.

[0088] In addition, if a target lottery result is a jackpot and a pre-target change selection occurs in the previous change, whether or not a specific selection is made in the pre-target change selection does not affect the target change change time. In other words, if the target change time is predetermined to be Ta, the change time will be the same Ta whether the target change for a target lottery result (jackpot) is a specific target change or a non-specific target change (Ta may change, but is not affected by the pre-target change selection). More specifically, when a target change for a certain target lottery result becomes a specific target change, this simply means that a specific special effect is superimposed on the change effect that would occur if the target change for that target lottery result were a non-specific target change (specific special image 10 is displayed superimposed on the other effect images that make up the change effect). (Since no additional time is required to execute the specific special effect, the execution of the specific special effect does not affect the change time.) Therefore, apart from the occurrence of a specific special effect and the display of a specific target change image 13, there is no difference in the form of the change effect between when a specific selection is made and when a non-specific selection is made. For example, if it is internally determined in advance that a certain type of super reach effect will be executed in response to a target change, that effect will be executed regardless of whether the target change is a specific target change or a non-specific target change.

[0089] Similarly, if the result of a certain target lottery is a miss, and a pre-target change selection occurs in the previous change, whether or not a specific selection is made in the pre-target change selection does not affect the target change change time. If the result of the target lottery is a miss, a specific special effect will not occur whether it is a specific target change or a non-specific target change, so there is no difference in the specific form of the change effect, and the change time is naturally the same. In other words, there is no difference in the form of the change effect, except that the specific target change image 13 is displayed.

[0090] In this way, in the gaming machine 1 according to this embodiment, a pre-target change selection may occur in a change prior to the start of the target change that notifies a certain win / lose lottery result (target win / lose lottery result), and if a specific option is selected in the pre-target change selection (if the pre-target change selection is "quiz" as in this embodiment and the quiz is answered correctly), a specific special effect may occur in the target change (which would not occur if a specific option was not selected), providing an interesting gameplay experience.

[0091] The following describes specific examples in which the above-mentioned specific special 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.

[0092] 〇Specific example 2-1 The specific special effect is not a guaranteed jackpot effect (premium effect), but is set to be limited to a so-called chance up effect (an effect with less than 100% reliability of the target hit / miss lottery result). In other words, as shown in FIG. 23, when a specific special effect occurs in a specific target variation (see FIG. 23(c-1)), the target hit / miss lottery result is more likely to be a jackpot than when a specific special effect does not occur through the specific target variation (see FIG. 23(c-2)). However, the target hit / miss lottery result may still be a miss. Note that when a specific special effect does not occur through the specific target variation (as in FIG. 23(c-2)), the setting may be a guaranteed miss or a possible jackpot. Although not shown, in the case of a non-specific target variation, the specific special effect, which is the chance up effect, does not occur regardless of the target hit / miss lottery result. In this example, a gameplay feature is realized in which a chance up effect (specific special effect) is provided that only occurs when a specific selection is made in the target variation selection.

[0093] When configured as in this example, it is also possible to have a configuration in which two or more specific special effects with different degrees of reliability (degree of chance increase) of the target acceptance / rejection lottery result when it occurs are provided. For example, as specific special effects, a first specific special effect in which the first specific special image 101 is displayed (see Fig. 24(a)) and a second specific special effect in which the second specific special image 102 (different in form from the first specific special image 101) is displayed (see Fig. 24(b)) can occur. Let the reliability when the first specific special effect occurs be P1%, and the reliability when the second specific special effect occurs be P2% (P1 < P2). (Note that P2% may be 100% or less than 100%, but at least P1% is less than 100%, so the first specific special effect is not a jackpot determination effect (it remains a chance increase) effect). By doing so, when a specific special effect occurs, the gaming nature becomes such that the player should also pay attention to the type.

[0094] Also, when configured as in this example, it is possible to set that no specific special effect occurs when the specific target variation becomes a deviation variation (when the target acceptance / rejection lottery result is a deviation), or it is also possible to set that a specific special effect can occur even when the specific target variation becomes a deviation variation. In the case of the former setting, in the specific target variation, the occurrence of the specific special effect is a condition for winning the jackpot (if the specific special effect does not occur, it is a deviation), but even if the specific special effect occurs, it does not necessarily mean winning the jackpot, resulting in a gaming nature. On the other hand, in the case of the latter setting, there is a possibility of winning the jackpot even if the specific special effect does not occur in the specific target variation, but the gaming nature is such that the player can expect to win the jackpot more if the specific special effect occurs. <# <#

[0095] <# 〇Specific Example 2-2<# In the above embodiment, it was explained that the maximum number of specific special effects that can occur in one specific target variation is one, but it is also possible to allow two or more specific special effects to occur in one specific target variation. <# <#

[0096] <# As in this example, if the specific special effect is configured not to be a guaranteed jackpot effect (an effect with 100% reliability) as described in Specific Example 2-1, it can be set so that the more specific special effects that occur in one specific target variation, the higher the probability that the target win / loss lottery result will be a jackpot. By doing this, the more specific special effects occur in a specific target variation, the more one can expect that the specific target variation will be a winning variation, so even if a specific special effect occurs, the gameplay will be such that the player will not only look forward to it but will also look forward to the occurrence of further specific special effects.

[0097] 〇Specific example 2-3 Unlike the above embodiment, the setting is made such that a specific special effect can occur even with a non-specific target fluctuation (however, the probability of a specific special effect occurring is guaranteed to be higher with a specific target fluctuation than with a non-specific target fluctuation). For example, as shown in FIG. 25(a), in the case of a specific target fluctuation, as in the above embodiment, when the target win / loss lottery result is a jackpot (a winning fluctuation), there is a 100% probability that a specific special effect will occur during the specific target fluctuation. However, even with a non-specific target fluctuation, when the target win / loss lottery result is a jackpot (a winning fluctuation), there is a 5% probability that a specific special effect will occur during the non-specific target fluctuation (95% of non-specific target fluctuations when the target win / loss lottery result is a jackpot do not cause a specific special effect). This makes the game playable, with the expectation that a specific special effect will occur even with a non-specific target fluctuation (even if a specific option cannot be selected in the selection before the target fluctuation).

[0098] 〇Specific example 2-4 Unlike the above embodiment, even if the specific target variation is a winning variation (when the target winning / losing lottery result is a jackpot), the specific target variation may not generate a specific special effect (however, it is guaranteed that the probability of a specific special effect occurring is higher for a specific target variation than for a non-specific target variation). For example, as shown in FIG. 25(b) ((b-1)(b-2)), in the case of a specific target variation, when the target winning / losing lottery result is a jackpot (when it is a winning variation), the probability of a specific special effect occurring during the specific target variation is 90% (even if the specific target variation is a winning variation, there is a 10% probability that a specific special effect will not occur). By doing this, the gameplay becomes such that there is hope for a jackpot even if a specific special effect does not occur with the specific target variation.

[0099] As in the above embodiment, in the case of a non-specific target variation, even if the result of the target lottery is a jackpot, a specific special effect will not occur (the probability of occurrence is 0%) (see FIG. 25(b-1)). Alternatively, as explained in the above specific example 2-3, even in the case of a non-specific target variation, if the target variation is a jackpot, a specific special effect may occur (the probability of occurrence is not 0%) (see FIG. 25(b-2)). However, in either case, it is ensured that the probability of a specific special effect occurring in a target variation is higher when a specific selection is made in the selection before the target variation than when no specific selection is made (when a non-specific selection is made). In other words, making a specific selection in the target pre-selection (answering the quiz correctly) has the effect of increasing the probability of a specific special effect occurring.

[0100] 〇Specific example 2-5 As for the target pre-change selection, when selecting an option (during the selection period), it is possible for the player to determine which option is the specific option (hereinafter, this target pre-change selection may also be referred to as a special target pre-change selection). In other words, it is assumed that the player may be shown which option is the specific option. If a "quiz" is executed as the target pre-change selection, as in the above embodiment, the special mode pre-change selection is one in which the correct answer to the quiz is shown to the player (for example, an image indicating which option is the specific option is displayed, as shown in FIG. 26). In such a special mode pre-change selection, the player can determine in advance which option is the specific option, so that the player can reliably select the specific option at their own will (even if the player does not know which option is the specific option (does not know the "correct answer"). Being able to reliably select a specific option means that it is also possible to reliably not select a specific option (select a non-specific option). When a specific option is selected, a specific target variation is executed and a state in which a specific special effect can occur is created, so the player can reliably choose whether or not to make the variation in which a specific special effect can occur, at his or her will.

[0101] Note that the configuration may be such that a specific option is shown to the player in some of the pre-target change selections (some of the pre-target change selections are special pre-target change selections), or such that a specific option is shown to the player in all of the pre-target change selections (all of the pre-target change selections are special pre-target change selections). With the former configuration, the gameplay will be such that there are cases where the player can reliably select a specific option at their will, but there are also cases where the player cannot reliably select a specific option unless they are aware of the specific option. With the latter configuration, the gameplay will be such that the player can reliably select a specific option at their will every time.

[0102] 〇Specific example 2-6 In the above embodiment, it was explained that the fluctuation before which the target fluctuation pre-selection occurs is the fluctuation immediately preceding the target fluctuation, but it is also possible for the target fluctuation pre-selection to occur in a fluctuation (a miss fluctuation) two or more times before the target fluctuation.

[0103] Furthermore, before the target fluctuation starts, the target fluctuation pre-selection may be performed across two or more fluctuations (two or more future fluctuations). If the time required to perform the target fluctuation pre-selection is not sufficient with only one fluctuation (future fluctuation), the target fluctuation pre-selection may be performed using two or more fluctuations (however, all of the two or more fluctuations for which the target fluctuation pre-selection is performed must be loser fluctuations).

[0104] 〇Specific example 2-7 The target pre-change selection is not limited to a "quiz" as in the above embodiment. It may be any type in which multiple options are presented, one of which is a specific option and the others are non-specific options. To take an extreme example, while a "quiz" as in the above embodiment provides clues for the player to select a specific option (the probability of selecting a specific option varies depending on the player), the target pre-change selection may have no clues at all (the probability of selecting a specific option is the same for all players). For example, as shown in FIG. 27, treasure chests whose internal state is unknown are displayed as options (see FIG. 27(a)). Assume that one of the treasure chests contains treasure, while the others are empty. As a result, selecting the treasure chest containing treasure (the specific option) is a specific selection (see FIGS. 27(b-1)(c-1)), and selecting the empty treasure chest (the non-specific option) is a non-specific selection (see FIGS. 27(b-2)(c-2)). When this is done, there are no clues as to how to select a specific option, so whether or not a specific option can be selected is entirely a matter of luck (if the number of options is N (the number of specific options is 1), then the probability that any player will be able to select a specific option is 1 / N, and the game will be such that a specific target variation will be executed with that 1 / N probability).

[0105] 〇Specific example 2-8 It is also possible to have a target change pre-selection in which two or more specific options are set (however, the total number of options is assumed to be greater than the number of specific options (non-specific options are set)). If the target change pre-selection is a "quiz" as in the above embodiment, it is possible to have a target change pre-selection in which two or more specific options that are "correct" are set. For example, as shown in Figure 28, four options A to D are presented, of which options B and D are considered to be specific options (options A and C are non-specific options). Whether option B is selected (see Figures 28(b-1)(c-1)) or option D is selected (see Figures 28(b-2)(c-2)), the target change will be a specific target change. Therefore, the higher the ratio of specific options to the total number of options, the more likely it is that a specific target change will be executed in the target change pre-selection.

[0106] When a pre-target change selection occurs in which two or more specific options are provided and a specific option is selected, the setting of the specific target change may differ depending on the type of specific option selected (this configuration may be adopted, and does not negate the possibility of a configuration in which the setting of the specific target change remains the same regardless of the type of specific option selected). For example, as in the example above, assume that four options A to D are presented, of which options B and D are specific options (options A and C are non-specific options). Furthermore, the specific target change (first specific target change) that is executed when option B is selected (when the first specific selection is made) and the specific target change (second specific target change) that is executed when option D is selected (when the second specific selection is made) are set to different settings (see Figure 29(a)). There are various possibilities for the difference between the first specific target change and the second specific target change. As an example, as shown in Figure 29(b), in the first specific target variation, a first specific target variation image 131 is displayed as the specific target variation image 13 (see Figure 29(b-1)), and in the second specific target variation, a second specific target variation image 132 (different in appearance from the first specific target variation image 131) is displayed as the specific target variation image 13 (see Figure 29(b-2)). By doing this, the gameplay becomes such that the appearance (appearance) of the specific target variation changes depending on the content of the specific selection (the result of the specific selection is reflected in the appearance of the specific target variation). Also, as shown in Figure 29(c), the appearance of the image (specific special image 10) displayed when a specific special effect occurs may be different between the first specific target variation and the second specific target variation. For example, a first specific special effect in which specific special image 10α is displayed as the specific special effect occurs in the first specific target variation (see Figure 29(c-1)), and a second specific special effect in which specific special image 10β (different in appearance from specific special image 10α) occurs as the specific special effect in the second specific target variation (see Figure 29(c-2)). (Neither the first specific special effect nor the second specific special effect occurs in a non-specific target variation.) In this way, the gameplay is such that when a specific special effect occurs, the appearance (appearance) of the specific special effect changes depending on the content of the specific selection (the result of the specific selection is reflected in the appearance of the specific special effect). In addition, in such a configuration, it is possible that when no specific special effect is occurring, there is no difference in appearance (appearance) between the first specific target variation and the second specific target variation, or as shown in Figure 29(b), a first specific target variation image 131 is displayed for the first specific target variation, and a second specific target variation image 132 is displayed for the second specific target variation, making it easy to distinguish between the first specific target variation and the second specific target variation. Also, although not shown, it is possible to consider that the probability of a specific special effect occurring differs between the first specific target variation and the second specific target variation. For example, in the first specific target variation, when the target hit / miss lottery result is a jackpot (a hit variation), the probability of a specific special effect occurring in that variation is 100%, but in the second specific target variation, when the target hit / miss lottery result is a jackpot (a hit variation), the probability of a specific special effect occurring in that variation is set to 50% (note that both probabilities may be less than 100%). In this way, the gameplay becomes such that the probability of a specific special effect occurring in a specific target variation differs depending on the content of the specific selection. In addition, in such a configuration, it is possible that there is no difference in appearance (outward appearance) between the first specific target variation and the second specific target variation (the probability of a specific special effect occurring, which is the probability of an internal effect execution lottery, is different), or as shown in Figure 29(b), a first specific target variation image 131 is displayed for the first specific target variation (a variation with a relatively low probability of a specific special effect occurring), and a second specific target variation image 132 is displayed for the second specific target variation (a variation with a relatively high probability of a specific special effect occurring), making it easy to distinguish between the first specific target variation and the second specific target variation.

[0107] 〇Specific example 2-9 Although the specific special effect in the above embodiment has been described as an effect in which the specific special image 10 is displayed in the display area 911, it may be an effect other than this. For example, it is conceivable to use an effect in which a predetermined effect sound (a unique effect sound that is output only when a specific special effect occurs) is output from the speaker 67. Also, for example, it is conceivable to use an effect in which a specific light-emitting unit provided outside the display area 911 emits light in a predetermined light-emitting mode (lights in a unique light-emitting mode that is only generated when a specific special effect occurs).

[0108] Specific example 2-10 There may be multiple types of target pre-change selections. Note that if the combination of options presented is the same (and of course the specific options are also the same), it is considered to be the same type of target pre-change selection, and if the combination of options presented is different (at least some of the options are different), it is considered to be a different type of target pre-change selection.

[0109] In the case of this example, even if a specific selection is made, the setting of the specific target change may be different if the type of pre-target change selection is different. For example, suppose that as the specific target change pre-selection, a target change pre-selection X (see FIG. 30(a)) and a different type of target change pre-selection Y (see FIG. 31(a)) are provided. The specific target change (specific target change X) (see FIG. 30(b-1)) executed when a specific selection is made in the pre-target change selection X (see FIG. 30(a)) is set differently from the specific target change (specific target change Y) (see FIG. 31(b-1)) executed when a specific selection is made in the pre-target change selection Y (see FIG. 31(b)). There is no difference in the settings between the non-specific target change (see Figure 30(b-2)) that is executed when no specific selection is made in the selection X before the target change (when a non-specific selection is made) and the non-specific target change (see Figure 31(b-2)) that is executed when no specific selection is made in the selection Y before the target change (when a non-specific selection is made) (both are "normal changes").

[0110] There are various possibilities for what the difference between specific target fluctuation X and specific target fluctuation Y should be. As an example, for specific target variation X, specific target variation image 13X is displayed as specific target variation image 13 (see Figure 30(b-1)), and for specific target variation Y, specific target variation image 13Y (different in appearance from specific target variation image 13X) is displayed as specific target variation image 13 (see Figure 31(b-1)). 32, the mode of the image (specific special image 10) displayed when a specific special effect occurs may be different between specific target fluctuation X and specific target fluctuation Y. For example, specific target fluctuation X generates a specific special effect X in which a specific special image 10X is displayed as the specific special effect (see FIG. 32(a)), and specific target fluctuation Y generates a specific special effect Y in which a specific special image 10Y (different in mode from the specific special image 10X) as the specific special effect (see FIG. 32(b)) (in the case of a non-specific target fluctuation, neither the specific special effect X nor the specific special effect Y occurs). In this way, the gameplay is such that when a specific special effect occurs, the mode (appearance) of the specific special effect changes depending on the content of the specific selection (the result of the specific selection is reflected in the appearance of the specific special effect). In addition, in such a configuration, it is possible that there is no difference in appearance (appearance) between specific target variation X and specific target variation Y when no specific special effect is occurring, or as shown in Figures 30(b-1) and 31(b-1), specific target variation image 13X is displayed for specific target variation X and specific target variation image 13Y is displayed for specific target variation Y, making it easy to distinguish between specific target variation X and specific target variation Y. Although not shown, it is also possible to consider that the probability of a specific special effect occurring differs between specific target variation X and specific target variation Y. For example, in specific target variation X, when the target winning / losing lottery result is a jackpot (when it is a winning variation), the probability of a specific special effect occurring in that variation is 100%, but in specific target variation Y, when the target winning / losing lottery result is a jackpot (when it is a winning variation), the probability of a specific special effect occurring in that variation is set to 50% (note that both probabilities may be less than 100%). In addition, in such a configuration, it is possible that there is no difference in appearance (outward appearance) between specific target variation X and specific target variation Y (the probability of occurrence of a specific special effect, which is the probability of an internal effect execution lottery, is different), or as shown in Figures 30(b-1) and 31(b-1), specific target variation image 13X is displayed for specific target variation X (a variation with a relatively low probability of occurrence of a specific special effect), and specific target variation image 13Y is displayed for specific target variation Y (a variation with a relatively high probability of occurrence of a specific special effect), making it easy to distinguish between specific target variation X and specific target variation Y.

[0111] 〇Specific example 2-11 After a certain option is selected in the pre-target change selection, the player is not informed of whether or not the selection was a specific option (whether it was a selection of a specific option or a selection of a non-specific option). If, as in the above embodiment, the pre-target change selection is a "quiz" and the correct answer to the quiz is a specific option, the "correct" or "incorrect" answer to the quiz is not shown. If the above embodiment is used, if the player experiences a pre-target change selection in which the same option is displayed and the result is shown, the specific option may be revealed (making it easy to make a specific selection), so if it is desired to make this situation as unlikely as possible, it is best to use the example.

[0112] 〇Specific example 2-12 In the above embodiment, since the specific target change image 13 is displayed during a specific target change, it is possible to determine whether the target change has become a specific target change (whether it is a specific target change or a non-specific target change) even after the start of the target change. However, such a specific target change image 13 may not be displayed. In other words, after the start of the target change, no image for determining whether the target change has become a specific target change is displayed. Specifically, the background image displayed as the background of the changing decorative pattern 80 does not include elements that distinguish between specific target changes and non-specific target changes (the difference between specific target changes and non-specific target changes is not apparent in the background image). In this case, there is no difference between specific target changes and non-specific target changes, except for the possibility that a specific special effect may occur (if a specific special effect does not occur, there is no difference between specific target changes and non-specific target changes).

[0113] 〇Specific example 2-13 A pre-selection can be performed in which the player can freely choose whether or not to generate a pre-target change selection (see FIG. 33(a)). In a previous change before the target change begins, the player can choose to generate a pre-target change selection (see FIG. 33(b-1)), or not generate a pre-target change selection (see FIG. 33(b-2)). For example, if the pre-target change selection is a "quiz" as in the above embodiment, the question "Do you want to generate a quiz?" will be displayed in the previous change, and if "yes" is selected, the pre-target change selection will occur, but if "no" is selected, the pre-target change selection will not occur (the method of selection can be any, so an explanation will be omitted). If the pre-target change selection is not generated, no specific selection will be made, and the target change will not become a specific target change (a change that can result in a specific special effect).

[0114] Some players may find the occurrence of pre-target change selection (or the occurrence of specific target changes) that has no bearing on actual profits (expected value of balls won) annoying, so it may be possible to allow the player to choose not to have pre-target change selection occur, as in this example.

[0115] 〇Specific example 2-14 In the above embodiment, it was explained that there are multiple timings (candidate timings) at which a specific special effect can occur in a specific target fluctuation, but it is set that there is only one timing (specific timing) at which a specific special effect can occur in a specific target fluctuation. In this case, once the specific timing has passed in a specific target fluctuation, there is no longer any possibility of a specific special effect occurring, resulting in an easy-to-understand gameplay. It is preferable that the specific timing be clearly distinguishable. For example, it is conceivable that the specific timings could be the start of fluctuation, when a predetermined specified time has passed since the start of fluctuation, or when a reach is achieved.

[0116] 〇Specific example 2-15 Whether or not a target pre-change selection is made in the previous change is unrelated to the reliability of the target win / loss lottery result. In other words, there is no difference in the reliability of a certain win / loss lottery result (target win / loss lottery result) between when a target pre-change selection is made and when a target pre-change selection is not made in the change immediately before the win / loss lottery result (target win / loss lottery result). In this case, the target pre-change selection does not function as a pre-reading effect (chance-up pre-reading effect) that suggests that the probability that the target win / loss lottery result is a jackpot has increased.

[0117] 〇Specific example 2-16 The specific option image 11 that represents a specific option in the selection before the target change includes a suggestive element that suggests a specific special effect. Since none of the non-specific option images 12 include this suggestive element, it can also be said that this suggestive element is an element (unique element) that distinguishes the specific option image 11 from the non-specific option images 12. For example, as shown in FIG. 34, the specific special effect is an effect in which a specific special image 10 including character C is displayed (see FIG. 34(c)), and the specific option image 11 includes character C (see FIGS. 34(a) and (b)) (non-specific option images 12 do not include character C). In this case, the specific option image 11 selected in the selection before the target change and the specific special effect that can be said to have occurred by selecting the specific option image 11 (since the specific special effect would not have occurred if the specific option image 11 had not been selected, it can be said that the specific special effect occurred by selecting the specific option image 11) are linked, resulting in easy-to-understand gameplay.

[0118] 〇Specific example 2-17 The specific special effect is an effect that is unrelated to the reliability of the target hit / miss lottery result. In other words, the specific special effect is an effect that does not affect the player's expected actual profit (ball payout). Because it is unrelated to reliability, whether or not a specific special effect is executed in a specific target change is determined regardless of the target hit / miss lottery result. For example, when a specific target change occurs (when a specific selection is made in the selection before the target change), the specific special effect may be generated in that specific target change regardless of the target hit / miss lottery result. In this case, whether or not a specific selection is made in the selection before the target change (in the case of a "quiz" as in the above embodiment, whether or not the quiz is answered correctly) will affect the nature of the target change in terms of whether or not an effect unrelated to reliability will occur.

[0119] 〇Specific example 2-18 Selection before the target change can also be performed for a winning change. If the change for which selection before the target change is performed is a winning change, the jackpot game will be performed after the end of that change, so regardless of whether a specific selection was made in the selection before the target change, a target change (specific target change or non-specific target change) will not be performed after that change. In this way, unlike the above embodiment (where a change for which selection before the target change is performed is always a losing change), the change for which selection before the target change is performed also has the potential for a jackpot.

[0120] 〇Specific example 2-19 In a non-specific target variation, an image (non-specific target variation image 14) that is not displayed in a specific target variation is displayed (see Figure 35(c-2)). The non-specific target variation image 14 may be different in appearance from the specific target variation image 13 (see Figure 35(c-1)). Preferably, it should include an element that suggests that a specific special effect will not occur (the non-specific target variation image 14 shown in Figure 35(c-2) includes a text element that suggests that the XX effect (referring to a specific special effect) will not occur). In this way, the difference between a specific target variation and a non-specific target variation becomes clear (it is emphasized that the transition to a non-specific target variation was the result of a non-specific selection being made in the selection before the target variation).

[0121] Although not shown, in the case of this example, the specific target change image 13 may not be displayed in the case of a specific target change. If the non-specific target change image 14 is displayed in the case of a non-specific target change, even if the specific target change image 13 is not displayed in the case of a specific target change, it is possible to determine whether a specific target change or a non-specific target change is being executed based on the presence or absence of the non-specific target change image 14.

[0122] <Special mode> In the gaming machine 1 according to this embodiment, a special mode (see FIG. 36(a)) can be set as the presentation mode when a variable presentation is executed. In this embodiment, the special mode can be set during a variable presentation in a normal game state, but it may also be set in a specific game state. The special mode is set when a predetermined setting condition is met. Since the setting condition is not necessarily met for every variation, the special mode is not necessarily set for every variation. For comparison, a presentation mode different from the special mode (default presentation mode) is referred to as a normal mode (or non-special mode) (see FIG. 36(c)). It is preferable that most (more than 90%) of the presentation modes for variable presentations be normal mode. However, this does not mean that presentation modes other than normal mode and special mode may be provided. In the following description of special modes, a variable presentation (variation) in which a special mode is set is referred to as a target variable presentation (target variable), and the result of the winning / losing lottery announced in the target variable presentation in which the special mode is set is sometimes referred to as the target winning / losing lottery result. In addition, the variable effect (variation) in which the normal mode (non-special mode) described for comparison with the special mode is set is also referred to as the target variable effect (target variable), and the winning / losing lottery result announced by the target variable effect (target variable) in which the normal mode is set is sometimes referred to as the target winning / losing lottery result.

[0123] In this embodiment, component effect A (see Figures 36(b-1)(c-1)) and component effect B (see Figures 36(b-2)(c-2)), which are different in form from component effect A, can occur as the effects that make up the variable effect. The specific form of component effect A and the specific form of component effect B can be any. In this embodiment, component effect A is an effect in which component effect image 15A including character A is displayed in display area 911, and component effect B is an effect in which component effect image 15B (different in form from component effect image 15A) including character B is displayed in display area 911. The timing at which component effect A and component effect B can occur is variable (it is not determined to be a single timing in the variable effect). In other words, in the variable effect, there are multiple times when component effect A can occur, and there are multiple times when component effect B can occur, so to the player it feels like they are occurring suddenly (the player cannot predict the occurrence of the component effect in advance).

[0124] Assuming that such configuration effects A and B exist, in this embodiment, special mode A and special mode B are provided as special modes. As will be described in detail later, it is not possible to distinguish which mode is set between special mode A and special mode B externally (on the surface) (it is clear that a special mode is set, but it is not possible to distinguish whether special mode A or special mode B is set internally). Note that in this embodiment, both special mode A and special mode B are not set in one variation performance (there is no change from one of special mode A and special mode B to the other during one variation performance). Also, in one variation performance, normal mode and special mode (special mode A or special mode B) are not set (there is no change from one of normal mode and special mode (special mode A or special mode B) to the other during one variation performance).

[0125] The reliability of Configuration Performance A and Configuration Performance B (the probability that the target lottery result is a big win) varies depending on the performance mode of the executed variable performance (target variable performance). The reliability of Configuration Performance A in a variable performance with the normal mode (non-special mode) set (hereinafter sometimes referred to as normal variable performance) is Pna% (see FIGS. 36(c-1) and 37), and the reliability of Configuration Performance A in a variable performance with Special Mode A set (hereinafter sometimes referred to as special variable performance A) is Pha% (Pna% < Pha%) (see FIGS. 36(b-1) and 37). Since the reliability of Configuration Performance A in the state where the normal mode is set can be said to be the basic reliability, it can be said that Special Mode A is a mode that exhibits the effect of increasing the reliability of Configuration Performance A. However, even in the special mode, the reliability of Configuration Performance A in a variable performance with Special Mode B set (hereinafter sometimes referred to as special variable performance B) is Pna% (see FIGS. 36(b-1) and 37). That is, Special Mode B does not exhibit the effect of increasing the reliability of Configuration Performance A. In this embodiment, Pna% = 20% and Pha% = 50%.

[0126] On the other hand, the reliability of Configuration Performance B in a variable performance with the normal mode (non-special mode) set (normal variable performance) is Pnb% (see FIGS. 36(c-2) and 37), and the reliability of Configuration Performance B in a variable performance with Special Mode B set (special variable performance B) is Phb% (Pnb% < Phb%) (see FIGS. 36(b-2) and 37). Since the reliability of Configuration Performance B in the state where the normal mode is set can be said to be the basic reliability, it can be said that Special Mode B is a mode that exhibits the effect of increasing the reliability of Configuration Performance B. However, even in the special mode, the reliability of Configuration Performance B in a variable performance with Special Mode A set (special variable performance A) is Pnb% (see FIGS. 36(b-2) and 37). That is, Special Mode A does not exhibit the effect of increasing the reliability of Configuration Performance B. In this embodiment, Pnb% = 5% and Phb% = 70%.

[0127] In addition, in a variation effect (normal variation effect) in which the normal mode (non-special mode) is set, neither component effect A nor component effect B may occur. Since the normal mode is the default presentation mode and does not suggest the occurrence of a composition effect, it is preferable that the probability of either component effect A or component effect B occurring in a single normal variation effect is less than 10%.

[0128] In this embodiment, in a variation effect in which a special mode is set, a special mode image 16 is displayed in the display area 911 (see FIGS. 36(a), (b-1), and (b-2)). That is, the special mode image 16 is displayed both when special mode A is set (special variation effect A) and when special mode B is set (special variation effect B). The appearance of the special mode image 16 is the same between the special variation effect A and the special variation effect B (the display position in the display area 911 is also the same), so it can be said to be a common image displayed in both special mode A and special mode B. The special mode image 16 is not displayed in a variation effect in which normal mode is set (normal variation effect) (see FIG. 36(c)). Therefore, a player who sees the special mode image 16 displayed can understand that the current mode is the special mode and not the normal mode, but cannot understand whether special mode A or special mode B is set (whether it is special variation effect A or special variation effect B). In other words, a special mode is set internally, but the type of special mode cannot be discerned externally (on the surface) by the player. Hereinafter, a variation effect in which the special mode image 16 is displayed (a variation effect in which either special variation effect A or special variation effect B is set) may be referred to as a special variation effect. Note that the special mode image 16 may be temporarily hidden during the special variation effect (special variation effect A or special variation effect B), but it is preferable that it be displayed continuously to some extent (at least for more than half of the variation time of the special variation effect (the time from the start to the end of the special variation effect)).

[0129] In this embodiment, when a special variation effect (either special variation effect A or special variation effect B) is executed, one of component effects A and component effect B occurs during the special variation effect (the execution of a special variation effect is linked to the occurrence of one of component effects A and component effect B). Note that in this embodiment, both component effects A and component effects B do not occur in one special variation effect (one variation effect). When component effect A occurs, if the currently executed variation effect (special variation effect) is set to special mode A (if it is special variation effect A), its reliability is Pha%, but if it is special mode B (if it is special variation effect B), its reliability is Pna% (see Figure 36 (b-1) and Figure 37). In other words, when component effect A occurs in a special variation effect, the player hopes that special mode A, which has a relatively high reliability, is internally set. On the other hand, when component effect B occurs, if the currently executed variable effect (special variable effect) is set to special mode B (special variable effect B), its reliability will be Phb%, but if it is set to special mode A (special variable effect A), its reliability will be Pnb% (see Figure 36(b-2) and Figure 37). In other words, when component effect B occurs in the special variable effect, the player will hope that special mode B, which has a relatively high reliability, is set internally.

[0130] Thus, according to the gaming machine 1 of this embodiment, during the special mode (when the special mode image 16 is displayed), a reliability-increasing effect is exerted in which the reliability of either component effect A or component effect B is increased (compared to during the normal mode); however, this reliability-increasing effect will not be exerted unless the type of special mode that has been set (special mode A or special mode B) corresponds to the type of component effect that has occurred (component effect A or component effect B), thereby realizing a novel gameplay in which the player watches the progression of the target fluctuations while hoping that a special mode corresponding to the type of component effect that has occurred has been set internally.

[0131] In this embodiment, when the constituent performance A occurs in the special mode B (special variation performance B), the reliability (Pna%) of the constituent performance A is 20%, and when the constituent performance B occurs in the special mode A (special variation performance A), the reliability (Pba%) of the constituent performance A is 5% (see FIG. 37). Therefore, even if the type of the generated constituent performance does not correspond to the type of the currently set special mode, there is an expectation that the target lottery result will be a big win (it is not certain that the target lottery result will be a miss when the type of the generated constituent performance does not correspond to the type of the currently set special mode).

[0132] Also, in this embodiment, when the constituent performance A occurs in the special mode A (special variation performance A), the reliability (Pha%) of the constituent performance A is 50%, and when the constituent performance B occurs in the special mode B (special variation performance B), the reliability (Phb%) of the constituent performance B is 70%, that is, Pha% < Phb% (see FIG. 37). Therefore, when the type of the generated constituent performance corresponds to the type of the currently set special mode, performance B can be expected more than performance A. On the other hand, when the constituent performance A occurs in the special mode B (special variation performance B), the reliability (Pna%) of the constituent performance A is 20%, and when the constituent performance B occurs in the special mode A (special variation performance A), the reliability (Pnb%) of the constituent performance B is 5%, that is, Pna% > Pnb% (see FIG. 37). Therefore, when the type of the generated constituent performance does not correspond to the type of the currently set special mode, performance A can be expected more than performance B. That is, when the type of the generated constituent performance during the special mode corresponds to the type of the currently set special mode and when it does not, the relationship between the high and low reliabilities of comparing performance A and performance B is "reversed". It can be said that for performance B, the "difference in reliability (gap)" between when the type of the generated constituent performance corresponds to the type of the currently set special mode and when it does not is large compared to performance A.

[0133] The following describes specific examples in which the above-described special modes have 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.

[0134] 〇Specific example 3-1 In the above embodiment, it has been explained that when the special mode image 16 is displayed (special variation effect), it is impossible to determine whether special mode A or special mode B is set (whether it is special variation effect A or special variation effect B). However, it may be possible to make it possible to make it possible to make it possible to make a determination if a certain condition is met (if the condition is not met, it remains impossible to make a determination). For example, when the operation of a predetermined operation means by the player during the special variation effect satisfies a specific condition (when a specific operation is performed), a discrimination element indicating whether special mode A or special mode B is set is output. In other words, if special mode A is set, discrimination element A is output, and if special mode B is set, discrimination element B (different from discrimination element A) is output so that it can be recognized by the player. The discrimination element may be any element that can be recognized (distinguished) by the player's senses. For example, when a specific condition is met (see FIG. 38(b)) while a special mode is set (during a special variable effect) (see FIG. 38(a)), if special mode A is set, a specific light-emitting unit 92 (see FIG. 1) provided at a predetermined position lights up blue (see FIG. 38(c-1)), and if special mode B is set, the specific light-emitting unit 92 lights up red (see FIG. 38(c-2)). (The blue lighting of the specific light-emitting unit 92 is discrimination element A, and the red lighting is discrimination element B.) This allows a player who knows the operation that satisfies the specific condition to enjoy the game by focusing on whether component effect A or component effect B will occur while knowing whether the current effect mode is special mode A or special mode B (obviously, this type of enjoyment is not possible unless the player knows the operation that satisfies the specific condition). Note that if it is desired to prevent any player from determining whether special mode A or special mode B is set, it is possible to omit such a discrimination element (as in the above embodiment).

[0135] It is preferable that the operation that satisfies the specific condition is not a single operation of the operating means (push button 61 in this embodiment) that is most commonly used for effects. This is because if a discrimination element is output by a single operation of the push button 61, there is a risk that the discrimination element will be output unintentionally (FIG. 38(b) shows an example in which the specific condition is met when operating the special operation unit 65, which is less frequently (less likely to be) used for effects than the push button 61).

[0136] Also, the configuration may be such that the operation that satisfies the above-mentioned specific condition is valid only during a part of the period of the special variable effect. In other words, the possibility of the discrimination element being output may be a part of the period of the special variable effect. However, even in such a configuration, it is preferable that the discrimination element be output even after the occurrence of component effect A or component effect B. In this way, it becomes possible to enjoy checking whether special mode A or special mode B is set after the occurrence of component effect A or component effect B.

[0137] 〇Specific example 3-2 The reliability of component effect A or component effect B when it occurs in an incompatible special mode is set to be different from the reliability when it occurs in normal mode. That is, as shown in FIG. 39, when component effect A occurs in the corresponding special mode, special mode A (special variation effect A), its reliability is Pha%, when it occurs in the incompatible special mode, special mode B (special variation effect B), its reliability is Pia%, and when it occurs in normal mode (normal variation effect), its reliability is Pna%, the setting is such that the relationship "Pha% > Pia% ≠ Pna%" is satisfied. Similarly, when component effect B occurs in the corresponding special mode, special mode B (special variation effect B), its reliability is Phb%, when it occurs in the incompatible special mode, special mode A (special variation effect A), its reliability is Pib%, and when it occurs in normal mode (normal variation effect), its reliability is Pnb%, the setting is such that the relationship "Phb% > Pib% ≠ Pnb%" is satisfied.

[0138] When setting it up as in this example, the gaming property varies depending on whether the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is made lower or higher than the reliability when it occurs in the normal mode. As shown as Pattern 1 in FIG. 39, when the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is set to be lower than the reliability when it occurs in the normal mode, that is, when the relationship of “Pia% < Pna%” and “Pib% < Pnb%” is satisfied, when it is assumed that a configuration presentation occurs, the gaming property will be such that the player will think that it would be better if it occurred in the normal mode rather than in the non-corresponding special mode. As shown as Pattern 2 in FIG. 39, when the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is set to be higher than the reliability when it occurs in the normal mode, that is, when the relationship of “Pia% > Pna%” and “Pib% > Pnb%” is satisfied, as long as the configuration presentation occurs in the special mode (regardless of whether it is corresponding or non-corresponding), it will be more anticipated than when it occurs in the normal mode. Therefore, the gaming property will be such that the occurrence of the configuration presentation itself after shifting to the special mode is a chance rather than the normal (default pattern).

[0139] 〇Specific Example 3-3 Set it up such that when Configuration Presentation A or Configuration Presentation B occurs in the corresponding special mode, the result of the target validity lottery is determined to be a big win (the reliability is 100%). That is, Configuration Presentation A that occurs in Special Mode A (Special Variation Presentation A) and Configuration Presentation B that occurs in Special Mode B (Special Variation Presentation B) are set to be definite presentations (big wins) with a reliability of 100% (see FIG. 40(a)). By doing this, if the type of the special mode set internally matches the type of the configuration presentation that has occurred, the result of the target validity lottery will be determined to be a big win, but there is also an interesting gaming property in that there is a possibility of a loss if they do not match.

[0140] It is also possible to set one of component effects A and component effect B to have a reliability of 100% when it occurs in the corresponding special mode, but the other to have a reliability of less than 100% even when it occurs in the corresponding special mode. For example, component effect A is not guaranteed to result in a jackpot even if it occurs in special mode A, but component effect B is guaranteed to result in a jackpot when it occurs in special mode B (see Figure 40(b)). In this way, when component effect B occurs in a special mode (special variable effect), the gameplay becomes such that the player will wish even more strongly that special mode B is currently set.

[0141] 〇Specific example 3-4 When component effect A or component effect B occurs in an incompatible special mode, the target hit / miss lottery result is confirmed to be a miss (reliability 0%). In other words, component effect A that occurs in special mode B (special variable effect B) and component effect B that occurs in special mode A (special variable effect A) are set to be a confirmed miss (see Figure 41(a)). Note that the reliability when component effect A or component effect B occurs in normal mode does not have to be 0%. By doing this, if the type of special mode set internally matches the type of component effect that occurs, there remains a possibility that the target hit / miss lottery result will be a jackpot, but if they do not match, an interesting gameplay can be realized in which the target hit / miss lottery result is confirmed to be a miss.

[0142] It is also conceivable to set one of component effects A and component effect B to have a reliability of 0% when it occurs in an incompatible special mode, but the other to have a reliability that is not 0% even when it occurs in an incompatible special mode. For example, component effect A is set to be a guaranteed miss when it occurs in special mode B, but component effect B is set to not be a guaranteed miss even when it occurs in special mode A (see Figure 41(b)). Note that the reliability of component effect A when it occurs in normal mode does not have to be 0%. In this case, when component effect A occurs in a special mode (special variable effect), the gameplay becomes such that the player is more likely to hope that special mode B is not currently set.

[0143] 〇Specific Example 3-5 Assume a configuration where both Constituent Performance A and Constituent Performance B may occur in a single special variation performance (Special Variation Performance A or Special Variation Performance B). That is, in a single special variation performance, it is set that Constituent Performance A may occur while Constituent Performance B does not occur, Constituent Performance B may occur while Constituent Performance A does not occur, or both Constituent Performance A and Constituent Performance B may occur. Since it is certain that either Special Mode A or Special Mode B is set (either Special Variation Performance A or Special Variation Performance B) as long as it is a special variation performance, if both Constituent Performance A and Constituent Performance B occur in the special variation performance, for one of Constituent Performance A and Constituent Performance B, the reliability improvement effect due to the corresponding special mode being set can be enjoyed (for the other of Constituent Performance A and Constituent Performance B, the reliability improvement effect cannot be enjoyed). In addition, if, as in the above embodiment, the reliability when it occurs in the state where the corresponding special mode is set is set such that Constituent Performance B is higher than Constituent Performance A (Pha% < Phb%), even if both Constituent Performance A and Constituent Performance B occur, it can be said that it is more pleasing to the player that Special Mode B (Special Variation Performance B) is internally set.

[0144] In the case of this example, similar to the special variation performance, during the normal mode, that is, even in a single normal variation performance, it may be set that both Constituent Performance A and Constituent Performance B occur. Since it is a normal variation performance, neither Constituent Performance A nor Constituent Performance B will exhibit the reliability improvement effect. However, conversely, it may be set that both Constituent Performance A and Constituent Performance B do not occur in a single normal variation performance. In this case, being a special variation performance (being in the special mode) becomes a gaming property where both Constituent Performance A and Constituent Performance B can occur (in the case of a special variation performance, a gaming property where it can be expected that both Constituent Performance A and Constituent Performance B will occur).

[0145] 〇Specific Example 3-6 In the above embodiment, it was explained that if the special mode is set, either component effect A or component effect B occurs in the special variation effect (during one special variation effect), but it is also possible to set it so that neither component effect A nor component effect B occurs even in the special variation effect. In this case, even if the special variation effect occurs (even if the special mode is set), if neither component effect A nor component effect B occurs, the reliability increase effect will not be manifested, so the gameplay will be such that the player will hope that at least one of them will occur.

[0146] In this example, the probability of occurrence of a component effect (component effect A or component effect B) may be set differently when the special mode is set (special variation effect) and when the normal mode is set (normal variation effect). Specifically, the probability (≠100%) of occurrence of a component effect (either component effect A or component effect B) per special variation effect is set to be higher than the probability of occurrence of a component effect (either component effect A or component effect B) per normal variation effect. In this way, even if the special mode is set, it is not guaranteed that a component effect (either component effect A or component effect B) will occur, but the gameplay is such that there is more hope for the occurrence of a component effect (either component effect A or component effect B) than when the normal mode is set.

[0147] 〇Specific example 3-7 During normal mode (normal variation effect), the configuration effects A and B are set not to occur. In other words, the configuration effects A and B can only occur in the special mode (special variation effect) (the condition for the configuration effect to occur is the setting of the special mode). In this case, the setting of the special mode (execution of the special variation effect) becomes a gameplay that also functions as a hint that the configuration effect will occur.

[0148] It is also possible to configure the game so that one of component effects A and component effect B can occur during normal mode (normal variable effect), but the other of component effects A and component effect B does not occur during normal mode (normal variable effect). In this case, the gameplay will be such that one of component effects A and component effect B is a "common effect" that can occur regardless of the effect mode, but the other is a "limited effect" that occurs only in special mode (the special mode also functions as a hint that the other of component effects A and component effect B will occur).

[0149] 〇Specific example 3-8 As shown in FIG. 42, a special mode (hereinafter referred to as the special special mode) in which a reliability-increasing effect is exhibited regardless of whether component effect A or component effect B occurs is set to occur. That is, in addition to the special mode A (a special mode in which the reliability-increasing effect of component effect A is exhibited but the reliability-increasing effect of component effect B is not exhibited) and special mode B (a special mode in which the reliability-increasing effect of component effect B is exhibited but the reliability-increasing effect of component effect A is not exhibited) described in the above embodiment, a special special mode in which the reliability-increasing effect of both component effect A and component effect B is exhibited is provided (the special special mode can also be considered as a performance mode that is both special mode A and special mode B). In this case, if a variable performance in which the special special mode is set (hereinafter referred to as the special special variable performance) is in progress, the reliability-increasing effect will be exhibited regardless of the type of component performance.

[0150] In this example, it is preferable that the state in which the special mode is set cannot be distinguished from the state in which special mode A or special mode B is set. In other words, even when the special mode is set (special special variable effect), the special mode image 16 (a common image displayed in common during special modes) is displayed, just like when special mode A (special variable effect A) or special mode B (special variable effect B) is set, but it is preferable that the player cannot tell whether the special mode is set or not (see FIG. 42(a)). In this way, when the special mode is set, the player cannot tell that the special mode is set, but a gameplay in which a reliability-increasing effect is expressed regardless of whether component effect A or component effect B occurs is realized.

[0151] In this example, if the special special mode is set (if the special special variation effect is executed), either component effect A or component effect B may occur without exception during the special special variation effect, or even if the special special mode is set (even if the special special variation effect is executed), neither component effect A nor component effect B may occur during the special special variation effect. If the former setting is used, the gameplay will be such that the setting of the special special mode will ensure that either the reliability-increasing effect of component effect A or the reliability-increasing effect of component effect B can be enjoyed without exception. If the latter setting is used, even if the special special mode is set, neither component effect A nor component effect B may occur, resulting in gameplay in which there is a possibility that the benefits of setting the special special mode will not be enjoyed.

[0152] Furthermore, as shown in FIG. 42(b-1), the reliability of component effect A occurring in special mode A may be the same as the reliability of component effect B occurring in special mode B, and the reliability of component effect B occurring in special mode may be the same as the reliability of component effect A occurring in special mode. Alternatively, as shown in FIG. 42(b-2), the reliability of component effect A occurring in special mode A may be different from the reliability of component effect B occurring in special mode B, and the reliability of component effect B occurring in special mode B may be different from the reliability of component effect B occurring in special mode. A setting such as that shown in FIG. 42(b-1) results in a gameplay in which the value of component effect A or component effect B occurring in the corresponding special mode is the same as the value of component effect A or component effect B occurring in the corresponding special mode. A setting such as that shown in FIG. 42(b-2) results in a gameplay in which the value of component effect A or component effect B occurring in the corresponding special mode is different from the value of component effect A or component effect B occurring in the corresponding special mode. In the case of a setting such as that shown in Figure 42(b-2), if the reliability of component effect A when it occurs in special mode A is higher than the reliability of when it occurs in the extra special mode, and the reliability of component effect B when it occurs in special mode B is higher than the reliability of when it occurs in the extra special mode, then the gameplay will emphasize that each component effect occurs in the corresponding special mode (component effect A occurs in special mode A, and component effect B occurs in special mode B). In contrast, in the case of a setting such as that shown in Figure 42(b-2), if the reliability of component effect A when it occurs in the special special mode is higher than the reliability of when it occurs in special mode A, and the reliability of component effect B when it occurs in the special special mode is higher than the reliability of when it occurs in special mode B, then the gameplay will become such that the extra special mode, regardless of the type of component effect, functions as an even more valuable presentation mode.

[0153] 〇Specific example 3-9 In the above embodiment, as shown in the example of FIG. 37, the relationship between the production mode and the reliability of the configuration production is set, where Pha% < Phb% and Pna% > Pnb%. Therefore, when the type of the configuration production generated during the special mode corresponds to the type of the currently set special mode and when it does not, the relationship between the high and low reliability obtained by comparing the configuration production A and the configuration production B "reverses". However, a setting that does not have such a "reverse" relationship may also be used.

[0154] For example, as shown as an example in FIG. 43, set Pha% < Phb% and Pna% < Pnb%. When set in this way, in either case when the type of the configuration production generated during the special mode corresponds to the type of the currently set special mode and when it does not, a clear gameplay can be realized where the configuration production B can be expected more than the configuration production A (basically, the configuration production B has a higher reliability than the configuration production A).

[0155] 〇Specific Example 3-10 Set that there is no production mode other than the special mode and the non-special mode (normal mode). That is, for any variable production in which the special mode image 16 is not displayed, the reliability increasing effect of the configuration production A and the configuration production B is not manifested. By doing so, a gameplay is achieved in which it is easy to understand whether or not there is a possibility that the reliability increasing effect of the configuration production A or the configuration production B is manifested.

[0156] 〇Specific Example 3-11 It is assumed that multiple types of effects are provided for at least one of component effects A and component effects B. For example, component effects A1 and A2 (see Figure 44(a)) can occur as component effects A, and component effects B1 and B2 (see Figure 44(b)) can occur as component effects B (component effects A1, A2, B1, and B2 are different from one another). The specific form of each component effect may be any. It is preferable that component effects of the same type (same category) include common effect components (component effects A1 and A2 preferably have a common effect component A (a effect component that component effect B does not have), and component effects B1 and B2 preferably have a common effect component B (a effect component that component effect A does not have)). In the examples shown in Figures 44(a) and (b), component performances A1 and A2 display component performance images (component performance image 151A, component performance image 152A) that have character A as a common performance component, and component performances B1 and B2 display component performance images (component performance image 151B, component performance image 152B) that have character B as a common performance component.

[0157] Assuming this configuration, as shown in Figure 44(c), when component effect A1 occurs in a state where special mode A is set (special variation effect A), the reliability of component effect A1 is higher than when it occurs in a state where normal mode (normal variation effect) or special mode B (special variation effect B) is set. Similarly, when component effect A2 occurs in a state where special mode A is set (special variation effect A), the reliability of component effect A2 is higher than when it occurs in a state where normal mode (normal variation effect) or special mode B (special variation effect B) is set. In other words, special mode A functions to manifest the reliability-increasing effect of not only component effect A1 but also component effect A2 (meaning that two or more component effects corresponding to special mode A are provided). 44(c), when component effect B1 occurs when special mode B is set (special variation effect B), the reliability of component effect B1 is higher than when it occurs when normal mode (normal variation effect) or special mode A (special variation effect A) is set. Similarly, when component effect B2 occurs when special mode B is set (special variation effect B), the reliability of component effect B2 is higher than when it occurs when normal mode (normal variation effect) or special mode A (special variation effect A) is set. In other words, special mode B functions to increase the reliability of not only component effect B1 but also component effect A2 (meaning that two or more component effects corresponding to special mode B are provided).

[0158] By doing as in this example, when at least one of special mode A and special mode B (a special mode corresponding to two or more component effects) is set, the reliability of the component effect is increased regardless of which of the two or more component effects occurs, thereby realizing a gameplay in which the player will likely pay more attention to the effects that occur due to target fluctuations.

[0159] It is preferable that the reliability of component effect A1 and the reliability of component effect A2 are different even if the presentation mode when they occur is the same.Similarly, it is preferable that the reliability of component effect B1 and the reliability of component effect B2 are different even if the presentation mode when they occur is the same.

[0160] 〇Specific example 3-12 When a component effect (component effect A or component effect B) occurs during a special mode (special variable effect), it is determined whether or not the special mode corresponding to the component effect was in effect (whether or not the component effect exhibits a reliability-boosting effect). For example, when a special mode corresponding to the component effect that occurred is set, an effect (hereinafter referred to as a special corresponding effect) that would not occur when a special mode that does not correspond to the component effect that occurred is set occurs (the special corresponding effect does not occur in the state before the component effect occurs). In other words, when component effect A occurs (see FIG. 45(b-1)) in a state where special mode A is internally set (special variable effect A) (see FIG. 45(a)), and when component effect B occurs (see FIG. 45(d-2)) in a state where special mode B is internally set (special variable effect B) (see FIG. 45(c)), a special corresponding effect occurs (see FIG. 45(b-1)(d-2)). The special response effect does not occur when component effect A occurs in special mode B or when component effect B occurs in special mode A (see Figure 45 (b-2) (d-1)). The specific form of the special reaction effect may be any (Figure 45 shows an example in which a special reaction image 17 is displayed). The special reaction effect when component effect A occurs in special mode A and the special reaction effect when component effect B occurs in special mode B may be configured to be different forms.

[0161] For one of component effects A and B, it may be set so that a special reaction effect does not occur even if it occurs in the corresponding special mode (a setting in which a special reaction effect occurs only in one of the cases of Figure 45 (b-1) and (d-2)). By doing this, even if one of component effects A and B occurs, it is not clear whether the corresponding special mode was set, but for the other of component effects A and B, it is clear whether the corresponding special mode was set when it occurred.

[0162] 〇Specific example 3-13 The multiple timings at which component effect A can occur and the multiple timings at which component effect B can occur are set to overlap at least partially. In other words, the setting is such that there is a timing (common timing) during the variable effect where both component effect A and component effect B can occur. It is conceivable to set the common timing to be simultaneous with the start of the variable effect (when the variable effect starts), X seconds after the start of the variable effect, when a reach is established, when a specified reach effect starts, etc. In this case, when a component effect occurs at a common timing, it is not possible to tell whether component effect A or component effect B has occurred based on the timing of the occurrence, so the gameplay requires attention to the content of the effect that has occurred (the player should be able to determine whether component effect A or component effect B has occurred based on the content of the effect).

[0163] <Numerical effects> The gaming machine 1 according to this embodiment is capable of executing numerical effects as effects that can occur during variable effects (effects that constitute part of variable effects). Note that the numerical effects in this embodiment can occur in normal gaming mode, but may also occur in specific gaming mode or during jackpot gaming. In the following description of numerical effects, variable effects (variations) that include numerical effects may also be referred to as target variable effects (target variations). In addition, the winning / losing lottery result notified in the target variable effects may also be referred to as the target winning / losing lottery result.

[0164] The numerical effect (see FIGS. 46 to 49) is an effect in which an effect value (an effect value image 18 including the effect value) is displayed in a predetermined portion of the display area 911 (in this embodiment, a part of the right side). In this embodiment, a predetermined character is displayed along with the effect value, and the effect value represents the "power" of the character. The goal (target value) is to fill up the character's power (to 100%). In this embodiment, a target value image 19 including a target value (100) is displayed in the display area 911 at the beginning of the numerical effect (see FIG. 46(a)). This allows the player to sense that the effect represents the achievement of the goal by having a certain value reach the target value (100). In this embodiment, the player is prompted to continuously operate (hit repeatedly) the operating means (in this embodiment, the push button 61), and the effect value may increase as a result of operating the operating means during a preset valid operation period (10 seconds in this embodiment) (see FIGS. 46(b) and 46(c)). A meter image or the like that changes in accordance with the change in the performance value may be displayed separately.

[0165] The numerical effect may end without an event occurring in which the target number is reached (ending unreached) (see Figure 47), or it may end when an event occurs in which the effect number reaches the target number (ending at reach) (see Figures 48 and 49). In this embodiment, if the result of the target win / loss lottery is a miss, the effect ends at a fail (see Figure 47). Also, if the result of the target win / loss lottery is a jackpot, the effect ends at a reach (see Figures 48 and 49). Therefore, it can be said that the numerical effect ending at a reach is more advantageous for the player than ending at a fail.

[0166] In the case of an unreachable end, the effect value does not reach the target value from the start to the end of the valid operation period (see Figure 47(a)). Naturally, the effect value shown at the end of the valid operation period (end of effect) is less than the target value (100) (see Figure 47(b)). As described above, the numerical effect in this embodiment is an effect in which the effect value may increase as a result of operation of the operation means, and when the result of the target win / loss lottery is a miss, the numerical effect is controlled so that it does not reach the target value ("100" in this embodiment). As long as the effect value does not reach the target value, the specific form of this control may be any. In other words, it is sufficient that the effect value ends in a state where it has reached a value less than the target value (for example, after the effect value reaches "99", it is controlled so that the effect value does not change no matter how much the operation means is operated).

[0167] On the other hand, the "reach end" refers to the end of the game when the effect value reaches the target value ("100" in this embodiment). In other words, the end of the game occurs when the power of a specific character is accumulated to "100%." ​​However, in this embodiment, the effect value may also end at a value that exceeds the target value. That is, as shown in FIG. 48, the end of the game can occur in a pattern where the effect value reaches the target value (see FIG. 48(b)) (hereinafter, this pattern may be referred to as a "normal end pattern (normal end mode)"), as shown in FIG. 49, the end of the game can occur in a pattern where the effect value reaches a value (hereinafter, this may be referred to as a "special value") greater than the target value (see FIG. 49(c)) (hereinafter, this pattern may be referred to as a "special end pattern (special end mode)"). In this embodiment, even in the case of a special end pattern, the effect value reaches the target value ("100") (see FIG. 49(b)). Therefore, even in the case of a special end pattern, it can be said that the event of the effect value reaching the target value occurs. In other words, the normal ending pattern and the special ending pattern have in common the fact that an event occurs in which the performance value reaches the target value.

[0168] In the normal end pattern, the effect value ends when it reaches the target value. Therefore, the effect value never exceeds the target value (see FIG. 48). In other words, the effect value never reaches a special value. As long as this is the case, any specific control mode can be used when the normal end pattern is selected. Once the effect value reaches the target value, the effect value is controlled so that it remains unchanged regardless of how many times the operating means is operated, even if the valid operation period remains. In this embodiment, when the normal end pattern is selected, if the effect value has not reached the target value at a predetermined timing (e.g., the end of the valid operation period), the effect value is forcibly (automatically) changed to the target value (100). In other words, when the normal end pattern is internally selected, the effect value may end when it reaches the target value due to the player's actions (in this embodiment, operation of the operating means), or it may end when it reaches the target value regardless of the player's actions (automatically). (However, the effect value remains unchanged unless the operating means is operated until the predetermined timing (in this embodiment, until the end of the valid operation period) is reached.)

[0169] A special ending pattern ends when the effect value exceeds the target value and reaches a predetermined special value (see FIG. 49(c)). In this embodiment, the special value is "120." In other words, the special ending pattern ends when the power of a specified character is accumulated to "120%." However, the effect value passes through a state in which it reaches the target value (see FIG. 49(b)). In other words, the effect value passes through a state in which it reaches 100 (the target value), and then further increases from there to reach 120 (the special value). If this is done, any specific control mode may be used when a special ending pattern is used. After the effect value reaches the special value, the effect value is controlled so that it does not change no matter how many times the operating means is operated, even if the operation valid period remains. Note that in this embodiment, when a special ending pattern is used, if the effect value has not reached the special value at a predetermined timing (e.g., at the end of the operation valid period), the effect value is forcibly (automatically) changed to the special value (120). In other words, when it has been internally determined that a special ending pattern will occur, the effect value may reach the special value due to the player's actions (in this embodiment, operation of the operating means), and the effect may end due to the effect value reaching the special value regardless of the player's actions (automatically) (however, the effect value will not change unless the operating means is operated until the above-mentioned specified timing (in this embodiment, until the end of the effective operation period)). Furthermore, when the effect value is less than the target value (100) at the above-mentioned specified timing, it is made clear that the effect value has passed through the target value and reached the special value. In other words, even when the effect value is forcibly made to reach 120 (special value), it is made clear that the effect value has passed through a state of 100 (target value).

[0170] As described above, the numerical effect in this embodiment reaches an end (normal end pattern or special end pattern) when the result of the target win / loss lottery is a jackpot (see Figures 48(c) and 49(d)). A special end pattern is considered to be a more advantageous outcome for the player than a normal end pattern. Any setting method for making a special end pattern more advantageous than a normal end pattern may be used (as long as it is a difference that affects the player's profit (ball payout)). In this embodiment, when a special end pattern is reached, the result of the target win / loss lottery is determined to be a second specific jackpot (a jackpot with the highest value to the player (highest expected profit)), but when a normal end pattern is reached, the result of the target win / loss lottery is not determined to be a second specific jackpot. It should be noted that the setting may allow or disallow the second specific jackpot even when the normal end pattern is reached.

[0171] When a numerical effect occurs, the probability of a normal end pattern is higher than the probability of a special end pattern. That is, in a numerical effect resulting in a reach end, the probability of a normal end pattern is higher than the probability of a special end pattern. Preferably, the rate at which a reach end occurs is less than 10% (the rate at which a reach end occurs is more than 90%). In this embodiment, 97% of reach end occurrences result in a normal end pattern, and the remaining 3% result in a special end pattern. (Note that in this embodiment, the numerical effect has a 70% probability of a non-reach end and a 30% probability of a reach end (i.e., a jackpot reliability effect of 30%). Of the reach end (30%), 97% result in a normal end pattern and 3% result in a special end pattern.) Therefore, it can be said that a numerical effect resulting in a special end pattern rarely occurs (it has a low probability of occurring). Even among players who have been exposed to the numerical effect (end reached) several times, it is expected that many players will have only experienced the normal end pattern (it is expected that many players will believe that the maximum value of the effect numerical value is 100 (target value)).

[0172] As explained above, in the numerical presentation of this embodiment, the player assumes that the goal (final goal) is for the presentation number to reach the target number (in fact, the normal ending pattern is for the presentation number to end when it reaches the target number), but the presentation may also end when the presentation number exceeds the target number and reaches a special number (this may result in the normal ending pattern), making it an interesting presentation in which an ending that overturns the player's expectations may occur.

[0173] Note that the numerical effect (power accumulation effect) as in this embodiment is merely an example. The basic configuration is that the effect numerical value displayed in the display area 911 changes toward a target numerical value, and the effect may end when the numerical value reaches the target numerical value, or may end when the numerical value reaches a special numerical value that exceeds the target numerical value as an exception.

[0174] 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.

[0175] 〇Specific example 4-1 When the numerical effect ends in a special ending pattern, an effect (hereinafter referred to as a special incidental effect) is executed that does not occur in other ending modes (such as non-achievement or normal ending patterns). (Note that the special incidental effect is executed separately when the effect numerical value reaches a special numerical value.) The special incidental effect is preferably one that emphasizes the special ending pattern (the effect numerical value exceeding the target numerical value). For example, a special incidental effect may be generated by displaying a special incidental image 20 (an image containing the words "Breakthrough") as shown in FIG. 50(b). (The special incidental image 20 is not displayed when the normal ending pattern occurs (see FIG. 50(a)), and is not displayed when the effect numerical value ends in a non-achievement state, although this is not shown.) This example reduces the risk that a player who does not anticipate an event in which the effect numerical value exceeds the target numerical value will miss the occurrence of a special ending pattern (the effect numerical value exceeding the target numerical value).

[0176] Specific example 4-2 Although the numerical effect in the above embodiment has been described as an effect that notifies the result of the target winning / losing lottery depending on its outcome, it may also be an effect that merely suggests the reliability of the target winning / losing lottery result (suggests the probability of a bonus being awarded) rather than announcing the result of the target winning / losing lottery. In other words, the probability of a jackpot (bonus) being awarded is higher when the numerical effect ends in an reached state (see FIG. 51(b)) than when it ends in an unreached state (see FIG. 51(a)). Furthermore, when the numerical effect ends in an reached state, the probability of a jackpot (bonus) being awarded is higher when a special ending pattern is reached (see FIG. 51(b-2)) than when a normal ending pattern is reached (see FIG. 51(b-1)).

[0177] Furthermore, as explained in the above specific example 4-1, when a special incidental effect (an effect that is not executed when a non-achievement end or a normal end pattern occurs) occurs when a special end pattern is reached, the state of the special incidental effect may indicate the likelihood of a jackpot (benefit) being awarded. For example, the special incidental effect may be a first special incidental effect (e.g., display of the first special incidental image 201) (see FIG. 52(c-1)) or a second special incidental effect (e.g., display of the second special incidental image 202 (different in state from the first special incidental image 201)) (see FIG. 52(c-2)) (i.e., the first special incidental effect and the second special incidental effect are output as effect elements with different modes). Furthermore, when a special end pattern is reached, the probability of a jackpot (benefit) being awarded is higher when the second special incidental effect occurs than when the first special incidental effect occurs (a special end pattern in which the second special incidental effect occurs is more advantageous to the player than a special end pattern in which the first special incidental effect occurs). In this case, when a special ending pattern is reached, the type of special accompanying effect can also be of interest in the game.

[0178] Specific example 4-3 The numerical effect may be set so that an unachieved end does not occur unless an abnormality occurs (if the game is played normally). In other words, the basic configuration of the effect may be set so that the effect numerical value reaches the target numerical value. Furthermore, the setting may be set so that the game ends when the effect numerical value reaches the target numerical value (normal end pattern) or when the effect numerical value reaches a special numerical value (special end pattern).

[0179] Even in this example, it is assumed that a special ending pattern is more advantageous to the player than a normal ending pattern. For example, it is possible to set the probability of a jackpot (benefit) being awarded after a special ending pattern being higher than that of a normal ending pattern. In other words, it is possible to set the normal ending pattern as the default, and the special ending pattern as an increased chance.

[0180] Furthermore, as explained in the above specific example 4-1, if a special incidental effect occurs when a special ending pattern is reached, the probability of a jackpot (benefit) being awarded can be indicated by the type of the special incidental effect. For example, a setting can be made such that a first special incidental effect (e.g., the display of the first special incidental image 201) or a second special incidental effect (e.g., the display of the second special incidental image 202) can occur as the special incidental effect. Furthermore, when a special ending pattern is reached, the probability of a jackpot (benefit) being awarded is higher when the second special incidental effect occurs than when the first special incidental effect occurs (a special ending pattern in which the second special incidental effect occurs is more advantageous to the player than a special ending pattern in which the first special incidental effect occurs). In this case, when a special ending pattern is reached, the type of special incidental effect can also be noted.

[0181] 〇Specific example 4-4 The target numerical value is displayed during the numerical effect, that is, while the effect numerical value is changing (when the final value of the effect numerical value has not been determined). If the target numerical value is "100" as in the above embodiment, the target numerical value image 19 including the character "100" is displayed even during the numerical effect (see FIG. 52). In this case, the target numerical value (which is a value that does not change) is displayed even while the effect numerical value is changing, so not only is the target clear and easy to understand, but when a special ending pattern occurs, it is also easy to understand that the effect numerical value has exceeded the target numerical value.

[0182] 〇Specific example 4-5 Although the numerical effect in the above embodiment has been described as an effect in which the effect value changes in response to the operation of the operating means, the effect value may also change automatically without the operation of the operating means. However, in order to give the player a "sense of accomplishment" when the effect value reaches a target value or a special value, it is preferable to configure the effect value to change in response to the operation of the operating means, as in the above embodiment.

[0183] 〇Specific example 4-6 It is assumed that two or more special numerical values ​​are set as seed special numerical values ​​(all of the two or more special numerical values ​​are greater than the target numerical value). For example, in a setting where the target numerical value is "100" as in the above embodiment, the first special numerical value is set to "120" and the second special numerical value is set to "150". In addition, the special ending pattern may be set such that the effect numerical value reaches the first special numerical value (120) and ends (resulting in the first special ending pattern) (see FIG. 53(a)), or the effect numerical value reaches the second special numerical value (150) and ends (resulting in the second special ending pattern) (see FIG. 53(b)).

[0184] In this case, it is preferable to set the effect value so that the larger the final value reached by the effect value (i.e., the larger the special value reached by the effect value) the more advantageous it is to the player. In other words, in the above example, the second special ending pattern is more advantageous to the player than the first special ending pattern. Any method can be used to set the degree of "advantage" (as long as it affects the player's profit (ball payout)). For example, it is possible to set the effect so that the probability of a second specific jackpot (the jackpot with the highest value for the player (highest expected profit)) is higher when the second special ending pattern is reached than when the first special ending pattern is reached. Furthermore, as explained in Specific Example 4-2 above, if the result of the numerical effect indicates the probability (reliability) of a jackpot (benefit), the effect can be set so that the probability of a subsequent jackpot (benefit) being awarded is higher when the second special ending pattern is reached than when the first special ending pattern is reached.

[0185] 〇Specific example 4-7 In the above embodiment, the numerical effect has been described as having a higher probability of ending without reaching the target value than of ending at the target value. However, as shown in FIG. 54, the probability of ending at the target value (Py%) is set higher than the probability of ending at the target value (Px%). Furthermore, in the case of an ending at the target value, the probability of a normal ending pattern (Pyn%) is set higher than the probability of a special ending pattern (Pys%). (The probability of a normal ending pattern being higher than the probability of a special ending pattern is the same as in the above embodiment.) By doing so, the numerical effect ends in the normal ending pattern more often, and many players will find it natural for the effect value to end with the target value reached. Therefore, the occurrence of a special ending pattern and the effect value exceeding the target value is more likely to be perceived as a more unexpected result.

[0186] 〇Specific example 4-8 The target number is not displayed through the numerical presentation. Even if the target number is not displayed, the player may be able to guess the target number (especially if the target number is a round number as in the above embodiment), so a presentation format in which the target number is not displayed may be used. However, displaying the target number as in the above embodiment is superior in that it makes it clear that the presentation number has exceeded the target number, especially when a special ending pattern is reached, making it easier to understand.

[0187] 〇Specific example 4-9 Changes in the effect value occur only when the operating means is operated. Since the effect value does not change if the operating means is not operated, if the operating means is not operated at all throughout the effect, the effect value will remain at its initial value (zero) and the effect will end (see Figures 55(a) and 55(b)). In the above embodiment, when the numerical effect results in a normal ending pattern or a special ending pattern, if the effect value has not reached the target value or special value by the predetermined timing (in the above embodiment, the end of the operation valid period (time-up)), the effect value is forcibly made to reach the target value or special value when the predetermined timing is reached. However, such forced change in the effect value does not occur. In other words, if the effect value has not reached the target value or special value by the predetermined timing due to insufficient operation of the operating means (even if it has been determined that the effect value will reach the target value or special value if the operating means is operated sufficiently), the change in the effect value may stop and the numerical effect may end at that point. If the result of the target winning / losing lottery (jackpot) is to be announced as in the above embodiment, it is acceptable to have a so-called reversal effect occur and announce a jackpot after the performance numerical value has ended without reaching the target numerical value or special numerical value (see FIG. 55(c-1)) (if it is a loss, the reversal effect does not occur (see FIG. 55(c-2))). However, this does not mean that a configuration in which such a reversal effect does not occur is denied (for example, if the numerical effect is not used to announce the result of the target winning / losing lottery, such a reversal effect may not occur).

[0188] In this example, if the operation means is not operated sufficiently (if the operation is not performed sufficiently so that the effect value reaches the target value or special value), the effect value will not reach the target value or special value. In particular, if a special ending pattern occurs, it can be said that the player is more likely to feel that he or she has raised the effect value to a point where it exceeds the target value through his or her own efforts.

[0189] Specific example 4-10 It is assumed that numerical effects can occur consecutively (a "later numerical effect" (second numerical effect) can occur following a "later numerical effect" (first numerical effect)). In other words, as shown in FIG. 56, after a "later numerical effect" has ended (time is up) (see FIG. 56(b)), a "later numerical effect" can start immediately (see FIG. 56(c)). In this case, the effect value at the start of the "later numerical effect" takes over from the effect value at the end of the "later numerical effect" (see FIG. 56(b)(c)). With this configuration, for example, after the effect value in the earlier numerical effect reaches the target value and the earlier numerical effect ends (the earlier numerical effect ends in a normal ending pattern) (see FIG. 56(b)), a series of effects can be generated in which the later numerical effect occurs as a "continuation" of that numerical effect (see FIG. 56(c)) and the effect value reaches a special value (the latter ending pattern) (see FIG. 56(d)). In the case of a configuration such as this example, the configuration can be such that the patterns shown below can occur (although it is not necessary to have the possibility of all patterns occurring). (P1) The first numerical performance ends without the performance value reaching the target value, and the second numerical performance also ends without the performance value reaching the target value. (P2) The first numerical performance ends without the performance value reaching the target value, and the second numerical performance ends when the performance value reaches the target value. (P3) The first numerical performance ends before the performance value reaches the target value, and the second numerical performance ends when the performance value reaches a special value (exceeding the target value). (P4) The first numerical effect ends when the effect value reaches the target value, and the second numerical effect ends without the effect value reaching the special value. (P5) The first numerical effect ends when the effect value reaches the target value, and the second numerical effect ends when the effect value reaches the special value (example shown in Figure 56). In addition, the setting may be such that even if a later numerical effect occurs, the effect may end without any change in the numerical value at all.

[0190] When the subsequent numerical performance starts, it is preferable to display an image (subsequent performance image 21) that is not displayed in the previous numerical performance (first numerical performance). It is preferable that the subsequent performance image 21 is in a form that suggests that the subsequent numerical performance has been executed following the previous numerical performance. In the example shown in Figure 56, an image including the number "2" is displayed as the subsequent performance image 21 (since the subsequent numerical performance is the "second" numerical performance, the subsequent performance image 21 including the number "2" (two) is displayed) (see Figure 56(c)). In addition, it is possible to display an image including the character "continued" (for example, an image including the character "continue") as the subsequent performance image 21 to indicate that the numerical performance has "continued."

[0191] By doing as in this example, it is possible to realize an interesting gameplay in which the performance value shown in the "early numerical performance" may increase further as the "later numerical performance" occurs (it may appear that the numerical performance (early numerical performance) has ended, but a new numerical performance (later numerical performance) may occur).

[0192] <Specific reactions and basic reactions in specific performance modes> In the gaming machine 1 according to this embodiment, a specific presentation mode can be set as the presentation mode when a variable presentation is executed. In this embodiment, the specific presentation mode can be set during a variable presentation in a normal game mode, but it may also be set during a specific game mode. The specific presentation mode in this embodiment is a presentation mode (a type of customizable presentation mode) that can be set arbitrarily by a player using a known customization function. In this embodiment, the specific presentation mode is called a "pre-notification (mode)" (the specific presentation mode may be named in any way), and the specific presentation mode can be set (cancelled) using a customized image displayed while a variable presentation is not being executed (the specific presentation mode can be switched between ON (the state in which the specific presentation mode is set) and OFF (the state in which the specific presentation mode is not set) at will) (see FIG. 57). The specific presentation mode can be set (cancelled) by any method, and therefore a detailed description is omitted. The specific presentation mode may be switched ON / OFF during a variable presentation (a customized image that allows the specific presentation mode to be switched ON / OFF is displayed during a variable presentation).

[0193] When the specific presentation mode is set (during the specific presentation mode) (see Figure 58(a)), when the gaming ball enters the starting area 904 and new win / loss lottery information is stored in the storage means (when new win / loss lottery information is acquired) (see Figure 58(b)), a specific reaction (specific reaction presentation) may occur (see Figure 58(c-1)) that suggests that the win / loss lottery result corresponding to the new win / loss lottery information (hereinafter sometimes referred to as the target win / loss lottery result) is more likely to be a jackpot (when the specific presentation mode is not set, this specific reaction will not occur). In other words, during the specific presentation mode, if there is a specific reaction when the win / loss lottery information is acquired, the probability (reliability) that the target win / loss lottery result will be a jackpot (resulting in the acquisition of a bonus) is higher than when there is no specific reaction. A specific reaction occurs only "when new win / loss lottery information is stored in the storage means," and so when the number of win / loss lottery information stored in the storage means is at the limit number (the so-called reserve full state; hereinafter, this state may be referred to as the "limit state"), new win / loss lottery information is not stored in the storage means even if a gaming ball enters the starting area 904, so no specific reaction occurs (in the first place, since no new win / loss lottery information is acquired, the entry of a gaming ball into the starting area 904 does not lead to the acquisition of a jackpot (a bonus)). Note that "the number of win / loss lottery information stored in the storage means is at the limit number (limit state)" means that the number of win / loss lottery information (corresponding win / loss lottery information) that should be acquired in the corresponding gaming state (acquired when the player plays according to instructions and which becomes the opportunity to acquire a jackpot (a bonus)) is at the limit number. In this embodiment, the specific presentation mode is set in the normal game state, so the first win / lose lottery information (special chart 1) (limit number = 4 in this embodiment) acquired in the normal game state (game state in which the player should play by aiming at the first start area 904a) becomes the corresponding win / lose lottery information. If the specific presentation mode is set in the specific game state (game state in which the player should play by aiming at the second start area 904b), the second win / lose lottery information (special chart 2) (limit number = 4 in this embodiment) becomes the corresponding win / lose lottery information.Furthermore, if a game state (a game state in which the aim is to get the gaming ball to enter the normal area 905 (normal starting area) and the aim is to win a jackpot (a bonus) by winning the normal lottery) is provided, and a specific presentation mode is set in that game state, the win / lose lottery information acquired upon entry into the normal area 905 becomes the corresponding win / lose lottery information, and the state in which the corresponding win / lose lottery information is stored to the fullest extent becomes the limit state. In the following explanation of the specific presentation mode (specific reaction, basic reaction), the entry of the gaming ball into the starting area 904 that triggers "new win / lose lottery information to be stored in the storage means" (entry of the gaming ball into the starting area 904 that occurs when not in the limit state) is sometimes referred to as a "lottery winning entry," and the entry of the gaming ball into the starting area 904 that does not result in "new win / lose lottery information being stored in the storage means" (entry of the gaming ball into the starting area 904 that occurs when in the limit state) is sometimes referred to as an "over-winning entry." The specific reaction can occur when there is a "lottery winning" during the specific presentation mode, but will not occur even if there is an "over winning" during the specific presentation mode.

[0194] The specific reaction (specific reaction effect) is also referred to as an advance notice (effect) or a pre-spoiler (effect). When it occurs (see FIG. 58(c-1)) triggered by a lottery winning (see FIG. 58(b)) occurring in a variable state (see FIG. 58(a)) in which a variable effect is being executed, it occurs before the variable effect corresponding to the target winning / losing lottery result begins, so it can be said to be a kind of pre-reading effect. (Note that when it occurs triggered by a lottery winning in a non-variable state in which a variable effect is not being executed, it occurs at the beginning of the variable effect corresponding to the target winning / losing lottery result.) The specific effect mode of the specific reaction may be any that allows the player to recognize its occurrence. In this embodiment, it combines visual effect elements that can be grasped by the player's sight and auditory effect elements (sounds) that can be grasped by the player's hearing. It is preferable that the visual effect elements are not images displayed in the display area 911 but are generated by a device installed outside the display area 911. In this embodiment, a specific reaction occurs when a specific light-emitting unit (hereinafter sometimes referred to as the target light-emitting unit 93) located outside the display area 911 emits light in a specific light-emitting manner and a specific sound effect (specific sound effect) is output from the speaker 67 (at least a part of the period during which the light is emitted overlaps with the period during which the sound effect is output) (see Figure 58 (c-1)). Because the sound effect is output (not only a visual effect element but also an auditory effect element (sound) is output), it is unlikely that the player will not notice that a specific reaction has occurred. It is preferable that the effect mode of the specific reaction is a "unique effect mode" (a effect mode that only occurs during a specific reaction) that is different from the effect modes of other effects.

[0195] The reliability of the target win / loss lottery result when a specific reaction occurs with the specific presentation mode set can be set as appropriate, but is preferably set to 20% or higher. In this embodiment, the reliability of the target win / loss lottery result when a specific reaction occurs with the specific presentation mode set is set to 40%. In addition, the probability of a specific reaction occurring when win / loss lottery information (win lottery information) resulting in a jackpot is obtained with the specific presentation mode set (the so-called (win) occupancy rate) can also be set as appropriate, but is preferably set to 50% or higher. In this embodiment, the probability of a specific reaction occurring when win lottery information is obtained is set to 80% (even when the specific presentation mode is set, in one out of five jackpots, even if win lottery information is obtained, no specific reaction occurs (a basic reaction, described in detail below, occurs)).

[0196] On the other hand, when the specific presentation mode is set (see Figure 58(a)), if a specific reaction (specific reaction presentation) does not occur when a lottery prize is won (see Figure 58(b)), a basic reaction (basic reaction presentation), which is a reaction (presentation) different from the specific reaction, occurs (see Figure 58(c-2)). A specific reaction can be said to be a type of so-called "chance-up presentation (presentation)" that suggests that the reliability of the target winning / losing lottery result has increased, so the basic reaction can be said to be the "default presentation (presentation)" when the chance-up presentation does not occur. Note that even when a basic reaction occurs, there is a possibility that the target winning / losing lottery result is a jackpot (reliability is not ≠ 0%). The specific presentation mode of the basic reaction may be one that allows the player to grasp its occurrence and is different from the specific reaction. However, it is preferable that the basic reaction include a visual presentation element that can be grasped by the player's vision (however, different from the visual presentation element of the specific reaction), but not an auditory presentation element (sound) (no sound is output) (sounds for other presentations may be output when a basic reaction occurs, but sounds resulting from the occurrence of a basic reaction are not output). Note that the visual presentation element is preferably not an image displayed in the display area 911, but is expressed by a device provided outside the display area 911. In this embodiment, the basic reaction occurs when the target light-emitting unit 93 (which also emits light in a specific light-emitting mode when a specific reaction occurs) provided in the gaming machine 1 emits light in a basic light-emitting mode (a mode different from the specific light-emitting mode) (see FIG. 58(c-2)). The difference between the basic light-emitting mode and the specific light-emitting mode may be any. In this embodiment, the basic light-emitting mode is that the target light-emitting unit 93 emits light in "white," and the specific light-emitting mode is that the target light-emitting unit 93 emits light in "red" (see Figures 58(c-1)(c-2)) (note that the target light-emitting unit 93 is normally in a "non-light-emitting" state).

[0197] Furthermore, when a winning lottery occurs, since new winning / losing lottery information has been acquired, a corresponding reserved pattern (new pre-change display 72 or changing display 71) will be newly displayed, but the display of the reserved pattern is not included in the specific reaction (visual production elements) or the basic reaction (visual production elements). Effects that occur incidentally when the reserved pattern is displayed (effects that inevitably occur with the display of the reserved pattern) are also not included in the specific reaction or basic reaction. In addition, while sounds of other effects may be output during a specific reaction, these sounds are not included in the specific reaction (auditory production elements). As mentioned above, sounds of other effects output during a basic reaction are also not included in the basic reaction (there are no sounds (unique production sounds) that occur during a basic reaction).

[0198] In this way, when a lottery winning occurs while the specific presentation mode is set, either a specific reaction or a basic reaction occurs. In addition, in this embodiment, when an over-winning occurs (when a game ball enters the starting area 904 in the limit state) (see FIG. 59(b)) while the specific presentation mode is set (see FIG. 59(a)), a basic reaction also occurs (see FIG. 59(c)). Even when the specific presentation mode is set, new winning / losing lottery information is not acquired when an over-winning occurs, so a specific reaction, which is a chance-up effect, does not occur, but a basic reaction always occurs. By doing this, a basic reaction occurs even when an over-winning occurs, which has the advantage of emphasizing that the specific presentation mode is in effect and making it easy to understand.

[0199] The basic reaction in this embodiment is an effect realized by a device (specific light-emitting unit 92) provided outside the display area 911, and no specific sound corresponding to the basic reaction is output, so it does not interfere with the variable effect being executed in the display area 911. The only change that occurs in the display area 911 during a basic reaction is that a new reserved symbol (pre-variation display 72) is displayed when a lottery win occurs (no change occurs in the display area 911 when an over-win occurs). Since a basic reaction occurs in most cases when a gaming ball enters the start area 904 during the specific effect mode, the basic reaction is designed not to interfere with the variable effect being executed in the display area 911 (in contrast, specific reactions occur less frequently than basic reactions, and a specific effect sound is output to make the player aware of the increased chances).

[0200] Below, we will explain specific examples of improvements, specific implementations, modifications, etc. of the above-mentioned specific performance modes (specific reactions, basic reactions). Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied to a configuration.

[0201] Specific example 5-1 The specific presentation mode may not be a presentation mode that can be set arbitrarily by the player (a presentation mode that can be customized), but may be a presentation mode that is set automatically. For example, the specific presentation mode may be configured to be switched to when an internally executed transition lottery (the result of which the player cannot control) is won. In a configuration such as this example, the specific presentation mode is switched to automatically rather than at the player's discretion, so it can be said that the significance of generating a basic reaction when an over-winning occurs in a limit state (the significance of emphasizing that the specific presentation mode is set) is enhanced.

[0202] 〇Specific example 5-2 As shown in Figure 60, when a special presentation mode is set, an image (special presentation mode image 22) indicating that the special presentation mode is in effect is displayed in the display area 911 (even when the special presentation mode is set, the special presentation mode may be temporarily hidden). The special presentation mode image 22 is not displayed when the special presentation mode is not set. This makes it easy to know that the special presentation mode is in effect.

[0203] Specific example 5-3 A specific reaction (specific reaction effect) may be provided in multiple forms. For example, when a specific effect mode is set (see FIG. 61(a)), a lottery winning (see FIG. 61(b)) may trigger a first specific reaction (first specific reaction effect) (see FIG. 61(c-1)), or a second specific reaction (second specific reaction effect) different in form from the first specific reaction (see FIG. 61(c-2)). (A single lottery winning cannot trigger both the first and second specific reactions.) Furthermore, the reliability of the target winning / losing lottery result (the likelihood of a bonus being awarded) is higher when the second specific reaction occurs than when the first specific reaction occurs. Note that when none of the multiple specific reactions occur in the case of a lottery winning, a basic reaction (which has a lower reliability than any of the multiple specific reactions) occurs, and when an over-winning occurs, a basic reaction always occurs. This provides a gameplay experience in which players should pay attention to the content of the specific reaction when it occurs.

[0204] The difference in presentation style between the first specific reaction and the second specific reaction may be any, but if the specific reaction includes visual and auditory presentation elements, it is preferable that both the visual and auditory presentation elements have different presentation styles (see Figure 61 (c-1) (c-2)).

[0205] Specific example 5-4 The specific reaction (specific reaction effect) and the basic reaction (basic reaction effect) are assumed to have a common effect pattern. For example, the specific reaction is assumed to be configured to "include effect A and effect B" (see FIG. 62(c-1)), and the basic reaction is assumed to be configured to "include effect A but not effect B" (see FIG. 62(c-2)) (the specific reaction and the basic reaction have in common the fact that they both include effect A, but differ in the presence or absence of effect B, so the player can recognize them as different reactions (effects)). In other words, a configuration such as this example means that the specific reaction (specific reaction effect) is an effect of "basic reaction (basic reaction effect) + α" (the "+ α" is effect B described above). In other words, the effect component of "+ α" is the difference between the specific reaction and the basic reaction, and the specific reaction and the basic reaction are assumed to be identical in some effect components. For example, as shown in FIG. 62, the specific reaction is a reaction in which the target light-emitting unit 93 emits light in a predetermined manner and a predetermined sound effect is output from the speaker 67 (see FIG. 62(c-1)), while the basic reaction is a reaction in which the target light-emitting unit 93 emits light in a predetermined manner (the same manner as in the specific reaction) but no sound effect is output (no specific sound effect is provided) (see FIG. 62(c-2)). In other words, the specific reaction includes visual and auditory production elements, while the basic reaction includes visual production elements (but does not include auditory production elements), with the specific reaction and the basic reaction having a common visual production element. In this case, the specific reaction and the basic reaction have in common that the target light-emitting unit 93 emits light in a predetermined manner (the same manner), but differ in whether or not a sound effect is output (the sound effect corresponds to the "+α" production component (production B)).

[0206] In the case of this example, in the specific presentation mode, when a gaming ball enters the starting area 904, regardless of whether the entry is a lottery winning entry or an over winning entry, the same presentation (in the above example, light emission in a predetermined manner by the target light-emitting unit 93) is generated by a specific device provided outside the display area 911. In other words, in the specific presentation mode, the same presentation is generated without exception whenever a gaming ball enters the starting area 904, resulting in easy-to-understand gameplay (the effect of emphasizing that the specific presentation mode is set is enhanced).

[0207] 〇Specific example 5-5 In a state where a specific presentation mode is not set, the special reaction and basic reaction as described in the above embodiment may occur. Also, in a configuration where a specific presentation mode is not provided, the special reaction and basic reaction as described in the above embodiment may occur. In other words, regardless of the presentation mode (in any presentation mode), when a lottery winning occurs, either a special reaction or a basic reaction occurs, and when an over winning occurs, a basic reaction occurs without exception.

[0208] 〇Specific example 5-6 A configuration may be adopted in which multiple types of basic reaction modes are set. For example, a first basic reaction (first basic reaction effect) may occur, and a second basic reaction (second basic reaction effect) with a different mode may occur (two or more different basic reactions (both the first basic reaction and the second basic reaction) will not occur in response to a single entry of the gaming ball into the starting area 904 (lottery winning, over-winning)). However, no mode is provided that occurs only in the case of a lottery winning or an over-winning (all of the multiple modes that can occur may occur in the case of a lottery winning or an over-winning). It is preferable that each mode of basic reaction is realized by the same device (provided outside the display area 911) provided in the gaming machine 1. If the light emission of the target light-emitting unit 93 is set as the basic mode as in the above embodiment, the first basic reaction and the second basic reaction both involve the target light-emitting unit 93 (target light-emitting device) emitting light, but the light emission modes are different (in the first basic reaction, the target light-emitting unit 93 emits light in the first basic light-emitting mode, and in the second basic reaction, the target light-emitting unit 93 emits light in the second basic mode).

[0209] The significance of configuring the present example is, by way of example only, the following: The basic reaction occurs when the gaming ball enters the starting area 904, and it is not known at what timing the entry into the starting area 904 will occur (since the rolling of the gaming ball is random, the timing of the gaming ball's entry into the starting area 904 is undefined). Therefore, it is not known what effect will be executed as a variable effect when the gaming ball enters the starting area 904. For example, if a basic reaction occurs while a particular effect that is particularly noteworthy is being executed as a variable effect, there is a risk that attention will be drawn to that particular effect. For this reason, multiple types of basic reaction patterns are prepared, and a setting is made in which the pattern of the basic reaction that occurs can vary depending on the timing of the gaming ball's entry into the starting area 904. For example, it is conceivable to configure the target light-emitting section 93 to have a lower brightness (darker light emission) in the second basic reaction (second basic light-emitting mode) than in the first basic reaction (first basic light-emitting mode), and to designate the basic reaction that occurs while a specific effect is being executed as a variable effect as the second basic reaction, and the basic reaction that occurs while the specific effect is not being executed as the first basic reaction.

[0210] 〇Specific example 5-7 Unlike the basic reaction described in the above embodiment, an auditory production element (a unique production sound different from the specific production sound; hereinafter, sometimes referred to as the basic production sound) is provided as a production component that constitutes the basic reaction. When a prize is won by lottery (when a specific reaction is not generated) and when an over-winning prize is won, the basic production sound is output from the speaker 67 (see Figure 63 (c-2)). If the target light-emitting unit 93 is configured to emit light in the basic light-emitting mode as in the basic reaction of the above embodiment, the basic production sound may also be output together with the light emitted by the target light-emitting unit 93 in the basic light-emitting mode (see the same figure).

[0211] However, as explained in the above embodiment, since what occurs when the gaming ball enters the starting area 904 during the specific presentation mode is mostly a basic reaction, if a predetermined presentation sound is output as the basic reaction, the sound may be output multiple times during the variable presentation, which may disrupt the variable presentation. In order to avoid disrupting the variable presentation in this way, it is preferable to configure the device so that no sound is output as a basic reaction, as in the above embodiment.

[0212] 〇Specific example 5-8 The light-emitting unit that emits light during a specific reaction is different from the light-emitting unit that emits light during a basic reaction. For example, during a specific reaction, a first light-emitting unit (e.g., a light-emitting unit indicated by "92" in FIG. 1) provided outside the display area 911 emits light in a specific light-emitting manner (see FIG. 64(c-1)), while during a basic reaction, a second light-emitting unit (e.g., a light-emitting unit provided at a different (separate) position from the first light-emitting unit indicated by "93" in FIG. 1) provided outside the display area 911 emits light in a basic light-emitting manner (see FIG. 64(c-2)). This has the advantage of making the difference between a specific reaction (occurrence of chance up) and a basic reaction (no chance up or over winning) clearer.

[0213] In this example, a specific sound effect (specific sound effect) may be output in conjunction with the light emitted by the first light-emitting unit at the time of the specific reaction (see Figure 64(c-1)), but it is also possible to prevent the specific sound effect from being output at the time of the specific reaction. Even in this case, since the light-emitting units that emit light for the specific reaction and the basic reaction are different, the two reactions can be distinguished by the difference in the light-emitting units.

[0214] 〇Specific example 5-9 When a specific reaction (specific reaction effect) occurs, the target winning / losing lottery result may be determined to be a jackpot (the awarding of a bonus is determined). In this case, the specific effect mode becomes an effect mode in which a jackpot confirmation effect can occur when a lottery prize is won. Note that even in the case of this example, it is preferable that the target winning / losing lottery result may be a jackpot even when a basic reaction occurs when a lottery prize is won. In other words, it is preferable to set it so that a specific reaction does not necessarily occur when winning / losing lottery information is obtained in which the corresponding winning / losing lottery result is a win.

[0215] 〇Specific example 5-10 It is assumed that an image (specific reaction image 23) displayed in display area 911 is set as a visual effect element constituting the specific reaction (specific reaction effect) (see FIG. 65(c-1)). Specific reaction image 23 may be in any specific form as long as it is a form (unique image) that is displayed only at the time of the specific reaction. The specific reaction may be a form that includes both an output from a device provided outside display area 911 (light emission in the specific light emission form of target light-emitting unit 93 as described in the above embodiment) and an output in display area 911 (specific reaction image 23) (see FIG. 65(c-1)), or may be a form that includes only an output in display area 911 (not shown).

[0216] Even when the specific reaction is configured in this way, it is preferable that the basic reaction (basic reaction effect) does not include an image displayed in the display area 911 as a visual effect element. In other words, with regard to the basic reaction, whether it occurs at the time of a lottery winning or an over winning, it is preferable that no change occurs in the display area 911 (except for the occurrence of an effect that is not a basic reaction, such as the occurrence of a new reserved symbol at the time of a lottery winning) (see Figure 65 (c-2)). When the gaming ball enters the start area 904, most of the reactions that occur are basic reactions, and it would be too bothersome (interfering with the variable effects) if an action as a basic reaction were to occur in the display area 911 each time.

[0217] Specific example 5-11 The reliability of the lottery result (the probability of receiving a bonus) when a specific reaction occurs can be changed by the player at will (customization is provided to change the reliability when a specific reaction occurs). For example, two options are provided: chance (40% reliability) and super hot (99% reliability), and when setting a specific presentation mode, one of these options (reliability) is selected (the player can select the desired reliability using a customization image) (see Figure 66(a)). Unlike the example shown in Figure 66(a), a customization image may be provided in which the reliability (numerical value) of the specific reaction when the option is selected is directly written as an option.

[0218] A change in the reliability of the specific reaction means that the probability of a specific reaction occurring in a specific presentation mode (the probability of occurrence per winning lottery) changes, and therefore the probability of a basic reaction occurring when a winning lottery occurs also changes accordingly (because specific reactions and basic reactions are inversely related, if the probability of a specific reaction increases, the probability of a basic reaction occurring decreases accordingly, and if the probability of a specific reaction decreases, the probability of a basic reaction occurring increases accordingly). For example, as shown in Figure 66(b), if a setting is made so that specific reactions with a relatively high reliability have a lower probability of occurring when a winning lottery occurs than those with a relatively low reliability, the probability of a basic reaction occurring when a winning lottery occurs will be lower if an option with a relatively low reliability of the specific reaction is selected than if an option with a relatively high reliability is selected.

[0219] 〇Specific example 5-12 The specific reaction (specific reaction effect) may occur even when the specific effect mode is not set. However, the probability of the specific reaction occurring when the specific effect mode is set (the probability of occurrence per winning lottery) is set to be higher than the probability of the specific reaction occurring when the specific effect mode is not set (the probability of occurrence per winning lottery). Since a player would think that a specific reaction would not occur when the specific effect mode is not set, the occurrence of a specific reaction in this state will surprise the player.

[0220] In this example, it is preferable that the reliability of the target winning / losing lottery result (the probability of a bonus being awarded) when a specific reaction occurs differs between when the specific presentation mode is set and when it is not set. More preferably, the reliability of the target winning / losing lottery result should be set higher when a specific reaction occurs when the specific presentation mode is not set than when a specific reaction occurs when the specific presentation mode is set. In this way, the game becomes more promising when a specific reaction occurs at an unexpected time (when the specific presentation mode is not set).

[0221] 〇Specific example 5-13 Even when the specific presentation mode is set, a prohibited period is set during which a specific reaction does not occur. In other words, during the prohibited period (see FIG. 67(a)), even if a lottery win occurs (see FIG. 67(b)), a specific reaction does not occur (see FIG. 67(c)). There are various possible periods for the prohibited period. For example, one or more effects that can occur as part of a variable presentation may be designated as specific target presentations, and the prohibited period may be set during the execution of the specific target presentation (FIG. 67(a) shows an example in which a reach presentation designated as a specific target presentation is being executed). Since a specific reaction will likely draw the player's attention to the occurrence of the specific reaction, the specific reaction is prevented from occurring during the presentation that particularly requires the player's attention (specific target presentation) to be generated, so that the player's attention is not distracted from the presentation.

[0222] Even in a configuration in which such a prohibited period is set, it is preferable that the basic reaction occurs even during the prohibited period. In other words, even during the prohibited period (see FIG. 67(a)), the basic reaction occurs in both the case of a lottery winning (see FIG. 67(b)) and an over winning (see FIG. 67(c)). The basic reaction is an effect produced by a device provided outside the display area 911 (in the above embodiment, light emission in the basic light-emitting mode of the target light-emitting unit 93), and does not output a specific effect sound, so it is unlikely to have an effect of distracting the player from the specific target effect.

[0223] <Specific selection effect> The gaming machine 1 according to this embodiment is capable of executing a specific selection effect as an effect that can occur during a variable effect (an effect that constitutes part of a variable effect). Note that the specific selection effect in this embodiment can occur in a normal gaming state, but it may also occur in a specific gaming state. In the following description of the specific selection effect, a variable effect (variation) that includes the specific selection 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.

[0224] The specific selection effect (see Figures 68 and 69) includes a pre-selection state (see Figures 68(a) and 69(a)) in which multiple types of candidate images 24 are displayed in the display area 911, and a post-selection state (see Figures 68(c) and 69(c)) in which one of the candidate images 24 has been selected as the selected image 25 (the selection result). Each of the multiple candidate images 24 is a selection image representing an "option" that may ultimately be selected. Note that in the specific selection effect, the selection image 25 is determined by internal lottery based on the results of the target selection lottery (one of the candidate images 24 is automatically selected), and the player is not able to select any option (candidate image 24). Each candidate image 24 includes a portion representing a different character (in the drawings, character types are represented by letters (A to C), and characters with different letters are considered to be of different types). In the specific selection presentation of this embodiment, three types of candidate images are displayed in the pre-selection state (see FIGS. 68(a) and 69(a)): candidate image 24A including a portion representing character A, candidate image 24B including a portion representing character B, and candidate image 24C including a portion representing character C (in the following description, the character represented by each candidate image 24 may be referred to as a "corresponding character"). In the post-selection state, it is indicated that one of candidate images 24A to 24C (any of characters A to C) has been selected as the selected image 25. Any method may be used to indicate that one of the multiple types of candidate images 24 (options) will be selected in the pre-selection state, or any method may be used to indicate which candidate image 24 has been selected as the selected image 25 in the post-selection state.In this embodiment, in the pre-selection state, a cursor is displayed moving around each candidate image 24 like a roulette (a change occurs over time in each candidate image 24, such that one candidate image 24 is emphasized compared to the other candidate images 24) (see FIGS. 68(a) and 69(a)), and when the cursor stops (see FIGS. 68(b) and 69(b)), it is indicated that the candidate image 24 on which the cursor is positioned has finally been selected as the selected image 25 (when one of the candidate images 24 is emphasized and the change over time ends, it is indicated that the candidate image 24 has been selected as the selected image 25) (see FIGS. 68(c) and 69(c)). In this embodiment, ultimately, only the image selected as the selected image 25 (only one of the candidate images 24) is displayed in the display area 911 (the candidate images 24 not selected as the selected image 25 are hidden) (see FIGS. 68(c) and 69(c)).

[0225] In this embodiment, a first specific selection effect (see FIG. 68) and a second specific selection effect (see FIG. 69) can occur as specific selection effects. However, in this embodiment, both the first specific selection effect and the second specific selection effect cannot occur in the same change. The combination of corresponding characters represented by the multiple types of candidate images 24 displayed in the first specific selection effect is the same as the combination of corresponding characters represented by the multiple types of candidate images 24 displayed in the second specific selection effect. That is, in both the first specific selection presentation and the second specific selection presentation, candidate image 24A, whose corresponding character is character A, candidate image 24B, whose corresponding character is character B, and candidate image 24C, whose corresponding character is character C, are displayed (in the following explanation, candidate image 24A, candidate image 24B, and candidate image 24C shown in the first specific selection presentation are sometimes referred to as candidate image 24A1, candidate image 24B1, and candidate image 24C1, and candidate image 24A, candidate image 24B, and candidate image 24C shown in the second specific selection presentation are sometimes referred to as candidate image 24A2, candidate image 24B2, and candidate image 24C2) (see Figures 68(a), 69(a), and 70). That is, the combinations of character types presented as options in the pre-selection state are the same between the first specific selection presentation and the second specific selection presentation.

[0226] However, when comparing candidate images 24 having the same corresponding character (characters of the same type), the first specific selection effect and the second specific selection effect are recognized as depicting the same character, but the display manner (how the corresponding character is depicted) is different (the first specific selection effect is depicted in the first display manner, and the second specific selection effect is depicted in the second display manner). That is, candidate image 24A1 and candidate image 24A2 contain a portion depicting the same character A, but the display manner of character A is different. Similarly, candidate image 24B1 and candidate image 24B2 contain a portion depicting the same character B, but the display manner of character B is different, and candidate image 24C1 and candidate image 24C2 contain a portion depicting the same character C, but the display manner of character C is different. There are various possible ways to define the difference between the first display manner and the second display manner. It is sufficient for the player to recognize that candidate image 24A1 and candidate image 24A2 represent character A, candidate image 24B1 and candidate image 24B2 represent character B, and candidate image 24C1 and candidate image 24C2 represent character C. In this embodiment, each candidate image 24 (first display mode) shown in the first specific selection effect includes only the face of the corresponding character (strictly speaking, the part from the neck up), while each candidate image 24 (second display mode) shown in the second specific selection effect includes the entire body (whole) of the corresponding character (see Figures 68(a), 69(a), and 70). Alternatively, it is conceivable to represent the corresponding character in one specific selection effect in a graphic (realistic) style and the corresponding character in the other specific selection effect in an anime (abstract) style. It is also conceivable to represent the corresponding character in one specific selection effect using text (names) and the corresponding character in the other specific selection effect using pictures.

[0227] The total reliability of the target winning / losing lottery result when the first specific selection effect occurs (the probability of receiving a bonus) is assumed to be higher than the total reliability at the time the second specific selection effect occurs. Specifically, the reliability P(2) at the time the second specific selection effect occurs (when the selection result has not been determined) is assumed to be higher than the reliability P(1) at the time the first specific selection effect occurs (when the selection result has not been determined) in a certain variation (target variation) (see FIG. 71). However, in this embodiment, P(2)≠100% (neither the first specific selection effect nor the second specific selection effect guarantees a jackpot). If the first specific selection effect is considered the default effect, the second specific selection effect can be considered a chance-up effect. Note that in this embodiment, the occurrence probability of the specific selection effect (meaning the occurrence probability per variation in a game state where the specific selection effect can occur) is lower for the second specific selection effect than for the first specific selection effect (the "chance-up" second specific selection effect has a lower occurrence probability than the "default" first specific selection effect). As mentioned above, the first specific selection effect and the second specific selection effect have the same combination of characters presented as options, so at first glance they appear to be the same selection effect, but in reality they have different reliability. In this way, only players who notice the difference between the first specific selection effect and the second specific selection effect can enjoy the difference in the reliability suggestive effect of the two effects, making the game more interesting.

[0228] As shown in FIG. 71, in this embodiment, for the first specific selection effect, the relationship among the reliability P(A1) when the candidate image 24A1 (character A) is selected, the reliability P(B1) when the candidate image 24B1 (character B) is selected, and the reliability P(C1) when the candidate image 24C1 (character C) is selected is set to be "P(A1) < P(B1) < P(C1)" (the lowest reliability when the first specific selection effect occurs is when the candidate image 24A1 becomes the selected image 25, and the highest reliability is when the candidate image 24C1 becomes the selected image 25). For the second specific selection effect, the relationship among the reliability P(A2) when the candidate image 24A2 (character A) is selected, the reliability P(B2) when the candidate image 24B2 (character B) is selected, and the reliability P(C2) when the candidate image 24C2 (character C) is selected is set to be "P(A2) < P(B2) < P(C2)" (the lowest reliability when the second specific selection effect occurs is when the candidate image 24A2 becomes the selected image 25, and the highest reliability is when the candidate image 24C2 becomes the selected image 25). And the lowest reliability when the second specific selection effect occurs is higher than the highest reliability when the first specific selection effect occurs, that is, "P(C1) < P(A2)". Therefore, in this embodiment, regardless of the selection result, the second specific selection effect is considered to have a higher reliability than the first specific selection effect.

[0229] Also, as can be seen from FIG. 71, for the relationship of the reliability levels when the candidate image 24 of the same corresponding character is selected in the first specific selection effect and the second specific selection effect, it is "P(A1) < P(A2)", "P(B1) < P(B2)", "P(C1) < P(C2)". Therefore, even when the result of the same character being selected is obtained, more expectation can be placed on a big win (prize acquisition) for the second specific selection effect than for the first specific selection effect.

[0230] In addition, in the present embodiment, P(C2) ≠ 100 (%). That is, regardless of the selection result of the first specific selection effect, the jackpot (granting of a privilege) is not determined, and regardless of the selection result of the second specific selection effect, the jackpot (granting of a privilege) is not determined.

[0231] Hereinafter, specific examples in which the matters related to the above specific selection effect are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may be used.

[0232] 〇Specific Example 6-1 As in the above embodiment, the reliability (total reliability) in the state before the selection result is known is such that the second specific selection effect is higher than the first specific selection effect (P(1) < P(2)), but when comparing some selection results, the relationship of the reliability may be reversed. For example, as in the above embodiment, "P(A1) < P(B1) < P(C1)" and "P(A2) < P(B2) < P(C2)", but assume that "P(C1) > P(A2)" (see FIG. 72). That is, the highest reliability (when candidate image 24C1 is selected) during the first specific selection effect is higher than the lowest reliability (when candidate image 24A2 is selected) during the second specific selection effect. By doing so as in this example, even when the first specific selection effect occurs, a gaming property can be achieved in which there can be a situation where it is possible to expect to win a jackpot (acquire a privilege) more than when the second specific selection effect occurs.

[0233] Note that even when doing so as in this example, when comparing selection results with the same corresponding character, it is preferable to ensure that the second specific selection effect is higher than the first specific selection effect, that is, to ensure that "P(A1) < P(A2)", "P(B1) < P(B2)", and "P(C1) < P(C2)" (see FIG. 72).

[0234] 〇Specific Example 6-2 For at least one of the first specific selection effect and the second specific selection effect, the number of types of candidate images 24 displayed as options may vary. For example, as shown in FIG. 73(a), for the first specific selection effect, candidate images 24 (candidate image 24A1, candidate image 24B1, candidate image 24C1) of corresponding characters A to C may be displayed (see FIG. 73(a-1)), or candidate images 24 (candidate image 24A1, candidate image 24B1, candidate image 24C1, candidate image 24D1) of corresponding characters A to D may be displayed (see FIG. 73(a-2)) (character D is a character different from any of characters A to C). The display mode (display format) of candidate image 24D1 is the same as the display mode of candidate images 24A1 to C1. In other words, if the above embodiment is used, candidate image 24D1 would also be displayed in a mode that shows only the face of character D. For example, as shown in FIG. 73(b), in the second specific selection presentation, candidate images 24 of corresponding characters A to C (candidate image 24A2, candidate image 24B2, candidate image 24C2) may be displayed (see FIG. 73(b-1)), or candidate images 24 of corresponding characters A to D (candidate image 24A2, candidate image 24B2, candidate image 24C2, candidate image 24D2) may be displayed (see FIG. 73(b-2)). The display mode (display format) of candidate image 24D2 is the same as the display mode of candidate images 24A2 to C2. In other words, if the above embodiment is followed, candidate image 24D2 is also displayed in a format showing the "whole body" of character D.

[0235] In this example, if the number of types of candidate images 24 differs, it is preferable that at least the total reliability (the reliability before the selection result is determined) differ. In the above example, the first specific selection effect in which candidate images 24 of corresponding characters A to C (candidate image 24A1, candidate image 24B1, candidate image 24C1) are displayed is different from the first specific selection effect in which candidate images 24 of corresponding characters A to D (candidate image 24A1, candidate image 24B1, candidate image 24C1, candidate image 24D1) are displayed. Also, the second specific selection effect in which candidate images 24 of corresponding characters A to C (candidate image 24A2, candidate image 24B2, candidate image 24C2) are displayed is different from the second specific selection effect in which candidate images 24 of corresponding characters A to D (candidate image 24A2, candidate image 24B2, candidate image 24C2, candidate image 24D2) are displayed. However, it is preferable to make the total reliability of the second specific selection effect higher than the total reliability of the first specific selection effect regardless of the number of candidate images 24. By doing so, the gameplay is maintained in that only players who notice the difference in the display mode of the candidate images 24 can enjoy the difference in the reliability suggestion effect of the two effects (the effect of increasing the reliability of the second specific selection effect).

[0236] In this example, it is preferable that the corresponding characters that are always displayed as options in the first specific selection effect and the corresponding characters that are always displayed as options in the second specific selection effect overlap at least partially, as in the example shown in Figure 73. In the above example, in the first specific selection effect, all of the corresponding characters A to C (candidate image 24A1, candidate image 24B1, candidate image 24C1) are displayed as options (see Figure 73(a)), and in the second specific selection effect, all of the corresponding characters A to C (candidate image 24A2, candidate image 24B2, candidate image 24C2) are displayed as options (see Figure 73(b)). Therefore, regardless of the number of types of candidate images 24 in the first specific selection effect and the second specific selection effect, it can be said that candidate images 24 of characters A to C are definitely displayed as options. By doing this, regardless of the number of types of candidate images 24 in the first specific selection presentation and the second specific selection presentation, the presentation will be such that the player will be able to notice that there is a difference in the display mode between the first specific selection presentation and the second specific selection presentation for the overlapping corresponding characters. It is preferable that, at least for overlapping corresponding characters, the reliability of selection as selected image 25 be set higher in the second specific selection presentation than in the first specific selection presentation. In other words, in the above example, it is preferable that the reliability be set higher when candidate image 24A2 (corresponding character A) is selected in the second specific selection presentation than when candidate image 24A1 (corresponding character A) is selected in the first specific selection presentation, that the reliability be set higher when candidate image 24B2 (corresponding character B) is selected in the second specific selection presentation than when candidate image 24B1 (corresponding character B) is selected in the first specific selection presentation, and that the reliability be set higher when candidate image 24C2 (corresponding character C) is selected in the second specific selection presentation than when candidate image 24C1 (corresponding character C) is selected in the first specific selection presentation.

[0237] Specific example 6-3 Unlike the above embodiment, the probability of a specific selection effect occurring is set higher for the second specific selection effect than for the first specific selection effect. In this case, players are more likely to encounter the second specific selection effect, which has a relatively higher reliability. This increases the likelihood that players will perceive the display mode of the candidate image 24 in the second specific selection effect (in the above embodiment, a display mode showing the "whole body" of the corresponding character) as a normal display mode, and the display mode of the candidate image 24 in the first specific selection effect (in the above embodiment, a display mode showing only the "face" of the corresponding character) as a special display mode. This realizes a novel gameplay feature in which the reliability is lower when the candidate image 24 is in a special display mode (a display mode that is less likely to be displayed).

[0238] Specific example 6-4 It is assumed that when the second specific selection effect occurs, a jackpot may be confirmed (a bonus may be awarded). In other words, some of the selection results of the second specific selection effect occur only when the result of the target lottery is a jackpot (a bonus may be awarded). For example, as in the above embodiment, in the second specific selection effect, three options are displayed: candidate image 24A2 (corresponding character A), candidate image 24B2 (corresponding character B), and candidate image 24C2 (corresponding character C). If candidate image 24C2 is selected as the selected image 25 (see FIG. 74(b)), a jackpot may be confirmed (if any other candidate image 24 is selected, a jackpot may not be confirmed) (P(C2)=100(%)). On the other hand, if the selection result in the first specific selection presentation is that the corresponding character C is selected, i.e., the candidate image 24C1 is selected as the selected image 25, the jackpot is not confirmed (the jackpot is not confirmed even if any other candidate image 24 is selected) (P(C1)≠100(%)) (see Figure 74(a)).

[0239] By doing so, even when a certain corresponding character (corresponding character C in the above example) is selected, in the first specific selection effect, the jackpot is not determined, but in the second specific selection effect, the jackpot is determined (if the first specific selection effect and the second specific selection effect can be distinguished, it is possible to determine whether the selection result is a jackpot). An interesting gameplay is realized.

[0240] Note that even when the case of this example is adopted, it is preferable to ensure that the total reliability (reliability in the state before the selection result is known) is higher in the second specific selection effect than in the first specific selection effect (P(1) < P(2)).

[0241] 〇Specific Example 6-5 Set it such that there may be a case where the jackpot is determined (the awarding of the privilege is determined) when the first specific selection effect occurs. That is, some of the selection results of the first specific selection effect occur only when the target win / loss lottery result is a jackpot (when the awarding of the privilege is determined). For example, as in the above embodiment, when the first specific selection effect is such that three types, candidate image 24A1 (corresponding character A), candidate image​​​By doing so, when a certain corresponding character (corresponding character C in the above example) is selected, a game property is realized in which a jackpot is determined regardless of the type of specific selection effect (either the first specific selection effect or the second specific selection effect) (a certain corresponding character will function as a jackpot-determining character regardless of the type of specific selection effect).

[0243] Even when the case of this example is adopted, it is preferable to ensure that the total reliability (the reliability in the state before the selection result is known) is higher for the second specific selection effect than for the first specific selection effect (P(1) < P(2)).

[0244] 〇Specific Example 6-6 As a selection result in which a jackpot is determined (the awarding of a privilege is determined) when the second specific selection effect occurs, two or more selection results are provided (however, not all selection results result in a jackpot). For example, as in the above embodiment, in the case where the second specific selection effect displays, as options, three types: candidate image 24A2 (corresponding character A), candidate image 24B2 (corresponding character B), and candidate image 24C2 (corresponding character C), when the candidate image 24B2 is selected as the selection image 25 (see Fig. 76(b-1)), and when the candidate image 24C2 is selected as the selection image 25 (see Fig. 76(b-2)), it is conceivable that a jackpot is determined (P(B2) = P(C2) = 100 (%)).

[0245] On the other hand, when the selection result is such that the corresponding character B is selected in the first specific selection effect, that is, when the candidate image 24B1 is selected as the selection image 25 (see Fig. 76(a-1)), the jackpot is not determined (P(B1)≠100(%)), but when the selection result is such that the corresponding character C is selected in the first specific selection effect, that is, when the candidate image 24C1 is selected as the selection image 25 (see Fig. 76(a-2)), the jackpot is determined (P(C1)=100(%)). In this case, for a certain corresponding character (corresponding character C in the above example), if it is selected in either the first specific selection effect or the second specific selection effect, the jackpot is determined, but for another corresponding character (corresponding character B in the above example), even if it is selected in the first specific selection effect, the jackpot is not determined, but if it is selected in the second specific selection effect, the jackpot is determined, thus realizing an interesting gameplay.

[0246] Even in the case of this example, it is preferable to ensure that the total reliability (reliability in the state before the selection result is known) is higher for the second specific selection effect than for the first specific selection effect (P(1)<P(2)).

[0247] 〇Specific Example 6-7 In the target variation, after the specific selection effect, an effect (specific post-effect) may occur according to the selection result. The specific post-effect is an effect in which the corresponding character selected in the specific selection effect is displayed. If the first specific selection effect results in the selection of corresponding character A (candidate image 24A1) as the selected image 25, or if the second specific selection effect results in the selection of corresponding character A (candidate image 24A2) as the selected image 25, specific post-effect A will occur in which character A is displayed (other characters are not displayed) (see Figures 77(b-1) and 78(b-1)). If the first specific selection effect results in the selection of corresponding character B (candidate image 24B1) as the selected image 25, or if the second specific selection effect results in the selection of corresponding character B (candidate image 24B2) as the selected image 25, specific post-effect B will occur in which character B is displayed (other characters are not displayed) (see Figures 77(b-2) and 78(b-2)). If the second specific selection performance results in the corresponding character C (candidate image 24C1) being selected as the selected image 25, or if the second specific selection performance results in the corresponding character C (candidate image 24C2) being selected as the selected image 25, a specific post-performance C will occur in which character C will be displayed (no other characters will be displayed) (see Figure 77(b-3) and Figure 78(b-3)).

[0248] In this example, it is preferable that the specific post-event performance after the first specific selection performance and the specific post-event performance after the second specific selection performance be different in appearance even when the same type of corresponding character is selected. If the specific post-event performance A after the first specific selection performance is designated as specific post-event performance A1 and the specific post-event performance A after the second specific selection performance is designated as specific post-event performance A2, then the specific post-event performance A1 (see Figure 77(b-1)) and the specific post-event performance A2 (see Figure 77(b-2)) have in common that the same character A is displayed, but the performance appearance is different. Similarly, if the specific post-event performance B after the first specific selection performance is called specific post-event performance B1, and the specific post-event performance B after the second specific selection performance is called specific post-event performance B2, then the specific post-event performance B1 (see Figure 77(b-2)) and the specific post-event performance B2 (see Figure 78(b-2)) have in common that the same character A is displayed, but the presentation style is different. If the specific post-event performance C after the first specific selection performance is called specific post-event performance C1, and the specific post-event performance C after the second specific selection performance is called specific post-event performance C2, then the specific post-event performance C1 (see Figure 77(b-3)) and the specific post-event performance C2 (see Figure 78(b-3)) have in common that the same character C is displayed, but the presentation style is different.

[0249] Each specific post-performance may have any specific form as long as the corresponding character is displayed (as described above, even if the same type of corresponding character is selected for the specific post-performance after the first specific selection performance and the specific post-performance after the second specific selection performance, the forms are different. Therefore, although the specific post-performance A1 and the specific post-performance A2, the specific post-performance B1 and the specific post-performance B2, and the specific post-performance C1 and the specific post-performance C2 display the same corresponding character, their forms are different from each other). For example, it is conceivable to adopt a configuration in which a reach performance (super reach performance) that notifies the target acceptance lottery result (reaches an ending according to the target acceptance lottery result) based on the ending of the performance where the corresponding character is displayed (appears) is executed as the specific post-performance (see FIGS. 77(b) and 78(b)). The specific post-performance should reach a favorable ending indicating that the situation has become favorable for the player if the target acceptance lottery result is a big win, and reach an unfavorable ending indicating that the situation has become unfavorable for the player if it is a miss (the illustration of these favorable and unfavorable endings is omitted). As a favorable ending, it may be possible to generate a reversal pattern that seemingly reaches an unfavorable ending but is then covered. In this case, the probability that the specific post-performance reaches a favorable ending is the reliability of the target acceptance lottery result itself. Therefore, if the reliability of each specific selection performance is set as in the above embodiment, that is, "P(A1) < P(B1) < P(C1)" and "P(A2) < P(B2) < P(C2)", the magnitude relationship of the probability that the specific post-performance reaches a favorable ending will also follow this.

[0250] Furthermore, in this case, it is preferable that specific post-performances that have undergone the same specific selection performance may have scenes in which only the displayed characters differ. That is, it is preferable that specific post-performances A1, B1, and C1 that occur through the first specific selection performance differ in that the displayed character is one of characters A to C, but that scenes in which the other performance component images are the same may occur (the scenes shown in Figures 77(b-1) to (b-3) show scenes in which the displayed characters are different but the other performance component images are the same). Similarly, it is preferable that specific post-performances A2, B2, and C2 that occur through the second specific selection performance differ in that the displayed character is one of characters A to C, but that scenes in which the other performance component images are the same may occur (the scenes shown in Figures 78(b-1) to (b-3) show scenes in which the displayed characters are different but the other performance component images are the same). It is advisable to ensure that the same scenes do not occur between the specific post-event performances (specific post-event performance A1, specific post-event performance B1, specific post-event performance C1) that have undergone the first specific selection performance and the specific post-event performances (specific post-event performance A2, specific post-event performance B2, specific post-event performance C2) that have undergone the second specific selection performance.

[0251] By doing as in this example, the result of the selection presentation of the specific selection presentation is reflected in the format of the subsequent presentation (specific post-presentation), which is an easy-to-understand presentation format. Furthermore, if the specific post-effect after the first specific selection effect and the specific post-effect after the second specific selection effect are assumed to have different appearances even when the same type of corresponding character is selected (as in the examples shown in Figures 77 and 78), the type of specific selection effect that occurs will also be reflected in the appearance of the subsequent effect (specific post-effect), thereby emphasizing the difference between the first specific selection effect and the second specific selection effect (making it easier for players to notice the difference between the first specific selection effect and the second specific selection effect).

[0252] 〇Specific example 6-8 The first specific selection effect and the second specific selection effect differ in ways other than the display mode of the candidate image 24. When at least one of the first specific selection effect and the second specific selection effect occurs, a specific correspondence image that is not displayed when the other effect occurs is displayed in the display area 911. For example, when the first specific selection effect occurs, the first specific correspondence image 261 is displayed (see FIG. 79(a)), and when the second specific selection effect occurs, the second specific correspondence image 262 is displayed (see FIG. 79(b)). In this way, the difference between the first specific selection effect and the second specific selection effect is apparent in ways other than the display mode of the candidate image 24, resulting in gameplay that makes it easy for the player to notice that there is a first specific selection effect and a second specific selection effect that is different from it.

[0253] The specific corresponding image shown in FIG. 79 is displayed in a position separate from the candidate image 24 (displayed so as not to overlap the candidate image 24). Alternatively, the specific corresponding image may be displayed so as to overlap behind the candidate image 24 (displayed as the background of the candidate image 24). It can be said that the presence of the specific corresponding image is more emphasized in the latter case than in the former case (the player is less likely to miss the presence of the specific corresponding image).

[0254] However, if the emphasis is on whether the player notices the difference in the display mode of the candidate image 24 (emphasis is placed on the gameplay in which the player can enjoy the difference in the reliability suggestive effect between the first specific selection presentation and the second specific selection presentation if they notice the display mode of the candidate image 24), it is preferable to configure the game so that the above-mentioned specific corresponding image is not displayed.

[0255] 〇Specific example 6-9 The timing at which the first specific selection effect can occur and the timing at which the second specific selection effect can occur are assumed to be the same. For example, the first specific selection effect and the second specific selection effect can both occur at the same time as the target change begins (they start when the change begins and end after a predetermined time has passed). If the timing at which the first specific selection effect and the second specific selection effect can occur are different, there is a possibility that the difference between the first specific selection effect and the second specific selection effect will be noticed depending on the timing of their occurrence. If it is important that the player notices the difference in the display mode of the candidate image 24, it is preferable that the difference between the first specific selection effect and the second specific selection effect will not be noticed depending on the timing of the occurrence of the specific selection effect.

[0256] 〇Specific example 6-10 Unlike the above embodiment, the first specific selection effect and the second specific selection effect are set to have the same reliability. In other words, these multiple types of specific selection effects are provided to provide variety in the effects, and the type of specific selection effect that occurs is set to have no effect on the player's direct profit (expected value of balls paid out). However, if this example is used, the effect that only players who notice the difference between the first specific selection effect and the second specific selection effect can enjoy the difference in reliability suggestion effect between the two effects will not be achieved.

[0257] 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.

[0258] 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.

[0259] 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).

[0260] 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]

[0261] 1. Gaming machines 10 Specific special image (101 1st specific special image 102 2nd specific special image) 11 Specific Choice Images 12 Non-specific choice images 13 Specific target change image (131 First specific target change image 132 First specific target change image) 14 Non-specific object movement images 15A (displayed as Composition A) Composition image 15B (displayed as composition B) composition image 16 Special Mode Images 17 Special Reaction Images 18 Production numerical image 19 Target numerical image 20 Special Ancillary Images (201 First Special Ancillary Image 202 Second Special Ancillary Image) 21 Post-production image 22 Specific performance mode image 23 Specific reaction images 24 candidate images 25 Selected Images 261 First identified corresponding image 262 Second identified corresponding image 61 Push Button 62 Cross key 65 Special Operation Unit 71 Changing display 72 Display before 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 92 Specific light-emitting part 93 Target light emitting part

Claims

[Claim 1] a display means having a display area; A winning / losing lottery means for executing a winning / losing lottery; A variable effect execution means for executing a variable effect from when the decorative pattern displayed in the display area starts to vary until it stops in a manner that indicates the winning / losing lottery result by the winning / losing lottery means; Equipped with As a performance that constitutes the variable performance, and as a performance that suggests the reliability that the winning / losing lottery result notified in the variable performance is a winning result, component performance A and component performance B may occur, As a performance mode in which the variable performance is executed, Normal mode and A special mode A in which the reliability of the configuration performance A is higher than that of the normal mode; A special mode B in which the reliability of the configuration performance B is higher than that of the normal mode; is provided, A gaming machine characterized in that the same special mode image is displayed in both the special mode A and the special mode B. However, the special mode image is an image that is not displayed in the normal mode.

Citation Information

Patent Citations

  • Pinball game machine

    JP2016097158A