gaming machines

The gaming machine introduces a special gaming state with a pseudo-start effect to enhance player engagement and excitement, addressing the lack of variety in existing gaming machines.

JP7766320B2Active Publication Date: 2025-11-10SANSEI R&D KK
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Patent Information

Application Number
JP2021090265
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-28
Publication Date
2025-11-10
Estimated Expiration
2041-05-28

AI Technical Summary

Technical Problem

Existing gaming machines lack variety in game options, limiting player engagement and excitement.

Method used

A gaming machine with a special gaming state that includes a pseudo-start effect, where the special state is made to appear as if it has just begun, enhancing the perceived value and excitement through visual and auditory cues.

Benefits of technology

This enhances player engagement by creating the illusion of a new game state, increasing the perceived value and enjoyment of the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of expanding the breadth of a game.SOLUTION: A game machine includes winning game execution for executing a winning game when a winning / losing lottery result becomes winning, and game state setting means capable of setting a special game state that is a game state in which players play a game while aiming for winning as a result of a winning / losing lottery and is more advantageous to a player than a normal game state, and executes a pseudo start performance so as to show as if the special game state were started in the middle of the special game state.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] There is known a gaming machine that displays an image indicating that a gaming state advantageous to a player has started (see, for example, FIG. 38 of Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-006673 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that can widen the range of games available. [Means for solving the problem]

[0005] The gaming machine of the present invention, which was created to solve the above problem, is a gaming state in which the player plays with the aim of winning the lottery result, and is equipped with a gaming state setting means that can set a special gaming state that is more advantageous to the player than the normal gaming state, and is characterized in that a pseudo-start effect is executed in the middle of the special gaming state to make it appear as if the special gaming state has started. [Effects of the Invention]

[0006] According to the present invention, it is possible to widen the range of games available. [Brief explanation of the drawings]

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

[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. In the following description, when referring to an image without going into detail, 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 is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The 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 that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides 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 prize balls are paid out by the payout device.

[0012] Note that 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. These components may have the same structure as known gaming machines.

[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, the jackpot is determined; if it is different, the jackpot is determined as a loss. In this embodiment, the results of the win / lose lottery are announced in the order in which the numerical values ​​are acquired (the in-variation performance described below is initiated). However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described below) in a storage means provided on a control board (not shown).

[0014] In this embodiment, the reserved symbols 10 displayed are a during-change reserved symbol 11 (a symbol indicating the existence of the "relevant change reserved") corresponding to the win / loss lottery information (hereinafter also referred to as during-change reserved information) for which the during-change performance (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the win / loss lottery result, the so-called during-change performance; hereinafter also referred to as "change" or "rotation") that notifies the win / loss lottery result has started but the notification of the win / loss lottery result has not been completed, and a pre-change reserved symbol 12 corresponding to the win / loss lottery information (hereinafter also referred to as pre-change reserved information) for which the during-change performance that notifies the win / loss lottery result has not started (see FIG. 2). In this embodiment, the during-change reserved symbol 11 is displayed larger than the pre-change reserved symbol 12, but the basic shapes of both are the same. The basic shapes of the during-change reserved symbol 11 and the pre-change reserved symbol 12 may be completely different. Also, the pending pattern 11 may not be displayed during the change. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 12 before the change is completed (the so-called pending "consumption order") is earlier the one located to the right.

[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 10 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 11 and up to four pre-change reserved symbols 12 may be displayed (see FIG. 2). The pre-change reserved symbol 12 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 12, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 12. Regardless of the game status, the pre-change reserve pattern 12 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 12 may be displayed).

[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (e.g., three identical decorative symbols 80). If a loss occurs, the combination will be something other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers, 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, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.

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

[0019] 2) Game status The game state in which a player aims to win a jackpot is roughly divided into a normal game state and a special game state (see Figure 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-saving) in which it is difficult for the game ball to enter the starting area 904. The special game states are a first special game state and a second special game state. The first special game state is a high-probability state (probability-varying state) in which the probability of winning a jackpot is high, and is a high-base state (high probability, with time-saving) in which it is easy for the game ball 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, with time-saving) in which it is easy for the game ball to enter the starting area 904.

[0020] The average length of time required for the fluctuation performance (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 special game start area). In this embodiment, a so-called "left hit" is performed. When the game ball enters the first starting area 904a, first win / loss lottery information is acquired. Therefore, the normal game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called special game start area 1 lottery; hereinafter, sometimes referred to as the first win / loss 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 special game start area 2). In this embodiment, a so-called "right hit" is performed. When the game ball enters the second starting area 904b, second win / loss lottery information is acquired. Therefore, the special game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called special game start area 2 lottery; hereinafter, sometimes referred to as the second win / loss 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 will be 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 variable type." A normal jackpot and a special jackpot are set as jackpots. After a normal jackpot is won, the machine transitions to a second special gaming state (low probability, with time reduction) after the jackpot game ends. The second special gaming state continues a predetermined number of times in succession until the result of the lottery results in a loss (in the following description, the number of losses from the start of a certain gaming state until the end of that gaming state without winning a jackpot is sometimes referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special gaming state (so-called time reduction numbers) is 100. After a special jackpot is won, the machine transitions to a first special gaming state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special gaming state (so-called ST numbers (=M)) is 150.

[0023] Of the jackpots (jackpot allocations) won in the first lottery (special chart 1 lottery), 50% are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%). Of the jackpots (jackpot allocations) won in the second lottery (special chart 2), 100% are special jackpots (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 during the jackpot game (if the game ball is fired aiming at the V area, it is opened for a time during which the game ball will almost certainly enter), and the game state after the jackpot game ends will be the 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 the extent that it is practically impossible for a game ball to enter, so that a game ball will not enter the V area and the game state after the jackpot game ends will be the normal game state.

[0024] Note that the above-mentioned "ST machine" of "V probability variable type" is merely one example. Unless otherwise specified in the following explanation, it may not be a "V probability variable type", but may be configured so that the probability variable rate for the first win / loss lottery and the second win / loss lottery is the same. Also, instead of being an "ST" machine, it may be a so-called "probability variable loop machine". It may also be 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 lottery is approximately 1 / 319, and the probability of winning in a high probability state (first special game state) is approximately 1 / 100. Note that the specific value of the jackpot probability can be changed as appropriate.

[0026] 3) Profit image displayed when you win a jackpot If the result of the lottery is a jackpot, a jackpot game is executed. A jackpot game includes one or more unit games (each "round" of play; hereinafter, the xth unit game since the start of a jackpot game will be referred to as xth round (game)). In a unit game, the jackpot area 906 remains open 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 launched 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) that make up the jackpot game can be set as appropriate. In this embodiment, the jackpot won by the first lottery (special drawing 1 lottery) is 4 rounds, and the jackpot won by the second lottery (special drawing 2 lottery) is 10 rounds.

[0028] During a jackpot game, a profit image 20 is displayed in the display area 911 (see FIG. 5). The profit image 20 indicates the profit already earned by the player. The profit image 20 includes at least a numerical value representing the number of balls paid out in the jackpot game. In this embodiment, the profit image 20 includes a numerical value representing the (total) number of prize balls (hereinafter, sometimes referred to as the prize ball value). In other words, when one game ball enters the big prize area 906, the prize ball value increases by 10. Note that in this embodiment, the number of prize balls also includes so-called over-wins (wins from the 11th ball onward in one unit game). Alternatively, instead of the number of prize balls, the profit image 20 may represent a "net increase" excluding the number of game balls shot. Furthermore, the profit image 20 may represent the profit obtained by winning the big prize area 906 as well as the profit obtained by winning other prize areas.

[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 transitioning to the first special game state, reaching the switching point in the first special game state is regarded as the satisfaction of the reset condition. That is, after the jackpot game (previous jackpot game) ends due to winning the special jackpot (previous jackpot), if transitioning to the first special game state and then winning the special jackpot (subsequent jackpot) again and the jackpot game (subsequent jackpot game) is executed, whether the profit image 20 is reset depends on whether the winning time of the subsequent jackpot is before or after the arrival of 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, there are N consecutive losses. 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 having 150 consecutive losses (ST count: M = 150 times), and the intermediate point (not the end point) of the first special game state is the switching point (i.e., 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)), the first special game state starts (see Fig. 5(b)). If, after having N (twenty) consecutive losses, a jackpot (subsequent jackpot) is won, that is, if an event occurs where a jackpot is won with a rotation count exceeding N and not exceeding M (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 begins (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 a short-interval consecutive jackpot), 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 later jackpot game are added to the prize balls obtained in the previous jackpot game.

[0033] In addition, if 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 chance occurs, the profit image 20 will not be reset unless a normal consecutive jackpot occurs.

[0034] In summary, when a previous jackpot game ends, the game transitions to the first special game state, and a consecutive jackpot occurs that results in a subsequent jackpot before the first special game state ends (before the ST ends), if the winning timing occurs before the switching point (20 spins) (in the case of a short-interval consecutive jackpot), the profit image 20 is not reset (see FIG. 5(c-1)), but if the winning timing occurs after the switching point (in the case of a normal-interval consecutive jackpot), the profit image 20 is reset (see FIG. 5(c-2)). In other words, if a subsequent jackpot is won relatively soon after the start of the first special game state, the profit image 20 is not reset, and the profit of the previous jackpot game and the profit of the subsequent jackpot game are displayed together, making it appear as if the previous jackpot game and the subsequent jackpot game are one jackpot game (two or more jackpot games are displayed artificially as one jackpot game). In other words, it appears to the player that a large profit is being made (the profit obtained from a jackpot game is large) in one jackpot game (which actually includes two or more jackpot games), which contributes to improving the enjoyment of the game (increasing the desire to play).

[0035] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., on the matters related to the profit image 20, the special game state, the display during a jackpot game, etc. In addition, to the extent possible, a configuration may be adopted in which multiple technologies explained 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, if a subsequent jackpot is won after the previous jackpot game ends (see FIG. 6(a)) and the switching point is reached, the unit play number image 22 is reset at the start of the subsequent jackpot (see FIG. 6(b-2)). On the other hand, if a subsequent jackpot is won after the previous jackpot game ends (see FIG. 6(a)) and before the switching point is reached, 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 consecutive jackpots occur at short intervals, the number of unit games including the unit games constituting the previous jackpot game is displayed, which enhances the effect of making the previous jackpot game and the subsequent jackpot game look like one jackpot game.

[0038] In this example, it is preferable that the actual number of rounds is not displayed (the example shown in FIG. 5 shows the display ("ROUND 0")) (or that the display be small so as not to stand out). As mentioned above, when consecutive jackpots occur at short intervals, the number of unit games (number of rounds) including the previous jackpot game will be displayed in the subsequent jackpot game. If consecutive jackpots occur at short intervals and "ROUND 1" is displayed in the first round (first unit game) of the subsequent jackpot game, the player who sees this can easily understand that a new jackpot game has started, which weakens the effect of indicating that the previous jackpot game and the subsequent jackpot game are one jackpot game.

[0039] 〇Specific example 1-2 The control (determination method) of the time required for the variation effect (variation time) differs before and after the switching point in the first special game state. Specifically, the variation time is determined from multiple candidate times (variation patterns) based on the results of a win / lose lottery, 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. 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 Figure 7). Note that, regardless of whether the shortest variation time is before or after the switching point, the shortest variation time is the variation time with the highest selection probability among the multiple candidate times. Because of 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. Furthermore, at least before the switching point, the shortest variation time (0.5 seconds) can be selected not only when the win / lose lottery results in a loss, but also when a jackpot is reached. In other words, a jackpot may be announced with the shortest variation time.

[0040] By doing this, the notification of the winning / losing lottery results before the switching point in the first special game state (up to 20 spins) will proceed at a good tempo (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, which enhances the effect of making the previous jackpot game and the next jackpot game appear as a single jackpot game.

[0041] Before the switching point is reached, the variable time may be constant (there is only one possible variable time). In the above example, regardless of the result of the lottery, one variable ends in 0.5 seconds. By doing so, the maximum time required to reach the switching point after the first special game state begins can be made constant (defined as "variable time x D"). If D = 20 and the variable time is 0.5 seconds, as in the above embodiment, the maximum time is 10 seconds. In other words, when short-interval consecutive jackpots occur, the interval between the first 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 fired (hit to the right) toward the second starting area 904b, and may include the prize balls obtained thereby. Only prize balls obtained by winning in some of the areas that can be won by firing a game ball toward the second starting area 904b may be included as the profit represented by the profit image 20. In this way, when short-interval consecutive jackpots occur, the profit image 20 (prize ball value) displayed in a subsequent jackpot game will include 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 Although the control of the profit image 20 in the above embodiment has been described as being for the case where, after the end of a previous jackpot game, the game transitions to a first special game state (high probability, with time reduction) and a subsequent jackpot is won in the first special game state, the same control may also be applied to the case where, after the end of a previous jackpot game, the game transitions to a second special game state (low probability, with time reduction) and a subsequent jackpot is won in the second special game state. In other words, if a subsequent jackpot is won during the transition to the second special game state and before the switching point at which N consecutive losses occur (N is less than the number of times the second special game state continues), the profit image 20 is not reset, but if a jackpot is won after the switching point is reached, the profit image 20 is reset.

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

[0045] 〇Specific example 1-6 The pseudo start effect is executed when the lottery result reaches a switching point where the win / lose result is a loss 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 that makes it appear as if the first special gaming state has started from the time of switching. For example, if the name of the first special gaming state is "XX RUSH," the pseudo start effect would be to display a pseudo start image 25 including that name (see FIG. 8). Note that such a pseudo start image 25 is not displayed at the start of the first special gaming state (immediately after the end of the previous jackpot game). As described above, the pseudo start effect is executed during the 21st in-flight effect since the start of the first special gaming state. Therefore, the decorative symbol 80 for announcing the result of the winning / losing lottery corresponding to the 21st in-flight effect is displayed in a small, variable manner near the outer edge of the display area 911, making it difficult for the player to notice that the in-flight effect is being executed (the symbol is changing). Furthermore, it is preferable that the reserved symbol 10 is not displayed during the execution of the pseudo start effect, making it difficult for the player to notice that the in-flight effect is being executed. However, this does not preclude a configuration in which the reserved symbol 10 is displayed.

[0047] This gives the player the impression that the first special game state will start after the switching point (although in reality the first special game state will have started before the switching point is reached). Therefore, if a later jackpot is won (short-interval consecutive jackpots occur) before the switching point 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 as if the first special game state has not started), which further enhances the effect of making the earlier jackpot game and the later jackpot game appear to be one jackpot game.

[0048] In addition, the first rotation fluctuation after the switching point is reached (the 21st fluctuation during the fluctuation effect since the start of the first special gaming state) is forcibly set as a long fluctuation (a fluctuation of a predetermined time or more), and time is secured for executing a pseudo start effect at the beginning of the fluctuation during the fluctuation effect. In this embodiment, even if a jackpot occurs on the 21st rotation, the pseudo start effect is executed (a jackpot is announced after the pseudo start effect is executed). However, if a jackpot occurs on the 21st rotation, the pseudo start effect may not be executed. In other words, the pseudo start effect is executed to make it appear as if the first special gaming state is about to start, and if a jackpot is determined to occur soon, the pseudo start effect may not be executed because there is no point in executing the pseudo start effect.

[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 pseudo start effect is a display of a pseudo number of times 25n, which indicates that the first special game state will end when D consecutive misses occur (see FIG. 9(a)). Note that D = MN. As in the above embodiment, if the number of times the first special game state continues (ST number of times) 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 misses occur (ST 130 times) (even though the actual number of times it continues is 150). In other words, the player will have the impression that the first special game state with a "number of times of continuation = 130" will begin after the switching point (even though the first special game state actually began before the switching point). It is preferable that the pseudo number of times 25n is displayed together with (at the same time as) the pseudo start image 25 containing 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] Selection performance The presentation mode of the first special game state after the switching point is reached (i.e., the presentation mode from the 21st to the 150th spin) 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 fluctuation will change depending on the presentation mode that is set. However, the presentation mode does not directly affect the player's 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 presentation. In other words, a presentation is executed in which the player is prompted to select which of presentation modes A to C the presentation mode will be at the time of switching (to select the presentation mode of their choice) (see FIG. 9(b)). The specific form of the selection effect (selection method) may be any. It is sufficient that an image indicating 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 executing such a selection effect when the switching point is reached, 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 mark (corporate marking) indicating the manufacturer or seller of the gaming machine may be displayed in the display area 911. Generally, such corporate markings are often displayed at clear "breaks" such as the end of a jackpot game or the start of a new game state. As a pseudo-start effect, such corporate markings are displayed (see FIG. 9(c)). In other words, the corporate markings are displayed at a point in the middle of the first special game state (at the switching point). As described above, since corporate markings are often displayed at a clear break, the player gets the impression that the first special game state has started after the corporate markings are displayed (although the first special game state actually started before the switching point is reached).

[0055] ·Warning display A warning display (attention display) may be displayed to alert the player. Examples of warning displays include a warning display warning against forgetting (theft) of a cash card or a card recording payout information (see FIG. 9(d)), and a warning display (not shown) against injury from contact with a protrusion or the like on the cabinet 1a of the gaming machine 1. Generally, such warning displays are displayed at clear "breaks," such as the end of a jackpot game or the start of a new game state. Such warning displays are displayed as a pseudo-start effect. That is, the warning display is displayed midway through the first special game state (at the switching point). As described above, because warning displays are often displayed at clear breaks, the player may get the impression that the first special game state has started after the warning display is displayed (even though the first special game state actually started before the switching point).

[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 the special game state continues appear to be less than the actual number of times it continues (when it is desired to make it appear to be N times less), the pseudo start effect as in this example can be executed.

[0057] 4) Various performances The gaming machine 1 according to this embodiment can execute the following effects as effects constituting the variable effects. 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 effect is referred to as 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 effect is a change that causes the variable image 30 to become smaller, and in a state where the cabinet display effect 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 effect transitions from the normal state to a special state in which a change occurs such that the variable image 30 becomes smaller. 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" relative to the display area 911) (see FIGS. 10(b) and 10(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 gaming machine 1 is displayed in the non-standard area 911a (at least a part of the cabinet 1a is displayed as an "image"). When the special state is reached, the positional relationship between the cabinet 1a (image) and the variable image 30 (display area 911) displayed in the display area 911 is maintained. That is, the cabinet display effect is an effect in which a change occurs as if zooming out from the normal state with the variable image 30 at 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 displacing straight backward (a two-dimensional displacement occurs), but a three-dimensional displacement may also be displayed. That is, when 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 effect changes from the normal state to the special state, and the continuity of the changing image 30 is maintained from the normal state to the special state (see FIG. 10). As described above, the changing 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, such as a pseudo-stop state where the decorative pattern 80 is slightly swaying) is maintained. For example, if the changing image 30 includes the changing decorative pattern 80 of "5·1·7" from the left (see FIG. 10(a)) just before the change from the normal state to the special state occurs (zooming out of the changing image 30), the zoom out will begin while the "5·1·7" decorative pattern 80 remains displayed (see FIG. 10(b)). The continuity of the change of the decorative pattern 80 is maintained even during the zoom out.

[0061] Furthermore, the dynamic image 30 includes a background image 30b (note that the background image 30b is not shown 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] Moreover, in this embodiment, the variable image 30 includes the reserved symbol 10. In other words, when the cabinet display performance occurs, the variable image 30 including the reserved symbol 10 will zoom out. If new winning / losing lottery information is not acquired (the number of reserved symbols does not change) when the cabinet display performance occurs, the number of reserved symbols 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), a new reserved symbol 10 will be displayed even during zooming out (see the change from Figure 10(b) to (c)). In other words, the increase in the reserved symbol 10 will be reflected even during the cabinet display performance.

[0063] In this way, in the cabinet display effect of this embodiment, continuity of the variable image 30 is maintained from the normal state to the special state. Furthermore, the timing at which the cabinet display effect occurs is indefinite. In other words, the timing at which the change from the normal state to the special state begins is indefinite. Since the state of the variable image 30 at the time the change begins can change each time (varies), the specific state of the cabinet display effect (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 (it appears as if the gaming machine 1 currently being played is actually being displayed).

[0065] In the present embodiment, the cabinet display effect zooms out to a position where the light-emitting unit 35 provided on the cabinet 1a is displayed. The light-emitting unit 35 is provided on the upper part of the cabinet 1a (above the display area 911), and a special state is achieved when 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-standard area 911a of the display area 911 (a state where a portion of the cabinet 1a including the light-emitting unit 35 is displayed) (see FIG. 10(c)).

[0066] After the special state is entered, an image in which the image light-emitting unit 35x emits light is displayed, and the actual light-emitting unit 35 also emits light, resulting in a "real object / image light-emitting effect" (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 cabinet 1a and an effect using an image representing the tangible object (an effect using a tangible object represented by an image) are simultaneously executed. After the effect using the image light-emitting unit 35x and the actual light-emitting unit 35 is completed, 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 / image light-emitting effect) is set as a chance-up effect. In other words, if the cabinet display effect occurs during a certain variation effect, the probability that the winning / losing lottery result corresponding to the certain variation effect will be a jackpot ((jackpot) reliability) is higher than if it does not occur.

[0068] Even if the transition 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 increase, 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 over the entire display area 911) may be set as a non-chance increase. In this way, the variable image 30 is displaced (zoomed out) until the image light emitting section 35x is displayed, and the player hopes that the real object / image light emitting effect will be executed.

[0069] Below, we will explain specific examples in which the cabinet display effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple technologies described using the following specific examples are combined and applied.

[0070] 〇Specific example 2-1 It has been explained that the variable image 30 includes the decorative pattern 80 and its background image 30b, and that continuity is maintained even when the cabinet display effect occurs, but if the cabinet display effect occurs while the variable image 30 including the effect image that changes over time is displayed, the continuity of the effect image is also maintained (the effect image is not always displayed during the variable effect). For example, if a character image representing a predetermined character is displayed as the effect image, and the cabinet display effect 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 that prompts the player to operate the operation means 70. Specifically, in a special state, the operation means 70 (for example, 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 zooms out, and the variable image 30 zooms 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 that prompts 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 that the change in the actual push button 71 and the change in the image button 35y are linked. 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 image button is displayed as if it is emitting light) (see FIG. 12). In this way, the operation target (push button 71) of the operation presentation 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 displayed 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 restoration 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, the operation presentation can be set to lead to a success result if the result of the win / lose lottery is a jackpot, or to a failure result if the result is a loss.

[0074] In this example, even if the cabinet display effect starts and a 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. That is, whether or not the variable image 30 zooms out until an image (image button 35y) representing the operation means 70 provided on the cabinet 1a is displayed is set as the branching factor for whether or not the operation effect is executed. In this case, it is preferable that the execution of the operation effect is more advantageous to the player than the absence of the operation effect. That is, the former case is set to have a higher 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, the effect is one in which the player desires the zoom out until the operation means 70 is displayed.

[0075] 〇Specific example 2-3 In the above embodiment, the cabinet display effect (real object / image light-emitting effect) is described as a simultaneous execution of an effect using a tangible object (e.g., light-emitting unit 35) actually provided on the cabinet 1a and an effect using an image (image light-emitting unit 35x) representing the tangible object. However, it is also possible for a contradiction to occur between the two effects. For example, it is possible for an event to occur in which the actual light-emitting unit 35 emits light in white, but the image light-emitting unit 35x (light-emitting unit 35 represented by an image) emits light in red (see FIG. 13(a)).

[0076] In this case, it is preferable to set the reliability of the jackpot to be different (the degree of chance increase is different) depending on whether a contradiction occurs or not. In accordance with the above example, the reliability of the jackpot is set to be different 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)). This provides an interesting presentation format in which the player focuses on whether or not there is a contradiction between the presentation using the actual tangible object and the presentation using the image representing the tangible object.

[0077] 〇Specific example 2-4 In the above embodiment, the cabinet display effect is described as being executed simultaneously by an effect using a tangible object (e.g., the light-emitting unit 35) actually provided on the cabinet 1a and an effect using an image (image light-emitting unit 35x) representing the tangible object. However, one of the effects 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 effect using the image becomes a form of effect in which the effect using the actual tangible object is a preview of the effect using the image. Furthermore, if the opposite is true, the effect using the actual tangible object becomes a form of effect in which the effect using the image is a preview of the effect using the image.

[0078] 4-2) Specific operation effects In this embodiment, a specific operation effect can be executed as a type of operation effect that prompts the player to operate the operation means 70. The specific operation effect is an effect that prompts the player to perform a single operation on the push button 71, which is one of the operation means 70. The push button 71 can be changed between a normal state and a special state that the player can sense 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 the 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 containing 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 warns that the valid operation period will start). In this embodiment, the push button 71 changes from the normal state to the special state during the notice period. Specifically, it 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 multiple times. In this embodiment, the push button 71 changes to 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, the effect image 40 is displayed in the display area 911 in accordance with the change of the push button 71 from the normal mode to the special mode. 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 changes to the special mode a total of three times during the notice period, and therefore 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] The effect image 40 is configured to gradually expand from the side where the push button 71 is provided. In this embodiment, the push button 71 is provided below the display area 911, so an image (video) in which the display range expands over time from the lower edge of the display area 911 is displayed as the effect image 40. Furthermore, since the special mode in this embodiment is "vibration," an image is displayed that appears to be an effect caused by the influence of the vibration (see FIG. 15(b)). In this embodiment, an image that represents "ripples" expanding from the push button 71 as the center is displayed as the effect image 40.

[0083] After such a notice period, the operation period will move to the valid operation period (see FIG. 16(a)). If an operation of the operation means 70 that satisfies the conditions is performed during the valid operation period (see FIG. 16(b)), the valid operation period will end, and the result of the presentation (a result that is advantageous to the player (success result; see FIG. 16(c-1)) or a result that is unfavorable 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 valid operation period will end when the push button 71 is operated once during the valid operation period, and the operation will move to the result. If an operation of the operation means 70 that satisfies the conditions is not performed during the valid operation period, In this case, the result is displayed when the valid operation period ends (time-up). In this embodiment, the result itself indicates the result of the lottery. In other words, if the result of the lottery corresponding to the variable performance including the specific operation performance is a jackpot, a success result (including a reversal pattern in which the result is temporarily disguised as a failure result) is reached, and if it is a miss, a failure result is reached. However, it is not necessary to indicate the result of the lottery, and it may be set simply to indicate that a success 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, thereby emphasizing the vibration of the push button 71. In particular, the effect image 40 in this embodiment is such that it gradually spreads from the side where the push button 71 is provided, that is, it appears as if it was generated by the vibration of the push button 71, so that the effect of emphasizing the vibration is high.

[0085] Furthermore, in this embodiment, the push button 71 vibrates during the notice period before the start of the valid operation period for the specific operation presentation, 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 soon be prompted to operate the push button 71. In other words, preparations for operation can be made smoothly before the valid operation period begins.

[0086] The following describes specific examples in which the specific operation presentation has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0087] 〇Specific example 3-1 It is assumed that multiple types of images are set as the effect images 40 that can be displayed. For example, it is set so that the first effect image 41 may be displayed (see FIG. 17(a)) or the second effect image 42 may be displayed (see FIG. 17(b)). Furthermore, it is set so that the probability that the result of the specific operation effect will be advantageous 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 effect indicates the win / lose lottery result, the reliability of the jackpot is higher when the second effect image 42 is displayed than when the first effect image 41 is displayed. This results in an effect 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 operating means 70 (push button 71) may be set to differ depending on the mode (type) of the effect image 40 to be displayed. For example, a first special mode ("small vibration") (see FIG. 17(a)) and a second special mode ("large vibration") (see FIG. 17(b)) with a larger vibration are set as vibration modes of the push button 71. The first effect image 41 is displayed in the first special mode, and the second effect image 42 is displayed in the second special mode. 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 "vibration" is larger in the second special mode than in 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" differs depending on the magnitude of the "vibration"). By doing this, 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 display of the effect image 40 is set to increase the chance of winning. That is, when the push button 71 vibrates, the effect image 40 may be displayed (see FIG. 18(a)) or not (see FIG. 18(b)). That is, during the preview period, the push button 71 may vibrate but the effect image 40 may not be displayed (the images displayed in the display area 911, excluding the decorative symbol 80 and the reserved symbol 10, differ in the presence or absence of the effect image 40). Furthermore, when the effect image 40 is displayed and the vibration of the push button 71 is emphasized, the probability that the result of the specific operation effect will be favorable to the player is higher than when the effect image 40 is not displayed. If the result of the specific operation effect indicates the winning / losing lottery result, the reliability of the jackpot is higher when the effect image 40 is displayed than when it is not displayed. This results in a presentation in which the player pays attention to whether the effect image 40 is displayed when the push button 71 vibrates.

[0090] 〇Specific example 3-3 In the above embodiment, the special mode is described as the operation means 70 (push button 71) vibrating. However, 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 an illuminant (e.g., an LED), and the normal mode may be set when the illuminant is in a non-illuminating state, and the special mode may be set when the illuminant is in an illuminating state. In other words, the difference between the normal mode and the special mode is set to be visually recognizable by the player. The illuminant may also emit light in the normal mode. In other words, the illuminant's illuminant color in the normal mode and the illuminant's illuminant color in the special mode may be set to be different. In this example, it is recommended that the effect image 40 be set to match the illuminant's illuminant color. For example, if the illuminant's red illumination is set as the special mode, the effect image 40 should 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-emitting body 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-emitting body is in a second special mode in which it emits red light (see FIG. 19(b)). In this way, by linking the light-emitting color of the light-emitting body and the color of the effect image 40, the effect of the effect image 40 to emphasize 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 advance 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 presentation, and the effect image 40 may be displayed accordingly.

[0093] 4-3) Design Presentation In this embodiment, a symbol effect occurs as an effect that constitutes a variable effect. The symbol effect is an effect that uses decorative symbols 80. Specifically, by making a combination of X symbols a specific combination, it is an effect that indicates an advantageous situation for the player. X is the number that constitutes the combination of decorative symbols 80 that indicates the result of the 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 symbols 80" that appear when a jackpot is reached. In other words, it is a so-called "chance combination" that differs from the combination that signals a jackpot win. In this embodiment, the specific combination is a combination in which three decorative symbols 80 are arranged consecutively from left to right in a specified order (see FIG. 20(b)). Specifically, the specific combination is a combination arranged in ascending order from left to right, such as "1·2·3," "2·3·4," "3·4·5," etc. Although each decorative symbol 80 is shown in the drawings as including only "numbers," it may also include accompanying characters. Furthermore, each decorative symbol 80 may normally include characters or other elements other than "numbers," but may be displayed as including only "numbers" when a specific combination is constructed. Furthermore, a combination that returns from the last number (9) in the specified order to the first number (1), such as "8·9·1" or "9·1·2," may also be considered "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 at which a combination indicating a certain winning or losing lottery result is displayed as confirmed. In other words, the fluctuation of all decorative symbol groups 80g stops at the end of the fluctuation effect. On the other hand, "pseudo-stop" refers to a state in which the player sees the symbols as stopped, but they are still moving slightly. Therefore, the point at which the "pseudo-stop" occurs is not the end of the fluctuation effect (it can be said to be the point at which the fluctuation effect appears to have ended).

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

[0097] Alternatively, a specific combination may be used as a "chance eye" in a so-called pre-reading effect. The pre-reading effect suggests an increase in the reliability of a certain winning / losing lottery result (the target winning / losing lottery result that is the subject of the pre-reading effect) by a variation effect for one or more consecutive winning / losing lottery results (previous winning / losing lottery results) that are notified before the target winning / losing lottery result. It is conceivable that the pre-reading effect will generate a combination that indicates the previous winning / losing lottery result (loss) as a specific combination (chance eye). In this case, the combination when the variation of the decorative pattern 80 "stops" will be the specific combination that indicates the previous winning / losing lottery result (loss).

[0098] The three decorative patterns 80 that make up 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. In other words, the numbers of the left decorative pattern 80, the center decorative pattern 80, and the right decorative pattern 80 are "consecutive" (consecutive numbers). These three decorative patterns 80 are displayed in ascending order, gradually decreasing in size (see FIG. 20(b)). In other words, the left decorative pattern 80 is displayed as the largest, followed by the center decorative pattern 80, and the right decorative pattern 80 as the smallest. The size of each decorative pattern 80 is determined by its vertical length. In other words, the larger the distance from the top to the bottom of the pattern, the "larger the pattern." Before a specific combination is constructed, the decorative patterns 80 are basically the same size.

[0099] The rules for specific combinations (chance combinations) differ depending on the gaming machine. In the present embodiment, when the specific combination is determined to be the arrangement of decorative symbols 80 in a specified order, the symbols are highlighted so that their size gradually decreases in the specified order as described above, so that the symbols appear to be arranged in numerical order from the front, emphasizing that the specific combination is in "ascending order (order)." This has the advantage that the rules for specific combinations are easy for players to understand.

[0100] Below, specific examples of improvements, specific embodiments, modifications, etc. of the matters relating to the symbol effects will be described. 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.

[0101] 〇Specific example 4-1 In the above embodiment, the highlighting is explained as being such that the decorative patterns 80 constituting the specific combination are displayed in a predetermined order (ascending order) so as to become gradually smaller, but they may also be displayed so as to become gradually larger in the same order (see FIG. 21). In this example, the magnitude relationship between the numbers and the size relationship between the patterns are linked (the larger the number, the larger it is displayed), resulting in an easy-to-understand presentation.

[0102] Specific example 4-2 In the above embodiment, the decorative patterns 80 constituting the specific combination are described as being arranged in "ascending order." However, the specific combination may also 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 combinations). Even when "descending order" is set as the specific combination, it is possible to make the numbers gradually smaller from left to right (the left decorative pattern 80 being the largest and the right decorative pattern 80 being the smallest), as in the above embodiment. In this way, the size relationship between the numbers and the size relationship between 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" or "2·1·9."

[0103] Furthermore, in a setting where both "ascending" and "descending" are considered specific combinations, it is conceivable to configure the direction of change in the size of the symbols to be different between "ascending" and "descending." For example, as shown in FIG. 22(a), in "ascending" order, each decorative symbol 80 may be displayed so that it gradually gets smaller from left to right (see FIG. 22(a-1)), while in "descending" order, each decorative symbol 80 may be displayed so that it gradually gets larger from left to right (see FIG. 22(a-2)) (appearing to be positioned closer in numerical order). Conversely, as shown in FIG. 22(b), in "ascending" order, each decorative symbol 80 may be displayed so that it gradually gets larger from left to right (see FIG. 22(b-1)), while in "descending" order, each decorative symbol 80 may be displayed so that it gradually gets smaller from left to right (see FIG. 22(b-2)) (it is assumed that the size relationship of the numbers and the size relationship of the symbols are linked in both "ascending" and "descending" order). By doing so, the direction in which the size of the symbols decreases (increases) differs between "ascending" and "descending," making it easier to determine whether the specific combination, "ascending" or "descending," has been achieved. Note that if both "ascending" and "descending" are set as specific combinations, it is preferable to set the other order to be more advantageous to the player (higher reliability of winning the lottery result) than either "ascending" or "descending." In this case, whether the specific combination, "ascending" or "descending," is of interest to the player, so it can be said that it is very significant to make it easier to determine whether the specific combination, "ascending" or "descending," has been achieved.

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

[0105] When a specific combination includes two or more decorative symbols 80 of the same type, the decorative symbols 80 of the same type may be highlighted to have the same size. For example, if a specific combination is configured such that the center decorative symbol 80 and the right decorative symbol 80 are the same type, such as "1-2-2" or "2-3-3," the center decorative symbol 80 and the right decorative symbol 80 are the same size, while the sizes of these two decorative symbols 80 and the left decorative symbol 80 are different (see Figure 23). This allows the player to easily understand that a combination in which two decorative symbols 80 (the center decorative symbol 80 and the right decorative symbol 80) are the same type (but are not a jackpot combination) is considered a chance combination. Even in this case, smaller numbers may be displayed closer (larger) (see Figure 23(a)), or conversely, larger numbers may be displayed closer (larger) (see Figure 23(b)).

[0106] Specific example 4-4 The decorative symbols 80 constituting a specific combination change in size in a predetermined order, so that adjacent two decorative symbols 80 are larger than one another. In the above embodiment, the decorative symbols 80 located to the left are larger. Based on this premise, the highlighting is performed such that a portion of a relatively small decorative symbol 80 is overlapped with a portion of a relatively large decorative symbol adjacent to it. For example, if the specific combination "2-3-4" is displayed, a portion of the left side of the "3" symbol is displayed so that it is obscured by a portion of the right side of the "2" symbol, and a portion of the left side of the "4" symbol is displayed so that it is obscured by a portion of the right side of the "3" symbol (see FIG. 24). In this way, the larger the decorative symbol 80 displayed, the more it appears to be positioned in front, emphasizing the difference in size between the decorative symbols 80 and making it easier to understand that the decorative symbols 80 are arranged in a predetermined 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 should be set as the front layer (in accordance with the above embodiment, the left decorative pattern 80 should be represented by the frontmost image layer, and the right decorative pattern 80 should be represented by the backmost image layer).

[0108] 〇Specific example 4-5 The symbol presentation includes a change from a normal display, in which the X decorative symbols 80 making up a specific combination are all the same size, to a highlighted display. Taking the example of a case in which the specific combination "1, 2, 3" is displayed, immediately after the fluctuation of each decorative symbol group 80g stops or pseudo-stops, the three decorative symbols 80 "1, 2, 3" are the same size (normal display state) (see Figure 25(b)). From that state, a change occurs in which the center decorative symbol 80 becomes smaller than the left decorative symbol 80, and the right decorative symbol 80 becomes smaller than the center decorative symbol 80, resulting in a highlighted display state (see Figure 25(c)). For example, compared to the size in the normal display state, the size of the left decorative symbol 80 remains the same (magnification 1.0x), but the center decorative symbol 80 becomes 0.75x and the right decorative symbol 80 becomes 0.50x. 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, the smaller the decorative pattern that should be displayed in the highlighted display state).

[0109] In this way, before the highlighting is performed, the decorative patterns 80 constituting the specific combination are displayed in a normal manner with the same size, thereby making it clearer that the sizes of the decorative patterns 80 are made different in a specified order (when the highlighting is performed).

[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, then 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 imaginary line P1 and a lower imaginary 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 imaginary line P1 and the lower side is highlighted along the lower imaginary line P2 (the intersection of the upper imaginary line P1 and the lower imaginary line P2 is the vanishing point P) (see FIG. 26). This further emphasizes that the decorative patterns 80 are arranged in a specified order.

[0111] 4-4) Specific Prediction Performance In this embodiment, a specific pre-reading effect occurs as an effect that constitutes the during-variation effect. As described above, the pre-reading effect suggests that the reliability of a certain win / loss lottery result (the target win / loss lottery result that is the subject of the pre-reading effect) has increased as a jackpot through a during-variation effect (previous during-variation effect) for one or multiple consecutive win / loss lottery results (previous win / loss lottery results) whose notification is completed before the target win / loss lottery result. If the during-variation effect for the target win / loss lottery result is considered to be the target during-variation effect, the previous during-variation effect will be executed before the target during-variation effect begins. A specific pre-reading effect occurs as a type of this pre-reading effect. Specifically, the previous win / loss lottery result will be a loss, and a specific pre-reading effect occurs as part of the conclusion portion that includes the end point of the previous during-variation effect that notifies the loss (the point at which the loss notification is completed).

[0112] The in-changing performance that constitutes the specific pre-reading performance includes the following first to third stages. The first stage (see Figures 27(a) and 27(d)) ​​is the stage in which the reference image 50 in the display area 911 is displayed. The reference image 50 is an image that includes the decorative pattern 80 (decorative pattern group 80g) that is currently changing and the background image 30b that is displayed as its background. 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 the normal state before the specific pre-reading performance begins. In this embodiment, what is displayed in the entire display area 911 in the first stage is considered to be the reference image 50.

[0113] The second stage (see FIGS. 27(b) and 27(e)) after the first stage is a state in which the reference image 50 is displayed as if it has shifted relative to the display area 911. That is, in the first stage, the reference image 50 is displayed over the entire display area 911, but the reference image 50 is displaced relative to the display area 911 to reach the second stage. Because the reference image 50 is displaced relative to the display area 911, 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 becomes visible in the second stage. In this embodiment, a change occurs in which the reference image 50 appears to have displaced backward. That is, in the second stage, the outer edge of the reference image 50 is displayed in an approximately rectangular shape. Note that the reference image 50 may appear to have displaced in at least one of the vertical and horizontal directions relative to the display area 911. Furthermore, the reference image 50 may appear to have displaced three-dimensionally relative to the display area 911. For example, in the second stage, the outer edge of the reference image 50 may be displayed in the shape of a parallelogram.

[0114] When transitioning 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, that continuity is maintained (the shape of the image representing the same content appears to the player to have changed). In other words, even in the second stage, at least one of the decorative pattern groups 80g (either left, center, or right) is changing (the previous changing performance is in progress).

[0115] The third stage (see Figures 27(c) and 27(f)) after the second stage is the stage in which the reference image 50 returns to its original state (the same size as in the first stage). That is, as in the first stage, the reference image 50 returns to being displayed in the entire display area 911. Therefore, the outer edge of the reference image 50 that was displayed in the second stage becomes invisible as the transition to the third stage occurs. As the reference image 50 returns to the same size as in the first stage, the combination of decorative patterns 80 included in the reference image 50 becomes a combination indicating a "loss" (losing combination). The specific pre-reading effect is executed in the next during-variation effect that notifies the result of the previous win / loss lottery, and a losing combination that notifies the result of the previous win / loss lottery is displayed. In other words, the third stage includes the end of the previous during-variation effect, and is the stage in which a losing combination of decorative patterns 80 indicating the result of the previous win / loss lottery (losing) is displayed. Such a losing combination is displayed approximately simultaneously with the reference image 50 returning to its original size.

[0116] In the specific pre-reading effect, the more the number of future variation effects (pre-read count) is, the higher the probability of a jackpot in the target win / lose lottery result. One or more future variation effects that make up the specific pre-reading effect 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 pre-read, and (d) to (f) are the subsequent one pre-read). In other words, the reference image 50 is first 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 win / lose lottery (a loss) is announced. In this way, the action of the reference image 50 "shifting" occurs before an announcement of a loss is made, which has the advantage that it is easy to see that a pre-read is occurring (it is easy to see that the variation that causes the action is a variation included in the pre-read count).

[0117] Below, 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 adopted in which multiple 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 were shifted relative to the display area 911, resulting in an area in the display area 911 where the reference image 50 is not displayed (a non-reference area 911a). The appearance of the image displayed in the non-reference area 911a (hereinafter referred to as the non-reference image 51) indicates the reliability of the specific pre-reading effect, i.e., the reliability of the jackpot result of the target win / loss lottery. For example, as the non-reference image 51, a first non-reference image 511 may be displayed (see FIG. 28(b-1)) or a second non-reference image 512 (different in appearance from the first non-reference image 511) may be displayed (see FIG. 28(b-2)). The reliability of the jackpot result of the target win / loss lottery is set to be 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 number of pre-reads, the higher the reliability of the target winning / losing lottery result, and assuming the same number of pre-reads, the reliability of the jackpot is higher when the second non-standard image 512 is displayed than when the first non-standard image 511 is displayed. Three or more types of non-standard images 51 with different reliability of the jackpot may be set.

[0119] In addition, in specific pre-reading effects where future variation effects occur two or more times (the number of pre-reads is two or more), the non-standard image 51 may be set to change (step up) during the process. For example, a setting may be made such that the first non-standard image 511 is displayed in the second stage of the variation effect two stages before the target variation effect, and the second non-standard image 512 is displayed in the second stage of the variation effect one stage before that. Furthermore, in such a setting, the reliability of the jackpot result of the target winning / losing lottery may be set higher if the second non-standard image 512 is displayed in both the variation effect two stages before that and the variation effect one stage before that than if the first non-standard image 511 was displayed in the variation effect two stages before that but the second non-standard image 512 was displayed in the variation effect one stage before that. In other words, the reliability of the jackpot may be set higher the more times a highly reliable non-standard image 51 is displayed throughout the specific pre-reading effects (through two or more future variation effects).

[0120] Specific example 5-2 The outer shape (outer shape) of the reference image 50 in the second stage may vary. Specifically, the outer shape of the reference image 50 at the state where it has changed most significantly from the first stage (at the point when a predetermined time has elapsed since the start of the second stage) may vary each time a specific pre-reading effect 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 a second form different from the first form (see FIG. 29(b-2)). The second form is set to have a higher jackpot reliability than the first form. As described above, the specific pre-reading effect increases the jackpot reliability of the target win / loss lottery result the more pre-readings are performed. Given the same number of pre-readings, the second form of the reference image 50 has a higher jackpot reliability than the first form. Three or more outer shapes with different jackpot reliability may be set.

[0121] In addition, in specific pre-reading effects where the next-stage variation effect occurs two or more times (the number of pre-reads is two or more), the outer shape of the reference image 50 may be set to change (step up) during the process. For example, the outer shape of the reference image 50 may be set to the first form in the second stage of the next-stage variation effect two stages before the target variation effect, and the outer shape of the reference image 50 may be set to the second form in the second stage of the previous-stage variation effect. In such a setting, the reliability of the jackpot result of the target win / loss lottery may be higher if the outer shape of the reference image 50 is set to the second form in both the next-stage variation effect and the previous-stage variation effect than if the outer shape of the reference image 50 was set to the first form in the previous-stage variation effect but changed to the second form in the previous-stage variation effect. In other words, the reliability of the jackpot may be higher the more times the outer shape of the reference image 50 is set to a more reliable form during the specific pre-reading effect (through two or more next-stage variation effects).

[0122] Specific example 5-3 The combination of decorative symbols 80 shown in the third stage (a combination that indicates that the previous variable performance is a miss) may be set as a predetermined combination (a chance combination) (see FIG. 30(b-1)) or not (see FIG. 30(b-2)) as a branching factor for whether or not the reliability of the jackpot of the target hit / miss lottery result increases. In other words, if a chance combination is formed, a pre-reading effect occurs, and if the chance combination is not formed, the pre-reading effect does not occur (note that FIG. 30 shows an example in which the decorative symbol 80 in the middle becoming "7" is set as a chance combination).

[0123] In this case, the timing when there is a possibility of a chance combination being established is highlighted by a change in the state of the reference image 50 (a change from the second stage to the third stage). In other words, the change to the second stage functions as a notice that suggests the possibility of a chance combination being established (prediction occurring). In other words, the setting is made so that the probability of a chance combination being established is higher when a change from the first stage to the second stage occurs than when no change occurs.

[0124] Specific example 5-4 In the above embodiment, the combination of decorative symbols 80 displayed in the third stage is described as a losing combination indicating that the lottery result is a losing win, but a combination indicating that the lottery result is a jackpot may also be displayed. That is, three identical decorative symbols 80 may be displayed in combination 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 also be used to notify of a jackpot.

[0125] 4-5) Broadcast Production A specific effect may occur as an effect constituting the effect during the change. The specific effect is a type of so-called super reach effect, and leads to an advantageous ending indicating that the player is in an advantageous situation or an unfavorable ending indicating that the player is in an unfavorable situation. The advantageous ending indicates that the result of the win / loss lottery is a jackpot. In other words, an advantageous ending is reached only when the result of the win / loss lottery is a jackpot. If the advantageous ending is not reached, an unfavorable ending is reached. If the result of the win / loss lottery is a loss, an unfavorable ending is reached. The specific form of the specific effect leading to the ending may be any. In this embodiment, the specific effect 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 advantageous ending (see FIG. 31(b-1)) is set to be when an image of the ally character winning is displayed, and the unfavorable ending (see FIG. 31(b-2)) is set to be when an image of the ally character losing (including when a reversal effect described later occurs) is displayed.

[0126] A reversal effect may occur during a variation effect when a specific effect has occurred. A reversal effect can occur only if the specific effect ends in an unfavorable outcome. Specifically, a reversal effect is an effect that overturns the unfavorable outcome and indicates that the result of the win / loss lottery is a jackpot. In other words, a reversal effect can be said to be a jackpot confirmation effect that can occur only if the result of the win / loss lottery is a jackpot. Any specific form of the reversal effect may be used as long as the player can understand that the unfavorable outcome has been overturned. In this embodiment, a reversal effect occurs by displaying an image indicating that a defeated ally character has been revived (see Figure 32(a)). After the reversal effect, the combination of decorative patterns 80 stops in a combination that indicates a jackpot (a jackpot confirmation display is displayed).

[0127] In other words, when a specific effect occurs, if the result of the win / loss lottery is a jackpot, the jackpot will be announced when the specific effect reaches a favorable ending (see Figure 31(b-1)), or when it reaches an unfavorable ending (see Figure 31(b-2)) and a reversal effect occurs (see Figure 32(a)), and a jackpot will be announced. If the result of the win / loss lottery is a miss, an unfavorable ending (see Figure 31(b-2)) will occur and a reversal effect will not occur (see Figure 32(b)). Note that when a specific effect occurs, if the result of the win / loss lottery is a jackpot, 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 occurs only 5% of the time when a jackpot occurs).

[0128] After a specific effect has reached 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 effect occurs. In other words, when an unfavorable outcome has been reached, the same switching image 60 is displayed each time, regardless of whether a reversal effect occurs. In this embodiment, a solid black image (blackout image) that covers the entire display area 911 is displayed as the switching image 60. Note 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 result of the lottery is a jackpot, the displayed switching image 60 is erased, and a reversal effect actually occurs (see FIG. 32(a)). On the other hand, if the result of the lottery is a loss, the reversal effect does not occur even if the switching image 60 is erased (in this embodiment, an image of the decorative symbols 80 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, which is displayed after an unfavorable outcome is reached, is erased, it becomes clear whether or not a reversal effect will actually occur (Note that "becoming clear" here means that a situation has arisen in which the reversal effect being executed can be seen. In other words, it is not "becoming clear" in a situation before the reversal effect actually occurs). The switching image 60 can be said to be an image displayed to change the scene after a specific effect has reached an unfavorable outcome.

[0130] In the case where a specific effect ends unfavorably but a reversal effect occurs thereafter (when the result of the win / loss lottery is a jackpot), a relay effect occurs before the actual reversal effect occurs. In this embodiment, the relay effect is the output of a predetermined sound effect (a short sound of about a few seconds) from the speaker 95 (in the drawings, this sound effect is indicated by the word "beep") (see FIG. 31(c-1)). Also, in this embodiment, the relay effect (output of the sound effect) is executed while the switching image 60 is displayed (the output of the sound effect ends before the switching image 60 is erased). The relay effect does not occur if a reversal effect does not occur (when the result of the win / loss lottery is a miss) (this means that the predetermined sound effect (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 "ping" sound) is a "jackpot confirmation sound" that can be output regardless of whether a specific effect is executed or not. 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, a confirmation effect can suddenly occur even during a pattern variation in which a reach has not been achieved (see Figure 33). Therefore, a player who has played for a while may encounter the confirmation effect during a jackpot variation.

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

[0133] Furthermore, in this embodiment, after an unfavorable outcome occurs, the switching image 60 is displayed in the display area 911 regardless of whether a reversal effect occurs (regardless of the result of the winning / losing lottery). When a reversal effect occurs, a sound effect is output while the switching image 60 is displayed (a relay effect occurs). In other words, a reversal effect occurs when a sound effect that is not normally output is output (when a different sound effect is executed as an auditory effect) while the same switching image 60 is displayed (when the same effect as usual is executed as a visual effect). In short, the presence or absence of a sound effect differs between when a reversal effect occurs and when it does not, and the same image is displayed in the display area 911. Generally, a player will likely pay more attention to the visual effect displayed in the display area 911. Therefore, even if the visual effect executed in the display area 911 is the same as usual, the player may feel uncomfortable when an unusual auditory effect occurs. In other words, a game feature is realized in which a reversal effect occurs when there is a sense of "uncomfort" due to the output of a sound effect.

[0134] The following describes specific examples in which the matters relating to the live broadcast performance have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.

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

[0136] 〇Specific example 6-2 In the above embodiment, the output of a sound effect is described as a relay effect before a reversal effect occurs. However, other types of effects may also be generated as relay effects. However, as described above, the relay effect needs to be an effect that makes the player feel uneasy. Therefore, 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 conceivable that the light-emitting unit 35 provided on the gaming machine 1 emits light (excluding an effect in which a predetermined portion of the display area 911 emits light) as a relay effect. That is, after a 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 will occur (see FIG. 34(c-1)). However, if the light-emitting unit 35 does not emit light in the predetermined manner (if it does not emit light at all (see FIG. 34(b-2) or if it emits light in a manner other than the predetermined manner), a reversal effect will not occur (see FIG. 34(c-2)).

[0137] Specific example 6-3 In the above embodiment, it was explained that the effect sound output as a relay effect is of the same type as the effect sound output as a confirmed effect that can occur even in a variable effect in which no specific effect occurs, but alternatively, the sound of the relay effect and the sound of the confirmed effect 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 effect in which a predetermined effect sound is output occurs after an unfavorable ending, a reversal effect is confirmed to occur. However, it is also possible to configure the configuration so that the reversal effect does not necessarily occur even if the effect sound is output. In other words, the configuration is such that the probability of a reversal effect occurring is higher when an effect sound is output after an unfavorable ending than when the effect sound is not output. In this way, the generation of the effect sound is configured to merely indicate the occurrence of a reversal effect.

[0139] In addition, multiple types of effect sounds may be provided as relay effects, and the probability of a reversal effect occurring may vary depending on which effect sound is output. For example, after an unfavorable outcome occurs, a first effect sound may be output (see FIG. 35(a-1)), or a second effect sound (different in form from the first effect sound) may be output (see FIG. 35(a-2)). The probability of a reversal effect occurring is higher when the second effect sound is output than when the first effect sound is output. Note that the output of the second effect sound may be set to confirm the occurrence of a reversal effect. This allows for a gameplay feature in which the player pays attention to the effect sound.

[0140] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

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

[0142] The effect described in the above embodiment that suggests the probability (reliability of the jackpot) that the result of the lottery will be a "jackpot" can also be used to suggest the probability of a so-called "small jackpot."

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

[0144] ·Means 1-1 A gaming machine comprising: a win game execution means for executing a win game when a win / loss lottery result is a win; a game state setting means for setting a special game state in which a game is played with the aim of winning the win / loss lottery result and which is more advantageous to the player than a normal game state; and a display means for displaying a profit image showing a profit already obtained in the win game, wherein when a subsequent win game is executed through the special game state which is started after the end of a previous win game, if a normal consecutive win in which the win / loss lottery result is a win occurs after a switching point is reached in which the win / loss lottery result is a lose N times consecutively since the start of the special game state, the profit image is reset and displayed in the subsequent win game, whereas if a short-interval consecutive win in which the win / loss lottery result is a win occurs before the switching point is reached, the profit image including the profit obtained in the previous win game is displayed in the subsequent win game, however, the special game state continues even after the switching point is reached. According to the gaming machine, when consecutive wins occur at short intervals, the earlier win game and the later win game are just like one win game, and it looks like a big profit has been obtained from the one win game, which improves the entertainment value of the game (contributes to increasing the motivation 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 unit game ending is displayed, and when the short-interval consecutive winning occurs, in the subsequent winning game, the image of the number of unit games that includes the number of unit games executed in the previous winning game is displayed. By doing this, when consecutive wins occur at short intervals, 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 claim 2, characterized in that it is provided with a fluctuation time determination means for determining the fluctuation time from when the decorative pattern displayed on the display means starts to fluctuate until when it stops in a manner that indicates the result of the winning or losing 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 this, the interval between the earlier winning game and the later winning game becomes shorter when short-interval consecutive winnings occur, and the earlier winning game and the later winning game appear to be one big winning game more effectively.

[0147] ·Means 1-4 The gaming machine according to any one of claims 1 to 3, characterized in that the transition to the normal gaming state is triggered by M consecutive win / loss lottery results after the start of the special gaming state. <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 the result of a winning / losing lottery is a winning game; and a game state setting means for setting a special game state in which a game is played with the aim of winning the result of the winning / losing lottery, the special game state being more advantageous to the player than the normal game state, wherein, when a switching point is reached at which the result of the winning / losing lottery is a losing one N times consecutively after the start of the special game state, a pseudo start effect is executed to make it appear as if the special game state has started after the switching point. However, the special game state continues even after the switching point is reached. By doing so, 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 play.

[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 succession after the special gaming state is initiated. <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 game state will continue until a loss occurs D times in a row, where D=MN. By doing this, it is possible to make the special game state appear as if it is being continued for D times, even though it is actually continued for M 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 point 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 their preferred one from the plurality of presentation modes. By doing so, 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 so, 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 variable effect execution means for executing a variable effect from the start of the change of the decorative pattern displayed in the display area until the decorative pattern stops in a manner according to the result of a win / lose lottery; wherein, as an effect constituting the variable effect, a cabinet display effect can be executed in which a change occurs from a normal state in which a variable image for the variable effect is displayed over the entire display area, causing the variable 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 variable image is not displayed; and wherein continuity of the variable 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 effect can be achieved in which the gaming machine (cabinet) in which the actual game is being played appears to be truly displayed.

[0153] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the variable image includes the decorative pattern that is displayed in a variable manner, and the continuity of the change in the decorative pattern included in the variable 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 the game is actually being played is actually being displayed.

[0154] ·Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that it is equipped with a storage means for storing, up to a predetermined number, win / lose lottery information to be used in the win / lose lottery, 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 if 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 the game is actually 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 cabinet, and in the special state, at least a part of the cabinet 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. This creates an interesting effect in which the light emitted by the light-emitting section actually provided on the housing and the light emitted by the image (image light-emitting section) representing the light-emitting section 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 between a normal state and a special state that can be recognized by the player's senses 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 accordance with the change of said operation means from said normal state to said special state during said specific operation effect. The gaming machine can execute an interesting operation effect (specific operation effect) in which the special mode of the operating means is emphasized by an effect image.

[0157] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that 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 is 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 operation means changing 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 advance notice period before the valid 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 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 lottery, and an effect execution means for executing a pattern effect that suggests an advantageous situation to the player by making a combination of X decorative patterns into a specific combination, wherein the specific combination is a combination of X consecutive decorative patterns in the prescribed order, and during the pattern effect, the X decorative patterns that make up the specific combination are highlighted so that they gradually become smaller or larger in the prescribed order. According to the gaming machine, it is possible to clearly indicate that a specific combination has been formed.

[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 displayed so that the X decorative patterns that make up the specific combination gradually become smaller or larger in the order of the numbers. By doing so, it becomes possible to easily understand that the arrangement of decorative patterns in numerical order is a specific combination.

[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 make up the specific combination are displayed so that part of the relatively larger decorative pattern overlaps part of the relatively smaller decorative pattern in front of it. By doing so, the difference in size of each decorative pattern constituting the specific combination is emphasized (it is easy to see that the size of the decorative patterns changes in a specified order).

[0162] ·Means 5-4 A 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 change of the decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the result of a win / lose lottery; and a look-ahead performance execution means for executing a specific look-ahead performance which is a performance executed while a previous during-variation performance which is a during-variation performance prior to the start of the target during-variation performance which is the during-variation performance for the 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, wherein the specific look-ahead performance includes: 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 announced 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-standard image different in appearance from the first non-standard image is displayed in the non-standard 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-standard image is displayed. 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 described in 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 it 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 A gaming machine comprising: an operating means operable by a player; a specific performance execution means for executing a specific performance leading to a favorable outcome indicating that the result of the win / loss lottery has been a win or an unfavorable outcome which is the outcome if the favorable outcome 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 / loss lottery to the decorative pattern stopping in a manner according to the result of the win / loss lottery; and a reversal performance execution means for executing a reversal performance, as a performance constituting the specific performance, which indicates that the unfavorable outcome has been reached and the result of the win / loss lottery has been a win, when the specific performance during the variation performance is not being executed, a confirmation performance may occur which confirms that the result of the win / loss lottery has been a win, and when the reversal performance occurs, a relay performance in the same manner as the confirmation performance occurs after the unfavorable outcome has been reached and before the reversal performance occurs. According to the gaming machine, before the reversal effect occurs, a relay effect similar to the final effect occurs, making the flow of the effect easy to understand (for players who are familiar with the final effect).

[0168] ·Means 7-2 The gaming machine described in means 7-1 is 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 A gaming machine as described in means 7-1 or 7-2, characterized in that if the 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 occurs, the relay effect occurs while the switching image is being displayed. By doing this, a game feature is realized 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 game feature is realized in which a reversal effect will occur if the player feels something is wrong with 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-counts 30 Variation images 30b background image 35 Light-emitting part 35x image emitting unit 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 Zone 904b Second Starting Zone 906 Big Winners Area 91 Display device 911 Display area 911a Non-standard area 95 Speaker

Claims

1. an operating means operable by a player; an effect execution means for executing a specific operation effect in which the player is prompted to operate the operation means and the operation of the operation means during an operation valid period is reflected in the effect; Equipped with The operating means is capable of changing from one of a normal mode and a special mode that can be recognized by a player's senses as a mode different from the normal mode to the other, During a notice period before the operation valid period in the specific operation presentation, the operation means is changed from the normal mode to the special mode, the notice period is a period during which an image representing the operation means is not displayed, an effect image can be displayed in accordance with the timing at which the operation means changes from the normal mode to the special mode during the advance notice period; The specific operation presentation leads to a result advantageous to the player or a result disadvantageous to the player, If the effect image is displayed during the notice period, the probability that the specific operation presentation will lead to an advantageous result for the player is higher than if the effect image is not displayed. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, wherein the operation means is in the normal mode at the start of the operation valid period in the specific operation presentation.

Citation Information

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