Gaming machine

The gaming machine enhances player engagement by suspending variable games with dynamic character actions and variable display probabilities, addressing the need for increased interest and interaction.

JP2026136633APending Publication Date: 2026-08-26NEWGIN KK
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Patent Information

Application Number
JP2025022249
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-14
Publication Date
2026-08-26

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement through dynamic character actions and variable game suspensions that offer enhanced winning probabilities and interactive display changes.

Method used

A gaming machine equipped with a display means and performance control means that suspends variable games, suggesting character actions with varying display probabilities and changing display areas, thereby enhancing player engagement and interest.

Benefits of technology

Improves player interest and engagement by offering dynamic character actions and variable game suspensions with higher winning probabilities during suspended games.

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Abstract

To improve interest. [Solution] The display means can display character actions that can be displayed during the execution of a variable game. When the execution of a variable game is suspended, the display means may suggest the maximum number of times the character action will be displayed for at least a portion of the period until the suspended variable game ends. If the suggested maximum number of times the action will be displayed is the first number, the probability of winning is higher than if the suggested maximum number of times the action will be displayed is the second number, which is more than the first number. After the maximum number of times the action will be displayed is suggested due to the suspension of the execution of the variable game, when the variable game is executed, the area on the display means where the maximum number of times the action will be displayed is suggested changes.
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Description

Technical Field

[0004] , , , ,

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

Background Art

[0002] Conventionally, in a gaming machine, various characters are displayed on a display device in order to entertain a player (for example, Patent Document 1). For such characters, for example, characters appearing in the content that is the motif of the gaming machine are adopted.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] It is expected to improve the interestingness. <00​​​​​A gaming machine according to one aspect of the present disclosure is a gaming machine capable of suspending the execution of a variable game, comprising a display means and a performance control means, wherein the performances that can be displayed by the display means include character actions that can be displayed during the execution of a variable game, and the display means may, when the execution of a variable game is suspended, suggest the maximum number of times the character action will be displayed for at least a portion of the period until the suspended variable game is completed, and when the maximum number of times the suggested action will be displayed is a first number, the probability of winning is higher than when the maximum number of times the suggested action will be displayed is a second number which is greater than the first number, and when the variable game is executed after the maximum number of times the action will be displayed has been suggested due to the suspension of the execution of the variable game, the area in the display means in which the maximum number of times the action will be displayed is suggested changes. [Effects of the Invention]

[0006] According to this disclosure, interest can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a schematic diagram showing a gaming machine as viewed from the front. [Figure 2] Figure 2 shows the electrical configuration of a gaming machine. [Figure 3] Figures 3(a) to 3(d) show examples of specific ways in which tournament productions are implemented. [Figure 4] Figure 4 shows an example of a variation pattern and prediction command. [Figure 5] Figure 5 shows an example of a screen layout in a visual display device. [Figure 6] Figure 6 shows an example of a specific display method for game images that are displayed as information indicating a pending or running variable game. [Figure 7] Figure 7 shows an example of a specific display method for the components of a game image. [Figure 8] Figure 8 shows an example of a specific display method for the components of a game image. [Figure 9] Figure 9 shows an example of a specific display method for the components of a game image. [Figure 10] Figure 10 is a diagram illustrating the expected values ​​of the components of a game image. [Figure 11] Figure 11 is a diagram illustrating the expected values ​​of the components of a game image. [Figure 12] Figure 12 is a diagram illustrating the expected values ​​of the components of a game image. [Figure 13] Figures 13(a) to 13(d) show examples of specific execution methods for rank-up effects. [Figure 14] Figure 14 is a diagram illustrating the personalization function of the presentation. [Figure 15] Figure 15 is a diagram illustrating the personalization function of the presentation. [Figure 16] Figure 16 shows an example of the specific display configuration of the game image components in the modified example. [Modes for carrying out the invention]

[0008] The following describes a gaming machine relating to one aspect of this disclosure. <<First Embodiment>> <Regarding the mechanical configuration of gaming machine 10> As shown in Figure 1, the gaming machine 10 is configured as a pachinko gaming machine that uses game balls as the game medium. The gaming machine 10 comprises a frame W for installing the machine in an island facility and a game board YB having a game area YBa. The gaming machine 10 is a sealed-type pachinko gaming machine that circulates game balls inside the machine. However, it is not limited to this, and the gaming machine 10 may be a non-sealed-type pachinko gaming machine.

[0009] The frame body W is composed of a combination of a plurality of frames. As an example, the frame body W may include an outer frame W1 fixed to the island equipment, a middle frame W2 that holds the game board YB, and a front frame W3 that protects the game board YB. The middle frame W2 and the front frame W3 are supported so as to be openable and closable with respect to the outer frame W1.

[0010] The gaming machine 10 includes a firing handle HD. As an example, the firing handle HD is disposed on the front side of the front frame W3. The gaming machine 10 is configured to fire a game ball toward the game area YBa with an intensity corresponding to the amount of rotation operation of the firing handle HD.

[0011] The gaming machine 10 includes a decorative lamp LA. As an example, the decorative lamp LA is disposed on the front side of the front frame W3. The decorative lamp LA incorporates a light-emitting body (not shown) such as an LED. The decorative lamp LA can execute a light-emitting effect. The decorative lamp LA can execute a light-emitting notification. The light-emitting effect and the light-emitting notification are realized by causing the light-emitting body to emit light, blink, and turn off. The decorative lamp LA is an example of a light-emitting means that can emit light in a predetermined light-emitting pattern.

[0012] The gaming machine 10 includes a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can execute a sound output effect. The speaker SP can execute a sound notification. The sound output effect and the sound notification are realized by outputting sounds such as the voices of people and animals, sound effects, and music. The speaker SP is an example of a sound output means that can output a predetermined sound.

[0013] The gaming machine 10 includes a first operation device D1 for effect. The first operation device D1 is an example of an operation means that can be operated by a player. The first operation device D1 is, for example, a button-type operation device configured to be able to perform a pressing operation. Without being limited to this, the operation means may be a lever-type operation device configured to be able to perform a pushing operation or a pulling operation, or a gun-type or joystick-type operation device. The first operation device D1 may incorporate a vibration motor. The first operation device D1 may be able to execute a vibration effect by the vibration motor generating vibration.

[0014] The gaming machine 10 includes a second operation device D2 for effect display. The second operation device D2 is an example of an operation means operable by a player. The second operation device D2 includes, as an example, four operation parts D2a to D2d arranged in a cross shape of up, down, left, and right. However, the operation means is not limited to this, and may be a stick-type operation device capable of performing operations of tilting up, down, left, and right, or a touch sensor-type operation device.

[0015] The gaming machine 10 includes a first special symbol display part 13a. The first special symbol display part 13a displays a first special game in which predetermined symbols are variably displayed and finally a first special symbol is derived. The gaming machine 10 includes a second special symbol display part 13b. The second special symbol display part 13b displays a second special game in which predetermined symbols are variably displayed and finally a second special symbol is derived.

[0016] The first special symbol and the second special symbol each have a winning symbol and a losing symbol. For example, the second special game is executed prior to the first special game. The first special game and the second special game are not executed simultaneously. In this specification, "variable display" of a symbol means a state in which the type of the displayed symbol changes with the passage of time. "Stop display" of a symbol means a state in which the symbol is displayed so as to stop without changing. The stop display preferably includes a temporary stop display and a confirmed stop display.

[0017] The gaming machine 10 includes a first special hold display part 13c. The first special hold display part 13c displays the first special hold number. The first special hold number is the number of times of the first special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. The gaming machine 10 includes a second special hold display part 13d. The second special hold display part 13d displays the second special hold number. The second special hold number is the number of times of the second special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. The maximum value of each special hold number is, as an example, 4 respectively.

[0018] The gaming machine 10 is equipped with a regular symbol display unit 13e. The regular symbol display unit 13e displays a regular game in which predetermined symbols are displayed in a variable manner, ultimately leading to a regular symbol. Regular symbols include winning symbols and losing symbols. The gaming machine 10 is equipped with a regular hold display unit 13f. The regular hold display unit 13f displays the number of regular holds. The number of regular holds is the number of regular games in which the hold condition has been met but the execution condition has not yet been met, and therefore the execution is on hold. The maximum value of the regular hold is, for example, 4.

[0019] The game area YBa is formed by partitioning the front side of the game board YB in a roughly circular shape using rails or the like. The game machine 10 has a center frame CW with various decorations located roughly in the center of the game area YBa. The center frame CW has an opening YBb.

[0020] The gaming machine 10 is equipped with a performance display device EH. The performance display device EH includes an image display unit configured to display various images. The performance display device EH is assembled to the game board YB so that the player can see the image display area of ​​the image display unit through the opening YBb of the center frame CW. The performance display device EH can perform display performances. The performance display device EH can perform display notifications. The display performances and display notifications are realized by displaying objects that imitate patterns, people, animals, vehicles, numbers, symbols, and characters (strings of characters) as images. All of these objects (images) can also be perceived as characters. The performance display device EH is an example of a display means capable of displaying predetermined images.

[0021] Some display effects involve displaying multiple rows of symbols in a variable manner, ultimately leading to a combination of these symbols. Hereafter, the combination of symbols may simply be referred to as the "symbol combination." The symbols are figures decorated with characters such as people, animals, numbers, and patterns. For example, in a display effect game, the first, second, and third rows of symbols are displayed in a variable manner, scrolling in a predetermined direction.

[0022] The performance game starts and ends together with the special game. The symbol combinations displayed in the performance game correspond to the special symbols displayed in the special game. When a winning symbol is displayed in the special game, the performance game will display, for example, a winning symbol combination. When a losing symbol is displayed in the special game, the performance game will display, for example, a losing symbol combination.

[0023] The game's presentation may include a "reach" presentation. A reach is a state in which the same presentation symbol is temporarily stopped and displayed in a specific symbol row (for example, the 1st and 3rd rows) among several symbol rows, while the presentation symbol in a different symbol row (for example, the 2nd row) continues to change and display. For example, there may be multiple types of reach presentations with different characters, presentation symbol movements, and presentation durations.

[0024] A first start opening 15 is formed in the game board YB so as to open into the game area YBa. The first start opening 15 is located below the center frame CW in the game area YBa. Game balls can be entered into the first start opening 15 at any time. The game machine 10 is equipped with a first special start sensor SE1 (see Figure 2). The first special start sensor SE1 detects game balls that have entered the first start opening 15. The conditions for holding a first special game and the conditions for awarding prize balls can be met by the first special start sensor SE1 detecting game balls.

[0025] A second start opening 16 is formed in the game board YB so as to open into the game area YBa. The second start opening 16 is located below the center frame CW in the game area YBa. The game machine 10 is equipped with a second special start sensor SE2 (see Figure 2). The second special start sensor SE2 detects game balls that enter the second start opening 16. The conditions for holding a second special game and the conditions for awarding prize balls can be met when the second special start sensor SE2 detects game balls.

[0026] The game board YB is equipped with a standard variable member 17. The standard variable member 17 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the second start opening 16, or are easy to enter. The closed state is a state in which game balls cannot be entered into the second start opening 16, or are difficult to enter. The game machine 10 is equipped with a standard solenoid SL1 that operates the standard variable member 17 (see Figure 2). The standard variable member 17 is operated in the open state during a normal winning game.

[0027] A large prize opening 18 is formed in the game board YB so as to open into the game area YBa. The large prize opening 18 is located in the lower right of the center frame CW within the game area YBa. The game machine 10 is equipped with a special prize sensor SE3 (see Figure 2). The special prize sensor SE3 detects game balls that enter the large prize opening 18. The conditions for awarding prize balls can be met when the special prize sensor SE3 detects a game ball.

[0028] The game board YB is equipped with a special variable member 19. The special variable member 19 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the large prize opening 18, or are easy to enter. The closed state is a state in which game balls cannot be entered into the large prize opening 18, or are difficult to enter. The game machine 10 is equipped with a special solenoid SL2 that operates the special variable member 19 (see Figure 2). During a winning game, the special variable member 19 is operated in the open state.

[0029] The game board YB is equipped with a gate 25. The gate 25 has an entry opening through which game balls can pass (enter). The gate 25 is equipped with a normal start sensor SE4 (see Figure 2). The normal start sensor SE4 detects game balls passing through or entering the gate 25. The conditions for holding a normal game can be met when the normal start sensor SE4 detects a game ball.

[0030] A general prize entry opening (not shown) is formed in the game board YB so as to open into the game area YBa. The general prize entry opening is located to the right of the center frame CW. The game machine 10 is equipped with a general prize entry sensor (not shown). The general prize entry sensor detects game balls that enter the general prize entry opening. The conditions for awarding prize balls may be met when the general prize entry sensor detects a game ball. There may be multiple general prize entry openings.

[0031] The first starting opening 15, the second starting opening 16, the big prize opening 18, and the general prize opening are so-called "prize openings." The game board YB may have prize openings other than these. The game board YB has an out opening 20 that opens into the game area YBa. For example, the out opening 20 opens at the lower end of the game area YBa. Game balls that do not enter any of the prize openings are discharged from the game area YBa through the out opening 20.

[0032] <Regarding the game status of gaming machine 10> This section explains the game state of gaming machine 10. The gaming machine 10 is equipped with a probability variation function that changes the probability of winning a jackpot in the special lottery described later (hereinafter referred to as the jackpot probability) to a high probability, an entry assistance function that assists in the entry of game balls into the second start port 16, and a time reduction function that shortens the variation time of the special game. The game state of the gaming machine 10 is composed of a combination of the operating states (operated and inoperated) of these functions.

[0033] This section explains the probability variation function (hereinafter referred to as the probability variation function). The gaming machine 10 has multiple probability states, each with a different probability of winning a jackpot. These multiple probability states include a low probability state and a high probability state, where the probability of winning a jackpot is higher than in the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning a jackpot. The high probability state is advantageous for the player. The high probability state is what is known as the "probability variation state (probability variation state)".

[0034] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of game balls into the second starting port 16, also known as a regular electric mechanism, and is a so-called "electric support function". The gaming machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second starting port 16 differs. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the rate of entry is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. The high ball entry rate state is advantageous for the player.

[0035] For example, a high ball-scoring rate state can be achieved by executing one of the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second auxiliary control is a control that changes the normal winning probability in the normal lottery to a higher probability than in the low ball-scoring rate state. Note that the normal winning probability in the low ball-scoring rate state may be 0 or greater than 0. The low ball-scoring rate state may be a state in which no normal lottery is held, and the high ball-scoring rate state may be a state in which a normal lottery is held.

[0036] The third auxiliary control is a control that makes the total opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low. The third auxiliary control may include at least one of the following: a control that makes the number of times the normal variable member 17 is opened in one normal winning game greater than when the ball entry rate is low, and a control that makes the opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low.

[0037] This section explains the variable time reduction function (hereinafter referred to as the time reduction function). The gaming machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played per unit time. In other words, the efficiency of consuming the reserved special games is improved. As an example, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.

[0038] As an example, there are three game states: normal state, first advantageous state, and second advantageous state. The normal state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The first advantageous state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The second advantageous state is a game state in which the probability variation function is inactive, but the ball entry assistance function and time reduction function are inactive. The gaming machine 10 is not limited to having three game states, but may have some or all of them as different game states in which the function that is activated among the probability variation function, ball entry assistance function, and time reduction function is changed. There may be one or two game states, or there may be four or more.

[0039] <Regarding winning games on gaming machine 10> Let's explain one example of a win: a jackpot. The gaming machine 10 is equipped with multiple types of jackpot symbols as special winning symbols. Each jackpot symbol has a defined type of jackpot. Each jackpot symbol (type of jackpot) has a defined type of jackpot game. In the gaming machine 10, a jackpot game is awarded after a jackpot symbol is displayed in a special game. In the gaming machine 10, a winning game is awarded after a jackpot symbol combination is displayed in a performance game. A jackpot game is an example of an advantageous state for the player.

[0040] In a jackpot game, an opening sequence is performed over an opening period to announce the start of the jackpot game. After the opening period has elapsed, a series of rounds of play are performed, opening the large prize slot 18. The rounds of play are performed up to a predetermined number of times. Each round of play ends when either the first termination condition is met (when the maximum number of game balls, for example, 9, enter the large prize slot 18) or the second termination condition is met (when the maximum time has elapsed). In the rounds of play, the large prize slot 18 is opened in a predetermined manner. Round sequences are performed during the rounds of play. In a jackpot game, once the final round of play is finished, an ending sequence is performed over a predetermined ending period to announce the end of the jackpot game. The jackpot game ends when the ending period has elapsed.

[0041] Let me explain a specific example of a big win. The winning symbols for the first special symbol are classified as follows: 65% are symbol ZA and 35% are symbol ZB. The winning symbols for the second special symbol are classified as follows: 65% are symbol Za and 35% are symbol Zb. Winning combinations based on symbols ZA, ZB, Za, and Zb are referred to as winning ZA, ZB, Za, and Zb, respectively. Winning games based on symbols ZA, ZB, Za, and Zb are referred to as winning games ZA, ZB, Za, and Zb, respectively.

[0042] For jackpot games ZA and Za, the prescribed number of rounds is set at 10. For jackpot games ZB and Zb, the prescribed number of rounds is set at 4. For each of the jackpot games ZA, ZB, Za, and Zb, the maximum duration of the rounds is set at 25 seconds. After each of the multiple rounds of gameplay, an interval time between rounds (for example, 2 seconds) is set after the end of the round. Once the interval time between rounds has elapsed, the next round of gameplay or the ending time begins. For jackpot games ZA, ZB, Za, and Zb, the same opening time (for example, 8 seconds) and the same ending time (for example, 10 seconds) are set.

[0043] For symbols ZA and Za, the first advantageous state is established as the game state after a jackpot game. After the jackpot game ZA and Za ends, the first advantageous state is maintained until the next jackpot game is granted. For symbols ZB and Zb, the second advantageous state is established as the game state after a jackpot game. The second advantageous state is maintained after the jackpot game ZB and Zb ends, until a predetermined maximum number of special games (for example, 100 times) are completed, or until a jackpot game is granted before the maximum number of special games is completed.

[0044] Big wins ZA and Za are more advantageous than big wins ZB and Zb in terms of the number of prize balls that can be won during the game. Big wins ZA and Za are also more advantageous than big wins ZB and Zb in terms of the possibility of being granted a high-probability state (probability change state) after the game. In the following explanation, big wins ZA and Za may be referred to as "advantageous wins," and big wins ZB and Zb may be referred to as "normal wins."

[0045] The probability of hitting the jackpot is 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The probability of hitting a regular jackpot is 1 / 65536 in the low ball entry rate state and 65534 / 65536 in the high ball entry rate state. The total opening time of the regular variable member 17 in one regular jackpot game is 396ms in the low ball entry rate state and 5680ms in the high ball entry rate state. The number of prize balls awarded is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special prize entry sensor SE3, and 5 when detected by the general prize entry sensor.

[0046] <Regarding the electrical configuration of gaming machine 10> The electrical configuration of the gaming machine 10 will be explained. As shown in Figure 2, the gaming machine 10 has a main control board 40 on the back (rear) side of the game board YB. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of those processes. The gaming machine 10 also has a sub-control board 50 on the back (rear) side of the game board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40 and 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs various processes based on the control signals input from the main control board 40.

[0047] The main control board 40 will now be described. The main control board 40 comprises a CPU 41, a ROM 42, and an RWM 43. The CPU 41 performs various processes by executing the main control program. The main control board 40 generates random numbers. These random numbers may be hardware random numbers generated by a random number circuit 44, or software random numbers generated by the CPU 41. The CPU 41, ROM 42, RWM 43, and random number circuit 44 constitute, for example, a single-chip processor 40A.

[0048] ROM42 stores the main control program, a table used for a predetermined lottery, and judgment values, etc. ROM42 also stores multiple types of variation patterns. RWM43 stores various information that is rewritten during the operation of the gaming machine 10. The information stored in RWM43 includes flags, counters, and timers.

[0049] A variation pattern is information that can identify the variation time from the start of a special game until the end of that special game. A variation pattern is information that can identify the content (performance style) of the performance game that takes place from the start of a special game until the end of that special game. However, as long as the variation pattern is information that can identify the variation time, it does not have to be information that can identify the content of the performance game.

[0050] There are two types of variation patterns: a jackpot variation pattern that can be selected when a jackpot is won, and a losing variation pattern that can be selected when a jackpot is not won (a miss). The jackpot variation pattern is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a winning combination of symbols. The losing variation pattern with a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols. The losing variation pattern without a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols.

[0051] The CPU 41 is connected to sensors SE1 to SE4. The CPU 41 receives the detection signals output by sensors SE1 to SE4 when they detect a game ball. The CPU 41 is connected to solenoids SL1 and SL2. The CPU 41 controls the operation of solenoids SL1 and SL2. In other words, the CPU 41 controls the opening and closing operation of the variable members 17 and 19. The CPU 41 is connected to each display unit 13a to 13f. The CPU 41 controls the display content of each display unit 13a to 13f.

[0052] The sub-control board 50 will now be described. The sub-control board 50 includes a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs various processes by executing a sub-control program. The sub-control board 50 generates random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 51.

[0053] ROM52 stores sub-control programs, tables used for lottery, and judgment values. ROM52 stores data for executing display effects on the performance display device EH. ROM52 stores data for executing light-emitting effects on the decorative lamp LA. ROM52 stores data for executing sound output effects on the speaker SP. RWM53 stores various information that is rewritten as needed during the operation of the gaming machine 10. For example, the information stored in RWM53 includes flags, counters, and timers.

[0054] The CPU 51 is connected to the performance display device EH. The CPU 51 controls the display mode of the performance display device EH. The CPU 51 is connected to the decorative lamp LA. The CPU 51 controls the light emission mode of the decorative lamp LA. The CPU 51 is connected to the speaker SP. The CPU 51 controls the sound output mode of the speaker SP. The CPU 51 constitutes an example of a performance control means. The CPU 51 can also be understood as at least one of the display control means, sound control means, and light emission control means. The CPU 51 is connected to the operating devices D1 and D2. The CPU 51 receives the operation signals that are output when the operating devices D1 and D2 are operated, respectively.

[0055] <Basic control of the main control board 40> The various processes performed by the CPU 41 of the main control board 40 will be described below. This section explains the special symbol input process.

[0056] The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether a game ball has entered the first start opening 15 based on whether or not it has received a detection signal from the first special start sensor SE1. If a game ball has entered the first start opening 15, the CPU 41 determines whether or not the first special reserve count is less than the maximum value. The first special reserve count and the second special reserve count are stored in the RWM 43. If the first special reserve count is less than the maximum value, the CPU 41 updates the first special reserve count by adding 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count.

[0057] Next, the CPU 41 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the RWM 43. Examples of random numbers include win determination random numbers, symbol random numbers, and variation pattern random numbers. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be specified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the special game until the execution conditions are met. The random number information may be the acquired random number value itself, or it may be information obtained by processing the random number using a predetermined method.

[0058] The CPU 41 performs prediction processing based on the various random numbers acquired for the first special game. In the prediction processing, the CPU 41 predicts the content of the first special game's variations. For example, the CPU 41 determines whether the acquired winning judgment random number is a value that will result in a win in the special lottery (jackpot lottery). In the prediction processing, the CPU 41 may also determine which winning symbol the symbol random number represents. In the prediction processing, the CPU 41 may also determine which variation pattern the variation pattern random number represents. The CPU 41 outputs information that can identify the predicted content of the first special game's variations (hereinafter referred to as the first prediction command) to the sub-control board 50. The first prediction command may, as an example, be information that can identify the first special reserve number.

[0059] If no game ball has entered the first start port 15, if the number of first special reserves is not less than the maximum value, and if random number information for the first special game has been stored in the RWM 43, the CPU 41 determines whether or not a game ball has entered the second start port 16 based on whether or not a detection signal has been input from the second special start sensor SE2. If no game ball has entered the second start port 16, the CPU 41 terminates the special symbol input process.

[0060] When a game ball enters the second start opening 16, the CPU 41 determines whether the second special reserve count is less than the maximum value. If the second special reserve count is not less than the maximum value, the CPU 41 terminates the special symbol input process. If the second special reserve count is less than the maximum value, the CPU 41 updates the second special reserve count by adding 1. The CPU 41 controls the second special reserve display unit 13d to display the updated second special reserve count.

[0061] Next, the CPU 41 acquires the random numbers generated within the main control board 40 and stores the random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the second special game and that the order in which the random number information is stored can be identified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the second special game until the execution conditions are met.

[0062] The CPU 41 performs prediction processing based on the various random numbers acquired for the second special game. In the prediction processing, the CPU 41 predicts the content of the second special game's variations. For example, the CPU 41 determines whether the acquired winning judgment random number is a value that will result in a win in the special lottery (jackpot lottery) described later. In the prediction processing, the CPU 41 may also determine which winning symbol the symbol random number represents. In the prediction processing, the CPU 41 may also determine which variation pattern the variation pattern random number represents. The CPU 41 outputs information that can identify the predicted content of the second special game's variations (hereinafter referred to as the second prediction command) to the sub-control board 50. The second prediction command may, as an example, be information that can identify the number of reserved balls in the second special game. In this way, the CPU 41 that performs the prediction processing constitutes an example of a prediction means that predicts the content of the variations when a game ball enters the start gate.

[0063] If the RWM43 stores random number information for the second special game, and if no game balls have entered the second starting port 16, and the second reserve count is not below the upper limit, the CPU41 terminates the special symbol input process.

[0064] This section explains the process for initiating special symbols. The special symbol start process is one of the timer interrupt processes. During the special symbol start process, the CPU 41 determines whether a special game or a winning game is currently in progress. If a special game or a winning game is in progress, the CPU 41 terminates the special symbol start process. The CPU 41 also determines that a special game is in progress when it is within the variation interval time.

[0065] On the other hand, if a special game is not currently running and a winning game is not currently running, CPU 41 determines whether the number of second special reserves is 1 or greater. If the number of second special reserves is 1 or greater, the conditions for running the second special game are met, and CPU 41 performs the second game processing to start the second special game. On the other hand, if the number of second special reserves is not 1 or greater, CPU 41 determines whether the number of first special reserves is 1 or greater. If the number of first special reserves is 1 or greater, the conditions for running the first special game are met, and CPU 41 performs the first game processing to start the first special game. In other words, CPU 41 prioritizes running the second special game over the first special game. After each game processing is completed, CPU 41 terminates the special symbol start processing.

[0066] Let's explain the first game process. In the first game processing, the CPU 41 updates the first special reserve count by deducting 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count. Next, the CPU 41 reads the first stored random number information from the RWM 43 among the random number information for the first special game. After reading the first stored random number information, the CPU 41 erases that random number information from the RWM 43.

[0067] The CPU 41 determines whether or not a jackpot has been won based on the read random number information (winning random number) and the jackpot determination value stored in the ROM 42. For example, a jackpot is determined by whether or not the value of the random number identified from the random number information matches the jackpot determination value corresponding to the current probability state. However, a jackpot may also be determined by whether or not the sum of the value of the random number identified from the random number information and the jackpot determination value exceeds a predetermined value. A special lottery (jackpot lottery) is realized by the jackpot determination using the winning random number.

[0068] If a jackpot is won, CPU 41 executes the first jackpot symbol processing and determines the jackpot symbol to be displayed in the first special game. For example, CPU 41 may determine the jackpot symbol to be displayed in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first jackpot variation processing and determines the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information (variation pattern random number). After that, CPU 41 terminates the first game processing.

[0069] On the other hand, if the result is a miss and not a big win, CPU 41 executes the first miss symbol processing to determine the miss symbol to be displayed as the stop in the first special game. For example, CPU 41 may determine the miss symbol to be displayed as the stop in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first miss variation processing to determine the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information. After that, CPU 41 terminates the first game processing.

[0070] I will now explain the second game process. The second game processing is the same as the first game processing described above. In the second game processing, CPU 41 subtracts the second special reserve count and performs a jackpot determination (special jackpot lottery). If a jackpot is won, CPU 41 executes the second jackpot symbol processing to determine the jackpot symbol to be displayed as the stop in the second special game. CPU 41 executes the second jackpot variation processing to determine the variation pattern of the second special game. After that, CPU 41 terminates the second game processing. On the other hand, if a jackpot is not won (a miss), CPU 41 executes the second miss symbol processing to determine the miss symbol to be displayed as the stop in the second special game. CPU 41 executes the second miss variation processing to determine the variation pattern of the second special game. After that, CPU 41 terminates the second game processing.

[0071] When the special symbol start process is completed, the CPU 41 executes the special game through a process separate from the special symbol start process. The CPU 41 outputs information to the sub-control board 50 that allows the variation pattern determined in the special symbol start process to be identified and instructs the start of the performance game (hereinafter referred to as the variation start command). The CPU 41 also outputs information to the sub-control board 50 that allows the winning symbol or losing symbol determined in the special symbol start process to be identified (hereinafter referred to as the symbol specification command).

[0072] The CPU 41 controls the special symbol display units 13a and 13b to start the special game. The CPU 41 measures the variation time specified for the determined variation pattern. When the variation time specified for the variation pattern has elapsed, the CPU 41 controls the special symbol display units 13a and 13b to stop displaying the special symbols determined in the special symbol start process. When the variation time specified for the variation pattern has elapsed, the CPU 41 instructs the performance symbols to stop changing and outputs information (hereinafter referred to as the variation end command) to the sub-control board 50 to stop displaying the symbol combinations made by the performance symbols.

[0073] Let's explain how the jackpot process works. In the jackpot processing, the CPU 41 performs various processes to assign a jackpot game based on the jackpot symbols (type of jackpot) determined in the special symbol start processing. That is, the CPU 41 assigns a jackpot game corresponding to the jackpot symbols (type of jackpot) by executing the jackpot processing.

[0074] When the special game for a jackpot ends, the CPU 41 first outputs information that identifies the start of the opening time (hereinafter referred to as the opening command) to the sub-control board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round game. For example, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is opened based on the opening pattern corresponding to the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first or second termination condition is met, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is closed, and ends the round game. The CPU 41 repeats this processing to execute a round game until a predetermined number of round games have been completed. Each time a round game is started, the CPU 41 outputs information that identifies the start of the round game (hereinafter referred to as the round command) to the sub-control board 50. When the final round of gameplay ends, CPU 41 outputs information that identifies the start of the ending time (hereinafter referred to as the ending command) to the sub-control board 50. When the ending time has elapsed, CPU 41 terminates the jackpot game.

[0075] This section explains the game state processing. When CPU41 has awarded a jackpot game based on the symbols ZA and Za, it sets both the probability flag and the activation flag to ON when the jackpot game ends. The probability flag and activation flag are stored in RWM43. In this case, CPU41 controls the game state so that it remains in a high probability state and a high ball entry rate state until the next jackpot game starts.

[0076] When CPU41 grants a jackpot game based on symbols ZB and Zb, it sets the probability flag to off and the activation flag to on when it finishes the jackpot game. In this case, since CPU41 grants a high ball entry rate state with a set upper limit, it stores the number of times corresponding to the upper limit (for example, 100 times) in RWM43 as the remaining number of special games granting the high ball entry rate state. CPU41 deducts 1 from the remaining number of times each time the special game is executed. When the remaining number of times becomes 0, CPU41 sets the activation flag to off when the special game for which the remaining number of times became 0 ends. In other words, when the special game with the upper limit of times ends, CPU41 ends the high ball entry rate state and transitions to the low ball entry rate state.

[0077] The CPU 41 sets both the probability flag and the activation flag to off when a jackpot game is started. When the CPU 41 transitions the game state by updating the on and off states of the probability flag and the activation flag, it outputs information that can identify the game state (hereinafter referred to as a game state command) to the sub-control board 50. The game state command may be output each time a variable game is started.

[0078] <Basic control of the sub-control board 50> The various processes performed by the CPU 51 of the sub-control board 50 will be described below. This section explains the processing of the performance mode.

[0079] The CPU 51 identifies the game state based on the game state command and sets the probability flag and activation flag stored in the RWM 53 to on or off to indicate the identified game state. When a game state command that can identify the normal state is entered, the CPU 51 sets both the probability flag and the activation flag to off. When a game state command that can identify the first advantageous state is entered, the CPU 51 sets both the probability flag and the activation flag to on. When a game state command that can identify the second advantageous state is entered, the CPU 51 sets the probability flag to off and the activation flag to on. The CPU 51 can identify the game state by referring to the probability flag and the activation flag.

[0080] CPU 51 controls the performance mode. When in the normal state, CPU 51 controls to the first performance mode. When in the first advantageous state, CPU 51 controls to the second performance mode. When in the second advantageous state, CPU 51 controls to the third performance mode. Each performance mode has a different theme sound set. When no specific performance is being executed, CPU 51 controls the speaker SP so that the theme sound set for the performance mode is output as background sound. In addition, while outputting the background sound, CPU 51 controls the speaker SP so that predetermined sounds (sound effects, etc.) are output in conjunction with various performances such as performance games.

[0081] This section explains the process of creating a jackpot animation. When an opening command is input, the CPU 51 controls the display device EH to execute the opening sequence. When a round command is input, the CPU 51 controls the display device EH to execute the round sequence. When an ending command is input, the CPU 51 controls the display device EH to execute the ending sequence. In this way, during a jackpot game, the CPU 51 executes the opening sequence, round sequence, and ending sequence as jackpot sequences. In addition to or instead of the display device EH, the CPU 51 may also control one or both of the decorative lamp LA and speaker SP to execute various jackpot sequences.

[0082] This section explains the game's presentation and processing. The CPU 51 determines the symbol combination to be displayed as a stop in the performance game based on the variation start command and the symbol specification command. For example, if the special symbol that can be identified from the symbol specification command is a winning symbol, the CPU 51 determines the winning symbol combination using the performance symbols. If the special symbol that can be identified from the symbol specification command is a losing symbol, the CPU 51 determines the losing symbol combination using the performance symbols. If the conditions for executing a reach performance are met, the CPU 51 determines the losing symbol combination including a reach. For example, the conditions for executing a reach performance are that a winning variation pattern or a losing variation pattern with a reach is determined. Alternatively, the conditions for executing a reach performance may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.

[0083] The CPU 51 controls the performance display device EH so that the performance symbols change and are displayed in each symbol row, triggered by the input of a variation start command. In other words, the CPU 51 starts the performance game. During the execution of the performance game, the CPU 51 provides display effects, sound output effects, and light effects according to the performance content that can be identified from the variation pattern. For example, if the conditions for executing a reach effect are met, the CPU 51 controls the performance display device EH so that the reach effect defined in the variation pattern is executed.

[0084] CPU 51 can execute a normal pre-announcement animation. A normal pre-announcement animation is performed on the currently running spinning game and is an animation that suggests or notifies the probability of winning in that spinning game. For example, CPU 51 decides whether or not to execute a normal pre-announcement animation depending on the spinning pattern and special symbols. If CPU 51 decides whether or not to execute a normal pre-announcement animation, it will not execute it.

[0085] Then, after starting the performance game, when a predetermined timing arrives, the CPU 51 temporarily pauses the display of the determined symbol combination, and when a variable end command is input, it makes a confirmed stop display. Not limited to this, the CPU 51 may measure the variable time that can be specified from the variable pattern, and when the variable time elapses, the symbol combination may be confirmed and stopped for display. In this case, the variable end command may be omitted.

[0086] The CPU 51 can execute a special preview performance. The special preview performance is a performance that can be started when a prediction command is input. The special preview performance may be a performance that targets the variable game in progress and suggests or notifies the winning expectancy of the variable game in progress. The CPU 51 determines whether to execute the special preview performance based on the prediction command. When the CPU 51 determines that the special preview performance can be executed, it determines the content of the performance and executes the special preview performance. When the CPU 51 determines that the special preview performance cannot be executed, it does not execute the special preview performance.

[0087] <Regarding the specific execution mode of the tournament performance> The gaming machine 10 can execute a tournament performance as one of the reach performances. As shown in FIGS. 3(a) to (d), the tournament performance is a performance motivated by a battle in which singers compete with each other for the score SC in a tournament format. In the tournament performance, when the singer S1, which is the player's avatar, wins and advances in the tournament and wins the championship, a big win is notified. In the tournament performance, when the singer S1 is eliminated halfway through the tournament, a loss is notified. As an example, in the tournament performance, in the performance display device EH, a tournament table Tn is displayed, and the singer S1, which is the player's avatar, and one or more singers S2 as opponents are respectively displayed in each appearance frame ES1 to ES3. In the tournament performance, by looking down at the tournament table Tn, it is possible to grasp which singer S2 the player will face in which round.

[0088] The tournament sequence is executed in the following order, for example: introduction sequence → one or more song battle sequences → result sequence. The result sequence includes a winner sequence that announces a jackpot, a loser sequence that announces a loss, and a loser's comeback sequence that initially announces a loss before announcing a jackpot. The tournament sequence is executed for at least a portion of the period from when a reach is formed in the game until the winning or losing combination of symbols is determined. The symbols for each row should be displayed in a small size on the display device EH from the time the reach is formed, when the tournament sequence begins, until when the tournament sequence ends.

[0089] This section explains each element that makes up the tournament presentation. As shown in Figure 3(b), each song battle sequence is executed as a song battle between the player's avatar, singer S1, and the opponent, singer S2. One song battle sequence, for example, includes a singing part and a scoring part. The singing part is executed in a manner in which the performance display device EH displays the performance of singer S1, the player's avatar, and singer S2, the opponent, singing (playing) a predetermined song. The performance of singers S1 and S2 singing the song may be one of the display sequences that includes physical expressions such as dancing or gestures. The actions of singers S1 and S2 included in such display sequences that constitute the song battle sequence are an example of character actions. The character actions may be looping videos or non-looping videos. The character actions referred to here may be, for example, only the beginning of the song or the entire song. The singing part is performed by outputting the corresponding songs from speaker SP in conjunction with the display of singer S1 and singer S2 singing. The singing part also includes a lighting effect (hereinafter simply referred to as synchronized lighting) in which decorative lamp LA lights up in a lighting pattern linked to at least one of the music output and the action display. For example, the singing part is performed with the same visual content whether singer S1 wins or loses. Therefore, it is difficult, or impossible, to determine from the singing part whether singer S1 wins or loses the singing battle.

[0090] Once singers S1 and S2 have finished their performances and the singing part is over, the scoring part begins. In the scoring part, for example, the winning singer among singers S1 and S2 will be announced. In the scoring part, for example, the score SC of singers S1 and S2 will be displayed on the display device EH. In the scoring part, for example, the singer with the higher score SC among singers S1 and S2 will be announced as the winner.

[0091] As shown in Figure 3(c), the victory celebration is performed, for example, by displaying a scene of singer S1 winning on the performance display device EH. The victory celebration is also positioned as the ending performance of the tournament.

[0092] As shown in Figure 3(d), the defeat scene is executed in one way, by displaying on the performance display device EH a scene of singer S1 expressing disappointment after missing out on the championship. The defeat scene is also positioned as the ending scene of the tournament. The loser's comeback scene is executed in one way, by displaying an image in the same manner as the defeat scene, and then displaying on the performance display device EH a scene of singer S1 achieving a come-from-behind victory.

[0093] There are multiple ranks for characters that can be displayed as Singer S1. For example, characters that can be displayed as Singer S1 may include Rank 1 rookie singer Sc1, Rank 2 veteran singer Sc2, Rank 3 famous singer Sc3, and Rank 4 star singer Sc4. In the tournament presentation, it is suggested that Singer S1 is more likely to win in the singing battle presentation in the order of Rookie Singer Sc1 < Veteran Singer Sc2 < Famous Singer Sc3 < Star Singer Sc4. In other words, the probability of winning increases in this order. The rank of Singer S1 is the first element of the tournament presentation. Also, there are multiple ranks for characters that can be displayed as Singer S2. For example, characters that can be displayed as Singer S2 in each singing battle presentation may include Rank 1 rookie singer Sc1, Rank 2 veteran singer Sc2, Rank 3 famous singer Sc3, and Rank 4 star singer Sc4. In the tournament presentation, singer S2 is suggested to have the highest chance of winning the singing battle in the order of star singer Sc4 < famous singer Sc3 < veteran singer Sc2 < new singer Sc1. In other words, the probability of winning increases in this order. For example, singer S1 is a character based on a boy, and singer S2 is a character based on a girl.

[0094] As shown in Figure 3(a), in the song battle sequence, there are cases where a participant enters the tournament in the "no seed" category ES3, where three matches are played before winning. In this case, the tournament sequence may execute up to three song battle sequences, from the first round to the final. Therefore, in the tournament sequence, the actions of singer S1 will be displayed on the display device EH over the three matches. In other words, the number of character actions in one game cycle will be three. From another perspective, in the tournament sequence, the singing (song) of singer S1 will be output from speaker SP over the three matches. In other words, the number of times the song is output in one game cycle will be three. In addition, in the tournament sequence, synchronized lighting will be performed on the decorative lamp LA over the three matches. In other words, the number of times synchronized lighting occurs in one game cycle will be three.

[0095] In the song battle sequence, a player may participate in the tournament under the "normal seed" entry category ES2, which involves two matches before winning. In this case, the tournament sequence may include up to two song battle sequences, one in the semi-finals and one in the final. Therefore, in the tournament sequence, the actions of singer S1 will be displayed on the display device EH across two matches. In other words, the number of character actions in one game cycle will be two. From another perspective, in the tournament sequence, the singing (song) of singer S1 will be output from speaker SP across two matches. In other words, the number of times the song is output in one game cycle will be two. Additionally, in the tournament sequence, synchronized lighting will be performed on decorative lamp LA across two matches. In other words, the number of times synchronized lighting occurs in one game cycle will be two.

[0096] In the song battle sequence, a player may participate in the tournament under the "special seed" entry slot ES1, which allows for only one match before winning. In this case, the tournament sequence may only feature a maximum of one song battle sequence, which takes place only in the final match. Therefore, in the tournament sequence, the actions of singer S1 will be displayed on the display device EH throughout one match. In other words, the number of character actions per game cycle will be one. From another perspective, in the tournament sequence, the singing (song) of singer S1 will be output from speaker SP during one match. In other words, the number of times the song is output per game cycle will be one. Additionally, in the tournament sequence, synchronized lighting will be performed on decorative lamp LA throughout one match. In other words, the number of times synchronized lighting occurs per game cycle will be one.

[0097] In the tournament format, winning the first step, "Round 1," allows you to advance to the second step, "Semifinals." Winning the second step, "Semifinals," allows you to advance to the third step, "Finals." Winning the third step, "Finals," results in a big win being announced. Losing in any of the "Round 1," "Semifinals," or "Finals" may result in a loss being announced. Furthermore, in the tournament format, the probability of winning a big win in the loser's bracket increases in the order of Round 1 < Semifinals < Finals.

[0098] Therefore, in a tournament sequence that includes three song battle sequences, the probability of winning increases as the sequence progresses in the order of Step 1 (Round 1), Step 2 (Semi-final), and Step 3 (Final). In a tournament sequence that includes two song battle sequences, the probability of winning increases as the sequence progresses in the order of Step 2 (Semi-final) and Step 3 (Final). In other words, if the number of participants is the same, a tournament sequence can be said to have a higher probability of winning as the number of song battle sequences is increased. From a different perspective, if the number of participants is the same, a sequence can be said to have a higher probability of winning as the number of character actions is increased. If the number of participants is the same, a sequence can be said to have a higher probability of winning as the number of times the song is played is increased. If the number of participants is the same, a sequence can be said to have a higher probability of winning as the number of synchronized flashes is increased.

[0099] Furthermore, in tournament sequences, the maximum number of times the song battle sequence can be performed decreases in the order of no seed, normal seed, and special seed. Therefore, in tournament sequences, the fewer the maximum number of times the song battle sequence can be performed, the higher the probability of winning. From a different perspective, the fewer the maximum number of actions a character can perform, the higher the probability of winning. Also, the fewer the maximum number of times the song can be played, the higher the probability of winning. Furthermore, the fewer the maximum number of times the synchronized light-up can be performed, the higher the probability of winning. In tournament sequences, since there is a possibility of being eliminated midway, the song battle sequence may not be performed exactly as indicated by the number of times the song battle sequence can be performed according to the entry slots ES1 to ES3. In other words, the number of character actions in tournament sequences may be the same as or less than the maximum number of character actions indicated by the entry slot (hereinafter referred to as MAX action possible count). Similarly, the number of times the song can be played in tournament sequences may be the same as or less than the maximum number of times the song can be played indicated by the entry slot (hereinafter referred to as MAX output possible count). The number of synchronized flashes in the tournament presentation may be equal to or less than the maximum number of synchronized flashes suggested by the entry slot (hereinafter referred to as the MAX number of flashes possible). The presence or absence of seed status and the type of seed status are the third element of the tournament presentation.

[0100] Tournament sequences may include advantage sequences. Advantage sequences may include, for example, a first advantage sequence, which is an example of a first suggestion, and a second advantage sequence, which is an example of a second suggestion. Each advantage sequence may be executed in a manner that displays suggestion information X1 on the sequence display device EH. Suggestion information X1 may be, for example, an image representing stars or sparkles on the line indicating the entry slot assigned to the player's avatar, singer S1, in the tournament bracket Tn during the tournament sequence. The first and second advantage sequences are executed in different manners, allowing the player to distinguish and recognize them. Each advantage sequence may, for example, suggest that singer S1 has a high probability of winning the song battle sequence. The probability of winning increases in the order of no advantage sequence < first advantage sequence < second advantage sequence, and consequently, the probability of singer S1 winning the song battle sequence also increases. Each of the advantageous effects is a different type of effect that indicates the likelihood of winning, distinct from the indications of the maximum number of actions possible, the maximum number of outputs possible, and the maximum number of lights possible.

[0101] In each song battle performance, singer S1 sings multiple songs. For example, the songs sung by singer S1 may include song A, song B, and song C. For example, songs A-C have background sounds that are different from any of the background sounds set for each performance mode. Also, singer S1's actions in each song battle performance differ from each other, such as the choreography for songs A-C. In the following explanation, singer S1's actions corresponding to songs A-C will be referred to as actions A-C, respectively. Also, the synchronized lighting in each song battle performance differs from each other, such as the lighting patterns for songs A-C. In the following explanation, the synchronized lighting corresponding to songs A-C will be referred to as synchronized lighting A-C, respectively.

[0102] In tournament sequences, for example, the probability of winning in each of the one or more song battle sequences increases in the order of Song A < Song B < Song C. In other words, in tournament sequences, the probability of winning increases in the order of Song A < Song B < Song C, depending on the song sung by singer S1. From a different perspective, in tournament sequences, for example, the probability of winning in each of the one or more song battle sequences increases in the order of Action A < Action B < Action C, depending on the action performed by singer S1. In other words, the probability of winning in each of the one or more song battle sequences increases in the order of Action A < Action B < Action C, depending on the action performed by singer S1. In tournament sequences, for example, the probability of winning in each of the one or more song battle sequences increases in the order of Linked Light A < Linked Light B < Linked Light C, depending on the light effect. In other words, the probability of winning in each of the one or more song battle sequences increases in the order of Linked Light A < Linked Light B < Linked Light C, depending on the light effect.

[0103] The songs, actions, and synchronized lighting performed by singer S1 are the second element of the tournament presentation. Songs A to C in the tournament presentation are sounds that can be output by speaker SP, which is an example of a sound output means, and are examples of specific sounds that can be output during the execution of the variable game. Actions A to C in the tournament presentation are character actions that can be displayed by the presentation display device EH, which is an example of a display means, and are examples of specific actions that can be displayed during the execution of the variable game. Synchronized lighting A to C in the tournament presentation are examples of lighting patterns of decorative lamp LA, which is an example of a lighting means, and are examples of specific lighting that can be performed during the execution of the variable game.

[0104] In tournament sequences, for example, the probability of winning a song battle sequence increases if the songs of the opponent, singer S2, are in the order of song C < song B < song A. In other words, in tournament sequences, the probability of winning increases if the songs sung by singer S2 are in the order of song C < song B < song A. From a different perspective, in tournament sequences, for example, the probability of winning in each of the one or more song battle sequences increases if the actions of singer S2 are in the order of action C < action B < action A. In other words, the probability of winning increases if the actions of singer S2 are in the order of action C < action B < action A. In tournament sequences, for example, the probability of winning in each of the one or more song battle sequences increases if the lighting effects accompanying singer S2's songs or actions are in the order of linked lighting C < linked lighting B < linked lighting A. In other words, the probability of winning increases if the linked lighting C < linked lighting B < linked lighting A.

[0105] Therefore, in the tournament presentation, players can predict the probability of winning a song battle performance based on the combination of the type of singer S2 appearing as an opponent in the song battle performance, the type of song, the type of action, and the type of synchronized lighting. For example, in the example shown in Figure 3(a), singer S1 is placed in entry slot ES3, and singer S2 of "famous singer Sc3 + song B" is displayed in entry slots ES2 and ES3. In this case, although the components of singer S2 are the same, players can recognize that the probability of winning is higher in the semi-final song battle performance than in the first round song battle performance, depending on the progress of the tournament presentation steps.

[0106] An introductory sequence, for example, is a sequence that suggests or announces the start of the tournament sequence. An introductory sequence, for example, includes a pre-part and a post-part. The pre-part may be executed in a manner that displays common information (not shown) on the sequence display device EH. For example, the common information may be the words "Will you make it into the tournament!?". The common information is the same as the information displayed in the fake sequence of the tournament sequence, which will be described later.

[0107] The second part is executed in a manner that, for example, displays on the display device EH that singer S1, the player's avatar, has passed the preliminary round and is able to participate in the tournament. The second part may be executed in a manner that displays on the display device EH the confirmed results of the first, second, and third elements of the tournament presentation. In other words, the second part can be described as a presentation that notifies the confirmed information of singer S1's rank (character type), the rank (type of song) of the song that singer S1 sings, and whether or not there is a seed right and the type of seed right. As the rank of the song that singer S1 sings is shown, the second part can also be described as a presentation that notifies the rank (type of action) of singer S1's action. Similarly, the second part can also be described as a presentation that notifies the rank (type of linked light) of the linked light.

[0108] The gaming machine 10 can execute a false alarm animation in which the game ends with a loss without progressing to a tournament animation. The false alarm animation may include, for example, a pre-part and a post-part. The pre-part may be executed with the same animation content as the pre-part in the introductory animation. That is, in the pre-part of the false alarm animation, for example, the aforementioned common information may be displayed on the animation display device EH. By configuring it in this way, the player can be made to anticipate whether or not the game will progress to a tournament animation from the time the common information is displayed until the animation content changes to something different. In the post-part of the false alarm animation, for example, the animation display device EH may be executed in a manner in which the player's avatar, singer S1, is eliminated in the preliminary round and is unable to participate in the tournament.

[0109] <Regarding fluctuation patterns and prediction commands> As shown in Figure 4, the gaming machine 10, for example, has multiple types of variation patterns that can be selected in a specific game state (specific performance mode). Each variation pattern P00~P02, ..., P10~P18 is specified to execute a performance game with the performance content shown in the "Performance Content" column in the figure. The variation patterns shown in Figure 4 may, for example, be selected when the specific game state is the first advantageous state or the second advantageous state. In other words, the tournament performance may be executed when the state is the first advantageous state or the second advantageous state. The specific performance modes may, for example, be the second performance mode and the third performance mode.

[0110] Variation pattern P00 is, for example, a losing variation pattern without a reach, and its content is specifically identified as "normal losing variation (eliminated in the preliminary round)". In a game based on variation pattern P00, the player's avatar, singer S1, is eliminated in the preliminary round, no reach is formed, and the game does not develop into a tournament sequence (i.e., a false sequence).

[0111] Variation pattern P01 is a losing variation pattern with a reach, and the content of the animation is specified as a "normal reach animation" which is different from the tournament animation. Variation pattern P02 is a winning variation pattern with a reach, and the content of the animation is specified as a "normal reach animation" which is different from the tournament animation.

[0112] Variation patterns P10 to P18 are all variation patterns with a reach, and the content of the reach animation is specified as a tournament animation. Variation patterns P10 to P13 have a tournament animation without seed rights as the content of the animation. Variation patterns P14 to P16 have a tournament animation with normal seed rights as the content of the animation. Variation patterns P17 and P18 have a tournament animation with special seed rights as the content of the animation.

[0113] Of the variation patterns P10 to P18, variations P13, P16, and P18 are winning variations that ultimately execute the victory animation, while the other variations are losing variations that ultimately execute the defeat animation. Note that if variation patterns P13, P16, or P18 are selected, a loser's comeback animation may be executed.

[0114] The gaming machine 10 includes, for example, prediction commands C00~C02,…,C10~C18 that can identify each of the variation patterns P00~P02,…,P10~P18. Each prediction command, for example, is information that can identify whether the variation content is a jackpot or a miss, and the content of the performance, as specified for the corresponding variation pattern. For example, prediction command C13, like variation pattern P13, can identify a jackpot, no seed rights, and a tournament performance in which the player wins. These variation patterns are determined by the special symbol start process described above. The prediction commands are generated in the prediction process described above and output from the main control board 40 to the sub-control board 50.

[0115] <Regarding images showing ongoing or pending variable games> As shown in Figure 5, the performance display device EH is configured to display one or more game images H as an example of information indicating a pending or running variable game. The image display area of ​​the performance display device EH has area R0 set as an area for displaying game image H0 as an example of information indicating a running variable game. The image display area of ​​the performance display device EH has areas R1 to R4 set as areas for displaying game images H1 to H4, respectively, as examples of information indicating a pending variable game. Each of areas R1 to R4 corresponds to a special pending number of 1 to 4, respectively.

[0116] When in the first or second advantageous state, each region R0 to R4 displays a game image H indicating the second special game that is either pending or in progress. When in the normal state, each region R0 to R4 displays a game image H indicating the first special game that is either pending or in progress.

[0117] As shown in FIG. 6, when it is a specific game state (specific effect mode), the game image H displayed in each region R0 to R4 is, as an example, displayed in a special display mode combining various components (images or objects) indicating various information related to the tournament effect. The special display mode of the game image H is, as an example, configured to include a first prediction element G1, a second prediction element G2, and a third prediction element G3. When it is not a specific game state (specific effect mode), the game image H may be displayed in a normal display mode different from the special display mode.

[0118] As shown in FIG. 7, the first prediction element G1 may be, as an example, a character corresponding to the rank of the singer S1, which is the player's avatar, in the tournament effect. The characters corresponding to the rank of the singer S1 may include, as an example, a rookie singer Sc1 of rank 1, a veteran singer Sc2 of rank 2, a famous singer Sc3 of rank 3, and a star singer Sc4 of rank 4.

[0119] The singer S1 who has become the rookie singer Sc1 of rank 1 is, as an example, positioned as the default image of the game image H in the specific game state (specific effect mode), and it can be understood that an effect of changing the display information regarding the hold is executed by changing to the singers S1 of ranks 2 to 4. The effect of displaying the game image H in the special display mode including the prediction elements G1 to G3 is one of the special notice effects.

[0120] As shown in Figure 8, the second prediction element G2 may, for example, be a panel containing text indicating the song sung by singer S1, who is the player's avatar, in the tournament presentation. The types of songs may, for example, include rank 1 song A panel Pm1, rank 2 song B panel Pm2, and rank 3 song C panel Pm3. As described above, there is a correspondence between each song A-C, each action A-C, and each linked light A-C. The second prediction element G2 may, for example, be a panel containing text indicating the type of action performed by singer S1, in addition to or instead of text indicating the song sung by singer S1, in the tournament presentation. The second prediction element G2 may, for example, be a panel containing text indicating the type of linked light, in addition to or instead of text indicating the song sung by singer S1, in the tournament presentation.

[0121] As shown in Figure 9, the third prediction element G3 may be a panel containing text related to seed rights, such as whether or not a seed right is present and the type of seed right. For example, the information regarding seed rights may include a Rank 1 panel with no seed right (Ps1), a Rank 2 panel with a normal seed right (Ps2), and a Rank 3 panel with a special seed right (Ps3).

[0122] The game image H, which represents a pending variable game, is displayed in a special display mode that combines prediction elements G1 to G3, thereby suggesting the execution mode of the tournament presentation elements included in the variable game corresponding to the game image H. As already explained, the tournament presentation mode may include a first presentation element, the rank of singer S1; a second presentation element, the rank of the song; and a third presentation element, the presence or absence of seed rights and the rank of the type of seed rights. The rank of the action (type of action) can be considered an example of the second presentation element. The rank of the synchronized light-up (type of synchronized light-up) can also be considered an example of the second presentation element.

[0123] As shown in Figures 10 to 12, each prediction element G1 to G3 has an expected value corresponding to a performance element in the tournament performance. That is, the first prediction element G1 suggests or informs of the first performance element of the tournament performance (for example, the rank of singer S1). Therefore, the expected value of winning in the variable game corresponding to the game image H increases in the order of new singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4 (see Figure 10). Note that even if a character is suggested or informed by the game image H, it does not necessarily mean that the suggested character will participate in the tournament performance during the corresponding variable game.

[0124] The second prediction element G2 suggests or indicates the second presentation element of the tournament presentation (for example, the types of music, action, and synchronized lighting). Therefore, the probability of winning in the spinning game corresponding to the game image H increases in the order of Music A < Music B < Music C as indicated by the second prediction element G2 (see Figure 11). Similarly, the probability of winning in the spinning game corresponding to the game image H increases in the order of Action A < Action B < Action C as indicated by the second prediction element G2. The probability of winning in the spinning game corresponding to the game image H increases in the order of Synchronized Light A < Synchronized Light B < Synchronized Light C as indicated by the second prediction element G2. Note that even if music, action, and synchronized lighting are suggested or indicated by the game image H, it does not necessarily mean that the tournament presentation in the corresponding spinning game will feature the suggested music, action, and synchronized lighting.

[0125] The third prediction element G3 suggests or indicates the third presentation element of the tournament presentation (for example, whether or not there is a seed). Specifically, the third prediction element G3 suggests, for example, the maximum number of times a specific sound, such as music, can be output in the tournament presentation. It also suggests, for example, the maximum number of times an action can be performed in the tournament presentation. The third prediction element G3 suggests, for example, the maximum number of times a light can be emitted in the tournament presentation. Therefore, the probability of winning in the variable game corresponding to the game image H increases in the order of no seed < normal seed < special seed (see Figure 12).

[0126] Furthermore, even if the presence or type of seeded status is suggested or announced by game image H, it does not necessarily mean that the player will participate in the tournament within the suggested entry slot during the corresponding variable game tournament presentation. In other words, in the gaming machine 10, the music may be output more times than the maximum number of possible outputs suggested by the third prediction element G3. In the gaming machine 10, the music may be output fewer times than the maximum number of possible outputs suggested by the third prediction element G3. In the gaming machine 10, the music may be output exactly as the maximum number of possible outputs suggested by the third prediction element G3.

[0127] From another perspective, in the gaming machine 10, actions may be displayed more times than the maximum number of possible actions suggested by the third prediction element G3. In the gaming machine 10, actions may be displayed less times than the maximum number of possible actions suggested by the third prediction element G3. In the gaming machine 10, actions may be displayed exactly as the maximum number of possible actions suggested by the third prediction element G3. Also, in the gaming machine 10, synchronized flashing may be performed more times than the maximum number of possible flashing suggested by the third prediction element G3. In the gaming machine 10, synchronized flashing may be performed less times than the maximum number of possible flashing suggested by the third prediction element G3. In the gaming machine 10, synchronized flashing may be performed exactly as the maximum number of possible flashing suggested by the third prediction element G3.

[0128] Thus, in the performance display device EH, which is an example of a display means, when the execution of a variable game is suspended, the maximum number of possible outputs may be suggested for at least a portion of the period until the suspended variable game is completed. When the suggested maximum number of possible outputs is the first number, the probability of winning is higher than when the suggested maximum number of possible outputs is the second number, which is greater than the first number. In addition, in the performance display device EH, when the execution of a variable game is suspended, the maximum number of possible actions may be suggested for at least a portion of the period until the suspended variable game is completed. When the suggested maximum number of possible actions is the first number, the probability of winning is higher than when the suggested maximum number of possible actions is the second number, which is greater than the first number. In the performance display device EH, when the execution of a variable game is suspended, the maximum number of possible lights may be suggested for at least a portion of the period until the suspended variable game is completed. Furthermore, if the suggested maximum number of possible flashes is the first flash, the probability of winning is higher than if the suggested maximum number of possible flashes is the second flash, which is more than the first flash.

[0129] In the display device EH, each time a variable game starts, the game images H displayed in area Rn are shifted to area Rn-1, and the game images H displayed in area R0 are erased (however, n=1 to 4). As a result, especially in specific game states (specific performance modes), each time a variable game starts, the game images H, which include prediction elements G1 to G3, move toward area R0, and are finally displayed in area R0 as the game image representing the variable game currently in progress.

[0130] As shown in Figures 13(a) to (d), in the display device EH, between the time a game image H is displayed due to a hold on a variable game and the time the held variable game ends, one or more of the prediction elements G1 to G3 that constitute the game image H may be ranked up. Such ranking up of prediction elements G1 to G3 is performed through a rank-up animation. The rank-up animation can be executed, for example, when the game image H to be ranked up is displayed in any of the regions R1 to R4. The rank-up animation can also be executed, for example, when the game image H to be ranked up is displayed in region R0, but it is not limited to this, and may not be executed when displayed in region R0. Furthermore, the rank-up animation may not be executed when displayed in any of the regions R1 to R4.

[0131] The timing for executing the rank-up animation is set, for example, at the start of a variable game. Therefore, if a variable game corresponding to a game image H is pending, the timing for executing the rank-up animation for that game image H will be at the start of each of the one or more variable games that were pending before that game. Also, if a variable game corresponding to a game image H is about to start, the timing for executing the rank-up animation for that game image H will be at the start of that variable game, and that will be the final timing.

[0132] The rank-up animation, for example, consists of an introduction part and a notification part. The introduction part is executed by displaying information that notifies the start of the rank-up animation (for example, panel RU1 containing the words "Training in Progress") on the animation display device EH (see Figure 13(a)). The introduction part should be executed with the same animation content regardless of which of the prediction elements G1 to G3 ranks up. For this reason, it is difficult or impossible to determine from the introduction part which of the prediction elements G1 to G3 ranks up.

[0133] Once the introductory part is completed, the notification part begins. The notification part is executed in a manner in which information indicating that a prediction element has been ranked up is displayed on the performance display device EH, for example. When the first prediction element G1 is ranked up, the notification part displays information indicating that the first prediction element G1 has been ranked up (for example, a panel RU2 containing the words "Singer Rank Up!") on the performance display device EH (see Figure 13(b)). The rank-up patterns for the first prediction element G1 may include ranking up from rookie singer Sc1 to singer Sc2-Sc4. The rank-up patterns may include ranking up from veteran singer Sc2 to singer Sc3 or Sc4, and ranking up from famous singer Sc3 to star singer Sc4. In other words, the rank-up of the first prediction element G1 is not limited to one level, but may be two or more levels.

[0134] When the second prediction element G2 ranks up, the notification part displays information indicating that the second prediction element G2 has ranked up (for example, a panel RU3 containing the words "Song Rank Up!") on the performance display device EH (see Figure 13(c)). The patterns for the rank-up of the second prediction element G2 may include ranking up from song A to song B or song C, and ranking up from song B to song C. In other words, from the perspective of songs, the rank-up of the second prediction element G2 is not limited to one level, but may be two or more levels.

[0135] Information indicating that the second predictive element G2 is ranking up can also be understood as information indicating that the type of action is ranking up. Panel RU3 may contain content indicating that the type of action is ranking up, such as the words "Action Rank Up!". The patterns of ranking up for the second predictive element G2 may include ranking up from action A to action B or action C, and ranking up from action B to action C. In other words, from the perspective of actions, the ranking up of the second predictive element G2 is not limited to one level, but may be two or more levels.

[0136] Information indicating that the second prediction element G2 is ranking up can also be understood as information indicating that the type of linked light emission is ranking up. Panel RU3 may contain content indicating that the type of linked light emission is ranking up, such as the words "Linked Light Emission Rank Up!". The ranking up patterns of the second prediction element G2 may include those that rank up from linked light emission A to linked light emission B or linked light emission C, and those that rank up from linked light emission B to linked light emission C. In other words, from the perspective of linked light emission, the ranking up of the second prediction element G2 is not limited to one level, but may be two or more levels.

[0137] When the third prediction element G3 ranks up, the notification part will, for example, display information on the performance display device EH indicating that the third prediction element G3 has ranked up (see Figure 13(d)). This information may be expressed indirectly, such as "Entry slot rank up!", or it may be expressed relatively directly, such as "○○ seed right acquired". From a different perspective, since the presence or absence of a seed right and the type of seed right can be determined by the number of times the song battle performance is executed in the tournament performance (the number of times a specific sound is output), the above information can also be understood as suggesting or notifying a decrease in the number of times the MAX output is possible. Furthermore, since the number of times the song battle performance is executed can also be said to be the number of times an action is displayed, the above information can be understood as suggesting or notifying a decrease in the number of times the MAX action is possible. Moreover, since the number of times the song battle performance is executed can also be said to be the number of times the synchronized flashing is executed, the above information can be understood as suggesting or notifying a decrease in the number of times the MAX flashing is possible.

[0138] The patterns for the rank-up of the third prediction element G3 may include those that rank up from no seed rights to normal seed rights or special seed rights, and those that rank up from normal seed rights to special seed rights. In other words, the rank-up of the third prediction element G3 is not limited to one stage, but may be two or more stages. Also, when prediction elements G1 to G3 rank up after a rank-up animation, a specific sound (for example, a celebratory sound such as "Pampakapaan!") may be output from speaker SP. When prediction elements G1 to G3 rank up, decorative lamp LA may light up in a specific light pattern (for example, a celebratory pattern such as flashing red).

[0139] In situations where the third prediction element G3 changes, such as from no seed rights to normal seed rights or special seed rights, or from normal seed rights to special seed rights, it can be recognized that the number of times the song battle performance can be executed decreases, meaning that the number of times the song can be output to its maximum potential may decrease. In other words, in the game machine 10, it can be said that the maximum number of times the suggested specific sound can be output may decrease. Furthermore, it can be said that the maximum number of times the suggested specific sound can be output may decrease by two or more levels, such as from no seed rights to special seed rights. For similar reasons, it can be recognized that the number of times the character can perform its maximum potential action may decrease from a change in seed rights. In other words, in the game machine 10, it can be said that the maximum number of times the suggested action can be displayed may decrease. Furthermore, it can be said that the maximum number of times the suggested action can be displayed may decrease by two or more levels, such as from no seed rights to special seed rights. Also, in the game machine 10, it can be said that the number of times the suggested maximum potential flashing can occur may decrease. Furthermore, it can be said that the number of times the suggested maximum potential flashing can occur may decrease by two or more levels, such as from no seed rights to special seed rights.

[0140] As described above, by having each element of the tournament presentation correspond to the prediction elements G1 to G3 of the game image H, a unified and cohesive presentation can be constructed from the time the game image H is displayed until the end of the variable game corresponding to that game image H.

[0141] <Regarding the various processes required to execute the performance> This section explains the process for determining the direction of the performance. The CPU 51 stores information that can identify the decision made in the performance decision process described below (hereinafter referred to as performance information) in the RWM 53. The CPU 51 can identify the decision made in the performance decision process by referring to the performance information stored in the RWM 53.

[0142] When CPU 51 receives a prediction command, it stores prediction information in RWM 53 that indicates the content of the variable game that can be identified from that prediction command. For example, the prediction information may be the value of the prediction command itself, or it may be data obtained by converting the prediction command using a predetermined procedure. CPU 51 stores the prediction information until the variable game corresponding to the prediction information ends, thereby being able to identify the content of the pending variable game (whether or not it is a jackpot, the variation pattern, and the content of the performance game).

[0143] When CPU 51 receives a prediction command, it determines the presentation flow (presentation content) for the game image H to be displayed in accordance with the newly pending variable game. The presentation flow may, as an example, include the initial display state when displaying game image H begins, whether or not a rank-up presentation can be executed, the rank-up content if a rank-up presentation is executed, and the final display state of game image H.

[0144] As shown in Figure 4, the CPU 51 determines the final display mode of the game image H by selecting selectable prediction elements G1 to G3 according to the variation content (performance content) specified in the prediction command.

[0145] For example, CPU 51 determines one of several types of first prediction element G1 by performing a lottery using a predetermined random number based on the fluctuations specified in the prediction command. For example, CPU 51 may determine the character to be singer S1 in such a way that the probability of winning increases in the order of rookie singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4.

[0146] The CPU 51 determines one of several types of second prediction element G2 by performing a lottery using a predetermined random number based on the fluctuations specified in the prediction command. For example, the CPU 51 may decide which song to have singer S1 sing so that the probability of winning increases in the order of song A < song B < song C. In other words, the CPU 51 may decide which action singer S1 should perform so that the probability of winning increases in the order of action A < action B < action C. The CPU 51 may decide which linked lights should be used so that the probability of winning increases in the order of linked lights A < linked lights B < linked lights C.

[0147] The CPU 51 determines one of several types of third prediction element G3 by performing a lottery using a predetermined random number based on the fluctuation content specified by the prediction command. For example, the CPU 51 may determine the presence or absence of a seed and the type of seed so that the probability of winning increases in the order of no seed < normal seed < special seed. Here, the final display mode of game image H is the final display mode that can be reached before the tournament performance in the fluctuation game corresponding to that game image H begins.

[0148] Furthermore, the CPU 51 determines whether or not to execute the rank-up animation. If the CPU 51 determines whether or not to execute the rank-up animation, it sets the final display mode of the game image H as the initial display mode of the game image. On the other hand, if the CPU 51 determines whether or not to execute the rank-up animation, it sets the initial display mode to a display mode in which at least one element of the prediction elements G1 to G3 that constitute the final display mode of the game image H is changed to an element with a rank of one or more levels lower. The CPU 51 also determines one or more timings to actually execute the rank-up animation from among the timings for executing the rank-up animation for the newly displayed game image H. In other words, the CPU 51 determines at the start of each variation game whether or not to execute the rank-up animation. The CPU 51 may also decide to execute the rank-up animation multiple times for a single game image H. The CPU 51 then stores in the RWM 53 animation information that allows for the identification of the decision made in the animation determination process.

[0149] This section explains the process of executing effects performed by CPU51. The CPU 51 executes various effects by controlling the effect display device EH, speaker SP, and decorative lamp LA based on the decisions made in the effect determination process. The CPU 51 controls the effect display device EH to display the game image H in the initial display mode determined based on the input of the prediction command. At this time, the CPU 51 may also control the speaker SP to output a specific sound (for example, a display sound such as "Poyo!") at the timing of displaying the game image H. In this case, the area where the game image H is displayed is the area from areas R1 to R4 that corresponds to the number of special reserves that can be identified from the prediction command.

[0150] Each time a command to start the change is input, CPU 51 controls the display device EH to show the game image H displayed in area Rn shifting to area Rn-1 (where n is an integer from 1 to 4). CPU 51 also controls the display device EH to erase the game image H displayed in area R0. As a result, each game image H displayed in one or more areas from R1 to R4 shifts toward area R0.

[0151] If the CPU 51 has decided whether to execute the rank-up animation, it controls the animation display device EH to execute the rank-up animation at the same determined execution timing. The CPU 51 controls the animation display device EH so that at least one of the prediction elements G1 to G3 of the game image H targeted by the rank-up animation is ranked up and its display mode changes. The CPU 51 may determine the execution timing of the rank-up animation based on the special reserve number (reserve number of variable games) that can be identified from the prediction command and the number of times the variable start command has been entered. The CPU 51 also controls the speaker SP to output a specific sound (e.g., a celebratory sound) when the prediction elements G1 to G3 are ranked up by the execution of the rank-up animation. In this way, the CPU 51 changes the display mode of the targeted game image H from the initial display mode to the final display mode in one or more stages by executing the rank-up animation at one or more determined execution timings.

[0152] When the CPU 51 receives a variation start command and one of the variation patterns P10 to P18 is instructed, it controls the performance display device EH, speaker SP, and decorative lamp LA to execute the tournament performance. When one of the variation patterns P10 to P18 is instructed, the CPU 51 determines the specific content of the tournament performance. The tournament performance may include, as performance elements, the type of character to be singer S1, the type of music (action and synchronized lighting), and whether or not there is a seed right and its type. Of these, the presence or absence of a seed right and its type have a significant impact on the time scale of the variation game, so it is preferable that they be defined in the variation pattern.

[0153] When one of the variation patterns P10 to P18 is instructed, CPU 51 determines the character to appear as singer S1 in the tournament sequence by performing a lottery using a predetermined random number based on the type of variation pattern. In this case, CPU 51 determines the character to appear as singer S1 in such a way that the probability of winning increases in the order of rookie singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4.

[0154] When one of the variation patterns P10 to P18 is instructed, CPU 51 determines the song to be sung by singer S1 in the tournament sequence by performing a lottery using a predetermined random number based on the type of variation pattern. In this case, CPU 51 determines the song to be sung by singer S1 in such a way that the probability of winning increases in the order of song A < song B < song C. This process can also be described as the process of determining singer S1's actions. In this case, CPU 51 may determine singer S1's actions in such a way that the probability of winning increases in the order of action A < action B < action C. This process can also be described as the process of determining the synchronized flashing. In this case, CPU 51 may determine the synchronized flashing in such a way that the probability of winning increases in the order of synchronized flashing A < synchronized flashing B < synchronized flashing C.

[0155] For example, CPU 51 may determine the character that will be singer S2 as the opponent by drawing a predetermined random number based on a variation pattern. In this case, for example, CPU 51 may determine the character to appear as singer S2 in such a way that the probability of winning increases in the order of star singer Sc4 < famous singer Sc3 < veteran singer Sc2 < new singer Sc1. For example, CPU 51 may determine the song that singer S2 will sing by drawing a predetermined random number based on a variation pattern. In this case, for example, CPU 51 may determine the song that singer S2 will sing in such a way that the probability of winning increases in the order of song C < song B < song A. This process can also be called the process of determining singer S2's actions. In this case, for example, CPU 51 may determine singer S2's actions in such a way that the probability of winning increases in the order of action C < action B < action A. This process can also be called the process of determining the synchronized lighting. In this case, the CPU 51 may, for example, determine the linked lights in such a way that the probability of a big win increases in the order of linked light C < linked light B < linked light A.

[0156] At the start of a variable game, the CPU 51 controls the display device EH to notify the first to third elements of the tournament performance as confirmed information in the part after the introductory performance, regardless of whether the display mode of the game image H corresponding to the variable game is consistent with the performance content of the tournament performance determined as described above.

[0157] For example, suppose the current variation pattern is variation pattern P16, and the tournament performance content is "New Singer Sc1 + Song A" and "Normal Seed Right" has been determined. Even if the display mode of game image H is "New Singer Sc1 + Song A" and "No Seed Right", the CPU 51 controls the performance display device EH to notify that it is "New Singer Sc1 + Song A" and "Normal Seed Right" in the part after the introductory performance. In this way, in the gaming machine 10, a situation may occur where the maximum number of possible outputs suggested by game image H (third prediction element G3) does not match the actual number of song outputs in the variation game. As mentioned above, as an example, the type of song corresponds to the type of action. Therefore, it can also be said that in the gaming machine 10, a situation may occur where the maximum number of possible actions suggested by game image H does not match the actual number of character actions in the variation game. Also, as an example, the type of song corresponds to the type of linked light emission. Therefore, in the gaming machine 10, it can be said that a situation may occur where the maximum number of times the lights can flash as indicated by the game image H does not match the actual number of synchronized flashes in the variable game.

[0158] Furthermore, the CPU 51 determines whether or not to execute a superior performance by performing a lottery using a predetermined random number based on the fluctuation pattern. For example, the CPU 51 determines whether or not to execute and the type of superior performance so that the probability of winning increases in the order of no superior performance < 1st superior performance < 2nd superior performance. Therefore, as a result, it can be said that the state in which the player is most likely to reach a normal seed right or a special seed right at the final timing when a rank-up performance can be executed is in the order of no superior performance < 1st superior performance < 2nd superior performance.

[0159] Subsequently, CPU 51 controls the performance display device EH, speaker SP, and decorative lamp LA so that the tournament performance unfolds according to the performance content determined as described above. Below, we will explain the specific performance flow when the variable pattern P16, which normally determines seed rights, is instructed, and when "New Singer Sc1 + Song A (Action A and Linked Lighting A)" has been determined for singer S1 by a predetermined lottery.

[0160] In this case, the CPU 51 controls the display device EH to execute the first part of the introductory sequence by initiating the variation of the symbols in each row and displaying common information. Subsequently, the CPU 51 controls the display device EH to execute the second part, which is to announce that the tournament sequence is not a false alarm but is actually going to be executed. In other words, the confirmation information for the tournament sequence is announced. Once the introductory sequence is finished, the CPU 51 controls the display device EH to form a reach at a predetermined timing.

[0161] Next, CPU 51 controls the performance display device EH, speaker SP, and decorative lamp LA to execute the singing battle sequences for the first (semi-final) and second (final) rounds. CPU 51 controls the performance display device EH and speaker SP to represent singer S1 singing song A during the singing part of each singing battle sequence. CPU 51 controls the performance display device EH and speaker SP to represent singer S2 singing a predetermined song during the singing part of each singing battle sequence. In other words, CPU 51 displays the characters' actions on the performance display device EH. Also, CPU 51 causes the decorative lamp LA to perform synchronized lighting corresponding to the song and action in each singing battle sequence.

[0162] CPU 51 controls the display device EH to show singer S1 winning in the scoring part of each song battle sequence. CPU 51 controls the display device EH to execute the victory sequence as the ending sequence of the tournament sequence. After that, CPU 51 temporarily displays the winning combination of symbols on the display device EH, and then displays it as a confirmed stop when the input of the end-of-spin command is received.

[0163] When the CPU 51 identifies the variation pattern P00 by the variation start command, it controls the performance display device EH, speaker SP, and decorative lamp LA to execute a false effect. In this case, the CPU 51 controls the performance display device EH to execute the first part of the false effect by starting the variation of the performance symbols in each row and displaying common information. Subsequently, the CPU 51 controls the performance display device EH to execute the second part, which depicts the player's avatar, singer S1, being eliminated in the preliminary round and unable to participate in the tournament. Then, the CPU 51 temporarily stops and displays a losing combination of symbols on the performance display device EH without forming a reach, and then displays a confirmed stop when the variation end command is entered.

[0164] <Regarding the operation and effects of the first embodiment> The operation and effects of the first embodiment will be described. (1-1) During the period between when a variable game is put on hold and when it is executed, the maximum number of actions a character can perform may be indicated. Generally, the more character actions displayed, the higher the probability of winning. Conversely, if the maximum number of actions indicated by game image H is small, the probability of winning is higher than if it is large, which can add an element of surprise to the presentation and make it easier to attract the player's attention.

[0165] (1-2) During the period between the start of a variable game and its execution, the maximum number of times songs A to C can be played may be indicated. Generally, the more times songs A to C can be played, the higher the probability of winning. Conversely, if the maximum number of times that can be played indicated by game image H is small, the probability of winning is higher than if it is large, which can add an element of surprise to the presentation and make it easier to attract the player's attention.

[0166] (1-3) The suggested maximum number of possible outputs may decrease during the process. Therefore, during the period from when the variable game is put on hold until it is executed, players can be drawn not only to whether or not the maximum number of possible outputs is suggested, but also to the changes in the maximum number of possible outputs suggested by the game image H, thereby improving the level of interest.

[0167] (1-4) The suggested maximum number of possible actions may decrease during the process. Therefore, during the period from when the variable game is put on hold until it is executed, players can be drawn not only to whether or not the maximum number of possible actions is suggested, but also to the changes in the maximum number of possible actions suggested by the game image H, thereby improving the level of interest.

[0168] (1-5) The maximum number of possible output rounds suggested by game image H may decrease by two or more stages, which can increase the player's sense of anticipation. (1-6) The maximum number of possible actions suggested by game image H may decrease by two or more stages, which can increase the player's sense of anticipation.

[0169] (1-7) In the gaming machine 10, the same effects as those described in (1-1) to (1-6) above can be obtained with respect to the synchronized flashing and the suggested maximum number of flashing times. (1-8) In the gaming machine 10, the maximum number of times each of the music, action, and synchronized lighting is indicated simultaneously by the same object display, making it easy for players to understand and creating a sense of anticipation.

[0170] <<Second Embodiment>> In the first embodiment, the winning performance was performed as part of the tournament performance; however, in addition to or instead of this, the winning performance in the second embodiment is performed as a performance independent of the tournament performance. In the following description, the same reference numerals are used for the same configurations and controls as in the embodiments already described, and redundant explanations are omitted or simplified.

[0171] In the second embodiment, the third prediction element G3 may be configured, for example, as a tournament bracket Tn as shown in Figure 3(a), and an image indicating which entry slot in the tournament bracket Tn the singer S1 is assigned to. When the third prediction element G3 ranks up due to the execution of the rank-up animation, the entry slot to which the singer S1 is assigned in the tournament bracket Tn may be changed to an entry slot corresponding to the seeded position after the rank-up.

[0172] Furthermore, the first and second advantage presentations are preferably executed in the same manner as in the first embodiment, by displaying suggestive information X1 on the presentation display device EH in association with the player's avatar, which is the singer S1. For example, the suggestive information X1 may be an image representing stars or sparkles on the line indicating the entry slot to which the player's avatar, the singer S1, is assigned in the tournament bracket Tn in the tournament presentation.

[0173] When a prediction command is input, CPU 51 determines whether or not to execute a superior performance and, if so, what type of superior performance to execute, by performing a lottery using a predetermined random number based on the variation content specified by the prediction command. For example, CPU 51 determines whether or not to execute and the type of superior performance in such a way that the probability of winning increases in the order of no superior performance < first superior performance < second superior performance. CPU 51 will then execute the superior performance that it has decided to execute as part of the third prediction element G3 (tournament bracket Tn) included in the game image H that is displayed in response to the input of the prediction command.

[0174] When CPU 51 starts the first or second dominant performance along with the display of game image H, it may continue the first or second dominant performance for a portion of the period until the variable game corresponding to game image H starts. When CPU 51 starts the first or second dominant performance, it may also continue the first or second dominant performance for the entire period until the variable game corresponding to game image H starts. Thus, in the performance display device EH, there are cases where the first dominant performance, which is an example of the first suggestion, is performed as a winning suggestion different from the suggestion of the maximum number of possible outputs, and cases where the second dominant performance, which is an example of the second suggestion, is performed. From another perspective, in the performance display device EH, there are cases where the first dominant performance, which is an example of the first suggestion, is performed as a winning suggestion different from the suggestion of the maximum number of possible actions, and cases where the second dominant performance, which is an example of the second suggestion, is performed. Furthermore, the EH display device provides two types of winning indicators, distinct from the indication of the maximum number of possible flashes: the first dominant performance, which is an example of the first indication, and the second dominant performance, which is an example of the second indication.

[0175] CPU 51 determines whether or not to execute the rank-up animation by performing a rank-up lottery using a predetermined random number. CPU 51 should perform the rank-up lottery in such a way that the probability of deciding whether or not to execute the rank-up animation increases in the following order: when it has decided not to perform a superior animation, when it has decided to perform the first superior animation, and when it has decided to perform the second superior animation. With this configuration, when the second superior animation is being performed, the suggested maximum number of possible outputs is more likely to change compared to when the first superior animation is being performed. From another perspective, when the second superior animation is being performed, the suggested maximum number of possible actions is more likely to change compared to when the first superior animation is being performed. Also, when the second superior animation is being performed, the suggested maximum number of possible lights is more likely to change compared to when the first superior animation is being performed.

[0176] <Regarding the operation and effects of the second embodiment> The operation and effects of the second embodiment will now be described. (2-1) Depending on whether the first or second advantage presentation is executed, the ease with which the maximum number of possible outputs suggested by game image H can change will differ. Therefore, attention can be drawn to suggestions other than those indicating the maximum number of possible outputs, thereby improving interest.

[0177] (2-2) Depending on whether the first or second advantage presentation is executed, the ease with which the maximum number of possible actions suggested by game image H can change will differ. Therefore, attention can be drawn to suggestions other than those indicating the maximum number of possible actions, thereby improving interest.

[0178] (2-3) Depending on whether the first or second dominant performance is executed, the ease with which the maximum number of possible flashes indicated by game image H can change will differ. Therefore, attention can be drawn to indications other than those indicating the maximum number of possible flashes, thereby improving interest.

[0179] (2-4) Each advantage animation can be executed as a so-called special pre-announcement animation, even before the start of the variable game. Therefore, by displaying the advantage animation and the game image in parallel, the relationship between them can be easily understood by the player.

[0180] <<Third Embodiment>> The gaming machine 10 of the third embodiment is configured so that players can personalize (customize) the execution of the effects according to their own preferences. For example, the personalization function may target the display of the game image H in a specific effect. For example, the personalization function may target the effect elements of a tournament effect.

[0181] As shown in Figure 14, the personalization function includes music as the second production element in tournament presentations, and music shown as the second prediction element G2 of game image H. The music to be personalized is standardized as music usable in each presentation. For example, music settings [1] may include music A1, B1, C1, music A2, B2, C2, music A3, B3, C3, music A3, B3, C3. In this example, music A1, B1, C1 correspond to actions A1, B1, C1 and synchronized lighting A1, B1, C1, respectively. Music A2, B2, C2 may correspond to actions A2, B2, C2 and synchronized lighting A2, B2, C2, respectively. Music A3, B3, C3 may correspond to actions A3, B3, C3 and synchronized lighting A3, B3, C3, respectively. Each song A1-A3, B1-B3, and C1-C3 should be a different song from each other. Each action A1-A3, B1-B3, and C1-C3 should be a different action (for example, the beginning of a song or the whole song). Each synchronized light A1-A3, B1-B3, and C1-C3 should have a different light pattern from each other.

[0182] As an example of what the personalization feature could target, it would be good to include the appearance rate of the third prediction element G3 in game image H. For example, it would be good to have a low probability setting for the appearance rate of the third prediction element G3 [1], a medium probability setting [2], and a high probability setting [3].

[0183] As a premise of the third embodiment, the game image H may be displayed in a manner that includes the third prediction element G3, or in a manner that does not include the third prediction element G3. In this case, the CPU 51 may determine whether or not to display the third prediction element G3 by performing a seed suggestion lottery using a predetermined random number based on the variation content specified in the prediction command. For example, the CPU 51 may determine the presence or absence of the third prediction element G3 such that the probability of a big win increases in the order of "no third prediction element G3 < present third prediction element G3". At this time, the CPU 51 may perform the seed suggestion lottery so that the appearance rate of the third prediction element G3 is the appearance rate selected by the personalization function.

[0184] As shown in Figure 15, the CPU 51 may control the performance display device EH to display the personalized screen GP when the personalization start condition is met. For example, when the CPU 51 receives an operation from the left and right operation units D2c and D2d of the second operation device D2, it may switch the target performance to be personalized. For example, when the CPU 51 receives an operation from the upper and lower operation units D2a and D2b of the second operation device D2, it may switch the settings [1] to [3] in the target performance. When the personalization end condition is met, the CPU 51 may control the performance display device EH to hide the personalized screen GP.

[0185] The conditions for starting personalization may, for example, be accepting an operation of the first operation device D1 during a predetermined period, or accepting an operation of the second operation device D2. The predetermined period may, for example, be a period when there is no jackpot game, no variable game in progress, and no variable games in reserve (a so-called standby state). However, the predetermined period may also include the period from the start of a variable game until a predetermined time has elapsed. The conditions for ending personalization may be accepting an operation of the first operation device D1 while the personalization screen GP is displayed, or accepting a setting confirmation operation using the second operation device D2. In this way, the output manner of the music can be personalized (customized). The actions of the characters can be personalized (customized). The light emission pattern of the linked light emission can be personalized (customized).

[0186] <Regarding the operation and effects of the third embodiment> The operation and effects of the third embodiment will now be described. (3-1) Since the output mode of songs A to C can be changed, it is possible to generate interest in the output of songs A to C itself. Therefore, the level of interest can be improved.

[0187] (3-2) Because the "character actions" can be personalized (customized), players can enjoy watching the characters perform actions in a manner that suits their preferences. (3) Since the display manner of actions A to C can be changed, it is possible to generate interest in the display of actions A to C itself. Therefore, the level of interest can be improved.

[0188] (3-4) Since the appearance rate of the indication of the maximum number of possible outputs can be personalized, players can receive indications of the maximum number of possible outputs in a manner that suits their preferences. Therefore, the level of enjoyment can be improved.

[0189] (3-5) Since the appearance rate of the indication of the maximum number of possible actions can be personalized, players can receive indications of the maximum number of possible actions in a manner that suits their preferences. Therefore, the level of enjoyment can be improved.

[0190] (3-6) In the gaming machine 10, the same effects as those described in (3-1) to (3-5) above can be obtained with respect to the synchronized flashing and the suggested maximum number of flashing times. <Example of changes> The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.

[0191] As shown in Figure 16, the gaming machine 10 may be configured to execute multiple types (multiple systems) of tournament sequences. The multiple types of tournament sequences may include a first tournament sequence and a second tournament sequence. The first and second tournament sequences may differ in the type of character that appears as the player's avatar, singer S1. For example, in the first tournament sequence, a character of the first system modeled after a "boy" is used as singer S1, while in the second tournament sequence, a character of the second system modeled after a "girl" is used as singer S1. Each system of singer S1 corresponding to each tournament sequence may include, as in the embodiment described above, a rank 1 rookie singer Sc1, a rank 2 veteran singer Sc2, a rank 3 famous singer Sc3, and a rank 4 star singer Sc4. In this modified example, each tournament sequence may execute various sequences and parts as in the embodiment described above. Furthermore, the special display mode of the game image H may be executed in a manner corresponding to the type of tournament sequence. In other words, as an example, each predictive element G1 to G3 constituting the special display mode may be displayed in the first system's display mode (image) when the first tournament performance is executed, and in the second system's display mode (image) when the second tournament performance is executed. For example, if any of the singers Sc1 to Sc4 of the second system are displayed as the first predictive element G1, it can be understood that there is a possibility that the second tournament will be executed. Furthermore, in either system, it is desirable that at least one of the types of music, action, and synchronized lighting be understood from the second predictive element G2, and that the presence or absence of seed rights and the type of seed rights be understood from the third predictive element G3. In addition, it is desirable that the game image H be able to change from the first system to the second system in addition to, or instead of, the rank-up performance. Not limited to this, the game image H may also be able to change from the second system to the first system, or may be able to change in both directions.

[0192] The target performance that is suggested or notified by the display manner of the game image H is not limited to a tournament performance, and may be a reach performance different from the tournament performance, in addition to or instead of the tournament performance. For example, the game machine 10 may be configured to execute a league battle performance as one of the reach performances. In the league battle performance, it is preferable that the performance is configured such that it is possible to recognize a big win when the cumulative score SC obtained in each song battle performance becomes the league leader. In this modified example, it is preferable to display information indicating the number of singers participating in the league (for example, a panel containing the words "4 participants!") on the performance display device EH as the third prediction element G3. When "4 people" is suggested or notified as the number of singers participating in the league performance, it is possible to recognize that a song battle performance will be executed with the three singers excluding singer S1. In other words, the third prediction element G3 can be used to determine at least one of the following: MAX action possible number of times, MAX output possible number of times, and MAX light possible number of times. In this example of modification, the first prediction element G1 can be used to determine the first performance element (for example, the rank of singer S1), and the second prediction element G2 can be used to determine at least one of the types of music, action, and synchronized lighting. The content of the variable game (specific performance or specific content) that is suggested or notified by the display manner of the game image H is not limited to tournament performances and league performances, but can be any reach performance, or even performances other than reach performances. Various performances other than reach performances can be used, for example, a performance that performs multiple variable cycles delimited by a performance that includes a temporary stop and re-spin of the performance symbols, a performance that performs multiple background image switching, or a performance that performs multiple sections delimited by the driving of movable parts.

[0193] • In the game image H, the display positions of each prediction element G1 to G3 may be changed. For example, as shown in Figure 6, they are not limited to being arranged in the order of the second prediction element G2, the third prediction element G3, and the first prediction element G1, but any two of these elements whose positions can be arbitrarily selected may be swapped. Also, in the game image H, the proportion of the area occupied by each prediction element G1 to G3 may be changed. For example, the size of the first prediction element G1 may be changed, or the size of the second prediction element G2 may be changed. Furthermore, by changing the display position or size of the game image H, the relative position and size of the display device EH with respect to the image display area may be changed. And in scenes where at least one of the position and size of the game image H changes, the expected probability of a jackpot in the variable game corresponding to that game image H may be higher, lower, or the same compared to scenes where it does not change. Also, any two or three of the prediction elements G1 to G3 which can be arbitrarily selected may be functionally used together as a single object. This can improve the information density per unit area.

[0194] - Following the suspension of the execution of the variable game, the position and size of at least one of the prediction elements G1 to G3 may change after the game image H is displayed in a special display mode. For example, the CPU 51 may determine whether or not to change the display position of each prediction element G1 to G3 in the game image H, and the timing of the change, by performing a lottery using a predetermined random number based on the variable content specified in the prediction command. In this example of change, the timing of the change that the CPU 51 can select may be the start timing of each of the one or more variable games that are currently suspended. However, the timing of the change may be after a predetermined period (time) has elapsed, or at the start of a specific performance related to the variable game. When the determined timing of the change arrives, the CPU 51 controls the performance display device EH to change the display position of each prediction element G1 to G3.

[0195] According to this example of modification, after the execution of the variable game is suspended and the maximum number of possible outputs is indicated, when the variable game is executed, the area on the display device EH that indicates the maximum number of possible outputs changes. Therefore, when the variable game starts, the area on the display device EH that indicates the maximum number of possible outputs changes. Thus, the "maximum number of possible outputs" that was indicated before the start of the variable game can be drawn back into attention at the start of the variable game, further enhancing the player's interest.

[0196] According to this example of modification, after the execution of the variable game is suspended and the maximum number of possible actions is indicated, when the variable game is executed, the area on the display device EH that indicates the maximum number of possible actions changes. Therefore, when the variable game starts, the area on the display device EH that indicates the maximum number of possible actions changes. Thus, the maximum number of possible actions, which was indicated before the start of the variable game, can be drawn back into the player's attention at the start of the variable game, further enhancing the player's interest.

[0197] According to this example of modification, after the execution of the variable game is suspended and the maximum number of possible flashes is indicated, when the variable game is executed, the area on the display device EH that indicates the maximum number of possible flashes changes. Therefore, when the variable game starts, the area on the display device EH that indicates the maximum number of possible flashes changes. Thus, the maximum number of possible flashes, which was indicated before the start of the variable game, can be drawn back into the player's attention at the start of the variable game, further enhancing the player's interest.

[0198] The game image H is not limited to a configuration in which each prediction element G1 to G3 is displayed as a set. For example, one or more of the prediction elements G1 to G3 may not be displayed for part or all of the period from when the game image H enters a special display mode until the variable game is executed and it becomes invisible. For example, in a scenario where the third prediction element G3 is not displayed, there may be a period in which the indication of the maximum number of possible outputs is not given. Similarly, in this modified example, it can be said that there may be a period in which the indication of the maximum number of possible actions and the indication of the maximum number of possible lights are not given.

[0199] The game may include a premium pattern in which, when game image H is in a special display mode, the tournament sequence is executed without ever executing the song battle sequence. When game image H is in its normal display mode, the tournament sequence may be executed, and the premium pattern tournament sequence may also be executed.

[0200] The special display mode of the game image H may include a fourth prediction element G4 in addition to, or in place of, some or all of, the prediction elements G1 to G3 described in the above embodiment. Preferably, the fourth prediction element G4 complements the third prediction element G3. Preferably, the fourth prediction element G4 is information that suggests or reports how many rounds singer S1 can reach in the tournament performance, that is, the number of song battle performances. Preferably, the fourth prediction element G4 includes information indicating each step: the first step (first round), the second step (semifinal), and the third step (final). The CPU 51 then determines one of the multiple types of fourth prediction element G4 by performing a lottery using a predetermined random number based on the variation content specified by the prediction command. Preferably, the fourth prediction element G4 is a performance where the more song battle performances suggested or reported by the fourth prediction element G4, the higher the expectation of a big win. Furthermore, each prediction element G1 to G4 may be a still image without motion, a looping video, or a non-looping video.

[0201] In this example of modification, for instance, the third prediction element G3 might suggest "normal seeding," and the fourth prediction element G4 might suggest or announce "the third step (final match)." In such a scenario, the third prediction element G3 allows players to recognize that the song battle sequence may be performed at least once and at most twice. On the other hand, the fourth prediction element G4 allows players to recognize that the song battle sequence may be performed twice. The number of song battle sequences suggested or announced by the third prediction element G3 and the fourth prediction element G4 may be the same, or the third prediction element G3 may be more or less. Thus, this example of modification allows players to recognize the number of song battle sequences from different perspectives, thereby providing clues to predict the content of the sequences and enhancing the player's enjoyment.

[0202] The song battle sequences included in the tournament sequences were executed as a set of music output, character actions, and synchronized lighting, but are not limited to this. The song battle sequences may be configured to omit one or two of the music output, character actions, and synchronized lighting, which can be arbitrarily selected. For example, there may be scenes in which the song battle sequences are executed including one, two, or all of the music output, character actions, and synchronized lighting, which are selected by lottery. When considered as song battle sequences, for example, even if at least one of the music and synchronized lighting is omitted, the players can still be entertained by the character actions. For example, even if at least one of the music and character actions is omitted, the players can still be entertained by the synchronized lighting. For example, even if at least one of the character actions and synchronized lighting is omitted, the sequences can still be enjoyed as a simple music output sequence.

[0203] The second prediction element G2 is configured to suggest or notify the maximum number of possible outputs, maximum number of possible actions, and maximum number of possible flashes as a set, but it is not limited to this configuration, and it may also be configured to suggest or notify while omitting one or two of these numbers which can be arbitrarily selected. The second prediction element G2 may be executed in a way that includes, for example, one, two, or all of the maximum number of possible outputs, maximum number of possible actions, and maximum number of possible flashes which are selected by lottery. The second prediction element G2 may display two of the maximum number of possible outputs, maximum number of possible actions, and maximum number of possible flashes as one object, and the rest as other objects. The second prediction element G2 may also be displayed as three separate objects that each indicate the maximum number of possible outputs, maximum number of possible actions, and maximum number of possible flashes.

[0204] The advantage presentation is not limited to being performed in a manner in which suggestive information X1 is displayed as part of an image in the tournament presentation or as part of the third prediction element G3. For example, suggestive information X1 may be displayed as an icon image different from the game image H, at a position spaced apart from areas R0 to R4 in the presentation display device EH, or it may be displayed in addition to the presentation symbols. Furthermore, suggestive information X1 is not limited to being displayed continuously, but may be displayed temporarily at a predetermined timing. The predetermined timing may be, for example, the start of a variable game, or the timing when a variable game is put on hold due to a ball entering the start slot. Thus, suggestive information X1 may be displayed at any period and timing and in any part, as long as it can be displayed during the period from when the game image H is displayed due to the putting of a variable game until the variable game corresponding to that game image H ends. The third prediction element G3 may have a special element that suggests or notifies 0 as the maximum number of possible outputs. In this case, the tournament presentation may proceed to the victory presentation without executing the song battle presentation (music output, action display, and linked lighting) even once. Furthermore, it would be desirable that the third prediction element G3 may become a special element through the rank-up animation. The special element may suggest or announce 0 as the maximum number of possible actions, or it may suggest or announce 0 as the maximum number of possible lights.

[0205] The presence or absence of seed rights and the type of seed rights are defined in the variation pattern, but are not limited thereto. In situations where a predetermined variation pattern is determined, the CPU 51 may be configured to determine the presence or absence of seed rights and the type of seed rights by a predetermined lottery or the like. The CPU 51 determines at least one type of music, action, and synchronized lighting in the tournament performance by a predetermined lottery, but are not limited thereto. At least one type of music, action, and synchronized lighting in the tournament performance may be predetermined in the variation pattern. The CPU 51 determines the type (character) of singer S1 by a predetermined lottery, but are not limited thereto. The type of singer S1 may be predetermined in the variation pattern. Furthermore, the expected probability of winning according to the presence or absence of seed rights and the type of seed rights in the tournament performance can be set in various ways. For example, the expected probability of winning is not limited to the order of no seed rights < normal seed rights < special seed rights, but may be special seed rights < normal seed rights < no seed rights, and the expected probability of winning may be the same for special seed rights and normal seed rights. Furthermore, the probability of winning may be the same for players with no seed status, regular seed status, and special seed status.

[0206] The gaming machine 10 may be configured to perform a rank-down performance in addition to, or instead of, a rank-up performance. For example, when a variable game is in progress and the CPU 51 is displaying a third prediction element G3 indicating a normal seed right or a special seed right in one or more game images H, the CPU 51 may terminate the display of the third prediction element G3 when a specific event occurs. For example, the specific event may be the operation of the first operation device D1, or the start of a specific reach performance. With such a configuration, the player can concentrate on operating the operation device or the reach performance. The rank-down performance is not limited to being performed on the third prediction element G3 related to the maximum number of possible outputs, but may also be performed to rank down the second prediction element G2 related to songs A to C, which are examples of specific sounds, or to rank down the first prediction element G1 related to singer S1. Such rank-down may be performed on either the rank of each performance element suggested or announced in the game image H, or the rank of each performance element announced in the tournament performance introduction performance. Furthermore, a rank down of the second prediction element G2 related to songs A-C can be understood as a rank down of the second prediction element G2 related to actions A-C. A rank down of the second prediction element G2 related to songs A-C can be understood as a rank down of the second prediction element G2 related to linked illumination A-C.

[0207] The gaming machine 10 may be configured to allow multiple levels of personalization for at least one of the brightness of the decorative lamp LA and the brightness of the screen of the performance display device EH. The CPU 51 may increase the brightness by one level based on the operation of the upper operation unit D2a of the second operation device D2 during a predetermined period, and decrease the brightness by one level based on the operation of the lower operation unit D2b. The gaming machine 10 may also be configured to allow multiple levels of personalization for the volume of sound output from the speaker SP. The CPU 51 may increase the volume of sound by one level based on the operation of the right operation unit D2d of the second operation device D2 during a predetermined period, and decrease the volume of sound by one level based on the operation of the left operation unit D2c. When the volume level is changed, the CPU 51 may output a predetermined sound to allow the player to confirm. These personalization results can be stored, for example, by storing brightness information indicating the brightness level and sound information indicating the volume level in the RWM 53. The CPU 51 adjusts the brightness of the game machine 10 during performance execution by controlling at least one of the decorative lamp LA and the performance display device EH based on brightness information. The CPU 51 also adjusts the volume of the performance sounds in the game machine 10 by controlling the speaker SP based on sound information. This sound personalization function may be applied to all sounds that can be played in the game machine 10, or it may be applied while excluding certain sounds. For example, songs A to C, background sounds in performance modes, sounds when game image H is upgraded, and sounds when game image H is displayed may be adjustable, while premium special sounds may not be adjustable. Special sounds should not be output during normal gameplay, but should be output when a special situation occurs. Specific sounds to be excluded may be sounds that suggest or notify the player that an unusual situation has occurred in the game machine 10. Note that customization is synonymous with personalization.

[0208] · The degree of expectation suggested or notified by the game image H is not limited to the jackpot expectation degree, and any degree of expectation may be acceptable as long as it is the degree of expectation leading to an event advantageous to the player. The advantageous event may be the degree of expectation with a high probability state given, the degree of expectation with a high ball entry rate state given, or the degree of expectation that one or more jackpot variation games are included in the variation game on hold. This modified example can be similarly applied to each production element of the normal preview production, special preview production, and tournament production.

[0209] · The prediction elements G1 to G3 constituting the game image H are not limited to being displayed together as a single unit, and some or all of them may be separated from each other as long as it is possible to grasp that they correspond to each other. Also, the prediction elements G1 to G3 constituting the game image H are not limited to being displayed on a single production display device EH. For example, the gaming machine 10 may be provided with a plurality of display devices or a display device that is an aggregate of a plurality of display units, and some of the plurality of prediction elements G1 to G3 constituting the game image H may be configured to be displayed on a display device or display unit different from the other elements. Also, the suggestion of the maximum number of output possible may be executed during an arbitrary part or all of the period from when the execution of the variation game is put on hold until the variation game whose execution has been put on hold ends. For example, the maximum number of output possible may be executed when the variation game is put on hold, or may only be executed in one or more subsequent variation games.

[0210] When in a specific game state (specific performance mode), it is not limited to displaying all game images H in areas R0 to R4 in a special display mode; some game images H may be displayed in a special display mode, while others are displayed in a default mode. For example, the default mode may be a mode that does not include prediction elements G1 to G4 and displays an image resembling a white ball. In this case, for example, the CPU 51 may determine whether the display mode of the game image H should be the default mode or the special display mode by performing a lottery using a predetermined random number based on the variation content specified by the prediction command. For example, the CPU 51 may determine the display mode of the game image H such that the probability of a big win increases in the order of default mode < special display mode. According to this modified example, since the display mode of the game image H creates situations in which the performance elements of the tournament performance are hinted at and situations in which they are not, the player's interest can be improved when the execution of the variation game is suspended.

[0211] The CPU 41 may control the system to a high-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 passes through a special passage area during a jackpot game. The CPU 41 may also control the system to a low-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 does not pass through the special passage area during a jackpot game. In this modified example, there may be a favorable jackpot where the game ball that enters the large prize slot 18 is likely to pass through the special passage area, and a normal jackpot where the game ball that enters the large prize slot 18 is unlikely to pass through the special passage area. For example, a distribution member may be provided to distribute the game balls that enter the large prize slot 18, and the distribution pattern of the distribution member may be determined based on the type of jackpot. The CPU 41 may then control the system so that the probability of the game ball that enters the large prize slot 18 passing through the special passage area differs depending on the distribution pattern of the distribution member.

[0212] The second special game may be played in priority to the first special game. The first special game may be played in priority to the second special game. Each special game may be played simultaneously in parallel. Each special game may be played in the order in which the game balls enter the starting openings 15 and 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be played.

[0213] Some or all of the functions and means implemented by the main control board 40 may be implemented by the sub-control board 50. Some or all of the functions and means implemented by the sub-control board 50 may be implemented by the main control board 40. Furthermore, the functions and means implemented by the sub-control board 50 may be implemented separately by a main control board that comprehensively controls the performance and a display control board that controls the display of images.

[0214] The gaming machine 10 may be configured such that a special variable member 19 opens in accordance with a predetermined lottery, and a jackpot game is awarded when a game ball that has entered the jackpot opening 18 passes through a specific passage area. The gaming machine 10 may also be a gaming machine in which a jackpot game is started when a game ball enters a predetermined ball entry opening. The gaming machine 10 does not have to be given a high probability state. The gaming machine 10 may be configured so that a high probability state is given after the jackpot game ends until a predetermined number of special games (for example, 100 times) are played.

[0215] The gaming machine may be a revolving-type gaming machine (a so-called slot machine). In this modified example, the gaming machine has multiple reels, a bet button, a start lever, and a stop button. Multiple symbols are arranged on each reel. The gaming machine electronically manages the number of game tokens. The gaming machine can decrease the number of game tokens and increase the bet amount by operating the bet button. When the bet amount is the specified number, the gaming machine can execute a variable game by operating the start lever. The variable game is executed by rotating the multiple reels. The gaming machine can stop the rotation of each reel by operating the stop button. The gaming machine then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops. The revolving-type gaming machine may be configured to use physical game tokens as game tokens, or it may be a tokenless gaming machine that uses electronic data.

[0216] This disclosure is not limited to the examples given above, but is intended to include all modifications within the meaning and scope of the claims as shown, and equivalents thereof. The technical concepts that can be understood from the above embodiments and modified examples are described below.

[0217] [1] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output during at least a portion of the period until the suspended variable game is completed, and the suggested maximum number of times the specific sound will be output may decrease.

[0218] [2] The gaming machine described in [1] in which the maximum number of times the suggested specific sound is output may be reduced by two or more levels. [3] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sound output means can output a specific sound that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output for at least a portion of the period until the suspended variable game is completed, and the display means may provide a first suggestion and a second suggestion as a winning suggestion different from the suggestion of the maximum number of times the specific sound will be output, and in the situation where the second suggestion is provided, the suggested maximum number of times the specific sound will be output is more likely to change compared to the situation where the first suggestion is provided.

[0219] [4] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may indicate the maximum number of times the specific sounds will be output during at least a portion of the period until the execution of the variable game that has been suspended is terminated, and the output mode of the specific sounds can be changed.

[0220] [5] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output for at least a portion of the period until the suspended variable game is completed, and the appearance rate of the suggestion of the maximum number of times the specific sound will be output is personalizable.

[0221] [6] A gaming machine according to any one of items [1] to [5] in which the probability of winning is higher when the maximum number of times the suggested specific sound is output is the first number of times, compared to when the maximum number of times the suggested specific sound is output is the second number of times, which is greater than the first number of times.

[0222] [7] A gaming machine capable of suspending the execution of a variable game, comprising a display means and a performance control means, wherein the performances that the display means can display include character actions that can be displayed during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the character action will be displayed for at least a portion of the period until the suspended variable game is completed, and the gaming machine is characterized in that the probability of winning is higher when the suggested maximum number of times the action will be displayed is a first number compared to when the suggested maximum number of times the action will be displayed is a second number which is greater than the first number.

[0223] [8] The game machine described in [7] in which the actions of the aforementioned characters can be customized. [9] The gaming machine according to [7] or [8], wherein, after the maximum number of times the action is displayed is indicated due to the execution of the variable game being suspended, the variable game is executed, and the area on the display means in which the maximum number of times the action is displayed is indicated changes.

[0224]

[10] A gaming machine as described in any one of [7] to [9], in which the maximum number of times the suggested action is displayed may be reduced.

[11] A gaming machine described in any one of the following [7] to

[10] in which the maximum number of times the suggested action is displayed may be reduced by two or more levels.

[0225]

[12] The display means provides a first suggestion and a second suggestion, which are different from the suggestion of the maximum number of times the action is displayed, and in the situation where the second suggestion is provided, the maximum number of times the suggested action is displayed is more likely to change compared to the situation where the first suggestion is provided, as described in any one of [7] to

[11] .

[0226]

[12] A gaming machine according to any one of [7] to

[11] , which is capable of changing the display manner of the character's actions.

[13] A gaming machine as described in any one of [7] to

[12] , in which the appearance rate of the indication of the maximum number of times the aforementioned action is displayed can be customized. [Explanation of Symbols]

[0227] 10... Gaming machine, 40... Main control board, 41... CPU, 50... Sub-control board, 51... CPU, EH... Performance display device, SP... Speaker.

Claims

[Claim 1] In a gaming machine that allows the execution of a variable game to be suspended, Display means and Equipped with a means for controlling the performance, The effects that the display means can display include character actions that can be displayed during the execution of a variable game. The display means may indicate the maximum number of times the character's actions will be displayed, at least for a portion of the period until the variable game whose execution is suspended ends, in accordance with the suspension of the variable game's execution. When the maximum number of times the suggested action is displayed is the first number, the probability of success is higher compared to when the maximum number of times the suggested action is displayed is the second number, which is greater than the first number. A gaming machine characterized in that, after the execution of the variable game is suspended and the maximum number of times the action is displayed is suggested, when the variable game is executed, the area on the display means in which the maximum number of times the action is displayed is suggested changes.

Citation Information

Patent Citations

  • Game machine

    JP2019092609A