Gaming machine

The gaming machine improves game attractiveness and enjoyment through a pass/fail lottery system with pre-variation and in-variation displays and varying animation modes, addressing the need for enhanced player engagement and reward perception.

JP2026121421APending Publication Date: 2026-07-24SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-05-12
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing gaming machines lack features that enhance the attractiveness and enjoyment of the game experience.

Method used

Incorporating a pass/fail lottery system with pre-variation and in-variation displays that indicate potential winning or losing lottery results, along with varying animation and display modes to increase the perceived probability of winning, using a storage mechanism to hold unprocessed lottery information, and enhancing the game state with specific and normal modes to improve player engagement.

Benefits of technology

The system enhances the enjoyment and attractiveness of the game by providing clearer and more engaging lottery result indications, increasing the perceived chances of winning, and offering different game states with varying probabilities and rewards.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026121421000001_ABST
    Figure 2026121421000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that can improve the enjoyment of the game. [Solution] When a specific variation effect, which is a variation effect for a certain win / fail lottery result (hereinafter referred to as a specific win / fail lottery result), is being executed, and new win / fail lottery information (hereinafter referred to as new win / fail lottery information) is stored in the storage means, the probability that the specific win / fail lottery result will be notified as a win is higher when the display mode of the pre-variation display corresponding to the new win / fail lottery information is set to a special mode than when it is set to a basic mode.
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Description

Technical Field

[0004]

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

Background Art

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the attractiveness of the game.

Means for Solving the Problems

[0005] <000003……The gaming machine according to the present invention made to solve the above problems includes a pass / fail lottery means for performing a pass / fail lottery based on pass / fail lottery information acquired upon the establishment of a predetermined condition, a production execution means for executing a variation production from when a decorative symbol for notifying the target pass / fail lottery result by the pass / fail lottery means starts to vary until it stops in a manner corresponding to the target pass / fail lottery result, <000003……a storage means for storing, up to a predetermined number, the pass / fail lottery information for which the variation production regarding the corresponding pass / fail lottery result has not yet started, a display means having a display area for displaying the existence of the pass / fail lottery information stored in the storage means as a pre-variation display, and When a specific variation animation is being performed for a certain winning or losing lottery result (hereinafter referred to as a specific winning or losing lottery result) (see, for example, Figure 35(a)), and new winning or losing lottery information (hereinafter referred to as new winning or losing lottery information) is stored in the storage means (see, for example, Figure 35(b)), the probability of the specific winning or losing lottery result being notified as a win is higher when the display mode of the pre-variation display corresponding to the new winning or losing lottery information is set to a special mode (see, for example, Figure 35(c-2)) than when it is set to a basic mode (see, for example, Figure 35(c-1)). It is characterized by the following: [Effects of the Invention]

[0006] The gaming machine according to the present invention makes it possible to improve the enjoyment of the game. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative 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 win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for the pre-change display and the in-change (hold) display. [Figure 5] This diagram schematically shows the mechanism for changing the amount of operation of a special control unit. [Figure 6] This is a diagram to explain the specific operation animation (specific operation images S, L). [Figure 7] This is a diagram to explain specific example 1-1. [Figure 8] This is a diagram to explain specific examples 1-4. [Figure 9] This is a diagram to explain specific examples 1-5. [Figure 10] It is a diagram for explaining Specific Examples 1-7. [Figure 11] It is a diagram for explaining Specific Examples 1-11. [Figure 12] It is a diagram for explaining Specific Example 1-12. [Figure 13] It is a diagram for explaining Specific Example 1-13. [Figure 14] It is a diagram for explaining specific accompanying performances. [Figure 15] It is a diagram for explaining non-specific accompanying performances. [Figure 16] It is a diagram for explaining Specific Example 2-2. [Figure 17] It is a diagram for explaining Specific Example 2-3 (Specific Examples 2-3-1, 2-3-2, 2-3-3). [Figure 18] It is a diagram for explaining Specific Example 2-5. [Figure 19] It is a diagram for explaining Specific Example 2-7. [Figure 20] It is a diagram for explaining Specific Example 2-8. [Figure 21] It is a diagram for explaining Specific Example 2-11. [Figure 22] It is a diagram for explaining Specific Example 2-12. [Figure 23] It is a diagram for explaining the basic mode (Performance Mode X), the ambiguous mode (Performance Mode Y), and the specific configuration performance S. [Figure 24] It is an example of the execution lottery of the specific configuration performance S duringthe ambiguous mode (the conditions under which the specific configuration performance S will occur during the ambiguous mode), and it is a diagram for explaining that the specific configuration performance S may occur as an opportunity performance or may also occur as a non-opportunity performance. [Figure 25] It is a diagram for explaining Specific Example 3-1. [Figure 26] It is a diagram for explaining Specific Example 3-2. [Figure 27] It is a diagram for explaining Specific Example 3-5. [Figure 28] It is a diagram for explaining Specific Example 3-7. [Figure 29] This is a diagram to explain specific example 3-8. [Figure 30] This is a diagram to explain specific example 3-10. [Figure 31] This is a diagram to explain specific example 3-11. [Figure 32] This is a diagram to explain specific example 3-12. [Figure 33] This is a diagram to explain specific example 3-14. [Figure 34] This is a diagram illustrating the basic and special embodiments. [Figure 35] This diagram explains the effect of the new pre-change display being shown in a special format (in a special format instead of the basic format). [Figure 36] This is a diagram to explain specific example 4-1. [Figure 37] This is a diagram to explain specific example 4-3. [Figure 38] This is a diagram to explain specific example 4-4. [Figure 39] This is a diagram to explain specific example 4-6. [Figure 40] This is a diagram to explain specific example 4-8. [Figure 41] This is a diagram to explain specific example 4-9. [Figure 42] This is a diagram to explain specific example 4-10. [Figure 43] This is a diagram to explain specific example 4-11. [Figure 44] This diagram illustrates hidden lookahead (specific prior indication). [Figure 45] This is a diagram to explain specific example 5-1. [Figure 46] This is a diagram to explain specific example 5-2. [Figure 47] This is a diagram to explain specific example 5-3. [Figure 48] This is a diagram to explain specific example 5-8. [Figure 49] This is a diagram to explain specific example 5-9. [Figure 50] This is a diagram to explain specific example 5-10. [Figure 51] This is a diagram to explain specific example 5-11. [Figure 52] This diagram illustrates specific opportunity combinations (patterns with specific sounds, patterns without specific sounds). [Figure 53] This is a diagram to explain specific example 6-3. [Figure 54] This is a diagram to explain specific example 6-4. [Figure 55] This is a diagram to explain specific example 6-6. [Figure 56] This is a diagram to explain specific example 6-8. [Figure 57] This is a diagram (part one) to explain specific example 6-9. [Figure 58] This is the second diagram to illustrate specific example 6-9. [Figure 59] This is a diagram to explain specific example 6-10. [Modes for carrying out the invention]

[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position (detection position) as a result of the operation. In addition, the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as the changes do not cause the loss of features. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in some diagrams, the illustration of elements unrelated to the features explained using the diagram may be omitted. Also, in some diagrams, symbols used to make the diagram easier to understand may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish types and do not have any meaning in themselves unless specifically stated. Furthermore, the symbols for each component may be enclosed in parentheses to clearly separate the name of each component from the symbol (the symbol is written inside the parentheses).

[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.

[0010] The game area 902 is equipped with various prize-winning areas into which game balls can enter (starting area 904, major prize area 906, etc.), an out-out opening 907 (an opening from which game balls that did not enter any of the prize-winning areas (so-called out balls) are discharged), and so on. In addition, the game area 902 is equipped with multiple game pins that act as obstacles, causing changes in the flow of game balls when they collide with them. Game balls flowing down the game area 902 change their form in various ways depending on the conditions when they collide with the game pins. When game balls flowing down the game area 902 enter a prize-winning area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part 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, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the various effects (the unique effect sound is output from speaker 67).

[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines.

[0014] The lottery for a big win (hereinafter sometimes simply referred to as "winning") is performed by a win / fail lottery means built on the control board (main control board) based on win / fail lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of ​​Special Figure 1") and a second starting area 904b (the so-called "starting area of ​​Special Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).

[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined winning value, it is a win; otherwise, it is a loss.

[0016] When a win / loss lottery is performed using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination (win / loss notification mode) corresponding to the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" (variation game) or "rotation". Furthermore, a variation in which the corresponding win / loss lottery result is a jackpot may be referred to as a "winning variation", and a variation in which it is a loss may be referred to as a "losing variation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear as if the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented by showing the target decorative symbol 80 shaking). Note that in some diagrams, the illustration of the decorative pattern 80 may be omitted to make the diagram easier to understand (even in diagrams showing the variation animation, the illustration of the decorative pattern 80 may be omitted, but basically the continuously changing decorative pattern 80 is displayed during the variation animation).

[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).

[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).

[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-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 be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure 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-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation 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 in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).

[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-change win / failure lottery information can be said to represent the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-change win / failure lottery information (reserve) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-change display 71 indicates the existence of win / failure lottery information where the corresponding win / failure lottery is being executed, but the change animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as the "active display". Also, since the change animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "change in question" is being executed), it is sometimes referred to as the "change in question reserve". In other words, the in-change display 71 is sometimes treated as being included in the category of "reserve" (hereinafter, the in-change display 71 may also be referred to as "reserve"). In this embodiment, the display during change 71 is larger than the display before change 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). Alternatively, the basic form (external shape, etc.) of the display during change 71 and the display before change 72 may be completely different, rather than being in such a similar relationship.

[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).

[0022] The combinations of decorative symbols 80 selected and stopped from each group of decorative symbols 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R, arranged from left to right) (win / loss notification modes) are broadly divided into winning combinations (win notification modes) indicating that the lottery has been won, and losing combinations (loss notification modes) indicating that the lottery has not been won. In this embodiment, a winning combination is defined as when all three decorative symbols 80 are of the same type, and a losing combination is defined as when all three decorative symbols 80 are not of the same type.

[0023] In this embodiment, the fluctuation of each decorative symbol group 80g may temporarily stop (pseudo-stop) to indicate that one of the symbols from the decorative symbol group 80g has been selected. By temporarily stopping (pseudo-stopping) the fluctuation in this way, it is possible to create a so-called "chance combination" in the middle of the fluctuation animation.

[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.

[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."

[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which 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 game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, 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 game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game 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, the game balls will enter the second starting area 904b relatively easily.

[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.

[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).

[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 59. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 59).

[0031] Winning the first or second lottery will award you a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all rounds of gameplay) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.

[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.

[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to complete 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 59) within the time it takes to complete 100 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of losing 100 consecutive times in the high-probability lottery (approximately 1 / 59) (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 18%, so the so-called continuation rate is approximately 82%. In the first and second specific game states, it would be good to display the remaining number of losing spins until the game state ends (a number that decreases by "1" each time a losing spin occurs). Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to have a loop-type game where the player can win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won.

[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.

[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a round game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the 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 big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one round of play, at least 10 game balls enter the big prize area 906 (it is also possible for more than 10 game balls to enter the big prize area 906, a so-called over-winning event). Unless otherwise specified, the number of rounds included in a jackpot game can be set as appropriate. In this embodiment, 15 prize balls are paid out when one game ball enters the big prize area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.

[0036] As described above, the pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold" (hold symbol), and the reliability (the probability that the corresponding win / loss result will be a jackpot (the probability that a bonus will be awarded)) is suggested by the form of the "hold". The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The reliability of the pre-reset display 72 and the in-reset 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 be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low reliability of each display form refers to the relationship in the same game state. In this embodiment, the reliability is indicated by the display pattern (change in the reserved symbols) in all three states: normal gameplay, the first specific gameplay state, and the second specific gameplay state. However, when it is stated that one display pattern has a higher reliability than another, it means that the reliability is higher when the other display pattern appears than when the first display pattern appears in the same gameplay state (and the relationship between the reliability of the various effects described below also refers to the relationship between the reliability of the same gameplay state).

[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. 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 color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).

[0038] The display modes of the pre-variation display 72 and the in-variation display 71 may change in a way that increases reliability. The mode may change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the first one to be consumed) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed.

[0039] The gaming machine 1 is equipped with multiple types of operating means 60 that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.

[0040] The following describes the effects, controls, etc. that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects, controls, etc. described below can be executed. Furthermore, the effects, controls, etc. described below may be executed when the game is not in a state of variation (for example, during a jackpot game), unless they are ones that can only be executed during a variation (those that can only be established on the premise that a variation is in progress).

[0041] <Specific operation effect> The gaming machine 1 according to this embodiment is capable of executing a specific operation sequence as an effect that may occur during a variation sequence (an effect that constitutes a part of the variation sequence). The specific operation sequence will only occur in a variation that satisfies predetermined execution conditions. Since the execution conditions are not necessarily met in every variation, the specific operation sequence will not occur in every variation. In this embodiment, the specific operation sequence may occur in the normal game state, but it may also occur in other game states. In the following description of the specific operation sequence, the variation sequence (variation) that includes the specific operation sequence will be referred to as the target variation sequence (target variation), and the win / loss lottery result announced in the target variation sequence will be referred to as the target win / loss lottery result.

[0042] The specific operation animation targets a type of operating means 60 (specific operating means) provided by the gaming machine 1 and prompts the player to operate said operating means. In this embodiment, the special operation unit 65 is the target of operation. In the specific operation animation, either a specific operation image S(10) or a specific operation image L(11), which will be described in detail later, will be displayed, but regardless of which specific operation image is displayed, there is no difference in the operating means to which the operation request is made (the same type of operating means is requested to be operated). As described above, the special operation unit 65 is an operating means that can be pushed backward, and is configured so that the amount of operation (the amount of displacement from the original position to the terminal position (the position where it cannot move any further)) can be varied. Specifically, it is as follows. The special operation unit 65 (see Figures 1 and 5) has a handle portion that serves as the player's grip and is a structure that is slidably supported in the front-rear direction (with the player side being "front" and the side away from the player being "rear") by a guide portion 651, and is biased forward by a biasing member (not shown). When not being operated (when no force is applied), it is positioned at its original position due to the action of the biasing member. The original position of the special operation unit 65 is constant and does not change in response to the effects (for example, it does not change in its original position like a well-known effect button (a button that can automatically protrude) as described in Japanese Patent Application Publication No. 2018-061647, etc.). As described later, in specific operation sequences, either a specific operation image S(10) or a specific operation image L(11) may be displayed, but regardless of which image is displayed, the original position of the special operation unit 65 (see Figure 5) does not change (if the player is not operating it, the special operation unit 65 will be in its original position due to the action of the biasing member).

[0043] An example of a mechanism for changing the amount of operation of the special operation unit 65 is as follows (however, the mechanism is not limited to the following, as long as the amount of operation can be changed). In this embodiment, a stopper member 652 is provided that is able to extend along a direction intersecting the front-rear direction. The stopper member 652 is provided so as to be able to reciprocate between an extended position (see Figure 5(a)) in which at least a part is located in the space inside the guide portion 651 (hereinafter referred to as the guide space) and a retracted position (see Figure 5(b)) in which the entire part is located outside the guide space. The drive mechanism for the stopper member 652 can be any type, so its description is omitted. If the special operation unit 65 is operated backward while the stopper member 652 is in the extended position, the special operation unit 65 can only be displaced to a position where it contacts the stopper member 652 (see Figure 5(a)). In other words, the action of the stopper member 652 prevents the special operation unit 65 from being displaced backward (displacement beyond the position where it contacts the stopper member 652). On the other hand, if the special operation unit 65 is operated (displaced) backward while the stopper member 652 is in the retracted position, the displacement of the special operation unit 65 is not prevented by the stopper member 652. In this embodiment, the special operation unit 65 can be displaced to a position where it contacts the rear end of the guide portion 651 (see Figure 5(b)). In other words, in this embodiment, the original position of the special operation unit 65 does not change, but the terminal position (the position where the special operation unit 65 cannot move any further) can be changed, so the size of the range in which the special operation unit 65 can move from the original position to the terminal position (displaceable range) can be changed. Because of this configuration, the amount of operation D2 of the special operation unit 65 when the stopper member 652 is in the retracted position (see Figure 5(b)) is larger than the amount of operation D1 of the special operation unit 65 when the stopper member 652 is in the extended position (see Figure 5(a)). From the player's perspective, they can operate the special operation unit 65 more extensively when the stopper member 652 is in the retracted position than when the stopper member 652 is in the extended position.In the following explanation, the state in which the stopper member 652 is in the extended position will be referred to as the "small operation amount state," and the state in which the stopper member 652 is in the retracted position will be referred to as the "large operation amount state." The small operation amount state is a state in which the displaceable range of the special operation unit 65 (range (distance) from the original position to the end position) is relatively small, and the large operation amount state is a state in which the displaceable range of the special operation unit 65 (range (distance) from the original position to the end position) is relatively large.

[0044] In the specific operation sequence, an image (specific operation image) prompting the player to operate the special operation unit 65, which is the operation means 60 to be operated (see Figures 6(b-1) and 6(b-2)). The specific operation image includes an operation target section that includes at least one of a drawing (which may be realistic or schematic) and text representing the operation means 60 to be operated, and an operation mode section that represents the required operation mode. The operation target section only needs to be in a manner that allows the player to understand the operation means 60 to be operated. In this embodiment, since the operation means 60 to be operated is the special operation unit 65, a drawing representing the special operation unit 65 is displayed as the operation target section. If the special operation unit 65 has a name, the text representing that name may be displayed as the operation target section.

[0045] As a specific operation image, a specific operation image S(10) may be displayed, or a specific operation image L(11) which has a different appearance from the specific operation image S(10) may be displayed (regardless of whether the specific operation image S(10) or the specific operation image L(11) is displayed, the specific operation means to be operated on is the same (in this embodiment, the special operation unit 65)). The specific operation image S(10) and the specific operation image L(11) have at least different operation modes (in this embodiment, the target of operation is the same). The specific operation image S(10) has an operation mode part that includes the words "shallow press" (see Figure 6(b-1)), and the specific operation image L(11) has an operation mode part that includes the words "deep press" (see Figure 6(b-2)). Because of these appearances, when the specific operation image S(10) is displayed, the player can sense that the required operation is "shallow," and when the specific operation image L(11) is displayed, the required operation is "deep." In other words, the specific manipulation image S(10) contains elements that indicate a "small" amount of manipulation is required, while the specific manipulation image L(11) contains elements that indicate a "large" amount of manipulation is required. Comparing the two, it can be said that the specific manipulation image L(11) contains more elements that indicate a "larger" amount of manipulation is required than the specific manipulation image S(10).

[0046] When the specific operation image S(10) is displayed, the special operation unit 65 is in a state of small operation amount (stopper member 652 is in the extended position). When the special operation image L is displayed, the special operation unit 65 is in a state of large operation amount (stopper member 652 is in the retracted position). As described above, the specific operation image S(10) is an image that indicates a relatively small required operation amount (an image that includes the words "shallow push"), and the specific operation image L(11) is an image that indicates a relatively large required operation amount (an image that includes the words "deep push"), so the actual operation amount (displaceable range) of the special operation unit 65 is adjusted accordingly (see Figures 6(b-1) and (b-2)).

[0047] In addition to displaying such specific operation images, an image showing the elapsed time (remaining period) of the operation of the special operation unit 65 that will be reflected in the performance (operation validity period) may also be displayed. This image could be a meter that decreases as the operation validity period elapses, or an image that simply displays the remaining time of the operation validity period as a numerical value (Figures 6(b-1) and (b-2) show examples where a meter is displayed).

[0048] In this embodiment, the probability (reliability) of the target win / loss result being a win is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed during the target fluctuation (see Figures 6(b-1) and 6(b-2)). If the display of specific operation image S(10) is the default, then the display of specific operation image L(11) can be said to be an increase in chances.

[0049] In this embodiment, the specific operation effect is executed as a winning / losing branching effect in a predetermined reach effect (super reach effect). When the result of the win / loss lottery is a win, the reach effect leads to a favorable outcome (see Fig. 6(d-1)) indicating that a favorable situation has occurred for the player, and when it is a loss, it leads to an unfavorable outcome (see Fig. 6(d-2)) indicating that an unfavorable situation has occurred for the player (note that as a favorable outcome, a pattern (so-called reversal pattern) that appears to lead to an unfavorable outcome at first and then is overridden may be allowed). Here, the specific operation effect is executed as an opportunity for the outcome to be determined. Fig. 6 shows a so-called battle effect in which a player-side character (indicated with the character "taste") and an enemy character (indicated with the character "enemy") fight, and the favorable outcome is that the player-side character wins and the unfavorable outcome is that the player-side character loses, as an example of the above reach effect. When the target win / loss lottery result is a win, it leads to a favorable outcome (see Fig. 6(d-1)) triggered by a single operation of the special operation unit 65 (specific operation means) during the operation valid period (see Fig. 6(b-1)(b-2)) when the specific operation image is displayed, and when it is a loss, it leads to an unfavorable outcome (see Fig. 6(d-2)) triggered by a single operation of the special operation unit 65 during the operation valid period.

[0050] In this embodiment, it is assumed that the location where the special operation unit 65 (specific operation means) is determined to be operated (operation detection location) is different between the small operation amount state (when the specific operation image S(10) is displayed) and the large operation amount state (when the specific operation image L(11) is displayed). In the small operation amount state, it is determined that the operation is performed when the special operation unit 65 is displaced by a distance D1 from the original position, and in the large operation amount state, it is determined that the operation is performed when the special operation unit 65 is displaced by a distance D2 (D1 < D2) from the original position. That is, two sensors (not shown) for detecting the special operation unit 65 are provided at different positions (one at a position relatively close to the original position and one at a position relatively far from the original position), and when in the small operation amount state, it is determined that the special operation unit 65 is operated when detected by the sensor closer to the original position, and when in the large operation amount state, it is configured to be determined that the special operation unit 65 is operated when detected by the sensor farther from the original position.

[0051] Also, when the special operation unit 65 is not operated during the operation valid period (see FIGS. 6(b-1)(b-2)) in which the specific operation image is displayed, it is configured to lead to a favorable outcome (see FIG. 6(d-1)) or an unfavorable outcome (see FIG. 6(d-2)) upon the end of the operation valid period (whether it leads to a favorable outcome or an unfavorable outcome is internally determined in advance based on the target eligibility lottery result, so whether the special operation unit 65 is operated during the operation valid period does not affect the outcome of the reach effect). Regardless of whether the special operation unit 65 is operated during the operation valid period, the reliability of the target eligibility lottery result is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed. Therefore, the probability of a favorable outcome (the probability of an unfavorable outcome is low) is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed.

[0052] Thus, in this embodiment, a specific operation sequence occurs that prompts the user to operate a specific operating means (special operation unit 65). This specific operation sequence is interesting because it may display a specific operation image S(10) (see Figure 6(b-1)), or it may display a specific operation image L(11) (see Figure 6(b-2)) that includes an element indicating that the amount of operation of the specific operating means from its original position is greater than that of the specific operation image S(10) (images with different required operation amounts are displayed).

[0053] The specific operation image L(11) can be said to be an image that requires a "larger operation" than the specific operation image S(10). Therefore, as in this embodiment, it can be said that setting the reliability (the probability of an event favorable to the player occurring) to be higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed (see Figures 6(b-1) and 6(b-2)) results in a more easily understandable presentation.

[0054] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific operation and performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0055] 〇Specific Example 1-1 In the above embodiment, it was explained that the specific operation image S(10) includes an element indicating a small amount of operation required ("shallow"), and the specific operation image L(11) includes an element indicating a large amount of operation required ("deep"). However, one of the specific operation images S(10) and L(11) may not include such an element.

[0056] For example, the operation mode section of the specific operation image S(10) may include the word "Press" (see Figure 7(a-1)), while the operation mode section of the specific operation image L(11) may include the word "Press Deep" (see Figure 7(a-2)). In other words, the specific operation image S(10) may not include elements indicating the magnitude of the operation amount, while the specific operation image L(11) may include elements indicating a large operation amount, thereby indicating that the operation amount of the specific operation means is larger in the specific operation image L(11) than in the specific operation image S(10).

[0057] Conversely, it is conceivable that the operation mode section of the specific operation image S(10) includes the words "shallow press" (see Figure 7(b-1)), while the operation mode section of the specific operation image L(11) includes the words "press" (see Figure 7(b-2)). In other words, by having the specific operation image L(11) not include elements indicating the magnitude of the operation amount, while the specific operation image S(10) includes elements indicating a small operation amount, it is conceivable that the operation amount of the specific operation means in the specific operation image L(11) is larger than that of the specific operation image S(11) (and the operation amount of the specific operation means in the specific operation image S(10) is smaller than that of the specific operation image L(11)).

[0058] 〇Specific Examples 1-2 The elements that indicate the magnitude of the operation amount contained in a specific operation image (operation mode section) are not limited to characters such as "shallow" and "deep" as in the above embodiment. For example, to indicate that the operation amount contained in a specific operation image L(11) is large, it is conceivable to include characters such as "large" (e.g., "press hard"), "long" (e.g., "press long"), and "deep" (e.g., "press all the way in") (however, it is preferable not to use the character "long" to indicate a large operation amount, as it is commonly used to indicate a long press). Also, to indicate that the operation amount contained in a specific operation image S(10) is small, it is conceivable to include characters such as "small" (e.g., "press lightly"), "short" (e.g., "press short"), "short" (e.g., "press short"), and "front" (e.g., "press all the way in").

[0059] Alternatively, symbols (marks) could be used instead of text to indicate the magnitude of the operation. For example, a specific operation image could include an arrow indicating the direction of operation of the operation means 60 (specific operation means) being operated on. Then, by making the arrow in specific operation image L(11) larger than the arrow in specific operation image S(10), it could be shown that the operation amount in specific operation image L(11) is larger than that in specific operation image S(10).

[0060] Furthermore, the elements (characters) in specific operation images that indicate the magnitude of the operation are not meant to suggest so-called "confidence." For example, while characters such as "intense," "hot," "extremely hot," "strong," "opportunity," "chance," "certain," "confirmed," and "sure thing" are commonly used to suggest high confidence, such characters do not indicate that a large amount of operation is required (for example, an operation request with the character "strong push" simply indicates high confidence, not that a large amount of operation is required).

[0061] Specific Examples 1-3 In the above embodiment, the specific operation effect (display of a specific operation image) is described as something that can occur during a variation effect, but it may also occur in a non-variation state. For example, it may occur during a jackpot game. That is, when a specific operation effect occurs during a jackpot game, the probability of an event favorable to the player occurring is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed.

[0062] When doing it as in this example, various favorable events can be considered as those suggested by the specific operation effect (as long as it is related to an increase in the expected value of winning). For example, the game state after the end of the jackpot game becomes a favorable game state for the player, so-called consecutive wins on hold (there is a winning one among the already obtained winning or losing lottery information) occurs, the extension of the number of rounds of the jackpot occurs (the notification that it was actually an M-round jackpot (assuming N < M) while pretending to be an N-round jackpot) and the like can be considered as the target (favorable event) suggested by the specific operation effect.

[0063] 〇Specific Example 1-4 When the specific operation image L(11) is displayed, an image that emphasizes the display of the specific operation image L(11) (hereinafter referred to as the emphasis image L(12)) shall be displayed (see Fig. 8(b)). The emphasis image L(12) is an image that is not displayed together with the specific operation image S(10) (see Fig. 8(a)). By doing so, it becomes less likely that the player will not notice that the specific operation image L(11) is displayed (that it is a chance up).

[0064] The specific form of the emphasis image L(12) may be anything, but it is preferable to make the large operation amount more prominent. For example, it is conceivable that a character that prompts the operation of the specific operation means (special operation unit 65) for which an operation request is made is displayed as the emphasis image L(12) together with the specific operation image L(11) (see Fig. 8(b)). Although not shown, as another example, it is conceivable that an arrow indicating the operation direction of the specific operation means is displayed as the emphasis image L(12) together with the specific operation image L(11) (by separately displaying the arrow, the large operation amount is emphasized). Also, as another example, by making the background image of the specific operation image L(11) a special background image (different from the background image of the specific operation image S(10)), it is conceivable to make the display of the specific operation image L(11) more prominent.

[0065] 〇Specific Example 1-5 The color (text color) of the part that represents the difference in the amount of operation between the specific operation image S(10) and the specific operation image L(11) (in the above embodiment, "shallow press" and "deep press") may be different or the same.

[0066] If different colors are to be used, it is preferable to use colors corresponding to the level of reliability. As in the embodiment described above, if the specific operation image L(11) is considered to have a higher reliability than the specific operation image S(10), then it is conceivable to configure it so that "shallow press" is white (see Figure 9(a)) and "deep press" is red (see Figure 9(b)) ("Red" is known in the present art as a color that indicates a chance up). In this way, it becomes an easy-to-understand presentation that the specific operation image L(11) has a high reliability (a chance up).

[0067] However, if the colors are different, the significance of having specific operation images S(10) and L(11) represent differences in the amount of operation may be diminished (the player may focus on the color, and the fun of setting up differences in the amount of operation may be diminished). To reduce such a risk, it is preferable to use the same color (text color).

[0068] 〇Specific Examples 1-6 In the above embodiment, it was explained that when the specific operation image L(11) is displayed, there is a higher probability of an event favorable to the player occurring (higher reliability of the target win / loss lottery result) than when the specific operation image S(10) is displayed. However, the opposite setting is also possible. However, since it is generally assumed that a larger amount of operation is more advantageous, if the presentation is to match this image, it is preferable to set it so that when the specific operation image L(11) is displayed, there is a higher probability of an event favorable to the player occurring than when the specific operation image S(10) is displayed, as in the above embodiment.

[0069] Specific Examples 1-7 In the above embodiment, the specific operation image is described as including a portion representing the specific operation means (special operation unit 65) that is the target of operation (at least one of an image and / or text representing the specific operation means). However, if the player is expected to be able to understand the operation means 60 that is the target of operation from the scene in which it occurs, then it is not necessary to include a portion representing the specific operation means that is the target of operation.

[0070] In this example, for instance, an image pointing to a specific operating means (special operating unit 65) may be displayed to indicate to the player that it is time to operate the specific operating means (see Figure 10. Since the special operating unit 65 is located in the lower left of the display area 911, an arrow pointing to the lower left will be displayed). Alternatively, the light-emitting part provided on the specific operating means (special operating unit 65) may be illuminated in a predetermined manner to indicate to the player that it is time to operate the specific operating means.

[0071] 〇Specific Examples 1-8 In the above embodiment, the specific operating means (special operating unit 65) to be operated is described as being displaced in the front-rear direction (operated in the rearward direction). However, the direction of displacement (operation direction) of the specific operating means is not limited to a specific direction. It may be displaced in the up-down direction or in the rotational direction. The amount of operation shown in the specific operation image refers to the amount in the direction of displacement of the specific operating means.

[0072] 〇Specific Examples 1-9 Unlike the above embodiment, a mechanism for changing the amount of operation of the specific operation means (maximum amount of operation) may not be provided (there may be no small operation amount state and large operation amount state). In other words, regardless of whether the specific operation image S(10) or the specific operation image L(11) is displayed, there may be no difference in the amount of operation of the specific operation means. This means that although the specific operation image L(11) indicates that a larger amount of operation is required than the specific operation image S(10), there is no difference in the actual limit of the amount of operation of the specific operation means. Even in this way, it is possible to create a presentation format in which the player will get the impression that the larger the amount of operation required, the higher the reliability.

[0073] 〇Specific Examples 1-10 In the above embodiment, it was explained that the location where it is determined that the specific operating means (special operating unit 65) has been operated (operation detection location) differs between the small operation amount state and the large operation amount state. However, the operation detection location may be the same. For example, in both the small operation amount state and the large operation amount state, it may be determined that the specific operating means (special operating unit 65) has been operated when the displacement is D1 from the original position. Furthermore, the specific operation image L(11) may indicate that the required operation amount is larger than that of the specific operation image S(10), and the display of specific operation image L(11) may indicate a higher reliability of the performance. Even in this way, it is possible to create a performance format in which the player will get the impression that the larger the required operation amount, the higher the reliability.

[0074] 〇Specific Examples 1-9 Whether a specific operation image S(10) or a specific operation image L(11) is displayed will be determined according to the game state. For example, if a specific operation is performed in the normal game state (low probability state), specific operation image S(10) will be displayed, and if a specific operation is performed in the second specific game state (high probability state), specific operation image L(11) will be displayed (specific operation image L(11) will not be displayed in the normal game state, and specific operation image S(10) will not be displayed in the second specific game state). In this way, the display of either specific operation image S(10) or specific operation image L(11) will also function as an indicator of the current game state.

[0075] 〇Specific Examples 1-10 The operating means 60 (specific operating means) to which an operation request is made in a specific operation performance is not limited to the special operation unit 65 (however, there is no difference in the operating means to which an operation request is made whether a specific operation image S(10) is displayed or a specific operation image L(11) is displayed).

[0076] However, it is preferable that the operating means 60 targeted by the specific operation performance is not the operating means 60 that is most frequently used in the performance (the operating means 60 that is most frequently requested to perform an operation). In a typical gaming machine, the probability of an operation performance occurring is usually highest when an operation request is made to a button (push button 61 in this embodiment) located near the center in the width direction of the gaming machine (casing). If such a configuration is adopted, it is preferable that the operating means targeted by the specific operation performance is not a button.

[0077] 〇Specific Example 1-11 In the above embodiment, the specific operation animation is performed as a win / loss branching animation (the result of the target lottery is determined by the operation of the specific operation means (single operation) during the operation validity period), but it does not have to be performed as such a win / loss branching animation. Some operation result image may be displayed in response to the operation of the specific operation means during the operation validity period, but it is also possible that the result animation does not usually determine the result of the target lottery.

[0078] For example, during the valid operation period (see Figure 11(a-1) / (a-2)), an operation of a specific operating means (see Figure 11(b)) may trigger the display of a first operation result image (see Figure 11(c-1)), or a second operation result image in a different form from the first operation result image (see Figure 11(c-2)) may be displayed. The reliability of the target success / failure lottery result is higher when the second operation result image is displayed than when the first operation result image is displayed. Since the reliability of the target success / failure lottery result is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed, the probability of the second operation result image being displayed is higher when the specific operation image L(11) is displayed (see Figure 11(a-2)) than when the specific operation image S(10) is displayed (see Figure 11(a-1)). It is also possible to set it so that when a specific operation image L(11) is displayed, the second operation result image is guaranteed to be displayed (if a specific operation image S(10) is displayed, there is a possibility that either the first operation result image or the second operation result image will be displayed).

[0079] Furthermore, unlike the example shown in Figure 11, it may be assumed that there is no difference in the images displayed as the result of the operation (the images displayed as a result of the operation do not indicate reliability). It is guaranteed that the reliability is higher when the specific operation image L(11) is displayed than when the specific operation image S(10) is displayed, but it may be assumed that the images displayed as a result of the operation do not indicate reliability.

[0080] 〇Specific Examples 1-12 The system is configured to display two or more specific operation images S(10). For example, the system may display either specific operation image S1(101) (see Figure 12(a)) or specific operation image S2(102) (which differs in appearance from specific operation image S2(102)) (see Figure 12(b)). However, both specific operation image S1(101) and specific operation image S2(102) should include an element indicating that the operation amount is smaller than that of specific operation image L(11). For example, both specific operation image S1(101) and specific operation image S2(102) may contain the same string "shallow press," but their sizes may differ. It is preferable that both when specific operation image S1(101) is displayed and when specific operation image S2(102) is displayed, the operation amount is in a small state.

[0081] In this example, the reliability of the target win / loss lottery result may be set to be different depending on whether the specific operation image S1(101) or S2(102) is displayed, or it may be set to be the same. If the type of specific operation image S(10) displayed is to be a game feature that players should pay attention to, then the reliability may be set to be different depending on whether the specific operation image S1(101) or S2(102) is displayed. On the other hand, if the specific operation image S(10) is characterized by indicating a small amount of operation (indicating a smaller amount of operation than specific operation image L(11)), and the goal is to prevent players from paying attention to other elements as much as possible, then the type of specific operation image S(10) may be unrelated to the reliability. Furthermore, regardless of whether the confidence levels are set to be different or the same depending on whether the specific operation image S1(101) or specific operation image S2(102) is displayed, the confidence level when specific operation image L(11) is displayed should be higher than the confidence level when either specific operation image S1(101) or specific operation image S2(102) is displayed.

[0082] 〇Specific Examples 1-13 The system is configured to display two or more specific operation images L(11). For example, the system may display either specific operation image L1(111) (see Figure 13(a)) or specific operation image L2(112) (which differs in appearance from specific operation image L2(112)) (see Figure 13(b)). However, both specific operation image L1(111) and specific operation image L2(112) should include an element indicating that the operation amount is larger than that of specific operation image S(10). For example, both specific operation image L1(111) and specific operation image L2(112) may contain the same string "deep press," but their sizes may differ. It is preferable that both when specific operation image L1 is displayed and when specific operation image L2(112) is displayed, the system is in a state of high operation amount.

[0083] In this example, the reliability of the target win / loss lottery result may be set to be different depending on whether the specific operation image L1(111) or L2(112) is displayed, or it may be set to be the same. If the type of specific operation image L(11) is to be a point of interest for the player when it is displayed, then the reliability may be set to be different depending on whether the specific operation image L1(111) or L2(112) is displayed. On the other hand, if the specific operation image L(11) is characterized by indicating a large amount of operation (indicating a larger amount of operation than specific operation image S(10)), and the goal is to prevent the player's attention from being drawn to other elements as much as possible, then the type of specific operation image L(11) may be unrelated to the reliability. Furthermore, regardless of whether the confidence levels are set to be different or the same depending on whether specific operation image L1(111) or specific operation image L2(112) is displayed, the confidence level when specific operation image S(10) is displayed should be lower than the confidence level when either specific operation image L1(111) or specific operation image L2(112) is displayed.

[0084] <Specific incidental effects> In this embodiment, specific incidental effects may occur during a variation effect. In the following description of specific incidental effects, the variation effect (variation) in which the specific incidental effect occurs may be referred to as the target variation effect (target variation), and the win / loss lottery result (win / loss lottery result corresponding to the target variation effect) reported by the target variation effect may be referred to as the target win / loss lottery result. Note that specific incidental effects will only occur in variations that satisfy predetermined execution conditions. Since the execution conditions are not necessarily met in every variation, specific incidental effects will not occur in every variation. In this embodiment, specific incidental effects can occur in any game state.

[0085] The specific accompanying effects are based on the existence of the display during variation 71. In the present technical field, the display before variation 72 (hold display) and the display during variation 71 (active display) are sometimes collectively referred to as "hold," and the display before variation 72 and the display during variation 71 can be one of several types of displays (see Figure 4) depending on the reliability (the probability that the corresponding win / loss lottery result will be a jackpot). As described above, these display types are broadly divided into normal display type 70n and special display type 70s (see Figure 4). Normal display type 70n is the standard display type (default type).

[0086] The specific incidental effect (see Figure 14) may occur when the display mode of the variable display 71 changes (changes to one of several special display modes 70s). In this embodiment, the specific incidental effect occurs without fail whenever the display mode of the variable display 71 changes. The specific incidental effect occurs simultaneously with or immediately after the change in the display mode of the variable display 71 (it is sufficient if it occurs at a timing that the player can recognize as occurring in conjunction with the change in the display mode of the variable display 71). As described above, the system may be configured to allow for a teasing effect (an effect that suggests that the display mode of the variable display 71 may change), but if a teasing effect occurs but the display mode of the variable display 71 does not change, the specific incidental effect will not occur as a result of the display mode of the variable display 71 not changing. In this embodiment, the specific incidental effect is the output of a predetermined sound effect (hereinafter referred to as the specific incidental sound) from the speaker 67 (see Figure 14(b)). A specific incidental sound is a sound effect whose length (output time) and melody are predetermined, and these elements are constant. For example, a sound effect whose output time differs from that of a specific incidental sound is not considered a specific incidental sound. Furthermore, if a gaming machine is equipped with a well-known volume adjustment mechanism, differences in volume (sound intensity) due to that mechanism are not considered differences in sound effects. In other words, increasing or decreasing the volume using the volume adjustment mechanism will also increase or decrease the intensity of the specific incidental sound. Furthermore, specific incidental sounds are merely sound effects (SE (Sound Effect)) and not music (background music; BGM (background music)) (in this technical field, sound effects and music are clearly distinguished and controlled (see, for example, Japanese Patent Publication No. 2023-061628, the "Sound Customization" section of "https: / / 1geki.jp / pachinko / p_go3_kakumeino5 / 3 / ", and the "Volume Balance" section of "Function Customization" of "https: / / www.p-world.co.jp / machine / database / 10092)).If the system were to have a configuration that allows for the control of the sound balance between sound effects and background music separately (customization to emphasize "sound effects" and customization to emphasize "BGM"), then certain incidental sounds would be subject to the customization of "sound effects" but not to the customization of "BGM".

[0087] Such specific incidental effects do not occur when the display mode of the pre-variation display 72 changes. In other words, specific incidental effects do not occur when the display mode of the pre-variation display 72 changes, but occur when the display mode of the in-variation display 71 changes (so to speak, they are "unique effects" that only occur when the display mode of the in-variation display 71 changes). In this embodiment, the specific incidental effect is the output of a specific incidental sound, which is not output when the display mode of the pre-variation display 72 changes, but is output when the display mode of the in-variation display 71 changes.

[0088] The reason for this configuration is as follows: In reality, the effects in which the display patterns of the pre-variation display 72 and the in-variation display 71 change are both recognized as hold change effects. Therefore, the effects executed when a hold change occurs are often the same regardless of whether it is the pre-variation display 72 or the in-variation display 71. However, a change in the display pattern of the in-variation display 71 means that there is anticipation for the currently executing variation effect (target variation) (it should be clearly distinguished between having anticipation for the currently executing variation and having anticipation for a variation that has not yet started), so in order to emphasize this, a specific accompanying effect is made to occur when the display pattern of the in-variation display 71 changes, making the difference from when the display pattern of the pre-variation display 72 changes clear.

[0089] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific incidental effects. Furthermore, to the extent possible, a configuration may be created by combining multiple techniques described using the following examples.

[0090] 〇Specific Example 2-1 When the display mode of the pre-variation display 72 changes (changes to one of several types of special display modes 70s), an effect of a different type from the specific incidental effect (hereinafter referred to as a non-specific incidental effect) may occur (see Figure 15). The non-specific incidental effect occurs simultaneously with or immediately after the change in the display mode of the pre-variation display 72 (it is sufficient if it occurs at a timing that the player can recognize as occurring in conjunction with the change in the display mode of the pre-variation display 72). In this embodiment, the non-specific incidental effect is a sound effect of a different type from the specific incidental sound (hereinafter referred to as a non-specific incidental sound) (see Figure 15(b)). Two or more types of non-specific incidental sounds may be provided, but all of these are sound effects of a different type from the specific incidental sound.

[0091] Even if the display pattern after the change of the pre-change display 72 and the display pattern after the change of the in-change display 71 are the same (same color hold), the non-specific incidental effects (non-specific incidental sounds) that occur when the display pattern of the pre-change display 72 changes and the specific incidental effects (specific incidental sounds) that occur when the display pattern of the in-change display 71 changes are different (as shown in Figures 14(b) and 15(b), even if the changed pattern is the same third special display pattern 703s (red hold), the effects (sound effects) that occur when the change occurs are different).

[0092] Specific Example 2-2 In the above embodiment, the specific incidental effect is the output of a predetermined sound effect (specific incidental sound), but it may also be the output of a visual element. For example, the specific incidental effect may occur when a predetermined image (hereinafter referred to as the specific incidental image 13) is displayed in the display area 911. That is, as shown in Figure 16(a), the specific incidental image 13 is displayed when the display mode of the display during change 71 changes. The specific incidental image 13 is an image that is not displayed when the display mode of the display before change 72 changes.

[0093] When the display mode of the pre-change display 72 changes, a non-specific incidental effect, as described in Specific Example 2-1, may occur. This non-specific incidental effect may involve the display of a predetermined image (hereinafter referred to as the non-specific incidental image 14) in the display area 911 (see Figure 16(b)). However, the mode of the non-specific incidental image 14 shall be different from that of the specific incidental image 13. Note that the difference in mode referred to here is not merely a difference in display position or a difference in size (similarity). That is, even if the display position and size are changed, the specific incidental image 13 and the non-specific incidental image 14 shall be different in such a way that they do not perfectly overlap. Two or more images may be displayed as the non-specific incidental image 14, but all of them shall have a different mode from that of the specific incidental image 13.

[0094] Specific Examples 2-3 In the above embodiment, it was explained that a specific accompanying effect occurs without fail whenever the display mode of the fluctuating display 71 changes. However, it is also possible to set it so that when the display mode of the fluctuating display 71 changes, the specific accompanying effect may or may not occur (the specific accompanying effect occurs if the predetermined conditions for occurrence are met, but does not occur if those conditions are not met). For example, the following can be considered.

[0095] Specific example 2-3-1 The fluctuating display 71 can change into one of several candidate modes. In the embodiment described above, the fluctuating display 71 can change into one of the first special display modes 701s to the fourth special display modes 704s, and these first special display modes 701s to the fourth special display modes 704s are the candidate modes. Of these several candidate modes, some are modes that are subject to specific incidental effects (hereinafter referred to as incidental effect target modes), while others are modes that are not subject to specific incidental effects (hereinafter referred to as incidental effect non-target modes) (see Figure 17(a)). When the fluctuating display 71 changes, if the changed mode is an incidental effect target mode, a specific incidental effect occurs, but if the fluctuating display 71 is an incidental effect non-target mode, a specific incidental effect does not occur (the condition for the occurrence of a specific incidental effect is that the changed mode of the fluctuating display 71 is an incidental effect target mode). In this case, it is preferable to designate modes in which the reliability of the target success / failure lottery result is above a predetermined threshold as modes subject to the accompanying performance, and those below that threshold as modes not subject to the accompanying performance. For example, the first special display mode 701s and the second special display mode 702s are modes not subject to the accompanying performance, but the third special display mode 703s and the fourth special display mode 704s are modes subject to the accompanying performance (see Figure 17(a)). By doing so, a specific accompanying performance can be created in an easy-to-understand manner in which a specific accompanying performance occurs when the display 71 during change changes to a mode in which the reliability is above a certain threshold (a specific accompanying performance does not occur when the display 71 during change changes to a mode in which the reliability is below a certain threshold). Furthermore, when the display mode of the pre-variation display 72 changes, no special accompanying effect occurs regardless of the change in mode (no special accompanying effect occurs when the display mode of the pre-variation display 72 changes). As in the example above, even if the configuration is such that a special accompanying effect occurs when the in-variation display 71 changes to the third special display mode 703s or the fourth special display mode 704s, no special accompanying effect will occur when the pre-variation display 72 changes to the third special display mode 703s or the fourth special display mode 704s.

[0096] Specific example 2-3-2 The occurrence of a specific accompanying effect is considered a chance-up effect compared to its absence (the specific accompanying effect is designated as a so-called chance-up effect). As shown in Figure 17(b), when comparing cases where the appearance of the display 71 after the change during the variation is the same, the reliability of the target win / loss lottery result is higher when the specific accompanying effect occurs compared to when the specific accompanying effect does not occur (the condition for the occurrence of the specific accompanying effect is that it is decided to generate the specific accompanying effect as a chance-up effect based on the target win / loss lottery result).

[0097] However, naturally, if the change results in a state where the target win / loss lottery result is guaranteed to be a win (the fourth special display state 704s, as in the above embodiment), then the win is guaranteed at the moment the state changes, and therefore, the chance-up effect of the specific accompanying effect cannot be set (however, when the state changes to the fourth special display state 704s, the specific accompanying effect may or may not occur). If the state after the change of the display 71 during variation changes to a state where a win is not guaranteed (the first special display state 701s to the third special display state 703s, as in the above embodiment), then assuming that the state after the change is the same, the reliability is higher when the specific accompanying effect occurs compared to when the specific accompanying effect does not occur (see Figure 17(b)).

[0098] Specific example 2-3-3 A specific incidental effect is defined as an effect that may occur when the variable display 71 changes suddenly. If the variable display 71 changes as a result of some image acting on it (as a result of the action image E acting on the variable display 71 being displayed), then the specific incidental effect will not occur. If the variable display 71 changes suddenly as part of a change effect (a change effect in which the action image E is not displayed), then the specific incidental effect may occur in all such cases, or it may occur in at least some of them. In other words, for the conditions for the occurrence of the specific incidental effect described above to be met, it is necessary for the variable display 71 to change suddenly as part of a change effect. When the variable display 71 changes suddenly, the change should be made noticeable to inform the player that there is reason to be optimistic about the current variation, and therefore a specific accompanying effect should be included. On the other hand, if the display of the variable display 71 changes as a result of the display of the variable display 71, the player will have already sensed that the variable display 71 may change because the display of the action image E is shown, so no specific accompanying effect should occur.

[0099] Specific Example 2-4 In the above embodiment, it was explained that non-specific incidental effects (effects different from specific incidental effects) may occur when the display mode of the pre-variation display 72 changes. However, it is also possible to assume that such non-specific incidental effects do not occur. Even in this case, specific incidental effects will occur when the display mode of the in-variation display 71 changes, but will not occur when the display mode of the pre-variation display 72 changes.

[0100] Specific Examples 2-5 It is assumed that two or more specific incidental effects may occur. When the display mode of the variable display 71 changes, one of the two or more specific incidental effects will occur (one specific incidental effect will occur for each change). For example, a first specific incidental effect and a second specific incidental effect that has a different effect from the first specific incidental effect may occur. If the specific incidental effect is to output a sound effect as in the above embodiment, it is conceivable that the first specific incidental effect will be a first specific incidental sound (see Figure 18(b-1)) and the second specific incidental effect will be a second specific incidental sound (a sound effect with a different effect from the first specific incidental sound) (see Figure 18(b-2)). It is assumed that none of these two or more specific incidental effects will occur when the display mode of the pre-variation display 72 changes (neither of the specific incidental effects in Figures 18(b-1) and (b-2) will occur when the display mode of the pre-variation display 72 changes).

[0101] In this example, when comparing cases where the appearance of the variable display 71 after the change is the same, it is conceivable that the reliability will differ depending on the type of specific accompanying effect that occurred. That is, the reliability of the target win / loss lottery result will be set higher when the second specific accompanying effect occurs (see Figure 18(b-2)) than when the first specific accompanying effect occurs (see Figure 18(b-1)). In this way, when the appearance of the variable display 71 changes, the game becomes one in which players should pay attention not only to the appearance of the change after the change, but also to the type of specific accompanying effect that occurred.

[0102] Specific Examples 2-6 The specific accompanying effects are defined as effects that do not occur before the start of the target spin, and are not limited to when the display mode of the pre-spin display 72 changes. Effects that occur before the target spin regarding the target win / fail lottery result can be said to be pre-announcement effects that suggest the target win / fail lottery result, and effects of the same type as the specific accompanying effects do not occur as pre-announcement effects. In this way, the specific accompanying effects occur only when the display mode of the spinning display 71 changes during the target spin, which makes it clearer that the display mode of the spinning display 71 has changed.

[0103] Specific Example 2-7 The specific incidental effects will not occur when the display mode of the in-spin display 71 changes simultaneously with the start of the target spin (including the timing when it appears to the player that they are occurring simultaneously (immediately after the start of the target spin)) (see Figure 19). In other words, the specific incidental effects will only occur when the display mode of the in-spin display 71 changes in the middle of the target spin (see Figure 14, etc.) (however, the display mode of the in-spin display 71 may not change simultaneously with the start of the target spin. In this case, the display mode of the in-spin display 71 will inevitably change in the middle of the target spin, and therefore the specific incidental effects may occur in the middle of the target spin).

[0104] If a specific accompanying effect occurs at the start of the target spin, it may appear as if it is occurring as an effect at the start of the spin, rather than because the display pattern of the spinning display 71 has changed. Therefore, the specific accompanying effect shall only occur during the target spin. A change in the display pattern of the spinning display 71 that occurs during the target spin is an event that is unlikely to be noticed by players who are likely paying attention to other effects of the target spin. Therefore, when such a change occurs, the specific accompanying effect shall occur.

[0105] Specific Examples 2-8 The specific incidental effect may occur when one or more other effects (different from effects where the display mode of the display on

[0106] However, unlike this example, a specific incidental effect may occur only when the display mode of the variable display 71 changes (or a configuration in which no other variable configuration effects are provided as described above). In this case, the specific incidental effect becomes a unique effect that occurs only when the display mode of the variable display 71 changes during the target variable, thus further emphasizing that the display mode of the variable display 71 has changed.

[0107] Specific Example 2-9 The special accompanying effects will only occur in the normal game state, which is the basic (default) game state (the most unfavorable game state among the game states in which the aim is to win the lottery). In other words, the special accompanying effects will occur in the normal game state when the display pattern of the in-spin display 71 changes, but will not occur in the special game state, which is more favorable than the normal game state. Furthermore, the special accompanying effects will not occur when the display pattern of the pre-spin display 72 changes, even in the normal game state (regardless of the game state). Since the normal game state is the game state in which it is most difficult to win a jackpot, the special accompanying effects will occur to emphasize that the display pattern of the in-spin display 71 has changed and that the player is getting closer to winning a jackpot.

[0108] Specific example 2-10 The specific accompanying effect will only occur when the display during reel spin 71 changes to a state that confirms a jackpot (displayed only when the target reel spin is a winning reel spin). If the configuration is as in the embodiment described above, the specific accompanying effect will occur when the display during reel spin 71 changes to the fourth special display state 704s, but will not occur when it changes to any other special display state 70s. Also, the specific accompanying effect will not occur even if the display before reel spin 72 changes to the fourth special display state 704s (or any other special display state 70s). In this way, the specific accompanying effect will function to emphasize that the display during reel spin 71 has become a so-called premium state.

[0109] Specific example 2-11 The system shall be equipped with a customization function that allows for the change of the occurrence probability (probability per variation) of at least some of the variations that may occur during the variation performance (variation performance composition performance) (the customization function itself is well known, so an explanation will be omitted). Specific accompanying performances shall be provided as performances whose occurrence probability can be changed using this customization function (customizable performances). For example, it may be possible to select whether the occurrence probability of a specific accompanying performance is the normal (default) probability Pn or a special probability Ps (Pn≠Ps) that is different from the normal probability. Two or more probabilities may be provided as the special probability (a choice of probabilities different from the normal probability). For example, as shown in Figure 21, the occurrence probability of a specific accompanying performance (shown as "variation hold change emphasis performance" in Figure 21) may be selected from the options of "normal," "only in the case of rainbow," or "none." When "normal" (default) is selected, the probability becomes the normal probability, and when any other option is selected, the probability becomes different from the normal probability. In the example shown in Figure 21, "only in the case of a rainbow" means that the specific accompanying effect occurs only when the display mode of the variable display 71 becomes "rainbow" (fourth special display mode 704s) (since the specific accompanying effect occurs only when it becomes the fourth special display mode 704s, the probability of it occurring is lower than usual (when the specific accompanying effect occurs regardless of which special display mode 70s is selected)).

[0110] In the case of this example, it is preferable to provide an option to set the probability of the specific incidental effect occurring to zero (i.e., the specific incidental effect will not occur) (in the example shown in Figure 21, the specific incidental effect will not occur when "none" is selected). It is assumed that there are a certain number of players who do not think it is necessary to trigger the specific incidental effect when the display mode of the variable display 71 changes, so it is good to allow players to choose whether or not to trigger the specific incidental effect.

[0111] Specific example 2-12 The specific ancillary effect is defined as an effect in which a predetermined light-emitting unit (outside the display area 911) located separately from the display device 91 (outside the display area 911) emits light. Preferably, the light emission pattern of the outside-area light-emitting unit 92 corresponds to the display pattern after the change in the fluctuating display 71. As in the above embodiment, if the display pattern of the fluctuating display 71 is one of the first special display patterns 701s to the fourth special display patterns 704s, then the outside-area light-emitting unit 92 shall emit light in the same color system (corresponding color) as the color elements included in the special display pattern 70s to which the fluctuating display 71 has changed. In other words, the out-of-area light-emitting unit 92 emits light in blue when the fluctuating display 71 is in the first special display mode 701s (blue), in green when it is in the second special display mode 702s (green), in green when it is in the third special display mode 703s (red), and in rainbow colors when it is in the fourth special display mode 704s (rainbow) (see Figure 22. This figure shows an example where the fluctuating display 71 is in the third special display mode 703s (red) and the out-of-area light-emitting unit 92 emits light in red (the emission color of the out-of-area light-emitting unit 92 is indicated by text)).

[0112] Furthermore, since specific incidental effects do not occur when the display mode of the pre-variation display 72 changes, even if the pre-variation display 72 changes to one of the special display modes 70s, the out-of-area light-emitting unit 92 is made so as not to change to any of the above light-emitting modes. It is preferable that the out-of-area light-emitting unit 92 remains in its normal state even if the pre-variation display 72 changes to one of the special display modes 70s. For example, if the out-of-area light-emitting unit 92 is normally off, then it is preferable that the out-of-area light-emitting unit 92 remains off even if the pre-variation display 72 changes to one of the special display modes 70s. Also, for example, if the out-of-area light-emitting unit 92 is normally emitting light in a normal color (a color different from any of the colors that can occur when a specific incidental effect occurs (in the above example, blue, green, red, or rainbow colors). For example, white), then it is preferable that the out-of-area light-emitting unit 92 remains emitting light in its normal color even if the pre-variation display 72 changes to one of the special display modes 70s. In this way, when the display mode of the variable display 71 changes, the extra-region light-emitting section 92, which does not change even if the display mode of the pre-variation display 72 changes, also changes. This emphasizes that the display mode of the variable display 71 has changed (it has become the special display mode 70s), and also emphasizes the type (color) of the changed display mode, resulting in an easy-to-understand presentation.

[0113] <Ambiguous Mode> The gaming machine 1 according to this embodiment is capable of executing a specific configuration effect S as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific configuration effect S may occur in a second specific game state (the game state that is most advantageous to the player; in this embodiment, this state is called "○○ Rush"). Basic mode and ambiguous mode, which presuppose the existence of such a specific configuration effect S, are also modes that can be set in the second specific game state. However, the specific configuration effect S may occur in a game state different from the second specific game state. In this case, basic mode and ambiguous mode are also effect modes that can be set (selected) by the player in a game state in which the specific configuration effect S may occur. For example, if the specific configuration effect S may occur in a normal game state, then basic mode and ambiguous mode should also be effect modes that can be set (selected) by the player in a normal game state. The following discussion will address the probability and reliability of the occurrence of specific performance sequence S, but this will only apply to the same game state (a state in which specific performance sequence S can occur, and in which both basic mode and ambiguous mode can be set).

[0114] In this embodiment, two performance modes are provided that can be set during the fluctuation performance of the second specific game state: Basic Mode and Ambiguous Mode. As will be described in detail later, the occurrence of the specific configuration performance S in Ambiguous Mode is characteristic, and in light of this, it can be said that Basic Mode is the normal performance mode (default performance mode). The player can select their preferred performance mode. However, it is not possible to set both Basic Mode and Ambiguous Mode (both Basic Mode and Ambiguous Mode cannot be set in the same fluctuation). The names of Basic Mode and Ambiguous Mode (how they are shown to the player) may be anything (in this embodiment, the names Basic Mode and Ambiguous Mode are used). In the following description, Basic Mode may also be referred to as Performance Mode X, and Ambiguous Mode as Performance Mode Y. Unless the player actively changes the performance mode, Basic Mode is set (considering this point, it can be said that Basic Mode is the default performance mode).

[0115] The method for selecting the basic mode (performance mode X) and the ambiguous mode (performance mode Y) may be any, so a detailed explanation will be omitted. The performance mode selection screen (an example is shown in Figure 23(a)) will be displayed, and the player will be able to select any performance mode using the various operating means 60. In addition, performance modes other than the basic mode and ambiguous mode may be provided as performance modes that the player can select, provided that the configuration of the basic mode and ambiguous mode is as described below. The system may be configured so that the performance mode can be selected in both the non-variable and variable states, or it may be configured so that the performance mode can be selected in either the non-variable or variable state. If the system is configured so that the performance mode can be selected in the variable state, when a change operation (selection of another performance mode) is performed from one of the basic mode and ambiguous mode to the other during a certain variable performance, the current performance mode will be maintained at least until the end of that variable performance. That is, the change in performance mode will actually occur after the variable performance in which the change operation was performed has ended. During a variation animation in ambiguous mode, it is preferable to display a mode-corresponding image Y(172) (an image including the name of the ambiguous mode) (see Figure 23(c)) in the display area 911 to indicate that the ambiguous mode (animation mode Y) is set (the mode-corresponding image Y(172) is not displayed when the basic mode is set). This is because the display of such an image allows the player to easily determine whether or not the ambiguous mode is set. Alternatively, during a variation animation in the basic mode, it may be preferable to display a mode-corresponding image X(171) (an image including the name of the basic mode) (see Figure 23(b)) in the display area 911 to indicate that the basic mode (animation mode X) is set (the mode-corresponding image X(171) is not displayed when the ambiguous mode is set). Note that in some drawings (drawings other than those explaining the basic mode, ambiguous mode, and specific configuration animation S), the illustration of the mode-corresponding image X(171) and mode-corresponding image Y(172) is omitted.

[0116] The ambiguous mode has the following characteristics (differences from the basic mode). As described above, in this embodiment, a specific configuration performance S may occur during a variation performance. The specific configuration performance S may occur even when the basic mode is set (during the basic mode) (see Figure 23(b-2)) and also when the ambiguous mode is set (during the ambiguous mode) (see Figure 23(c-2)). The specific form of the specific configuration performance S may be anything. In this embodiment, the display of a specific performance image S(16) is performed as the specific configuration performance S. Note that there is no difference in form between the specific configuration performance S that occurs during the basic mode and the specific configuration performance S that occurs during the ambiguous mode (see Figures 23(b-2) and (c-2)). If a predetermined performance image (specific performance image S(16)) is displayed as in this embodiment, there is no difference in the form of the image.

[0117] Specific Composition Performance S is basically a so-called chance-up performance (sometimes referred to as a favorable performance). In other words, if Specific Composition Performance S occurs in a given spin, the probability of the win / loss result announced in that spin being a win is higher than if it does not occur. When Specific Composition Performance S occurs in Basic Mode (default state), it always exhibits a chance-up effect (it is executed as a favorable performance) (see Figure 23(b)). In other words, if Specific Composition Performance S occurs in a spin performance in Basic Mode, the probability of the win / loss result announced in that spin performance being a win is higher than if it does not occur (Specific Composition Performance S does not occur in every spin in Basic Mode, but if it does occur, it occurs as a favorable performance). However, even if Specific Composition Performance S occurs in Basic Mode, it does not guarantee a win (Specific Composition Performance S is not 100% reliable and can occur even in losing spins).

[0118] On the other hand, a specific combination of effects S that occurs during a variation in Ambiguous Mode may occur as a chance-up effect, which increases the probability that the win / loss result announced in that variation is a win, or it may occur as an effect unrelated to the win / loss result announced in that variation (hereinafter sometimes referred to as a "non-chance-up effect" in contrast to a chance-up effect) (see Figure 23(c)). Given that specific combination of effects S basically occurs as a chance-up effect (in Basic Mode), a specific combination of effects S that occurs as a non-chance-up effect in Ambiguous Mode can be seen as a "false chance-up effect" that has no chance-up effect. Since there is no difference in the form of the specific combination of effects S whether it occurs as a chance-up effect or a non-chance-up effect, it is impossible for the player to distinguish which type of effect it is from the form of the specific combination of effects S itself (specific combination of effects S alone). Therefore, when a specific performance sequence S occurs during ambiguous mode, the player will watch the progression of the reel spinning sequence, hoping that the specific performance sequence S is occurring as a favorable opportunity sequence.

[0119] In summary, the specific performance S occurs without fail during the basic mode, indicating the reliability of the win / loss lottery result reported in the spin in which the performance occurs. On the other hand, during the ambiguous mode, it may occur to indicate the reliability of the win / loss lottery result reported in the spin in which the performance occurs, or it may occur without any relation to reliability.

[0120] Given the above-described settings (characteristics of basic mode and ambiguous mode), the method for determining whether or not to execute a specific configuration performance S (control method for specific configuration performance S) can be anything. In this embodiment, during basic mode, the decision to execute a specific configuration performance S is made based on the results of the win / fail lottery (based on whether the executed variation is a winning variation or a losing variation). That is, the decision to execute or not is made by a lottery in which the probability of occurrence of the specific configuration performance S differs depending on whether it is a winning variation or a losing variation. The reliability of a specific configuration performance S that occurs during basic mode can be set as appropriate, but it is preferable that the reliability be 30% or higher (if a specific configuration performance S is executed in a certain variation, there is a 30% or higher probability that the variation will be a winning variation). On the other hand, as shown in Figure 24, in this embodiment, during ambiguous mode, the decision to execute a specific configuration performance S is made by two execution lotteries (two-stage execution lotteries). One execution lottery is for determining whether or not to execute a specific configuration performance S for each variation, regardless of the results of the win / fail lottery (performance S execution lottery a). The performance S execution lottery a determines whether or not to execute a specific performance S, regardless of whether it is a winning or losing spin (for example, regardless of the result of the win / loss lottery (whether it is a winning or losing spin), a 1 / 100 lottery is conducted, and if it is won, the specific performance S is executed). The specific performance S executed when the performance S execution lottery a is won is a non-opportunity performance (because the performance S execution lottery a is not based on the win / loss lottery result). If the performance S execution lottery a is lost, another execution lottery, the performance S execution lottery b, is conducted. The performance S execution lottery b is based on the win / loss lottery result. That is, the probability of the specific performance S occurring differs depending on whether it is a winning spin or a losing spin, and this lottery is conducted as the performance S execution lottery b. The specific performance S executed when the performance S execution lottery b is won is an opportunity performance (because the performance S execution lottery b is based on the win / loss lottery result). The order in which the performance S execution lottery a and the performance S execution lottery b are conducted may be reversed. Furthermore, it is preferable that the specific performance sequence S, which is performed as an opportunity-enhancing effect in ambiguous mode, have a reliability of 30% or higher.However, even if the reliability of a specific performance sequence S, which is executed as an opportunity event in ambiguous mode, is set to P%, for players who cannot determine whether the specific performance sequence S that occurs is an opportunity event or a non-opportunity event, the actual reliability will be less than P% (because specific performance sequence S can occur as either an opportunity event or a non-opportunity event, the reliability of specific performance sequence S, which includes both non-opportunity and opportunity events, will be lower than P%).

[0121] As explained above, in the gaming machine 1 according to this embodiment, if the ambiguous mode is selected, the specific configuration performance S (which is basically executed as a good opportunity performance in the basic mode) may occur as a non-good opportunity performance. In other words, it is interesting because, depending on the player's choice (preference), the game can be played in a state where the specific configuration performance S may also occur as a non-good opportunity performance (a performance unrelated to reliability).

[0122] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned ambiguous mode, basic mode, and specific configuration effects S. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples.

[0123] 〇Specific Example 3-1 The Ambiguous Mode (Performance Mode Y) is set to be more likely to produce a specific performance S than the Basic Mode (Performance Mode X). In other words, the probability of a specific performance S occurring (the probability of a specific performance S occurring per single variation) is higher when Ambiguous Mode is set than when Basic Mode is set.

[0124] For example, as shown in Figure 25, it is possible to make the probability of a specific combination of effects S occurring in the basic mode the same as the probability of a specific combination of effects S occurring as a chance-enhancing effect in the ambiguous mode (the probability of a specific combination of effects S occurring as a chance-up effect is the same in both the basic mode and the ambiguous mode) (in the example shown in Figure 25, it is set to 10%, but this is just one example). In the ambiguous mode, a specific combination of effects S occurs at a predetermined probability even as a non-chance-enhancing effect (in the example shown in Figure 25, it is set to 5%, but this is just one example), so the probability of a specific combination of effects S occurring is higher in the ambiguous mode than in the basic mode (because a specific combination of effects S occurs as a non-chance-enhancing effect, a specific combination of effects S is more likely to occur in the ambiguous mode than in the basic mode).

[0125] Specific Example 3-2 The reliability of a specific combination of effects S in basic mode and the reliability of a specific combination of effects S that occurs as an opportunity effect in ambiguous mode (excluding specific combination of effects S that occur as a non-opportunity effect) are made the same (see Figure 26). This makes it possible to make the lottery (execution lottery) for determining whether or not to generate a specific combination of effects S as a chance-up effect (opportunity effect) the same in basic mode and ambiguous mode (making control easier). Furthermore, in ambiguous mode, it is acceptable to allow specific combination of effects S to occur as a non-opportunity effect (a separate lottery (execution lottery) for determining whether or not to generate a specific combination of effects S as a non-opportunity effect should be performed).

[0126] In addition, in Ambiguous Mode, Specific Composition Performance S may occur as a non-opportunity performance, so the reliability of Specific Composition Performance S in Ambiguous Mode (the reliability of Specific Composition Performance S including both Specific Composition Performance S as a non-opportunity performance and Specific Composition Performance S as an opportunity performance) will be lower than that of Specific Composition Performance S in Basic Mode.

[0127] Specific Example 3-3 In addition to the basic mode (performance mode X) and ambiguous mode (performance mode Y), there is a performance mode selectable by the player called Performance S Cut Mode (performance mode Z), in which the specific performance S does not occur. Some players may want to enjoy the variable performance without benefiting from the reliability indication effect of the specific performance S (and some players dislike the fact that even if the specific performance S occurs, as in ambiguous mode, it may not result in an increased chance of winning), so Performance S Cut Mode is provided for such players.

[0128] Specific Examples 3-4 The basic mode (performance mode X) and ambiguous mode (performance mode Y) are not performance modes that the player can select. In other words, the transition to the basic mode or ambiguous mode occurs automatically, regardless of the player's selection. With this configuration, the gameplay becomes such that the transition to a mode (performance mode X) where the occurrence of a specific performance S guarantees a chance up, or to a mode (performance mode Y) where the occurrence of a specific performance S does not necessarily mean a chance up, occurs automatically, regardless of the player's selection. In this example, the image indicating the current performance mode (such as the mode-corresponding image X (171) and mode-corresponding image Y (172) described in the above embodiment) may not be displayed. In this case, the gameplay can be such that the player enjoys guessing which performance mode is currently set.

[0129] However, it is presumed that players will have strong preferences for playing in special presentation modes such as Ambiguous Mode (modes in which specific performance configuration S is not necessarily a chance-up (opportunity performance)). (It is assumed that a certain number of players will dislike playing in Ambiguous Mode.) Therefore, in light of this, it is preferable that Ambiguous Mode and Basic Mode be performance modes that players can arbitrarily select, as in the embodiment described above.

[0130] Specific Examples 3-5 As described in the above embodiment, when the ambiguous mode (performance mode Y) is set (during variation), a mode-corresponding image Y(172) indicating that the ambiguous mode is set will be displayed. This mode-corresponding image will include the name of the specific performance S (an element representing the specific performance S). For example, if the name of the specific performance S is "□□□", then the mode-corresponding image Y(172) will include text such as "□□□ Ambiguous Mode" (see Figure 27). Without including the name of the specific performance S, it would be unclear what kind of performance mode the ambiguous mode (performance mode Y) is. By displaying a mode-corresponding image Y(172) that includes the name of the specific performance S, the player can perceive that the ambiguous mode (performance mode Y) is a mode that has some effect on the specific performance S.

[0131] Furthermore, the mode-corresponding image Y(172) may include the name of the specific configuration performance S (an element representing the specific configuration performance S) as well as an element representing the characteristics of the ambiguous mode (suggesting that the specific configuration performance S may occur as a non-chance performance unrelated to reliability). For example, the mode-corresponding image Y(172) displayed may include text such as "□□□ Chance / NOT Chance Mode".

[0132] Specific Examples 3-6 In Ambiguous Mode (Performance Mode Y), the specific performance sequence S is set to occur more frequently as a non-opportunity performance than as an opportunity performance. In other words, in Ambiguous Mode, the probability of the specific performance sequence S occurring as a non-opportunity performance (the probability of the specific performance sequence S occurring as an opportunity performance per spin) is set to be higher than the probability of the specific performance sequence S occurring as an opportunity performance (the probability of the specific performance sequence S occurring as an opportunity performance per spin). Since Ambiguous Mode is characterized by the fact that the specific performance sequence S can occur as a non-opportunity performance (which is the difference from Basic Mode), if you want to make the gameplay stand out by highlighting this characteristic, you should do it as in this example.

[0133] Specific Example 3-7 The specific performance S may not be an image displayed in the display area 911 (specific performance image S(16)), but may be a performance by a device provided outside the display area 911 (hereinafter referred to as the specific outside-area device) (a performance in which performance components are output from the specific outside-area device). For example, the specific performance S may be defined as a predetermined light-emitting unit provided outside the display area 911 (for example, an outside-area light-emitting unit 92 (see Figure 1)) emitting light in a predetermined manner. When the basic mode (performance mode X) is set, the outside-area light-emitting unit 92 emitting light in a predetermined manner is always a chance-up (good opportunity performance) (see Figure 28(a)). On the other hand, when the ambiguous mode is set, the outside-area light-emitting unit 92 emitting light in a predetermined manner may be a chance-up (good opportunity performance), or it may be unrelated to the win / loss lottery result (not a good opportunity performance) (see Figure 28(b)). Furthermore, since the specific configuration performance S is not based on an image displayed in the display area 911, the image displayed in the display area 911 is undefined regardless of whether the basic mode or ambiguous mode is set, while the specific configuration performance S is being executed by the device outside the specific area.

[0134] While effects produced by devices outside the specific area are less conspicuous (less likely to be noticed by the player) compared to effects produced by images displayed within the display area 911, setting the ambiguous mode allows these inconspicuous effects to occur not only as favorable events but also as unfavorable events, resulting in an interesting gameplay experience.

[0135] Specific Example 3-8 In ambiguous mode (performance mode Y), when a specific performance S occurs, an element (discrimination element) is provided to determine whether the specific performance S occurred as an opportunity performance or a non-opportunity performance. The discrimination element is output when the specific performance S is executed as either an opportunity performance or a non-opportunity performance, but not when it is executed as the other. It is preferable that the discrimination element be inconspicuous (so that not all players notice its existence). For example, when the specific performance S is executed as a non-opportunity performance, a predetermined image (discrimination image 18) is displayed in the display area 911 (see Figure 29(b)). The discrimination image 18 is not displayed when the specific performance S is executed as an opportunity performance (see Figure 29(a)). Although not shown, conversely, the discrimination image 18 may be displayed when the specific performance S is executed as an opportunity performance, but not when it is executed as a non-opportunity performance. In this way, if the presence of the discrimination image 18 is noticed, it becomes possible to determine whether the specific compositional performance S that occurred is being executed as a non-opportunity performance or an opportunity performance, resulting in a gameplay experience that allows for this determination.

[0136] Furthermore, in ambiguous mode, if the gameplay is such that it is impossible to determine whether a specific performance S was executed as a favorable or unfavorable performance, then the configuration as in the above embodiment (a configuration without a discrimination element) should be used.

[0137] 〇Specific Example 3-9 In the basic mode (performance mode X), a specific performance sequence S is considered a guaranteed win (a performance with 100% reliability). In other words, in the basic mode, a specific performance sequence S may occur during a winning spin, but will not occur during a losing spin. On the other hand, in the ambiguous mode, a specific performance sequence S that occurs as a favorable opportunity is considered a guaranteed win (a performance with 100% reliability), but a specific performance sequence S that occurs as a non-favorable opportunity is considered an performance that is unrelated to the win / loss lottery result (since it is unrelated to the win / loss lottery result, it can occur in either a winning or losing spin). In this way, when a specific performance sequence S occurs in the basic mode, it is a guaranteed win, but when a specific performance sequence S occurs in the ambiguous mode, it is not a guaranteed win (the player hopes that it occurs as a favorable opportunity).

[0138] 〇Specific Example 3-10 In Ambiguous Mode, there is a state (scene) in which a specific combination of effects S can only occur as an opportunity effect (hereinafter referred to as Limited State L). That is, when a specific combination of effects S occurs in Limited State L, it is confirmed that the specific combination of effects S occurs as an opportunity effect (it is a chance-up effect) (there is no possibility of it being a non-opportunity effect). In Ambiguous Mode, a specific combination of effects S that occurs as a non-opportunity effect can occur in states other than Limited State L. Also, a specific combination of effects S that occurs as an opportunity effect may only occur when in Limited State L, or it may occur in states other than Limited State L. As an example, it is conceivable to set the state in which a reach is achieved (the definition of "reach" is well known, so an explanation is omitted) as Limited State L. In this case, it is confirmed that the specific combination of effects S that occurs when a reach is established is an opportunity effect (there is no possibility of it being a non-opportunity effect) (see Figure 30(a)), but the specific combination of effects S that occurs when a reach is not established may be a non-opportunity effect (see Figure 30(b)).

[0139] By adopting the configuration as in this example, (a player who knows the above law from magazines, the Internet, etc.) can determine, based on the state (scene) in which the specific configuration performance S occurs, that the specific configuration performance S is occurring as a favorable opportunity performance, resulting in a gaming property that enables such determination.

[0140] 〇Specific Example 3-11 It is assumed that a state (scene) is provided in the ambiguous mode where the specific configuration performance S only occurs as an unfavorable opportunity performance (hereinafter, this state is referred to as the limited state M). That is, when the specific configuration performance S occurs in the limited state M, it is determined that the specific configuration performance S is occurring as an unfavorable opportunity performance (a performance not related to the winning or losing lottery result) (there is no possibility of occurring as a favorable opportunity performance). In the ambiguous mode, it is assumed that the specific configuration performance S that occurs as a favorable opportunity performance can occur in a state other than the limited state M. Also, the specific configuration performance S that occurs as an unfavorable opportunity performance may be set to occur only when in the limited state M, or may be set to occur even in a state other than the limited state M. As an example, a configuration can be considered where the state before a predetermined time (for example, 3 seconds) elapses from the start of variation is set as the limited state M. In this case, it is determined that the specific configuration performance S that occurred in the state before the predetermined time elapsed from the start of variation is occurring as an unfavorable opportunity performance (there is no possibility of occurring as a favorable opportunity performance) (see Fig. 31(a)), but the specific configuration performance S that occurred in the state after the predetermined time elapsed from the start of variation may be a favorable opportunity performance (see Fig. 31(b)).

[0141] By adopting the configuration as in this example, (a player who knows the above law from magazines, the Internet, etc.) can determine, based on the state (scene) in which the specific configuration performance S occurs, that the specific configuration performance S is occurring as an unfavorable opportunity performance, resulting in a gaming property that enables such determination.

[0142] 〇Specific Example 3-12 In a single variation (single variation), it is possible for two or more specific combination variations S to occur. In this case, in the basic mode, the reliability may be set so that the more times specific combination variations S occur, the higher the reliability, or the reliability may be set so that the reliability is the same regardless of the number of times specific combination variations S occur (the degree of chance-up is the same). In other words, in a single variation in the basic mode, when comparing the case where specific combination variations S occurs once and the case where it occurs twice, the reliability may be set so that the case where specific combination variations S occurs twice is higher than the case where it occurs once, or the reliability may be set so that the reliability is the same for the case where specific combination variations S occurs once and the case where it occurs twice.

[0143] In ambiguous mode, if two or more specific configuration performances S occur in a single fluctuation, some of them may occur as non-opportunity performances, while others may occur as opportunity performances. For example, as shown in Figure 32, in ambiguous mode, one non-opportunity performance specific configuration performance S and one opportunity performance specific configuration performance S may occur in a single fluctuation. Furthermore, in ambiguous mode, if the configuration allows for the occurrence of a specific configuration sequence S, which is a favorable event, two or more times, the reliability may be set so that the more times the specific configuration sequence S occurs, the higher the reliability, or the reliability may be set so that the reliability is the same regardless of the number of occurrences (the degree of chance-up is the same).

[0144] 〇Specific Example 3-13 Whether or not a specific configuration performance S, which is a non-opportunity performance, occurs in ambiguous mode does not have to be determined by the execution lottery (performance S execution lottery a described in the above embodiment). For example, the setting may be such that a specific configuration performance S, which is a non-opportunity performance, occurs periodically at a rate of once every N fluctuation performances (N spins). Even in this case, in ambiguous mode, a specific configuration performance S that is unrelated to the win / fail lottery result (has no chance-up effect) can occur (since not many players will be playing while accurately counting the number of fluctuations (spins), there is little risk that the fact that a specific configuration performance S, which is a non-opportunity performance, is occurring periodically will be completely noticed). However, even in the case of this example, whether or not to execute the specific configuration performance S, which is an opportunity performance, is determined based on the win / fail lottery result (determined by lottery).

[0145] 〇Specific Example 3-14 The configuration allows for the occurrence of two or more specific configuration effects S with different characteristics. For example, as shown in Figure 33, the configuration may include the occurrence of specific configuration effect S1 (see Figure 33(a-1)(b-1)) or specific configuration effect S2 (which differs in characteristics from specific configuration effect S1) (see Figure 33(a-2)(b-2)). The difference between specific configuration effect S1 and specific configuration effect S2 can be anything. As an example, specific configuration effect S1 may be an effect in which specific effect image S1(161) is displayed, and specific configuration effect S2 may be an effect in which specific effect image S2(162) (which is an image that differs in characteristics from specific effect image S1(161)) is displayed.

[0146] Based on this premise, when a specific configuration performance S occurs in the basic mode (performance mode X), the reliability is set to be higher when specific configuration performance S2 occurs than when specific configuration performance S1 occurs (see Figure 33(a)). Both specific configuration performance S1 and specific configuration performance S2 are chance-up performances, but the degree of chance-up is higher for specific configuration performance S2 than for specific configuration performance S1. In this way, when a specific configuration performance S occurs in the basic mode, the type of performance S will also become a point of interest for the player.

[0147] In Ambiguous Mode (Performance Mode Y), specific compositional performances S1 and S2, which are "opportunity performances," may occur, and specific compositional performances S1 and S2, which are "non-opportunity performances," may also occur. When a specific compositional performance S, which is an "opportunity performance," occurs in Ambiguous Mode, the reliability is set to be higher when specific compositional performance S2 occurs than when specific compositional performance S1 occurs, similar to Basic Mode (see Figure 33(b)). On the other hand, when a specific compositional performance S, which is a "non-opportunity performance," occurs in Ambiguous Mode, it is not related to the reliability (there is no chance-up effect), regardless of whether it is specific compositional performance S1 or specific compositional performance S2. In this way, when a specific compositional performance S (specific compositional performance S1 or specific compositional performance S2) occurs in Ambiguous Mode, if it occurs as an opportunity performance, the reliability (degree of chance-up) differs depending on the type of specific compositional performance S, but if it occurs as a non-opportunity performance, the reliability is not related to the type of specific compositional performance S.

[0148] <Specific fluctuations suggested by displaying information before fluctuations> The following describes the "specific variation indication by pre-variation display." In this embodiment, this indication can occur in the normal game state (the pre-variation display 72 in special form 21, which will be described in detail later, can be displayed in the normal game state), but it may also occur in other game states. The "specific variation indication by pre-variation display" is a new pre-variation display 72 that is displayed when new win / loss lottery information is acquired while a certain variation performance (the so-called "certain variation") is being performed, and it indicates that the probability of the win / loss lottery result announced in that particular variation performance being a win has increased. In other words, it is novel in that the "newly displayed pre-variation display 72" (the pre-variation display 72 that is displayed retrospectively) indicates the reliability of the "currently being performed variation performance" (the variation performance that has already started). In the following description, the "currently being performed variation performance" may also be referred to as the specific variation performance (specific variation), and the win / loss lottery result announced in that specific variation performance may also be referred to as the specific win / loss lottery result.

[0149] As described above, the display mode of the pre-change display 72 may be a normal display mode 70n or a special display mode 70s (in this embodiment, the first special display mode 701s to the fourth special display mode 704s) (see Figure 4). These indicate the winning or losing lottery result corresponding to each pre-change display 72. In other words, when a game ball enters the starting area 904 (the starting area 904 that should be targeted in the current game state; in this embodiment, since the "specific variation indication by pre-variation display" can occur during normal game state, the starting area 904 is the first starting area 904a. If the "specific variation indication by pre-variation display" is configured to occur in a specific game state, then the starting area 904 would be the second starting area 904b) while a variation effect is being executed, and new win / loss lottery information is stored in the storage means, a new pre-variation display 72 is displayed. Each display mode shown in Figure 4 indicates the win / loss lottery result corresponding to the new win / loss lottery information (this is a general indication of reliability by "hold"). In the following explanation, the display modes shown in Figure 4 (display modes that indicate the win / loss lottery result corresponding to each pre-variation display 72) will be referred to as the "basic mode" (see Figure 34(a)). Since the normal display mode 70n is the default display mode, the fact that the pre-change display 72 is the basic mode 20 means that most of it will be the normal display mode 70n.

[0150] On the one hand, in this embodiment, the pre-variation display 72 may be in a mode different from the above basic mode 20 (different from both the normal display mode 70n and the special display mode 70s) (hereinafter, this mode is referred to as the "special mode" in comparison with the basic mode 20) (see FIG. 34(b)). When a new pre-variation display 72 (hereinafter, may also be referred to as the new pre-variation display N; may be indicated by attaching N in the drawings), which is displayed on the condition that a game ball enters the start area 904 during the execution of a certain variation effect (specific variation effect) (see FIG. 35(a)) and new win / loss lottery information (hereinafter, may also be referred to as new win / loss lottery information) is stored in the storage means (see FIG. 35(b)), becomes the special mode 21 (see FIG. 35(c-2)), the probability (reliability) that the win / loss lottery result (specific win / loss lottery result) corresponding to the currently executed variation effect (specific variation effect) is a winning result is higher than when it becomes the basic mode 20 (see FIG. 35(c-1)). The specific mode of the special mode 21 may be any mode as long as it is different from both the basic mode 20 (normal display mode 70n, special display mode 70s) (in the drawings, it is indicated by attaching the character "特"). Even if the pre-variation display 72 of the special mode 21 is displayed, the variation display 71 remains displayed, so the variation display 71 also plays a role in suggesting the reliability of the win / loss lottery result corresponding to the currently executed variation (the said variation). Also, in this embodiment, the variation display 71 does not become the special mode 21.

[0151] When the new pre-change display N is displayed, the probability of it being displayed in special mode 21 is higher if the winning / losing result (specific winning / losing result) corresponding to the currently running change (specific change) is a win than if it is a loss. However, since the new pre-change display 72 basically indicates the winning / losing result corresponding to the pre-change display 72, it is preferable that in most cases it be displayed in basic mode 20 (normal display mode 70n, special display mode 70s). Note that even if the new pre-change display N is in basic mode 20, there is still a possibility that the specific winning / losing result is a win, and even if the new pre-change display N is in special mode 21, there is still a possibility that the specific winning / losing result is a loss. In this embodiment, when the new pre-variation display N is displayed, if the currently running variation (specific variation) is a losing variation, there is a 0.1% probability that the new pre-variation display N will be set to special mode 21 (with a 99.9% probability of being set to basic mode 20), and if it is a winning variation, there is a 0.5% probability that the new pre-variation display N will be set to special mode 21 (with a 99.5% probability of being set to basic mode 20). Therefore, when the new pre-variation display N is set to special mode 21, the probability of being notified that the winning or losing result (specific winning or losing result) of the currently running variation (specific variation) is a winning result is higher than when it is set to basic mode 20.

[0152] Thus, this embodiment is characterized in that the reliability of the currently executing variation (specific variation) is indicated by the form of the pre-variation display 72 that is newly displayed during the execution of the variation after it has started. Since the new pre-variation display N will not be displayed unless new win / loss lottery information is acquired during the execution of the specific variation, the pre-variation display 72 will not be displayed in special form 21 unless a new start win occurs during the specific variation (the "specific variation indication by pre-variation display" will not be manifested), which can be said to be a novel aspect of gameplay.

[0153] The following describes specific examples that improve, elaborate on, or modify the above-mentioned matters concerning "indicating specific fluctuations through pre-fluctuation display." Furthermore, to the extent possible, a configuration may be adopted in which multiple technologies described using the following examples are combined and applied.

[0154] 〇Specific Example 4-1 Suppose a new pre-change display N is displayed while a certain change (specific change) is being executed, and this new pre-change display N is designated as special mode 21 (see Figures 36(a) to (c)). If the specific change (the change that is the subject of confidence indication due to being designated as special mode 21) is a losing change (see Figure 36(d)), the next change will start immediately without any delay. At least at the time the next change starts, the pre-change display 72 designated as special mode 21 will be in basic mode 20 (see Figure 36(e)). In other words, once the change (specific change) that is the subject of confidence indication due to the pre-change display 72 being in special mode 21 has finished, there is no longer any meaning in designating it as special mode 21, so it will be reverted to basic mode 20. If the new pre-change display N was displayed during the specific change and was the first in the processing order, it will be displayed as the in-change display 71 in basic mode 20; if it was the second or later in the processing order, it will be displayed as the pre-change display 72 in basic mode 20. In the example shown in Figure 36, the new pre-change display N (pre-change display 72 in special mode 21) is displayed in the fourth position in the consumption order (see Figure 36(c)), and then, triggered by the end of the specific change (see Figure 36(d)), the consumption order moves up to the third position (see Figure 36(e)). By the time the consumption order moves up, it is in basic mode 20. The new pre-change display N is in special mode 21 because it is performed to indicate the result of the specific win / loss lottery corresponding to the specific change currently being executed. Therefore, at least at the time when the specific change ends and the next change begins, it is assumed to be in the normal display mode (i.e., basic mode 20).

[0155] In the case shown in this example, when the special mode 21 becomes the basic mode 20, it may occur not only in the case that it becomes the normal display mode 70n (see Figure 36(e)), but also in the case that it becomes the special display mode 70s (any of the first special display mode 701s to the fourth special display mode 704s). After the specific fluctuation that is suggested by the display of the pre-fluctuation display 72 in special mode 21 has finished, in order to function as suggesting the win / loss lottery result corresponding to the win / loss lottery information that triggered the display of the pre-fluctuation display 72, it may be set to the normal display mode 70n (default) or to the special display mode 70s (chance up).

[0156] If a specific variation is a winning variation, a jackpot game will be played. If there is no change in the type of reserved symbols (Special Symbol 1, Special Symbol 2) that should be displayed between the game state before the jackpot game ends and the game state after the jackpot game ends, it is preferable that what was in Special Mode 21 during the specific variation before the jackpot game ends be in Basic Mode 20 during the first variation after the jackpot game ends. For example, if the suggestion by Special Mode 21 is configured to be executed in the normal game state (the state in which the pre-variation display 72 and in-variation display 71 of Special Symbol 1 are displayed), and a jackpot is won in the normal game state, and after the jackpot game, the game returns to the normal game state, then it is preferable that what was displayed in Special Mode 21 during the specific variation before the jackpot game ends be in Basic Mode 20 at least when the first variation after the jackpot game ends begins. Furthermore, for example, if the suggestion by special mode 21 is configured to be executed in a specific game state (a state in which the pre-variation display 72 and the in-variation display 71 of special figure 2 are displayed), and a jackpot is won in the specific game state, and after the jackpot game ends, the game returns to the specific game state, then what was displayed in special mode 21 in the specific variation before the jackpot game should be in basic mode 20 at least when the first variation starts after the jackpot game ends (as in the example shown in Figure 36, if the specific variation that is the subject of the reliability suggestion by special mode 21 is a losing variation, the next variation will start immediately without any change in the game state, so at least in such a case, what was in special mode 21 should be in basic mode 20 when the next variation starts).

[0157] 〇Specific Example 4-2 When the new pre-variation display N of special form 21 is displayed during a certain variation (specific variation), the win / loss lottery result (specific win / loss lottery result) announced during that variation is considered a guaranteed win. In other words, the new pre-variation display N becoming special form 21 will only occur if the specific variation is a winning variation. In this way, the new pre-variation display N becoming special form 21 will function as a premium effect that only occurs when a new start entry occurs during a winning variation (when a game ball is launched and enters the start area 904 while the winning variation is being executed).

[0158] Furthermore, even if the new pre-variation display N becomes basic form 20, there is still a possibility that the specific win / loss lottery result is a win. This is because if the current variation is confirmed to be a losing variation when the new pre-variation display N becomes basic form 20, then whether the current variation is a win or loss will be determined by whether or not the new pre-variation display N becomes special form 21 (the win or loss of the current variation will be determined at the moment a new start win occurs).

[0159] Specific Example 4-3 Various specific embodiments of Special Embodiment 21 are conceivable. For example, the following are possible: The fact that the new pre-variation display N becomes Special Mode 21 suggests that the probability of the currently occurring variation (specific variation) becoming a winning variation has increased, and therefore it shall include elements that suggest the effect (function) of becoming Special Mode 21. For example, the pre-variation display 72 of Special Mode 21 shall include the words "This variation is a chance" (see Figure 37(a)). In this way, the player can sense that there is reason to be optimistic about the currently occurring variation (specific variation). The image of special form 21 shall have image components in common with the image of basic form 20 (preferably the image of normal display form 70n, which has the highest probability of being displayed among basic form 20) (see Figure 37(b)). For example, the image of special form 21 shall be obtained by removing some of the image components that make up the image of basic form 20 (normal display form 70n) (basic form 20 is an image that includes "image X" and "image Y", and special form 21 is an image that includes "image X" (the part of image X is the common part). In the example shown in Figure 37(b), the "GO" text part is image Y, and the rest is image X)). In other words, when new winning / losing lottery information is obtained in a certain fluctuation (specific fluctuation), the probability that the fluctuation is a winning fluctuation (the specific winning / losing lottery result is a win) is higher when "image Y" is displayed than when "image X" and "image Y" are displayed. In this way, only players who notice (or feel something is off about) that the pre-change display 72 is an "image that is missing something" (an image that is partially missing from the image that is usually displayed) can enjoy the effect of indicating the reliability of the specific winning / losing lottery result. - The display in special form 21 occurs when, despite new win / loss lottery information being acquired during a specific variation, the corresponding pre-variation display 72 is not displayed in the display area 911. In this case, the unusual occurrence of the pre-variation display 72 not being displayed despite a new win occurring functions as an opportunity to increase the chances of winning during the specific variation, resulting in an interesting gameplay experience. - The display in special mode 21 is defined as the new pre-change display N not being displayed in the position where it should be displayed in the display area 911 (see Figure 37(c)). The pre-change display 72 in basic mode 20 is displayed in a position corresponding to the order of consumption (a predetermined position corresponding to the order of consumption) (see Figure 37(c-3-1)). On the other hand, the pre-change display 72 in special mode 21 is displayed in a position different from the position corresponding to the order of consumption (a special position) (see Figure 37(c-3-2)). In this example, the images in special mode 21 and basic mode 20 may be the same (they will overlap perfectly if the display position is moved) (see Figure 37(c-3-1)(c-3-2)). That is, the image of the pre-change display 72 in special mode 21 is exactly the same as that of basic mode 20 (either normal display mode 70n or special display mode 70s), but the display position may be different. This creates an interesting gameplay experience where the unusual appearance of the new pre-change display 72 in an unusual position functions as a chance-up for a specific change.

[0160] Specific Example 4-4 If new win / loss lottery information is acquired during a certain fluctuation (a new start win occurs) (see Figures 38(a) and 38(b)), and as a result the new pre-fluctuation display N is displayed in special mode 21, and if other pre-fluctuation displays 72 (other pre-fluctuation displays 72) are displayed, then the new pre-fluctuation display N in special mode 21 will be displayed, and the other pre-fluctuation displays 72 will also be displayed in special mode 21 (see Figure 38(c-2)). If the new pre-fluctuation display N is not displayed in special mode 21, all pre-fluctuation displays 72 will remain in basic mode 20 (see Figure 38(c-1)).

[0161] Furthermore, if, after a certain fluctuation, the pre-fluctuation display 72, including the new pre-fluctuation display N, becomes special form 21 (see Figure 38(c-2)), and then a further start-up win (acquisition of win / fail lottery information) occurs in that fluctuation (see Figure 38(d)) and the pre-fluctuation display 72 is displayed again, it is preferable that the pre-fluctuation display 72 also becomes special form 21 (see Figure 38(e)).

[0162] Thus, during the period in which the probability of a specific win / loss lottery result being a win in a specific variation is indicated by designating it as Special Pattern 21, if two or more pre-variation displays 72 are displayed, all of them will be in Special Pattern 21. With this configuration, two or more pre-variation displays 72 can be in Special Pattern 21, making the indication by being in Special Pattern 21 more conspicuous (preventing players from noticing).

[0163] Furthermore, even if two or more pre-change displays 72 are designated as special mode 21, the in-change display 71 does not change. That is, it does not become special mode 21 and remains in basic mode 20 (see Figures 38(c-2), (e)). Also, as explained in specific example 4-1, when two or more pre-change displays 72 that were in special mode 21 become basic mode 20, the two or more pre-change displays 72 are made to become basic mode 20 at the same time.

[0164] Specific Examples 4-5 Even if new win / loss lottery information is acquired during a variation performance, there may be a period (prohibited period) during which the pre-variation display 72 (new pre-variation display N) corresponding to the new win / loss lottery information will not be displayed in special mode 21. For example, while one or more specific performances that you want to draw the player's attention to are being performed, in order to draw attention to those performances, it may be possible to set it so that even if the new pre-variation display N is displayed, there is no possibility of it being displayed in special mode 21 (the period during which the specific performance is being performed is designated as the prohibited period). However, if this example is taken in reverse, it means that outside of the prohibited period, there is a possibility that the new pre-variation display N in special mode 21 will be displayed as a result of acquiring new win / loss lottery information.

[0165] It is also possible to have a variation sequence where the entire sequence of a variation is designated as a prohibited period, meaning that even if new winning / losing lottery information is acquired, there is no possibility of the pre-variation display 72 of special mode 21 being displayed. In cases where it is preferable to prevent the display of the pre-variation display 72 of special mode 21 from indicating reliability throughout the variation, such as when a specific sequence starts from the beginning of the variation, it is preferable to designate the entire sequence of a variation as a prohibited period so that the pre-variation display 72 of special mode 21 is not displayed.

[0166] Specific Examples 4-6 When a new start win occurs (see Figures 39(a) and 39(b)), and the pre-reaction display 72 of the basic mode 20 is displayed, a predetermined sound effect (a start win sound effect indicating that a new start win has occurred) may be output from the speaker 67 (see Figure 39(c-1)). Note that this start win sound effect may differ depending on whether it is the normal display mode 70n or the special display mode 70s. It may also differ depending on whether it is the special display mode 70s. In contrast, when the pre-reaction display 72 of the special mode 21 is displayed, the start win sound effect is not output (when the pre-reaction display 72 of the special mode 21 is displayed, the sound effect indicating that a new start win has occurred is not output) (see Figure 39(c-2)). In other words, the pre-reaction display 72 of the special mode 21 is displayed "quietly". In this way, the display of the pre-reaction display 72 of the special mode 21 is less conspicuous than the display of the pre-reaction display 72 of the basic mode 20. The display of the pre-change display 72 in special mode 21 suggests the win / loss lottery result (specific win / loss lottery result) to be announced in the currently executing change (specific change), and is different from the display of the normal (basic mode 20) pre-change display 72 (which suggests the win / loss lottery result corresponding to the pre-change display 72). Therefore, the sound effect is not output to suggest that it has a different effect than the normal pre-change display 72.

[0167] Note that sound effects are SE (Sound Effect) and are different from background music (BGM) (in this technical field, it is common practice to clearly distinguish and control sound effects and background music). Even if background music is continuously output when the pre-change display 72 of special embodiment 21 is displayed, sound effects will not be output.

[0168] 〇Specific Example 4-7 Whether the pre-variation display 72 is displayed in basic mode 20 or special mode 21 is related to the reliability of the win / loss lottery result (specific win / loss lottery result) announced in the currently running variation (specific variation), but is not related to the reliability of the win / loss lottery result corresponding to the pre-variation display 72 (the win / loss lottery result corresponding to the win / loss lottery information that triggered the display of the pre-variation display 72; hereinafter referred to as the pending win / loss lottery result). In other words, the display of the pre-variation display 72 in special mode 21 merely suggests that the probability of the win / loss lottery result (specific win / loss lottery result) announced in the currently running variation (specific variation) being a win has increased, but does not suggest that the probability of the pending win / loss lottery result being a win has increased. However, when the pre-change display 72 is displayed in the basic mode 20, whether the pre-change display 72 is displayed in the normal display mode 70n or the special display mode 70s, and which type of special display mode 70s is displayed, indicates the result of the pending response success / failure lottery.

[0169] Specific Examples 4-8 The system is configured to have multiple types of special modes 21. For example, when the pre-change display 72 is displayed in a special mode 21, it may be displayed in the first special mode 211 (see Figure 40(c-2)) or in the second special mode 212 (which is different from the first special mode 211) (see Figure 40(c-3)). Both the first special mode 211 and the second special mode 212 are different from any of the basic modes 20 (normal display modes 70n and various special display modes 70s) (see Figure 40(c-1)). Furthermore, the system is configured so that when the pre-change display 72 is displayed in the second special mode 212, the probability (reliability) of the winning / losing result (specific winning / losing result) announced in the currently running change (specific change) is a win is higher than when it is displayed in the first special mode 211. Furthermore, if the pre-reaction display 72 is displayed in the first special mode 211, the probability (reliability) that the winning / losing result (specific winning / losing result) announced in the currently running reaction (specific reaction) will be a win is higher than when it is displayed in the basic mode 20. In this way, when the pre-reaction display 72 of special mode 21 is displayed, the type of display becomes a game feature that players should pay attention to.

[0170] 〇Specific Example 4-9 During the variation animation, there are two situations (scenes): one in which a special mode 21 may occur when the pre-variation display 72 is shown (hereinafter referred to as the "specific situation"), and another in which a special mode 21 will not occur even if the pre-variation display 72 is shown (hereinafter referred to as the "non-specific situation"). When the player is in a specific situation, an image indicating that the player is in that situation (specific situation image 22) is displayed in the display area 911 (see Figure 41). The specific situation image 22 is an image that is not displayed when the player is in a non-specific situation. The specific form of the specific situation image 22 can be anything. Preferably, it should be a form that allows the player to sense that the occurrence of a starting win suggests a high level of reliability. For example, an image containing the words "New Win Suggestion Zone" may be displayed as the specific situation image 22. In this way, the player can determine whether or not the player is in a situation where a "specific variation suggestion by the pre-variation display" may occur.

[0171] In addition, in the case of this example, the transition to a specific situation (the display of the specific situation image 22) itself may be set as a chance-up (an event that increases the probability that the win / loss result is a win). That is, in a given spin, if the transition to a specific situation occurs, the probability that the win / loss result announced in that spin will be a win is higher than if the transition does not occur. In this way, the game becomes one in which the transition to a situation in which the pre-spin display 72 of special form 21 can be displayed itself is considered a chance-up.

[0172] 〇Specific Example 4-10 The pre-reaction display 72 of special mode 21 is displayed when new win / loss lottery information is acquired, and this is assumed to occur while a predetermined reach animation (hereinafter referred to as the target reach animation) that may occur when a reach is established is being executed (see Figures 42(a), (b), and (c-2)). Although not shown in the figures, the target reach animation leads to a favorable ending indicating a situation advantageous to the player if the win / loss lottery result is a win, and to an unfavorable ending indicating a situation unfavorable to the player if the result is a loss (it may also be possible to have a so-called reversal pattern where an unfavorable ending is made to appear but then reversed). The target reach animation does not occur in every spin (when it occurs, the probability of the win / loss lottery result being a win is higher than when it does not occur). In addition, even when the target reach animation is being executed, the pre-reaction display 72 of basic mode 20 may be displayed when new win / loss lottery information is acquired (see Figures 42(a), (b), and (c-1)). It is possible that two or more types of reach animations are set as the target reach animation. When the target reach animation is not being performed, the pre-spin display 72 of special mode 21 will not be displayed even if new win / fail lottery information is acquired. Therefore, in spins where the target reach animation is not performed at all, the pre-spin display 72 of special mode 21 will not be displayed. Furthermore, while the target reach animation is being performed, an image may be displayed to indicate the possibility of an indication of the reliability of the currently running spin, triggered by the acquisition of new win / fail lottery information (new start win).

[0173] When a reach is established and the reach animation is being executed, it means that there is a good chance that the current spin will result in a win. In this example, by obtaining new win / loss lottery information while the reach animation (target reach animation) is being executed, the pre-spin display 72 of special mode 21 is displayed, which can create a gameplay experience where expectations are even higher.

[0174] 〇Specific Example 4-11 The system is configured to include a customization function that allows for changing the probability of the pre-reaction display 72 of Special Mode 21 being displayed. For example, as shown in Figure 43, the probability of the indication (shown in Figure 43 as "Post-reaction indication when a new win occurs") resulting from the display of the pre-reaction display 72 of Special Mode 21 can be selected from either "Normal" (default) or "Low probability of occurrence" (the method of customization can be anything). Here, the probability of the pre-reaction display 72 of Special Mode 21 being displayed refers to the probability of the pre-reaction display 72 of Special Mode 21 being displayed per reel, assuming that the timing of acquiring new win / loss lottery information is random (not limited to a specific timing). In the example above, the probability of the pre-reaction display 72 of Special Mode 21 being displayed is lower when "Low probability of occurrence" is selected than when "Normal" is selected. Some players may find the reliability indication effect caused by the display of the pre-reaction display 72 of Special Mode 21 bothersome, so it is good to have an option to lower the probability of occurrence than normal (default).

[0175] Furthermore, as an alternative to the "normal" (default) setting, the configuration may include an option to increase the probability of occurrence, either in addition to or instead of an option to decrease the probability of occurrence.

[0176] <Hidden Foresight> The gaming machine 1 according to this embodiment is capable of performing hidden pre-reading (hidden pre-reading effects). Hidden pre-reading is a type of so-called pre-reading (pre-reading effect). Since pre-reading effects themselves are well known, a brief explanation will be given. A pre-reading effect suggests that the probability of a certain win / loss lottery result being a win has increased (chance up) before the variation effect for that win / loss lottery result begins. In other words, while suggestions about a certain win / loss lottery result are usually performed during the variation effect for that win / loss lottery result, a pre-reading effect suggests it before the variation effect begins (i.e., pre-suggestion can be said to be "prior suggestion"). The suggestion by the display mode of the pre-variation display 72 can be said to be a type of pre-reading effect (prior suggestion). In the following explanation, the win / loss lottery result that is the target of the reliability suggestion by hidden pre-reading (presence or absence of hidden pre-reading) may be referred to as the target win / loss lottery result, and the variation effect (variation) for that target win / loss lottery result may be referred to as the target variation effect (target variation). A hidden premonition is something that can occur before the target variation animation begins. In the following explanation, this hidden premonition may be referred to as a "specific premonition" to distinguish it from other premonitions (preliminary hints). Also, in the diagrams, the pre-variation display 72 and the in-variation display 71, which indicate the existence of win / fail lottery information corresponding to the target win / fail lottery result, may be indicated with a "T".

[0177] Unlike other types of pre-announcements (pre-announcements other than specific pre-announcements), the hidden pre-announcement (specific pre-announcement) is not based on an image displayed in the display area 911. In this embodiment, the hidden pre-announcement is performed by a specific light-emitting unit 23 (specific light-emitting device) located outside the display area 911 emitting light in a predetermined manner (note that "located outside the display area 911" means that the entire light-emitting surface is located outside the outer edge of the display area 911 when viewed from the front (the outer edge of the area visible to the player when viewed from the front)). The specific light-emitting unit 23 is a "hidden lamp" that is installed inconspicuously and is located in a position that the player cannot normally touch (a position that cannot be accessed unless a game store employee opens the game area). Naturally, it is not installed on the launching device 908 (handle) or the various operating means 60. In this embodiment, it is a "point-shaped light source" located near the outer edge of a decorative member located above the display area 911 (see Figure 1). Many players would not be aware of the existence of the specific light-emitting part 23 unless they obtained information from magazines, the internet, etc. Although the specific light-emitting part 23 is not strictly "hidden," it is located away from the display area 911 that players would likely focus on and is installed in a way that is inconspicuous. Therefore, it is referred to as a "hidden lamp," and the pre-reading using this "hidden lamp" is referred to as "hidden pre-reading" (in this technical field, it is common practice to add the word "hidden" to such inconspicuous performance elements (performance elements that not all players notice, "known only to those in the know"), so we have followed that practice). In this embodiment, the specific light-emitting part 23 can emit only one color of light (for example, red). Therefore, the specific light-emitting part 23 can only be in two states: "off (non-emitting)" and "on (emitting)." Under normal circumstances, the specific light-emitting part 23 is in the "off (non-emitting)" state.

[0178] A hidden look-ahead (specific prior indication) is when the specific light-emitting unit 23 enters a "lit (emitting light)" state (emitting light in a predetermined manner) (hereinafter, unless otherwise specified, when the specific light-emitting unit 23 is referred to as "lit," "emitting light," etc., it refers to the emission in the predetermined manner as the hidden look-ahead (specific prior indication)). In other words, as shown in Figure 44, if the specific light-emitting unit 23 emits light in a predetermined manner during the specific prior period before the target fluctuation begins (see Figure 44(b-2)), the probability (reliability) of the target lottery result being a win is higher compared to when it does not emit light (remains off) (see Figure 44(b-1)). However, even if a hidden look-ahead occurs, it is not guaranteed that the target lottery result will be a win (reliability ≠ 100%). That is, when a hidden look-ahead occurs, the probability of the target fluctuation being a winning fluctuation increases compared to when it does not occur, but it is not guaranteed that the target fluctuation will be a winning fluctuation.

[0179] In this embodiment, the specific light-emitting unit 23 may emit light during the preceding fluctuation that precedes the target fluctuation (the specific pre-period is during the preceding fluctuation that precedes the target fluctuation) (see Figure 44(a)(b-2)). There are multiple timings at which the specific light-emitting unit 23 may begin to emit light during the preceding fluctuation (it does not occur at a fixed timing). That is, there are multiple candidate timings, and when it is decided to perform a hidden pre-read effect, one of these multiple candidate timings is designated as the start timing, and the specific light-emitting unit 23 begins to light up at that timing. In this embodiment, if a hidden pre-read occurs, the specific light-emitting unit 23 continues to emit light from the start timing until at least the end of the preceding fluctuation.

[0180] In a specific prior period (in this embodiment, during the preceding fluctuation immediately preceding the target fluctuation) during which a hidden pre-read (specific pre-indication) may occur, whether or not a hidden pre-read (specific pre-indication) occurs does not affect the image displayed in the display area 911. There is no animation that is always performed in the display area 911 when a hidden pre-read is executed (an animation that is always performed in the display area 911 when a hidden pre-read occurs (a unique animation corresponding to the hidden pre-read)). The occurrence of a hidden pre-read means that there is reason to be optimistic about the target win / loss lottery result, so it can be said that pre-read animations other than the hidden pre-read are more likely to occur during the preceding fluctuation, but there is no pre-read animation that is always performed when a hidden pre-read occurs. Therefore, there may be a situation where there is absolutely no difference in the image displayed in the display area 911 between when a hidden pre-read occurs (see Figure 44(b-2)) and when a hidden pre-read does not occur (see Figure 44(b-1)). (At the timing when the specific light-emitting unit 23 can start to emit light, there may be a case where there is no difference in the image displayed in the display area 911 between when the specific light-emitting unit 23 emits light (when a hidden pre-read starts) and when it does not emit light (when a hidden pre-read does not start)). For this reason, the player cannot completely determine whether or not a hidden pre-read is occurring based on the appearance of the image displayed in the display area 911. (The presence or absence of a specific pre-indication is not reflected in the display area 911 (the area where decorative symbols 80 are displayed or various effects are executed) that the player is likely to be paying attention to, so the specific pre-indication is a "hidden" pre-read.)

[0181] Thus, the gaming machine 1 according to this embodiment can perform hidden pre-reading (specific advance indication) using a specific light-emitting unit 23 provided outside the display area 911. This hidden pre-reading is interesting because only players who notice the change in the specific light-emitting unit 23 can enjoy its reliability indication effect (players looking at the display area 911 are highly unlikely to notice it).

[0182] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned hidden lookahead (specific prior indication). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0183] 〇Specific Example 5-1 The game is equipped with a pre-read customization function that allows the player to change the probability of pre-read effects (preliminary hints) occurring based on their selection (see Figure 45(a)). As this type of pre-read customization is publicly known, it will be explained briefly. The pre-read customization allows the player to choose from a "normal" (default) option, and at least one option that lowers or increases the probability of pre-read effects occurring (probability of occurrence per spin) compared to selecting "normal". For example, suppose there are "normal" and "chance" options, and when "chance" is selected, the probability of pre-read effects (excluding hidden pre-read effects) occurring is lower than when "normal" is selected (if the probability of occurrence when "normal" is selected is the default probability, then the probability of occurrence when "chance" is selected will be lower than the default probability) (see Figure 45(b)). Furthermore, when "chance" is selected, the reliability of the pre-read effect (reliability of the win / loss result of the pre-read target) when the same type of pre-read effect occurs is higher than when "normal" is selected.

[0184] Assuming that such a predictive customization function is provided, the probability of a hidden predictive (specific prior indication) occurring will not change even when this customization is used. In the example above, there will be no difference in the probability of a hidden predictive occurring (the probability Pn will not change) between selecting "Normal" and selecting "Chance". Furthermore, if the probability of occurrence does not change, the reliability of the hidden predictive (the reliability of the target win / loss lottery result) will also not change.

[0185] Hidden pre-announcements are inconspicuous pre-announcements that not all players will notice. In other words, hidden pre-announcements are "hidden" in their very existence, and therefore, unlike other general pre-announcement effects, they will not be included in the pre-announcement customization function (hidden pre-announcements will be treated differently from general pre-announcement effects).

[0186] Furthermore, one or more alternative options (different from the default) may be provided as choices for pre-read customization. For example, as shown in Figure 45, an option indicating that no pre-read animation will occur ("none" option) may be provided. In this case, even if this option is selected, hidden pre-read may still occur. The probability of it occurring will be the same as when "normal" is selected (see Figure 45(b)).

[0187] Furthermore, the system may be configured to include a customization function that allows for changes to the probability of occurrence of effects other than pre-announcement effects, but it should be designed so that the probability of hidden pre-announcement effects cannot be changed regardless of the customization used. In other words, it is preferable that hidden pre-announcement effects (specific advance hints) are excluded from all customization (players cannot change the probability of hidden pre-announcement effects occurring).

[0188] 〇Specific Example 5-2 Even if a hidden lookahead (specific prior indication) occurs, the hidden lookahead should be completed by the time the target change (the change of the target indicated by the hidden lookahead) begins. If the above embodiment is used, even if the specific light-emitting unit 23 lights up before the target change begins (see Figure 46(a)), the specific light-emitting unit 23 should be off when the target change begins (see Figure 46(b)). For example, the specific light-emitting unit 23 may be lit when the change immediately preceding the target change ends, but it may be set to turn off when the target change begins.

[0189] If the specific light-emitting unit 23 is emitting light during the target fluctuation, there is a risk of mistaking the target fluctuation for a predictive fluctuation (a fluctuation that occurred before the fluctuation of the suggested target). To prevent such misunderstandings, the specific light-emitting unit 23 is kept off during the target fluctuation.

[0190] 〇Specific Example 5-3 In the above embodiment, the specific light-emitting unit 23 is described as being off under normal conditions, but it may also be illuminated under normal conditions. For example, the specific light-emitting unit 23 may normally emit light in a normal manner (e.g., white) (see Figure 47(a)). Then, when a hidden look-ahead occurs, it may emit light in a predetermined manner different from the normal manner (e.g., red) (see Figure 47(b-2)). When a hidden look-ahead does not occur, it remains emitting light in the normal manner (remains in the normal state) (see Figure 47(b-1)).

[0191] However, with a configuration like this example (where the specific light-emitting part 23 normally emits light in its usual manner), the presence of the specific light-emitting part 23 becomes more conspicuous (players are more likely to notice the presence of the specific light-emitting part 23) compared to a configuration like the embodiment described above (where it is normally off). Therefore, in order to highlight the characteristic of a "hidden" pre-announcement (a pre-announcement that is difficult for players to notice), it is preferable that the specific light-emitting part 23 is normally off (it is off when a hidden pre-announcement is not occurring), as in the embodiment described above.

[0192] 〇Specific Example 5-4 It is possible for two or more different types of hidden premonitions (specific pre-indications) to occur. For example, a first hidden premonition (first specific pre-indication) may occur in which the specific light-emitting unit 23 emits light in a first emission mode (e.g., blue), and a second hidden premonition (second specific pre-indication) may occur in which the specific light-emitting unit 23 emits light in a second emission mode (e.g., red) that is different from the first emission mode. Furthermore, the probability (reliability) of the target win / loss lottery result being a win is higher when the second hidden premonition occurs than when the first hidden premonition occurs. It is preferable that even when the second hidden premonition occurs, it is not guaranteed that the target win / loss lottery result will be a win (reliability ≠ 100%). In addition, it is not possible for both the first and second hidden premonitions to occur as hidden premonitions that suggest a single target win / loss lottery result (target change). In this way, when a player notices the occurrence of a hidden premonition, the game becomes more engaging as they also pay attention to its type (the emission mode of the specific light-emitting unit 23).

[0193] Specific Example 5-5 The timing at which a hidden pre-announcement (specific light-emitting unit 23 begins to emit light in a predetermined manner) that suggests a certain win / loss lottery result (a single target win / loss lottery result) is initiated is fixed (limited to one predetermined timing). For example, it may be limited to the timing at which the preceding fluctuation immediately preceding the target fluctuation begins (at the start of the preceding fluctuation). In this way, if a hidden pre-announcement does not occur at that limited timing, it will not occur, resulting in an easy-to-understand presentation.

[0194] However, a characteristic of hidden pre-reading is that it does not draw attention to its occurrence (it is a pre-reading that occurs without the player knowing). Therefore, if this characteristic is to be highlighted, it is preferable to have a configuration in which multiple candidate timings are set as the timing to start, as in the embodiment described above.

[0195] 〇Specific Examples 5-6 There is no sound effect (a unique sound effect associated with each hidden premonition) to indicate the occurrence of a hidden premonition (specific advance indication). In other words, when a hidden premonition occurs, a predetermined sound effect is not necessarily output from speaker 67 without exception. Furthermore, if background music (BGM) is output at a time when a hidden premonition may occur, the background music will continue to be output even if a hidden premonition occurs. Since hidden premonitions are characterized by occurring without the player noticing, the system is designed so that the player does not become aware of their occurrence through "sound" (sound effects).

[0196] Specific Examples 5-7 In the above embodiment, it was explained that the hidden pre-read (specific prior indication) is performed in the preceding variation immediately preceding the target variation. However, it may be performed over two or more variations before the target variation begins. That is, the specific light-emitting unit 23 may continue to emit light in a predetermined manner over two or more variations before the target variation begins. However, if the hidden pre-read is performed over two or more variations in this way, the probability that the player will notice its occurrence increases, and the characteristic of the "hidden" pre-read may be diminished. To reduce this risk, it is preferable to perform the hidden pre-read in the variation immediately preceding the target variation (and not in variations two or more prior to the target variation).

[0197] 〇Specific Examples 5-8 In the subsequent spin (target spin) following a hidden premonition (specific prior indication) (see Figure 48(a)), a predetermined effect (hereinafter referred to as the specific corresponding effect) will occur without fail (see Figure 48(b)). The specific corresponding effect will, for example, display a predetermined image (hereinafter referred to as the specific corresponding image 24; Figure 48(b) shows an example where the specific corresponding image 24 containing the words "○○ Zone" is displayed) in the display area 911. It is preferable that the specific corresponding effect (display of the specific corresponding image 24) be executed from the start of the target spin. By doing so, the game can be designed so that the occurrence of a hidden premonition (specific prior indication) becomes apparent during the target spin (it can be known by the occurrence of the specific corresponding effect) (because there is a high probability that the player will not notice the occurrence of the hidden premonition, the game is designed so that the specific corresponding effect is generated after the target spin has started to inform the player that a hidden premonition had occurred).

[0198] The specific corresponding effect (the display of specific corresponding image 24) may be a type of effect that only occurs when a hidden pre-read (specific prior suggestion) occurs. In this case, the connection (correspondence relationship) between the hidden pre-read and the specific corresponding effect becomes clearer.

[0199] 〇Specific Examples 5-9 It is assumed that multiple types of hidden look-aheads (specific advance hints) are provided. The specific light-emitting unit 23 can emit light in multiple light-emitting modes (for example, light-emitting mode A and light-emitting mode B). The differences between each light-emitting mode can be anything. For example, let's say light-emitting mode A emits light in blue and light-emitting mode B emits light in red. And, the probability that the target win / loss lottery result will be announced as a win in the target fluctuation that starts afterward is higher when the specific light-emitting unit 23 emits light-emitting mode B (see Figure 49(b)) than when the specific light-emitting unit 23 emits light-emitting mode A (see Figure 49(a)). If we call the specific light-emitting unit 23 emitting light-emitting mode A "hidden look-ahead A" (specific advance hint A) and the specific light-emitting unit 23 emitting light-emitting mode B "hidden look-ahead B" (specific advance hint B), then the probability that the target win / loss lottery result will be a win is higher when hidden look-ahead B (specific advance hint B) occurs than when hidden look-ahead A (specific advance hint A) occurs. Furthermore, even if a hidden premonition B (specific prior indication B) occurs, it is not guaranteed that the target's success or failure lottery result will be a win (it is preferable that the reliability of the relatively high-reliability hidden premonition B is also less than 100%).

[0200] In this case, a player who notices that the specific light-emitting part 23 is emitting light will also pay attention to the pattern of light emission (determining the level of reliability from the pattern of light emission), resulting in a gameplay experience where the player can discern the level of reliability from the pattern of light emission.

[0201] Specific Examples 5-10 The system is configured to have multiple specific light-emitting units 23 used for hidden look-ahead (specific advance indication) (all specific light-emitting units 23 are located outside the display area 911). For example, a first specific light-emitting unit 231 and a second specific light-emitting unit 232 are provided (the first specific light-emitting unit 231 and the second specific light-emitting unit 232 are separated). When a hidden look-ahead (specific advance indication) occurs, both the first specific light-emitting unit 231 and the second specific light-emitting unit 232 light up. For example, under normal conditions, both the first specific light-emitting unit 231 and the second specific light-emitting unit 232 are off (see Figure 50(a)), but when a hidden look-ahead does not occur, both light up (see Figure 50(b)). When a hidden look-ahead occurs, it is preferable that the timing at which the first specific light-emitting unit 231 and the second specific light-emitting unit 232 light up and turn off is the same (the lighting and turning off of the first specific light-emitting unit 231 and the second specific light-emitting unit 232 are synchronized). In this way, when a hidden pre-announcement occurs, the light emitted by either the first specific light-emitting unit 231 or the second specific light-emitting unit 232 is more likely to catch the player's eye, resulting in a presentation style that makes it less likely for the player to overlook the fact that a hidden pre-announcement has occurred.

[0202] 〇Specific Example 5-11 As explained in the specific example 5-10 above, the specific light-emitting section 23 is provided with a first specific light-emitting section 231 and a second specific light-emitting section 232, and it is assumed that both of them emitting light (see Figure 51(a)) can occur as a hidden pre-read. Based on this premise, it is assumed that only one of the first specific light-emitting section 231 or the second specific light-emitting section 232 may emit light (see Figure 51(b)). It is also possible that only one of the first specific light-emitting section 231 or the second specific light-emitting section 232 emitting light can occur as a pre-read (a different hidden pre-read from the hidden pre-read where both emit light), or it is possible that only one of the first specific light-emitting section 231 or the second specific light-emitting section 232 emitting light is not a pre-read (not a chance-up). In any case, the reliability of the target win / fail lottery result (target fluctuation) is assumed to be higher when both of the first and second specific light-emitting sections 231 and the second specific light-emitting section 232 emit light (see Figure 51(a)) than when only one of them emits light (see Figure 51(b)). In this configuration, when the player notices that either the first specific light-emitting unit 231 or the second specific light-emitting unit 232 is emitting light, the gameplay involves checking whether the other unit is also emitting light.

[0203] 〇Specific Example 5-12 It is assumed that no explanatory animations will occur (they are not provided as animations) that would inform the player of the existence of the specific light-emitting unit 23 (the existence of hidden pre-reading). While there are known gaming machines that can perform explanatory animations that explain various animations that the gaming machine can perform during gameplay, such as during fluctuation animations (for example, Japanese Patent Publication No. 2025-168084), this configuration ensures that no explanatory animations that inform the player of the existence of the specific light-emitting unit 23 are performed. This is because if explanatory animations occur, the significance of "hidden pre-reading" will be diminished, so such explanatory animations will not occur.

[0204] <Specific Opportunity Combinations> In this embodiment, the gaming machine 1 may be configured with a "chance combination" (so-called "chance eye") by three decorative symbols 80 that are selected and stopped from each of three groups of decorative symbols 80g. The chance combination itself is well known. When a chance combination is displayed as stopped during a certain spin, the probability of the win / loss lottery result announced in the spin that starts after that spin being a win increases. In this embodiment, a specific chance combination (specific chance eye) may be configured as one type of chance combination. In this embodiment, a specific chance combination may be configured in the normal game state. However, it may also be configured in other game states. In the following description of a specific chance combination, the spin (spin performance) in which a specific chance combination is configured may be referred to as the previous spin (previous spin performance), and the spin (spin performance) following that previous spin may be referred to as the target spin (target spin performance). The win / loss lottery result announced in the target spin may also be referred to as the target win / loss lottery result. The target success / failure lottery result is the success / failure lottery result of the suggested target due to the formation of a specific opportunity combination (a success / failure lottery result that suggests the probability of winning has increased due to the formation of a specific opportunity combination). In the diagram, the pre-change indicator 72 and the in-change indicator 71, which indicate the existence of success / failure lottery information corresponding to the target success / failure lottery result, may also be indicated with a "T".

[0205] The form (pattern) of a specific opportunity combination may be anything. In this embodiment, the combination of decorative symbols 80 that are stopped and displayed is "3-7-7" (see Figure 52(b-1)(b-2)), and this combination of decorative symbols 80 is considered a specific opportunity combination (the combination of decorative symbols 80 is expressed as "left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R"). In this embodiment, only this combination is considered a specific opportunity combination. Note that opportunity combinations other than specific opportunity combinations (hereinafter sometimes referred to as non-specific opportunity combinations) may be anything. In this embodiment, among the three decorative symbols 80 that are selected and stopped and displayed, the combination in which the middle decorative symbol 80C and the right decorative symbol 80R are the same odd number (the left decorative symbol 80L is different) (for example, a combination such as "1-3-3") is considered an opportunity combination. In other words, a combination in which the middle decorative symbol 80C and the right decorative symbol 80R are both odd-numbered symbols is a lucky combination, and among these, the combination of "3-7-7" is a specific lucky combination (any lucky combination other than "3-7-7" is a non-specific lucky combination). Note that a so-called "missed reach" combination (in this embodiment, a "missed reach" combination is defined as the left decorative symbol 80L and the right decorative symbol 80R being of the same type) is not a lucky combination (neither a specific lucky combination nor a non-specific lucky combination). A specific lucky combination is considered a special lucky combination that is different from a non-specific lucky combination.

[0206] In this embodiment, when a specific opportunity combination is displayed, a specific sound, which is a sound effect of a certain type, may be output from speaker 67 (sound output means). However, the specific sound is not always output when a specific opportunity combination is formed. That is, the variation in which a specific opportunity combination is formed (the previous variation) (see Figure 52(a)) may be a pattern in which the specific sound is output (hereinafter sometimes referred to as the specific sound pattern) (see Figure 52(b-2)), or it may be a pattern in which the specific sound is not output (hereinafter referred to as the specific sound-less pattern) (see Figure 52(b-1)). In this embodiment, the form of the specific opportunity combination is constant (a combination that is "3·7·7"), so there is no difference in the visual form of the opportunity combination (chance combination) between the specific sound pattern and the specific sound-less pattern (see Figures 52(b-1) and (b-2)), but there is a difference in the auditory form, namely the presence or absence of the specific sound. Note that the specific sound is a sound effect and not background music (BGM). The background music is output regardless of whether the pattern is one with a specific sound or one without a specific sound (the same type of background music may be output). As mentioned above, in this technical field, sound effects and background music are clearly distinguished. A specific sound is a type of sound that is only output when a specific combination of favorable conditions is met. In other words, it is a type of sound that is not output in fluctuations where a specific combination of favorable conditions is not met (a unique sound effect associated with a specific combination of favorable conditions).

[0207] In this embodiment, when a specific opportunity combination is formed in the preceding fluctuation, the probability (reliability) of the target win / loss lottery result announced in the subsequent target fluctuation (see Figure 52(c)) is higher when a specific sound pattern is formed (see Figure 52(b-2)) than when a specific sound pattern is formed (see Figure 52(b-1)). In other words, the specific sound can be said to be a sound effect that "reinforces" the specific opportunity combination (specific chance combination). In this embodiment, even when the preceding fluctuation is a specific sound-less pattern, the reliability of the target win / loss lottery result is higher than when no opportunity combination is formed, but the degree of that (chance-up effect) is greater in the specific sound pattern than in the specific sound-less pattern.

[0208] Thus, in this embodiment, even when two visually identical combinations of chances (chance symbols) are formed, the reliability of the subsequent target win / loss lottery result is higher when a specific sound is output than when it is not. Therefore, when a specific combination of chances is formed, the presence or absence of a specific sound output adds an interesting element to the gameplay.

[0209] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific opportunity combinations. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0210] 〇Specific Example 6-1 In the above embodiment, it was explained that when a specific opportunity combination is configured, the reliability of the target success / failure lottery result is higher when the specific sound is present than when the specific sound is absent. However, the opposite setting may also be used, that is, the reliability of the target success / failure lottery result is higher when the specific sound is absent than when the specific sound is present. In this case, the less conspicuous pattern in which the specific sound is not output will be a more reliable predictive than the more conspicuous pattern in which the specific sound is output. However, since it is generally the case that the conspicuous pattern is more reliable, it can be said that the above embodiment is a more easily understood presentation.

[0211] 〇Specific Example 6-2 When a specific opportunity combination is formed, the probability of the pattern being without a specific sound is set to be higher than the probability of the pattern being with a specific sound. In this way, when a specific opportunity combination is formed, the specific sound is basically not output, but there are exceptions where the specific sound is output. In other words, when a specific opportunity combination is formed, there is a greater expectation of a successful outcome in the target selection lottery when it is in a different form than usual (with a specific sound).

[0212] 〇Specific Example 6-3 It is assumed that multiple specific opportunity combinations are provided. For example, when a specific opportunity combination is formed in the previous fluctuation, it may be the first specific opportunity combination or the second specific opportunity combination. The difference between the first and second specific opportunity combinations can be anything. For example, the first specific opportunity combination may be "5-7-7" (see Figure 53(a)) and the second specific opportunity combination may be "3-7-7" (see Figure 53(b)). The reliability of the target success / failure lottery result is higher when the first specific opportunity combination is formed and a specific sound is output (first specific sound pattern) (see Figure 53(a-2)) than when the first specific opportunity combination is formed and a specific sound is not output (first specific soundless pattern) (see Figure 53(a-1)). Furthermore, the reliability of the target selection lottery result is higher when a second specific opportunity combination is formed and a specific sound is output (second specific sound pattern) (see Figure 53(b-2)) than when a second specific opportunity combination is formed and a specific sound is not output (second specific sound-less pattern) (see Figure 53(b-1)) (the specific sound output in the first specific sound pattern and the specific sound output in the second specific sound pattern are the same). The reliability of the target selection lottery result when the first specific sound-less pattern occurs and when the second specific sound-less pattern occurs may be the same or different. Similarly, the reliability of the target selection lottery result when the first specific sound pattern occurs and when the second specific sound pattern occurs may be the same or different.

[0213] In this example, the probability of a specific sound pattern occurring can be set to differ depending on the type of specific opportunity combination. For example, the probability of a specific sound pattern occurring may be set to be higher when the second specific opportunity combination is formed than when the first specific opportunity combination is formed (see Figure 53(c)). Even if the reliability of the target success / failure lottery results for the first and second specific sound patterns is the same, the probability of a specific sound pattern occurring is higher when the second specific opportunity combination is formed than when the first specific opportunity combination is formed. Therefore, the gameplay becomes such that the success / failure lottery result can be expected more favorably when the second specific opportunity combination is formed than when the first specific opportunity combination is formed.

[0214] Specific Example 6-4 The reliability of the target win / loss lottery result (target fluctuation) is higher when a specific opportunity combination is formed and a specific soundless pattern occurs (see Figure 54(b)) than when a non-specific opportunity combination is formed in the previous fluctuation (see Figure 54(a)). In other words, when a specific opportunity combination is formed, the setting is such that the target win / loss lottery result is more promising than when a non-specific opportunity combination is formed, regardless of the presence or absence of a specific sound. This makes the game easier to understand, as the formation of a specific opportunity combination, regardless of the presence or absence of a specific sound, is a better chance (a better predictor of the target win / loss lottery result) than the formation of a non-specific opportunity combination.

[0215] Specific Example 6-5 The "no specific sound" pattern is assumed to output a sound effect of a different nature from the specific sound (hereinafter referred to as "non-specific sound"). That is, the "specific sound present" pattern is assumed to output the specific sound when a specific opportunity combination is formed, and the "no specific sound" pattern is assumed to output a non-specific sound when a specific opportunity combination is formed, with the former having a higher reliability in the target success / failure lottery result than the latter. However, in the case of this example, in order to determine the level of reliability of the target success / failure lottery result, it is necessary to distinguish whether the output sound effect is a specific sound or a non-specific sound. As in the above embodiment, it can be said that it is easier to determine the level of reliability of the target success / failure lottery result if the presence or absence of the specific sound is the difference between the "specific sound present" pattern and the "no specific sound" pattern (in which no sound effect is output).

[0216] Specific Example 6-6 When a specific opportunity combination is formed in a certain variation (previous variation) and a specific sound pattern is created (see Figure 55(a)(b-2)), a predetermined image (hereinafter referred to as the specific variation image 25) will be displayed in the display area 911 in the next target variation (see Figure 55(c-2)). The specific variation image 25 is displayed before the result of the target lottery is determined. It is preferable that the specific variation image 25 be displayed from the start of the target variation. The specific variation image 25 is an image that is not displayed in the target variation when a specific opportunity combination is formed in a certain variation (previous variation) but no specific sound is output (when a specific sound-less pattern is created) (see Figure 55(a)(b-1)) (see Figure 55(c-1)).

[0217] As in this example, when a specific combination of opportunities is formed in a certain fluctuation (the previous fluctuation), whether or not a specific sound pattern is formed can be determined by whether or not the specific fluctuation image 25 is displayed in the next target fluctuation (even if the presence or absence of the specific sound is not known, it will be determined in the target fluctuation). Since the reliability of the target fluctuation (target win / loss lottery result) is higher when a specific sound pattern is formed than when a specific sound pattern is not formed, it can be said that the specific fluctuation image 25 itself functions as a chance-up image.

[0218] However, contrary to this, even when a specific silent pattern occurs, the specific variation image 25 may still be displayed during the target variation. In other words, when a specific sound pattern occurs, the specific variation image 25 is always displayed during the target variation, but when a specific silent pattern occurs, the specific variation image 25 may or may not be displayed during the target variation. In this case, if the specific variation image 25 is displayed during the target variation, there is a high probability that a specific sound pattern occurred, but the possibility that it was a specific silent pattern remains, resulting in a gameplay experience where this is the case.

[0219] Specific Examples 6-7 In the above embodiment, it was explained that a specific opportunity combination may be formed when the decorative symbol 80 is displayed in a stopped state, but it may also be formed when the decorative symbol 80 is displayed in a pseudo-stop state. For example, there is a well-known pseudo-continuous performance in which the decorative symbol 80 is displayed in a pseudo-stop state and then starts to move again one or more times (the pseudo-continuous performance itself is well-known so a detailed explanation is omitted), and a specific opportunity combination may be formed when the pseudo-stop occurs in the pseudo-continuous performance. Furthermore, when a specific opportunity combination is formed, a specific sound may be output (specific sound pattern), or a specific sound may not be output (specific sound-less pattern). And, when the specific sound pattern occurs, the probability of the winning or losing result (target winning or losing result) announced after the specific opportunity combination is formed (after the pseudo-continuous performance is executed) being a win is higher when the specific sound pattern occurs than when the specific sound-less pattern occurs.

[0220] Specific Examples 6-8 When a specific favorable combination is formed and a specific sound pattern is generated, a specific sound is output and a predetermined image (hereinafter referred to as the specific sound corresponding image 26) is displayed in the display area 911 (see FIG. 56(b-2)). The specific sound corresponding image 26 is an image that is not displayed when a specific soundless pattern is generated (see FIG. 56(b-1)). By doing so, there is a visual difference in the presence or absence of the specific sound corresponding image 26 between when a specific sound pattern is generated and when a specific soundless pattern is generated (although the specific favorable combination is formed), resulting in a gaming property that makes it easy to distinguish which pattern has occurred.

[0221] However, since the feature of the effect when a specific favorable combination is formed is that the player needs to distinguish the presence or absence of a specific sound in order to distinguish the high or low reliability of the target success or failure lottery result (target variation) (the difference in reliability is manifested in the presence or absence of the specific sound), if this feature is to be emphasized, it is preferable to adopt the configuration as in the above embodiment (the configuration in which the specific corresponding image 24 is not displayed).

[0222] 〇Specific Example 6-9 If a specific favorable combination is formed, it is assumed that a preliminary effect (hereinafter referred to as a specific preliminary effect) that increases the probability of a specific sound pattern is provided. That is, when a specific preliminary effect occurs in a certain variation (the previous variation) (see FIG. 57(a-1)), if a specific favorable combination is formed in that variation (see FIG. 57(a-2)), the probability of outputting a specific sound is assumed to be higher than when a specific favorable combination is formed without the occurrence of a specific preliminary effect (see FIG. 57(b-1)) (see FIG. 57(b-2)). The specific form of the specific preliminary effect may be any form. It is conceivable that a predetermined image (specific preliminary image 27) is displayed in the display area 911.

[0223] Note that, even if a specific pre-performance does not occur due to a certain change, it is preferable to set that a specific favorable combination may be formed due to the change and a specific sound may be output (the occurrence of a specific pre-performance is not an essential requirement for the output of a specific sound). Also, when a specific pre-performance occurs and a specific favorable combination is formed, it may be determined that it becomes a pattern with a specific sound (the occurrence probability of a specific sound when a specific favorable combination is formed through a specific pre-performance is 100%).

[0224] When it is set as in this example, when a specific pre-performance occurs due to a certain change, it is not always the case that a specific favorable combination is formed by the change (as shown in FIG. 58, even if a specific pre-performance occurs due to a certain change (see FIG. 58(a)), there may be a case where a specific favorable combination is not formed by the change (see FIG. 58(b-1)), and there may also be a case where a specific favorable combination is formed (see FIG. 58(b-2))). It may also be set that it is determined that a specific favorable combination is formed by the change (after FIG. 58(a), as in (b-2), it is determined that a specific favorable combination is formed, and it does not happen that a specific favorable combination is not formed as in (b-1)). The game properties differ depending on which setting is adopted. If the setting is as in the former case, even if a specific pre-performance occurs, it is not always the case that a specific favorable combination is formed (after FIG. 58(a), it is not always the case that a specific favorable combination is formed as in (b-2)). Therefore, it becomes a game property where one hopes that a specific favorable combination is formed (since a specific pre-performance has occurred, if a specific favorable combination is formed, the probability of outputting a specific sound is high, and the player hopes that a specific favorable combination is formed). If the setting is as in the former case (after FIG. 58(a), as in (b-2), it is determined that a specific favorable combination is formed), it becomes a game property where a specific pre-performance also functions as a预告 of the formation of a specific favorable combination.

[0225] 〇Specific Example 6-10 When a specific combination of opportunities is formed but a specific sound is not output (see Figure 59(b)), that is, when the pattern without a specific sound occurs, a predetermined effect (hereinafter referred to as a specific post-effect) (see Figure 59(c)) may occur before the target variation begins. The reliability of the target win / loss lottery result (target variation) when a specific post-effect occurs is the same as when a specific sound is output (when the pattern with a specific sound occurs). In other words, even when a specific sound is not output, the subsequent occurrence of a specific post-effect can provide the same chance-up effect as when a specific sound is output. In this way, it is possible to create an interesting gameplay experience where it appears that the chance-up effect from the output of a specific sound was not obtained, but the subsequent occurrence of a specific post-effect can provide that chance-up effect.

[0226] Furthermore, the specific form of the specific post-event presentation can be anything. For example, it is conceivable that the specific post-event presentation would involve the display of an image (specific post-event image 28) that suggests that there is reason to be optimistic about future fluctuations (target fluctuations) (see Figure 59(c)). In contrast, if the function of a specific post-event effect is to be clearly demonstrated, it could be shown as being performed to "compensate" for the fact that a specific sound was not output. Although not shown in the diagram, for example, if the specific sound is an onomatopoeia, it could be configured so that the display of an image containing characters representing that onomatopoeia (specific post-event image) occurs as the specific post-event effect.

[0227] Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0228] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0229] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. For example, if the setting is such that when a small win is won, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability obtained by adding the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win"). It is also permissible to have "minor wins" that do not lead to a "big win," but such "minor wins" that do not lead to a "big win" will be treated as "misses" (this can be achieved by displaying the "losing combinations" of the 80 decorative symbols in the reel spinning animation).

[0230] The above-mentioned gaming machine 1 may also be a managed gaming machine (a so-called smart pachinko machine). In other words, it may be a machine in which the game balls are sealed inside and the game can be played without touching the game balls. [Explanation of Symbols]

[0231] 1. Gaming machine 10 Specific operation image S (101 Specific operation image S1 102 Specific operation image S2) 11 Specific operation image L (111 Specific operation image L1 112 Specific operation image L2) 12 Enhanced Image L 13. Specific accompanying images 14. Unspecified accompanying images 15. Images suggesting specific characteristics 16 Specific performance image S (161 Specific performance image S1 162 Specific performance image S2) 171 Mode - corresponding image X 172 Mode - corresponding image Y 18 Discrimination image 20 Basic mode 21 Special mode (211 First special mode, 212 Second special mode) 22 Specific - situation image 23 Specific light - emitting part (231 First specific light - emitting part, 232 Second specific light - emitting part) 24 Specific - corresponding image 25 Specific - variation image 26 Specific - sound - corresponding image 27 Specific - pre - image 28 Specific - post - image 60 Operating means 61 Push button 62 Cross key 65 Special operation unit 651 Guide part 652 Stopper member 67 Speaker 71 Display during variation 72 Display before variation 70n Normal display mode 70s Special display mode 80 Decorative pattern (80L Left decorative pattern, 80R Right decorative pattern, 80C Middle decorative pattern) 80g Group of decorative patterns (80gL Left group of decorative patterns, 80gR Right group of decorative patterns, 80gC Middle group of decorative patterns) 904 Starting area (904a First starting area, 904b Second starting area) 905 Normal area 906 Big winning area 908 Launching device 91 Display device 911 Display area 92 Light - emitting part outside the area

Claims

[Claim 1] A means for conducting a lottery based on lottery information obtained when predetermined conditions are met, An effect execution means that performs a variation effect from the time the decorative pattern for notifying the target win / loss result by the aforementioned win / loss lottery means starts to change until it stops in a manner corresponding to the target win / loss result, A storage means for storing a predetermined number of the aforementioned winning / losing lottery information for which the corresponding winning / losing lottery result has not yet been triggered by the aforementioned variation animation, A display means having a display area that displays the existence of the winning / losing lottery information stored in the storage means as a pre-change display, Equipped with, When a specific variation effect, which is a variation effect for a certain win / loss lottery result (hereinafter referred to as a specific win / loss lottery result), is being executed, and new win / loss lottery information (hereinafter referred to as new win / loss lottery information) is stored in the storage means, the probability that the specific win / loss lottery result will be notified as a win is higher when the display mode of the pre-variation display corresponding to the new win / loss lottery information is set to a special mode than when it is set to a basic mode. A gaming machine characterized by the following features.