Gaming Machines

JP7643719B2Active Publication Date: 2025-03-11SANSEI R&D KK
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Patent Information

Application Number
JP2021090266
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-28
Publication Date
2025-03-11
Estimated Expiration
2041-05-28

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、逆転演出発生に至るまでの流れを分かりやすくすることが可能である。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of making it easy to understand the flow leading to the occurrence of reversal performance.SOLUTION: A game machine includes operation means that can be operated by a player, specific performance execution means for executing a specific performance leading to an advantageous ending indicating that a winning / losing lottery result is a winning or a disadvantageous ending that is an ending in a case where the result does not lead to the advantageous ending as a performance that constitutes a performance during the variation from the start of variation of a decorative symbol indicating the winning / losing lottery result to the stop of the decorative symbol in a manner according to the winning / losing lottery result, and reversal performance execution means for executing a reversal performance indicating that leading to the disadvantageous ending is overturned and the winning / losing lottery result is the winning as a performance that constitutes the specific performance. When the reversal performance is generated, a relay performance is generated before the reverse performance is generated, after the disadvantageous ending occurs.SELECTED DRAWING: Figure 31
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Description

[Technical field]

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

[0002] There are known gaming machines that can execute a reversal effect (also called a revival effect) in which the result of a lottery appears to be a loss, but then indicates that it is actually a win (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-003471 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that makes it possible to easily understand the flow leading up to the occurrence of a reversal effect. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is equipped with a specific performance execution means which executes a specific performance that leads to a favorable ending indicating that the result of the win / lose lottery is a win or an unfavorable ending, which is the outcome if the favorable ending is not reached, as a performance that constitutes the performance during the change from when the decorative pattern indicating the result of the win / lose lottery starts to change until the decorative pattern stops in a manner according to the result of the win / lose lottery, and a reversal performance execution means which executes a reversal performance, as a performance that constitutes the specific performance, which shows that the unfavorable ending is overturned and the result of the win / lose lottery is a win, and is characterized in that when the reversal performance occurs, a relay performance occurs after the unfavorable ending is reached and before the reversal performance occurs. Effect of the Invention

[0006] According to the present invention, it is possible to make the flow leading up to the occurrence of a reversal effect easier to understand. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] This is a diagram to explain the switching point (short interval consecutive jackpot, normal interval consecutive jackpot). [Diagram 5] FIG. 13 is a diagram for explaining the control of the profit image (whether or not to reset) when consecutive jackpots occur. [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 8] A diagram for explaining specific example 1-6 (pseudo start effect). [Figure 9] A figure for explaining specific example 1-7 (another example of a pseudo start effect). [Figure 10] A diagram to explain the cabinet display effects. [Figure 11] FIG. 13 is a diagram for explaining a special state (real object / image display presentation). [Figure 12] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 13] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 15] FIG. 13 is a diagram for explaining a specific operation presentation (notice period). [Figure 16] A diagram to explain specific operation presentations (operation valid period, results). [Figure 17] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 20] FIG. 13 is a diagram for explaining a method of displaying a specific combination. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-2. [Diagram 23] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-5. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-6. [Figure 27] A diagram to explain a specific pre-reading performance. [Figure 28] FIG. 13 is a diagram for explaining specific example 5-1. [Figure 29] FIG. 13 is a diagram for explaining specific example 5-2. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 31] FIG. 13 is a diagram for explaining a relay performance. [Diagram 32] FIG. 31 is a diagram for explaining the broadcast performance. [Diagram 33] FIG. 13 is a diagram for explaining a confirmation effect (sound effect). [Diagram 34] FIG. 6 is a diagram for explaining specific example 6-2. [Diagram 35] FIG. 6 is a diagram for explaining specific example 6-4. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, when referring to an image without detailed description, it includes not only a still image but also a moving image.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.

[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.

[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.

[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of ​​the so-called "special chart 1") and a second starting area 904b (a starting area of ​​the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning numerical value, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (the during-variation performance described later is started), but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described later) in a storage means provided on a control board (not shown).

[0014] In this embodiment, as the reserved pattern 10, a reserved pattern 11 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 12 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 11 during the change is displayed larger than the reserved pattern 12 before the change, but the basic form of both is the same. The basic form of the reserved pattern 11 during the change and the reserved pattern 12 before the change may be completely different. In addition, the pending pattern 11 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 12 before the change are notified (the so-called pending "consumption order") is earlier on the right side.

[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 10 corresponding to one of the special charts 1 and 2, one reserved pattern 11 during change and up to four pre-change reserved patterns 12 may be displayed (see FIG. 2). The pre-change reserved pattern 12 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 12 if the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 12 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 12 are displayed).

[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped is a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination is other than the one (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.

[0018] If the lottery result is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given a "privilege" called a jackpot game). The details of the jackpot game will be described later.

[0019] 2) Game status The game state in which the player plays to win a jackpot is roughly divided into a normal game state and a special game state (see FIG. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variable state) in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and is a high base state (low probability, time reduction) in which the game ball is likely to enter the starting area 904.

[0020] In addition, the average length of time required for the performance during the fluctuation (fluctuation time) is shorter in the high base state than in the low base state. In other words, the winning / losing lottery results are announced more quickly in the high base state than in the low base state.

[0021] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called starting area of ​​special chart 1). In this embodiment, the so-called "left hit" is performed. Since the first winning / losing lottery information is acquired by the game ball entering the first starting area 904a, the normal game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the first winning / losing lottery information (the so-called special chart 1 lottery; hereinafter sometimes referred to as the first winning / losing lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called starting area of ​​special chart 2). In this embodiment, the so-called "right hit" is performed. Since the second winning / losing lottery information is acquired by the game ball entering the second starting area 904b, the special game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the second winning / losing lottery information (the so-called special chart 2 lottery; hereinafter sometimes referred to as the second winning / losing lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation is omitted. Also, the game state set as described above is merely an example.

[0022] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability type". As the jackpot, a normal jackpot and a special jackpot are set. After winning a normal jackpot, the game moves to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues a predetermined number of times in succession until the winning / losing lottery result is a loss (in the following description, the number of losses from the start of a certain game state until the game state ends without winning a jackpot may be referred to as the "continuation number"). The number of times the second special game state continues (the so-called time reduction number) in this embodiment is 100 times. After winning a special jackpot, the game moves to a first special game state (high probability, with time reduction) after the jackpot game ends. The number of times the first special game state continues (the so-called ST number (=M)) in this embodiment is 150 times.

[0023] The jackpot (jackpot allocation) won in the first winning / losing lottery (special chart 1 lottery) is 50% a normal jackpot and 50% a special jackpot (the so-called probability rate is 50%). The jackpot (jackpot allocation) won in the second winning / losing lottery (special chart 2) is 100% a special jackpot (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened in the jackpot game (if the game ball is shot aiming at the V area, it is opened for a time when the game ball will almost certainly enter), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to such an extent that it is practically impossible for a game ball to enter, so that the game ball does not enter the V area and the game state after the jackpot game ends becomes the normal game state.

[0024] Note that the above-mentioned "ST machine of the V-type probability change" is merely one example. Unless otherwise specified in the following explanation, it is also acceptable to have a configuration in which the probability change rate of the first winning / losing lottery and the second winning / losing lottery are the same, rather than being a "V-type probability change" type. Also, it is acceptable to have a so-called "probability change loop machine" rather than an "ST" machine. It is also acceptable to have a gaming machine with so-called "two-type" functions (such as a "one-type two-type mixed machine"). Also, the gameplay characteristics, such as the distribution of jackpots, can be changed as appropriate.

[0025] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the winning / losing lottery probability is about 1 / 319, and the probability of winning in a high probability state (first special game state) is about 1 / 100. Note that the specific value of the winning probability can be changed as appropriate.

[0026] 3) Profit image displayed during big win games If the winning / losing lottery result is a jackpot, a jackpot game is executed. A jackpot game includes one or more unit games (so-called "round" games. Hereinafter, the unit games that have been played for the xth time since the jackpot game started may be referred to as x rounds (games)). In the unit games, the jackpot area 906 is opened until a predetermined closing condition is met. In this embodiment, the closing condition is met when either C game balls enter the jackpot area 906 or a predetermined time has passed since the jackpot area 906 was opened. Basically, if game balls are continuously shot toward the jackpot area 906, C game balls will enter the jackpot area 906 before the predetermined time has passed. In other words, the player can enjoy the benefits of at least C game balls entering the jackpot area 906. In this embodiment, C=10. When one gaming ball enters the big prize area 906, ten prize balls are paid out.

[0027] The number of unit games (number of rounds) constituting the jackpot game can be set appropriately. In this embodiment, the jackpot won by the first winning / losing lottery (special drawing 1 lottery) is 4 rounds, and the jackpot won by the second winning / losing lottery (special drawing 2 lottery) is 10 rounds.

[0028] During a big win game, a profit image 20 is displayed in the display area 911 (see FIG. 5). The profit image 20 indicates the profit already obtained by the player. The profit image 20 includes at least a numerical value indicating the number of balls paid out in a big win game. In this embodiment, the profit image 20 includes a numerical value indicating the (total) number of winning balls (hereinafter, sometimes referred to as the prize ball numerical value). That is, when one game ball enters the big win area 906, the prize ball numerical value increases by 10. In this embodiment, the prize ball numerical value includes so-called over winning (winning after the 11th ball in one unit game). Also, instead of the number of winning balls, the profit image 20 may represent a "net increase" excluding the game balls that have been shot. Also, in addition to the profit obtained by winning the big win area 906, the profit obtained by winning other winning areas may be represented.

[0029] The profit image 20 (bonus ball value) is reset (set to 0) when the reset condition is satisfied. After the jackpot game ends, when shifting to the first special game state, it is considered that the reset condition is satisfied when reaching the switching point in the first special game state. That is, after the jackpot game (previous jackpot game) ends due to winning the special jackpot (previous jackpot), if a jackpot game (subsequent jackpot game) is executed after shifting to the first special game state and winning the special jackpot (subsequent jackpot) again, whether the profit image 20 is reset depends on whether the winning time of the subsequent jackpot is before or after reaching the switching point. Specifically, it is as follows.

[0030] The switching point is the point when, after the jackpot game (previous jackpot game) ends and the first special game state starts, it fails consecutively N times. In this embodiment, N = 20. That is, the point when 20 rotations have elapsed since the start of the first special game state is the switching point (see Fig. 4). As described above, the first special game state in this embodiment ends by failing consecutively 150 times (ST count: M = 150 times), where the intermediate point (not the end point) of the first special game state is the switching point (N < M). Therefore, the first special game state does not reach the switching point and end, but continues thereafter.

[0031] After the previous jackpot game ends (see Fig. 5(a)), when the first special game state starts (see Fig. 5(b)) and fails consecutively N times (20 times), if a jackpot (subsequent jackpot) is won, that is, when an event occurs where a jackpot is won with a rotation count exceeding N times and not exceeding M times (hereinafter, this event may also be referred to as a normal consecutive jackpot), the reset condition is satisfied. Therefore, at the start of the subsequent jackpot, the profit image 20 (bonus ball value) is in a reset state (see Fig. 5(c-2)). That is, in the subsequent jackpot game, the bonus balls obtained from 0 are added.

[0032] On the other hand, after the end of the previous jackpot game (see FIG. 5(a)), the first special game state starts (see FIG. 5(b)), and if an event occurs in which a jackpot (later jackpot) is won before N (20) consecutive misses (hereinafter, this event may be referred to as short-interval consecutive jackpots), the reset condition is not met, and at the start of the later jackpot, the profit image 20 including the profit (prize balls) obtained in the previous winning game is displayed (see FIG. 5(c-1)). In other words, in the later jackpot game, the prize balls obtained in the previous jackpot game are added to the prize balls obtained in the later jackpot game.

[0033] In addition, when short-interval consecutive jackpots occur two or more times in a row, the number of prize balls for three or more jackpot games will be included in the profit image 20 (prize ball value). In other words, in a situation where a so-called ST consecutive win occurs, the profit image 20 will not be reset unless a normal consecutive jackpot occurs.

[0034] In summary, when the first jackpot game ends, the first special game state is transitioned to, and before the first special game state ends (before the ST ends), a consecutive jackpot that wins the subsequent jackpot occurs, if the winning timing is before the switching time (20 spins) (if it is a short-interval consecutive jackpot), the profit image 20 is not reset (see FIG. 5(c-1)), and if it is after the switching time (if it is a normal-interval consecutive jackpot), the profit image 20 is reset (see FIG. 5(c-2)). In other words, if the subsequent jackpot is won at a relatively early timing after the first special game state starts, the profit image 20 is not reset, and the profit of the first jackpot game and the profit of the subsequent jackpot game are displayed together, so that the first jackpot game and the subsequent jackpot game are made to look like one jackpot game (two or more jackpot games are made to look like one pseudo-jackpot game). In other words, since it appears to the player that a large profit is being obtained from one jackpot game (which actually includes two or more jackpot games) (the profit obtained from the jackpot game is large), this contributes to improving the enjoyment of the game (increasing the desire to play).

[0035] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned profit image 20, the special game state, the display during the big win game, etc. In addition, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.

[0036] 〇Specific example 1-1 During a jackpot game, a unit play number image 22 is displayed (see FIG. 6). The unit play number image 22 includes a value (a value indicating the number of rounds) that increases when one unit play (round) ends. The unit play number image 22 is usually reset when consecutive jackpots occur, but is not reset when consecutive jackpots occur at short intervals. That is, when a subsequent jackpot is won after the previous jackpot game ends (see FIG. 6(a)), and the switching time is reached, the unit play number image 22 is in a reset state at the start of the subsequent jackpot (see FIG. 6(b-2)). On the other hand, when a subsequent jackpot is won before the switching time is reached after the previous jackpot game ends (see FIG. 6(a)), and the subsequent jackpot is won, the unit play number image 22 including the number of unit plays executed in the previous jackpot game is displayed at the start of the subsequent jackpot (see FIG. 6(b-1)).

[0037] By doing this, when short-interval consecutive jackpots occur, the number of unit games including the unit games constituting the previous jackpot game is displayed, enhancing the effect of making the previous jackpot game and the subsequent jackpot game look like one jackpot game.

[0038] In addition, when doing as in this example, it is preferable that the actual number of rounds is not displayed (the example shown in FIG. 5 shows such a display (display of "ROUND ◯")) (or that the display is displayed in a small size so as not to stand out). As described above, when short-interval consecutive jackpots occur, the number of unit games (number of rounds) including the previous jackpot game will be displayed in the subsequent jackpot game. When short-interval consecutive jackpots occur, if "ROUND 1" or the like is displayed in the first round (first unit game) of the subsequent jackpot game, the player who sees it can easily understand that a new jackpot game has started, and the effect of indicating that the previous jackpot game and the subsequent jackpot game are one jackpot game is weakened.

[0039] 〇Specific example 1-2 The control (determination method) of the time (variation time) required for the variation performance is different before and after the switching point is reached in the first special game state. Specifically, the variation time is determined based on the result of the winning / losing lottery from among a plurality of candidate times (variation patterns), and the shortest variation time that can be set before the switching point is shorter than the shortest variation time that can be set after the switching point is reached. For example, the shortest variation time before the switching point is 0.5 seconds, and the shortest variation time after the switching point is 2.0 seconds (see FIG. 7). Note that, regardless of whether it is before or after the switching point is reached, the shortest variation time is the variation time with the highest selection probability among a plurality of candidate times. Due to this setting, the average length of the variation time before the switching point is shorter than the average length of the variation time after the switching point is reached. Also, at least before the switching point is reached, the shortest variation time (0.5 seconds) can be selected not only when the winning / losing lottery result is a losing result, but also when it is a jackpot. In other words, a jackpot may be notified with the shortest variation time.

[0040] By doing this, the results of the lottery before the switching point in the first special game state (up to 20 spins) are announced at a good tempo (at high speed). Therefore, when short-interval consecutive jackpots occur, the time required from the end of the previous jackpot game (the start of the first special game state) to the start of the next jackpot game tends to be short, and the effect of making the previous jackpot game and the next jackpot game look like a single jackpot game is enhanced.

[0041] Before the switching time is reached, the variable time may be constant (there is only one possible time for the variable time). In the above example, regardless of the winning / losing lottery result, one variable ends in 0.5 seconds. In this way, the maximum time required to reach the switching time after the first special game state is started can be made constant ("variable time x D"). If D = 20 as in the above embodiment and the variable time is 0.5 seconds, the maximum time is 10 seconds. In other words, when short-interval consecutive jackpots occur, the interval between the previous jackpot and the subsequent jackpot is a maximum of 10 seconds.

[0042] 〇Specific example 1-3 The profit represented by the profit image 20 may include the profit during the first special game state. In other words, the first special game state is a game state in which a game ball is shot (hit to the right) toward the second starting area 904b, and may include the prize balls obtained thereby. Only the prize balls obtained by winning in some areas among the areas in which a prize can be won by shooting a game ball toward the second starting area 904b may be the object of the profit represented by the profit image 20. In this way, the profit image 20 (prize ball value) displayed in the subsequent jackpot game when short-interval consecutive jackpots occur includes not only the profit obtained in the previous jackpot game, but also the profit obtained in the subsequent first special game state.

[0043] 〇Specific example 1-4 In the above embodiment, the control of the profit image 20 is described as being for the case where the first special game state (high probability, time-saving) is entered after the previous big win game ends and the later big win is won in the first special game state, but the control may be similarly performed for the case where the second special game state (low probability, time-saving) is entered after the previous big win game ends and the later big win is won in the second special game state. In other words, if the later big win is won during the transition to the second special game state until the switching point at which the game is lost N times (N is less than the number of times the second special game state continues) after the transition to the second special game state, the profit image 20 is not reset, and if the big win is won after the switching point is reached, the profit image 20 is reset.

[0044] 〇Specific example 1-5 Although the first special game state in the above embodiment is described as "ST" which ends when M consecutive misses occur, it may be a state which continues until the next big win (high probability, with time reduction). Whether the profit image 20 is reset or not may be determined depending on whether the switching point at which N consecutive misses occur after the start of the game state is reached or not.

[0045] 〇Specific example 1-6 The pseudo start effect is executed when the winning / losing lottery result reaches a losing result N times in a row after the first special game state is started. If N=20 as in the above embodiment, the pseudo start effect is executed at the beginning of the 21st variable effect after the first special game state is started.

[0046] The pseudo start effect is an effect for making it look as if the first special game state has started from the switching point. For example, if the name of the first special game state is named "XX RUSH", the pseudo start image 25 including the name is displayed as the pseudo start effect (see FIG. 8). Note that such a pseudo start image 25 is not displayed at the start of the first special game state (immediately after the end of the previous big win game). Also, as described above, the pseudo start effect is executed during the 21st during-changing effect since the start of the first special game state, so that the decorative pattern 80 for notifying the winning / losing lottery result corresponding to the 21st during-changing effect is displayed in a small changing manner near the outer edge of the display area 911, so that the player is less likely to notice that the during-changing effect is being executed (the pattern is changing). Also, it is preferable that the reserved pattern 10 is not displayed while the pseudo start effect is being executed, so that the player is less likely to notice that the during-changing effect is being executed. However, this does not deny the configuration in which the reserved pattern 10 is displayed.

[0047] This gives the player the impression that the first special game state will start after the switching time (although in reality the first special game state will start before the switching time is reached). Therefore, if a later jackpot is won (short-interval consecutive jackpots occur) before the switching time is reached, a new jackpot game will start without the pseudo start effect being executed (to a player who has experienced the pseudo start effect, it will appear that the first special game state has not started), which will further enhance the effect of making the earlier jackpot game and the later jackpot game look like a single jackpot game.

[0048] In addition, the first rotation fluctuation after the switching time is reached (the 21st fluctuation during the performance since the first special game state is started) is forcibly set as a long fluctuation (fluctuation for a predetermined time or more), and time is secured for executing the pseudo start performance at the beginning of the fluctuation during the performance. In this embodiment, even if the 21st rotation is a jackpot, the pseudo start performance is executed (after the pseudo start performance is executed, the jackpot is notified). However, if the 21st rotation is a jackpot, the pseudo start performance may not be executed. In other words, the pseudo start performance is executed to make it look like the first special game state is about to start, and if it is decided that a jackpot will be achieved soon, the pseudo start performance may not be executed since there is no point in executing the pseudo start performance.

[0049] In addition to or instead of the above display, the following display may be displayed as a pseudo start effect. Note that only a part of the display shown below may be adopted.

[0050] - Pseudo number of times display The display of the pseudo number of times 25n, which indicates that the first special game state will end when D consecutive times of failure, is executed as the pseudo start effect (see FIG. 9(a)). Note that D=MN. As in the above embodiment, if the number of times (ST times) of the first special game state is M=150 and N=20, then D=150-20=130, and an image including the number "130" (times) is displayed as the pseudo number of times 25n. By doing so, the player will have the impression that the first special game state will end when 130 consecutive times of failure (ST130 times) (although the actual number of times of succession is 150 times). In other words, the player will have the impression that the first special game state with "number of times of succession=130 times" will start after the switching time (although the first special game state actually starts before the switching time is reached). It is preferable that the pseudo number of times 25n is displayed together with (at the same time as) the pseudo start image 25 including the name of the first special game state (e.g., XX RUSH) (see FIG. 9(a)). This increases the probability that the player will feel that the game state with that name will continue for the pseudo number of times 25n (130 times).

[0051] ·Selective performance The presentation mode of the first special game state after the switching time is reached (i.e., the presentation mode from the 21st to 150th spins) can be selected by the player from among a plurality of presentation modes. For example, one of presentation mode A with a motif of character A, presentation mode B with a motif of character B, and presentation mode C with a motif of character C can be set, and the manner of the presentation during the change will change according to the presentation mode that has been set. However, the presentation mode does not affect the player's direct profit (the number of balls won).

[0052] Based on this premise, a selection effect for selecting a presentation mode is executed as a pseudo start effect. In other words, an effect is executed in which the player is prompted to select which of presentation modes A to C the presentation mode at the time of switching (to select a preferred presentation mode) (see FIG. 9(b)). The specific form of the selection effect (selection method) may be any. It is sufficient that an image showing how to operate the operation means 70 (push button 71 or cross key (not shown)) for performing the selection operation and the time remaining until the selection is completed is displayed.

[0053] Generally, a selection effect for selecting a presentation mode is executed when a new state is started (it is not normal for a selection effect for determining a subsequent presentation mode to occur in the middle of a game state (even though the same game state is maintained)). Therefore, by having such a selection effect be executed in response to the arrival of the switching point, the player will get the impression that the first special game state will start after the switching point (even though the first special game state actually starts before the switching point is reached).

[0054] ·Company display As an advertisement to the player, a corporate display (corporate display) indicating the manufacturer or seller of the gaming machine may be displayed in the display area 911. Generally, such corporate display is often displayed at a clear "break" such as the end of a big win game or the start of a new game state. As a pseudo-start effect, such corporate display is displayed (see FIG. 9(c)). In other words, the corporate display is displayed at a midpoint (switching point) in the first special game state. As described above, since the corporate display is often displayed at a clear breaking point, the player gets the impression that the first special game state has started after the corporate display is displayed (although the first special game state actually starts before the switching point is reached).

[0055] ·Warning display A display (attention display) that calls the player's attention may be displayed. Examples of the attention display include a display that warns against forgetting to take (theft) a recording card such as a cash card or a card that records winning ball information (see FIG. 9(d)), and a display (not shown) that warns against injury due to contact with a protrusion or the like provided on the housing 1a of the gaming machine 1. Generally, such attention display is often displayed at a clear "break" such as the end of a big win game or the start of a new game state. As a pseudo-start performance, such an attention display is displayed. That is, the attention display is displayed at a midpoint (switching point) of the first special game state. As described above, the attention display is often displayed at a clear breaking point, so the player gets the impression that the first special game state has started after the attention display is displayed (although the first special game state actually starts before the switching point is reached).

[0056] The pseudo start effect described in this example can also be used in cases where the profit image 20 is not controlled as in the above embodiment (the control of the profit image 20 described in the above embodiment is not a necessary condition for applying this example). For example, when it is desired to make the number of times that the special game state continues appear smaller than the actual number of times that it continues (when it is desired to make it appear N times smaller), the pseudo start effect as in this example may be executed.

[0057] 4) Various performances The gaming machine 1 according to the present embodiment can execute the following effects as effects constituting the variable effect. Note that it may be possible to execute only some of the effects shown below.

[0058] 4-1) Cabinet display effects The image displayed in the display area 911 during the variable performance is the variable image 30. The variable image 30 includes at least the decorative pattern 80 and a background image 30b displayed as the background thereof. As will be described in detail later, the cabinet display performance is a change that causes the variable image 30 to become smaller, and in a state where the cabinet display performance is not occurring (normal state), the variable image 30 is displayed across the entire display area 911 (see FIG. 10(a)).

[0059] The cabinet display performance is a state in which the variable image 30 becomes smaller from the normal state. Basically, the variable image 30 (see FIG. 10(a)) that was displayed in the entire display area 911 is displayed as if zoomed out (as if "shifted" with respect to the display area 911) (see FIG. 10(b)(c)). By displaying in this manner, an area (hereinafter sometimes referred to as a non-standard area 911a) in which the variable image 30 is not displayed is generated in the display area 911. At least a part of the cabinet 1a (including the game board 90) of the game machine 1 is displayed in the non-standard area 911a (at least a part of the cabinet 1a is displayed as an "image"). The positional relationship between the cabinet 1a (image) and the variable image 30 (display area 911) displayed in the display area 911 when the special state is reached is maintained. That is, the cabinet display effect is an effect in which a change occurs from a normal state as if zooming out with the variable image 30 as the center, resulting in a special state in which the cabinet 1a existing around the display area 911 appears to be projected. Note that in this embodiment, the display area 911 (variable image 30) is displayed as if displaced straight backward (a two-dimensional displacement occurs), but a three-dimensional displacement may be displayed. That is, in a state in which the cabinet display effect occurs, the outer edge representing the display area 911 may be displayed in an approximately parallelogram shape.

[0060] In this way, the cabinet display performance changes from the normal state to the special state, and the continuity of the variable image 30 is maintained from the normal state to the special state (see FIG. 10). As described above, the variable image 30 includes at least the decorative pattern 80, and the continuity of the change of the decorative pattern 80 (note that the change here includes a state that is not completely stopped, for example, a pseudo-stop state where it is slightly shaking) is maintained. For example, if the variable image 30 includes the decorative pattern 80 of "5·1·7" changing from the left (see FIG. 10(a)) immediately before the change from the normal state to the special state (zooming out of the variable image 30) occurs, the zoom out will start while the decorative pattern 80 of "5·1·7" is still displayed (see FIG. 10(b)). The continuity of the change of the decorative pattern 80 is maintained even during the zoom out.

[0061] The dynamic image 30 includes a background image 30b (note that the background image 30b is omitted in some drawings). If the dynamic image 30 is a "moving image" that changes over time, the continuity of the background image 30b as a "moving image" is maintained from the normal state to the special state (see FIG. 10).

[0062] In addition, in this embodiment, the variable image 30 includes the reserved pattern 10. That is, when the cabinet display performance occurs, the variable image 30 including the reserved pattern 10 will zoom out. If new winning / losing lottery information is not acquired (the number of reserved patterns does not change) when the cabinet display performance occurs, the number of reserved patterns 10 included in the variable image 30 will not change. Also, if new winning / losing lottery information is acquired while the cabinet display performance is being executed (during zooming out), new reserved patterns 10 will be displayed even during zooming out (see the change from FIG. 10(b) to (c)). That is, the increase in reserved patterns 10 is reflected even during the cabinet display performance.

[0063] In this way, in the case display performance in this embodiment, the continuity of the variable image 30 is maintained from the normal state to the special state. Also, the timing at which the case display performance occurs is not fixed. In other words, the timing at which the change from the normal state to the special state starts is not fixed. Since the state of the variable image 30 at the time when the change starts can change each time (varies), the specific state of the case display performance (part of the variable image 30) will be different unless the state of the variable image 30 at the above time is exactly the same.

[0064] The cabinet display effect is an effect in which an image of the gaming machine 1 "itself" is displayed in the display area 911, and by maintaining the continuity of the variable image 30 as in this embodiment, the effect is achieved in which the effect appears more realistic (as if the gaming machine 1 currently being played is actually being displayed).

[0065] In the present embodiment, the housing display performance is zoomed out to a position where the light-emitting unit 35 provided on the housing 1a is displayed. The light-emitting unit 35 is provided on the upper part of the housing 1a (above the display area 911), and a state where the display is zoomed out to a position where an image of the light-emitting unit 35 (image light-emitting unit 35x) is displayed in the non-reference area 911a in the display area 911 (a state where a part of the housing 1a including the light-emitting unit 35 is displayed) is regarded as a special state (see FIG. 10(c)).

[0066] After the special state is reached, an image that makes the image light-emitting unit 35x light up is displayed, and the actual light-emitting unit 35 also lights up, so that a "real object-image light-emitting effect" is executed (see FIG. 11). In other words, the "real object-image light-emitting effect" is an interesting effect in which an effect using a tangible object actually provided on the housing 1a and an effect using an image representing the tangible object (an effect using a tangible object expressed by an image) are executed simultaneously. After the effect using the image light-emitting unit 35x and the real light-emitting unit 35 is finished, the display returns to the normal state in which the variable image 30 is displayed in the entire display area 911.

[0067] In this embodiment, the occurrence of the cabinet display effect (real object / image light emission effect) is set as a chance-up effect. In other words, when the cabinet display effect occurs during a certain variation effect, the probability ((jackpot) reliability) of the winning / losing lottery result corresponding to the certain variation effect being a jackpot is higher than when the cabinet display effect does not occur.

[0068] Even if the change from the normal state to the special state starts, the real object / image light emitting effect may not be executed. In other words, the execution of the real object / image light emitting effect may be set as a chance up, and the return to the original state without the real object / image light emitting effect being executed (returning to the normal state in which the variable image 30 is displayed in the entire display area 911) may be set as a non-chance up. In this way, the variable image 30 is displaced (zoomed out) until the image light emitting portion 35x is displayed, and the real object / image light emitting effect is executed, which is a performance form in which the player hopes.

[0069] The following describes specific examples of improvements, specific embodiments, modifications, etc., of matters related to the cabinet display performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0070] 〇Specific example 2-1 The variable image 30 includes the decorative pattern 80 and its background image 30b, and as explained above, the continuity is maintained even when the cabinet display performance occurs, but when the cabinet display performance occurs while the variable image 30 including the performance image that changes over time is displayed, the continuity of the performance image is also maintained (the performance image is not always displayed during the changing performance). For example, when a character image representing a specific character is displayed as the performance image and the cabinet display performance occurs while the character image is moving from right to left over time, the continuity of the movement of the character image is maintained from the normal state to the special state.

[0071] 〇Specific example 2-2 After the cabinet display effect is generated, an operation effect may be generated to prompt the player to operate the operation means 70. Specifically, in a special state, the operation means 70 (e.g., the push button 71) provided on the cabinet 1a of the gaming machine 1 is displayed, and the player is prompted to operate the operation means 70. That is, the cabinet display effect is a display in which the variable image 30 is zoomed out, and the variable image 30 is zoomed out until the operation means 70 provided outside the display area 911 is displayed as an image (the image button 35y is displayed). Then, an operation effect is generated to prompt the player to operate the operation means 70 (see FIG. 12). Note that the continuity of the variable image 30 is maintained even in this case. In this way, the cabinet display effect can also be used for the operation effect.

[0072] In this example, it is preferable to link the change in the actual push button 71 with the change in the image button 35y. For example, the actual push button 71 is provided with a light emitting body, and when the actual push button 71 emits light, the image button 35y also emits light (the button represented by the image is displayed as if it is emitting light) (see FIG. 12). In this way, the operation target (push button 71) of the operation performance becomes clear.

[0073] The operation presentation is set with a valid operation period during which operation of the operation means 70 is valid. When the operation means 70 is operated (one operation (single operation)) during the valid operation period, the normal state is restored. After the normal state is restored, the result of the operation presentation is shown in the display area 911. If the operation means 70 is not operated during the valid operation period, the end of the valid operation period is the trigger for a return to the normal state and the result of the operation presentation is displayed. The operation presentation can also be a presentation showing the result of a win / lose lottery. In this case, if the result of the win / lose lottery is a jackpot, the operation presentation can be a success result, and if it is a loss, the operation presentation can be a failure result.

[0074] In the case of this example, even if the cabinet display performance starts and the special state is entered, the display area 911 may be configured to return to the normal state without displaying the image of the operation means 70. In other words, whether the variable image 30 zooms out until the image (image button 35y) representing the operation means 70 provided on the cabinet 1a is displayed is set as a branch of whether the operation performance is executed or not. In this case, it is preferable to set the operation performance to be executed as an event that is more advantageous to the player than the operation performance not being executed. In other words, the former case is set to have a higher jackpot reliability of the winning / losing lottery result than the latter case. In the latter case, it may be set to confirm that the winning / losing lottery result is a losing one. In this way, it becomes a performance form that the player desires to zoom out until the operation means 70 is displayed.

[0075] 〇Specific example 2-3 In the above embodiment, the case display performance (real object / image light-emitting performance) is described as a performance by a physical object (e.g., the light-emitting unit 35) actually provided on the case 1a and a performance by an image (image light-emitting unit 35x) representing the physical object are executed simultaneously, but it is also possible that a contradiction may occur between the two performances. For example, it is possible that an event may occur in which the actual light-emitting unit 35 emits white light, but the image light-emitting unit 35x (light-emitting unit 35 represented by an image) emits red light (see FIG. 13(a)).

[0076] In this case, it is preferable to set the reliability of the big win differently (the degree of chance increase is different) between when a contradiction occurs and when it does not. In accordance with the above example, the reliability of the big win is set differently when both the actual light-emitting unit 35 and the image light-emitting unit 35x emit white light (see FIG. 13(b)) and when the actual light-emitting unit 35 emits white light and the image light-emitting unit 35x emits red light (see FIG. 13(a)). By doing so, it becomes an interesting presentation form in which the player pays attention to whether or not there is a contradiction between the presentation by the actual tangible object and the presentation by the image representing the tangible object.

[0077] 〇Specific example 2-4 In the above embodiment, the cabinet display performance is described as a performance by a tangible object (e.g., the light-emitting unit 35) actually provided on the cabinet 1a and a performance by an image (image light-emitting unit 35x) representing the tangible object being executed simultaneously, but one of them may be executed first. For example, the image light-emitting unit 35x may emit light (see FIG. 14(a)) after the actual light-emitting unit 35 emits light (see FIG. 14(b)). Note that the image light-emitting unit 35x may continue to emit light even after the actual light-emitting unit 35 emits light, or the light emission of the image light-emitting unit 35x may end. In this case, the performance by the image is a performance form in which the performance by the actual tangible object is announced. In addition, in the opposite case, the performance by the actual tangible object is a performance form in which the performance by the image is announced.

[0078] 4-2) Specific operation effects In this embodiment, it is possible to execute a specific operation presentation as a type of operation presentation that prompts the player to operate the operation means 70. The specific operation presentation is a presentation that prompts the player to perform a single operation of the push button 71, which is one of the operation means 70. The push button 71 can be changed into a normal state and a special state that the player can recognize as being different from the normal state. In this embodiment, the special state is a state in which the push button 71 vibrates (vibration state), and the normal state is a state in which the push button 71 does not vibrate (non-vibration state). The vibration device itself for vibrating the push button 71 is well known, so a description thereof will be omitted.

[0079] The period during which a specific operation presentation is executed is divided into a valid operation period during which operation of the push button 71 is valid (the period during which the player is urged to operate), and a notice period, which is the period before the valid operation period begins. During the valid operation period, an image (meter image) indicating the remaining (elapsed) period of the valid operation period, an image showing the push button 71 to be operated, and an image requesting a single operation (an image including the word "press") are displayed (see FIG. 16(a)). In other words, the valid operation period is the period during which the player is actually requested to operate.

[0080] The notice period is the introductory part of the valid operation period (the part that notifies the user that the valid operation period is about to begin). In this embodiment, the push button 71 changes from the normal state to the special state during the notice period. Specifically, the push button 71 changes from the normal state (see FIG. 15(a)) to the special state (see FIG. 15(b)), returns to the normal state, and then changes back to the special state, which is repeated multiple times. In this embodiment, the push button 71 goes into the special state a total of three times throughout the notice period (it is in the normal state at the start of the valid operation period).

[0081] During the notice period, as the push button 71 changes from the normal mode to the special mode, the effect image 40 is displayed in the display area 911. In this embodiment, the effect image 40 is displayed when the push button 71 is in the special mode (see FIG. 15(b)). As described above, the push button 71 goes into the special mode a total of three times during the notice period, so the effect image 40 is displayed a total of three times throughout the notice period. Note that, in this embodiment, the effect image 40 is not displayed when the push button 71 is in the normal mode (see FIG. 15(a)).

[0082] Effect image 40 is designed to gradually expand from the side where push button 71 is provided. In this embodiment, push button 71 is provided on the lower side of display area 911, so an image (video) in which the display range expands over time from the lower edge of display area 911 is displayed as effect image 40. Also, since the special aspect in this embodiment is "vibration," an image is displayed that looks as if it is an effect caused by the influence of that vibration (see FIG. 15(b)). In this embodiment, an image that shows "ripples" expanding from push button 71 as the center is displayed as effect image 40.

[0083] After such a notice period, the operation period will begin (see FIG. 16(a)). If an operation of the operation means 70 that satisfies the conditions is performed during the operation period (see FIG. 16(b)), the operation period will end and the result of the presentation (a result advantageous to the player (success result; see FIG. 16(c-1)) or a result disadvantageous to the player (failure result; see FIG. 16(c-2)) will be displayed. Since the specific operation presentation in this embodiment is a presentation that encourages a single operation, the operation period will end when the push button 71 is operated once during the operation period, and the operation will transition to the result. If no operation of the operation means 70 that satisfies the conditions is performed during the operation period, In this case, the result is displayed when the effective operation period ends (time-up). In this embodiment, the result itself indicates the result of the winning / losing lottery. In other words, if the result of the winning / losing lottery corresponding to the variable performance including the specific operation performance is a jackpot, a successful result (including a reversal pattern in which a result appears to be a failure) is reached, and if it is a miss, a failure result is reached. However, rather than indicating such a winning / losing lottery result, the setting may be limited to the fact that a successful result has a higher probability of winning than a failure result.

[0084] In this manner, in this embodiment, the effect image 40 is displayed in accordance with the vibration (special mode) of the push button 71, emphasizing the vibration of the push button 71. In particular, the effect image 40 in this embodiment is in a mode that gradually spreads from the side where the push button 71 is provided, that is, in a mode that looks as if it was generated by the vibration of the push button 71, so that the effect of emphasizing the vibration is high.

[0085] In addition, in this embodiment, the push button 71 vibrates during the notice period before the operation valid period of the specific operation presentation starts, and the effect image 40 is displayed at the same time, so the player can easily grasp the position of the push button 71 to be operated, and can predict that he or she will be prompted to operate the push button 71. In other words, preparation for operation before the operation valid period can be carried out smoothly.

[0086] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of matters related to specific operation presentation will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0087] 〇Specific example 3-1 A plurality of types of images are set as the effect image 40 that can be displayed. For example, the first effect image 41 may be displayed (see FIG. 17(a)) and the second effect image 42 may be displayed (see FIG. 17(b)). The probability that the result of the specific operation presentation is favorable to the player is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed during the preview period. If the result of the specific operation presentation indicates the winning / losing lottery result, the reliability of the big win is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed. This makes it possible to achieve a presentation form that draws the player's attention to the form (type) of the effect image 40.

[0088] In addition, in the case of this example, the special mode of the operation means 70 (push button 71) may be set differently depending on the mode (type) of the effect image 40 to be displayed. For example, a first special mode (low vibration) (see FIG. 17(a)) and a second special mode (high vibration) (see FIG. 17(b)) with a larger vibration than the first special mode are set as vibration modes of the push button 71. The first effect image 41 is displayed when the first special mode is selected, and the second effect image 42 is displayed when the second special mode is selected. In this case, the difference between the first effect image 41 and the second effect image 42 may be the size (maximum size) of the image. That is, since the second special mode has a larger "vibration" than the first special mode, the second effect image 42 is larger than the first effect image 41 (if "ripples" are used as the effect image 40 as in the above embodiment, the size of the "ripples" is different depending on the magnitude of the "vibration"). In this way, it is possible to clearly indicate whether the operating means 70 (push button 71) is in the first special mode or the second special mode (the magnitude of the "vibration") by the difference in the effect image 40 (the difference in the invisible "vibration" can be represented by the difference in the effect image 40).

[0089] 〇Specific example 3-2 The setting is made such that the display of the effect image 40 increases the chance of winning. That is, when the push button 71 vibrates, the effect image 40 may be displayed (see FIG. 18(a)) or may not be displayed (see FIG. 18(b)). That is, during the notice period, the push button 71 may vibrate but the effect image 40 may not be displayed (except for the decorative pattern 80 and the reserved pattern 10, the images displayed in the display area 911 differ in the presence or absence of the effect image 40). And, the setting is made such that the probability that the result of the specific operation presentation will be advantageous to the player is higher when the effect image 40 is displayed and the vibration of the push button 71 is emphasized than when the effect image 40 is not displayed. If the result of the specific operation presentation indicates the result of the winning / losing lottery, the reliability of the big win is higher when the effect image 40 is displayed than when it is not displayed. In this way, the presentation is such that the player pays attention to whether the effect image 40 is displayed or not when the push button 71 vibrates.

[0090] 〇Specific example 3-3 In the above embodiment, it has been described that the special mode is when the operating means 70 (push button 71) is in a vibrating state, but other modes can be set as special modes as long as the player can sense that they are different from the normal mode (normal state). For example, the push button 71 may be equipped with a light-emitting body (e.g., an LED), and the normal mode may be set when the light-emitting body is in a non-emitting state, and the special mode may be set when the light-emitting body is in an emitting state. In other words, the difference between the normal mode and the special mode is set to be recognizable by the player's eyes. The light-emitting body may also emit light in the normal mode. In other words, the light-emitting color of the light-emitting body in the normal mode and the light-emitting color of the light-emitting body in the special mode are set to be different. In the case of this example, it is preferable to match the effect image 40 to the light-emitting color of the light-emitting body. For example, if the light-emitting body emits red light, the effect image 40 is set to be red.

[0091] As explained in the above specific example 3-1, if two or more modes are set as the effect image 40, a first effect image 41 exhibiting a white color may be displayed when the light emitter is in a first special mode in which it emits white light (see FIG. 19(a)), and a second effect image 42 exhibiting a red color may be displayed when the light emitter is in a second special mode in which it emits red light (see FIG. 19(b)). In this way, by linking the light emission color of the light emitter with the color of the effect image 40, the effect of emphasizing by the effect image 40 that the operation means 70 (push button 71) is in a special mode is enhanced.

[0092] 〇Specific example 3-4 In the above embodiment, it has been described that the operation means 70 (push button 71) changes from the normal state to the special state during the notice period before the valid operation period, and the effect image 40 is displayed accordingly, but such a change from the normal state to the special state and the display of the effect image 40 accordingly may occur during the valid operation period. Also, the operation means 70 (push button 71) may change from the normal state to the special state in a state indicating the result of a specific operation performance, and the effect image 40 may be displayed accordingly.

[0093] 4-3) Design Presentation In this embodiment, a symbol effect occurs as an effect constituting the effect during variation. The symbol effect is an effect that uses decorative symbols 80. Specifically, it is an effect that indicates an advantageous situation to the player by making a combination of X symbols a specific combination. X is the number that constitutes the combination of decorative symbols 80 that indicates the result of the winning / losing lottery. That is, in this embodiment, X=3. Note that, as long as X=2 or more, the number of decorative symbols 80 that constitute the specific combination can be changed as appropriate.

[0094] The specific combination is not the same "three decorative patterns 80" that are displayed when a jackpot is reached. In other words, it is a so-called "chance combination" that is different from the combination that notifies a jackpot win. In this embodiment, the specific combination is a combination in which three decorative patterns 80 are arranged from the left in a prescribed order (see FIG. 20(b)). Specifically, the specific combination is a combination arranged in ascending order from the left, such as "1·2·3", "2·3·4", "3·4·5", etc. In the drawings, each decorative pattern 80 is shown as including only "numbers", but may also include characters or the like associated with them. In addition, each decorative pattern 80 may normally include parts other than "numbers", such as characters, but may be displayed as including only "numbers" when a specific combination is constructed. In addition, "8·9·1", "9·1·2", etc., which return from the last number (9) in the prescribed order to the first number (1), may also be included in the "ascending order".

[0095] When generating a symbol effect, the fluctuation of each decorative symbol group 80g is stopped or pseudo-stopped, and then a specific combination is displayed. Here, "stop" refers to the point in time when a combination indicating a certain winning / losing lottery result is confirmed and displayed. In other words, the fluctuation of all decorative symbol groups 80g stops at the end of the during-variation performance. On the other hand, "pseudo-stop" refers to a state in which the symbols appear to be stopped to the player, but are still moving slightly. Therefore, the point of "pseudo-stop" is not the end of the during-variation performance (it can be said to be the point at which the during-variation performance appears to have ended).

[0096] In this embodiment, a specific combination is displayed when a so-called pseudo-continuous performance is to occur. Since the pseudo-continuous performance itself is well known, detailed description will be omitted, but the decorative pattern 80 (see FIG. 20(a)) that changes once stops (see FIG. 20(b)), and then starts changing again (changes again) (see FIG. 20(c)), and this is repeated once or multiple times during one changing performance. The more times the re-changing occurs, the higher the jackpot reliability of the target winning / losing lottery result (the winning / losing lottery result corresponding to the changing performance including the pseudo-continuous performance) is set. The combination at the time of the "pseudo stop" when this pseudo-continuous performance occurs is considered to be a specific combination. In other words, the specific combination is a combination that indicates that a pseudo-continuous performance (re-changing) will occur.

[0097] Alternatively, a specific combination may be used as a "chance eye" in a so-called look-ahead performance. The look-ahead performance suggests that the jackpot reliability of a certain winning / losing lottery result (the target winning / losing lottery result that is the subject of the look-ahead performance) has increased by a performance during the change of one or multiple consecutive winning / losing lottery results (previous winning / losing lottery results) that are notified before the target winning / losing lottery result, and it is possible to generate a look-ahead performance in which a combination indicating the previous winning / losing lottery result (loss) becomes a specific combination (chance eye). In this case, the combination when the change of the decorative pattern 80 "stops" is set as a specific combination, as a combination indicating the previous winning / losing lottery result (loss).

[0098] The three decorative patterns 80 constituting the specific combination are highlighted as follows. As described above, the specific combination in this embodiment is one in which the three decorative patterns 80 (numbers) are arranged in ascending order. That is, the numbers of the left decorative pattern 80, the middle decorative pattern 80, and the right decorative pattern 80 are "consecutive" (consecutive numbers). These three decorative patterns 80 are displayed in ascending order so that they become gradually smaller (see FIG. 20(b)). That is, the left decorative pattern 80 is displayed as the largest, the middle decorative pattern 80 is displayed as the next largest, and the right decorative pattern 80 is displayed as the smallest. The size of each decorative pattern 80 is determined by the length in the vertical direction. That is, the larger the distance from the top to the bottom of the pattern, the larger the "larger the pattern". In addition, in the state before the specific combination is constructed, each decorative pattern 80 is basically the same size.

[0099] The rules of the special combination (chance combination) differ depending on the gaming machine. In the present embodiment, when the decorative symbols 80 are arranged in a specified order as the special combination, the size of the symbols is emphasized to become gradually smaller in the specified order as described above, so that the symbols look as if they are arranged in numerical order from the front, emphasizing that the special combination is in "ascending order (order)". From the player's point of view, this has the advantage that the rules of the special combination are easy to understand.

[0100] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the matters related to the symbol presentation will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0101] 〇Specific example 4-1 In the above embodiment, the highlighting is described as a display in which the decorative patterns 80 constituting the specific combination are displayed in a specified order (ascending order) so as to become gradually smaller, but it may be displayed in a gradually larger order (see FIG. 21). In this example, the magnitude relationship of the numbers is linked to the magnitude relationship of the patterns (the larger the number, the larger it is displayed), resulting in an easy-to-understand presentation.

[0102] 〇Specific example 4-2 In the above embodiment, the decorative patterns 80 constituting the specific combination are arranged in "ascending order", but the specific combination may be arranged in "descending order" (both "ascending order" and "descending order" may be set as specific combinations, or only "descending order" may be set as specific combination). Even when the "descending order" is set as the specific combination, it is possible to make the patterns gradually smaller from left to right (the left decorative pattern 80 is the largest and the right decorative pattern 80 is the smallest) as in the above embodiment. In this way, the size relationship of the numbers and the size relationship of the patterns are linked. Note that the descending order may also include a predetermined order that goes from the first number (1) to the last number (9), such as "1·9·8" and "2·1·9".

[0103] In addition, in a setting in which both "ascending" and "descending" are considered to be specific combinations, it is possible to configure the direction of change in the size of the patterns to be different between "ascending" and "descending". For example, as shown in FIG. 22(a), in the case of "ascending", each decorative pattern 80 may be displayed so as to become gradually smaller from left to right (see FIG. 22(a-1)), while in the case of "descending", each decorative pattern 80 may be displayed so as to become gradually larger from left to right (see FIG. 22(a-2)) (appearing to be located in front in numerical order). Conversely, as shown in FIG. 22(b), in the case of "ascending", each decorative pattern 80 may be displayed so as to become gradually larger from left to right (see FIG. 22(b-1)), while in the case of "descending", each decorative pattern 80 may be displayed so as to become gradually smaller from left to right (see FIG. 22(b-2)) (in both "ascending" and "descending", the relationship between the size of the numbers and the size of the patterns are linked). By doing this, the direction in which the size of the symbols becomes smaller (larger) differs between "ascending order" and "descending order", so it becomes easier to determine whether the specific combination, "ascending order" or "descending order", has been achieved. If both "ascending order" and "descending order" are set as specific combinations, it is better to set it so that the other order is more advantageous to the player (higher reliability of the jackpot in the target winning / losing lottery results) than either "ascending order" or "descending order". In this case, since whether the specific combination, "ascending order" or "descending order", is a matter of interest to the player, it can be said that it is very significant to make it easier to determine whether the specific combination, "ascending order" or "descending order", has been achieved.

[0104] 〇Specific example 4-3 In the above embodiment, the specific combination is that the decorative patterns 80 are arranged in a specified order (ascending order), but other combinations may be the specific combinations. In other words, the "rules" of the specific combinations may be different.

[0105] When two or more of the same type of decorative pattern 80 are included in a specific combination, the size of the decorative pattern 80 of the same type may be made the same in the highlighted state. For example, if the specific combination is set to be the same type of the center decorative pattern 80 and the right decorative pattern 80, such as "1·2·2" or "2·3·3," the size of the center decorative pattern 80 and the right decorative pattern 80 are made the same, while the size of these two decorative patterns 80 and the left decorative pattern 80 are made different (see FIG. 23). By doing so, the player can easily understand that a combination in which the two decorative patterns 80 (the center decorative pattern 80 and the right decorative pattern 80) are the same type (but are not a jackpot combination) is considered to be a chance combination. Note that, even in this case, the smaller the number, the closer it is to the front (the larger it is to the front) (see FIG. 23(a)), and conversely, the larger the number, the closer it is to the front (the larger it is to the front) (see FIG. 23(b)).

[0106] 〇Specific example 4-4 Since the decorative patterns 80 constituting the specific combination change in size in a prescribed order, the size of each of the two adjacent decorative patterns 80 is larger than that of the other. In the above embodiment, the decorative pattern 80 located to the left is larger. Based on this premise, the highlighting is performed in such a manner that a part of a relatively small decorative pattern 80 is overlapped with a part of a relatively large decorative pattern adjacent thereto. For example, if a specific combination of "2·3·4" is displayed, a part of the left side of the "3" pattern is displayed so as to be covered by a part of the right side of the "2" pattern, and a part of the left side of the "4" pattern is displayed so as to be covered by a part of the right side of the "3" pattern (see FIG. 24). In this way, the larger the decorative pattern 80 displayed, the more it appears to be located in front, so the difference in size between the decorative patterns 80 is emphasized, and it is more clearly shown that the decorative patterns are arranged in a prescribed order.

[0107] In this example, it is preferable to separate the image layers representing the decorative patterns 80 that make up the specific combination in order to facilitate image control. The image layer representing the decorative pattern 80 that is displayed larger is set as the layer in the foreground (in the above embodiment, the left decorative pattern 80 is represented by the foreground image layer, and the right decorative pattern 80 is represented by the rearmost image layer).

[0108] 〇Specific example 4-5 The pattern presentation includes a change from a normal display in which the X decorative patterns 80 constituting the specific combination are the same size to an emphasized display. For example, when the specific combination of "1·2·3" is displayed, immediately after the variation of each decorative pattern group 80g stops or pseudo-stops, the three decorative patterns 80 "1·2·3" are the same size (normal display state) (see FIG. 25(b)). From that state, a change occurs in which the middle decorative pattern 80 becomes smaller than the left decorative pattern 80 and the right decorative pattern 80 becomes smaller than the middle decorative pattern 80, and the display state changes to an emphasized display state (see FIG. 25(c)). For example, compared to the size in the normal display state, the size of the left decorative pattern 80 is maintained (magnification is set to 1.0 times), but the middle decorative pattern 80 is changed to 0.75 times and the right decorative pattern 80 is changed to 0.50 times. That is, when changing from normal display to highlighted display, the display magnification of each decorative pattern 80 is made different (the smaller the magnification is, the smaller the decorative pattern should be displayed in the highlighted display state).

[0109] In this way, before the decorative patterns 80 constituting the specific combination are displayed in a normal manner with the same size, it is possible to more clearly show that the sizes of the decorative patterns 80 are made different in a prescribed order (when the decorative patterns 80 are displayed in a highlighted manner).

[0110] 〇Specific example 4-6 The highlighting is assumed to be a "perspective display" of X decorative patterns 80. If the decorative patterns 80 are highlighted in a way that they become smaller from left to right as in the above embodiment, the "perspective display" is assumed to have a vanishing point P on the right side of the display area 911. That is, assuming an upper virtual line P1 and a lower virtual line P2 that gradually narrow toward the right side of the display area 911, the upper side of each decorative pattern 80 is highlighted along the upper virtual line P1 and the lower side is highlighted along the lower virtual line P2 (the intersection of the upper virtual line P1 and the lower virtual line P2 is the vanishing point P) (see FIG. 26). In this way, it is more emphasized that the decorative patterns 80 are arranged in a specified order.

[0111] 4-4) Specific Prediction Performance In this embodiment, a specific pre-reading performance occurs as a performance constituting the during-change performance. As described above, the pre-reading performance suggests that the jackpot reliability of a certain winning / losing lottery result (target winning / losing lottery result that is the subject of the pre-reading performance) has increased in a during-change performance (previous during-change performance) for one or multiple consecutive winning / losing lottery results (previous winning / losing lottery results) whose notification is completed before the target winning / losing lottery result. If the during-change performance for the target winning / losing lottery result is the target during-change performance, the previous during-change performance will be executed before the target during-change performance starts. A specific pre-reading performance occurs as a type of this pre-reading performance. Specifically, the previous winning / losing lottery result is a loss, and a specific pre-reading performance occurs as a performance constituting the conclusion part including the end point (the point at which the loss notification is completed) of the previous during-change performance that notifies the loss.

[0112] The specific pre-reading performance includes the following first to third stages during the change. The first stage (see FIG. 27(a)(d)) is the stage in which the reference image 50 in the display area 911 is displayed. The reference image 50 is an image including the changing decorative pattern 80 (decorative pattern group 80g) and the background image 30b displayed as the background thereof. In this embodiment, the reserved pattern 10 is also included in the reference image 50 (the background image 30b is also the background of the reserved pattern 10). In other words, the first stage can be said to be a normal state before the specific pre-reading performance is started. In this embodiment, what is displayed in the entire display area 911 in the first stage is set as the reference image 50.

[0113] The second stage (see FIG. 27(b)(e)) after the first stage is a state in which the reference image 50 is displayed as if it has shifted with respect to the display area 911. That is, in the first stage, the reference image 50 is displayed over the entire display area 911, and the reference image 50 is displaced with respect to the display area 911 to reach the second stage. Since the reference image 50 is displaced with respect to the display area 911, in the second stage, the outer edge of the reference image 50 (the portion corresponding to the outer edge of the display area 911 in the first stage) that was not visible in the first stage is made visible. In this embodiment, a change occurs in which the reference image 50 appears to have been displaced backward. That is, in the second stage, the outer edge of the reference image 50 is displayed in an approximately square shape. Note that the reference image 50 may be displaced with respect to the display area 911 in at least one of the vertical and horizontal directions. Also, the reference image 50 may be displaced three-dimensionally with respect to the display area 911. For example, in the second stage, the outer edge of the reference image 50 may be displayed in a substantially parallelogram shape.

[0114] When moving from the first stage to the second stage, the continuity of the content represented by the reference image 50 is maintained. That is, if the decorative pattern 80 included in the reference image 50 changes or the background image 30b is a moving image, the continuity is maintained (the shape of the image representing the same content appears to have changed to the player). In other words, even in the second stage, at least one of the decorative pattern groups 80g (either left, center, or right) is changing (it is in the middle of the previous changing performance).

[0115] The third stage (see FIG. 27(c)(f)) after the second stage is a stage in which the reference image 50 returns to its original state (same size as the first stage). That is, like the first stage, the reference image 50 returns to a state in which it is displayed in the entire display area 911. Therefore, the outer edge of the reference image 50 displayed in the second stage becomes invisible by transitioning to the third stage. As the reference image 50 returns to the same size as the first stage, the combination of decorative patterns 80 included in the reference image 50 is made a combination indicating a "miss" (miss combination). The specific pre-reading performance is executed in the previous during-variation performance that notifies the previous winning / losing lottery result, and a miss combination that notifies the previous winning / losing lottery result is displayed. In other words, the third stage includes the end point of the previous during-variation performance, and is a stage in which a miss combination of decorative patterns 80 indicating the previous winning / losing lottery result (miss) is displayed. This means that such a miss combination is displayed approximately at the same time as the reference image 50 returns to its original size.

[0116] In the specific look-ahead performance, the more the number of future change performances (the number of look-aheads) is, the higher the probability of the target winning / losing lottery result being a big win. One or more future change performances constituting the specific look-ahead performance are considered to include the first to third stages described above (note that in the example shown in FIG. 27, (a) to (c) are one look-ahead, and (d) to (f) are one subsequent look-ahead). In other words, the reference image 50 is once displayed as if it has shifted relative to the display area 911, and then it returns to its original state and the result of the future winning / losing lottery (loss) is announced. In this way, the action of the reference image 50 "shifting" occurs before the announcement of the loss is made, which has the advantage that it is easy to understand that a look-ahead has occurred (it is easy to understand that the change that causes the action is a change included in the number of look-aheads).

[0117] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of matters related to specific look-ahead performances will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0118] Specific example 5-1 In the second stage, the reference image 50 is displayed as if it is shifted from the display area 911, so that an area (non-reference area 911a) where the reference image 50 is not displayed is generated in the display area 911. The reliability of the specific pre-reading performance, that is, the jackpot reliability of the target winning / losing lottery result, is suggested by the state of the image (hereinafter referred to as the non-reference image 51) displayed in the non-reference area 911a. For example, as the non-reference image 51, there is a case where the first non-reference image 511 is displayed (see FIG. 28(b-1)), and a case where the second non-reference image 512 (having a different state from the first non-reference image 511) is displayed (see FIG. 28(b-2)), and the setting is made such that the jackpot reliability of the target winning / losing lottery result is higher when the second non-reference image 512 is displayed than when the first non-reference image 511 is displayed in the second stage. As described above, in the specific pre-reading performance, the more the pre-reading times, the higher the reliability of the target winning / losing lottery result, and assuming that the number of pre-reading times is the same, the reliability of the winning is higher when the second non-standard image 512 is displayed than when the first non-standard image 511 is displayed. It is also possible to configure the system so that three or more types of non-standard images 51 with different reliability of the winning are set.

[0119] In addition, in a specific look-ahead performance in which the future change performance occurs two or more times (the number of look-aheads is two or more), the non-standard image 51 may be set to change (step up) during the course of the performance. For example, the first non-standard image 511 may be displayed in the second stage of the previous previous change performance, and the second non-standard image 512 may be displayed in the second stage of the previous previous change performance. In addition, in such a case, the reliability of the target winning / losing lottery result may be set to be higher when the second non-standard image 512 is displayed in both the previous previous change performance and the previous previous change performance than when the first non-standard image 511 was displayed in the previous previous change performance but the second non-standard image 512 was displayed in the previous previous change performance. In other words, the reliability of the target winning / losing lottery result may be set to be higher the more times a highly reliable non-standard image 51 is displayed through the specific look-ahead performance (through two or more previous change performances).

[0120] Specific example 5-2 The shape (outer shape) of the outer edge of the reference image 50 in the second stage may be different. Specifically, the outer shape of the reference image 50 in the state where it has changed the most from the first stage (at the time when a predetermined time has elapsed since the start of the second stage) may be different each time a specific pre-reading performance occurs. For example, the outer shape of the reference image 50 in the second stage may be a first form (see FIG. 29(b-1)), or may be a second form different from the first form (see FIG. 29(b-2)). The setting is such that the reliability of the jackpot of the target winning / losing lottery result is higher when the second form is used than when the first form is used. As described above, in the specific pre-reading performance, the reliability of the jackpot of the target winning / losing lottery result increases as the number of pre-readings increases. If the number of pre-readings is the same, the reliability of the jackpot is higher when the outer shape of the reference image 50 is in the second form than when it is in the first form. A configuration may be used in which three or more outer shapes with different reliability of the jackpot are set.

[0121] In addition, in a specific look-ahead performance in which the future change performance occurs two or more times (the number of look-aheads is two or more), the external shape of the reference image 50 may be changed (stepped up) during the course of the performance. For example, the external shape of the reference image 50 may be the first form in the second stage of the previous previous change performance, and the external shape of the reference image 50 may be the second form in the second stage of the previous previous change performance. In addition, in such a case, the reliability of the jackpot of the target winning / losing lottery result may be higher when both the previous previous change performance and the previous previous change performance are the second form than when the previous previous change performance was the first form but the previous previous change performance was the second form. In other words, the reliability of the jackpot may be higher the more times the external shape of the reference image 50 becomes highly reliable through the specific look-ahead performance (through two or more previous change performances).

[0122] Specific example 5-3 The combination of decorative patterns 80 shown in the third stage (a combination indicating that the previous variable performance is a miss) may be set as a branching factor for whether the reliability of the big win of the target winning / losing lottery result increases or decreases depending on whether the combination (see FIG. 30(b-1)) or not (see FIG. 30(b-2)). In other words, if the chance combination is established, a foresight effect occurs, and if the chance combination is not established, the foresight effect does not occur (note that FIG. 30 shows an example in which the decorative pattern 80 in the middle is set to be "7" as the chance combination).

[0123] In this case, the timing when the chance of the winning combination is likely to occur is highlighted by the change in the state of the reference image 50 (change from the second stage to the third stage). In other words, the change to the second stage functions as a notice suggesting the possibility of the chance combination occurring (prediction occurring). In other words, the setting is made so that the probability of the chance combination occurring is higher when the change from the first stage to the second stage occurs than when the change does not occur.

[0124] 〇Specific example 5-4 In the above embodiment, the combination of decorative symbols 80 shown in the third stage is described as a losing combination indicating that the winning / losing lottery result is a losing combination, but a combination indicating that the winning / losing lottery result is a big win may be displayed. That is, three sets of the same decorative symbols 80 may be displayed in accordance with the third stage. That is, the change in the reference image 50 from the first stage to the second stage to the third stage may be used to notify of a big win.

[0125] 4-5) Broadcast Production A specific performance may occur as a performance constituting the performance during the change. The specific performance is a type of so-called super reach performance, and leads to a favorable ending indicating that the player is in a favorable situation or an unfavorable ending indicating that the player is in a disadvantageous situation. The favorable ending indicates that the result of the winning / losing lottery is a jackpot. In other words, the favorable ending is only reached when the result of the winning / losing lottery is a jackpot. If the favorable ending is not reached, an unfavorable ending is reached. If the result of the winning / losing lottery is a miss, an unfavorable ending is reached. The specific mode of the specific performance leading to the ending may be any. In the present embodiment, the specific performance is set to be a battle between an ally character (a character on the player's side) and an enemy character (see FIG. 31(a)). The favorable ending (see FIG. 31(b-1)) is set to be displayed as an image of the ally character winning, and the unfavorable ending (see FIG. 31(b-2)) is set to be displayed as an image of the ally character losing (including the case where a reversal performance described later occurs).

[0126] A reversal effect may occur during a variation effect when a specific effect occurs. A reversal effect can occur only when a specific effect ends in an unfavorable outcome. Specifically, a reversal effect is an effect that overturns the unfavorable outcome and indicates that the winning / losing lottery result is a jackpot. In other words, a reversal effect can be said to be a jackpot confirmation effect that can occur only when the winning / losing lottery result is a jackpot. As long as a player can understand that the unfavorable outcome has been overturned, any specific form of the reversal effect may be used. In this embodiment, a video showing that a defeated ally character has been revived is displayed as a reversal effect (see FIG. 32(a)). After the reversal effect, the combination of decorative patterns 80 stops at a combination that indicates a jackpot (a confirmation display of the jackpot is displayed).

[0127] In other words, when a special effect occurs, if the result of the winning / losing lottery is a jackpot, the special effect will reach a favorable ending (see FIG. 31(b-1)), which will announce a jackpot, or it will reach an unfavorable ending (see FIG. 31(b-2)), and then a reversal effect will occur (see FIG. 32(a)), which will announce a jackpot. If the result of the winning / losing lottery is a miss, then an unfavorable ending (see FIG. 31(b-2)) will occur, and no reversal effect will occur (see FIG. 32(b)). Note that in the case where a special effect occurs, if the result of the winning / losing lottery is a jackpot, then in most cases the announcement will occur after a favorable ending has been reached. In other words, cases in which a reversal effect occurs are rare (for example, the setting is such that a reversal effect will occur only 5% of the time when there is a jackpot).

[0128] After a specific performance has ended in an unfavorable outcome (see FIG. 31(b-2)), a switching image 60 is displayed in the display area 911 (see FIG. 31(c)). The switching image 60 is displayed regardless of whether a reversal performance occurs. In other words, when an unfavorable outcome has been reached, the same switching image 60 is displayed every time, regardless of whether a reversal performance occurs. In this embodiment, a solid black image (blackout image) that covers the entire display area 911 is displayed as the switching image 60. It should be noted that together with the switching image 60, an image such as a decorative pattern 80 may be displayed small near the outer edge of the display area 911.

[0129] If the winning / losing lottery result is a big win, the displayed switching image 60 is erased and a reversal effect actually occurs (see FIG. 32(a)). On the other hand, if the winning / losing lottery result is a loss, the reversal effect does not occur even if the switching image 60 is erased (in this embodiment, an image in which the decorative patterns 80 are stopped in a combination indicating a loss is displayed, and the loss is confirmed) (see FIG. 32(b)). In other words, after the switching image 60 displayed after an unfavorable ending is erased, it becomes clear whether or not a reversal effect will actually occur (Note that "become clear" here means that the situation is such that the reversal effect being executed can be seen. In other words, it is not "become clear" in the situation before the reversal effect actually occurs). It can be said that the switching image 60 is an image displayed for scene change after a specific effect has reached an unfavorable ending.

[0130] In the case where a specific performance ends in an unfavorable outcome but a reversal performance occurs thereafter (when the winning / losing lottery result is a jackpot), a relay performance occurs before the actual occurrence of the reversal performance. In this embodiment, the relay performance occurs when a predetermined performance sound (a short sound of about a few seconds) is output from the speaker 95 (in the drawing, the performance sound is indicated by the character "beep") (see FIG. 31(c-1)). Also, in this embodiment, the relay performance (output of the performance sound) is executed when the switching image 60 is displayed (output of the sound effect ends before the switching image 60 is erased). The relay performance does not occur when a reversal performance does not occur (when the winning / losing lottery result is a miss) (meaning that the predetermined performance sound (the "beep" sound) is not output, and other sounds may be output) (see FIG. 31(c-2)).

[0131] Here, the above-mentioned effect sound (the "beep" sound) is a "jackpot confirmation sound" that can be output regardless of whether or not a specific effect is executed. In other words, even during a variation effect in which a specific effect is not executed (a jackpot variation that does not include a specific effect), a jackpot confirmation effect (hereinafter sometimes simply referred to as a confirmation effect) in which the effect sound is output can occur. For example, even during a pattern variation in which a reach has not been achieved, a confirmation effect can suddenly occur (see FIG. 33). Therefore, a player who has played for a certain amount of time may encounter the confirmation effect during a jackpot variation.

[0132] As described above, the relay effect is an effect sound that is the same as that of the final effect. In other words, the relay effect is the same as the final effect. The relay effect can only occur when a reversal effect occurs, and by making the relay effect the same as the final effect, a player who knows the existence of the final effect can know in advance that an unfavorable ending (loss) will be overturned, and the flow of effects leading to the reversal effect can be made smooth (the player can easily understand that a reversal effect has occurred).

[0133] In this embodiment, after an unfavorable outcome, regardless of whether a reversal effect occurs (irrespective of the winning / losing lottery result), the switching image 60 is displayed in the display area 911. When a reversal effect occurs, a sound effect is output when the switching image 60 is displayed (a relay effect occurs). In other words, when the same switching image 60 as usual is displayed (when the same effect as usual is executed as a "visual effect"), a reversal effect occurs when a sound effect that is not normally output is output (when a different effect than usual is executed as an "auditory effect"). In short, the presence or absence of a sound effect is different when a reversal effect occurs and when it does not, and the images that are regarded as the same are displayed in the display area 911. Generally, a player will be paying more attention to the "visual effect" displayed in the display area 911, so that although the "visual effect" executed in the display area 911 is the same as usual, there is a possibility that the player will feel strange when an "auditory effect" different from usual occurs. In other words, a game property is realized in which a reversal effect occurs when there is a "sense of strangeness" due to the sound effect being output.

[0134] The following describes specific examples of improvements, specific embodiments, modifications, etc., of matters related to live broadcasting. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0135] 〇Specific example 6-1 In the above embodiment, it has been described that the same switching image 60 is displayed regardless of whether or not a reversal performance occurs after a specific performance has reached an unfavorable ending, but such a configuration in which the same switching image 60 is not displayed is also possible. In other words, when a reversal performance does not occur, a first switching image is displayed, but when a reversal performance occurs, a second switching image different in appearance from the first switching image is displayed. When a reversal performance occurs, a performance sound is output (a relay performance is executed) while the second switching image is displayed.

[0136] 〇Specific example 6-2 In the above embodiment, it has been described that the output of the effect sound occurs as a relay effect before the occurrence of the reversal effect, but other types of effects may occur as the relay effect. However, as described above, the relay effect needs to be an effect that makes the player feel uncomfortable, so it is preferable that the relay effect is not an effect in which a predetermined image is displayed in the display area 911 (an effect that is not executed in the display area 911 that the player pays the most attention to). For example, it is considered that the light-emitting unit 35 provided in the gaming machine 1 emits light (excluding an effect in which a predetermined part of the display area 911 emits light) as a relay effect. That is, after the specific effect has reached an unfavorable ending (see FIG. 34(a)), if the light-emitting unit 35 emits light in a predetermined manner (see FIG. 34(b-1)), a reversal effect occurs (see FIG. 34(c-1)), and if the light-emitting unit 35 does not emit light in the predetermined manner (does not emit light at all (see FIG. 34(b-2) or emits light in a manner other than the predetermined manner), a reversal effect does not occur (see FIG. 34(c-2)).

[0137] 〇Specific example 6-3 In the above embodiment, it has been explained that the performance sound output as a relay performance is of the same type as the performance sound output as a confirmed performance that can occur even in a changing performance in which no specific performance occurs. However, unlike this, the sound of the relay performance and the sound of the confirmed performance may be configured to be different.

[0138] 〇Specific example 6-4 In the above embodiment, it has been explained that the configuration is such that if a relay performance occurs in which a predetermined effect sound is output after an unfavorable ending, a reversal performance is confirmed to occur, but it is also possible to set it so that even if the effect sound is output, the reversal performance does not necessarily occur. In other words, it is set so that the probability of a reversal performance occurring is higher when the effect sound is output after an unfavorable ending than when it is not output. In this way, the generation of the effect sound is a configuration that only suggests the occurrence of a reversal performance.

[0139] In addition, a plurality of types of sound effects may be provided as the types of sound effects that can be generated as relay effects, and the probability of a reversal effect occurring may differ depending on which sound effect is output. For example, after an unfavorable ending, a first sound effect may be output (see FIG. 35(a-1)), or a second sound effect (different in type from the first sound effect) may be output (see FIG. 35(a-2)), and the probability of a reversal effect occurring may be higher when the second sound effect is output than when the first sound effect is output. Note that a setting may be made such that when the second sound effect is output, a reversal effect is confirmed to occur. In this way, a game feature in which the player pays attention to the type of sound effect is realized.

[0140] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0141] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0142] The presentation indicating the probability (reliability of the jackpot) of the winning / losing lottery result described in the above embodiment being a "jackpot" can also be used to indicate the probability of a so-called "small win."

[0143] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0144] ·Means 1-1 A gaming machine comprising: a winning game execution means for executing a winning game when the winning / losing lottery result is a winning game; a game state setting means for setting a special game state in which a player plays a game aiming for the winning / losing lottery result to be a winning game and which is more advantageous to the player than the normal game state; and a display means for displaying a profit image showing a profit already obtained in the winning game, wherein, when a subsequent winning game is executed through the special game state which is started after the end of a previous winning game, when a normal consecutive winning occurs in which the winning / losing lottery result is a winning game after reaching a switching point in which the winning / losing lottery result is a losing game N times in succession since the start of the special game state, the profit image is displayed in a reset state in the subsequent winning game, whereas when a short-interval consecutive winning occurs in which the winning / losing lottery result is a winning game before reaching the switching point, the profit image including the profit obtained in the previous winning game is displayed in the subsequent winning game. However, the special game state continues even after the switching point is reached. According to the above gaming machine, when consecutive wins occur at short intervals, the earlier win game and the later win game are just one win game, and it looks like a large profit has been obtained in the one win game, which improves the entertainment value of the game (contributes to increasing the desire to play).

[0145] ·Means 1-2 The gaming machine described in claim 1, characterized in that the winning game includes one or more unit games in which a predetermined winning area is opened until a closing condition is met, and in the winning game, an image of the number of unit games that increases as a result of the end of the unit game is displayed, and when the short-interval consecutive winning occurs, in the subsequent winning game, the image of the number of unit games including the number of unit games executed in the previous winning game is displayed. By doing this, when short-interval consecutive wins occur, a unit game number image including the number of unit games of the previous win game is displayed in the subsequent win game, enhancing the effect that the previous win game and the subsequent win game look like one big win game.

[0146] ·Means 1-3 The gaming machine according to claim 1 or 2, characterized in that it is provided with a fluctuation time determination means for determining a fluctuation time from when the decorative pattern displayed on the display means starts to fluctuate to when it stops in a manner indicating the result of a win / lose lottery, and the shortest fluctuation time before the switching point is reached in the special gaming state is shorter than the shortest fluctuation time after the switching point is reached. By doing so, the interval between the earlier winning game and the later winning game becomes shorter when short-interval consecutive winnings occur, so that the earlier winning game and the later winning game look like one big winning game.

[0147] ·Means 1-4 The gaming machine according to any one of claims 1 to 3, characterized in that the game state is shifted to the normal game state when the lottery results are negative M times in a row after the special game state is started. <Mであるとする。

[0148] ·Means 2-1 A gaming machine comprising: a winning game execution means for executing a winning game when a winning / losing lottery result is a winning game; and a game state setting means for setting a special game state in which a player plays a game aiming for a winning lottery result, the special game state being more advantageous to the player than a normal game state, and which is characterized in that, when a switching time is reached at which the winning / losing lottery result is a losing lottery N times in a row after the start of the special game state, a pseudo start effect is executed to make the special game state appear to start after the switching time. However, the special game state continues even after the switching time is reached. In this way, it is possible to make it appear as if a special game state has started in the middle of a special game state, thereby widening the scope of gameplay.

[0149] ·Means 2-2 2. The gaming machine according to claim 1, wherein the special gaming state is transitioned to the normal gaming state when the lottery results are negative M times in a row after the special gaming state is started. <Mであるとする。 ·Means 2-3 3. The gaming machine according to claim 2, wherein the pseudo start effect includes a display of a pseudo number of times indicating that the special gaming state will continue until a miss occurs D times in a row, where D=MN. In this way, it is possible to make a special game state, which actually continues M times, look like it is continuing D times.

[0150] ·Means 2-4 A gaming machine as described in any one of claims 1 to 3, characterized in that the presentation mode of the special game state after the switching time is reached is set to one of a plurality of presentation modes, and the pseudo-start presentation includes a selection presentation that allows the player to select his / her preferred one from the plurality of presentation modes. By doing this, the effect of appearing as if the special game state has started from the point of switching is enhanced.

[0151] ·Means 2-5 5. The gaming machine according to claim 1, wherein the pseudo start effect includes a company name indicating a manufacturer or seller of the gaming machine. By doing this, the effect of appearing as if the special game state has started from the point of switching is enhanced.

[0152] ·Means 3-1 A gaming machine comprising: a display means having a display area; and a during-variation performance execution means for executing a during-variation performance from the start of the variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the result of a win / lose lottery, wherein as a performance constituting the during-variation performance, a cabinet display performance can be executed in which a change occurs from a normal state in which a varying image for the during-variation performance is displayed over the entire display area, causing the varying image to become smaller, resulting in a special state in which at least a part of the cabinet is displayed in the part of the display area in which the varying image is not displayed, and wherein continuity of the varying image is maintained from the normal state to the special state. According to the above gaming machine, the continuity of the variable images is maintained even in special states, so that an interesting cabinet display presentation can be achieved in which it appears as if the gaming machine (cabinet) in which the actual game is being played is actually being displayed.

[0153] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the changing image includes the decorative pattern that is displayed in a changing manner, and continuity of the change of the decorative pattern included in the changing image is maintained from the normal state to the special state. This enhances the effect of making it appear as if the gaming machine (cabinet) in which an actual game is being played is actually being displayed.

[0154] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2 is characterized in that it is equipped with a memory means for storing win / lose lottery information used in the win / lose lottery up to a predetermined number, the variable image includes a reserved pattern indicating the existence of win / lose lottery information for which the corresponding win / lose lottery result has not been notified, and when new win / lose lottery information is obtained while the cabinet display performance is being executed, the reserved pattern corresponding to the win / lose lottery information is newly displayed. This enhances the effect of making it appear as if the gaming machine (cabinet) in which an actual game is being played is actually being displayed.

[0155] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that a light-emitting unit is provided on the housing, and in the special state, at least a part of the housing including the light-emitting unit is displayed in a part of the display area where the variable image is not displayed, and an image in which the image light-emitting unit emits light is displayed and the light-emitting unit emits light. In this way, an interesting effect is achieved in which the light emitted by the light-emitting portion actually provided on the housing and the light emitted by the image (image light-emitting portion) representing the light-emitting portion are linked.

[0156] ·Means 4-1 A gaming machine comprising: a display means having a display area; an operation means operable by a player and capable of changing into a normal state and a special state which the player can recognize as being different from the normal state; and an effect execution means for executing a specific operation effect using said operation means, wherein an effect image is displayed in said display area in conjunction with the change of said operation means from said normal state to said special state during said specific operation effect. The gaming machine is capable of executing an interesting operation presentation (specific operation presentation) in which the fact that the operating means has entered a special mode is emphasized by an effect image.

[0157] ·Means 4-2 The gaming machine described in Means 4-1, wherein the effect image is an image displayed in the display area so as to gradually expand from the side where the operating means is provided. By doing so, it appears as if a change has occurred in the image due to the effect of the operation means being in a special mode (the effect of emphasizing the special mode by the effect image is enhanced).

[0158] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2, characterized in that the specific operation presentation includes an operation valid period during which the operation of the operation means becomes valid and a notice period prior to the operation valid period, and during the notice period, an effect image is displayed in the display area in conjunction with the change of the operation means from the normal mode to the special mode. In this way, by making the operating means take on a special mode and displaying an effect image during the notice period before the effective operation period, the position of the operating means to be operated can be easily grasped, and it can be predicted in advance that the operation of the operating means will soon be prompted.

[0159] ·Means 5-1 A gaming machine comprising: a display means for displaying a plurality of decorative patterns in a prescribed order which are patterns indicating the result of a winning / losing lottery; and an effect execution means for executing a pattern effect which suggests an advantageous situation to a player by treating a combination of X number of the decorative patterns as a specific combination, the specific combination being a combination of X number of the decorative patterns which are successively arranged in the prescribed order, and during the pattern effect, the X number of the decorative patterns which constitute the specific combination are highlighted so as to become gradually smaller or larger in the prescribed order. According to the gaming machine, it is possible to clearly indicate that a specific combination has been achieved.

[0160] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that the decorative patterns include numbers set according to their types, the specified order is the order of the numbers, and the highlighting is such that the X decorative patterns that make up the specific combination are displayed gradually smaller or larger in the order of the numbers. In this way, it becomes possible to easily grasp that a specific combination is formed when the decorative symbols are arranged in numerical order.

[0161] ·Means 5-3 The gaming machine described in Means 5-1 or 5-2 is characterized in that the two adjacent decorative patterns that constitute the specific combination are displayed so that a part of a relatively larger decorative pattern overlaps a part of a relatively smaller decorative pattern in front of the other. In this way, the difference in size between the decorative patterns constituting the specific combination is emphasized (it is easy to see that the size of the decorative patterns changes in a prescribed order).

[0162] ·Means 5-4 The gaming machine described in any one of means 5-1 to 5-3, characterized in that the pattern presentation includes a change from a normal display in which the X decorative patterns that make up the specific combination are the same size to the highlighted display. By doing so, it becomes easier to understand that the highlighting is achieved by varying the size of each decorative symbol (the player can easily notice the highlighting).

[0163] ·Means 6-1 a display means having a display area; a during-variation performance execution means for executing a during-variation performance from the start of the variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to a win / lose lottery result; and a look-ahead performance execution means for executing a specific look-ahead performance which is executed while a previous during-variation performance which is an during-variation performance prior to the start of a target during-variation performance which is the during-variation performance for a target win / lose lottery result is being executed, the specific look-ahead performance suggesting that the probability of the target win / lose lottery result being a win has increased, the specific look-ahead performance including a first stage in which a reference image including the decorative pattern is displayed in the display area, a second stage after the first stage in which the reference image is displayed as if it has shifted relative to the display area, and a third stage after the second stage in which the reference image returns to its original state and the decorative pattern included in the reference image is in a manner indicating a miss, and it is notified that the previous win / lose lottery result corresponding to the previous during-variation performance is a miss. According to the gaming machine, it is possible to clearly indicate that a pre-reading effect is occurring.

[0164] ·Means 6-2 The gaming machine described in claim 1, characterized in that in the second stage, the probability that the result of the target winning / losing lottery will be a jackpot is higher when a second non-reference image different in appearance from the first non-reference image is displayed in the non-reference area created in the display area by the reference image being displayed as if it were shifted relative to the display area, than when a first non-reference image is displayed in the non-reference area. In this way, the out-of-standard area that inevitably occurs in the second stage can be used to suggest the reliability of the target winning / losing lottery results.

[0165] ·Means 6-3 The gaming machine according to claim 1, characterized in that the probability that the result of the target winning / losing lottery will be a jackpot is higher when the outer shape of the reference image in the second stage is a second form different from the first form than when the outer shape is a first form. In this way, the outer shape of the reference image in the second stage can indicate the reliability of the target winning / losing lottery result.

[0166] ·Means 6-4 4. The gaming machine according to claim 1, wherein the first stage and the third stage are states in which the reference image is displayed over the entire display area.

[0167] ·Means 7-1 The gaming machine is equipped with an operating means operable by a player, a specific performance execution means for executing a specific performance leading to a favorable ending indicating that the result of the win / lose lottery is a win or an unfavorable ending which is the outcome if the favorable ending is not reached, as a performance constituting the performance during the variation from the start of the variation of the decorative pattern indicating the result of the win / lose lottery to the decorative pattern stopping in a manner according to the result of the win / lose lottery, and a reversal performance execution means for executing a reversal performance which, as a performance constituting the specific performance, indicates that the unfavorable ending has been reached and the result of the win / lose lottery has become a win, and when the reversal performance occurs, a confirmation performance which confirms that the result of the win / lose lottery is a win may occur after the unfavorable ending has been reached and before the reversal performance occurs. According to the gaming machine, before the reversal effect occurs, a relay effect in the same manner as the final effect occurs, so that the flow of the effects is easy to understand (for players who are familiar with the final effect).

[0168] ·Means 7-2 The gaming machine described in means 7-1, characterized in that the confirmation effect and the relay effect are effects in which a predetermined effect sound is output. It is conceivable that a sound indicating a confirmed jackpot may be output as a relay effect.

[0169] ·Means 7-3 The gaming machine described in means 7-1 or 7-2 is characterized in that when an unfavorable outcome occurs, a predetermined switching image is displayed, and after the switching image is erased, it becomes clear whether or not a reversal effect will actually occur, and if the reversal effect does occur, the relay effect occurs while the switching image is being displayed. By doing this, a gameplay feature is achieved in which only a player who notices that a relay effect is occurring while the switching image is being displayed can know in advance that a reversal effect will occur (a gameplay feature is achieved in which a reversal effect will occur if the player feels uncomfortable due to the occurrence of a relay effect). [Explanation of symbols]

[0170] 1. Gaming machines 1a Housing 10 Reserved Design 11. Changing pending pattern (changing pending information) 12 Pre-change reserved pattern (pre-change reserved information) 20 Profit image (prize ball value) 22 Unit game number image 25 Pseudo starting image 25n pseudo number of times 30 Fluctuation Image 30b background image 35 Light-emitting part 35x image light emitter 35y Image button 40 Effect images 41 First effect image 42 Second effect image 50 Reference Images 51 Non-standard images 511 First non-standard image 512 Second non-standard image 60 Switching Images 70 Operating means 71 Push Button 80 Decorative Designs 904 Starting Area 904a First Starting Area 904b Second Starting Zone 906 Big Winners Area 91 Display device 911 Display area 911a Non-standard area 95 Speaker

Claims

1. A gaming machine in which a group of decorative symbols including a plurality of types of decorative symbols for notifying a winning or losing lottery result is displayed in a display area of ​​a display device, A chance combination that is a combination according to a predetermined rule is set as a symbol combination composed of a plurality of the decorative symbols selected and displayed from each of the plurality of decorative symbol groups, As a result of the chance combination being realized, A first stage in which a display mode of a reference image including the decorative pattern and its background as image components is set as a reference display mode; a second stage in which the display mode of the reference image is a special display mode in which the reference image appears to be shifted relative to the display area after the first stage; a third stage in which, after the second stage, the display mode of the reference image returns to the reference display mode and the reference image includes the chance combination; A gaming machine characterized in that it is capable of executing a performance that goes through the above. However, from the first stage to the second stage, the relative relationship between the size of the image components contained in the reference image and the size of the entire reference image is maintained, and in the second stage, at least one of the multiple decorative pattern groups is changing and the pattern combination is not formed.

2. As a result of the chance combination not being established, The first and second stages are the same as the above-mentioned performance, a third stage in which, after the second stage, the display mode of the reference image is returned to the reference display mode and the reference image includes a non-chance combination that is not the chance combination; 2. The gaming machine according to claim 1, wherein the gaming machine is capable of executing a performance that goes through the steps.

Citation Information

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