gaming machines

The gaming machine employs a display device to visually divide the countdown into distinct periods, improving the clarity of timer effects for players.

JP7792686B2Active Publication Date: 2025-12-26SANSEI R&D KK
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Patent Information

Application Number
JP2021207450
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-21
Publication Date
2025-12-26
Estimated Expiration
2041-12-21

AI Technical Summary

Technical Problem

Existing gaming machines lack an easy-to-understand timer effect that clearly communicates the countdown and transition to specific events.

Method used

A gaming machine with a display device that shows a time image changing with real time, dividing the countdown into a normal period and a just-before period, where the display area expands, triggering a visual change to indicate the approaching event.

Benefits of technology

Enables an intuitive timer effect that enhances player understanding of the countdown and transition to events.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which can execute an easy-to-understand timer performance.SOLUTION: A game machine comprises: a display device which has a display region; and performance execution means which executes a timer performance in which a time image including the time display that changes over the lapse of the actual time is displayed on the display region and in which any of plural types of specific phenomena occurs after the time-up point at which the time display reaches the termination time. A period from the start of the timer performance to the time-up point is divided into a normal period to the time at which the time display reaches the midway time before the termination time, and a preceding period which is the period after the time display reaches the midway time and has the certain length. With the shift from the normal period to the preceding period as a trigger, a change which increases a range where the time image is displayed in the display region occurs.SELECTED DRAWING: Figure 23
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Description

[Technical Field]

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

[0002] There is known a gaming machine capable of executing a timer effect in which time decreases as real time passes and some event occurs when the time is up (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-159183 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 capable of executing an easy-to-understand timer effect. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display device having a display area, and an effect execution means for displaying in the display area a time image including a time display that changes with the passage of real time, and for executing a timer effect in which one of a number of specific events occurs after the time-up point at which the time display reaches the end time, and the period from when the timer effect starts until the time-up point is reached is divided into a normal period in which the time display reaches an intermediate time before the end time, and a just-before period which is a period after the time display reaches the intermediate time and has a certain length, and the transition from the normal period to the just-before period triggers a change in which the range in which the time image is displayed in the display area becomes larger. [Effects of the Invention]

[0006] According to the present invention, it is possible to perform an easy-to-understand timer effect. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a perspective view of the appearance of a gaming machine according to an embodiment of the present invention (showing a state in which the gaming board and display device are removed for the sake of explanation). [Figure 2] FIG. 2 is a diagram showing a game board and a display device fixed behind it. [Figure 3] A diagram showing decorative patterns and reserved patterns displayed on a display device. [Figure 4] 10A is a diagram for explaining each game state and the transition of game states, and FIG. 10B is a diagram for explaining the allocation of jackpots. [Figure 5] FIG. 10 is a diagram for explaining the flow of play during special consecutive wins. [Figure 6] This is a diagram to explain the flow of play when consecutive wins are on hold. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 9] FIG. 10 is a diagram for explaining a special operation effect (normal effect). [Figure 10] FIG. 10 is a diagram for explaining a special operation effect (special effect). [Figure 11] FIG. 11 is a diagram (continuation of FIG. 10) for explaining a special operation effect (special effect). [Figure 12] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 15] FIG. 10 is a diagram for explaining a normal pattern (showing an example where N=2). [Figure 16] FIG. 15 is a diagram for explaining a normal pattern (continuation of FIG. 15). [Figure 17] FIG. 10 is a diagram for explaining a special pattern (showing an example where N=3). [Figure 18] FIG. 18 is a diagram for explaining a special pattern (continuation of FIG. 17). [Figure 19] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-7. [Figure 23] FIG. 10 is a diagram for explaining a timer effect. [Figure 24] FIG. 24 is a diagram (continuation of FIG. 23) for explaining the timer effect. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 26] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-3. [Figure 28] FIG. 10 is a diagram for explaining image presentation. [Figure 29] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 30] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 31] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 32] FIG. 10 is a diagram for explaining specific example 5-6. DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Overall structure Hereinafter, an embodiment of a gaming machine 1 according to the present invention will be described in detail with reference to the drawings. Note that, unless otherwise specified, the term "image" in the following description includes both still images and moving images.

[0009] First, the overall configuration of the gaming machine 1 will be briefly described. The gaming machine 1 is equipped with a gaming board (game board) 90 (see FIG. 2). The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 in a substantially arc shape, which constitutes a path for guiding gaming balls launched by operating a launching device 908 (launching handle) (see FIG. 1) to a gaming area 902. The gaming area 902 is provided with a starting area 904, a big win area 906, an outlet 907, and the like. A display device 91 is fixed to the rear of the gaming board 90. A display area 911 of the display device 91 can be viewed through an opening 901 formed in the gaming board 90. The shape of the display area 911 can be changed as appropriate.

[0010] In addition, a plurality of game pegs are provided in the game area 902 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 ways depending on the conditions when it collides with the game pegs.

[0011] In this 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 prize area such as the big prize area 906, a predetermined number of prize balls are paid out by the payout device. In this embodiment, the starting area 904 is also a prize area.

[0012] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the starting area 904. Specifically, when a gaming ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as win / lose lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot, and if it is different, it is a loss. In this embodiment, two starting areas 904 are provided: a first starting area 904a (the so-called special chart 1 starting area) and a second starting area 904b (the so-called special chart 2 starting area).

[0013] In this embodiment, the winning / losing lottery result is announced by the combination of decorative symbols 80 (see FIG. 3) displayed in the display area 911 of the display device 91. Decorative symbol groups 80g (three in this embodiment: a left decorative symbol group 80gL, a center decorative symbol group 80gC, and a right decorative symbol group 80gR), each including a plurality of types of decorative symbols 80, are displayed in a variable manner, and the winning / losing lottery result is announced when one decorative symbol 80 (a total of three decorative symbols 80) is selected from each decorative symbol group 80g and the variation stops. In this embodiment, in the event of a jackpot, a combination in which the three decorative symbols 80 are the same type (winning combination) is displayed. In the event of a loss, another combination (losing combination) is displayed.

[0014] The effects executed from the start of the decorative pattern 80 (decorative pattern group 80g) changing until it stops in a manner corresponding to the result of the win / loss lottery are referred to as "during-change effects" (hereinafter, sometimes simply referred to as "change" or "rotation"). In this embodiment, the during-change effects are started in the order in which the win / loss lottery information was acquired. However, when new win / loss lottery information is acquired and a during-change effect based on the previously acquired win / loss lottery information is started, the newly acquired win / loss lottery information is stored as reserved information (hereinafter, sometimes simply referred to as "reserved") in a storage means provided on a control board (not shown). (Reserved information can be considered a subordinate concept to win / loss lottery information.) The maximum number of reserved information that can be stored (maximum reserved number) can be set as appropriate. In this embodiment, the maximum number of reserved items that can be stored in the storage means is four for each of the reserved items acquired upon the entry of a gaming ball into the first starting area 904a (the so-called special pattern 1 reserved) and the reserved items acquired upon the entry of a gaming ball into the second starting area 904b (the so-called special pattern 2 reserved). In addition, when both the special chart 1 reserve and the special chart 2 reserve are stored in the storage means, the result of the lottery corresponding to the special chart 2 reserve will be notified preferentially (special chart 2 priority consumption)

[0015] In this embodiment, whether the acquired winning / losing lottery information will result in a jackpot or not is determined at the time the corresponding during-variation performance starts, but a winning / losing lottery may be performed when the winning / losing lottery information (reserved information) is acquired, and the winning / losing lottery result itself may be stored. The acquired winning / losing lottery information is also used as a numerical value for determining the specific content of the during-variation performance. In this embodiment, winning / losing lottery information for which the corresponding during-variation performance has started but the during-variation performance has not yet ended is stored in the storage means as during-variation information.

[0016] In this embodiment, a reserved symbol 70 indicating the presence of winning / losing lottery information stored in the storage means is displayed in the display area 911 (see FIG. 3). The reserved symbol 70 is divided into a pre-change reserved symbol 71 indicating the presence of reserved information and a changing reserved symbol 72 indicating the presence of changing information. While the changing information is not strictly "reserved" because the winning / losing lottery has already been executed, it is commonly referred to as "the relevant changing reserved symbol," and therefore the symbol indicating the presence of changing information will be referred to as a changing reserved symbol 72. In this embodiment, only the reserved symbol 70 corresponding to either the reserved symbol 1 or the reserved symbol 2 is displayed depending on the game status. Therefore, one changing reserved symbol 72 and up to four pre-change reserved symbols 71 are displayed. A dedicated display means for displaying the reserved symbols 70 may be provided.

[0017] It should be noted that explanations of well-known components such as the lower tray and upper tray (see FIG. 1) for storing game balls will be omitted.

[0018] 2) Specifications (game status) In this embodiment, a basic state and an advantageous state, which is a gaming state that is more advantageous to the player than the basic state, are provided as gaming states in which the player plays with the aim of winning the lottery result (see Figure 4(a)). In this embodiment, the probability that the lottery result will be a jackpot (jackpot probability) is higher in the advantageous state than in the basic state. The probability of winning the lottery for each state can be set appropriately. In this embodiment, the jackpot probability in the basic state (low probability) is approximately 1 / 199, and the jackpot probability in the advantageous state (high probability) is approximately 1 / 49.

[0019] The basic state is a state in which the gaming ball should be launched aiming at the first starting area 904a. That is, the basic state is a state in which the aim is to win a hit / miss lottery (hereinafter sometimes referred to as the first hit / miss lottery) triggered by the gaming ball entering the first starting area 904a, thereby achieving a jackpot. In this embodiment, this is a state in which a "left hit" should be performed so that the gaming ball flows down the left side of the display area 911. The advantageous state is a state in which the gaming ball should be launched aiming at the second starting area 904b. That is, this is a state in which the aim is to win a hit / miss lottery (hereinafter sometimes referred to as the second hit / miss lottery) triggered by the gaming ball entering the second starting area 904b, thereby achieving a jackpot. In this embodiment, this is a state in which a "right hit" should be performed so that the gaming ball flows down the right side of the display area 911. Hitting a "right hit" in the basic state or hitting a "left hit" in the advantageous state is disadvantageous to the player (resulting in a loss). If the player is not playing in a manner appropriate to the current game state, instructions are given to the player to play in a manner appropriate to the current game state (such as hitting left or hitting right).

[0020] A normal start area 905 is provided on the right side of the game area 902 (a position into which a game ball may enter when hitting with the right hand) (see Figure 2). When a game ball enters the normal start area 905, a normal lottery is executed. If the normal lottery is won, the second start area 904b is opened. The second start area 904b is normally closed (an area into which a game ball cannot enter), and is opened if the normal lottery is won. In an advantageous state, the probability of winning the normal lottery is higher than in the basic state. Therefore, if you continue to hit with the right hand in an advantageous state, the second start area 904b will open frequently, and the game ball will enter the second start area 904b relatively easily. In this embodiment, a predetermined number of prize balls are paid out when a gaming ball enters the second starting area 904b. Therefore, in the advantageous state (right-hand hit), the number of balls decreases more slowly (the number of prize balls per number of gaming balls fired is greater) than in the basic state (left-hand hit). In other words, the advantageous state is the so-called "high base" state, and the basic state is the so-called "low base" state. Also, in this embodiment, the average time required for the fluctuation performance (the so-called fluctuation time) is set to be shorter in the advantageous state than in the basic state. Therefore, in the advantageous state, the game progresses at a faster pace than in the basic state (the time from the announcement of one win / lose lottery result to the announcement of the next win / lose lottery result is shorter).

[0021] In this embodiment, the advantageous states are a normal advantageous state and a special advantageous state (see FIG. 4(a)). Either state ends when the lottery results in a predetermined number of consecutive misses, and the game transitions to the basic state. The normal advantageous state ends when the lottery results in 70 consecutive misses (the predetermined number of misses = 70). The special advantageous state ends when the lottery results in 1,000 consecutive misses (the predetermined number of misses = 1,000). As described above, the probability of winning a jackpot in an advantageous state is 1 / 49. Therefore, when transitioning to the normal advantageous state, the probability of winning the next jackpot (the so-called continuation probability) before 70 consecutive misses (before the normal advantageous state ends) is approximately 76%. On the other hand, when transitioning to the special advantageous state, the probability of winning the next jackpot (the so-called continuation probability) before 1,000 consecutive misses (before the special advantageous state ends) is approximately 99.999999%. In other words, the special advantageous state will not end unless approximately 48 / 49 misses are made 1000 times in a row, but this almost never happens, and the special advantageous state can be said to be a state in which it is virtually guaranteed that you will win the next jackpot (continue to win) before the state ends and you move to the basic state. Note that a state in which the probability of continuation is over 99% (a state in which the chance of the advantageous state ending without winning a jackpot is less than 1%) is defined as a "state in which it is virtually guaranteed that you will win the next jackpot."

[0022] In this embodiment, all jackpots are considered to be jackpots that result in an advantageous gaming state after the jackpot game ends. These jackpots are divided into normal jackpots, which result in an advantageous gaming state after the jackpot game ends, and special jackpots, which result in an especially advantageous gaming state after the jackpot game ends. The jackpot allocation for a jackpot in the first win / loss lottery (special chart 1 lottery) is 100% normal jackpot. The jackpot allocation for a jackpot in the second win / loss lottery (special chart 2 lottery) is 95% normal jackpot and 5% special jackpot (see Figure 4(b)). Note that a jackpot may be configured such that the gaming state after the jackpot game ends is the basic state.

[0023] A jackpot game involves one or more repeated rounds (unit games) in which the normally closed jackpot area 906 is opened until a predetermined termination condition is met. The termination condition is met when either a predetermined time has elapsed since the jackpot area 906 was opened or a predetermined number of game balls have entered the jackpot area 906 since the jackpot area 906 was opened. However, if the player continuously fires game balls aimed at the jackpot area 906 (by hitting the ball to the right in this embodiment), a predetermined number of game balls will enter the jackpot area 906 before the predetermined time has elapsed (before the timer expires). This predetermined number is referred to as a "count," and in this embodiment, the count is set to 10. In other words, if the player continuously fires game balls aimed at the jackpot area 906, 10 game balls will enter the jackpot area 906 in one round of game. In this embodiment, the number of prize balls paid out when one game ball enters the big prize area 906 is set to 10. Therefore, if the player continuously shoots game balls aiming at the big prize area 906, 10 x 10 = 100 prize balls will be paid out in one round of play.

[0024] The number of rounds (unit number of games) for each jackpot game can be set as appropriate. In this embodiment, if a jackpot is won in the first lottery (special drawing 1 lottery), the normal jackpot is 5 rounds (5R normal jackpot). Also, if a jackpot is won in the second lottery (special drawing 2 lottery), both jackpots are 10 rounds (10R normal jackpot, 10R special jackpot) (see Figure 4(b)).

[0025] Typically, a player begins play in the basic state. A jackpot won in the basic state is a normal jackpot, and after the jackpot play ends, the player transitions to the normal advantageous state. If a normal jackpot is won in the normal advantageous state, the player transitions back to the normal advantageous state after the jackpot play ends. If a special jackpot is won in the normal advantageous state, the player transitions back to the special advantageous state after the jackpot play ends. If a normal jackpot is won in the special advantageous state, the player transitions back to the normal advantageous state after the jackpot play ends. If a special jackpot is won in the special advantageous state, the player transitions back to the special advantageous state after the jackpot play ends. A transition to the basic state occurs when a specified number of consecutive misses occur in the normal advantageous state or the special advantageous state (the so-called streak ends). However, as mentioned above, it is virtually impossible to experience 1,000 consecutive misses in the special advantageous state, so the streak effectively continues unless 70 consecutive misses occur in the normal advantageous state.

[0026] 3) Special consecutive game images, reserved consecutive game images In this embodiment, a special consecutive win image 11 (see FIG. 5(a)) and a reserved consecutive win image 12 (see FIG. 5(b)) may be displayed over the entire display area 911 as images indicating the occurrence of a so-called consecutive win. Both images will be explained below. Note that neither image will be displayed unless the conditions explained below are met. Since both images indicate the occurrence of a "consecutive win," they will not be displayed in situations where the occurrence of a "consecutive win" has not been decided.

[0027] As described above, in this embodiment, a special advantageous state is provided as one type of advantageous state. The special advantageous state is a state to which a player transitions after a jackpot game resulting in a special jackpot ends, and when a special jackpot is won, a special consecutive win image 11 (see FIG. 5(a)) may be displayed. In this embodiment, when a special jackpot is won in a normal advantageous state, the special consecutive win image 11 is displayed without exception (in this embodiment, when a special jackpot is won in a special advantageous state, the special consecutive win image 11 is not displayed). However, when a special jackpot is won in a normal advantageous state, a predetermined lottery (probability of winning is not 100%) may be executed, and the special consecutive win image 11 may be displayed when the lottery is won.

[0028] Since the special advantageous state essentially guarantees the next jackpot, the special consecutive jackpot image 11 is a mode that takes into account the occurrence of a "consecutive jackpot" (hereinafter, a consecutive jackpot that occurs by transitioning to a special advantageous state may also be referred to as a special consecutive jackpot). If the jackpot (special jackpot) that triggers the display of the special consecutive jackpot image 11 is the first jackpot (first jackpot game), and the jackpot (special jackpot or normal jackpot) that is won in the special advantageous state is the second jackpot (second jackpot game), the special consecutive jackpot image 11 is a mode that takes into account the fact that it is virtually certain that two jackpots, the first jackpot and the second jackpot, will be won.

[0029] The special consecutive win image 11 includes a bonus name 131 representing the combination of the two jackpots (the first jackpot and the second jackpot) awarded to the player, and a profit value 132 representing the profit the player will receive from the two jackpot games. In this embodiment, the special consecutive win image 11 includes the characters "Super Bonus" as the bonus name 131 (see FIG. 5(a)). In other words, in this embodiment, the two jackpots, the first jackpot and the second jackpot, are made to appear as a single jackpot called a "Super Bonus." Note that the same name is not used for each jackpot. In this embodiment, a regular 10-round jackpot is called a "Big Bonus."

[0030] In addition, the special consecutive win image 11 in this embodiment includes the number "2000" as the profit value 132 (see FIG. 5(a)). Both the first and second jackpots are 10-round jackpots. As mentioned above, the number of prize balls per round is 10 × 10 = 100, so the number of prize balls obtained from one 10-round jackpot is 1,000, and the number of prize balls obtained from two 10-round jackpots is 2,000. Therefore, the number "2,000," representing the number of prize balls that will be obtained in the future, is displayed on the special consecutive win image 11. Note that the number of prize balls referred to here does not take into account so-called over-winning. In other words, it represents the minimum total number of prize balls that can be obtained if the player continues to shoot game balls toward the jackpot area 906 during the jackpot game (if the time does not run out in each round of play). In addition, instead of the number of winning balls, it is also possible to display the net increase in the number of balls (minimum net increase in the number of balls) based on the number of game balls fired (however, since it is normal that not all of the game balls fired will land in the big prize area 906, it is difficult to display the net increase in the number of balls).

[0031] After the previous jackpot game (see Figures 5(b)(c)) in which the special consecutive win image 11 is displayed ends, a transition to a special advantageous state will occur, and the presentation mode in this special advantageous state (the element that controls the content (style) of the presentation during fluctuations; also called the stage, etc.) is called the special presentation mode. In this embodiment, the special presentation mode is called the "super mode," and just before transitioning to the special presentation mode (for example, the ending period of the previous jackpot game), or during at least a portion of the period in which the special presentation mode is set, a name indicating the special presentation mode (the words "super mode") is displayed in the display area 911 (see Figure 5(d)). This allows the player to understand that they have transitioned to a special presentation mode.

[0032] In this embodiment, the fluctuation speed is increased during the special advantageous state (during the special presentation mode). Specifically, the time (fluctuation time) required for the fluctuation presentation in which the win / loss lottery result is a loss is set to the shortest time (shortest fluctuation time) of all the fluctuation times that can be set in the gaming machine 1 according to this embodiment. In other words, until the fluctuation in which the win / loss lottery result is a jackpot (fluctuation corresponding to the later jackpot) begins, the loss fluctuation is set to the shortest fluctuation time and is "consumed" at high speed. By doing so, the time required for the later jackpot to be won after the end of the earlier jackpot game is relatively short, enhancing the effect of making two jackpots appear as if they were one jackpot.

[0033] In addition, in this embodiment, during the special effect mode, the reserved symbol 70 (see FIG. 3) that is displayed during the basic state is not displayed (see FIG. 5(d)). In order to make two jackpots appear as one jackpot, the reserved symbol 70 is not displayed during the period between the first jackpot game and the second jackpot game, making it appear as if the game is not "changing." However, although not shown, a symbol indicating the number of reserved information items may be displayed inconspicuously near the outer edge of the display area 911. For the same purpose, the decorative symbol 80 is also displayed small near the outer edge of the display area 911 (see FIG. 5(d)).

[0034] On the other hand, the reserved consecutive win image 12 (see FIG. 6(a)) may be displayed when a so-called reserved (intra) consecutive win occurs. In this embodiment, when a normal jackpot (early jackpot) is won in a normal advantageous state, and when up to four reserved win information items (special 2 reserved wins acquired upon the entry of a gaming ball into the second starting area 904b) stored in the storage means at the time of the win (hereinafter, sometimes simply referred to as "within reserved win") contain a corresponding win / loss lottery result that results in a jackpot (later jackpot), the reserved consecutive win image 12 may be displayed. However, in this embodiment, the reserved consecutive win image 12 is not displayed unless the later jackpot is a normal jackpot. If the later jackpot is a special jackpot, a three-game consecutive win series is confirmed counting from the earlier jackpot (the jackpot that displays the reserved consecutive win image 12). In other words, the reserved consecutive win image 12 is displayed when up to two consecutive wins are confirmed counting from the earlier jackpot. For the same reason, the reserved consecutive win image 12 is set not to be displayed even when there are two or more reserved wins stored in the storage means that correspond to the winning / losing lottery results that are jackpots.

[0035] Furthermore, in this embodiment, even if a normal jackpot is won within the reserved lottery, the reserved consecutive win image 12 may not be displayed. If it is confirmed that a normal jackpot will be won within the reserved lottery, a predetermined lottery (with a winning probability of ≠ 100%) is executed, and if the lottery is won, the reserved consecutive win image 12 is displayed. Therefore, even if the reserved consecutive win image 12 is not displayed, it is possible to win a normal jackpot within the reserved lottery. However, this does not deny the possibility of a setting in which the reserved consecutive win image 12 is displayed without exception when a normal jackpot is won within the reserved lottery.

[0036] The reserved consecutive win image 12 has the same appearance as the special consecutive win image 11 (for the sake of explanation, the names and symbols are different, but the two images have the same appearance). In other words, the reserved consecutive win image 12 also includes a bonus name 131 called "Super Bonus" and a profit value 132 of "2000" (see FIG. 6(a)). Note that "same appearance" here means that they can be viewed as the same from the player's perspective (the player feels that they are the same image), and slight differences (such as differences in information displayed inconspicuously near the outer edge of the display area 911) are permitted. However, at least the bonus name 131 and profit value 132 are the same not only in content but also in character size, font, and display position in the display area 911.

[0037] Although the transition to a normal advantageous state after the end of a previous jackpot game (a normal jackpot) does not itself constitute a confirmed consecutive win, the presence of a potential jackpot in the reserved state constitutes a confirmed consecutive win. Therefore, in this embodiment, the consecutive wins (two jackpots) that are (effectively) confirmed due to the transition to a special advantageous state after the end of the previous jackpot game, and the consecutive wins (two jackpots) that are confirmed due to a jackpot win in the reserved state after the end of the previous jackpot game, are made to appear as a single jackpot (a jackpot with 2000 prize balls, called the "super bonus"). As mentioned above, in this embodiment, the reserved consecutive win image 12 is displayed when up to two consecutive wins have been confirmed. This is because the reserved consecutive win image 12 contains the same profit value 132, "2000," as the special consecutive win image 11. In other words, the profit figure of 132 represents the total number of winning balls obtained from two jackpots (the first jackpot and the second jackpot), so it is displayed in a situation where two consecutive jackpots have been confirmed, counting from the first jackpot.

[0038] Both the special consecutive win image 11 and the reserved consecutive win image 12 are displayed during the previous jackpot game (the special consecutive win image 11 is displayed during the special jackpot game, and the reserved consecutive win image 12 is displayed during the normal jackpot game). In this embodiment, both images are displayed during the opening period after the variable effect announcing the previous jackpot ends and before the first round of the previous jackpot game begins (see the time charts in Figures 5 and 6). In other words, regardless of whether a special consecutive win or a reserved consecutive win occurs, the timing at which each image is displayed during the previous jackpot game is the same, so it is impossible to distinguish which consecutive win occurred based on the timing. As mentioned above, the special consecutive win image 11 and the reserved consecutive win image 12 are intended to make two jackpots (the previous jackpot and the subsequent jackpot) appear as a single jackpot, so they should be displayed at the beginning of the previous jackpot game (at least until the first round of play is completed). In addition, the display of the special consecutive win image 11 or the reserved consecutive win image 12 at the end of the variable performance that notifies of the upcoming jackpot (during the period including the end of the variable performance) is also considered to be a display during jackpot play.

[0039] After the end of the previous jackpot game in which the reserved consecutive win image 12 is displayed (see FIGS. 6(b) and 6(c)), the game transitions to the normal advantageous state, and the presentation mode in the normal advantageous state is the special presentation mode (extraordinary mode) described above (see FIG. 6(d)). In other words, in this embodiment, the game state transitions to after the end of the previous jackpot game during a special consecutive win and the game state transitions to after the end of the previous jackpot game during a reserved consecutive win are different, but in either case, the game transitions to the special presentation mode. Although the game states transitioned to after the end of the previous jackpot game are technically different, the transition to the same special presentation mode appears to the player as if the same event were occurring. Note that the special presentation mode is set only when the reserved consecutive win image 12 or the special consecutive win image 11 was displayed during the previous jackpot game. For example, if these images are not displayed and the game transitions to the normal advantageous state after the end of the jackpot game, the special presentation mode is not set.

[0040] As with the special consecutive wins, during the reserved consecutive wins, just before the transition to the special presentation mode (for example, the ending period of the previous jackpot game), or during at least a part of the period in which the special presentation mode is set, the name indicating the special presentation mode (the characters "Super Mode") is displayed in the display area 911 (see FIG. 6(d)). This allows the player to understand that the transition to the special presentation mode has occurred.

[0041] Also, just like during special consecutive wins, during reserved consecutive wins, the loss fluctuation time is the shortest during the special performance mode in the normal advantageous state after the previous jackpot game has ended (however, of course, if the first reserved win after the previous jackpot game has ended is a normal jackpot, no loss fluctuation will occur). In other words, during both special consecutive wins and reserved consecutive wins, the loss fluctuation until the next jackpot is won is "consumed" at high speed.

[0042] Furthermore, as with the special consecutive wins, during the reserved consecutive wins, the reserved symbol 70 (see FIG. 3) that is displayed during the basic state is not displayed during the special performance mode in the normal advantageous state after the previous jackpot game ends. The decorative symbol 80 is also displayed small near the outer edge of the display area 911 (see FIG. 6(d)).

[0043] In both the special consecutive win and the reserved consecutive win, the subsequent jackpot is made to appear as if it is a "continuation" of the previous jackpot. In other words, when the subsequent jackpot starts (see Figure 5(e) and Figure 6(e)), no image is displayed indicating that a new jackpot is about to start.

[0044] In this embodiment, during a jackpot game, an image (hereinafter referred to as a unit image 15) indicating the number of unit games (rounds) that have been executed is displayed, and during a subsequent jackpot game (see FIGS. 5(e)(f) and 6(e)(f)), the unit images 15 include the unit games executed in the previous jackpot game. For example, at the start of the previous jackpot game (when the first unit game has not yet ended), a total of 20 unit images 15 are displayed (see FIGS. 5(b) and 6(b)), and each time a unit game is executed, one unit image 15 is erased (see FIGS. 5(b)(c)(e)(f) and 6(b)(c)(e)(f)). In this embodiment, since both the first jackpot game and the second jackpot game are 10 rounds, at the end of the first jackpot game, 10 unit images 15 are erased (10 unit images 15 remain), and at the end of the second jackpot game, all unit images 15 are erased. In other words, although two 10-round jackpot games are actually played, an image is displayed that makes it appear as if one 20-round jackpot game has been played.

[0045] Furthermore, a profit image 16 is displayed during the first and second jackpot games. The profit image 16 includes a numerical value indicating the number of prize balls obtained during the first jackpot game. Each time a game ball enters the jackpot area 906, the number of prize balls paid out ("10" in this embodiment) is incremented. However, in this embodiment, prize balls for so-called over-entry are not incremented. Even after the first jackpot game ends, the numerical value of the profit image 16 is not reset but is carried over to the next jackpot game (see FIGS. 5(b)(c)(e)(f) and 6(b)(c)(e)(f)). In this embodiment, the numerical value of the profit image 16 becomes "1000" at the end of the first jackpot game, and becomes "2000" at the end of the next jackpot game. The number "2000" (the number represented by the profit numerical value 132) is added to the numerical value of the profit image 16 to contrast it with the value of the profit image 16. For example, the numerical value of the profit image 16 is the "numerator," and the character "2000" is the "denominator." This makes it easier for the player to understand that the "super bonus" will end when the numerical value of the profit image 16 reaches "2000."

[0046] Note that the subsequent jackpot during a reserved consecutive win is a normal jackpot. On the other hand, the subsequent jackpot during a special consecutive win may be not only a normal jackpot but also a special jackpot. In this embodiment, the subsequent jackpot is controlled as described above regardless of whether it is a normal jackpot or a special jackpot. If the subsequent jackpot is a special jackpot, the game will transition to a special advantageous state after the subsequent jackpot game ends. However, since the special consecutive win image 11 is not displayed during the subsequent jackpot game, the game will not transition to the special presentation mode described above. Although not shown, in this embodiment, the special advantageous state (a special advantageous state in which the special presentation mode is not set) is controlled to appear as a normal advantageous state to the player. If 70 consecutive misses occur in the special advantageous state, a presentation is executed to make it appear as if the advantageous state has been "extended."

[0047] Thus, in this embodiment, regardless of whether a special consecutive win or a reserved consecutive win occurs, the same type of image (special consecutive win image 11, reserved consecutive win image 12) is displayed (see Figures 5(a) and 6(a)). Even if the causes of the consecutive win are different, the player will still obtain essentially the same profit (profit from two jackpots), so the same type of image is displayed in either case to prevent the game from becoming difficult to understand. Furthermore, since different images are not prepared for each cause of the consecutive win, there are also advantages such as contributing to cost reduction and easier control.

[0048] Furthermore, as in this embodiment, the special consecutive win image 11 and the reserved consecutive win image 12 contain the same bonus name 131, so that although the factors for granting the bonus (whether it is a special consecutive win or a reserved consecutive win) are actually different, the player can play the game without being aware of the difference in factors (treating them as the same bonus).

[0049] Furthermore, as in this embodiment, by making the special consecutive win image 11 and the reserved consecutive win image 12 contain the same profit numerical value 132, the player can be given the impression that they are the same benefit that can provide the same profit, even though the factors that actually determine the award of the benefit (whether it is a special consecutive win or a reserved consecutive win) are different.

[0050] Furthermore, in this embodiment, after the end of the previous jackpot (special jackpot) game in which the special consecutive win image 11 is displayed, the game transitions to a special advantageous state, and after the end of the next jackpot (normal jackpot) game in which the reserved consecutive win image 12 is displayed, the game transitions to a normal advantageous state. Strictly speaking, the type of previous jackpot (the game state to which the game transitions after the end of the previous jackpot game) is different, but in either case, a game feature is realized in which there is a possibility of obtaining a special bonus (a special bonus that appears to the player to be the same type). In other words, while it is common to make the type of bonus appear to differ depending on the type of jackpot, by using this embodiment, it is possible to make it appear as if the same type of bonus has been obtained even if the type of previous jackpot (the game state to which the game transitions after the end of the previous jackpot game) is different.

[0051] Furthermore, in this embodiment, the game state to which the player transitions after the end of the jackpot game where the special consecutive win image 11 is displayed and the game state to which the player transitions after the end of the jackpot game where the reserved consecutive win image 12 is displayed differs between the special advantageous state and the normal advantageous state, but in either case the game state transitions to the special presentation mode (see Figures 5(d) and 6(d)), so the player is less likely to sense the difference between the special advantageous state and the normal advantageous state (the player is more likely to sense that the same event is occurring).

[0052] Below, we will explain specific examples of improvements, specific embodiments, and modifications to the above-mentioned special consecutive game image 11 and reserved consecutive game image 12. In addition, to the extent possible, a configuration may be created in which multiple technologies described using the following specific examples are combined and applied.

[0053] 〇Specific example 1-1 The special advantageous state may be set to be an advantageous state that continues until the next jackpot. In other words, the special consecutive win may be configured such that, after the end of the previous jackpot game, the player transitions to a special advantageous state that continues until the next jackpot, and thus the acquisition of the next jackpot is virtually guaranteed.

[0054] 〇Specific example 1-2 In the above embodiment, it was explained that the special consecutive win image 11 and the reserved consecutive win image 12, which are of the same form, include the bonus name 131 and the profit number 132, but they may also be configured to include only one of the bonus name 131 and the profit number 132 (while maintaining the same form).

[0055] Furthermore, the special consecutive win image 11 and the reserved consecutive win image 12, which have the same appearance, may include elements other than the bonus name 131 and the profit value 132. In the above embodiment, it has been explained that the appearance of both images is configured to make two jackpots, an earlier jackpot and a later jackpot, appear as a single jackpot. However, different from this, they may include elements that suggest a "consecutive win." For example, it is conceivable that both images may include a word such as "W," suggesting to the player that a consecutive win (two jackpots) will occur (see FIG. 7). However, even with such a configuration, the special consecutive win image 11 and the reserved consecutive win image 12 do not clearly indicate to the player the difference in the factors that cause a "consecutive win."

[0056] 〇Specific example 1-3 In the above embodiment, the special consecutive win image 11 and the reserved consecutive win image 12 are described as having the same aspect, but some aspects may be different. For example, as in the above embodiment, the same aspect of the bonus name 131 and the profit value 132 are included, but the color of the image displayed as the background may be different (see FIG. 8).

[0057] Some players may want to distinguish between a special consecutive win and a reserved consecutive win while playing. By making the two images partially different, such players can easily determine which consecutive win has occurred based on the difference. However, as in this example, by maintaining the same appearance for the bonus name 131 and the profit value 132 (or, if only one of the bonus name 131 and the profit value 132 is displayed, that one, as explained in Specific Example 1-2), many players are likely to perceive the same event as occurring.

[0058] 〇Specific example 1-4 Although it is an extremely rare event that is virtually impossible to occur, if a jackpot is not won in the special advantageous state after the end of the previous jackpot (special jackpot) game in which the special consecutive win image 11 is displayed (if there are consecutive losses a specified number of times (1000 times in the above embodiment)), the "consecutive wins" (subsequent jackpot game) will not occur. In this case, various methods for ending the special advantageous state are possible. For example, if the transition is to a special presentation mode (extraordinary mode) as in the above embodiment, a presentation is executed as if the special presentation mode had ended at the last loss variation (1000th variation) in the special advantageous state.

[0059] 4)Special operation performance A special operation effect may occur as a part of the effect that constitutes the effect during the change. In this embodiment, the special operation effect may occur as a part of the effect during the change in the basic state. However, it may also occur as a part of the effect during the change in the advantageous state.

[0060] The gaming machine 1 according to this embodiment includes an operating means 20 that can be operated by a player. In this embodiment, the operating means 20 includes a first operating means 21 and a second operating means 22 (see FIG. 1). The first operating means 21 is a push button (hereinafter, the first operating means 21 will be referred to as an effect button). The second operating means 22 is an object that is operated as a tangible object shaped like a "sword" (hereinafter, the second operating means 22 will be referred to as a sword device). The special operation effect is an effect that uses the sword device. Note that the structure, drive mechanism, etc. of the sword device are publicly known, as described in, for example, JP 2018-139876 A, and the gaming machine 1 according to this embodiment uses the same elements, so detailed description will be omitted.

[0061] The sword device can be automatically (meaning not by the player's force) displaced from a first position to a second position above the first position by the power of a motor, which is a drive source. The sword device is normally located at the first position. In other words, the first position is the original position. The sword device cannot be displaced downward from the first position. The special operation effect is an effect in which the sword device is automatically displaced from the first position to the second position and the player is prompted to displace the sword device from the second position toward the first position (see FIGS. 9(a)(b) and 10(a)(b)). From the player's perspective, this effect encourages the player to operate the "sword" by pushing it downward. Because the sword device is normally located at the first position, it can be said that the special operation effect cannot be executed (the player cannot operate the sword device) unless the sword device is displaced from the first position to the second position. It can be said that displacing the sword device from the first position to the second position is preparation for executing the special operation effect (the second position is the preparation state for the special operation effect).

[0062] In this embodiment, the special operation effect may occur as part of one or more specific reach effects. When a specific reach effect occurs during a variable effect corresponding to a certain win / loss lottery result (hereinafter referred to as the target win / loss lottery result), if the target win / loss lottery result is a jackpot, the specific reach effect will result in a favorable ending (see Figures 9(d-1) and 11(c)), and if it is a loss, the specific reach effect will result in an unfavorable ending (see Figure 9(d-2)). (Note that a favorable ending includes a so-called reversal pattern in which an unfavorable ending appears to have been reached but is then reversed.) In other words, the point before the outcome of the specific reach effect is determined can be considered the win / loss branch point when the win / loss lottery result is determined. The specific reach effect in this embodiment is a so-called battle effect. Specifically, a battle between a player's character, an ally character, and an opposing enemy character, with the ally character's victory being considered a favorable ending, and the ally character's defeat (the enemy character's victory) being considered an unfavorable ending.

[0063] The special operation effects that occur in specific reach effects are divided into normal effects (basic mode) (see Figure 9) and special effects that are different from normal effects (see Figures 10 and 11). Most of the special operation effects that occur (more than 95%) are set to be normal effects. In other words, the "default" for special operation effects is to be normal effects.

[0064] In the normal effect, the player is prompted to operate the sword device (see FIG. 9(b)). The detection of the operation of the sword device (meaning that the sword device is detected to be in the first position) (see FIG. 9(c)) triggers the conclusion (see FIGS. 9(d-1) and 9(d-2)). The normal effect can occur whether the result of the target lottery is a miss or a jackpot. Therefore, the normal effect triggers the operation of the sword device to reach the advantageous conclusion (see FIG. 9(d-1)) or the unfavorable conclusion (see FIG. 9(d-2)). In the normal effect, an effective operation period is set, and an operation instruction image 25 prompting the player to operate the sword device is displayed in the display area 911. In this embodiment, the operation instruction image 25 includes a remaining time image 251 (e.g., an image of a meter that decreases with the passage of actual time) indicating the remaining effective operation period, an operation target image 252 indicating the target to be operated (i.e., the sword device), and an operation mode image 253 indicating the operation mode (how to operate) (see FIG. 9(b)). Since the ending is triggered by operating the sword device during the valid operation period, the operation will erase the operation instruction image 25. Note that, as long as the player can understand that they are being prompted to operate the sword device, the operation instruction image 25 may not include part of the remaining time image 251, the operation target image 252, and the operation mode image 253, or may include other images.

[0065] In the normal presentation, the conclusion is reached when the first operation of the sword device is detected after the start of the valid operation period. From the player's perspective, the operation of the sword device determines whether the player has won or lost, so it can be said that this is when the player puts effort into operating the sword device. Note that if no operation of the sword device is detected during the valid operation period in the normal presentation, the conclusion is reached when the valid operation period ends.

[0066] The special effects have a valid operation period set in the same way as the normal effects (see FIG. 10(b)). After the valid operation period has started, but before the sword device is actually operated, the player cannot tell whether it is a special effect that is a normal effect (in the state of FIG. 9(b) and FIG. 10(b), it is impossible to tell whether it is a normal effect or a special effect). In other words, the display form of the operation instruction image 25 described above is the same as that of the normal effects.

[0067] Unlike the normal effects, the special effects do not reach their conclusion when the first sword device operation is detected (see FIG. 10(c)) after the start of the operation valid period (sometimes referred to as the first operation valid period to distinguish it from the second operation valid period described later) (see FIG. 10(b)). In this embodiment, even if the first sword device operation (first operation) is detected after the start of the first operation valid period, as long as the first operation valid period remains, the operation instruction image 25 (remaining time image 251, operation target image 252, operation mode image 253) continues to be displayed (the remaining time image 251 changes with the actual passage of time) (see FIG. 10(d)). In other words, the first operation is not reflected in the effects (there is no reaction). Therefore, the player may get the impression that the gaming machine is broken.

[0068] In this special effect where the sword device is detected during the first valid operation period but does not reach the conclusion, a special event occurs in which the sword device, which was located in the first position, automatically moves back to the second position upon the expiration of the first valid operation period (see FIG. 11(a)). After the special event, the player is prompted to operate the sword device again (a second operation). In this embodiment, the remaining time image 251, operation target image 252, and operation mode image 253 are displayed again (see FIG. 11(b)). Note that the remaining time image 251 indicates the remaining time of the second valid operation period, which is newly set for the second operation. The conclusion (see FIG. 11(d)) is reached upon detection of operation of the sword device during the second valid operation period, in which the sword device is again located in the second position (see FIG. 11(c)). Note that if no operation of the sword device is detected during the second valid operation period, the conclusion is reached upon the expiration of the second valid operation period. In this embodiment, the special effect occurs only when the result of the target lottery is a jackpot. In other words, the special effect is a big win confirmation effect, and a favorable outcome is reached when operation of the sword device is detected during the second operation valid period.

[0069] If the sword device is not operated during the first operation valid period, the sword device will not be located in the first position, and therefore the automatic displacement of the sword device to the second position (special event) triggered by the end of the first operation valid period will not occur. However, since the sword device will be located in the second position, the second operation valid period will begin, and the player will be prompted to operate the sword device again. If the sword device is operated during the second operation valid period, this will be the trigger to reach the ending (favorable ending) (if the sword device is not operated, the end of the second operation valid period will be the trigger), just as if the sword device were operated during the first operation valid period.

[0070] In this way, the special operation effect in this embodiment may be a special effect that does not lead to a conclusion even if the operation of the sword device is detected. Therefore, it can surprise players who have already been exposed to the normal effect, which is the "default" effect, several times, or players who expect that this type of operation effect (the operation effect used for branching between winning and losing) will lead to a conclusion as a result of the operation.

[0071] Furthermore, the special effect in this embodiment involves the occurrence of a specific event prompting the player to operate the sword device located in the second position again, which results in an ending (a favorable ending), so it can be said that the original thrill (fun) of the operational effect, in that the ending is determined by the player's own operation (if the jackpot is confirmed as in this embodiment, it gives the impression that the player has won the jackpot through their own efforts), is still retained.

[0072] The following describes specific examples in which the above-described special operation effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0073] 〇Specific example 2-1 In the above embodiment, it has been explained that when the special operation effect becomes a special effect, it is confirmed that an advantageous outcome will be reached (the target winning / losing lottery result is a jackpot), but the special effect may be set so that it only has a higher probability of reaching an advantageous outcome (the probability ((jackpot) reliability) that the target winning / losing lottery result will be a jackpot) than the normal effect, but does not necessarily lead to an advantageous outcome (the target winning / losing lottery result may also be a miss). In short, the special effect may be set as a so-called chance increase that does not confirm an advantageous outcome.

[0074] 〇Specific example 2-2 The setting is such that the occurrence of a special operation effect that prompts the operation of the sword device (second operation means 22) itself increases the chance of winning. For example, as in the above embodiment, in the specific reach effect (see FIG. 12(a)), a normal operation effect that prompts the operation of the effect button (first operation means 21) may occur (see FIG. 12(b-1)), and a special operation effect that prompts the operation of the sword device (second operation means 22) may occur (see (b-2)). The probability of reaching a favorable outcome (the probability that the target win / loss lottery result will be a jackpot ((jackpot) reliability)) is higher when a special operation effect occurs than when a normal operation effect occurs. Furthermore, the special operation effect may be a normal effect as described in the above embodiment, or a special effect.

[0075] By doing this, from the player's perspective, the player basically hopes to be prompted to operate the sword device rather than the effect button, and when the player finds himself in a pleasing situation where he is prompted to operate the sword device, a surprising special effect may occur.

[0076] 〇Specific example 2-3 In the above embodiment, when a special effect is generated, a second valid operation period (when a second operation is prompted) is set after the first valid operation period (when a first operation is prompted) has ended (separate first and second valid operation periods are set), but the first and second operations may be prompted during a continuous valid operation period. In other words, even if the first operation is performed, the valid operation period continues without reaching a conclusion, and after the sword device returns to the second position, a second operation during the continuing valid operation period is used as an opportunity to reach the conclusion (advantageous conclusion).

[0077] 〇Specific example 2-4 In the special effect in the above embodiment, it was explained that even if the sword device is operated (first operation) during the first operation valid period, the operation instruction image 25 remains displayed (no effect on the effect). However, as shown in FIG. 13, it is conceivable that the first operation (see FIG. 13(b)) triggers an image (special image 28) dedicated to special effects that is not displayed in normal effects to be displayed in the display area 911 (see FIG. 13(c)). In other words, the first operation does not lead to a conclusion, but does have an effect on the effect. After such special image 28 is displayed, the sword device is automatically positioned again in the second position, prompting the player to perform a second operation (a second operation valid period is set) (see FIG. 13(d)).

[0078] The special image 28 may remain displayed during the second operation valid period (the special image 28 displayed in the state of FIG. 13(c) may remain displayed until the state of FIG. 13(d)). In other words, the second operation may be prompted while the special image 28 is displayed.

[0079] 〇Specific example 2-5 It has been explained that the special effects in the above embodiment do not reach their conclusion by operating the sword device the first time, but are triggered by operating the sword device the second time, but the configuration may also be such that a second operation of the sword device is not required.

[0080] As in the above embodiment, the operation of the sword device during the valid operation period (see FIG. 14(b)) does not trigger the conclusion. That is, the operation is not reflected in the effect, and the operation instruction image 25 continues to be displayed (see FIG. 14(c)). Then, after a while, an effect indicating that a jackpot has been confirmed is executed (see FIG. 14(d)). That is, an effect indicating that the sword device operation is unresponsive (no-response effect) is executed for a predetermined time, and then an effect indicating that a jackpot has been confirmed (confirmation effect) is generated. This predetermined time is ensured to be long enough for the player to sense that the sword device operation is unresponsive (for example, 3 seconds or more). That is, if the confirmation effect were to be generated immediately after the sword device operation, the player would likely perceive that the confirmation effect was triggered by the sword device operation. Therefore, the no-response effect is executed for a predetermined time after the sword device operation is detected. This also results in an effect in which the player is surprised by the lack of response to the sword device operation.

[0081] 〇Specific example 2-6 The operation means 20 (second operation means 22) that is required to be operated in the special operation performance may be any means that can be automatically displaced from the first position to the second position, and the sword device is merely an example. For example, a push button such as that described in Japanese Patent Application Laid-Open No. 2007-307281 may also be used.

[0082] 5) Image preview As a part of the effect that constitutes the effect during the change, an image preview effect may occur. In this embodiment, the image preview effect may occur as a part of the effect during the change in the basic state. However, it may also occur as a part of the effect during the change in the advantageous state.

[0083] The image preview effect is an effect in which a target image 30 is displayed in the display area 911 (see Figures 15(a) and 17(a)). The target image 30 suggests that a target effect will occur. In this embodiment, during one variation effect (target variation effect) that notifies a certain winning / losing lottery result (target winning / losing lottery result), the image preview effect and the target effect whose occurrence is predicted by the image preview effect occur one or more times.

[0084] In this embodiment, the target effect is an operation effect that prompts the player to operate the effect button (first operation means 21) (see Figures 15(d), 16(c), 17(d), and 18(c)). When the effect button is operated (single operation) during the valid operation period (or when the valid operation period ends), the operation is reflected in the effect. In this embodiment, the operation triggers the occurrence of one of several types of opportunity events (so-called chance up events that indicate an increased probability that the target win / lose lottery result will be a jackpot) that are advantageous to the player (see Figures 16(a), 16(d), 18(a), and 18(d)). In other words, basically, the more times the target effect occurs, the more opportunity events occur, and so the player will hope for many target effects to occur.

[0085] The multiple types of opportunity events that can occur through the target effect (operation effect) may be anything that suggests an increased reliability of the target win / loss lottery result, and therefore will not be described in detail. Examples include so-called hold change effects (the change in the variable hold pattern 70 in a direction that increases reliability), transition to a specific zone (chance zone), the occurrence of a specific reach effect, the occurrence of consecutive effects such as pseudo-continuous effects, a change in the color of a specified image (e.g., a change in the color of the text representing a character's dialogue, a change in the color of the reach title, etc.), the display of an effect image whose display is considered to increase the chance (e.g., the display of a cut-in image), the illumination of a light source whose illumination is considered to increase the chance, and the output of a sound effect whose output is considered to increase the chance. An event that, when it occurs, confirms that the target win / loss lottery result is a jackpot may be set as an opportunity event. Furthermore, the same type of opportunity event may occur more than once during the target change effect. Premonitions of the occurrence of such events (not occurring immediately after the operation effect, but not occurring in the future) are also considered to be occurrences of opportunity events.

[0086] Furthermore, the operation effect as the target effect in this embodiment is one in which a single operation is encouraged (a single operation during the valid operation period causes a favorable event), but other operations (such as rapid pressing or long press) may also be encouraged. However, regardless of the type of operation, the operation opportunity granted by one target effect is considered to be "one time." For example, in an operation effect in which rapid pressing is encouraged, the player will normally operate the effect button multiple times, but these multiple operations are considered to be one operation opportunity. In other words, the setting of one valid operation period (a continuous valid operation period) is considered to be one operation opportunity.

[0087] As described above, the target effect is an operation effect that prompts the operation of an effect button, and therefore, the target image 30 displayed when the image preview effect occurs is intended to suggest this (see FIGS. 15(a) and 17(a)). In this embodiment, an image representing an effect button (as long as the player can recognize it as representing an effect button) is displayed as the target image 30. The image preview effect is one in which N target images 30 are displayed in the display area 911. To the player, it appears as if the buttons are "stocked." In this embodiment, N=1, 2, 3, or 4. As will be described in detail later, the number of target images 30 is intended to suggest the reliability of the target hit / miss lottery result, and therefore the number of target images 30 to be displayed is determined based on the target hit / miss lottery result. Note that, in addition to a mode in which N target images 30 themselves are actually displayed, the fact that N target images 30 are being displayed may also be indicated by other characters or the like. For example, a mode such as "○×N" (○ represents the target image 30) may be used. Even in such a display mode, it is considered that "N target images 30 are displayed in the display area 911" (when a decrease in the number of target images 30 occurs as described below, the value of N in "×N" can be decreased).

[0088] The patterns in which the target effect occurs after such an image preview effect occurs are classified into normal patterns (patterns whose examples are shown in Figures 15 and 16) and special patterns (patterns whose examples are shown in Figures 17 and 18). The normal pattern can be said to be the "default" pattern. When an image preview effect occurs, it is set so that the normal pattern occurs in 95% or more of the cases, and players rarely encounter special patterns.

[0089] In the normal pattern (see Figures 15 and 16), after N target images 30 are displayed as an image preview effect, a total of N target effects occur before the target changing effect ends (Figures 15 and 16 show an example where N=2). Note that the periods during which each of the N target effects occur do not overlap (there is a time difference). In this way, the basic aspect of the image preview effect (normal pattern) is to display N target images 30 to provide advance notice that N target effects will occur in the future. In this embodiment, an image representing N effect buttons is displayed (see Figures 15(a)(b)), and when a player sees this, they can sense that they will be given a total of N opportunities to operate the effect buttons.

[0090] The player can understand that the target effect occurred based on the display of the target image 30. In this embodiment, the number of displayed target images 30 is controlled to decrease each time the target effect occurs (in the normal pattern, one target image 30 is decreased each time the target effect occurs) (see FIGS. 15(d) and 16(c)). This allows the player to understand that one target effect occurred as a result of "consuming" one target image 30 (releasing one of one or more stocked buttons). Furthermore, the target effect in this embodiment includes an introduction period (see FIGS. 15(c) and 16(b)) in which the target image 30 is highlighted by enlarging it, and a main period (see FIGS. 15(d) and 16(c)) in which the player is prompted to operate the effect button. In other words, the introduction period emphasizes that one target effect (operation effect) occurred as a result of "consuming" one target image 30. Furthermore, in this embodiment, the target image 30 is used as the button image 31 (an image representing the effect button to be operated) displayed during the main period to prompt the player to operate the effect button (the target image 30 and the button image 31 are perceived as the same by the player). That is, the target image 30 (see FIGS. 15(c) and 16(b)) highlighted during the introductory period continues to be displayed (without being erased) during the main period, and is used as the button image 31 to prompt the player to operate the effect button (see FIGS. 15(d) and 16(c)). This makes it easier to understand that the target image 30 has been "consumed."

[0091] During the main period, together with the button image 31, an operation target image 252 indicating the remaining operation valid period (in this embodiment, a meter image representing the remaining time) and an operation mode image 253 representing the operation mode (in this embodiment, an image including the character "Push" representing a single-shot operation) are displayed (see FIGS. 15(d) and 16(c)). Even if an operation effect occurs that prompts the operation of the production button without going through the introduction period after the image preview effect occurs, if the operation effect occurs without going through the introduction period (the target image 30 is not "consumed"), the operation effect is not regarded as the target effect. Naturally, even if such an operation effect occurs, the number of target images 30 does not decrease.

[0092] The special pattern (see FIGS. 17 and 18) is such that after N target images 30 are displayed as the image preview effect, a total of M times (where M < N) of target effects occur before the target variation effect ends. That is, the number of target effects that occur later is less than the number of target images 30 displayed in the image preview effect. In this embodiment, when the image preview effect occurs, it is set so that at least one target effect occurs (M ≧ 1), so the special pattern only occurs in the case of N ≧ 2 (the special pattern does not occur in the case of N = 1).

[0093] In this embodiment, when it is a special pattern, a combined effect occurs (the combined effect does not occur when it is a normal pattern). As shown in the examples in FIGS. 17 and 18, in the case of a special pattern where an image preview effect in which 3 target images 30 are displayed (image preview effect with N = 3) occurs and then 2 target effects occur (M = 2), one combined effect occurs. An example of the flow of that case is as follows.

[0094] When the combined effect does not occur, it is the same as the normal pattern. That is, as a result of one target image 30 being consumed, it is controlled as if one target effect has occurred (see FIGS. 17(c)(d)).

[0095] The combined effect is executed during the introductory period described above, and is intended to make it appear as if two target images 30 were consumed at once, resulting in the occurrence of a single target effect. Specifically, two of the target images 30 displayed during the image preview effect are enlarged, and the enlarged two target images 30 are combined to appear as one, resulting in a combined effect (see FIG. 18(b)). The combined target images 30 continue to be displayed (without being erased) during the main period, and are used as button images 31 to prompt the player to operate the effect button (see FIG. 18(c)). In other words, one operation opportunity is granted based on the consumption of two target images 30. Because two target images 30 are consumed, the number of target images 30 displayed in the display area 911 decreases by two in response to the occurrence of the target effect. By creating such a combined effect, the player is clearly informed that one target effect is being executed as a result of the "consumption" of two target images 30.

[0096] In the examples shown in FIGS. 17 and 18, the target effect that occurs as a result of consuming two target images 30 is the "second" target effect, but it may also occur as the "first" target effect. In other words, it is not determined how many times the target effect that occurs as a result of consuming two target images 30 will occur. However, it may be set so that the target effect that occurs as a result of consuming two target images 30 becomes the "last" target effect. In this case, the target images 30 are consumed one by one until only two target images 30 remain, and the development after only two remain determines whether the pattern will be a normal pattern or a special pattern, which has the advantage of being an easy-to-understand effect format.

[0097] In this embodiment, in the case of a normal pattern, the greater the number (N) of target images 30 displayed in the image preview performance, the greater the number of times the target performance (opportunity event) occurs, and therefore the higher the reliability of the target win / loss lottery result.

[0098] Furthermore, in this embodiment, when comparing cases in which the number of target images 30 displayed in the image preview effect is the same, the probability that the target hit / miss lottery result will be a win is higher when the special pattern occurs than when the normal pattern occurs. For example, if an image preview effect with N=4 occurs, the probability of the target hit / miss lottery result being a jackpot is higher when a special pattern with three target effects occurs than when a normal pattern with four target effects occurs (the same applies when N=2 or 3). In other words, because the occurrence of a combined effect is set as a chance increase, a gameplay feature is realized in which the player hopes for the occurrence of a combined effect when an image preview effect occurs.

[0099] In this way, the image preview effect in this embodiment basically (in the case of a normal pattern) predicts that the number of target effects will occur equal to the number of displayed target images 30, but it is an interesting effect in that there is also a possibility that the number of target effects that will occur will be less than the number of displayed target images 30 (a special pattern will occur). A player will look at the number of target images 30 displayed in the image preview effect and predict that the number of target effects will occur, so the occurrence of a special pattern will surprise a player who makes such a prediction.

[0100] Furthermore, in this embodiment, the occurrence of a special pattern increases the probability that the result of the target lottery will be a jackpot, and therefore (players who know this) will be in a position to hope that the number of times the target effect occurs will be less than the number of target images 30 (that a combined effect will occur).

[0101] Furthermore, in this embodiment, when a special pattern occurs, a combined effect occurs in which two target images 30 are displayed as if they have been combined, so it is easy to understand that one target effect has occurred as a result of two target images 30 being consumed (a special pattern has occurred).

[0102] Furthermore, the target effect in this embodiment is an operation effect that requires the player to operate the operation means 20, and is basically an easy-to-understand effect form for the player, in that (in the normal pattern) the number of operation opportunities given to the player is represented by the number of target images 30. Furthermore, since the target images 30 represent the effect buttons (first operation means 21), it is easy for the player to predict that the target images 30 will give an opportunity to operate the effect buttons.

[0103] Below, we will explain specific examples in which the above-mentioned image preview effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.

[0104] 〇Specific example 3-1 Although the target effect in the above embodiment is explained as an operation effect that prompts the operation of the effect button (operation means), the target effect may be something other than such an operation effect. The target image 30 should be in a form that allows the player to understand that it represents the effect that is the target effect.

[0105] 〇Specific example 3-2 In the above embodiment, it has been explained that the image preview effect and the target effect generated based on it are executed during one in-variation effect (target in-variation effect), but they may also be executed across multiple in-variation effects. For example, an image preview effect may occur during a certain in-variation effect (earlier in-variation effect), and after that in-variation effect ends, the target effect may occur during a subsequent in-variation effect (later in-variation effect). In this case, the reliability suggested by the occurrence of the target effect (opportunity event) is the result of the lottery for the later in-variation effect. In this way, the image preview effect can be made to function as a so-called pre-reading effect.

[0106] 〇Specific example 3-3 In the above embodiment, it has been explained that a combination effect occurs when a special pattern is formed, but such a combination effect may not occur. In other words, a configuration may be adopted in which two target images 30 are "consumed" by the occurrence of one target effect without going through a combination effect.

[0107] 〇Specific example 3-4 In the above embodiment, it has been explained that when a special pattern is formed, one target effect occurs as a result of consuming two target images 30, but it is also possible to configure it so that one target effect occurs as a result of consuming three or more target images 30 (see FIG. 19; FIG. 19 shows an example in which one target effect occurs when three target images 30 are consumed). In other words, it is also possible to configure it so that not only a combined effect occurs in which two target images 30 become one, but also a combined effect occurs in which three or more target images 30 become one.

[0108] In this example, in cases where a special pattern occurs, the greater the number of target images 30 consumed at once, the higher the reliability of the jackpot result in the target win / loss lottery. For example, if four target images 30 are displayed in the image preview effect and one combined effect occurs, the reliability of the jackpot is higher when the combined effect is "three target images 30 combined" (see FIG. 19(c-2)) (the combined effect occurs twice) than when "two target images 30 combined" (see FIG. 19(c-1)) (the combined effect occurs three times), and when "four target images 30 combined" (see FIG. 19(c-3)) (the combined effect occurs once) than when "three target images 30 combined" (see FIG. 19(c-2)). By doing this, when a combined effect occurs, the player will be required to pay attention to the number of target images 30 that are the target of the combined effect.

[0109] 〇Specific example 3-5 Assume that a plurality of types of events with different jackpot reliabilities when they occur are set as favorable opportunity events that occur after the target performance. The probability that subsequent favorable opportunity events will be of high reliability is higher when one target performance occurs as a result of consuming two target images 30 in the special pattern (special target performance) than when one target performance occurs as a result of consuming one target image 30 in the normal pattern or special pattern (normal target performance). For example, if five favorable opportunity events that can occur are set, namely the first favorable opportunity event to the fifth favorable opportunity event in order of reliability (the fifth favorable opportunity event has the highest reliability), the probability that at least the fifth favorable opportunity event will occur is higher when two target images 30 are displayed than when one target image 30 is consumed (see Fig. 20).

[0110] As described in the above specific example 3-4, if the configuration is such that a target performance may occur as a result of consuming three or more target images 30, it may be set that the greater the number of consumed target images 30, the higher the probability that the favorable opportunity event will be of high reliability.

[0111] 〇Specific Example 3-6 As described above, when an image preview performance in which one target image 30 is displayed (N = 1) occurs (see Fig. 21(d)), no special pattern occurs (since the combined performance cannot be generated, there is no possibility of a chance-up due to the occurrence of the combined performance). Based on this, the image preview performance with N = 1 is set as a chance compared to other image preview performances (cases where N = 2 to 4). For example, in the above embodiment, it was explained that the higher the number of target images 30 displayed in the image preview performance, the higher the jackpot reliability of the target hit or miss lottery result. Although the law holds for the cases of N = 2 to 4 (see Figs. 21(a) to (c)) (reliability: N = 2 < N = 3 < N = 4), the case of N = 1 (see Fig. 21(d)) is set to have a higher reliability than any of these cases.

[0112] By doing this, when an image preview effect occurs, the player hopes that N = 1, but even if N = 1 does not occur (if N = 2 to 4), gameplay is realized in which the player can still hope for a combined effect to occur. In other words, by making the image preview effect of N = 1, which cannot cause a combined effect to occur, highly reliable, even if the image preview effect does not become the highly reliable mode, the possibility of a combined effect occurring thereafter remains, thereby realizing gameplay that can be expected until the end.

[0113] 〇Specific example 3-7 A change in the target image 30 (a change in the target effect whose occurrence is predicted by the target image 30) may occur. As described above, the target image 30 is an image representing an effect button (first operation means 21). At the beginning of the image preview effect, N target images 30 representing the effect button are displayed. When a target image 30 is "consumed," the target image 30 may change from one representing an effect button to one representing a sword device (second operation means 22) (see FIGS. 22(a) and 22(b)). When this change occurs, the target effect is not an operation effect (first operation effect) that prompts the operation of the effect button, but an operation effect (second operation effect) that prompts the operation of the sword device (see FIG. 22(c)). By allowing such a change in the target image 30 to occur, a presentation form that surprises a player who predicts that the operation of the effect button will be prompted at the time the image preview effect occurs.

[0114] In this example, it is preferable to set the reliability of the jackpot result of the target winning / losing lottery to be higher when a change in the target image 30 occurs (when the second operation presentation is executed) than when no change occurs (when the second operation presentation is not executed). By doing so, the gameplay that the player expects from the change in the target image 30 (change in the target presentation) is realized.

[0115] 6) Timer production As a performance constituting the performance during fluctuation, a timer performance (see Figures 23 and 24) may occur. In this embodiment, the timer performance may occur as a performance constituting the performance during fluctuation in the basic state. However, it may also occur as a performance constituting the performance during fluctuation in an advantageous state.

[0116] The execution of the timer effect is indicated by the display in the display area 911 of a time image 40 including a time display 41 (a numerical value) that changes as actual time (real time) passes. After the time-up point when the time display 41 reaches the end time, one of several specific events occurs (the basic configuration of such timer effects is publicly known). In this embodiment, the time display 41 indicates the passage of time in 1 / 100 seconds (displayed as "XX:XX"). Note that in this embodiment, the passage of real time and the change in time indicated by the time display 41 are assumed to be completely consistent, but a discrepancy between the two may also be set (the time display 41 may represent "the passage of time in the presentation"). In the timer effect, the time-up point is the point when the time display 41 (the value indicated by the time display 41) reaches the end time. In this embodiment, the time display 41 counts down as real time passes, and when the time display 41 reaches 0 (00:00) (see FIG. 24(c)), it is determined that the time is up (end time = 00:00). Alternatively, it may be configured such that the time display 41 counts up as real time passes, and when the time display 41 reaches a predetermined end time (for example, 50:00), it is determined that the time is up.

[0117] In this embodiment, the value of the time display 41 when the timer effect starts (see FIG. 23(a)) (hereinafter referred to as the initial time) can change each time. In this embodiment, four initial times are provided: 50:00 (50 seconds until time runs out), 30:00 (30 seconds until time runs out), 20:00 (20 seconds until time runs out), and 10:00 (10 seconds until time runs out), and when a new timer effect occurs, the initial time will be one of these four types. Note that the number of types of initial times can be increased or decreased as appropriate. In this embodiment, the countdown speed of the time display 41 matches the rate at which real time passes, so the initial time is the length of real time from the start of the countdown to the point at which time runs out.

[0118] The period from when the timer effect starts until the time-up point is reached is divided into a normal period (see FIGS. 23(a) and 23(b)) until the time display 41 (the value represented by the time display 41) reaches an intermediate time before the end time, and a period immediately before the intermediate time (see FIGS. 23(c) and 24(a) and 24(b)). That is, the normal period is the period from the initial time to the intermediate time, and the immediately before period is the period from the intermediate time to the end time. As mentioned above, the initial time in the timer effect can change each time, but the intermediate time does not. In this embodiment, the intermediate time = 5 seconds (05:00). That is, regardless of the initial time, the length of the immediately before period is constant at 5 seconds (the length of the immediately before period does not change each time the timer effect occurs). Furthermore, because all four of the above initial times are greater than the intermediate time (initial time > intermediate time), a period from the initial time to the intermediate time (normal period) can occur regardless of the initial time set. Since the initial time can change each time a timer effect occurs, the length of the normal period can change each time a timer effect occurs.

[0119] In this embodiment, the time image 40 includes the time display 41 and a background portion 42 that is displayed as the background of the time display 41. When the timer effect is in the normal period, the time image 40 is displayed small in a corner of the display area 911 (see FIGS. 23(a) and 23(b)). The transition from the normal period to the immediately preceding period (i.e., the time display 41 reaches an intermediate time) triggers the time image 40 to become larger (see FIG. 23(c)). In other words, the transition from the normal period to the immediately preceding period triggers a change in the area in the display area 911 where the time image 40 is displayed, such that the area becomes larger. Since the "size of the time image 40 ≒ the size of the background portion 42," it can also be said that the transition from the normal period to the immediately preceding period triggers the size of the background portion 42 to become larger. If the time image 40 before it becomes larger is called the "small" time image 40, and the time image 40 after it becomes larger is called the "large" time image 40, then the size of the area occupied by the "large" time image 40 in the display area 911 is larger than the size of the area occupied by the "small" time image 40. It is preferable that the process of the time image 40 becoming larger is shown to the player, rather than the time image 40 changing from the "small" time image 40 to the "large" time image 40 instantaneously when the time display 41 reaches the intermediate time. The time image 40 may gradually become larger from the "small" time image 40 when it becomes larger, or the time when the time display 41 reaches the intermediate time and the time when it becomes the "large" time image 40 may coincide (the change may start before the time display 41 reaches the intermediate time) (the latter setting is used in this embodiment (see FIG. 23(c))). Either case is considered to fall under the category of "the aspect in which the time image 40 becomes larger when it becomes larger when it transitions from the normal period to the immediately preceding period."

[0120] The countdown continues on the large time image 40 until the time is up (see FIGS. 24(a) and 24(b)). The multiple specific events triggered by reaching the time-up point can be of any type, and therefore will not be described further. Naturally, however, only those events that have the potential to occur after the time-up point actually occur. For example, if a known pseudo-consecutive event (pseudo-sequential effect) is set as one of the specific events, if the time-up point is a point at which a pseudo-consecutive event may occur, the pseudo-consecutive event may be selected as the specific event that actually occurs. However, if the time-up point is a point at which a pseudo-consecutive event may not occur, the pseudo-consecutive event may not be selected as the specific event that actually occurs. Therefore, the player can enjoy the timer effect by predicting the specific event that may occur (excluding specific events that have no potential to occur) while estimating the time-up point based on the length of the time display 41. Note that the timer effect in this embodiment is executed from the start of the timer effect to the occurrence of the specific event during one variation (during the target variation effect corresponding to the target win / loss lottery result, the reliability of which is suggested by the occurrence of the specific event). However, the time from the start of the timer effect to the occurrence of a specific event may span multiple fluctuations (the fluctuation during which the specific event occurs is the target fluctuation effect). In this case, the timer effect can function as a so-called pre-reading effect.

[0121] When the time reaches the end point, an event image 45 showing the content of the specific event that will actually occur is displayed in the display area 911 (see FIG. 24(c)). Here, the event image 45 may be an image showing the specific event that will actually occur (the display of the event image 45 itself is a configuration in which the specific event occurs), or may be an image showing a specific event that will occur in the future (a configuration in which the corresponding specific event occurs after the display of the event image 45). FIG. 24 shows an example in which the event image 45 indicates a reserve change (the variable reserve pattern 70 changes in a direction that increases the reliability) (see FIG. 24(c)), and then the reserve change actually occurs (see FIG. 24(d)).

[0122] As described above, during the immediately preceding period, the time image 40 "Large" is displayed in the display area 911. In other words, the time image 40 "Large" is displayed in the display area 911 until the time is up (see FIG. 24(b)). When the time is up, the time image 40 "Large" is erased, and the event image 45 is displayed in the location where the time image 40 "Large" was displayed during the immediately preceding period (see FIG. 24(c)). From the player's perspective, the erasure of the time image 40 "Large" results in an effect in which the event image 45 appears.

[0123] In this way, the timer presentation in this embodiment causes a change in the size of the time image 40 (see Figures 23(b)(c)) to increase (the time image 40 is emphasized) when transitioning from the normal period to the immediately preceding period, making it possible to clearly show the player that time is running out (reducing the risk of the player not realizing that time is up).

[0124] Furthermore, in this embodiment, the event image 45 appears as a result of the time image 40 being erased when the time reaches its limit (see FIGS. 24(b) and 24(c)). This allows for easy understanding that a specific event is occurring as a result of the timer effect (time-up). Because various events (effects) occur during the variable effect, conventional timer effects can make it difficult to determine which event is occurring as a result of the timer effect. However, this embodiment reduces the risk of this occurring. In this embodiment, a "large" time image 40 is displayed just before the time limit to emphasize that the time limit is approaching. The display of the "large" time image 40 (the large size of the time image 40) is cleverly utilized to achieve the above-described effect (the "large" time image 40 is used not only to emphasize that the time limit is approaching, but also to clearly indicate that the event image 45 is displayed as a result of the timer effect).

[0125] Furthermore, in this embodiment, although the length of the normal period may change each time a timer effect occurs, the length of the immediately preceding period does not change (is constant). In other words, regardless of what kind of timer effect occurs (even if the length of the initial time displayed at the time of FIG. 23(a) varies), the length from when the size of the time image 40 changes, emphasizing that time is approaching, to when the time is up (the length from FIG. 23(c) to FIG. 24(b)) is the same every time. In this way, the tempo of the progression of the effect from when the size of the time image 40 changes to when the event image 45 is displayed (when the content of the specific event becomes clear) is the same every time, allowing the player to play comfortably.

[0126] The following describes specific examples in which the timer effects described above have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0127] Specific example 4-1 Assume that in the immediately preceding period, the time image 40 (time image 40 "large") is displayed over the entire display area 911. As described above, if the time image 40 includes the time display 41 and the background portion 42, the background portion 42 can also be considered to be displayed over the entire display area 911. For example, the time image 40 (time image 40 "small") may be enlarged so that a portion of the outer edge of the time image 40 extends beyond the display area 911, resulting in a change that makes it appear as if the time image 40 were displayed over the entire display area 911 (see FIGS. 25(a) to 25(c)). Then, as described in the above embodiment, when the time is up, the time image 40 (time image 40 "large") displayed over the entire display area 911 is erased, and the event image 45 appears (see FIG. 25(d)). Since the time image 40 "large" is displayed over the entire display area 911, no matter what size the event image 45 is, the event image 45 will be displayed in the location where the time image 40 "large" was displayed during the immediately preceding period.

[0128] In this way, by displaying the time image 40 over the entire display area 911 during the immediately preceding period, other effect images (images other than images for displaying basic information that is always displayed, such as decorative patterns 80 and reserved patterns 70) are not visible during the immediately preceding period, so the player can more clearly understand that the image (event image 45) that is displayed as a result of the time image 40 being erased has occurred as a result of the timer effect.

[0129] Specific example 4-2 As explained in the above embodiment, the configuration is such that the chances of the time image 40 being displayed larger when the intermediate time is reached are increased. That is, in the timer effect, the effect image may be set to either be enlarged midway (see FIG. 26(b-2)) or not be enlarged (see FIG. 26(b-1)), and the former case is set to have a higher jackpot reliability for the target win / lose lottery result than the latter case. The former case may be set to have a higher probability of an event with a high jackpot reliability occurring as a specific event than the latter case.

[0130] By doing so, it is possible to create a presentation form in which the player pays attention to whether or not the time image 40 is enlarged during the countdown of the timer presentation.

[0131] Specific example 4-3 The appearance of the time image 40 "Large" displayed in the immediately preceding period may be different for each timer presentation (note that differences in appearance do not include differences in the value itself represented by the time display 41). The appearance of the time image 40 "Large" indicates the reliability of the jackpot result of the target winning / losing lottery. For example, the reliability of the jackpot is set to be higher when the background portion 42 of the time image 40 "Large" is in the second appearance in which the background portion 42 is red (see FIG. 27(b-2)) than when the background portion 42 of the time image 40 "Large" is in the first appearance in which the background portion 42 is white (see FIG. 27(b-1)). Note that, in the state of the time image 40 "Small" (see FIG. 27(a)), such a difference in appearance does not occur (the time image 40 "Small" does not indicate the reliability of the jackpot). In other words, a reliability indication element that can only be grasped when the time image 40 becomes "Large" is set.

[0132] It is preferable to consider the first mode, which is the mode with the lower reliability, as the standard mode (default mode), and make the background 42 the same as the first mode (white) when the time image 40 is in the "small" state. By doing so, it becomes an effect that makes it easy to understand that the second mode is "chance up" (an effect that is easy to understand and has a higher reliability when a mode change occurs (see FIG. 27(a) → (b-2)) than when no mode change occurs when the time image 40 changes from "small" to "large" (see FIG. 27(a) → (b-1))).

[0133] As explained in the above embodiment, the change in the time image 40 is intended to emphasize that time is approaching, and by providing a reliability indication element that only becomes apparent when the time image 40 becomes "large," the player will focus on the appearance of the time image 40 "large," thereby further enhancing the emphasis effect of the change in the time image 40.

[0134] Specific example 4-4 In the above embodiment, it has been explained that the length of the immediately preceding period is constant (the intermediate time is the same every time) regardless of the initial time, but the immediately preceding period may be set to be longer the longer the initial time (the longer the time from the start of the countdown to the time up). For example, if four initial times are set as in the above embodiment, the immediately preceding period may be set to 15 seconds (intermediate time 15:00) if the initial time is 50:00, 10 seconds (intermediate time 10:00) if the initial time is 30:00, 5 seconds (intermediate time 5:00) if the initial time is 20:00, and 3 seconds (intermediate time 3:00) if the initial time is 10:00.

[0135] The longer the time it takes for the timer effect to run out from the start of the countdown, the more likely the effect will become "dragged." To prevent this "dragged" effect from reducing the interest of the game, the longer the time, the earlier the change from "small" time image 40 to "large" time image 40 (a change that will likely attract the player's attention) should occur (based on the time when the time is up).

[0136] 7) Image production As a part of the effect that constitutes the effect during the change, an image effect may occur. In this embodiment, the image effect may occur as a part of the effect during the change in the basic state. However, it may also occur as a part of the effect during the change in the advantageous state or during the big win game.

[0137] In this embodiment, the image presentation (see Figure 28) progresses in the order of a first stage (see Figure 28(a)), a second stage (see Figure 28(b)), and a third stage (see Figure 28(b)). In the first stage (see Figure 28(a)), a plurality of presentation images are displayed in the display area 911. For example, suppose two presentation images, a first presentation image 51 and a second presentation image 52, are displayed. Each presentation image represents a different character. In this embodiment, the first presentation image 51 represents character A, and the second presentation image 52 represents character B. In the first stage, both the first presentation image 51 and the second presentation image 52 are displayed in color (note that in the drawings, presentation images displayed in color are shown by solid lines, and presentation images displayed in monochrome, which will be described later, are shown by dotted lines).

[0138] After the first stage, the game moves to the second stage. In the second stage (see FIG. 28(b)), one of the multiple effect images is designated as a target effect image, and the other effect images are designated as non-target effect images. The target effect image refers to an effect image in an active state, and the non-target effect image refers to an effect image that is not in an active state (i.e., in a passive state). To indicate the difference in state, the target effect image is designated as clearer than the non-target effect images. In this embodiment, the target effect image is displayed in color, and the non-target effect images are displayed in monochrome. Since color is generally a more noticeable display mode than monochrome, this allows the player to perceive the target effect image as clearer than the non-target effect images. In the second stage of this embodiment, the first effect image 51 is designated as a target effect image (color display), and the second effect image 52 is designated as a non-target effect image (monochrome display). As described above, in the first stage, all effect images are displayed in color. Therefore, when transitioning from the first stage to the second stage, the first effect image 51 remains colored, while the second effect image 52 changes from color to monochrome.

[0139] In this way, first effect image 51 is displayed in color, and second effect image 52 is displayed in monochrome, and then effect elements corresponding to first effect image 51, which is the target effect image, are output. In the following description, the effect element corresponding to first effect image 51 may be referred to as first effect element 511, and the effect element corresponding to second effect image 52 may be referred to as second effect element 512. In this embodiment, characters representing the lines of character A represented by first effect image 51 are displayed in display area 911 as first effect element 511. Since first effect element 511 is displayed after a change occurs in which first effect image 51 is made clearer than second effect image 52 (a change in which first effect image 51 is shown in an "active" state (a change in which second effect image 52 is shown in a "passive" state)), a player will see the characters represented by first effect element 511 as if character A represented by first effect image 51 is speaking. Also, since second performance image 52 (character B) is not erased, it can be easily understood that this represents a state in which character A is talking to character B.

[0140] In this embodiment, first effect element 511 (characters representing the lines spoken by character A) is displayed so that at least a portion of it overlaps second effect image 52 (non-target effect image) displayed in monochrome (see FIG. 28(b)). First effect element 511 is displayed as being associated with first effect image 51 (target effect image), and second effect image 52 is displayed in monochrome with a reduced degree of clarity. Therefore, even if first effect element 511 is displayed overlapping second effect image 52, the player can understand that first effect element 511 is associated with first effect image 51 (the lines spoken by character A). Furthermore, because first effect element 511 can be displayed overlapping second effect image 52, it is easy to secure space for displaying first effect element 511.

[0141] After the second stage, the game moves to the third stage. In the third stage (see FIG. 28(c)), the effect image that was the non-target effect image in the second stage becomes the target effect image, and the effect image that was the target effect image in the second stage becomes the non-target effect image. In terms of the second stage of this embodiment, the second effect image 52, which was displayed in monochrome in the second stage, becomes a colored image, and the first effect image 51, which was displayed in color in the second stage, becomes a monochrome image, making the target effect image clearer than the non-target effect image. In short, the target effect image and the non-target effect image are swapped in the second stage. By doing this, unlike the second stage, the player can understand that the second effect image 52 has become "active" (the first effect image 51 has become "passive").

[0142] Then, second effect element 512 corresponding to second effect image 52, which is the target effect image, is output. Specifically, characters representing the lines of character B, the character represented by second effect image 52, are displayed in display area 911 as second effect element 512. Since second effect element 512 is displayed after a change occurs in which second effect image 52 is made clearer than first effect image 51 (a change that shows second effect image 52 in an "active" state (showing first effect image 51 in a "passive" state)), the player sees the characters represented by second effect element 512 as if character A represented by second effect image 52 is speaking.

[0143] As in the second stage, in the third stage, second effect element 512 (characters representing the lines spoken by character B) is displayed so that at least a portion of it overlaps first effect image 51 (non-target effect image), which is displayed in monochrome (see FIG. 28(c)). Second effect element 512 is displayed as being associated with second effect image 52 (target effect image), and first effect image 51 is displayed in monochrome and has a reduced degree of clarity. Therefore, even if second effect element 512 is displayed overlapping first effect image 51, the player can understand that second effect element 512 corresponds to second effect image 52 (the lines spoken by character B). Furthermore, because second effect element 512 can be displayed overlapping first effect image 51, it is easy to secure space for displaying second effect element 512.

[0144] By using such image effects including the first to third stages, it is possible to create an effect in which character A represented by first effect image 51 and character B represented by second effect image 52 appear to be speaking the lines represented by the effect elements. In particular, as in this embodiment, by going through the second stage in which the target effect image is first effect image 51 and the third stage in which the target effect image is second effect image 52, it is possible to create an effect in which character A and character B appear to be "having a conversation."

[0145] Note that, although the image presentation in this embodiment includes the second and third stages, it may be configured not to include the third stage. For example, if the presentation is intended to make it appear as if character A is talking unilaterally to character B, the presentation may end at the second stage. The presentation may also continue after the third stage. For example, after the third stage, a fourth stage may be executed in which the first presentation image 51 is again the target presentation image, and after the fourth stage, a fifth stage may be executed in which the second presentation image 52 is again the target presentation image. In this way, a presentation can be created that shows a "back and forth" conversation between character A and character B.

[0146] As explained above, in the image presentation of this embodiment, multiple presentation images are displayed in the first stage, but in the second and third stages, the presentation is in a form that makes it easy to see that the displayed presentation elements correspond to the target presentation image (the presentation image displayed in color).

[0147] In particular, in this embodiment, the state where all performance images are displayed in color (first stage) is used as the standard, and then changes to a state where only the target performance image is displayed in color (second stage, third stage), making it easier to see which performance image is the target performance image.

[0148] The following describes specific examples in which the image presentation has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.

[0149] Specific example 5-1 In the above embodiment, it has been explained that the target effect image is displayed in color and the non-target effect image is displayed in monochrome, that is, color and monochrome display are used as a method for setting a difference in the degree of clarity of both effect images, but other methods are also conceivable as long as the target effect image is displayed in a manner that makes it more "conspicuous" from the player's perspective than the non-target effect image. For example, it is conceivable to make the lines that make up the image relatively thicker in the target effect image, or to display the non-target effect image relatively thinner (e.g., a display manner in which the background can be seen through the non-target effect image), etc.

[0150] Specific example 5-2 In the above embodiment, it has been explained that all effect images are displayed in color in the first stage, but it is also possible to configure all effect images to be displayed in monochrome in the first stage (see FIG. 29). That is, in the first stage, all effect images are displayed in monochrome (see FIG. 29(a)), and in the second stage, the monochrome display of second effect image 52 (character B) is maintained, but first effect image 51 (character A) changes from monochrome to color (the relationship is reversed in the third stage) (see FIGS. 29(b)(c)). Even in this way, it is easy to know which effect image is the target effect image in the second and third stages.

[0151] However, the first stage, which is the beginning of the image presentation, can also be said to play a role in introducing the presentation images involved in the presentation (if each presentation image represents a character as in the above embodiment, it plays a role in introducing the characters that appear in the presentation). Taking this into consideration, it can also be said that it is desirable for each presentation image to be clearly displayed (displayed in color) in the first stage, as in the above embodiment (see Figure 28(a)).

[0152] Specific example 5-3 In the above embodiment, the production elements are described as being displayed in the display area 911 (output to the display device 91) (i.e., images), but other elements that constitute the production may also be used. For example, a production sound output from a speaker (not shown) may be used as a production element. If the production form is such that the characters represented by the target production image appear to be speaking, as in the above embodiment, sounds representing the lines of each character may be output from a speaker. As explained in the above embodiment, characters representing the lines may be displayed and sounds representing the lines may be output from a speaker. In other words, the production elements that are output may be configured as "image + sound."

[0153] Specific example 5-4 In the above embodiment, it has been described that each effect image represents a different character, but each effect image may represent something else. For example, each effect image may represent a different item (tool). In the second and third stages, an effect image representing one of the items is designated as a target effect image (other effect images are designated as non-target effect images), and then a message introducing the item is displayed as a effect element (see FIG. 30).

[0154] 〇Specific example 5-5 In the image effects in the above embodiment, two effect images, the first effect image 51 and the second effect image 52, are displayed as effect images. However, three or more effect images may be displayed. When an effect element is output, one of the three or more effect images is set as a target effect image, and the other effect images are set as non-target effect images (see FIG. 31).

[0155] Furthermore, if three or more effect images are displayed, it is preferable that all of the effect images are set as target effect images at least once. For example, if three effect images (first effect image 51 to third effect image) are displayed as an image effect, it is preferable that after the first stage, in addition to a stage in which first effect image 51 is set as the target effect image (second effect image 52 and third effect image are set as non-target effect images) (see FIG. 31(b)), it is also preferable that the image effect include a stage (not shown) in which second effect image 52 is set as the target effect image (first effect image 51 and third effect image are set as non-target effect images) and a stage in which the third effect image is set as the target effect image (first effect image 51 and second effect image 52 are set as non-target effect images).

[0156] 〇Specific example 5-6 When an image effect is executed, the entire display area 911 is divided into the number of effect images (each divided area is referred to as a divided area), and an effect image is displayed in each divided area 911 a, 911 b. If two effect images, a first effect image 51 and a second effect image 52, are displayed as in the above embodiment, the entire display area 911 is divided into two divided areas, and the first effect image 51 and the second effect image 52 are displayed in the two divided areas 911 a, 911 b, respectively (see FIG. 32).

[0157] By doing as in this example, it is possible to create an impactful presentation. Also, if the entire display area 911 is occupied by two or more divided areas (there is no area that does not belong to any divided area), it would seem that there would be no area to display the presentation elements corresponding to the target presentation image (it would be difficult to secure an area to display the presentation elements). However, as explained in the above embodiment, the presentation elements can be displayed by superimposing at least a portion of them on the non-target presentation image (they can be displayed in the divided area where the non-target presentation image is displayed) (see Figures 32(b) and (c)), so it is easy to secure an area to display the presentation elements.

[0158] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0159] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0160] In the above embodiment, a jackpot and a miss are set as the winning / losing lottery results, and a jackpot is won (a jackpot game is executed) when a jackpot is won; however, a jackpot may also be won via a so-called small win. Since the gameplay that allows a jackpot to be won via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to a jackpot (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), then the jackpot probability, etc., described in the above embodiment may be the sum of the probability of winning a jackpot (the probability of a direct hit) and the probability of winning a small win. Conversely, winning a small win that is impossible or difficult to win (a small win that does not lead to a jackpot) may not be considered a jackpot. In other words, regardless of the type of win (jackpot, small win), the actual probability of winning a jackpot (actual jackpot probability) should be set to the jackpot probability described in the above embodiment, and the low and high probabilities for the win / loss lottery should refer to the high or low level of the actual jackpot probability.

[0161] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0162] ○Means 1-1 a memory means for storing a predetermined number of win / loss lottery information used in the win / loss lottery, which information has not yet started to be displayed as a winning lottery result, as pending information; and a winning game execution means for executing a winning game when the win / loss lottery result is a winning lottery result, wherein the advantageous state includes a special advantageous state that ends when a predetermined number of consecutive losses occur, but in which the win / loss lottery result is essentially guaranteed to be a winning lottery result before the advantageous state ends, and wherein an image that can be displayed during the winning game, a pending consecutive win image that can be displayed when the pending information stored in the memory means includes an information that the win / loss lottery result is a winning lottery result, and a special consecutive win image that can be displayed when the special advantageous state is transitioned to after the winning game ends, are the same in form. By doing this, players can play without being aware of the factors that cause consecutive wins (whether a series of wins occurs due to pending wins or whether a series of wins occurs due to a transition to a special advantageous state), making it easier to understand how to play a gaming machine that has a special advantageous state.

[0163] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the reserved consecutive game image and the special consecutive game image contain the same profit numerical value representing the profit that the player will obtain from two winning games. By doing so, even though the factors causing consecutive wins are different when the special consecutive win image is displayed and when the reserved consecutive win image is displayed, gameplay that makes the player feel that the same benefit is given is realized.

[0164] ○Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that the advantageous state is a normal advantageous state different from the special advantageous state, and the reserved consecutive win image can be displayed when the reserved information stored in the memory means includes one whose winning / losing lottery result is a winning one when the game state after the winning game ends transitions to the normal advantageous state. By doing so, even though the game state after the winning game ends when the special consecutive win image is displayed and when the reserved consecutive win image is displayed is different (different between the special advantageous state and the normal advantageous state), gameplay that makes it easy for the player to feel that the same benefit has been given is realized.

[0165] ○Means 1-4 The gaming machine described in means 1-3 is characterized in that the same presentation mode is set whether the machine transitions to the normal advantageous state after the winning game ends when the reserved consecutive win image is displayed, or whether the machine transitions to the special advantageous state after the winning game ends when the special consecutive win image is displayed. In this way, although the game state after the winning game ends when a special consecutive win image is displayed and when a reserved consecutive win image is displayed (different between a special advantageous state and a normal advantageous state), if the presentation mode set in both game states is the same, the player can play without being aware of the difference in the game state (difference in the factors behind the consecutive wins).

[0166] ○Means 2-1 A gaming machine comprising: an operating means capable of automatically displacing the operating means from a first position to a second position; and an effect execution means that automatically positions the operating means at the second position and then executes a special operation effect that prompts the player to operate the operating means to displace it from the second position, wherein the special operation effect can be a normal effect that reaches a conclusion when operation of the operating means is detected, or a special effect that does not reach a conclusion even when operation of the operating means is detected, and instead generates a special event in which the operating means is automatically displaced again to the second position. The special operation presentation of the gaming machine is an interesting (surprising) presentation form in which even if an operation of the operating means is detected, the ending may not be reached.

[0167] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that the special presentation reaches its conclusion when the special event occurs and operation of the operating means located at the second position is detected. By doing this, even in the case of a special effect, the original fun of the operational effect, in which the outcome is determined by the player's own operation, is maintained.

[0168] ○Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that in the special operation effect, an operation instruction image is displayed to the player to prompt the player to operate the operation means, and in the normal effect, the operation instruction image is erased and the game moves to the conclusion when operation of the operation means is detected, while in the special effect, the operation instruction image continues to be displayed even if operation of the operation means before the special event occurs is detected. By doing this, when a special effect occurs, the effect may give the player the impression that the gaming machine has broken down.

[0169] ○Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the special operation effect leads to an advantageous outcome that is advantageous to the player or an unfavorable outcome that is the outcome if the advantageous outcome is not reached, and the normal effect does not guarantee that the advantageous outcome will be reached, while the special effect guarantees that the advantageous outcome will be reached. This results in a presentation that brings the player the surprise of the special effect occurring, as well as the joy of reaching a favorable outcome.

[0170] ○Means 3-1 A display device having a display area, and an effect execution means capable of executing an image preview effect for previewing the occurrence of a target effect by displaying a target image in the display area. As the occurrence pattern of the target effect after the occurrence of the image preview effect, a normal pattern in which N target effects occur after N target images are displayed in the display area, and a special pattern in which M target effects occur in total (M < N) after N target images are displayed in the display area are provided. A gaming machine characterized by this. The image preview effect of the gaming machine can surprise a player who thinks that the target effect occurs for the number of target images displayed.

[0171] ○ Means 3-2 The image preview effect and the target effect can occur as part of a variable effect for notifying a certain win / loss lottery result. When comparing cases where the number of target images displayed in the image preview effect is the same, the probability that the win / loss lottery result is a win is higher when the special pattern is formed than when the normal pattern is formed. The gaming machine according to Means 3-1, characterized by this. By doing this, the occurrence of the special pattern becomes an effect form desired by the player.

[0172] ○ Means 3-3 It is set so that the target image displayed in the display area decreases each time the target effect occurs. In the normal pattern, each target image decreases one by one each time N target effects occur. In the special pattern, when at least one target effect occurs during the occurrence of less than N target effects, two or more target images decrease. The gaming machine according to Means 3-1 or Means 3-2, characterized by this. By doing this, the difference between the normal pattern and the special pattern becomes clear.

[0173] ○ Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that when the special pattern occurs, a combined effect occurs in which two or more of the N target images displayed in the display area are displayed as if they had merged into one, an effect that does not occur when the normal pattern occurs. By doing so, it is emphasized that two or more target images have been consumed at once, and the possibility that the player will miss the occurrence of a special pattern is reduced.

[0174] ○Means 3-5 A gaming machine described in any one of means 3-1 to 3-4, characterized in that the target effect is an operation effect in which an opportunity to operate the operation means is provided which will be reflected in the effect, the normal pattern is such that after N target images are displayed in the display area, a total of N opportunities to operate the operation means are provided based on the display of the target images, and the special pattern is such that after N target images are displayed in the display area, a total of M opportunities to operate the operation means are provided based on the display of the target images. By doing this, the number of target images displayed as an image preview effect is basically assumed to represent the number of opportunities to operate the operating means (in the case of a normal pattern), but the number of opportunities to operate may decrease when a special pattern occurs.

[0175] ○Means 3-6 The gaming machine described in means 3-5 is characterized in that the target image is an image representing the operating means. By doing so, it is easy to understand that the target image suggests an opportunity to operate the operating means.

[0176] ○Means 4-1 a display device having a display area; and an effect execution means for executing a timer effect in which a time image including a time display that changes with the passage of real time is displayed in the display area, and one of a plurality of specific events occurs after the time-up point at which the time display reaches an end time; wherein the period from when the timer effect starts until the time-up point is reached is divided into a normal period in which the time display reaches an intermediate time before the end time, and a immediately preceding period after the time display reaches the intermediate time; and wherein the transition from the normal period to the immediately preceding period triggers a change in which the range in which the time image is displayed in the display area becomes larger. According to the gaming machine, it is possible to execute an easy-to-understand timer effect in which the time image becomes larger to indicate that the time is running out.

[0177] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that the time image is erased when the time-up point is reached, and an event image indicating the content of the specific event is displayed in the location where the time image was displayed during the immediately preceding period. In this way, it is possible to clearly show that the specific event shown by the event image has occurred as a result of the timer effect (time up).

[0178] ○Means 4-3 A gaming machine described in means 4-1 or 4-2, characterized in that the length of the normal period may differ for each timer performance, but the length of the immediately preceding period is constant. By doing this, the length of time from when the time image becomes larger to when the time is up is constant every time, so the tempo of the performance does not change, resulting in a timer performance that is comfortable for the player.

[0179] ○Means 4-4 A gaming machine according to any one of means 4-1 to 4-3, characterized in that during the immediately preceding period, the time image is displayed over the entire display area. In this way, it is possible to more clearly indicate that a specific event will occur as a result of the time running out.

[0180] ○Means 5-1 A gaming machine characterized by being capable of executing image effects including a first stage of displaying a plurality of effect images in a display area of ​​a display device, and a second stage of, after the first stage, designating one of the plurality of effect images as a target effect image and the other effect images as non-target effect images, changing the target effect image so that it is clearer than the non-target effect image, and outputting effect elements corresponding to the target effect image. According to the gaming machine, although a plurality of effect images are displayed, the image effect can be such that it is easy to understand that the output effect element is associated with the target effect image.

[0181] ○Means 5-2 The gaming machine described in claim 1, characterized in that the image presentation includes a third stage in which, after the second stage, what was the non-target presentation image in the second stage is changed to the target presentation image, and what was the target presentation image in the second stage is changed to the non-target presentation image, and the target presentation image is changed to be clearer than the non-target presentation image, and then a presentation element corresponding to the target presentation image is output. In this way, if a non-target effect image is changed to a target effect image and then a performance element is output, it is easy to see that the performance element is associated with the target effect image.

[0182] ○Means 5-3 3. The gaming machine according to claim 1, wherein the target effect image is an image displayed in color, and the non-target effect image is an image displayed in monochrome. In this way, by displaying the target effect image in a color that stands out against the monochrome display, it is easy to see which effect image is the target effect image.

[0183] ○Means 5-4 4. The gaming machine according to claim 3, wherein in the first stage, all of the plurality of effect images are displayed in color. By doing this, the state where all the performance images are displayed in color is used as a reference, and only the target performance image is changed to a state where it is displayed in color, so it becomes easier to know which performance image is the target performance image.

[0184] ○Means 5-5 A gaming machine described in any one of claims 1 to 4, characterized in that each of the multiple effect images represents a different character, and the effect element represents a line spoken by the character represented by the target effect image. In this way, the image effect can be used to show that at least a part of the character represented by the effect image is speaking.

[0185] ○Means 5-6 The gaming machine described in claim 5, characterized in that characters representing lines spoken by a character represented by the target effect image, which is the effect element, are displayed in the display area so that at least a portion of the characters overlaps with the non-target effect image. In this way, even if the dialogue is displayed over a non-target effect image, it is clear that the dialogue is spoken by the character represented by the target effect image. Also, because the dialogue can be displayed over a non-target effect image, it is easy to secure space to display the dialogue even if each effect image is displayed large. [Explanation of symbols]

[0186] 1. Gaming machines 11 Special consecutive images 12 Reserved consecutive images 131 Benefit Name 132 Profit figures 15 unit images 16 Profit Images 20 Operation means (21 First operation means (push button) 22 Second operation means (sword device)) 25 Operation Instruction Images 251 remaining time image 252 Operation target image 253 Operation mode image 28 Special Images 30 Target Images 31 Button Images 40 hour images 41 Time Display 42 Background part 45 Event Images 51 First performance image 52 Second performance image 511 First production element 512 Second production element 70 Reserved symbols (71 Reserved symbols before change 72 Reserved symbols during change) 80 decorative designs 91 Display device 911 Display area

Claims

1. a display means having a display area; a performance execution means for executing an image preview performance that displays a target image in the display area and notifies the occurrence of the target performance; Equipped with The occurrence pattern of the target effect is, when the number of the target images displayed in the image preview effect is N, It may be the first pattern in which the target effect occurs N times, There may be a second pattern in which the target effect occurs M times. A gaming machine characterized by: However, it is assumed that N≧2 and M<N. In addition, the target effect may be a rapid-fire effect that encourages the player to operate the operating means continuously, but if the target effect is a rapid-fire effect, the target effect will occur only once even if the operating means is operated multiple times in the rapid-fire effect.

2. A gaming machine as described in claim 1, characterized in that the probability of a player being awarded a bonus is higher when the occurrence pattern of the target effect after the image preview effect occurs is the second pattern than when it is the first pattern.

3. A consumption effect is generated in which the target image is erased in response to the occurrence of the target effect, As the mode of the consumption performance, a normal mode in which one target image is erased in response to the occurrence of one target performance, and a special mode in which two or more target images are erased in response to the occurrence of one target performance are provided, A gaming machine as described in claim 1 or claim 2, characterized in that when the first pattern occurs, the consumption effect of the special mode does not occur, and when the second pattern occurs, the consumption effect of the special mode occurs.

4. The target effect is an operation effect that requires the player to operate an operation means, the first pattern is a pattern in which an opportunity to operate the operation means is given N times based on the display of the target image, The second pattern is that M opportunities to operate the operating means are given based on the display of the target image.

4. The gaming machine according to claim 1, wherein the first and second axes are arranged in a direction perpendicular to the axis of rotation.

Citation Information

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