gaming machines

The gaming machine enhances user experience by integrating image displacement and background music changes to create an intuitive and engaging visual-auditory effect.

JP7785397B2Active Publication Date: 2025-12-15SANSEI R&D KK
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Patent Information

Application Number
JP2024213042
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-06
Publication Date
2025-12-15
Estimated Expiration
2040-12-01

AI Technical Summary

Technical Problem

Existing gaming machines lack an easy-to-understand image displacement effect.

Method used

A gaming machine with a display device that executes an image displacement effect and background music control, changing the background music when the image displacement occurs.

Benefits of technology

The gaming machine achieves an easy-to-understand image displacement effect through synchronized visual and auditory cues.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which can execute an image displacement performance that can be easily understood.SOLUTION: A game machine 1 comprises: a display device 91 which has a display region 911; performance execution means which executes an image displacement performance that changes from a reference state where a reference image 60 is displayed on the display region 911 to a displacement state where the reference image 60 is displayed as if it is displaced with respect to the display region 911; and background music control means which changes the background music to be output from the normal background music to the specific background music with the change from the reference state to the displacement state as a trigger.SELECTED DRAWING: Figure 33
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Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines capable of executing an effect (image displacement effect) in which an image is displayed as if it were displaced relative to a display area are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-115463 A 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 execute an easy-to-understand image displacement effect. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized by comprising: a display device having a display area; an effect execution means for executing an image displacement effect in which a reference state in which a reference image is displayed in the display area is changed to a displaced state in which the reference image is displayed as if displaced relative to the display area; and a background music control means for changing the background music to be output from normal background music to specific background music when the change from the reference state to the displaced state is triggered. [Effects of the Invention]

[0006] The gaming machine according to the present invention is capable of executing an easy-to-understand image displacement effect. [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. 1 is a diagram for explaining the game specifications (a) and the operation unit (b). [Figure 4] FIG. 10 is a diagram for explaining a specification image. [Figure 5] FIG. 10 is a diagram for explaining an operation guide image. [Figure 6] FIG. 10 is a diagram for explaining cyclic switching. [Figure 7] FIG. 10 is a diagram for explaining non-circular switching. [Figure 8] 1A and 1B are diagrams for explaining a normal state and a specific state. [Figure 9] 10A is a diagram illustrating a change in the specification image when the operation unit is operated in a normal state, and FIG. 10B is a diagram illustrating a change in the specification image when the operation unit is operated in a specific state. [Figure 10] FIG. 10 is a diagram for explaining specific examples 1-1 and 1-2. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 12] 10A and 10B are diagrams for explaining an OFF mode, a partial automatic mode, and a full automatic mode. [Figure 13] A diagram to explain the first operation request presentation (a) and the second operation request presentation (b). [Figure 14] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 17] FIG. 10 is a diagram for explaining a hidden game specification change function. [Figure 18] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 21] 1A is a diagram showing a special effect, FIG. 1B is a diagram explaining the normal mode and the special mode, and FIG. 1C is a diagram explaining the mode determination lottery. [Figure 22] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 23] 10A and 10B are diagrams for explaining specific examples 4-2 and 4-3. [Figure 24] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-6. [Figure 26] A diagram showing an example of a specific pre-reading effect. [Figure 27] This is a diagram (continuation of Figure 26) showing an example of a specific pre-reading effect. [Figure 28] FIG. 28 is a diagram showing, in chronological order, changes in the music to be output in relation to the specific look-ahead performance shown in FIGS. 26 and 27. [Figure 29] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 30] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 31] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 32] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 33] FIG. 10 is a diagram for explaining an image displacement effect. [Figure 34] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 35] FIG. 34 is a diagram for explaining specific example 6-1 (continuation of FIG. 34). [Figure 36] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 37] FIG. 10 is a diagram for explaining specific example 6-3. [Figure 38] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 39] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 40]FIG. 10A is a diagram for explaining the accompanying image, and FIG. 10B is a diagram for explaining the state of the reserved pattern. [Figure 41] This is a diagram to explain the hold change effect (an example in which the target hold pattern is a changing hold pattern). [Figure 42] This is a diagram (continuation of Figure 41) to explain the reserved change effect (an example in which the target reserved pattern is a changing reserved pattern). [Figure 43] This is a diagram to explain the hold change effect (an example in which the target hold pattern is the hold pattern before change). [Figure 44] FIG. 10 is a diagram for explaining specific example 7-1. [Figure 45] FIG. 10 is a diagram for explaining specific example 7-2. [Figure 46] FIG. 10 is a diagram for explaining specific example 7-3. [Figure 47] FIG. 10 is a diagram for explaining specific example 7-4. [Figure 48] FIG. 10 is a diagram for explaining specific example 7-5. [Figure 49] FIG. 10 is a diagram for explaining specific example 7-6. [Figure 50] FIG. 10 is a diagram for explaining specific example 7-7. 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. Note that in the following description, the term "image" includes not only still images but also moving images.

[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] The frame of the gaming machine 1, the lower tray and upper tray for storing gaming balls, etc. can be of the same structure as known gaming machines, so a description thereof will be omitted.

[0013] 2) Lottery etc. The lottery for the jackpot is executed by a win / lose lottery means, which is a circuit constructed on a control board (main 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 number (win / lose lottery information) is obtained from a random number source, and if the number is the same as a predetermined jackpot number, it is a jackpot, and if it is different, it is a loss. Note that a configuration may be adopted in which a "small win" is set in addition to a "jackpot" as a type of "win."

[0014] 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. In the following explanation, the effect from when the decorative pattern 80 (decorative pattern group 80g) starts to change until it stops at a combination that indicates the result of the lottery will be referred to as the change-in-progress effect (sometimes simply referred to as "change").

[0015] In this embodiment, the in-change performance for the corresponding win / loss lottery results is started (the change starts) in the order in which the win / loss lottery information is acquired, but if there is win / loss lottery information for which the notification of the win / loss lottery result has not yet been completed, the newly acquired win / loss lottery information is stored in a storage means provided on a control board (not shown). In the following explanation, among the win / loss lottery information, the information for which the corresponding in-change performance has started but the notification of the win / loss lottery result has not yet been completed (the in-change performance has not yet ended) is sometimes referred to as in-change pending information (the in-change pending information corresponds to the so-called "in-change pending"), and the information for which the corresponding in-change performance has not yet started is sometimes referred to as pre-change pending information.

[0016] The number of pre-change pending information that can be stored in the storage means (reservation limit number) can be set as appropriate. In this embodiment, the maximum number is four for each of the first pre-change pending information acquired when a gaming ball enters the first start area 904a and the second pre-change pending information acquired when a gaming ball enters the second start area 904b. Also, in this embodiment, when the notification of the winning / losing lottery result for a certain pre-change pending information is completed (when the so-called "sustained change pending" is consumed), if both the first pre-change pending information and the second pre-change pending information are stored in the storage means, the pre-change performance (notification of the winning / losing lottery result) corresponding to the second pre-change pending information is executed preferentially. In other words, this is what is known as "special chart 2 priority consumption."

[0017] The fact that reserved information is stored in the storage means is displayed as a reserved symbol 10. In other words, the reserved symbol 10 indicates the presence of winning / losing lottery information for which the corresponding winning / losing lottery result has not been notified. In this embodiment, the display area 911 displays, as reserved symbols 10, a currently changing reserved symbol 11 indicating the presence of currently changing reserved information and a pre-change reserved symbol 12 indicating the presence of pre-change reserved information. Only one currently changing reserved symbol 11 is displayed, and up to four pre-change reserved symbols 12 are displayed (note that the "consumption order" of the pre-change reserved symbol 12 is faster the closer it is to the currently changing reserved symbol 11). The pre-change reserved pattern 12 is set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-change reserved information (special pattern 1 reserved) is displayed as the pre-change reserved pattern 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-change reserved information (special pattern 2 reserved) is displayed as the pre-change reserved pattern 12. Regardless of the game state, the pre-change reserved pattern 12 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the storage means may be displayed (a maximum of eight pre-change reserved patterns 12 may be displayed).

[0018] In this embodiment, a normal game state and a special game state are set as game states related to the win / lose lottery. 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 game state in which the probability of winning a jackpot is low, and a low-base state (low probability, no time-saving feature) in which it is difficult for the game ball to enter the starting area 904. A first special game state and a second special game state are set as special game states. The first special game state is a high-probability game state in which the probability of winning a jackpot is high, and a high-base state (high probability, time-saving feature) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, time-saving feature) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the game ball is launched aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. In the special game state, the game ball is more likely to win the lottery to open the second starting area 904b, which is 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 game states may be used, so an explanation will be omitted. Furthermore, the game states set as described above (specifications) are merely an example.

[0019] 3) Specification change function 3-1) Game specifications The gaming machine according to this embodiment is equipped with a specification change function that allows the player to change the game specifications. There are multiple types of changeable game specifications. In this embodiment, it is possible to change the game specifications (see FIG. 3(a)) related to "volume," "light intensity," "music," "premium (effect)," and "auto button." Other game specifications may be changeable, or some game specifications may not be changeable.

[0020] "Volume" is a specification relating to the volume of the sound (such as sound effects) output from the speaker 79. In this embodiment, the volume of the output can be adjusted in 10 steps (adjustable in the range of volume 1 (minimum) to volume 10 (maximum)).

[0021] "Light intensity" is a specification related to the magnitude of the output of the light emitter (such as an LED) installed in the gaming machine. In this embodiment, the output intensity can be adjusted in five stages (adjustable within the range of light intensity 1 (minimum) to light intensity 5 (maximum)).

[0022] "Music" is a specification regarding the type of music to be output as normal background music (BGM). Note that normal background music is output normally, and is not output when special conditions are met (details will be described later). In this embodiment, a favorite piece of music can be set as the normal background music from among five types of music A to music E.

[0023] The "auto button" is a specification related to the automatic operation function. As will be described in detail later, the automatic operation function is a function that, in an operation request effect in which the player is prompted to operate the effect button 25 (a type of operation means different from the operation unit 20 described later), reflects the effect as if a virtual operation had been performed, even if no actual operation has been performed. In this embodiment, three modes are set for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (full automatic operation mode). Details of each mode will be described later.

[0024] "Premium" is a specification relating to the likelihood (occurrence probability) of a premium effect (a performance that confirms a jackpot) occurring during a variation performance. A premium effect can occur as part of a variation performance (jackpot variation) that ultimately results in a jackpot being announced, and the probability of the premium effect occurring during the jackpot variation can be changed. In this embodiment, two modes related to "premium" are set: a "normal mode" in which the probability of a premium effect occurring is normal (default), and a "premium up mode" in which the probability is higher than that of the normal mode.

[0025] 3-2) Operation unit An operation unit 20 (see Figures 1 and 3(b)), which is a type of operation means that can be operated by a player, is provided at the front of the cabinet of the gaming machine (on the top surface of the "upper tray"). In addition to the operation unit 20, the gaming machine of this embodiment is also provided with an effect button 25 (a so-called chance button) as an operation means for prompting the player to perform an operation when an operation request effect occurs. An operation means for this type of effect other than the effect button 25 may also be provided. Furthermore, the operation unit 20 may also be used as an operation means for effect.

[0026] When changing game specifications, the player operates the operation unit 20. The operation unit 20 has a selection operation unit 21 and a change operation unit 22 (see FIG. 3(b)). The operation unit 20 in this embodiment is a so-called cross key, and the upper portion (hereinafter sometimes simply referred to as "upper") and lower portion (hereinafter sometimes simply referred to as "lower") of the cross key correspond to the selection operation unit 21, and the right portion (hereinafter sometimes simply referred to as "right") and left portion (hereinafter sometimes simply referred to as "left") correspond to the change operation unit 22. Hereinafter, the upper portion of the cross key may be referred to as the first selection operation unit 211, the lower portion as the second selection operation unit 212, the right portion as the first change operation unit 221, and the left portion as the second change operation unit 222. Note that in this embodiment, the operation unit 20 is configured such that the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, and the second change operation unit 222 are integrally configured, but they may also be provided separately.

[0027] When the operation unit 20 is viewed from the front, the selection operation unit 21 is provided along the vertical direction, and the change operation unit 22 is provided along the left-right direction that intersects the vertical direction (see FIG. 3(b)). The positional relationship between the selection operation unit 21 and the change operation unit 22 may be reversed. In other words, it is sufficient that one of the selection operation unit 21 and the change operation unit 22 is provided along a predetermined direction and the other is provided along a direction intersecting the predetermined direction, and no part that serves as both the selection operation unit 21 and the change operation unit 22 (a part that can perform both a selection operation and a change operation) is provided.

[0028] The selection operation unit 21 is a section for performing a selection operation. The selection operation is an operation for selecting a game specification (hereinafter also referred to as a target game specification) whose state is to be changed by operating the change operation unit 22 (details will be described later). In this embodiment, the above-mentioned multiple game specifications are provided as changeable game specifications, and one of the multiple game specifications is designated as a target game specification, and the others are designated as non-target game specifications.

[0029] The change operation unit 22 is a part for performing a change operation to change the target game specification to a desired state. The change operation changes the state of the target game specification, but does not change the state of non-target game specifications. If you want to change a game specification that is currently a non-target game specification, you make that game specification the target game specification and then perform the change operation. In other words, the target game specification whose state changes when you currently operate the change operation unit 22 is an "active item," and the non-target game specification whose state does not change when you currently operate the change operation unit 22 is a "non-active item."

[0030] 3-3) Changeable state A state in which the game specifications (target game specifications) can be changed is referred to as a changeable state. In this embodiment, the changeable state is maintained even while a variable performance is being executed. While a configuration is known in which changes cannot be made depending on the performance being executed (for example, changes cannot be made while a specified reach performance is being executed), in this embodiment, the game specifications (target game specifications) can be changed regardless of the performance being executed in the variable performance. In other words, the game specifications (target game specifications) can be changed in any state as long as a variable performance is being executed.

[0031] However, it may be configured so that the game specifications cannot be changed while a predetermined prohibition condition is met during the period when the variable effect is being executed. For example, while an operation request effect that requests the operation of the effect button 25 is being executed, it is possible that the player may operate the operation unit 20 by mistake, and therefore the game specifications may be set to be unchangeable.

[0032] In this embodiment, the game specifications (target game specifications) can be changed not only when the variable effect is being executed, but also when the variable effect is not being executed (when there is no winning / losing lottery information at all). Also, the game specifications (target game specifications) can be changed during a jackpot game.

[0033] In addition, an unchangeable state (a state that is not changeable) in which the game specifications (target game specifications) cannot be changed may be set as appropriate. In this embodiment, after the end of a jackpot game, a corporate mark and a warning not to forget to remove the IC card are displayed (these displays are well known and therefore will not be described here), and the unchangeable state is set while these displays are displayed.

[0034] 3-4) Specification image (operation assistance image) When in the changeable state, a specification image 30 (see FIG. 4) is displayed in the display area 911. The specification image 30 includes information related to game specifications. The specification image 30 is divided into a basic mode and an emphasis mode that is more noticeable than the basic mode. In the following description, the specification image 30 in the basic mode may be referred to as a basic image 31 (see FIG. 4(a)), and the specification image 30 in the emphasis mode may be referred to as an operation guide image 32 (see FIG. 4(b)). Specific modes of the basic image 31 and the operation guide image 32 in this embodiment are as follows (the operation guide image 32 will be described first).

[0035] 3-4-1) Operational aid images (specialized images of emphasis) The operation guide image 32 (see FIG. 4(b)) is an image (image serving as a manual) that helps the player in performing selection operations and change operations. The operation guide image 32 includes at least a target display area 30a, a status display area 30b, a post-change display area 30c, and a next item display area 30d.

[0036] The target display section 30a is a section that indicates the currently target game specification. In other words, it indicates one of multiple game specifications. For example, if "volume" is set as the target game specification, the target display section 30a includes the word "volume" (it is permissible to replace it with another word (expression), such as "volume," that the player can understand to be equivalent to "volume." The same applies to other game specifications). In other words, the target display section 30a can be said to indicate the currently active item.

[0037] The status display section 30b is a section that shows the current status of the target game specification (active item). If the target game specification is "volume," a number indicating the current output level (level) is displayed in the status display section 30b. If the target game specification is "light intensity," a number indicating the output level (level) is also displayed in the status display section 30b. If the target game specification is "music," the name of the currently set music is displayed in the status display section 30b. If the target game specification is "auto button," the name of the currently set mode (e.g., characters indicating either "off mode," "partial auto mode," or "full auto mode") is displayed in the status display section 30b. If the target game specification is "premium," the name of the currently set mode (e.g., characters indicating either "normal mode" or "premium up mode") is displayed in the status display section 30b.

[0038] The post-change display section 30c is a section that shows what state the target game specification will be if the change operation unit 22 is operated. In this embodiment, a first post-change display section 301c and a second post-change display section 302c are provided as the post-change display section 30c. A predetermined order (ascending order (Xm direction shown in FIG. 3(a)) and descending order (Xh direction shown in FIG. 3(a))) is set for the state of each game specification. When the first change operation unit 221 is operated (operation in the Xm direction), the state changes in ascending order (changes to the next state). When the second change operation unit 222 is operated (operation in the Xh direction), the state changes in descending order (changes to the previous state). The first post-change display section 301c shows the state if the first change operation unit 221 is operated. The second post-change display section 302c shows the state if the second change operation unit 222 is operated.

[0039] When the target game specification is "volume" and the status display unit 30b is set to "4," for example, the first post-change display unit 301c displays "5" and the second post-change display unit 302c displays "3" (see FIG. 4(b)). That is, the first post-change display unit 301c displays the next "level," and the second post-change display unit 302c displays the previous "level." The same applies to "light intensity," although not shown. If the status is represented by such "levels" (numbers), the first post-change display unit 301c may display a "+" (plus) character and the second post-change display unit 302c may display a "-" (minus) character (in this embodiment, "+" and "-" are displayed in the reference image 60, which will be described in detail later). That is, the post-change display unit 30c may be configured to indicate how the current status will change when the change operation unit 22 is operated.

[0040] When the target game specification is "music" and, for example, the status display unit 30b is in "music B" (B), the first post-change display unit 301c displays "music C" (C), and the second post-change display unit 302c displays "music A" (A) (see FIG. 5(a)). The predetermined order for the "music" is music A, B, C, D, and E (ascending order) (see FIG. 3(a)). When the target game specification is "auto button" and, for example, the status display unit 30b is in "partial auto mode," the first post-change display unit 301c displays "full auto mode," and the second post-change display unit 302c displays "OFF mode" (see FIG. 5(b)). The predetermined order for the "auto button" is "off mode," "partial auto mode," and "full auto mode" (ascending order) (see FIG. 3(a)).

[0041] When the target game specification is "Premium" and the status display unit 30b is in "Normal Mode," for example, "Premium Up Mode" is displayed as the first post-change display unit 301c (see FIG. 5(c-1)). When the status display unit 30b is in "Premium Up Mode," "Normal Mode" is displayed as the second post-change display unit 302c (see FIG. 5(c-2)). The predetermined ascending order for "Premium" is "Normal Mode" followed by "Premium Up Mode" (see FIG. 3(a)). Since only two types of specifications can be set for the "Premium" game specification, there is no next order in "ascending order" or "descending order." Therefore, only one of the first post-change display unit 301c and the second post-change display unit 302c is displayed, and the other is not displayed.

[0042] Note that the target display unit 30a and the status display unit 30b may not be provided separately, but may be provided integrally (as one unit). In other words, one display unit may serve as both the target display unit 30a and the status display unit 30b. For example, if the target game specification is "Premium" and "Premium Up Mode" is set, if "Premium Up Mode" indicating the current status is displayed, it can be understood that the target game specification is "Premium (probability of effect occurrence)", so the display of "Premium Up Mode" may serve as both the target display unit 30a and the status display unit 30b (see FIG. 5(c-2)).

[0043] As described above, the state displayed in the state display unit 30b is switched by operating the change operation unit 22. However, when the first change operation unit 221 or the second change operation unit 222 is operated while the first or last state in the "predetermined order" (the leftmost state and the rightmost state in the Xm-Xh direction shown in FIG. 3(a)) is displayed, the setting may be such that "cyclic switching" is performed based on the "predetermined order," or that "cyclic switching" is not performed ("non-cyclic switching"). In this embodiment, "music" and "auto button" are set to "cyclic switching," and "volume" and "light intensity" are set to "non-cyclic switching."

[0044] For example, when the target game specification is "music" and the status display unit 30b is set to "music A" (A), the first post-change display unit 301c shows "music B" (B), and the second post-change display unit 302c shows "music E" (E) (see FIG. 6(a)). In other words, since music A is the first in the "predetermined order," there is no previous music A. However, when the second change operation unit 222 is operated, the music A switches to "music E," which is the last music A in the order (the status display unit 30b becomes "music E") (see FIG. 6(b)). Similarly, although not shown, when the status display unit 30b is set to "music E" (E), the first post-change display unit 301c shows "music A" (A), and the second post-change display unit 302c shows "music D" (D). When the first change operation unit 221 is operated in this state, the music A switches to "music A." In this way, even if there is no equivalent to "next order" or "previous order," the state of the target game specification is set to "circulate" and switch. Accordingly, the first changed display area 301c and the second changed display area 302c are displayed. The same applies to the "auto button."

[0045] In contrast, for example, when "volume" is the target game specification and the status display unit 30b is set to "volume 1" (lowest output), the first post-change display unit 301c displays "volume 2," but the second post-change display unit 302c displays nothing (the second post-change display unit 302c may not exist) (see FIG. 7(a)). Even if the second change operation unit 222 is operated in this state, the volume does not change (the operation guide image 32 does not change) (see FIG. 7(b)). Although not shown, when the status display unit 30b is set to "volume 10" (highest output), the second post-change display unit 302c displays "volume 9," but the first post-change display unit 301c displays nothing (the operation guide image 32 does not change). Even if the second change operation unit 222 is operated in this state, the volume does not change (the operation guide image 32 does not change). The light intensity is also controlled in a similar manner when the status display unit 30b displays "light intensity 1" (lowest output) or "light intensity 5" (highest output). It is not desirable for the volume or light intensity to change suddenly from minimum to maximum output, as a large change in output may startle the player. Therefore, the volume and light intensity are designated as "non-cyclical switching."

[0046] The next item display section 30d indicates the type of game specification that will be the next target game specification when the selection operation unit 21 is operated. In this embodiment, a first item display section 301d and a second item display section 302d are provided as the next item display section 30d. A predetermined order (ascending order (Yu direction shown in FIG. 3(a)) and descending order (Ys direction shown in FIG. 3(a)) is set for multiple candidate game specifications (five types in this embodiment: "volume," "light intensity," "music," "premium," and "auto button"). When the first selection operation unit 211 is operated (operation in the Yu direction), the target game specification changes in ascending order (the game specification immediately following the currently target game specification becomes the target game specification). When the second selection operation unit 212 is operated (operation in the Ys direction), the target game specification changes in descending order (the game specification immediately preceding the currently target game specification becomes the target game specification). That is, the primary item display section 301d shows the game specifications that will be the target game specifications when the first selection operation section 211 is operated. The secondary item display section 302d shows the game specifications that will be the target game specifications when the second selection operation section 212 is operated.

[0047] When the selection operation unit 21 is operated, the type of game specification that is the target game specification is switched by the above-mentioned "cyclical switching." For example, when the first selection operation unit 211 is operated continuously from a state in which the target game specification is "volume," the target game specification changes in the following order: "Premium" → "Auto button" → "Music" → "Light intensity" → "Volume" → "Premium" ...

[0048] The display format of each display section may be changed, shortened, omitted, or replaced with an image, etc., within the scope of player understanding (the same applies to the basic image 31, which will be explained in detail below). For example, the displays representing "partial auto mode" and "full auto mode" may be shortened to "partial auto" and "full auto" (see FIG. 5(b)). Also, the display representing "OFF mode" may be more easily understood, such as "auto off" (see FIG. 5(b)). Also, although not shown, the display representing "music" may be replaced with an image of musical notes, for example.

[0049] 3-4-2) Basic image (specification image of basic configuration) The basic image 31 (see FIG. 4(a)) is an image that is less noticeable than the operation guide image 32. Specifically, it is an image that is smaller than the operation guide image 32 (the size of the area that the basic image 31 occupies in the entire display area 911 is smaller than that of the operation guide image 32 (see FIG. 4)). The basic image 31 includes at least the target display portion 30a. In other words, it includes characters that represent the target game specification. For example, if the target game specification is "volume," the basic image 31 that includes the characters "volume" is displayed.

[0050] The basic image 31 may include a portion other than the target display portion 30a. However, the basic image 31 does not include at least one of the status display portion 30b, the changed display portion 30c, and the next item display portion 30d included in the guide operation image 32. In other words, the guide operation image 32 includes four types of display portions including the target display portion 30a, while the basic image 31 includes fewer types of display portions including the target display portion 30a. In this way, the basic image 31 includes fewer display portions than the guide operation image 32, so it can be said that the basic image 31 can be made smaller than the guide operation image 32.

[0051] The basic image 31 in this embodiment does not include the status display section 30b. The status display section 30b indicates the current state of the target game specifications, and unless the player desires to change the game specifications, it can be said that there is not much need to display the current state (the player is almost always satisfied with the current state), so the status display section 30b is not displayed. Since the difference between the operation guide image 32 and the basic image 31 is at least whether or not the status display section 30b is included, the basic image 31 can be made smaller than the operation guide image 32.

[0052] In this embodiment, the basic image 31 includes not only the target display portion 30a but also the changed display portion 30c (first changed display portion 301c and second changed display portion 302c) (see FIG. 4(a)). Therefore, a player viewing the basic image 31 can at least understand that the state of the target game specification represented by the target display portion 30a can be changed by operating the change operation portion 22 (first change operation portion 221, second change operation portion 222). In other words, the basic image 31 in this embodiment includes display portions related to the target game specification (the target display portion 30a and the changed display portion 30c), but does not include a display portion related to other game specifications (non-target game specifications) (the next item display portion 30d). However, the basic image 31 in this embodiment does include a portion (a substantially triangular portion representing an up or down arrow) indicating that some change will occur by operating the "up" or "down" buttons on the operation unit 20. This allows the player to sense that some kind of change will occur by operating the selection operation unit 21 (up and down on the cross key) even when the basic image 31 is displayed.

[0053] In this embodiment, the post-change display section 30c of the basic image 31 is displayed as "+" (first post-change display section 301c) or "-" (second post-change display section 302c) when the target game specifications are "volume" and "light intensity" (see FIG. 4(a)). When the target game specifications are other than these, the post-change display section 30c is displayed as "→" (first post-change display section 301c) or "←" (second post-change display section 302c) (see FIG. 9(a-1)). That is, a "symbol" indicating that the state of the target game specifications will change as a result of the operation of the change operation section 22 is displayed as the change display section. Because the size of the basic image 31 is smaller than the operation guide image 32, the display indicating that the state of the target game specifications will change as a result of the change operation is replaced with a "symbol." Based on a similar concept, the basic image 31 may include, for example, a primary item display section 301d of "↑" and a secondary item display section 302d of "↓."

[0054] 3-4-3) Control of specification images (basic images, operation support images) As mentioned above, it is possible to change the game specifications even while the in-change effect is being executed (during the change). In order to show the player that it is possible to change the game specifications even while the in-change effect is being executed, the specification image 30 is usually displayed even while the in-change effect is being executed (see FIG. 8(a)). Specifically, it is as follows.

[0055] Regarding the control of the display / non-display of the specification image 30, the variable effects are divided into a normal state and a specific state. Note that the "state" of the normal state and the specific state here does not refer to the state related to the probability of winning or losing the lottery. It simply refers to the "state" that is divided for the purpose of controlling the specification image 30 (a state with a different concept from the normal game state and the special game state described above).

[0056] In this embodiment, a specific effect may occur as part of the during-variation effect (a during-variation effect without a specific effect may also occur). In the during-variation effect, a state in which a specific effect is not being executed is referred to as a normal state, and a state in which a specific effect is being executed is referred to as a specific state. The specific effect is a "reach effect." The reach effect occurs when two of the three decorative symbols 80 that constitute the combination indicating the result of the win / loss lottery are the same type (a reach is established), and the end of the effect is determined according to the result of the win / loss lottery (a successful end if the result of the win / loss lottery is a win, and a failure end if the result is a loss). The end of the effect can also be considered to indicate the result of the win / loss lottery. For example, a so-called "battle effect" in which a friendly (player's) character and an enemy character fight, with a victory for the friendly character being set as a successful end and a defeat for the friendly character being set as a failure end, can be set as a specific effect. The successful end of a reach effect includes a state in which it initially appears to have reached a failure end (a loss), but actually shows that it was a win (a so-called reversal (resurrection) state). When a specific effect occurs during the variable effect, the probability that the result of the lottery will be a jackpot (jackpot reliability) is higher than when it does not occur, so the occurrence of a specific effect can be said to be a welcome event for players.

[0057] The specification image 30 is displayed in the normal state (when a specific effect is not being executed) (see FIG. 8(a)), but is not displayed in the specific state (when a specific effect is being executed) unless the display conditions described below are met. In other words, in the specific state, the specification image 30 is not basically displayed (see FIG. 8(b)). The specific effect is an effect that attracts the player's attention, and when it occurs, it can be expected to lead to a big win. Therefore, by displaying the specification image 30 while the specific effect is being executed, the video displayed as the specific effect is prevented from being obstructed (overwhelmed) by the specification image 30.

[0058] In this embodiment, the specific effect is not executed from the beginning of the variation effect (the specific effect does not start at the same time as the start of the variation effect). Therefore, even in a variation in which a specific effect occurs, the beginning of the variation effect is in the normal state, with the specification image 30 displayed. In other words, a variation effect in which the specification image 30 is not displayed at all (a variation effect in which the specification image 30 is in the specific state from start to finish) does not occur. Therefore, with each variation, the player can know from the specification image 30 displayed in the display area 911 that the game specifications can be changed.

[0059] In the normal state, the specification image 30 is basically in the basic mode (see FIG. 9(a-1)). That is, a basic image 31 is displayed as the specification image 30. When the operation unit 20 is operated while the basic image 31 is displayed (the operation may be performed by any of the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, and the second change operation unit 222), this triggers a change of the basic image 31 to the operation guide image 32 (see FIG. 9(a-2)). That is, the operation of the operation unit 20 triggers a change of the specification image 30 from the basic mode to the highlighted mode. Even in the normal state, it is desirable to prevent the specification image 30 from obstructing (overwhelming) the displayed video for presentation. Therefore, in the normal state, the specification image 30 (basic image 31) in the basic mode, which is a smaller (less noticeable) mode, is displayed. On the other hand, when the operation unit 20 is operated, it is assumed that the player wishes to change the game specifications (selection of the target game specifications or change of the state of the target game specifications), and an emphasized specification image 30 (operation assistance image 32) is displayed, and the player's change operation is supported by the operation assistance image 32.

[0060] Even in a specific state, the specification image 30 is displayed when the display condition is satisfied. In other words, unless the display condition is satisfied, the specification image 30 is not displayed in a specific state. In this embodiment, the operation of the operation unit 20 is set as the establishment of the display condition. In other words, even in a specific state in which the specification image 30 is not displayed (see FIG. 9(b-1)), when the operation unit 20 is operated, it is assumed that the player desires to change the game specifications (select a target game specification or change the state of the target game specification), and the specification image 30 is displayed (until such a change in game specifications is desired, there is no need to prevent the specification image 30 from interfering with the video of the specific effect) (see FIG. 9(b-2)). Note that in this embodiment, the display condition is established regardless of whether the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, or the second change operation unit 222 is operated. However, the display condition may be satisfied when one of the selection operation unit 21 and the change operation unit 22 is operated, but not when the other is operated. For example, it may be assumed that there is no need to change the type of game specification that is the target game specification while a specific effect is being executed, and the display condition may be satisfied when the change operation unit 22 is operated, but not when the selection operation unit 21 is operated.

[0061] In this embodiment, when the display conditions are met in a specific state, the specification image 30 in an emphasized state, i.e., the operation guide image 32, is displayed (see FIG. 9(b-2)). The display of the specification image 30 in a specific state means that the player wants to change the game specifications (selection of the target game specifications or change of the state of the target game specifications), so the operation guide image 32 is displayed to support this.

[0062] As described above, in this embodiment, when an operation of the operation unit 20 is detected in the normal state, the specification image 30 changes from the basic mode (basic image 31) to the emphasized mode (operation guide image 32). When an operation of the operation unit 20 is detected in the specific state (when the display condition is met), the specification image 30 in the emphasized mode (operation guide image 32) is displayed. In other words, when a player operates the operation unit 20 in order to change the game specifications (select a target game specification or change the state of the target game specification), the specification image 30 in the emphasized mode (operation guide image 32) is displayed regardless of whether the state is normal or specific.

[0063] However, unlike this embodiment, a configuration may be adopted in which the specification image 30 of the basic mode, i.e., the basic image 31, is displayed when the display condition is met in a specific state. In a specific state, an image of a specific effect is displayed in the display area 911, so in order to prevent the image from being obstructed, a smaller basic image 31 may be displayed instead of the operation guide image 32. Note that, in such a configuration, the target game specification may be set to be inoperable. The basic image 31 in this embodiment includes display areas related to the target game specification (target display area 30a, changed display area 30c), but does not include a display area related to other game specifications (non-target game specifications) (next item display area 30d). Therefore, the target game specification may be set to be inoperable (operation of the change operation unit 22 is not accepted).

[0064] The operation of the operation unit 20 as a trigger for changing the specification image 30 from the basic mode (basic image 31) to the highlighted mode (operation guide image 32) in the normal state, and the operation of the operation unit 20 as a trigger for displaying the specification image 30 in the highlighted mode (operation guide image 32) in the specific state, do not result in a change of the game specification to be the target game specification (selection operation) or a change of the state of the target game specification (change operation). In other words, in this embodiment, the operation of the operation unit 20 (including both the operation of the selection operation unit 21 and the operation of the change operation unit 22) at a stage before the operation guide image 32 is displayed is treated as a trigger for displaying the operation guide image 32, and is not reflected as the change described above. In other words, the operation of the operation unit 20 while the operation guide image 32 is displayed is reflected as a change.

[0065] 3-5) Changes to game specifications The method for changing game specifications (selecting a target game specification or changing the state of the target game specification) will be explained below, although some of the explanation will overlap with the above. As described above, regardless of whether the game is in the normal state or a specific state, when an operation of the operation unit 20 is detected, this triggers the display of the operation guide image 32. The player performs the change operation while looking at the operation guide image 32.

[0066] When changing the type of game specification that is the target game specification (performing a selection operation), the selection operation unit 21 is operated. When the first selection operation unit 211 is operated, the type of game specification that is the target game specification is changed in "ascending order" (Yu direction shown in FIG. 3(a)), and when the second selection operation unit 212 is operated, the type of game specification that is the target game specification is changed in "descending order" (Ys direction shown in FIG. 3(a)). The selection operation ends when the game specification whose state is to be changed is displayed in the target display unit 30a of the operation guide image 32.

[0067] Once the game specification whose state you want to change is set as the target game specification, to change the state of the target game specification (perform a change operation), operate the change operation unit 22. When the first change operation unit 221 is operated, the state of the target game specification changes in "ascending order" (Xm direction shown in FIG. 3(a)), and when the second change operation unit 222 is operated, the state of the target game specification changes in "descending order" (Xh direction shown in FIG. 3(a)). The change operation ends when the target game specification has reached the desired state.

[0068] It should be noted that the setting may be such that after the above selection operation or change operation is performed, the selection operation or change operation is validated when a predetermined decision button is operated. The effect button 25 may also serve as the decision button.

[0069] In a changeable state in which game specifications can be changed (selection of target game specifications or change of the state of target game specifications), a change operation cannot be performed by operating the selection operation unit 21, and a selection operation cannot be performed by operating the change operation unit 22. In other words, the selection operation unit 21 is used only for the "selection operation," and the change operation unit 22 is used only for the "change operation."

[0070] Gaming machines that allow game specifications to be changed using a "directional pad" such as the operation unit 20 of this embodiment are well known. For example, it is common for settings to be configured such that operating the left and right arrow keys on the directional pad changes the "volume" and operating the up and down arrow keys changes the "light intensity." In such cases, situations may arise where the volume changes despite the player wanting to adjust the light intensity, or the light intensity changes despite the player wanting to adjust the volume (for example, a player may be satisfied with the "volume," but trying to change the "light intensity" ends up changing the "volume," which was previously satisfactory), which can be frustrating for the player. This is because both operating the "directional pad left and right" and the "directional pad up and down" have the effect of changing a state.

[0071] In this embodiment, actual changes to the state of the game specifications (target game specifications) are limited to the operation of the change operation unit 22. In other words, operation of the selection operation unit 21 does not result in a change to the state of the game specifications (only a change to the target game specifications occurs). Therefore, even if the selection operation unit 21 is mistakenly operated in an attempt to change the state of the target game specifications, the state of the target game specifications will not change (a situation will not occur in which the state of a game specification that was in a satisfactory state changes). Therefore, compared to conventional systems, it is possible to reduce the risk of a player becoming frustrated when trying to change the game specifications.

[0072] Furthermore, this embodiment has the advantage that the operation is easier to understand than conventional ones, since there is a 1:1 relationship between the operation content (selection operation or change operation) and the operation target (selection operation unit 21 or change operation unit 22). In particular, this embodiment makes it possible to change the game specifications (selection of the target game specifications or change of the state of the target game specifications) while the variable performance is being executed, and since it is conceivable that the player will change the game specifications while paying attention to the variable performance, it can be said that it is very significant to be able to change the game specifications intuitively, assuming that there is a correspondence between the operation content and the operation target as described above.

[0073] When the operation guide image 32 (specification image 30 in an emphasized mode) is displayed and no operation of the operation unit 20 is detected for a predetermined time, the state in which the operation guide image 32 is displayed ends. If the time when no operation of the operation unit 20 is detected for a predetermined time is the normal state, the basic image 31 (specification image 30 in a basic mode) is displayed. If the time when no operation of the operation unit 20 is detected for a predetermined time is the specific state, the specification image 30 is not displayed. In other words, it is determined whether the time when no operation of the operation unit 20 is detected for a predetermined time is the normal state or the specific state, and the specification image 30 is controlled according to the state.

[0074] The game specification that was the target game specification at the time when no operation of the operation unit 20 was detected for a predetermined period of time is stored as the target game specification in a storage means (not shown). For example, if "light intensity" was the target game specification at that time, "light intensity" will remain the target game specification. Therefore, if the game is in a normal state at that time, the basic image 31 with the target display section 30a set to "light intensity" will be displayed. If the game is in a specific state at that time, the game will transition to a state in which the specification image 30 is not displayed. However, if the display condition is subsequently met again, the operation guide image 32 with the target display section 30a set to "light intensity" will be displayed. If the game transitions from the specific state to the normal state, the basic image 31 with the target display section 30a set to "light intensity" will be displayed. In this way, the target game specification selected by the player will basically not be changed unless the player performs a selection operation.

[0075] However, in this embodiment, when a predetermined reset condition is met, a standard gaming specification, which is one of a plurality of gaming specifications, is automatically set as the target gaming specification. In this embodiment, "volume" is set as the standard gaming specification. In other words, even if the target gaming specification stored in the storage means is "light intensity," when the reset condition is met, the target gaming specification is set as "volume." In other words, the standard gaming specification is the "default" gaming specification.

[0076] As the reset condition (of its establishment), it is conceivable to set the execution of power OFF / ON, transition to standby state (a state to which the game enters when no variable effects are executed for a certain period of time), etc. In other words, if the power OFF / ON is set as the reset condition, the standard game specifications can be set as the target game specifications when the gaming parlor opens (the so-called early morning state). If the transition to standby state is set as the reset condition, the standard game specifications can be set as the target game specifications when the game is stopped for a certain period of time or when the player changes them.

[0077] 3-6) Below, we will explain specific examples in which the above-mentioned specification change function has 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.

[0078] 〇Specific example 1-1 At least some of the multiple game specifications are configured so that their states cannot be changed depending on the game state. For example, in the normal game state (low probability, no time-saving), all game specifications, including "volume," "light intensity," "music," "premium," and "auto button," can be changed (their states are changed by operating the change operation unit 22 after the target game specifications are set). However, in the first special game state (high probability, with time-saving), "music" and "premium" cannot be changed (although the other three types can be changed), and in the second special game state (low probability, with time-saving), "music" cannot be changed (although the other four types can be changed) (see FIG. 10(a)). In other words, in the first special game state, "music" and "premium" cannot be set as target game specifications, and in the second special game state, "music" cannot be set as a target game specification.

[0079] As described above, any reason may be used to prevent "music" and "premium" from being the target game specifications in the first special game state, and prevent "music" from being the target game specification in the second special game state. For example, one possible reason for preventing "music" from being changed in the first special game state and the second special game state is that "dedicated background music" is output in each game state to emphasize that the state is advantageous to the player. Another possible reason for preventing "premium" from being changed in the first special game state is that the first special game state is a state in which it is easier to win a jackpot and premium effects are more likely to occur than in the normal game state without increasing the probability of premium effects occurring.

[0080] Assuming such a configuration, for example, suppose "Premium" is set as the target game specification in the normal game state, and a transition to the first special game state occurs while this specification is maintained. In this case, one of "Volume," "Light Intensity," and "Auto Button" is automatically set as the target game specification (see FIG. 10(b)). In other words, anything that can be changed even in the first special game state is automatically set as the target game specification. Also, for example, suppose "Music" is set as the target game specification in the normal game state, and a transition to the second special game state occurs while this specification is maintained. In this case, one of "Volume," "Light Intensity," "Premium," and "Auto Button" is automatically set as the target game specification (see FIG. 10(c)). In other words, anything that can be changed even in the second special game state is automatically set as the target game specification. Also, although not shown, suppose "Premium" is set as the target game specification in the second game state, and a transition to the first special game state occurs while this specification is maintained. In this case, one of "Volume," "Light Intensity," and "Auto Button" is automatically set as the target game specification.

[0081] In this example, when a transition occurs from a game state in which a certain game specification is set as the target game specification (earlier game state) to a game state in which the certain game specification cannot be changed (later game state), a game specification other than the certain game specification that can be changed in the later game state is automatically set as the target game specification (the target game specification is automatically changed). This prevents a transition to a certain game state with a game specification that cannot be changed in the certain game state remaining as the target game specification.

[0082] Specific Example 1-2 (an example that further clarifies Specific Example 1-1) As explained in the first specific example 1-1 above, when a game state transitions from a previous game state to a later game state, the target game specification may be automatically switched to another game specification that can be changed even in the later game state (hereinafter, the specification that is automatically set as the target game specification will be referred to as the automatically set specification). Based on this configuration, it is preferable that the game specification that is set as the automatically set specification be a "state-independent specification" that can be changed regardless of the game state.

[0083] Assuming the settings described in Specific Example 1-1 above, of the five game specifications, "volume," "light intensity," "music," "premium," and "auto button," "volume," "light intensity," and "auto button" can be considered "state-independent specifications" that can be set as target game specifications regardless of the game state, while "music" and "premium" can be considered "state-dependent specifications" that cannot be set as target game specifications depending on the game specifications. Therefore, it is preferable that one of the state-independent specifications, "volume," "light intensity," and "auto button," be set as an automatic setting specification. In the examples shown in Figures 10(b) and 10(c), "volume," one of the "state-independent specifications," is set as an automatic setting specification.

[0084] In this way, when a transition in game state occurs as described in Specific Example 1-1, control becomes simpler because one of the state-independent specifications can be set as the new target game specification without considering the game state to which it will be transitioned (the later game state).

[0085] Specific Example 1-3 (a variation of Specific Examples 1-1 and 1-2) When a transition of game states occurs, the game specification (one of the state-independent specifications) designated as the "automatic setting specification" is set without exception. For example, if "volume" is designated as the "automatic setting specification," then when a transition of game states occurs (when a new game state begins), "volume" is always set as the target game specification. In other words, if the target game specification at the end of the previous game state is "volume," this will be maintained in the subsequent game state (see FIG. 11(a)), and if the target game specification at the end of the previous game state is something other than "volume," the target game specification will automatically be changed to "volume" upon transition to the subsequent game state. For example, if the target game specification at the end of the normal game state (the previous game state) is "auto button" and then transitions to the first special game state (the later game state), the target game specification will be automatically changed to "volume" upon transition to the first special game state (although as shown in Figure 10(a) "auto button" can also be the target game specification in the first special game state) (see Figure 11(b)).

[0086] When a transition of the game state occurs, there is a risk that the current target game specification may not be able to be changed in the target game state, so regardless of whether the current target game specification can be made the target game specification in the target game state, when a transition of the game state occurs, one of the state-independent specifications is always set as the target game specification. By doing so, the control becomes simpler.

[0087] 〇Specific example 1-4 In the above embodiment, the specification image 30 in the highlighted mode is set larger than the specification image 30 in the basic mode, so that the latter is more "conspicuous" than the former. However, the method of making the image more conspicuous is not limited to the above embodiment. For example, it is possible to display the specification image 30 in the basic mode in monochrome, and the specification image 30 in the highlighted mode in color.

[0088] 〇Specific example 1-5 In the present embodiment, the operation of the operation unit 20 is set as the establishment of the display condition, but other conditions may be set as the display condition. For example, the operation of the effect button 25, which is an operation means different from the operation unit 20, may be set as the establishment of the display condition.

[0089] The display condition is preferably a condition under which the specification image 30 (operation guide image 32) is displayed in a specific state, and is a condition that is met when the player's intention to change the game specifications is recognized. When changing the game specifications, it is conceivable that the player may accidentally operate a different effect button 25 from the operation unit 20. Therefore, when the effect button 25 is operated in a specific state, the specification image 30 (operation guide image 32) is displayed as a trigger. However, this does not apply to operations during an operation request effect that requires operation of the effect button 25 (during an operation valid period during which operation of the effect button 25 is reflected in the effect).

[0090] 〇Specific example 1-6 The operation unit 20 described in the above embodiment is a physical structure (key), but may be configured so that game specifications can be changed by operating a touch panel or the like.

[0091] 〇Specific example 1-7 Some of the game specifications that can be changed in the normal state are configured to be unchangeable in the specific state. For example, in the normal state, it is possible to change the status of each of "volume," "light intensity," "music," "premium," and "auto button," but in the specific state, it is possible to change the status of "volume" and "light intensity," but the others are unchangeable.

[0092] "Volume" and "light intensity" refer to the magnitude of the presentation output (the output of elements recognized visually and audibly) and are not related to the content of the presentation. Therefore, it is assumed that the state of "volume" and "light intensity" can be changed through the variable presentation (regardless of whether it is in a specific state or not). Other game specifications are related to the content of the presentation, so they can be changed in the normal state, but cannot be changed in the specific state.

[0093] In addition, game specifications other than "volume" and "light intensity" may be configured to be changeable through the variable effect. For example, since whether or not a premium effect will be generated is determined at the time the variable effect starts, the "premium" may be configured to be changeable regardless of whether or not a specific state is in effect. In other words, in the normal state, it is possible to change the states of "volume," "light intensity," "music," "premium," and "auto button," but in the specific state, the states of "volume," "light intensity," and "premium" can be changed, and the others cannot be changed.

[0094] 4) The automatic operation function 4-1) Automatic operation mode The above-mentioned automatic operation function (game specifications of the "auto button") will be explained below. The gaming machine according to this embodiment is capable of executing an operation request effect (constituting part of the during-variation effect) that prompts the player to operate the effect button 25, which is one type of operation means. Note that the configuration may also be such that an operation means other than the effect button 25 for which an operation request is made is provided (a configuration in which operation means for two or more types of effects are provided). In the operation request effect, an effective operation period is set, and operations during the effective operation period are reflected in the effect. Possible operation modes that the player is prompted to operate include a "single operation" (instruction such as "press" or "PUSH" is issued) that prompts the player to operate the effect button 25 only once, a "continuous operation" (instruction such as "rapid hit" is issued) that operates the effect button 25 continuously, and a "maintenance operation" (instruction such as "long press") that maintains the operated state (pressed state in the case of a "button"), etc.

[0095] The automatic operation function (auto button function) is a function that allows the operation request effect (operation validity period) to be reflected in the effect even if the effect button 25 is not actually operated. In other words, it is a function that reflects in the effect that a "virtual operation" has been performed. Since the automatic operation function itself is well known, a detailed explanation will be omitted. As described above, in this embodiment, three types of modes are set for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (full automatic operation mode) (see FIG. 12).

[0096] "OFF mode" is a mode in which all operation request effects are not subject to automatic operation (see Figure 12). In other words, "virtual operations" do not occur during the operation valid period, and unless the effect button 25 is actually operated, there is no reflection in the effects. With regard to the game specifications for "automatic operation," the "OFF mode" can be said to be the default mode.

[0097] "Partial auto mode" is a mode in which some of the operation request presentations are subject to automatic operation, but some are not. Hereinafter, an operation request presentation that is subject to automatic operation when "partial auto mode" is set may be referred to as a first operation request presentation, and an operation request presentation that is not subject to automatic operation may be referred to as a second operation request presentation (see Figure 12). When the first operation request presentation occurs when "partial auto mode" is set, a "virtual operation" occurs, but when the second operation request presentation occurs when "partial auto mode" is set, a "virtual operation" does not occur.

[0098] In "Full Auto Mode," all operation request effects are subject to automatic operation (see Figure 12). In other words, when "Full Auto Mode" is set, "virtual operations" occur regardless of whether the operation request effect is the first operation request effect or the second operation request effect.

[0099] Note that when a manipulation request effect that is the target of automatic manipulation occurs while "partial auto mode" or "full auto mode" is set, the timing at which the "virtual manipulation" is executed can be set appropriately. For example, in a manipulation that requires a single manipulation, a virtual manipulation can be configured to occur at the midpoint of the manipulation validity period. Furthermore, in a manipulation that requires a single manipulation, if an actual manipulation is performed before the timing at which the virtual manipulation occurs, the actual manipulation may or may not be set to be valid. In other words, even when a manipulation request effect that is the target of automatic manipulation occurs, the actual manipulation may be configured to be reflected, or the actual manipulation may not be reflected. In the former case, if an actual manipulation is performed before the timing at which the virtual manipulation occurs in a manipulation that requires a single manipulation, the virtual manipulation will not occur. In the latter case, the virtual manipulation is always configured to occur.

[0100] 4-2) Second operation request production As mentioned above, whether an automatic operation is executed when "partial auto mode" is set depends on whether it is the first operation request effect or the second operation request effect. The second operation request effect (see FIG. 13(b)) is triggered by operation of the effect button 25 during the operation valid period, and leads to a win / loss lottery outcome according to the win / loss lottery result (the win / loss lottery result corresponding to the variable effect including the operation request effect; hereinafter, sometimes referred to as the corresponding win / loss lottery result). In other words, the second operation request effect is executed as part of a (super) reach effect, the outcome of which indicates whether it is a win or a loss. Specifically, operation of the effect button 25 is requested immediately before the end of the reach effect (see FIG. 13(b-1)), and as a result of this operation, an outcome corresponding to the corresponding win / loss lottery result is reached. In other words, the operation in the second operation request effect is set as a "branch" immediately before the outcome is determined.

[0101] The reach effect (second operation request effect) is triggered by the operation of the effect button 25 during the operation valid period, and will lead to a winning outcome (see FIG. 13(b-2)) if the result of the corresponding hit / miss lottery is a jackpot, or to a losing outcome (see FIG. 13(b-3)) if the result is a miss. With this configuration, the reach effect may take any specific form (the so-called "battle effect" mentioned above can be an example). Note that when the result of the corresponding hit / miss lottery is a jackpot, a form in which it appears as if a losing outcome has been reached, and then a reversal (revival) occurs indicating that it was actually a jackpot (when such a reversal occurs, it may temporarily transition to a losing outcome), is also included in the results leading to an outcome according to the result of the corresponding hit / miss lottery.

[0102] Because of this configuration, when "partial auto mode" is set, the result of the second operation request effect, which occurs as a "branch" immediately before the result of the corresponding success / failure lottery is revealed, is determined when the effect button 25 is actually operated. In other words, "important operations" for the player (operations that the player considers important as they are the trigger for determining whether they have succeeded or failed) require actual operation even when "partial auto mode" is set, but for other first operation request effects (effects that are less important than the second operation request effect), actual operation of the effect button 25 is not required (virtual operation occurs) if "partial auto mode" is set. In other words, in "partial auto mode," the automatic operation function is activated for operation request effects with low "importance," but the automatic operation function is not activated for operation request effects with high "importance," and actual operation is required. As in the second operation request presentation of this embodiment, if the result of the lottery as to whether the corresponding operation was successful or not is revealed as a result of the actual operation being performed, it is possible to give the player the impression that he or she has won the jackpot (by operating presentation button 25) even when the ``partial auto mode'' is set.

[0103] However, some players know that whether or not they operate the effect button 25 in an operation request effect has no effect on the actual amount of profit (balls paid out), and may consider it troublesome to operate it regardless of the importance of the operation request effect. Taking this into consideration, this embodiment provides a "full auto mode" in which the automatic operation function is activated regardless of whether it is the first operation request effect or the second operation request effect. However, this does not mean that a configuration in which a mode equivalent to the "full auto mode" does not exist is denied.

[0104] It should be noted that the first operation request effect can be said to be of lower "importance" than the second operation request effect, and an example of the second operation request effect is a "dialogue effect" (see Figure 13(a)), in which the dialogue of a character in the effect is displayed (or output as audio) in response to the operation of effect button 25.

[0105] 4-3) The following describes specific examples in which the above-mentioned automatic operation functions have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple technologies described using the following specific examples are combined and applied.

[0106] 〇Specific example 2-1 In the above embodiment, it has been explained that the second operation request effect transitions to an ending where the lottery result of the target win / loss is revealed in response to an operation during the operation valid period, but operation request effects other than this may also be set to be included in the second operation request effect. In other words, not only effects that require an operation as a "branch" before the win / loss result is revealed, but also other effects that are considered to be of high "importance" may be included in the second operation request effect.

[0107] 〇Specific example 2-2 In the above embodiment, it has been explained that the second operation request effect is a transition to the conclusion where the lottery result of the target is revealed in response to an operation during the operation valid period, but from this perspective, the first operation request effect and the second operation request effect do not have to be distinguished. In other words, the first operation request effect and the second operation request effect do not have to be distinguished according to "importance."

[0108] Also, for example, the second operation request effect may be determined by lottery. When "partial auto mode" is set, a lottery is held when it is determined that an operation request effect will occur in the variable effect, and if the lottery is won, the automatic operation function is activated in the operation request effect (the operation request effect is treated as the second operation request effect). In this way, the operation request effect in which the automatic operation function is activated is configured to change randomly.

[0109] 〇Specific example 2-3 Assume that two or more modes are set as "partial auto mode." For example, assume that "partial auto mode A" and "partial auto mode B" are set. "Partial auto mode A" and "partial auto mode B" differ in the number of operation request effects that are considered second operation request effects. For example, as shown in FIG. 14, assume that there are ten types of operation request effects, 1 to 10. When "partial auto mode A" is set, six types of operation request effects 1 to 6 are treated as first operation request effects, and four types of operation request effects 7 to 10 are treated as second operation request effects. On the other hand, when "partial auto mode B" is set, eight types of operation request effects 1 to 8 are treated as first operation request effects, and two types of operation request effects 9 and 10 are treated as second operation request effects. Assume that "partial auto mode A" has a greater number of types of operation request effects that are considered second operation request effects than "partial auto mode B." Since the probability of various operation request effects occurring remains the same regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set, it can be said that the automatic operation function is more frequently activated when "Partial Auto Mode B" is set than when "Partial Auto Mode A" is set.

[0110] The player will be explained the difference between "partial auto mode A" and "partial auto mode B." For example, the operation guide image 32 will display a message indicating that the probability of automatic operation occurring is relatively low for "partial auto mode A," and a message indicating that the probability of automatic operation occurring is relatively high for "partial auto mode B."

[0111] Automatic operation reduces the operational burden on the player, but the degree to which the operational burden is desired to be reduced varies from player to player. Taking this into consideration, it is advisable to set two or more "partial auto modes" that differ in the frequency with which the automatic operation function is activated, as in this example.

[0112] The "type" of operation request effects is distinguished by whether they are perceived as the same by the player. Even if the elements suggesting the reliability of a jackpot (so-called chance up), etc. are different, if the player recognizes them as the same type of effect, they are considered to be the same type of operation request effect.

[0113] When using the above settings, the two types of operation request effects 9 and 10, which are considered to be the second operation request effects, should be set so that the result of the corresponding lottery is revealed when an operation is performed during the operation valid period, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set. In other words, the operation request effect that occurs as a branch immediately before the result is revealed will not activate the automatic operation function, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set. Furthermore, the two types of operation request effects 7 and 8, which do not activate the automatic operation function when "Partial Auto Mode A" is set but activate the automatic operation function when "Partial Auto Mode B" is set, are not operation request effects that occur as a branch immediately before the result is revealed, but are considered to be less "important" effects.

[0114] 〇Specific example 2-4 When "Partial Auto Mode" is set, the player can distinguish between operation request effects (first operation request effects) that are not subject to automatic operation (automatic operation function is not activated) and operation request effects (second operation request effects) that are subject to automatic operation (automatic operation function is activated) by the images displayed during the operation request effects (during the operation valid period). For example, in the operation request effect, an operation image 28 (which can also be said to be an image in which an operation request effect is occurring) is displayed to prompt the player to operate the operating means, and the appearance of the operation image 28 differs depending on whether the operation request effect is subject to automatic operation or not.

[0115] For example, the operation image 28 is basically displayed including an image showing the effect button 25, which is an operation means for prompting an operation (hereinafter, also referred to as an operation target display 281), and an image showing the operation mode of the effect button 25 (hereinafter, also referred to as an operation mode display 282) (see Fig. 15(a-1)(b-1)). Note that the operation mode display 282 may, for example, include a character such as "press" for a single operation, a character such as "rapid hit" for a continuous operation, or a character such as "long press" for a sustained operation.

[0116] Based on this premise, in an operation request presentation that is not the target of automatic operation (second operation request presentation), an operation image 28 that includes both operation target display 281 and operation mode display 282 is displayed (see FIG. 15(a-1)). On the other hand, in an operation request presentation that is the target of automatic operation (first operation request presentation), an operation image 28 that includes one of operation target display 281 and operation mode display 282 but not the other is displayed (see FIG. 15(a-2)). Since the first operation request presentation does not require actual operation of presentation button 25, an operation image 28 that does not emphasize the operation request as compared to the second operation request presentation is displayed. Note that if no operation image 28 is displayed at all in the first operation request presentation (neither operation target display 281 nor operation mode display 282 is displayed), there is a risk that it will be difficult to know that an operation request presentation is occurring. Therefore, it is preferable to set one to be displayed but the other not, as in this example.

[0117] More preferably, in the first operation request presentation, the operation image 28 is set to display the operation target display 281 but not the operation mode display 282 (see FIG. 15(a-2)). Since the operation mode display 282 (displaying text such as "press") is the operation instruction itself to the player, it is preferable to make it clear that no actual operation is required by not displaying the operation mode display 282.

[0118] As another example, operation image 28 may include a display such as a meter indicating the valid operation period (period display 283), and whether or not operation image 28 includes period display 283 may be set differently depending on whether or not the operation request effect is subject to automatic operation. For example, in an operation request effect that is not subject to automatic operation (second operation request effect), operation image 28 including period display 283 is displayed (see FIG. 15(b-1)), while in an operation request effect that is subject to automatic operation (first operation request effect), operation image 28 not including period display 283 is displayed (see FIG. 15(b-2)). Because the first operation request effect does not require actual operation of effect button 25, it is unnecessary to indicate the valid operation period, and period display 283 is not displayed.

[0119] Furthermore, as another example (not shown), it is conceivable that the operation image 28 displayed in an operation request effect that is the target of automatic operation is smaller than the operation image 28 displayed in an operation request effect that is not the target of automatic operation. In other words, in the former case, since there is no need to actually operate the effect button 25, the operation image 28 is made less noticeable (does not emphasize the operation request) than the operation image 28 displayed in the latter case. Based on the same idea, the operation image 28 displayed in an operation request effect that is the target of automatic operation may be monochrome, and the operation image 28 displayed in an operation request effect that is not the target of automatic operation may be colored. Furthermore, the operation image 28 displayed in an operation request effect that is the target of automatic operation may be semi-transparent (the background image is visible through it), and the operation image 28 displayed in an operation request effect that is not the target of automatic operation may be opaque (the background image is not visible through it).

[0120] The above control may also be performed when "full auto mode" is set. When "full auto mode" is set, all operation request effects are subject to automatic operation, so when an operation request effect occurs, operation image 28 in the manner shown in Figures 15(a-2) and (b-2) is displayed without exception. However, it can be said that there is great significance in controlling the manner of operation image 28 in the above manner in "partial auto mode," in which a mixture of effects subject to automatic operation and effects not subject to automatic operation occurs.

[0121] 〇Specific example 2-5 When "partial auto mode" is set, certain types of operation request effects (hereinafter referred to as "specific operation request effects" in this example) may or may not be subject to automatic operation. The reliability of the corresponding lottery result differs between when a specific operation request effect is subject to automatic operation and when it is not subject to automatic operation. For specific operation request effects that are subject to automatic operation, the timing at which a virtual operation occurs may be predetermined. For example, when a specific operation request effect that requires a single operation is subject to automatic operation, the timing at which the virtual operation occurs may be set to the midpoint of the operation valid period. This allows the player to determine whether the operation request effect is subject to automatic operation by waiting until that timing.

[0122] If the setting is such that the reliability of a jackpot is higher when the player is the target of automatic operation than when the player is not the target (see Figure 16), a gameplay feature is realized in which the player watches in the hope that an automatic operation will be performed during the operation valid period in the specific operation request presentation (hoping that the automatic operation will result in a jackpot being announced).On the other hand, if the setting is such that the reliability of a jackpot is higher when the player is not the target of automatic operation than when the player is the target (the opposite setting to Figure 16), a gameplay feature is realized in which the player can expect a jackpot more when a situation arises in which the player must actually perform the operation themselves.

[0123] 5) Hidden game specification change function 5-1) Hidden Game Specifications The gaming machine according to this embodiment has a hidden game feature change function. A "hidden game feature" is not a game feature that is disclosed to the player as being changeable (the aforementioned features such as "volume," "light intensity," "music," "premium," and "auto button" are disclosed to the player as being changeable by the display of the feature image 30), but rather a game feature that is "known only to those in the know." In other words, the method for changing the hidden game feature is not disclosed (although it may become widely known in magazines or on the Internet), and changing the hidden game feature is implemented as a so-called "cheat" element (so-called "secret button effect"). Hereinafter, the hidden game feature may also be referred to as a specific game feature.

[0124] There are various possible specifications that can be set as the specific game specifications (the effect of changing the specific game specifications can be set as appropriate). However, in light of the fact that the specific game specifications can be changed when a jackpot is won (before the jackpot game starts), it is preferable that the specific game specifications be configured to be those related to the jackpot.

[0125] In this embodiment, the music to be output during a jackpot game (jackpot music) can be selected from multiple selectable music pieces, and the release of these selectable music pieces is set as a change to the specific game specifications. Specifically, it is as follows. Ten music pieces (candidate music pieces) are prepared in advance as music pieces that can be output during a jackpot game. However, at the so-called first win (a jackpot won in the normal game mode), only a portion of the ten music pieces (e.g., two) are set as selectable music pieces (the rest are unselectable). Thereafter, each time a consecutive win occurs (a jackpot is won in the special game mode), candidate music pieces that were unselectable at the previous jackpot are added as selectable music pieces. In other words, basically, selectable music pieces are added (released) as consecutive wins occur. Based on this configuration, in this embodiment, the addition (release) of all (ten) candidate music pieces as selectable music pieces is set as a change to the specific game specifications. In other words, even if you do not have consecutive wins, when the "operation conditions are met during a specific period" (described in detail below), an event will occur in which all candidate songs become selectable songs in the subsequent jackpot game (all songs unlocked).

[0126] 5-2) Specific period and operating conditions To change the specific game specifications, it is necessary to operate the effect button 25, which is a type of operating means, during a specific period. Specifically, it is necessary to operate the effect button 25 so as to satisfy predetermined operating conditions during the specific period. The specific period is as follows:

[0127] If the result of the lottery is a jackpot, a "benefit" called a jackpot game is awarded. The jackpot game involves one or more unit games (rounds) in which the jackpot area 906 is opened until a predetermined closing condition is met, and this is the same as in known gaming machines, so a detailed description will be omitted. In this embodiment, after the in-variable presentation in which the result of the lottery is announced as a jackpot ends, the actual jackpot game begins when a gaming ball enters a specific area (in this embodiment, the normal start area 905). In other words, the entry of a gaming ball into the specific area is the condition for awarding the benefit of a jackpot (benefit awarding condition). In this embodiment, the normal start area 905 also serves as the specific area, but a configuration in which a "dedicated specific area" is provided may also be used.

[0128] The specific period is the period from when the player is notified of a jackpot win (when the in-flight effect notifying the player of a jackpot win has ended) (see FIG. 17(a)) until the game ball enters the specific area (see FIG. 17(c)) and the jackpot game begins (see FIG. 17(d)). Note that the specific period may also begin a predetermined time after the player is notified of a jackpot win. In this way, the specific period is a state that ends when the game ball enters the specific area, and it can be said that the jackpot game will be executed (a bonus will be awarded), but the jackpot game has not yet begun (the bonus has not actually been awarded).

[0129] During the specific period, an image (hereinafter sometimes referred to as instruction image 40) encouraging the player to launch the game ball toward the specific area is displayed in the display area 911 (see FIG. 17(b)). In this embodiment, the specific area (normal start area 905) is located to the right of the game area, so instruction image 40 is displayed indicating that the player should aim at the specific area and perform a so-called right hit. If the game ball is launched aiming at the specific area, it will enter the specific area relatively easily. Therefore, if the game ball is launched aiming at the specific area, there is a high probability that the specific period will end immediately. In order to establish the operation conditions described in detail below, it is necessary to operate the effect button 25 before aiming the game ball at the specific area and launching it.

[0130] The operation condition can be set as appropriate, but a simple "single operation" is excluded. For example, it is conceivable that the operation condition is established when the effect button 25 is operated N times (N is 2 or more) during a specific period (hereinafter, this operation condition may also be referred to as the number of times condition). In other words, the operation condition is not established with operations less than N times. Since N is 2 or more, the operation condition is not established with a single operation, i.e., a single operation.

[0131] As another example, it is conceivable to configure the operation condition to be established when the duration of the sustained operation (long press) of the effect button 25 reaches a specified time T (hereinafter, this operation condition may also be referred to as a time condition). In other words, if the duration of the sustained operation does not reach the specified time T, the operation condition is not established. Note that with respect to an operating means such as a button, whether or not a single operation has been performed is usually determined based on ON / OFF detection (detection of an "edge"), and the length of the sustained operation (the duration of the ON state) is usually not used to detect a single operation (making a determination based on whether or not the duration of the sustained operation exceeds the specified time T does not mean that a determination is made based on the presence or absence of a single operation).

[0132] By setting the number of times condition or time condition as described above, it is possible to prevent the operation condition from being met by a single operation of the effect button 25 during a specific period. Since it is conceivable that a player may unintentionally operate the effect button 25 during a specific period without knowing that a specific game specification exists, it is preferable to prevent the operation condition from being met by a simple single operation. Note that an operation condition that combines the number of times condition and time condition as described above (a condition that requires both N operations and a sustained operation for more than T time) may also be set.

[0133] During the specific period, an image that clearly indicates that the specific game specification will be changed by operating the effect button 25 (for example, an image that prompts the operation of the effect button 25) is not displayed in the display area 911 (see Figure 17(b)). Because it is a "hidden" game specification, an image indicating the existence of the specific game specification is not displayed during the specific period.

[0134] However, a presentation that suggests the existence of a hidden game feature (operation condition) may be generated during a period other than the specific period. For example, while the variable performance is being executed, a display that suggests the existence of a hidden game feature may be displayed, such as "If you press the button a certain number of times before passing through the jackpot start gate..." (The "jackpot start gate" refers to a specific area). Rather than remaining a "hint," a presentation that clearly indicates the existence of a hidden game feature may also be used.

[0135] In this way, the gaming machine of this embodiment realizes novel and interesting gameplay in that it is possible to change the "hidden game specifications" by utilizing a specific period before the bonus of a jackpot game is actually awarded.

[0136] 5-3) Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the hidden game specification change function. Note that, to the extent possible, multiple technologies explained using the following specific examples may be combined and applied to a configuration.

[0137] 〇Specific example 3-1 When the operation condition is met during a specific period (a change to the specific game specifications is executed), an event (change completion event) occurs that would not occur if the operation condition was not met. During the specific period, an image prompting the operation of the effect button 25 is not displayed, and the operation condition is not met by a simple single operation, so the change completion event indicates that the operation condition has been met.

[0138] The change completion event is preferably the output of a predetermined sound effect. Since the hidden game feature change function is a so-called "hidden button" effect (a feature known only to those in the know), it is preferable that the effect be designed to merely "imply" that a change to a specific game feature has been executed. In other words, the sound effect is not a sound that indicates the completion of the change to a specific game feature (for example, one that includes the words "All songs unlocked"), but rather a simple electronic sound.

[0139] However, this does not mean that the change completion event may be configured to clearly indicate that the change of the specific game specifications has been completed (that the operation condition has been met). For example, a change completion image that clearly indicates the effect brought about by the change of the specific game specifications (in this embodiment, an image that clearly indicates that "all songs have been unlocked") may be displayed in the display area 911 (however, this configuration has the disadvantage that it can easily spread despite being a "hidden button" effect).

[0140] 〇Specific example 3-2 As explained in the above embodiment, during the specific period, an instruction image 40 indicating that the gaming ball should be launched aiming at the specific area is displayed in the display area 911. The instruction image 40 is set not to be displayed from the start of the specific period (see FIG. 18). Specifically, the instruction image 40 is not displayed from the start of the specific period until a predetermined time has elapsed (first half) (see FIG. 18(b)), and the instruction image 40 is displayed in the second half after the first half ends (see FIG. 18(c)). Note that the first half is still part of the specific period, so even if the gaming ball enters the specific area during the first half, the jackpot game will start (the instruction image 40 will not be displayed).

[0141] If the instruction image 40 is displayed simultaneously with or immediately after the start of the specific period, the player is more likely to launch the game ball in response to the instruction. Launching the game ball almost always results in the game ball entering the specific area, ending the specific period, and the player is unable to operate the effect button 25 to satisfy the operation conditions during the specific period. Even players who are aware of the existence of the specific game feature (hidden button) and intend to change the specific game feature upon winning a jackpot are likely to launch the game ball unintentionally when the instruction image 40 is displayed. In light of this, it is advisable to prevent the instruction image 40 from being displayed from the beginning of the specific period, as in this example, to reduce the likelihood of the specific period ending unexpectedly.

[0142] Conversely to this example, if the instruction image 40 is configured to be displayed from the start of the specific period, the existence of the specific game specification (hidden button) will be less likely to be known. In other words, since the probability that the specific period will end soon after the game ball is launched in accordance with the instruction image 40 increases, it can be said that there is an advantage in that the specific game specification (hidden button) will be less likely to become known.

[0143] 〇Specific example 3-3 In the above embodiment, the specific game feature is described as a "hidden" game feature, but it may be configured to clearly indicate that a change in the specific game feature is made by operating the effect button 25 (operation means) that satisfies an operation condition during a specific period. For example, during the specific period, an image (condition notification image 42) such as "Operate the button ○ times to unlock all songs!" is displayed in the display area 911 (see FIGS. 18(b) and 18(c)).

[0144] In this example, the condition notification image 42 should be displayed before the instruction image 40 is displayed (see FIGS. 18(b) and 18(c)). In this example, the condition notification image 42 is displayed to inform the player that a predetermined game specification can be changed, so it is necessary to prevent the specific period from ending by first displaying the instruction image 40. In other words, the condition notification image 42 should inform the player that the game specification can be changed, and then inform the player that the game ball should be aimed at a specific area (a jackpot game will begin when the game ball enters the specific area). Note that even after the stage at which the instruction image 40 is displayed, the condition notification image 42 should continue to be displayed so that the player can understand how to change the game specification (see FIG. 18(c)).

[0145] 〇Specific example 3-4 The configuration may be such that, if the operation conditions are met within a specific period, the player is suggested or notified that an advantageous event will occur. For example, if the game state after the end of a jackpot game is a first special game state (with high probability and time reduction), a notification sound is output if the operation conditions are met within the specific period, but if the first special game state is not reached, the notification sound is not output even if the operation conditions are met. In other words, by operating the effect button 25 that satisfies the operation conditions within the specific period, a "hidden button" effect is created, allowing the player to know in advance whether an advantageous event will occur.

[0146] The events that are advantageous to the player include those related to the transition to the first special game state, as well as the fact that a jackpot win is confirmed after the jackpot game ends (the occurrence of a so-called consecutive win in reserve), and the number of unit games (number of rounds) in the jackpot game being the largest.

[0147] 〇Specific example 3-5 A configuration is assumed in which a plurality of operation conditions are set. For example, a first operation condition is set to operate the effect button 25 Na times (Na is 2 or more) during a specific period, and a second operation condition is set to operate the effect button 25 Nb times (Nb>Na) during a specific period. Then, the content of the change in game specifications is assumed to be different when the first operation condition is met and when the second operation condition is met.

[0148] For example, if the first operation condition is met, only eight of the ten songs (candidate songs) will be released (a jackpot game with eight selectable songs will be played), but if the second operation condition is met, all ten songs (candidate songs) will be released (a jackpot game with ten selectable songs will be played). In other words, the more difficult a condition among multiple operation conditions is to be met, the greater the degree of change in game specifications will be (the greater the profit for the player).

[0149] 〇Specific example 3-6 The condition for a change in the specific game specifications is set to a condition (condition related to the effect button 25 (operation means)) different from the operation condition. For example, the instruction image 40 described above is displayed during the specific period, and the timing for displaying the instruction image 40 is assumed to be after a predetermined time has elapsed since the start of the specific period. In other words, the instruction image 40 is not displayed from the start of the specific period until the predetermined time has elapsed (between T1 and T2). Based on this premise, a change in the specific game specifications occurs when a game ball enters a specific area from the start of the specific period until the predetermined time has elapsed (between T1 and T2) (see FIG. 20). In other words, the condition for a change in the specific game specifications is assumed to be the entry of a game ball into a specific area (the start of a jackpot game) when the instruction image 40 is not displayed.

[0150] Since a player normally shoots a game ball toward a specific area after the instruction image 40 is displayed, if the player shoots a game ball contrary to this, a change in game specifications occurs, realizing an interesting game feature.

[0151] 6) Special Mode 6-1) Special performance A special effect may occur as part of the effects that make up the in-variation effects (see Figure 21(a)). When a special effect occurs, the probability (reliability) that the result of the win / lose lottery corresponding to the in-variation effect will be a jackpot is higher than when a special effect occurs during a certain in-variation effect. In other words, the special effect is what is known as a "chance-up effect." The specific form of the special effect may be any. The special effect in this embodiment is what is known as a "cut-in effect" in which a predetermined effect image 45 is displayed (see Figure 21(a-2)). It is also possible to configure the game so that multiple types of such special effects are set.

[0152] 6-2) Mode types In this embodiment, multiple modes related to the special effects are set. The multiple modes are broadly divided into "normal mode" and "special mode" (major division) (see FIG. 21(b)). When "special mode" is set, the probability of a special effect occurring in the variable effect is higher than when "normal mode" (default mode) is set. Note that the different probability of a special effect occurring in the variable effect means that the reliability of a jackpot when a special effect occurs differs between when "normal mode" is set and when "special mode" is set. Since the probability of a special effect occurring is higher in "special mode" than in "normal mode," the reliability of a jackpot when a special effect occurs is lower in "special mode" than in "normal mode."

[0153] In addition, multiple types of modes are provided as modes included in the "special mode" (subdivisions). In this embodiment, two types are provided: a "first special mode" and a "second special mode" (see Figure 21(b)). When the "second special mode" is set, the probability of a special effect occurring during the variable effect is higher than when the "first special mode" is set. Note that, similar to the relationship between the "normal mode" and the "special mode," the probability of a special effect occurring is higher in the "second special mode" than in the "first special mode," so the reliability of a jackpot when a special effect occurs is lower in the "second special mode" than in the "first special mode."

[0154] 6-3) Mode setting As described above, the "normal mode" is set in the normal state (default). To set the "special mode," the effect button 25 (operation means) is held down (long-pressed) for a predetermined time during the standby state (a state to which the game enters when no variable effect is executed for a certain period of time) (see FIG. 21(c-1)). In other words, the operation of the effect button 25 sets a condition for changing to the special mode (hereinafter, sometimes simply referred to as a change condition). In this embodiment, the change condition is not displayed in the display area 911 during the standby state. While a so-called demo image is displayed during the standby state, the demo image does not include an image indicating the change condition (indicating the above-mentioned operation mode) (see FIG. 21(c-1)). In other words, the setting of the "special mode" is implemented as a "hidden (back button) function." Note that the above change condition is merely an example. It is sufficient if it is established due to the player's actions. However, it is preferable that a simple "single operation" is not set as a change condition, as this increases the risk of an unintentional change to the special mode.

[0155] When the above change conditions are met and a change to the special mode is executed, a predetermined sound effect (hereinafter sometimes referred to as the change completion sound) is output from the speaker 79. The change completion sound does not clearly indicate a change to the special mode, but is merely an electronic sound. However, the above change conditions are not realized by a simple operation (single operation) of the effect button 25, and the fulfillment of the change conditions is likely to indicate that a player who knows of the existence of the special mode has operated the effect button 25 at their will. Therefore, the change completion sound informs the player that the transition to the special mode has been completed (that an operation that satisfies the change conditions has been performed).

[0156] As described above, in this embodiment, a "first special mode" and a "second special mode" are set as special modes. Even if a change condition is met and a special mode is set (transition) to the mode, the player cannot arbitrarily decide whether to set the "first special mode" or the "second special mode." Specifically, when the change condition is met, a mode determination lottery is executed (see FIG. 21(c-2)), and one of multiple special modes is set based on the mode determination lottery (see FIGS. 21(c-3-1) and (c-3-2)). The specific aspect (probability) of the mode determination lottery may be any. The setting may be such that the probability of each of the multiple special modes being set is equal (equal distribution), or such that the probability of a certain special mode being set is higher than the probability of another special mode being set (unequal distribution). In this embodiment, the probability of the "first special mode" being set and the probability of the "second special mode" being set are both 50% (equal distribution).

[0157] The player is not notified of which of the multiple special modes (first special mode, second special mode) has been set (the result of the mode determination lottery). The change completion sound described above notifies the player that a change from the normal mode to the special mode has been achieved, but does not notify the player of whether the first special mode or the second special mode has been set (the manner in which the change completion sound is output is the same regardless of whether the first special mode or the second special mode has been set). As described above, the probability of a special effect occurring differs depending on the type of special mode that has been set. Therefore, although the player can predict the type of special mode that has been set by continuously playing the game, he or she cannot clearly know the type of special mode that has been set. At least, at the time when the change condition is established (the time when the mode determination lottery is executed), the type of special mode that has been set cannot be determined, let alone predicted.

[0158] In this way, in the gaming machine according to this embodiment, it is possible to set a special mode in which the probability of a special effect occurring is higher than in the normal mode, but multiple types of special modes are prepared, and the player cannot arbitrarily decide which type of special mode to set, so the player cannot know which type of special mode has been set. Therefore, when a special mode is set, a game feature is realized in which the player can enjoy predicting which type of special mode has been set (how high or low the probability of a special effect occurring).

[0159] The condition (reset condition) for returning from the state in which a special mode (first special mode, second special mode) is set to the state in which the normal mode is set can be set as appropriate. There may be only one reset condition, or multiple reset conditions may be set. In this embodiment, turning the power of the gaming machine 1 off and on is set as one of the reset conditions.

[0160] Furthermore, it is preferable that at least one of the reset conditions be set as a condition that can be executed at the player's discretion. If such a condition is not set, the player will not be able to return from special mode to normal mode at will. For example, it is conceivable that the reset condition be set as maintaining (long pressing) the effect button 25 for a predetermined period of time during standby when the special mode is set. In other words, the conditions for executing the transition from normal mode to special mode and the conditions for realizing the transition from special mode to normal mode are made the same.

[0161] 6-4) Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., made to the special mode. Note that, to the extent possible, multiple technologies explained using the following specific examples may be combined and applied to a configuration.

[0162] Specific example 4-1 In the above embodiment, it has been explained that the setting of the special mode is implemented as a "hidden (back button) function," but the configuration may also be such that the setting method of the special mode is disclosed. That is, a method for setting the special mode that increases the probability of occurrence of special effects is displayed in the display area 911, etc., and the special mode is set by operating various operating means (effect button 25 and operation unit 20) in accordance with the method.

[0163] For example, the above-mentioned "premium up mode" increases the probability of a premium effect occurring, and the premium up mode is considered a "special mode," and the premium effect is considered a "special effect." Assume that a "first premium up mode" and a "second premium up mode," which has a higher probability of a premium effect occurring, are set as premium up modes. When a player operates the operation unit 20 according to the above-mentioned procedure and requests a change from "normal mode" to "premium up mode" (see FIG. 22(a)), a mode determination lottery (see FIG. 22(b)) is held to set either the "first premium up mode" or the "second premium up mode" (see FIGS. 22(c-1) and 22(c-2)). The player is prevented from knowing whether the "first premium up mode" or the "second premium up mode" has been set. Given that a premium effect is more likely to occur due to a winning variation when the "second premium up mode" is set than when the "first premium up mode" is set, the player can enjoy the game by predicting which mode has been set.

[0164] Furthermore, the fact that there are multiple types of special modes with different probabilities of special effects occurring may be made known to the player. For example, a message such as "The probability of XX effect occurring changes each time" (XX effect indicates a special effect) may be displayed on the screen for setting the special mode. However, when a special mode is set, the player is not informed of which of the multiple special modes has been set.

[0165] Even if the method for setting the special mode is clearly indicated to the player, as in this example, if the player does not know which of multiple special modes with different probabilities of special effects occurring has been set, the same effect as described in the above embodiment will be achieved.

[0166] Specific example 4-2 One of the multiple special modes is a mode in which a special effect is guaranteed to occur during a variation (a winning variation) in which the result of the winning / losing lottery is a jackpot. For example, in a configuration in which two types of special modes (a first special mode and a second special mode) are set as in the above embodiment, the second special mode is a mode in which a special effect is guaranteed to occur during a winning variation. In the first special mode, a special effect is not necessarily guaranteed to occur even during a winning variation (a special effect may or may not occur during a winning variation. However, the probability of a special effect occurring is higher than in the normal mode) (see FIG. 23(a)).

[0167] The player cannot determine the type of special mode that has been set. As a result, when a special effect does not occur during a variation effect that would be expected to result in a jackpot, the gameplay is realized in which the player expects the first special mode to be set. In other words, if a special effect does not occur during a variation effect, there is a possibility that no special effects will occur thereafter. If the second special mode is set, a jackpot will not occur unless a special effect occurs during a variation effect. Therefore, a player who knows about the existence of the first and second special modes (obtained information from magazines or the Internet) will expect that the first special mode, which has the potential to result in a jackpot even without a special effect, has been set. In other words, the player can enjoy the variation effect while predicting the type of the current special mode, including their hopes and dreams (and also hoping that a special effect will occur afterwards).

[0168] In addition, when using a configuration like this example, as explained in Specific Example 4-1 above, it is preferable that the existence of multiple special modes is indicated to the player (it is not a "hidden (back button) function"). Specifically, it is preferable that the player be informed that one of the multiple special modes is a mode (first special mode) in which a special effect is always generated in a winning variation, and that the other special modes are modes (second special modes) in which a special effect is not necessarily generated in a winning variation. In this way, the player can enjoy the game in the above way even if he or she has not obtained information about the special modes from a magazine or the Internet.

[0169] Specific Example 4-3 (an example that further clarifies Specific Example 4-2) The timing at which a special effect can occur during a variation effect (hereinafter sometimes referred to as the "specified timing") is fixed, and it will not occur at any other time. For example, after a reach is established (see Figure 23(b-1)), the timing before the transition to the so-called super reach effect (a effect in which the result of the lottery is shown depending on whether it is a win or a loss) (see Figure 23(b-3)) is set as the specified timing at which a special effect (see Figure 23(b-2)) can occur. However, this specified timing does not occur in all variation effects. In the above example, if a reach is not established, the specified timing will not occur (there is no possibility of a special effect occurring).

[0170] By doing this, if the specified timing has passed during the variation effect, no special effect will occur thereafter (for example, in the above example, no special effect will occur after the transition to the Super Reach effect). In other words, if no special effect occurs when the specified timing has passed, it is confirmed that the variation effect will not result in a special effect. Therefore, if a special effect does not occur when the specified timing has passed in a situation where a special mode is set, if the second special mode (which always results in a special effect occurring upon a win variation) has been set, there is no possibility of a jackpot (see Figure 23(a)). Therefore, the player will hope that the first special mode (which has the possibility of a jackpot even without the occurrence of a special effect) has been set. In other words, by doing as in this example, whether or not a special effect will occur is determined when the specified timing has passed, so the gameplay of enjoying the type of special mode while anticipating it becomes clear.

[0171] Specific example 4-4 The game is configured such that transitions between multiple special modes can also occur. That is, not only can transitions occur between the normal mode and a special mode (first special mode or second special mode), but transitions from one of the first special mode and the second special mode to the other occur when a predetermined transition condition is met. It is preferable that the player cannot know that a transition between special modes has occurred. Since the player cannot know which of the multiple special modes has been set when the special mode is set, the player should also not know that a transition between special modes has occurred.

[0172] The transition condition can be set from various viewpoints. As an example, it can be considered that the condition can be established when the player plays the game continuously for a certain period of time after the special mode is set. For example, it can be considered that the transition condition can be set as X consecutive misses in the win / lose lottery results. In this way, the specifications of the variable effect (probability of the special effect occurring) are configured to change every X times the win / lose lottery is held.

[0173] As another example, the establishment of the transition condition may be determined based on the passage of time. The transition condition may be the passage of a predetermined time, or the time (actual time) obtained by an RTC (real-time clock) may be set to a predetermined time.

[0174] 〇Specific example 4-5 In the above embodiment, it has been described that the manner of the change completion sound output from the speaker 79 is the same regardless of which of the multiple special modes (first special mode and second special mode) is set, but the manner of the change completion sound may differ for each special mode that is set. If a first special mode and a second special mode are provided as in the above embodiment, a first change completion sound is output when the first special mode is set, and a second change completion sound (different in manner from the first change completion sound) is output when the second special mode is set (see FIG. 24).

[0175] Because the change completion sound is merely an electronic sound, it can be said that few players can tell from the appearance of the change completion sound whether the first special mode or the second special mode has been set. By doing as in this example, a game feature is realized in which only players who discover the relationship between the appearance of the change completion sound (the difference between the first change completion sound and the second change completion sound) and the type of special mode that has been set can tell the type of special mode that has actually been set (it can be said that such players are notified of whether the first special mode or the second special mode has been set by the appearance of the change completion sound).

[0176] However, if this example is used, there is a risk that if the relationship between the nature of the change completion sound and the type of special mode that has been set becomes widely known through magazines, the Internet, etc., the configuration will essentially be the same as announcing the type of special mode.

[0177] 〇Specific example 4-6 It is assumed that multiple types of special effects are set as special effects. The differences between the various special modes are the differences in the probability of some of the multiple types of special effects occurring, and there is no difference in the probability of the other special effects occurring. For example, as shown in FIG. 25, a first special effect and a second special effect are set, and there is no difference in the probability of the first special effect occurring regardless of whether the first special mode or the second special mode is set. On the other hand, it is assumed that the probability of the second special effect occurring is higher when the second special mode is set than when the first special mode is set. Note that for both the first special effect and the second special effect, the probability is higher when one of the special modes is set than when the normal mode is set. This makes it difficult to predict whether the first special mode or the second special mode is set.

[0178] 〇Specific example 4-7 Although the various special modes (first special mode, second special mode) in the above embodiment have been described as modes in which the probability of a special effect occurring is higher than in the normal mode, they may also be modes in which the probability of a special effect occurring is lower than in the normal mode. In other words, the degree to which the probability of a special effect occurring is reduced relative to the normal mode is configured to differ between the first special mode and the second special mode.

[0179] In addition, some of the multiple special modes (first special modes) may be modes in which the probability of a special effect occurring is lower than in the normal mode, while the other (second special modes) may be modes in which the probability of a special effect occurring is higher than in the normal mode. By doing this, the "difference in the probability of a special effect occurring" according to the type of special mode becomes larger, thereby realizing a gameplay in which it is easy to predict which special mode is set.

[0180] 7) Specific pre-reading performance 7-1) Background music In the gaming machine according to this embodiment, multiple types of music are provided as background music (BGM) that can be output from the speaker 79 while the variation effect is being executed. Note that "background music" refers to music that is continuously output while the variation effect is being executed, and is different from the sound effects (winning sounds, character dialogue, etc.) that are temporarily output for the effect. The background music does not indicate the reliability of a jackpot, except when used in a specific pre-reading effect, which will be described in detail later. In this embodiment, when sound effects for the effect are output, they are output over the background music. In other words, even when sound effects for the effect are output, the background music is output without interruption. Note that music is not limited to being different in terms of copyright, but also includes music that a player recognizes as different from another music, such as an arrangement of a certain music.

[0181] It is assumed that one or more types of normal background music and one or more types of specific background music are set as background music. During a variation effect when a specific look-ahead effect is not occurring, the normal background music is continuously output. As described above, in this embodiment, the player can select the normal background music from five types of music A to E. In other words, music A to E correspond to the normal background music. The normal background music in this embodiment is music output in a state before a reach is achieved. In other words, it is not background music for a reach effect. Note that, with regard to the execution of a specific look-ahead effect, which will be described in detail below, the normal background music does not have to be selectable by the player. A configuration in which one type of normal background music is output may be used, or a configuration in which one of multiple types of normal background music is output and the normal background music is automatically switched (not selected by the player).

[0182] 7-2) Specific Prediction Performance The gaming machine according to this embodiment is capable of executing a specific pre-reading effect, which is a type of pre-reading effect. The pre-reading effect itself is publicly known, so a detailed explanation will be omitted. The specific pre-reading effect is an effect that starts when newly acquired reserved information is target reserved information, triggered by the acquisition of the target reserved information (note that the reserved information that becomes the target reserved information is "pre-variation reserved information"). The specific pre-reading effect is a type of "chance (up) effect" that suggests that the probability that the win / loss lottery result corresponding to the target reserved information (hereinafter also referred to as the target win / loss lottery result) will be a jackpot has increased, so the target reserved information is a so-called "chance reserve." In the drawings that explain the specific pre-reading effect, the reserved pattern 10 corresponding to the target reserved information is indicated with an "S" attached.

[0183] As described above, the specific look-ahead effect is started when the target pending information is acquired (see FIGS. 26(a) and 26(b) and 28). To the player, it appears to have started simultaneously with the acquisition of the target pending information (a time lag that is not noticeable to the player is allowed). The specific look-ahead effect is a background music piece in which a specific background music piece is output from the speaker 79 instead of the normal background music piece (in this embodiment, any of music pieces A to E). In other words, the point in time when the normal background music piece changes to the specific background music piece is the start point of the specific look-ahead effect. The timing when the target pending information is acquired (the timing when the gaming ball enters the start area 904) can be said to be something that the player cannot predict (a sudden event), and therefore, from the player's perspective, the output of a background music piece that is different from normal (specific background music piece) will suddenly start.

[0184] Since the target pending information is pre-change pending information, at the time the target pending information is acquired, the change-in-progression effect corresponding to the win / lose lottery information acquired before the target pending information (hereinafter, this change-in-progression effect may be referred to as the "pre-reading start change-in-progression effect (pre-reading start change)") is being executed. If the change-in-progression effect corresponding to the target pending information is the "target change-in-progression effect (target change)," then the "pre-reading start change-in-progression effect" is a change-in-progression effect executed before the "target change-in-progression effect." The change from the normal background music to the specific background music occurs in the pre-reading start change-in-progression effect. The specific background music is output continuously without interruption at least until the target change-in-progression effect begins (see Figure 26(c) and Figure 28).

[0185] In this embodiment, when a specific predictive effect occurs, it is determined that a prescribed effect will occur during the target variation effect. The prescribed effect may be only one type or multiple types. In this embodiment, the prescribed effect is a reach effect (a battle effect is shown as an example in FIG. 27 ) whose outcome indicates the result of a win / loss lottery. That is, if the result of the win / loss lottery is a jackpot, the prescribed effect leads to an outcome favorable to the player (a successful outcome), and if the result is a loss, the prescribed effect leads to an outcome unfavorable to the player (an unfavorable outcome) (see FIGS. 27(b), (c-1), and (c-2)). When a specific predictive effect occurs, the prescribed effect occurs during the target variation effect. Therefore, if the result of the target win / loss lottery is a jackpot, the prescribed effect for a successful outcome is executed, and if the result of the target win / loss lottery is a loss, the prescribed effect for an unfavorable outcome is executed as part of the target variation effect. Compared to when a prescribed effect does not occur during the variation effect, the reliability of a jackpot is higher when a prescribed effect occurs. In other words, the prescribed effect can be considered a type of so-called chance-up effect. In addition, the specified effect in this embodiment can occur even if the specific predictive effect does not occur.

[0186] In this embodiment, the specific background music is output continuously without interruption from the time when the target pending information is acquired (see FIG. 26(b)) to the time when the specified effect starts (see FIG. 27(b)) (see FIG. 28). In other words, the specific look-ahead effect is an effect that starts when the target pending information is acquired and ends when the specified effect starts. Since the start time is while the "look-ahead start during change effect" is being executed and the end time is while the "target during change effect" is being executed, the output of the specific background music spans (spans) two or more changes. If one or more "other during change effects" (other changes) are executed between the "look-ahead start during change effect" and the "target during change effect," the output of the specific background music will span three or more changes. If the number of "other during change effects" executed between the "look-ahead start during change effect" and the "target during change effect" is α, the output of the specific background music will be output continuously over "2 + α" changes. 26 and 27 are examples where α=2, so the output of the specific background music varies over four levels (see FIG. 28). Note that in this embodiment, when the specified performance starts, the output of the background music for the specified performance starts instead of the specific background music.

[0187] In this way, with the gaming machine of this embodiment, it is possible to execute an interesting pre-reading effect (specific pre-reading effect) in which the output of specific background music suddenly begins when target pending information is acquired.

[0188] The specific background music is output continuously at least until the target change performance starts, so it is easy to understand that the output of the specific background music indicates that the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to the target change performance has increased.

[0189] In particular, in this embodiment, the occurrence of a specific predictive effect determines that a prescribed effect will occur in the effect during target fluctuation, and since the specific background music is output continuously until the time the prescribed effect begins, it can be clearly shown that the output of the specific background music (occurrence of a specific predictive effect) will result in the occurrence of a prescribed effect (the connection between the specific predictive effect and the prescribed effect can be clearly shown).

[0190] 7-3) Below, we will explain specific examples in which matters related to specific pre-reading performances have been improved, embodied, modified, etc. In addition, to the extent possible, a configuration in which multiple technologies described using the following specific examples are combined and applied may be used.

[0191] Specific example 5-1 The mobile unit 50 is provided with a movable body 50 that operates when the target pending information is acquired. By providing such a movable body 50, not only does the output of a specific background music begin when the target pending information is acquired, but the movable body 50 also operates, so that it becomes easier to understand (emphasizes) that a specific pre-reading effect has occurred. The following types of operation of the movable body 50 are conceivable.

[0192] The movable body 50 is assumed to be capable of reciprocating between an original position (a position in a normal state) and a presentation position that is different from the original position. The movable body 50 may be invisible to the player in the original position. It is sufficient that the movable body 50 is at least visible to the player in the presentation position. Any structure (power transmission mechanism) for operating the movable body 50 is acceptable, and therefore a description thereof will be omitted. Furthermore, the movable body 50 may be provided in the cabinet (frame) of the gaming machine and operate outside the play area. Note that the shape of the movable body when located in the original position may be different from that when located in the presentation position (it may be a shape that changes as it is displaced).

[0193] Based on this premise, when target pending information is acquired, output of a specific background music piece is initiated, and the movable body 50 (see FIG. 29(a)) located at the original position begins to move toward the performance position. As long as the output of the specific background music piece continues, the movable body 50 remains located at the performance position (see FIG. 29(b)). When the output of the specific background music piece ends (in accordance with the above embodiment, when the specified performance is initiated in the target moving performance), the movable body 50 located at the performance position begins to move toward the original position, i.e., returns to the original position (see FIG. 29(c)). In other words, the position of the movable body 50 at the performance position and the output of the specific background music piece are linked. In this way, it is possible to know that the specific look-ahead performance is being executed not only from the presence or absence of output of the specific background music piece, but also from the fact that the movable body 50 is located at the performance position. Furthermore, when the movable body 50 moves from the performance position to the original position, it is possible to know that the specific look-ahead performance has ended.

[0194] Other examples of the movable body 50 (movement) include the following. For example, the movable body 50 is not one that changes its position significantly, but is capable of vibrating in place. Such a movable body 50 continues to vibrate while the specific background music is being output. In other words, the vibration is triggered when the specific look-ahead performance starts (when target hold information is acquired), and ends when the specific look-ahead performance ends. In this way, the occurrence and end of the specific look-ahead performance can be determined not only by whether or not the specific background music is being output, but also by whether or not the movable body 50 is vibrating.

[0195] The movable body 50 may be configured to temporarily operate in response to the acquisition of the target pending information. In other words, the operation of the movable body 50 may end before the output of the specific background music ends. For example, the movable body 50 may be configured to temporarily vibrate in response to the acquisition of the target pending information, and the vibration may end before the specific background music ends. Even in this case, the start of the specific pre-reading effect can be detected by the occurrence of the operation of the movable body 50 (however, the end of the specific pre-reading effect is not detected by the operation of the movable body 50).

[0196] Specific example 5-2 A plurality of types of specific background music are provided, and the reliability of the jackpot of the target winning / losing lottery result is set to differ depending on the type. For example, specific background music X and a different type of specific background music Y are provided as specific background music, and the reliability of the jackpot is set to be higher when the output of specific background music Y is started (see FIG. 30(b-2)) than when the output of specific background music X is started (see FIG. 30(b-1)) in response to the acquisition of target reserved information. In this way, when a specific background music is output, the player will also pay attention to its type.

[0197] Specific example 5-3 The output of the specific background music may continue until a predetermined time (continuation mode) or may not (non-continuation mode). In the former case, the reliability of the jackpot for the target winning / losing lottery result increases, while in the latter case, the reliability of the jackpot for the target winning / losing lottery result does not increase (the latter case is more advantageous to the player than the former case). In other words, whether the output of the specific background music continues determines whether the chance-boosting effect of the specific pre-reading effect occurs. For example, the continuation mode (see FIG. 31(a)) may be when the output of the specific background music continues until the start of the target-changing effect or later, while the non-continuation mode (see FIG. 31(b)) may be when the output of the specific background music ends before the start of the target-changing effect. In the non-continuation mode, the output of the specific background music does not continue until the start of the target-changing effect, so the player understands that the chance-boosting effect does not occur. Note that the non-continuation mode may be set to confirm that the target winning / losing lottery result is a loss (jackpot reliability = 0%).

[0198] In this example, the setting may be such that the probability of the continuation mode is suggested depending on the type of specific background music. For example, the setting may be such that the probability of the continuation mode is higher when the output of a different type of specific background music N is started in response to the acquisition of target pending information than when the output of a specific background music M is started. In this way, when a specific background music is output, the player will also pay attention to its type.

[0199] Specific example 5-4 When the specific background music is being output, no other sound effects (excluding sounds unrelated to the progress of the game, such as electronic sounds output when game specifications are changed) are output. In other words, only the specific background music is continuously output from the speaker 79. This emphasizes that the specific background music is being output, and more clearly indicates that a specific pre-reading effect is occurring.

[0200] Specific example 5-5 The background music that is output during the specified effect is a specific background music (the specific background music is output at least from the start of the specified effect until a predetermined time has passed). In other words, the background music of the specified effect that is confirmed to occur in the effect during target fluctuation due to the occurrence of a specific look-ahead effect is the same as the background music that indicates the occurrence of the specific look-ahead effect. By doing so, it becomes easier to understand that the occurrence of a specific look-ahead effect indicates the occurrence of a specified effect.

[0201] Furthermore, in the case of the present example, the specific background music output as the specific look-ahead effect can be made to continue to be output even after the specified effect has started (see FIG. 32). That is, since the background music of the specific look-ahead effect and the background music of the specified effect are the same, the output of the specific background music is started in response to the acquisition of the target hold information, and the specific background music can be made to continue to be output even after the specified effect has started.

[0202] 〇Specific example 5-6 In the above embodiment, it has been described that the change from normal background music to specific background music occurs when target hold information is acquired, but the normal background music may not be output. In other words, on the premise that background music is not output under normal circumstances, the setting may be such that the output of specific background music is started when chance hold information (target hold information) is acquired.

[0203] 8) Image displacement 8-1) Image displacement production The gaming machine according to this embodiment can execute an image displacement effect as one type of effect that constitutes the in-variation effect. When an image displacement effect occurs during a certain in-variation effect, the reliability of the winning / losing lottery result corresponding to the in-variation effect becomes higher than when the image displacement effect does not occur. In other words, the image displacement effect is a so-called chance-up effect.

[0204] The image displacement effect is also commonly referred to as a "shake effect." The basic aspect of the image displacement effect is a transition from a reference state (see FIG. 33(a)) in which a reference image 60 is displayed in the display area 911 of the display device 91 to a displaced state (see FIG. 33(b)) in which the reference image 60 appears to have shifted relative to the display area 911. The reference image 60 is the image displayed in the display area 911 in the reference state. In this embodiment, the image displayed in the entire display area 911 in the reference state is set as the reference image 60. However, only a portion of the image displayed in the display area 911 in the reference state may be displaced as the reference image 60. The reference image 60 may be either a still image or a moving image, but the image content represented by the reference image 60 is maintained in a manner that allows the player to view it as the same image from the reference state to the displaced state. This gives the player the impression that the image displayed in the reference state has shifted relative to the display area 911.

[0205] Various modes of displacement of the reference image 60 relative to the display area 911 are possible. In this embodiment, the reference image 60 is displayed as if it has been displaced at an angle relative to the planar direction (the direction along the display area 911 of the display device 91; the same applies below) (display as if it has been displaced three-dimensionally). More specifically, in this embodiment, the reference image 60 is displayed as if it has been rotated so that the left edge of the reference image 60 faces the back and the right edge of the reference image 60 faces the front. However, this displacement mode is merely an example. The reference image 60 may be displayed as if it has been displaced along the planar direction (in either the up, down, left, or right direction) (display as if it has been displaced two-dimensionally), or as if it has been displaced to the back (rear). Furthermore, the amount of displacement of the reference image 60 may change over time (for example, the reference image 60 wobbles). Furthermore, the outline shape of the reference image 60 may change (for example, the outline of the reference image 60 is distorted). Furthermore, the reference image 60 may be displaced so that a part of it is positioned outside the display area 911 (a part of it is cut off).The reference image 60 may be divided into multiple parts, and each part may be displayed as if it has been displaced relative to the display area 911.

[0206] Furthermore, in the displaced state of the image displacement effect, a frame image 60K is displayed along the outer edge of the reference image 60 (see FIG. 33(b)). This frame image 60K indicates that it is the part that corresponds to the outer edge of the display area 911 in the reference state. In this embodiment, the frame image 60K is not displayed in the reference state. In other words, the image displacement effect is an effect in which the reference image 60 is displayed as if it has shifted relative to the display area 911, and so the frame image 60K is displayed in the displaced state to express this shift. The frame image 60K can also be said to be a part that represents the outline of the reference image 60 in the displaced state. The player gets the impression that the outer edge of the display area 911 in the reference state has shifted to the point that is displayed as the frame image 60K in the displaced state. Since the display area 911 has a roughly rectangular shape, in the case of an image displacement effect in which the reference image 60 is displaced three-dimensionally as in this embodiment, the frame image 60K in the displaced state appears to be a three-dimensional rectangle (a roughly parallelogram shape in a plan view). In this embodiment, from the reference state to the displaced state, the frame image 60K changes shape so as to gradually move away from the outer edge of the display area 911, and finally reaches the shape shown in the figure. Note that the frame image 60K may not be displayed at all.

[0207] In this embodiment, the reference image 60 includes a decorative pattern 80 (see FIG. 33(b)). Specifically, the reference image 60 includes at least the decorative pattern 80 and a background image 85 displayed as its background (note that the background image 85 is not shown in drawings other than those for explaining the image displacement effect). If the image layer displaying the decorative pattern 80 and the image layer displaying the background image 85 are separate layers, and the former layer is set in front of the latter layer, it is possible to create an aspect in which the background image 85 is displayed as the background of the decorative pattern 80.

[0208] Furthermore, in this embodiment, in order to realistically express that the reference image 60 has shifted relative to the display area 911, the continuity of the change of the decorative pattern 80 (decorative pattern group 80g) is maintained (the change continues) even in the displaced state. In other words, the image of the changing effect (decorative pattern 80) that was being executed in the entire display area 911 in the reference state is displayed on the reference image 60 (inside the frame image 60K) in the displaced state.

[0209] Furthermore, the reference image 60 in this embodiment includes the reserved pattern 10 (see Figure 33 (b)). In other words, as the reference state changes to the displaced state, the reserved pattern 10 also deforms and displaces. By including the reserved pattern 10 in this manner, the impression that the reference image 60 appears to be shifted relative to the display area 911 can be further enhanced. When new correct / incorrect judgment information (pre-change reserved information) is acquired in the displaced state, the new reserved pattern 10 will be displayed in the reference image 60.

[0210] In this embodiment, the reference image 60 does not include the specification image 30. The specification image 30 is an image for indicating that game specifications such as volume can be changed even while the variable effect is being executed, so the appearance of the specification image 30 is maintained even when an image displacement effect occurs (when a change to the displacement state occurs) so that this can be understood. However, this does not mean that it is denied that the reference image 60 may include the specification image 30. This has the advantage of enhancing the effect of making the reference image 60 appear to be "shifted."

[0211] 8-2) Background music When the state changes from the reference state to the displacement state, the background music (BGM) output from the speaker 79 changes from the normal background music (see FIG. 33(a)) to the specific background music (see FIG. 33(b)). The normal background music and the specific background music are as explained in "7)7-1)". However, the specific background music may be configured such that a specific background music specific to the image displacement effect is set (the specific background music explained in "7)7-1)" above is different from the specific background music used in the image displacement effect).

[0212] The image displacement effect is a transition from a reference state to a displaced state and then back to the reference state (ending upon returning to the reference state). The return from the displaced state to the reference state is the trigger for the output of the specific background music to end (see Figure 33(c)). In other words, while in the displaced state, the specific background music will be output continuously. After returning to the reference state, background music appropriate for the scene will be output. For example, the state will return to one in which the normal background music is output.

[0213] In this manner, in this embodiment, the background music is switched from the normal background music to the specific background music when the state changes from the reference state to the displaced state. This makes it possible to clearly indicate that a displacement of the reference image 60 has occurred. In addition, in this embodiment, the output of the specific background music is stopped when the state returns from the displaced state to the reference state, making it easy to understand that the image displacement effect has ended.

[0214] 8-3) Below, we will explain specific examples of improvements, specific embodiments, and modifications to the image displacement effects. Note that, to the extent possible, multiple techniques explained using the following specific examples may be combined and applied to create a configuration.

[0215] 〇Specific example 6-1 The image displacement effect is configured to function as a so-called pre-reading effect (pre-reading effects themselves are well known, so a detailed explanation will be omitted) (see Figures 34 and 35). In other words, as an indication that the reliability of a certain winning / losing lottery result (target winning / losing lottery result) is increased, the image displacement effect can be started from one or more during-variation effects (previous during-variation effects) prior to the during-variation effect (target during-variation effect) for the target winning / losing lottery result. In other words, a change from the base state to a displacement state occurs in the previous during-variation effect (see Figure 34(a)). In Figure 34, the reserved pattern 10 (reserved for the pre-reading target) corresponding to the target winning / losing lottery result is indicated by a "T" attached.

[0216] The displacement state is maintained even while one or more future during-change performances are being executed (see Figures 34(a)-(c), 35(a)(b)). Furthermore, the displacement state is maintained even when the target during-change performance starts (see Figure 35(c)). In other words, the displacement state is maintained across one or more future during-change performances and the target during-change performance. In other words, the displacement state is maintained across two or more during-change performances, namely at least one future during-change performance and a target during-change performance (straddling the end point of at least one future during-change performance and the start point of the target during-change performance).

[0217] The combination of decorative symbols 80 indicating the winning / losing lottery result (loss) corresponding to the previous during-variation performance will be displayed so as to be included in the reference image 60 (which is shifted relative to the display area 911) at the end of the previous during-variation performance (see Figures 34(c) and 35(b)). Also, when the notification of the winning / losing lottery result (loss) corresponding to the previous during-variation performance is completed, a change occurs in the reserved symbols 10 included in the reference image 60 (the so-called "consumption of reserved symbols" is displayed). Specifically, the during-variation reserved symbols 11 are erased, and the display position (order) of each reserved symbol 10 is moved up (see the change from Figure 34(c) to Figure 35(a) and the change from Figure 35(b) to Figure 35(c)).

[0218] In this way, since the displacement state is maintained over two or more during-variation effects, the output of the specific background music that is continuously output when in the displacement state is also maintained over two or more during-variation effects. In this way, since the specific background music is maintained across the end of the during-variation effects, it becomes clear that the image displacement effects are executed across two or more during-variation effects (the "chance" state does not end with the end of the fluctuation, but continues).

[0219] In addition, the state may be returned to the reference state from the displacement state at the time when the target change effect starts, i.e., the output of the specific background music may end. Even in this way, the function of the predictive effect, which suggests that the reliability of the target win / loss lottery result is increasing, is realized. However, by maintaining the displacement state (output of the specific background music) even when the target change effect starts as described above, the function of the predictive effect becomes clearer.

[0220] Specific Example 6-2 (an example that further clarifies Specific Example 6-1) In a configuration in which the image displacement effect can function as a look-ahead effect, the image displacement effect may be configured to occur as a type of the specific look-ahead effect described above. In other words, the acquisition of target hold information (chance hold) triggers the reference image 60 to change from the reference state to the displaced state, and the output of specific background music begins (the change from FIG. 36(a) to (b) occurs). In this way, the image displacement effect functions as a look-ahead effect that occurs suddenly, and the output of specific background music begins in conjunction with the change from the reference state to the displaced state, making it easy to understand the occurrence of the image displacement effect (specific look-ahead effect).

[0221] Specific example 6-3 It is assumed that multiple types of image displacement effects can occur. For example, it is assumed that two types of effects can occur: a first image displacement effect (an effect in which a change such as that shown in FIG. 37(a) → (b-1) occurs) and a second image displacement effect (an effect in which a change such as that shown in FIG. 37(a) → (b-2) occurs). The first image displacement effect and the second image displacement effect differ in the shape of the outer shape (frame image 60K) of the reference image 60 relative to the display area 911 in the displacement state. Here, a difference in at least one of the shape, size, and position (position relative to the display area 911) of the outer shape of the reference image 60 in the displacement state corresponds to "a difference in the shape of the outer shape of the reference image 60 relative to the display area 911." More specifically, it is assumed that the first image displacement effect and the second image displacement effect differ in at least one of the shape, size, and position of the outer shape (frame image 60K) relative to the display area 911, regardless of the content of the reference image 60 (the portion inside the frame image 60K). The displacement state is a state in which the reference image 60 is displayed as if it has been displaced relative to the display area 911, and it can be said that the first image displacement performance and the second image displacement performance have different modes of "displacement."

[0222] If the displacement state of the first image displacement effect is the first displacement state (see FIG. 37(b-1)), and the displacement state of the second image displacement effect is the second displacement state (see FIG. 37(b-2)), for example, the amount of "deviation" of the reference image 60 from the reference state is set to be larger in the second displacement state than in the first displacement state (the first image displacement effect is a "small shake," and the second image displacement effect is a "large shake"). Furthermore, the reliability of the jackpot result, which is the subject of the suggestion by the image displacement effect, is set to be higher when the second image displacement effect occurs than when the first image displacement effect occurs. In other words, the larger the "deviation" of the reference image 60, the more advantageous the effect is for the player (note that the reliability may be reversed; in other words, a smaller "deviation" may be more reliable). In this way, when an image displacement effect occurs, the player will also pay attention to the magnitude of the "deviation."

[0223] Assuming this configuration, when the image is in a displaced state in the first image displacement effect, a first specific background music piece is output (see FIG. 37(b-1)), and when the image is in a displaced state in the second image displacement effect, a second specific background music piece (a different type of music from the first specific background music piece) is output (see FIG. 37(b-2)). In other words, the type of background music piece that is output differs depending on the magnitude of the "shift" of the reference image 60 in the displaced state.

[0224] Since the difference in the "shift" of the reference image 60 in the image displacement effect is a difference in appearance, some players may not be able to distinguish between the first image displacement effect and the second image displacement effect. By doing as in this example, the specific background music output when the first image displacement effect occurs is different from that when the second image displacement effect occurs, making it easier to distinguish between the first image displacement effect and the second image displacement effect.

[0225] Specific example 6-4 As in the above specific example 6-3, different types of music are set as the specific background music. That is, a first image shift effect (a shift as shown in FIG. 38(a) → (b-1)) in which a first specific background music is output during the shift state may occur, and a second image shift effect (a shift as shown in FIG. 38(a) → (b-2)) in which a second specific background music is output may occur. However, the shape of the reference image 60 (frame image 60K) relative to the display area 911 during the shift state, i.e., the "shift" of the reference image 60, is assumed to be the same when the first specific background music is output (see FIG. 38(b-1)) and when the second specific background music is output (see FIG. 37(b-2)). In other words, the "shift" of the reference image 60 is assumed to be the same, but different specific background music may be output. The reliability of the jackpot result suggested by the image shift effect may differ between when the first specific background music is output and when the second specific background music is output. In other words, the probability of an event (jackpot) advantageous to the player occurring differs when the first specific background music is output (first image displacement effect) and when the second specific background music is output (second image displacement effect).

[0226] By doing so, it is possible to generate a plurality of types of image displacement effects in which the "shift" (appearance) of the reference image 60 in the displacement state is the same but the background music is different, which results in an effect in which the player also pays attention to the background music. Also, for example, it can be said that a player who has experienced an image displacement effect in which one of the first specific background music and the second specific background music is outputted will feel something strange when he or she experiences an image displacement effect in which the other specific background music is outputted for the first time (an effect in which the appearance is the same but something feels different).

[0227] 〇Specific example 6-5 The first image displacement performance and the second image displacement performance differ in the manner of the image (hereinafter referred to as the non-reference image 65) displayed in the area where the reference image 60 is displayed in the displacement state (part of the display area 911, hereinafter referred to as the non-reference area 911a).

[0228] The non-reference area 911a is an area that occurs when the reference image 60 changes from the reference state to the displaced state. That is, in the reference state, the reference image 60 is displayed over the entire display area 911 (see FIG. 39(a)). However, a change occurs as if the reference image 60 has been displaced relative to the display area 911. As a result, in the displaced state, an area other than the area where the reference image 60 is displayed (non-reference area 911a) is generated (see FIGS. 39(b-1) and 39(b-2)). The appearance of the non-reference image 65 displayed in the non-reference area 911a differs between the first image displacement presentation and the second image displacement presentation. For example, in the first image displacement presentation, a first non-reference image 651 (indicated by parallel hatching in FIG. 39(b-1)) that appears blue overall is displayed, whereas in the second image displacement presentation, a second non-reference image 652 (indicated by cross-hatching in FIG. 39(b-2)) that appears red overall is displayed. If the second image displacement effect is considered to have a higher probability of winning than the first image displacement effect, then it can be said that it is more advantageous for the player to have the second non-standard image 652 displayed than to have the first non-standard image 651 displayed.

[0229] Based on this premise, when the first image displacement effect is in a displaced state, i.e., when the first non-reference image 651 is displayed, a first specific background music is output (see FIG. 39(b-1)). On the other hand, when the second image displacement effect is in a displaced state, i.e., when the second non-reference image 652 is displayed, a second specific background music is output (see FIG. 39(b-2)). Because the non-reference image 65 looks like the background of the reference image 60 in a displaced state, there is a risk that the player will not realize that the reference image 60 is suggesting reliability (that it may change). To reduce this risk, the type of background music output when the first non-reference image 651 is displayed is different from that when the second non-reference image 652 is displayed.

[0230] 9) Hold performance 9-1) Reserved design and accompanying images As described above, the display area 911 displays the reserved symbols 10 (the reserved symbols 12 before changing, the reserved symbols 11 during changing) indicating the presence of win / loss determination information (reserved information). In this embodiment, a plurality of modes are set as presentation modes (stages) during the normal game state, and during one of these, a specific mode, an accompanying image 70 of the type described below is displayed in the display area 911 together with the reserved symbols 10. Note that the accompanying image 70 described below may be displayed at all times (a reserved presentation, the details of which will be described later, may occur at all times) and not just during the specific mode.

[0231] As shown in FIG. 40(a), the accompanying images 70 are displayed at positions associated with the locations (display locations) where each reserved symbol 10 is displayed. In this embodiment, each accompanying image 70 is displayed below each display location. When a reserved symbol 10 is displayed, the reserved symbol 10 and the accompanying image 70 are displayed side by side vertically. These accompanying images 70 are displayed even when the corresponding reserved symbol 10 is not displayed.

[0232] The accompanying images 70 are divided into during-change accompanying images 71 and pre-change accompanying images 72. The during-change accompanying image 71 is displayed at a position associated with the display location of the during-change reserved pattern 11. The pre-change accompanying image 72 is displayed at a position associated with the display location of the pre-change reserved pattern 12. The during-change reserved pattern 11 corresponds to the currently executed during-change performance, and only one is displayed, so one during-change accompanying image 71 is also displayed. Furthermore, in this embodiment, a maximum of four pre-change reserved patterns 12 are displayed, so four pre-change accompanying images 72 are displayed.

[0233] In this embodiment, the during-changing incidental image 71 is displayed near the lower edge of the horizontal center of the display area 911, and four pre-change incidental images 72 are displayed surrounding it. Furthermore, the during-changing incidental image 71 and the pre-change incidental image 72 have different appearances. This makes it easy to distinguish between the during-changing reserved pattern 11 (displayed accompanying the during-changing incidental image 71) and the pre-change reserved pattern 12 (displayed accompanying the pre-change incidental image 72). In this embodiment, the during-changing incidental image 71 and the pre-change incidental image 72 have similar shapes, but the during-changing incidental image 71 is larger than the pre-change incidental image 72. Note that in this embodiment, the during-changing reserved pattern 11 is larger than the pre-change incidental image 72 in accordance with the size relationship of the incidental images 70. The during-changing reserved pattern 11 and the pre-change reserved pattern 12 may be significantly different in basic appearance to clearly distinguish them from each other.

[0234] 9-2) Hold performance Each effect using the reserved symbol 10 is referred to as a "reserved effect." In this embodiment, as one type of such reserved effect, a reserved change effect can be executed in which the state of the reserved symbol 10 may change. Multiple types of states are set for the reserved symbol 10 (see FIG. 40(b)). The state of the reserved symbol 10 indicates the jackpot reliability of the corresponding win / lose lottery result. The reserved change effect is an effect indicating that the state of the reserved symbol 10 may change in a direction that increases the jackpot reliability. In the following explanation, an ending in which the state of the reserved symbol 10 changes is referred to as a "changed ending," and an ending in which there is no change is referred to as a "non-changed ending." A configuration in which a reserved change effect always leads to a changed ending may also be used. Because the change in the state of the reserved symbol 10 increases the jackpot reliability, a changed ending is more advantageous to the player than a non-changed ending. In this embodiment, the reserved pattern 10 is set to have the following modes: a normal mode, which is the basic mode (normal state), a first special mode (presenting blue), a second special mode (presenting green), and a third special mode (presenting red) (the reliability of the jackpot increases in this order (the third special mode is the highest)). In each figure, the mode (color) of the reserved pattern 10 is represented by letters (the normal mode has no letters).

[0235] The reserved pattern 10 that is the target of the reserved change effect (reserved effect) is referred to as the target reserved pattern 10T. When the reserved change effect occurs, the target reserved pattern 10T and the associated image 70 (target associated image 70T) associated with the target reserved pattern 10T are enlarged and displayed (see FIG. 41(b). Note that in the examples shown in FIGS. 41 and 42, the changing reserved pattern 11 is the target reserved pattern 10T, and the changing associated image 71 is the target associated image 70T). In other words, the target reserved pattern 10T and the target associated image 70T are larger when the reserved change effect occurs than in their normal state (the size when the reserved change effect does not occur) (see FIG. 41(a)). In this embodiment, the enlargement ratio of the target reserved pattern 10T and the target associated image 70T is the same. For example, if the target reserved pattern 10T is enlarged and displayed twice as large as in the normal state, the target associated image 70T is also enlarged and displayed twice as large as in the normal state.

[0236] In this embodiment, even when the target reserved symbol 10T and the target incidental image 70T are enlarged, the size of the other reserved symbols 10 and incidental images 70 is maintained (remains normal) (see FIG. 41(b)). In other words, the target reserved symbol 10T and the target incidental image 70T change, but the other reserved symbols 10 and incidental images 70 do not change. Therefore, when a reserved change effect occurs, the target reserved symbol 10T is emphasized, and the player can sense that something is about to happen to the target reserved symbol 10T. In other words, it is easy to understand that a reserved change effect has occurred. In particular, in this embodiment, not only the target reserved symbol 10T but also the target incidental image 70T are enlarged, so the target reserved symbol 10T is further emphasized.

[0237] As shown in the examples of Figures 41 and 42, when the target reserved pattern 10T is the changing reserved pattern 11, the target accompanying image 70T becomes the changing accompanying image 71. Even in the normal state (when no reserve change occurs), the changing reserved pattern 11 and the changing accompanying image 71, which are displayed larger than the pre-change reserved pattern 12 and the pre-change accompanying image 72, respectively, become even larger, so when a reserve change performance occurs, the difference in size between the two becomes even larger.

[0238] In the reserve change effect in this embodiment, after the target reserved pattern 10T and the target accompanying image 70T are enlarged and displayed, an image (action image 75) that acts on the target reserved pattern 10T is displayed, indicating to the player that the state of the target reserved pattern 10T may change (a so-called "hype effect" is executed) (see FIG. 41(c)), and a change ending (see FIG. 42(a-1)) or a non-change ending (see FIG. 42(b-1)) is reached. After reaching the ending, the target reserved pattern 10T and the target accompanying image 70T return to their original size (see FIG. 42(a-2), (b-2)), and the reserve change effect ends.

[0239] FIG. 43 shows an example in which the target reserved pattern 10T for the reserve change effect is the pre-change reserved pattern 12. In this case, the target accompanying image 70T becomes the pre-change accompanying image 72. In the normal state (when no reserve change occurs), the pre-change reserved pattern 12 and the pre-change accompanying image 72 are smaller than the changing reserved pattern 11 and the changing accompanying image 71, respectively (see FIG. 43(a)). However, when a reserve change effect occurs, the pre-change reserved pattern 12, which is the target reserved pattern 10T, and the pre-change accompanying image 72, which is the target accompanying image 70T, are enlarged and displayed until they are larger than the changing reserved pattern 11 and the changing accompanying image 71, respectively (see FIG. 43(b)). In other words, the size relationship (the size of the area occupied in the display area 911) is reversed when no reserve change effect occurs and when a reserve change occurs. By doing this, under normal circumstances, the pre-change reserved pattern 12 and the pre-change accompanying image 72 are made smaller than the changing reserved pattern 11 and the changing accompanying image 71, respectively, making it easier to distinguish between the two, and when a reserve change effect occurs, the target reserved pattern 10T (the pre-change reserved pattern 12 which is the target reserved pattern 10T) and the target accompanying image 70T (the pre-change accompanying image 72 accompanying the target reserved pattern 10T) become larger than the changing reserved pattern 11 and the changing accompanying image 71, making it easier to see that they are the reserved pattern 10 that is the target of the reserve change effect.

[0240] 9-3) Below, we will explain specific examples of improvements, specific embodiments, modifications, etc. of matters related to hold performance. In addition, to the extent possible, it is also possible to combine and apply multiple technologies described using the following specific examples.

[0241] 〇Specific example 7-1 In the above embodiment, when a reserve change effect (reserve effect) occurs, the target reserved pattern 10T and the target accompanying image 70T are enlarged, but the size of the other reserved patterns 10 and accompanying images 70 is maintained. However, the other reserved patterns 10 and accompanying images 70 may also be enlarged. In other words, when a reserve change effect occurs, all reserved patterns 10 and accompanying images 70 are enlarged (displayed larger than normal (see Figure 44(a))) (see Figure 44(b)(c)). Note that pre-change accompanying images 72 that do not have a corresponding pre-change reserved pattern 12 are also enlarged.

[0242] Even in this example, when a reserved change effect (reserved effect) occurs, not only the reserved pattern 10 but also the accompanying image 70 will be enlarged and displayed, so the change will be emphasized (compared to a configuration in which only the reserved pattern 10 is enlarged and displayed (a configuration in which the accompanying image 70 is not enlarged)). Also, since all reserved patterns 10 and accompanying images 70 are enlarged and displayed, an effect is achieved in which it is not known which reserved pattern 10 is the target reserved pattern 10T until a change in appearance or the like actually occurs.

[0243] 〇Specific example 7-2 As in the above specific example 7-1, when a reserve change effect (reserve effect) occurs, all reserved symbols 10 and associated images 70 are enlarged and displayed. However, the target reserved symbol 10T and the target associated image 70T and the other reserved symbols 10 and associated images 70 have different magnification ratios (how many times larger than the normal size). Specifically, the magnification ratio of the target reserved symbol 10T and the target associated image 70T is set to be larger than the magnification ratio of the other reserved symbols 10 and associated images 70 (see FIG. 45). By doing so, the suggestion that something is about to happen is emphasized by the enlargement of all reserved symbols 10 and associated images 70, and similar to the above embodiment, the target reserved symbol 10T and the target associated image 70T are more noticeable (emphasized) than the other reserved symbols 10 and associated images 70.

[0244] Specific example 7-3 The enlargement rate of the target reserved pattern 10T and the enlargement rate of the target incidental image 70T when the reserved change effect (reserved effect) occurs are different. For example, the target reserved pattern 10T is enlarged twice as large as normal, but the target incidental image 70T is enlarged only 1.5 times as large as normal (see FIG. 46). While maintaining the effect of emphasizing the target reserved pattern 10T by enlarging not only the target reserved pattern 10T but also the target incidental image 70T, the target reserved pattern 10T, which is the target of the effect (the player's attention), is enlarged at a higher enlargement rate than the target incidental image 70T, making it more noticeable.

[0245] The opposite setting to the example shown in FIG. 46 may also be used. In other words, the target auxiliary image 70T may be set to be enlarged at a higher magnification than the target reserved pattern 10T. By doing so, the target reserved image 10T can be prevented from becoming too large, while the target auxiliary image 70T enlarged at a higher magnification can emphasize the target reserved image 10T. This is effective in cases where the target reserved image 10T is large in the normal state, and if the magnification is too high, there will be no room to display the target reserved image 10T (it will encroach on the display range of other images).

[0246] 〇Specific example 7-4 The enlargement ratio of the target reserved pattern 10T and the target accompanying image 70T can change each time a reserved change performance (reserved performance) occurs. For example, a first reserved change performance (a performance that progresses from FIG. 47(a) → (b-1) → (c-1)) in which the enlargement ratio of the target reserved pattern 10T and the target accompanying image 70T to the normal size is 1.5 times, and a second reserved change performance (a performance that progresses from FIG. 47(a) → (b-2) → (c-2)) in which the enlargement ratio is 2 times can occur. In other words, the size of the target reserved pattern 10T and the target accompanying image 70T when enlarged is larger in the second reserved change performance than in the first reserved change performance.

[0247] On the premise of such a configuration, the second reserved change performance is set to have a higher probability of reaching a change ending (expected change ending) than the first reserved change performance. In other words, the setting is made such that the probability of the player reaching an advantageous ending is higher when the reserved pattern 10 that is the target of the performance is displayed larger. By doing so, the player will also pay attention to the degree of enlargement of the target reserved pattern 10T and the target accompanying image 70T.

[0248] Specific example 7-5 As described above, the reserved change effect is an effect that indicates that the state of the target reserved pattern 10T may change. When the target reserved pattern 10T and the target accompanying image 70T are enlarged and displayed, the state in which the target reserved pattern 10T may change (the state of the "candidate") is shown. Specifically, it is as follows.

[0249] The reserved change effect is divided into a preliminary stage, which indicates that the target reserved pattern 10T may change, and a conclusion stage, which indicates that a change or non-change outcome has been reached. In the preliminary stage, the current state of the target reserved pattern 10T (the state before the reserved change effect occurs; first state 101) and the candidate state that may change (the state that can occur after the reserved change effect; second state 102) are displayed enlarged together with the target accompanying image 70T (see FIG. 48(b)). After that, when the conclusion stage is reached, if a change outcome occurs, the target reserved pattern 10T that has changed to the second state 102 is displayed (see FIG. 48(c-1)), and if a non-change outcome occurs, the target reserved pattern 10T that remains in the first state 101 is displayed (see FIG. 48(c-2)). After the conclusion stage, the target reserved pattern 10T and the target accompanying image 70T, which have changed to the second mode 102 or remain in the first mode 101, return to their normal state (original size) (see Figures 48 (d-1) and (d-2)).

[0250] The preliminary stage is a stage that indicates whether the target reserved symbol 10T will remain in the first mode 101 or change to the second mode 102, and various presentation modes are conceivable in this preliminary stage. For example, a display may be made in which the symbol in the first mode 101 and the symbol in the second mode 102 collide (see FIG. 48(b)), and if the symbol in the first mode 101 remains (see FIG. 48(c-2)), a non-change ending occurs, and if the symbol in the second mode 102 remains (see FIG. 48(c-1)), a change ending occurs. Although not shown, as a different example, the symbol in the first mode 101 and the symbol in the second mode 102 may be "characters" (the reserved symbol 10 is "character"), and the characters represented by both symbols may perform some kind of action, resulting in either a non-change ending or a change ending. For example, a configuration may be conceivable in which the characters represented by both symbols fight, and the winning character remains as is.

[0251] In this way, by taking advantage of the fact that the target reserved pattern 10T and the target accompanying image 70T are enlarged and displaying both the current state of the target reserved pattern 10T (first state 101) and the state that may change (second state 102), it is possible to make the reserved change presentation easier to understand.

[0252] Specific example 7-6 It is assumed that a pattern suggestion effect (see Figure 49 (b)) can be executed as a reserved effect. In the pattern suggestion effect, the target reserved pattern 10T is also enlarged and displayed. In this example, the currently changing reserved pattern 11 is the target reserved pattern 10T. The target reserved pattern 10T is assumed to include a suggestion element 10Ta, at least when enlarged and displayed. The suggestion element 10Ta suggests (is associated with) one of a plurality of decorative patterns 80.

[0253] The decorative pattern 80 has a main element portion that indicates its type and a sub-element portion that accompanies the main element portion (see FIG. 49(a)). The main element portion is a portion that includes "numbers" (letters), and the sub-element portion is a portion that includes "characters" (note that in drawings other than the drawings that explain this example, the decorative pattern 80 is represented by "numbers" only). If the main element portion (numbers) is different, the type of the decorative pattern 80 is different, and if the main element portion (numbers) is the same, the type of the decorative pattern 80 is the same. The characters represented as the sub-elements may change in appearance within the range that they are identified by the player (recognized as the same character). In this embodiment, different characters are associated with different main element portions, such as "Character A" being associated with the main element portion of "1," "Character B" being associated with the main element portion of "2," and "Character G" being associated with the main element portion of "7."

[0254] In the pattern suggestion effect, the target reserved pattern 10T, which is displayed enlarged compared to the normal state (see Figure 49(b-1)), includes one of the characters A to G as the above-mentioned suggestion element 10Ta (see Figure 49(b-2)). In this example, the target reserved pattern 10T (changing reserved pattern 11) does not include a character in the normal state (see Figure 49(b-1)). It can include a character as a special mode exclusive to the pattern suggestion effect (when enlarged). However, this does not deny the possibility of including a character in the normal state.

[0255] The symbol suggestion effect occurs when all decorative symbol groups 80g are fluctuating (see Figure 49(b-2)). That is, when all decorative symbol groups 80g are fluctuating, the target reserved symbol 10T containing the suggestive element 10Ta is enlarged and displayed. The type of the first stop symbol (the decorative symbol 80 that is the target of the effect; hereinafter, also referred to as the target decorative symbol 80T), which is the decorative symbol selected from the decorative symbol group 80g that first stops fluctuating or pseudo-stops (referring to a state in which it appears to the player to be stopped but is moving slightly) among the three decorative symbol groups 80g, corresponds to the suggestive element 10Ta contained in the target reserved symbol 10T. For example, when the target reserved symbol 10T containing the suggestive element 10Ta of character F is enlarged and displayed, the decorative symbol 80 whose main element is "6" and whose sub-element is "character F" is displayed as the first stop symbol (see Figure 49(b-3)).

[0256] The timing at which the target reserved symbol 10T returns to its original state (the timing at which the suggestion element 10Ta is erased) may be any. As shown in Fig. 49 (b-3), the suggestion element 10Ta may continue to be displayed until the corresponding decorative symbol 80 is displayed as the first stop symbol, or, although not shown, the suggestion element 10Ta may be erased and then the corresponding first stop symbol may be displayed.

[0257] In this way, the type of target decorative pattern 80T that will stop or pseudo-stop at a predetermined position can be suggested by the enlarged target reserved pattern 10T (changing reserved pattern 11 corresponding to the winning / losing lottery result notified by the currently changing decorative pattern 80).General reserved patterns are small, and it has been difficult to suggest the type of decorative pattern 80 that will stop or pseudo-stop using the reserved pattern, but this example uses the enlarged target reserved pattern 10T, so there is an advantage that the suggestion of the type of target decorative pattern 80T is easy to understand.

[0258] In the above example, the target decorative pattern 80T is the first stop pattern, but the decorative pattern 80 (second stop pattern) whose variation stops or pseudo-stops second, or the decorative pattern 80 (third stop pattern) whose variation stops or pseudo-stops third, may be the target decorative pattern 80T. Also, instead of the order of stopping, the decorative pattern 80 displayed in any display position (left, center, or right) may be the target decorative pattern 80T. For example, the currently changing reserved pattern 11 is the target reserved pattern 10T, and in light of the currently changing reserved pattern 11 being displayed in the horizontal center of the display area 911, it is conceivable that the middle decorative pattern 80 selected from the middle decorative pattern group 80gL is the target decorative pattern 80T. That is, among the left decorative pattern 80, the middle decorative pattern 80, and the right decorative pattern 80, the middle decorative pattern 80 is displayed in the position closest to the position where the target reserved pattern 10T is displayed, so the target suggested by the target reserved pattern 10T is the middle decorative pattern 80. By doing so, the relationship between the target reserved pattern 10T and the decorative pattern 80 that is the target of the suggestion (target decorative pattern 80T) becomes clearer.

[0259] Specific Example 7-7 (variation of Specific Example 7-6) The pattern suggestion effect has different endings depending on whether the target reserved pattern 10T including the suggestion element 10Ta reaches a predetermined size (whether it grows to a predetermined size). When the target reserved pattern 10T reaches a predetermined size (see FIG. 50(b-1)), the decorative pattern 80 (target decorative pattern 80T) of the type corresponding to the suggestion element 10Ta stops or pseudo-stops (is selected from the target decorative pattern group 80g) (display ending) (see FIG. 50(c-1)) is reached. On the other hand, when the target reserved pattern 10T does not reach a predetermined size (see FIG. 50(b-2)), the decorative pattern 80 of the type corresponding to the suggestion element 10Ta does not stop or pseudo-stop (is not selected from the target decorative pattern group 80g) (non-display ending) (see FIG. 50(c-2)) is reached. In other words, whether the target reserved pattern 10T reaches a predetermined size is set as the "branch" of the effect. It is preferable that the reliability of the big win is higher when the display ending is reached than when the non-display ending is reached. In other words, it is preferable that the display of the decorative pattern 80 of the type suggested by the target reserved pattern 10T is set as an event advantageous to the player. It may also be set that when the non-display ending is reached, the result of the lottery is determined to be a loss.

[0260] Furthermore, in the case of this example, when the display ending is reached, it is preferable to execute an effect indicating that the ending has been reached (an effect that is not executed if the non-display ending is not reached). If a target reserved pattern 10T including a character is displayed as the suggestive element 10Ta, when the target reserved pattern 10T reaches a predetermined size, an effect in which the character utters a "line" is executed. For example, when the target reserved pattern 10T including "character B" reaches a predetermined size, an effect in which the "character B" utters a "line" is executed, and then the decorative pattern 80 of "2" (the decorative pattern 80 including "character B") stops or pseudo-stops at a predetermined position (see FIG. 50(b-1)). On the other hand, when the predetermined size is not reached, an effect in which such a "line" is uttered is not executed (see FIG. 50(b-2)). Since there is a risk that the player will not be able to clearly determine whether the target reserved symbol 10T has reached a predetermined size, it is advisable to make the determination easier by providing a special effect that is executed when the predetermined size is reached. Also, since the target character utters a "line" and then the decorative symbol 80 including the character is selected, there is also the advantage that the flow of the effect is easy to understand.

[0261] 10) 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.

[0262] For example, the gaming machine may have only a part of the configurations described in 3) to 9) above. Furthermore, although the gaming machine 1 described in the above embodiment is a pachinko gaming machine, it can also be applied to other gaming machines such as slot machines, excluding matters that are premised on the configuration specific to pachinko gaming machines.

[0263] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0264] ·Means 1-1 A gaming machine in which multiple game specifications can be changed by operating an operation unit that can be operated by a player, wherein the operation unit has a selection operation section for performing a selection operation to select a target game specification, which is the game specification to be changed, and a change operation section for performing a change operation to change the target game specification to a desired state, and wherein the gaming machine is set up so that, in a changeable state in which the game specifications can be changed, the change operation cannot be performed by operating the selection operation section, and the selection operation cannot be performed by operating the change operation section. According to the gaming machine, it is possible to make it less likely that an erroneous operation will occur when attempting to change the game specifications.

[0265] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the changeable state is during the execution of a variation effect from the start of the variation of the decorative pattern indicating the result of the win / loss lottery until the decorative pattern stops in a manner corresponding to the result of the win / loss lottery. While the variable effect is being executed, the player will likely try to change the game specifications while paying attention to the content of the effect, so it is very important to make it less likely that an incorrect operation will occur.

[0266] ·Means 1-3 The gaming machine described in Means 1-1 or Means 1-2 is characterized in that the operation unit has the selection operation section arranged along a predetermined direction and the change operation section arranged along a direction intersecting the predetermined direction. This clarifies the difference between the object to be operated when performing a selection operation (selection operation section) and the object to be operated when performing a change operation (change operation section), making it less likely that an operation error will occur.

[0267] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that when the operation unit is operated, an operation guide image is displayed on the display device, the operation guide image includes a target display section representing the target game specification among the multiple types of game specifications, and the type of game specification represented by the target display section changes depending on the operation of the selection operation section. By doing so, it is possible to clearly show that the target game specifications change depending on the operation of the selection operation unit.

[0268] ·Means 1-5 The gaming machine described in means 1-4 is characterized in that the operation assistance image includes a next item display section that indicates the type of game specification that will be the next target game specification assuming that the selection operation section is operated. By doing so, it is possible to clearly show how the target game specifications change depending on the operation of the selection operation unit.

[0269] ·Means 1-6 The gaming machine described in means 1-4 or 1-5, wherein the operation guide image includes a status display section that shows the current status of the target game specifications. This makes it easy to understand the current state of the target game specifications.

[0270] ·Means 1-7 A gaming machine described in any of means 1-4 to 1-6, characterized in that the operation assistance image includes a post-change display section that shows what the state of the target game specifications will be if the change operation section is operated. By doing so, it is possible to clearly show how the state of the target game specification changes when the change operation section is operated.

[0271] ·Means 1-8 A gaming machine described in any one of means 1-1 to 1-7, characterized in that at least some of the multiple game specifications are made unchangeable depending on the game state, and when a transition occurs from a previous game state in which a certain game specification is set as the target game specification to a subsequent game state in which the certain game specification is unchangeable, a game specification other than the certain game specification that is changeable in the subsequent game state is automatically set as the target game specification. In this way, it is possible to prevent a certain game specification from remaining as the target game specification and transitioning to a game state in which the certain game specification cannot be changed.

[0272] ·Means 1-9 The gaming machine described in means 1-8 is characterized in that the different gaming specification is one of multiple types of gaming specifications and can be changed regardless of the gaming state. By doing this, it is only necessary to set "another game specification" as the target game specification regardless of which game state is transitioned to, making control easy.

[0273] ·Means 2-1 A gaming machine comprising: a game specification change means capable of changing game specifications by operating an operating means; a display means for displaying a specification image relating to the game specifications; and a variation effect execution means for executing a variation effect using the display means from the start of the variation of a decorative pattern indicating the result of a win / lose lottery until the decorative pattern stops in a manner according to the result of the win / lose lottery, wherein the gaming machine is capable of executing a specific effect as an effect constituting the variation effect, and wherein the specification image is displayed when the variation effect is in a normal state in which the specific effect is not being executed, while the specification image is not displayed when the variation effect is in a specific state in which the specific effect is being executed unless a predetermined display condition is met. According to the gaming machine, the specification image is prevented from obstructing (overwhelming) the specific effect (image for effect).

[0274] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the operation of the operating means is set as the display condition, and the specification image is displayed by operating the operating means even when the specific state is in place. If the player's intention is recognized, the specification image may be displayed even when the game is in a specific state.

[0275] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that the specification image is set to have a basic form and an emphasis form that is more noticeable than the basic form, and when the operating means is operated while the machine is in the normal state, the specification image changes from the basic form to the emphasis form. It is preferable that the image displayed in the display area is not obstructed (overwhelmed) by the specification image even when no specific effect is being executed (normal state). Therefore, in the normal state, the specification image is set as the basic mode, and when the player's intention is recognized, the basic mode may be changed to a more prominent emphasized mode.

[0276] ·Means 2-4 A gaming machine described in means 2-3 citing means 2-2, characterized in that the specification image is displayed in the highlighted state when the operating means is operated while the specific state is in place. If the player's intention is recognized, the specification image may be displayed in an emphasized mode from the beginning.

[0277] ·Means 2-5 A gaming machine as described in means 2-3 or 2-4, characterized in that the specification image of the basic mode includes a target display section that indicates one of the multiple types of game specifications as the target game specification, and the specification image of the highlighted mode includes a status display section that indicates the current status of the target game specification, which is a part that is not included in the specification image of the basic mode. By setting the basic mode and the highlight mode as described above, it is possible to make the basic mode smaller (less noticeable) than the highlight mode because it does not include a status display section. Furthermore, although the basic mode does not include a status display section, it does include a target display section that indicates the target game specification, so even when the basic mode is displayed, the player can sense that it is possible to change the status of at least the target game specification.

[0278] ·Means 3-1 A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an operation request effect that prompts the player to operate the operation means during an effective operation period; and an automatic operation execution means for executing an automatic operation that is reflected in the effect for a target operation request effect even if the operation means is not actually operated during the effective operation period, wherein an automatic operation mode in which the automatic operation may be executed is set such that a first operation request effect among the operation request effects is subject to the automatic operation, while a second operation request effect among the operation request effects is not subject to the automatic operation. According to the gaming machine, by setting a partial automatic operation mode, it is possible to reduce the operational burden while still allowing the player to occasionally operate the machine himself, making for an enjoyable game.

[0279] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the second operation request presentation includes a presentation that leads to a winning / losing notification outcome according to the winning / losing lottery result, triggered by operation of the operation means during the valid operation period. By doing this, even when a partial automatic operation mode is set, the player himself / herself will be required to perform operations that are important to the player and that will determine the results of the lottery (automatic operations will not be performed), thereby realizing a gameplay feature.

[0280] ·Means 3-3 The gaming machine described in means 1 or 3-2 is characterized in that two or more modes are set as the partially automatic operation mode, each having a different number of operation request effects that become the second operation request effect. Since players have different preferences for the degree to which they want the operational burden of automatic operation to be reduced, it is advisable to configure the system so that two or more partial automatic operation modes are set, each with a different frequency at which automatic operation occurs.

[0281] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that the automatic operation mode is set to a fully automatic operation mode in which all of the operation request presentations are subject to the automatic operation. Since there may be some players who find all of the operations troublesome, it is advisable to configure the system so that not only a partial automatic operation mode but also a fully automatic operation mode is set.

[0282] ·Means 3-5 A gaming machine described in any one of means 3-1 to 3-4, characterized in that the state of the operation image indicating that the operation request effect is occurring is different between the operation request effect that is not the target of the automatic operation and the operation request effect that is the target of the automatic operation. By doing this, even when a partial automatic operation mode is set, it is possible to determine whether or not the currently occurring operation request performance is the target of automatic operation.

[0283] ·Means 3-6 The gaming machine described in means 3-5 is characterized in that in the operation request presentation that is not the target of the automatic operation, an image including an operation target display representing the operation means and an operation mode display representing the operation mode of the operation means is displayed as the operation image, while in the operation request presentation that is the target of the automatic operation, an image including one of the operation target display and the operation mode display but not the other is displayed as the operation image. Since the operation request presentation that is the subject of automatic operation does not require the player to actually operate it, an operation image that does not include either the operation target display or the operation mode display can be displayed so that the operation instruction is not emphasized (compared to when both the operation target display and the operation mode display are displayed).

[0284] ·Means 4-1 A gaming machine comprising: an operating means operable by a player; a bonus granting means for actually granting the bonus to the player on the condition that a gaming ball enters a specific area when it is decided by lottery that a bonus will be granted to the player; and a specification change means for changing the game specifications when an operation of the operating means that satisfies a predetermined operation condition is performed during a specific period after the player is notified that a bonus will be granted and which ends when the gaming ball enters the specific area. According to the gaming machine, it is possible to improve the entertainment value of the game by utilizing a specific period.

[0285] ·Means 4-2 A gaming machine as described in means 4-1, characterized in that during the specified period, an image indicating that the game specifications will be changed by operating the operating means is not displayed on the display device. In this way, the change in game specifications caused by the operation of the operating means during the specific period functions as a so-called "hidden effect" (back button effect).

[0286] ·Means 4-3 The gaming machine described in means 4-2 is characterized in that the operation condition is met when the number of times the operation means is operated during the specific period reaches N times, and the operation condition is not met if the number of times the operation means is operated during the specific period does not reach N times. However, the N is 2 or more. ·Means 4-4 The gaming machine described in means 4-2 is characterized in that the operation condition is met when the duration of the maintenance operation, in which the operation of the operating means is maintained during the specific period, reaches a specified time, and the operation condition is not met if the duration of the maintenance operation does not reach the specified time during the specific period. Since it is conceivable that the player may inadvertently operate the operating means (single operation) during the specific period, it is preferable that the operating condition is not one that can be met unintentionally by the player.

[0287] ·Means 4-5 A gaming machine according to any one of means 4-2 to 4-4, characterized in that a predetermined sound effect is output when the operation condition is satisfied. In this way, a player who knows the existence of an operation condition can determine whether the operation condition has been met based on the presence or absence of a sound effect.

[0288] ·Means 4-6 A gaming machine described in any one of means 4-1 to 4-5, characterized in that after the player is notified that a bonus will be awarded, an instruction image is displayed on a display device to encourage the player to aim the gaming ball at the specific area and fire it, and the instruction image is displayed after a predetermined time has elapsed since the specific period began. Even if a player is thinking of changing the game specifications, it is conceivable that the player will launch the game ball in accordance with the instruction image and cause the specific period to end before the operation condition is fulfilled. Therefore, it is advisable to make the instruction image displayed after a predetermined time has elapsed since the start of the specific period (to make it less likely that the game ball will be launched immediately after the start of the specific period).

[0289] ·Means 5-1 A gaming machine comprising: a variation effect execution means for executing a variation effect from the start of the change of a decorative pattern indicating the result of a win / loss lottery until the decorative pattern stops in a manner according to the result of the win / loss lottery; and a mode setting means for setting a special mode in which the probability of occurrence of a special effect that can occur as a part of the variation effect differs from that of a normal mode, wherein a plurality of types of modes are provided as the special mode, each with a different probability of occurrence of the special effect, and the type of special mode to be set cannot be determined arbitrarily by the player, but is determined by a mode determination lottery. According to the gaming machine, a plurality of special modes are provided with different probabilities of special effects occurring, which makes it possible to improve the entertainment value of the game.

[0290] ·Means 5-2 A gaming machine described in means 5-1, characterized in that the type of special mode set through the mode determination lottery is not announced. In this way, a novel gaming experience is realized in which the player can enjoy predicting which of a plurality of special modes has been set.

[0291] ·Means 5-3 The gaming machine described in means 5-2 is characterized in that, as one type of the special mode, a mode is set in which the special effect always occurs during the variable effect when the result of the lottery is a win or loss. By doing this, in a situation where no special effects are occurring, the gameplay is realized in which one hopes that a mode in which a special effect is always generated is not set.

[0292] ·Means 5-4 The gaming machine described in means 5-3 is characterized in that the special effect can occur at a specified timing during the variable effect and will not occur at any other timing. By doing this, in a situation where a special effect has not occurred at the time when the specified timing is reached, if a mode in which the special effect always occurs is set, there is no possibility of winning, so a gameplay in which one hopes that the mode is not set is realized.

[0293] ·Means 6-1 A gaming machine characterized by comprising: a variation effect execution means for executing a variation effect from the start of the change of a decorative pattern indicating the result of a win / loss lottery until the decorative pattern stops in a manner according to the result of the win / loss lottery; a storage means for storing, as pending information, win / loss lottery information used in the win / loss lottery for which the corresponding variation effect has not yet started; and a specific pre-reading effect execution means for executing a specific pre-reading effect that, when newly acquired pending information is target pending information, is started in response to the acquisition of the target pending information, and that continuously outputs a predetermined specific background music until the target variation effect, which is the variation effect for at least the win / loss lottery result corresponding to the target pending information, starts. The gaming machine is capable of executing an interesting anticipatory performance in which, upon acquisition of target pending information, specific background music is continuously output until the target changing performance.

[0294] ·Means 6-2 The gaming machine described in means 6-1 is characterized in that a normal background music different from the specific background music is set as the background music to be output during the variable performance, and when the target pending information is acquired while the normal background music is being output, this triggers the output of the specific background music instead of the normal background music. In this way, by regarding the change from the normal background music to the specific background music as the start of the specific look-ahead effect, it becomes easier to understand that the specific look-ahead effect has occurred.

[0295] ·Means 6-3 A gaming machine as described in means 6-1 or 6-2, characterized in that when the specific predictive effect occurs, it is determined that one or more of the specified effects will occur in the effect during the target change, and the specific background music is output continuously until the specified effect in the effect during the target change begins. By doing so, it is possible to clearly show that the occurrence of a specific predictive effect (output of a specific background music) leads to the occurrence of a prescribed effect.

[0296] ·Means 6-4 A gaming machine described in any of means 6-1 to 6-3, characterized in that it is equipped with a movable body that operates when the target pending information is obtained. By doing this, it becomes easier to understand that a specific pre-reading effect has started.

[0297] ·Means 6-5 The gaming machine described in means 6-4 is characterized in that the movable body is capable of being displaced between an original position and a presentation position, and when the target pending information is acquired, the movable body located at the original position is displaced toward the presentation position, and when the output of the specific background music ends, the movable body located at the presentation position is displaced toward the original position. ·Means 6-6 The gaming machine described in means 6-5 is characterized in that the specific background music is continuously output while the movable body is positioned at the performance position. By doing this, the output of the specific background music and the movement of the movable body are linked, making it easier to understand that a specific look-ahead performance is being executed.

[0298] ·Means 7-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing an image displacement effect in which a reference state in which a reference image is displayed in the display area is changed to a displaced state in which the reference image is displayed as if displaced relative to the display area; and a background music control means for changing an output background music from a normal background music to a specific background music when the change from the reference state to the displaced state occurs. According to the gaming machine, it is possible to clearly indicate the occurrence of an image displacement effect.

[0299] ·Means 7-2 The gaming machine described in means 7-1 is characterized in that the image displacement effect returns from the displacement state to the reference state again, and the output of the specific background music is stopped upon returning to the reference state. This makes it easier to see when the image shift effect has ended.

[0300] ·Means 7-3 The gaming machine described in means 7-1 or 7-2 is characterized in that the reference image includes an image of the in-change performance from the start of the decorative pattern indicating the result of the lottery to the time the decorative pattern indicating the result of the lottery stops in a manner corresponding to the result of the lottery, and the image displacement performance is such that the displacement state is maintained over two or more consecutive in-change performances while the specific background music is continuously output. In this way, an image transition effect can be generated as a so-called pre-reading effect. In this case, to clearly indicate that the image transition effect spans two transitions (that is, that the image transition effect continues even after the transition effect ends), it is advisable to have the specific background music also be output continuously.

[0301] ·Means 7-4 A gaming machine described in any one of means 7-1 to 7-3, characterized in that as the image displacement performance, a first image displacement performance and a second image displacement performance can be executed in which the external shape of the reference image relative to the display area in the displacement state is different, and when the first image displacement performance is in the displacement state, a first specific background music is output as the specific background music, while when the second image displacement performance is in the displacement state, a second specific background music different from the first specific background music is output as the specific background music. This makes it easier to distinguish between similar and different image displacement effects.

[0302] ·Means 7-5 A gaming machine described in any one of means 7-1 to 7-3, characterized in that multiple types of music are set as the specific background music, and even if the external shape of the reference image relative to the display area in the displacement state is the same, the probability of an event advantageous to the player occurring thereafter differs depending on the type of specific background music. By doing this, even if the external shape of the reference image is the same (the appearance is the same) in the image displacement presentation, it is possible to set a difference in the probability that an advantageous event will occur.

[0303] ·Means 8-1 A gaming machine comprising: a display means for displaying a reserved pattern indicating the presence of a reserved pattern among the information on the lottery used for the lottery for which the corresponding lottery result has not yet been notified; and an effect execution means for executing a reserved effect using the reserved pattern, wherein the display means displays an accompanying image that accompanies the location where the reserved pattern is displayed, and when the reserved effect occurs, a target reserved pattern that is the reserved pattern that is the subject of the effect, and a target accompanying image that is the accompanying image that accompanies the target reserved pattern, are enlarged and displayed. According to the gaming machine, when a reserved effect occurs, not only the target reserved symbol but also the target accompanying image is enlarged and displayed, so that it is easy to understand that the effect has occurred.

[0304] ·Means 8-2 The gaming machine described in means 8-1 is characterized in that when the hold effect occurs while multiple hold patterns are displayed, the hold patterns other than the target hold pattern and the accompanying images other than the target accompanying image maintain their size. In this way, by setting a difference in appearance (difference in change) between the target reserved pattern (target accompanying image) and the other reserved patterns (other accompanying images), the target reserved pattern is emphasized, making it easier to understand that it is the subject of the reserved performance.

[0305] ·Means 8-3 The gaming machine described in means 8-1 is characterized in that when the hold effect occurs while multiple hold patterns are displayed, the hold patterns other than the target hold pattern and the accompanying images other than the target accompanying image are also enlarged and displayed. By doing this, it is possible to suggest that a pending effect will occur, but it is also possible to make it difficult to understand (obscure) which pending symbol will be the target of the effect.

[0306] ·Means 8-4 The hold effect includes a preliminary stage suggesting the possibility that the target hold pattern will change from a first state to a second state, and a conclusion stage indicating whether or not the change conclusion of the change to the second state has been reached, and the target hold pattern including a portion showing both the first state and the second state is enlarged and displayed together with the target accompanying image in the preliminary stage, a gaming machine described in any of means 8-1 to 8-3. By doing so, it is emphasized that the appearance of the target reserved symbol may change.

[0307] ·Means 8-5 A gaming machine described in any one of means 8-1 to 8-3, characterized in that after multiple types of decorative patterns are displayed in a changing manner on the display means, the result of the winning or losing lottery is announced by the decorative patterns stopping or pseudo-stopping in a manner corresponding to the winning or losing lottery result, and the target reserved pattern displayed enlarged in the reserved performance suggests the type of decorative pattern that may stop or pseudo-stop at a specified position. ·Means 8-6 The gaming machine described in means 8-5 is characterized in that when the target reserved pattern enlarged and displayed in the reserved performance reaches a predetermined size, the decorative pattern of the type suggested by the target reserved pattern stops or pseudo-stops, while when the target reserved pattern does not reach the predetermined size, the decorative pattern of the type suggested by the target reserved pattern does not stop or pseudo-stop. By doing this, it is possible to create an easy-to-understand effect in which the reserved pattern and the decorative pattern are linked. [Explanation of symbols]

[0308] 1. Gaming machines 10 Reserved symbols (11 Reserved symbols during change 12 Reserved symbols before change) 10T Target reserved pattern 10Ta suggestive elements 101 First Aspect 102 Second Aspect 20 Operation Unit 21 selection operation unit (211 first selection operation unit 212 second selection operation unit) 22 change operation unit (221 first change operation unit 222 second change operation unit) 25 Production button 28 Operation Images 281 Operation target display 282 Operation mode display 283 Period display 30 Specification images 31 Basic image (specification image of basic form) 32 Operational aid image (special image of emphasis mode) 30a Target display section 30b Status display section 30c post-change display section (301c first post-change display section 302c second post-change display section) 30d Next item display area (301d Primary item display area 302d Secondary item display area) 40 Instruction Images 42 Condition notification image 45 Production images 50 Movable body 60 Reference Images 60K frame image 65 Non-standard image (651 First non-standard image 652 Second non-standard image) 70 Accompanying image (71 Accompanying image during change 72 Accompanying image before change) 70T Target accompanying image 75 Action Images 79 Speaker 80 decorative designs 80T Target decorative design 85 background images 904 starting area (904a first starting area 904b second starting area) 905 Normal starting area (specific area) 906 Big Winners Area 91 Display device 911 Display area 911a Non-standard area

Claims

[Claim 1] A gaming machine in which a player can change multiple game specifications by operating an operation unit that can be operated by the player, The operation unit has a change operation section for performing a change operation to change the target game specification, which is the game specification to be changed, to a desired state, A prescribed order is set for the multiple states that each of the multiple game specifications can be in, Among the multiple types of game specifications, when a cyclical specification is set as the target game specification, a cyclical switch is possible in which the current state of the target game specification is directly switched from one of the first order state and the last order state in the specified order to the other, If the non-circulating specification is the target game specification among the plurality of game specifications, the circulation switching is disabled, a display means for displaying an operation guide image for assisting the operation of the operation unit; When the circulation type specification is the target game specification, When the current state of the target game specification, which is the cyclic specification, is the state of the first order in the specified order, the operation guide image has a part representing the state of the order one order after the first order in the specified order and a part representing the state of the last order in the specified order, When the current state of the target game specification, which is the cyclical specification, is the state of the last order in the specified order, the operation guide image has a part representing the state of the order just before the last order in the specified order and a part representing the state of the first order in the specified order, When the non-circulating specification is the target game specification, When the current state of the target game specification, which is the non-circular specification, is the first state in the specified order, the operation guide image has a part representing the state of the order one step after the first state in the specified order, but does not have a part representing the state of the last state in the specified order, When the current state of the target game specification, which is the non-circular specification, is the state of the last order in the specified order, the operation guide image has a part representing the state of the order just before the last order in the specified order, but does not have a part representing the state of the first order in the specified order. A gaming machine characterized by:

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