gaming machines

The gaming machine uses decorative characters to indicate the status of pending lottery results, addressing the challenge of unclear game status in existing machines by clearly displaying the number of reserved outcomes.

JP7802325B2Active Publication Date: 2026-01-20SANSEI R&D KK
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
JP2021087959
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-25
Publication Date
2026-01-20
Estimated Expiration
2041-05-25

AI Technical Summary

Technical Problem

Existing gaming machines do not provide an easy way for players to grasp the status of pending games, particularly the number of reserved lottery results that have not yet been notified.

Method used

A gaming machine that displays reserved patterns with decorative characters cyclically added in the order of consumption, indicating the status of pending lottery results, using X number of decorative characters assigned to each reserved pattern to differentiate between changing and pre-changing results.

Benefits of technology

Enhances player understanding of the status of reserved items by making it easier to track the number of pending lottery results, improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007802325000001
    Figure 0007802325000001
  • Figure 0007802325000002
    Figure 0007802325000002
  • Figure 0007802325000003
    Figure 0007802325000003
Patent Text Reader

Abstract

To provide a game machine that allows a player to easily grasp a reservation status.SOLUTION: Winning / losing lottery information is used in a winning / losing lottery. A game machine displays the presence for which notification of a corresponding winning / losing lottery result has not been completed as a reservation symbol. For the reservation symbol, X decorative characters (e.g., four characters of "Z", "E", "R", "O") which are different from each other and have a prescribed order are circulated to be added, in a consumption order in which the notification of the corresponding winning / losing lottery result is completed earlier.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] There is known a gaming machine that indicates by means of reserved symbols that the corresponding winning / losing lottery results for which notification has not been completed (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-029896 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that makes it easy to grasp the status of pending games. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problem, is a gaming machine that displays, as a reserved pattern, win / lose lottery information used in a win / lose lottery, the existence of a lottery result for which the corresponding win / lose lottery result has not been notified, and is characterized in that X number of decorative characters, which are different from each other and have a set order, are cyclically added to the reserved pattern in the order of consumption, which is the order in which the corresponding win / lose lottery result was notified. [Effects of the Invention]

[0006] The gaming machine according to the present invention makes it easier to grasp the status of reserved items. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] A diagram for explaining the state of reserved patterns. [Figure 5] This is a diagram showing how decorative characters are added to reserved patterns in the normal mode in a specified order. [Figure 6] This is a diagram to explain the relationship between the decorative characters attached to the earlier reserved pattern and the later reserved pattern when an earlier reserved pattern and a later reserved pattern in the normal mode are displayed with a reserved pattern in the special mode sandwiched between them. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 8] 10 is a diagram for explaining the preview effect and the reliability change effect. FIG. [Figure 9] FIG. 10 is a diagram for explaining specific example 2-1 (first reliability change presentation). [Figure 10] FIG. 10 is a diagram for explaining specific example 2-1 (second reliability change presentation). [Figure 11] FIG. 10 is a diagram for explaining specific example 2-1 (pseudo-confidence degree change effect). [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1 (indicating the likelihood of a reliability change effect using a preview image). [Figure 13] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-2 (an example in which the state of the preview image suggests the likelihood that the post-change image will be highly reliable). [Figure 15] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 17] A diagram for explaining the types of specific effects and types of opportunity events. [Figure 18] FIG. 10 is a diagram for explaining a specific aspect of an opportunity event. [Figure 19] A diagram to explain the composite selection effect (first selection effect, second selection effect). [Figure 20] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 23] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 24] 10A and 10B are diagrams showing the form of decorative patterns displayed when a specific mode is set. [Figure 25] FIG. 10 is a diagram for explaining a fluctuation stopping action. [Figure 26] FIG. 10 is a diagram for explaining specific example 4-3. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 28] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 29] FIG. 10 is a diagram for explaining specific example 4-6. DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. In the following description, unless otherwise specified, the term "image" includes not only still images but also moving images.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.

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

[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.

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

[0014] In this embodiment, as the reserved symbols 10, a reserved symbol 11 (a symbol indicating the existence of the so-called "relevant reserved variable") corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 during the change) for which the during-change performance (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the winning / losing lottery result, the performance during one change; hereinafter also referred to as simply "change" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 11 during the change), and a reserved symbol 12 before the change corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 11 before the change) for which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the order in which the notification of the winning / losing lottery result corresponding to the reserved symbol 12 before the change is completed (the so-called reserved "consumption order") is faster the closer it is to the reserved symbol 11 during the change.

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

[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 start to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination will be something other than the combination that results in a jackpot (a combination other than the combination that results in a jackpot).

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

[0018] If the result of the lottery is a jackpot, a jackpot game is executed in which the big prize area 906 is opened (the player is given a "privilege" called a jackpot game). Since the jackpot game itself is well known, a detailed explanation will be omitted. The number of rounds (round allocation), etc. can be set as appropriate.

[0019] 2) Game status The game state in which a player aims to win a jackpot is roughly divided into a normal game state and a special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability state in which the probability of winning a jackpot is low, and is a low-base state (low probability, no time-saving) in which it is difficult for the game ball to enter the starting area 904. The special game states are a first special game state and a second special game state. The first special game state is a high-probability state (probability-varying state) in which the probability of winning a jackpot is high, and is a high-base state (high probability, with time-saving) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low-probability state in which the probability of winning a jackpot is low, and is a high-base state (low probability, with time-saving) in which it is easy for the game ball to enter the starting area 904.

[0020] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called special game start area). In this embodiment, a so-called "left hit" is performed. When the game ball enters the first starting area 904a, first win / loss lottery information is acquired. Therefore, the normal game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called special game start area 1 lottery; hereinafter, sometimes referred to as the first win / loss lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called special game start area 2). In this embodiment, a so-called "right hit" is performed. When the game ball enters the second starting area 904b, second win / loss lottery information is acquired. Therefore, the special game state is a game state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called special game start area 2 lottery; hereinafter, sometimes referred to as the second win / loss lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation will be omitted. Also, the game state set as described above is merely an example.

[0021] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability variable type." A normal jackpot and a special jackpot are set as jackpots. After a normal jackpot is won, the machine transitions to a second special gaming state (low probability, with time reduction) after the jackpot game ends. The second special gaming state continues until the lottery result is a loss a predetermined number of times in a row (in the following description, the number of losses from the start of a certain gaming state until the end of that gaming state without winning a jackpot is sometimes referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special gaming state (so-called time reduction numbers) is 100. After a special jackpot is won, the machine transitions to a first special gaming state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special gaming state (so-called ST numbers) is 150.

[0022] Of the jackpots (jackpot allocations) won in the first lottery (special chart 1 lottery), 50% are regular jackpots and 50% are special jackpots (the so-called probability rate is 50%). Of the jackpots (jackpot allocations) won in the second lottery (special chart 2), 100% are special jackpots (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened during the jackpot game (if the game ball is fired aiming at the V area, it is opened for a time during which the game ball will almost certainly enter), and the game state after the jackpot game ends will be the special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to the extent that it is practically impossible for a game ball to enter, so that a game ball will not enter the V area and the game state after the jackpot game ends will be the normal game state.

[0023] Note that the above-mentioned "V probability variable type" "ST machine" is merely one example. It is not necessary to use a "V probability variable type," but it may be configured so that the probability variable rate for the first winning / losing lottery and the second winning / losing lottery is the same. Also, instead of being an "ST" machine, it may be a so-called "probability variable loop machine." It may also be a gaming machine with so-called "two-type" functions (such as a "one-type two-type mixed machine"). Unless otherwise specified in the following explanation, the gameplay characteristics, such as the distribution of jackpots, can be changed as appropriate.

[0024] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state, condition activation game state described later) of the winning / losing lottery is approximately 1 / 319, and the probability of winning in a high probability state (first special game state) is approximately 1 / 100. Note that the specific value of the jackpot probability can be changed as appropriate.

[0025] 3) Display of reserved symbols As described above, the reserved symbol 10 indicating the presence of winning / losing lottery information stored in the storage means is displayed in the display area 911. In this embodiment, in the normal game state, the reserved symbol 10 (reserved symbol 10 of special symbol 1) is controlled as follows. Note that the following control may be configured to be performed only when certain conditions are met, such as when a predetermined presentation mode is being entered. However, the following control does not end after a few fluctuations. It is assumed that at least 10 fluctuations or more can continue. Also, in the special game state (reserved symbol 10 of special symbol 2), the following control may be performed.

[0026] The modes of the reserved symbols 10 (changing reserved symbols 11, pre-changing reserved symbols 12) are broadly divided into a normal mode 10n and a special mode 10s (see Figure 4). The reserved symbols 10 are normally in the normal mode 10n. In other words, the normal mode 10n is the basic mode. Most reserved symbols 10 are displayed in the normal mode 10n. In other words, the probability of them being displayed in the normal mode 10n is the highest (in this embodiment, 98% or more are in the normal mode 10n).

[0027] The reserved pattern 10 in the special mode 10s (see FIG. 4) has a higher probability (hereinafter also referred to as the (jackpot) reliability) that the result of the lottery corresponding to the reserved pattern 10 will be a jackpot than the reserved pattern 10 in the normal mode 10n. In this embodiment, multiple types of such special modes 10s are set. In other words, all of the multiple types of special modes 10s have a higher reliability than the normal mode 10n. However, it is also possible to configure the system so that only one type of such special mode 10s is set.

[0028] Each reserved symbol 10 in the normal mode 10n is assigned one of X decorative characters 30 in a predetermined order. In this embodiment, four decorative characters 30 are set. Specifically, the four characters are "Z," "E," "R," and "O" (see FIG. 4), and this order is the predetermined order. Assuming that only the reserved symbol 10 in the normal mode 10n is displayed, the characters are assigned in a "circular" order in the predetermined order: first "Z," second "E," third "R," fourth "O," fifth "Z," sixth "E," etc. (see FIG. 5). It is preferable that the X decorative characters 30 form a character string expressing some meaning. If X=4, for example, a character string forming a "four-character idiom" can be set as the decorative character 30. The character may be any of the "alphabet," "hiragana," "katakana," "kanji," etc. (or a combination of two or more of these), but "numbers" are excluded. If numbers (including Chinese numerals) were added, there is a risk that the player might mistakenly believe that the numbers represent some sort of order, such as the order in which the balls are consumed.

[0029] As shown in FIG. 5, the decorative characters 30 are applied in order of when the corresponding winning / losing lottery results were announced, that is, in the so-called "consumption order." The character applied to a certain reserved pattern 10 will not change as long as the reserved pattern 10 is in the normal mode 10n (the same character is applied until the notification of the winning / losing lottery result corresponding to the reserved pattern 10 is completed and erased). When an "O" is applied to a certain reserved pattern 10, a "Z" is applied to the next reserved pattern 10 in the consumption order. In other words, each decorative character 30 is applied in a "circular" manner. In this embodiment, the decorative characters 30 are applied in order of "consumption order," including both the currently changing reserved pattern 11 and the pre-changing reserved pattern 12. There are four decorative characters 30, and a maximum of one pending pattern 11 and four pending patterns 12 before change are displayed, for a total of five pending patterns 10 (reserved pattern 10 of special chart 1). Therefore, when five pending patterns 10 are displayed and all of them are in the normal mode 10n, the earliest pending pattern 10 (reserved pattern 11 during change) and the latest pending pattern 10 (fourth pending pattern 12 before change) have the same character attached (see Figure 5(f)). In other words, at least the pending patterns 12 before change all have different characters attached.

[0030] In this embodiment, decorative characters 30 are sequentially added to the reserved patterns 10 in the normal mode 10n, which has the advantage of making it easier to grasp the reserved status (the status of the number of correct / incorrect judgment information stored in the memory means).

[0031] In particular, in this embodiment, the maximum number of pre-change reserved patterns 12 to be displayed (the number of reserved patterns 10 of special pattern 1 obtained in normal game mode) Y and the number of decorative characters 30 X are the same at "4", so the pre-change reserved patterns 12 are always (regardless of the number of pre-change reserved patterns 12) with different decorative characters 30 attached (see FIG. 5), which has the advantage of making it easy to grasp the number of pre-change reserved patterns 12. Since the number of pre-change reserved patterns 11 is always "one" while the during-change performance is being executed, the player needs to play while grasping the number of pre-change reserved patterns 12, so it can be said that it is important to make it easy to grasp the number of pre-change reserved patterns 12 as in this embodiment.

[0032] On the other hand, the reserved symbols 10 of the special mode 10s are not given the decorative characters 30. When three or more reserved symbols 10 are displayed in the order of consumption, and one or more reserved symbols 10 of the special mode 10s are displayed between the reserved symbols 10 of the normal mode 10n, the reserved symbols 10 (decorative characters 30) of the normal mode 10n are controlled as follows: One of the reserved symbols 10 of the normal mode 10n sandwiching the reserved symbol 10 of the special mode 10s in the order of consumption is set as the earlier reserved symbol 10, and the other is set as the later reserved symbol 10 (later than the earlier reserved symbol 10 in the order of consumption). Also, the nth decorative character 30 is set as the earlier reserved symbol 10 in the specified order, and s reserved symbols 10 of the special mode 10s are displayed between the earlier reserved symbol 10 and the later reserved symbol 10. In this case, the "n+1+s"th decorative character 30 is set as the later reserved symbol 10 in the specified order.

[0033] For example, if the decorative character 30 of the previous reserved pattern 10 is "O" and s = 1 (when one reserved pattern 10 of special mode 10s is displayed between reserved patterns 10 of normal mode 10n), the decorative character 30 of the subsequent reserved pattern 10 will be "E" (see FIG. 6(a)). Also, for example, if the decorative character 30 of the previous reserved pattern 10 is "E" and s = 2 (when two consecutive reserved patterns 10 of special mode 10s are displayed between reserved patterns 10 of normal mode 10n), the decorative character 30 of the subsequent reserved pattern 10 will be "Z" (see FIG. 6(b)). In other words, assuming that the reserved pattern 10 of special mode 10s is the normal mode 10n, and that the reserved pattern 10 has a decorative character 30, the decorative character 30 will be displayed on the subsequent reserved pattern 10. In other words, the decorative character 30 that is "s" characters away from the decorative character 30 of the previous reserved pattern 10 is displayed on the subsequent reserved pattern 10.

[0034] In this embodiment, multiple types of special modes 10s are provided. The special modes 10s are divided into basic special modes 101s and advance notice special modes 102s (see FIG. 4(b)). The basic special modes 101s indicate their reliability by the color elements they contain (the colors are indicated by letters in the drawings). In this embodiment, three types are set: "blue," "green," and "red" (in order of increasing reliability (red being the highest)). A basic special mode 101s that guarantees a jackpot may be set. Even the basic special mode 101s with the lowest reliability ("blue" in this embodiment) has a higher reliability than the normal mode 10n. Note that a configuration may be adopted in which a specific character is set as the basic special mode 101s.

[0035] On the other hand, the special preview mode 102s indicates (predicts) that the probability of changing to the basic special mode 101s (due to the occurrence of a so-called reserve change effect) is higher than when the mode is in the normal mode 10n. However, in this embodiment, even if the special preview mode 102s is reached, it does not necessarily change to one of the basic special modes 101s in the future. Since all of the basic special modes 101s described above have higher reliability than the normal mode 10n, the special preview mode 102s indicating a higher probability of changing to the basic special mode 101s than the normal mode 10n can be said to have a higher reliability than the normal mode 10n, taking into account this point (the possibility of changing to the basic special mode 101s). However, in this embodiment, if the special preview mode 102s does not change to the basic special mode 101s and remains in the special preview mode 102s (if the corresponding winning / losing lottery result is announced while the special preview mode 102s remains in the normal mode), its reliability is considered to be the same as or lower than that of the normal mode 10n. In other words, the advance notice special mode 102s itself does not indicate a higher reliability than the normal mode 10n. In this embodiment, there is a possibility (not 0%) of the normal mode 10n changing to the basic special mode 101s. However, it is also possible to prevent the change from the normal mode 10n to the basic special mode 101s. In this case, the difference in the effects of the normal mode 10n and the basic special mode 101s becomes clearer.

[0036] As described above, the special preview mode 102s indicates a change to the basic special mode 101s, and since its reliability is not very high (it is not much different from the normal mode 10n), the reserved symbol 10 of the normal mode 10n and the reserved symbol 10 of the special preview mode 102s are considered to include common elements. In this embodiment, the outer shape of the reserved symbol 10 is the same (see FIG. 4). In other words, the reserved symbol 10 of the normal mode 10n and the reserved symbol 10 of the special preview mode 102s have the same outer shape, but differ in the presence or absence of decorative characters 30 (a similar relationship). In this embodiment, the special preview mode 102s has the same outer shape as the normal mode 10n and appears to be luminous. Note that in this embodiment, the outer shape of the reserved symbol 10 of the basic special mode 101s is different from that of the normal mode 10n and the special preview mode 102s. That is, the basic special mode 101s is clearly different from the normal mode 10n and the special notice mode 102s not only in the presence or absence of decorative characters 30 but also in their outer shapes (see FIG. 4).

[0037] As described above, in this embodiment, decorative characters 30 are not added to the reserved pattern 10 of the special mode 10s, and decorative characters 30 are added to the reserved pattern 10 that precedes and follows the reserved pattern 10 of the normal mode 10n, which is sandwiched between the reserved pattern 10 of the special mode 10s in the order of consumption, skipping decorative characters 30 equal to the number of reserved patterns 10 of the special mode 10s, making it easy to distinguish between the normal mode 10n and the special mode 10s.

[0038] Furthermore, the special notification mode 102s, which is one type of the special mode 10s, and the normal mode 10n have common elements (external shape in this embodiment) but differ in the presence or absence of decorative characters 30. As described above, the special notification mode 102s suggests a change to the basic special mode 101s and is not very reliable in itself, so it includes common elements with the normal mode 10n but differs in the presence or absence of decorative characters 30. In this way, the decorative characters 30 can also function as an element for distinguishing the normal mode 10n from the special notification mode 102s (one type of special mode 10s).

[0039] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., made to matters related to the display of the reserved pattern 10. In addition, to the extent possible, it is also possible to apply a combination of multiple techniques described using the following specific examples.

[0040] 〇Specific example 1-1 In the above embodiment, it has been explained that the number X of decorative characters 30 and the maximum display number Y of pre-variation reserved patterns 12 (reserved patterns of special drawing 1) are the same (four), but the number (X) of decorative characters 30 may be greater than the number (Y) of pre-variation reserved patterns 12. In other words, it is sufficient that "X≧Y". By doing so, different decorative characters 30 are attached to the pre-variation reserved patterns 12 under any circumstances, making it easier to grasp the number.

[0041] 〇Specific example 1-2 In the above embodiment, it has been explained that the reserved patterns 10 (normal mode 10n) to which the decorative characters 30 are applied are both the currently-changing reserved patterns 11 and the pre-changing reserved patterns 12, but it is also possible to apply only the currently-changing reserved patterns 12 (maximum number of displayed patterns: four), and not apply the decorative characters 30 to the currently-changing reserved patterns 11. In other words, when the previously-changing reserved patterns 12 (the one that is consumed earliest) become the currently-changing reserved patterns 11, they are configured to have a mode that does not include the decorative characters 30.

[0042] 〇Specific example 1-3 As described above, the reserved symbols 10 in the normal mode 10n are assigned decorative characters 30 in a predetermined order. In other words, the assignment of decorative characters 30 in a predetermined order can be considered a "rule," but the "rule" may be broken. For example, when a reserved symbol 10 has a "Z" assigned to it, a new reserved symbol 10 following the reserved symbol 10 in the consumed order is displayed, and a "Z" is assigned to the new reserved symbol 10 (see FIG. 7(a)). In other words, the "rule" is broken when the new reserved symbol 10 is displayed. In this case, the jackpot reliability of the winning / losing lottery result corresponding to the new reserved symbol 10 is increased (compared to when the "rule" is maintained, i.e., when the decorative character "E" is assigned) (the setting may be such that the jackpot is confirmed).

[0043] Furthermore, when a reserved symbol 10 of a special mode 10s is displayed between a previous reserved symbol 10 and a subsequent reserved symbol 10 of a normal mode 10n, the subsequent reserved symbol 10 is given the "n+1+s"th decorative character 30 in the prescribed order (the decorative character 30 skipping "s" positions from the decorative character 30 of the previous reserved symbol 10 is displayed on the subsequent reserved symbol 10). However, this rule may be broken. For example, if the previous reserved symbol 10 is "E" and the number of reserved symbols 10 of the special mode 10s is s = 1, the subsequent reserved symbol 10 would normally be given an "O" (according to the rule), but an "R" may be given to the subsequent reserved symbol 10 (see FIG. 7(b)). In other words, the reserved symbol 10 of the special mode 10s is considered not to exist (the previous reserved symbol 10 and the subsequent reserved symbol 10 are considered to be consecutive), and a decorative character 30 may be given to the subsequent reserved symbol 10. When such a situation occurs, the jackpot reliability for the reserved pattern 10 after the "rule" is broken is increased (compared to when the "rule" is maintained). It is also possible to set the jackpot reliability to be increased (compared to when the "rule" is maintained) for the reserved pattern 10 of the special mode 10s, rather than for the reserved pattern 10 after that.

[0044] 4) Various effects that make up the changing effects The gaming machine 1 according to this embodiment can execute the following effects as effects that constitute the effect during fluctuation (effects that can occur during the effect during fluctuation). Note that it may be configured so that only some of the effects shown below can be executed.

[0045] 4-1) Reliability change effects, preview effects The reliability change effect is an effect that indicates that the probability that the result of the hit / miss lottery (the target hit / miss lottery result) will be a jackpot has increased. In other words, it is a so-called chance-up effect. The reliability change effect changes the appearance of an image for the effect (hereinafter referred to as a target image 20) displayed in the display area 911. In this embodiment, the target image 20 is an image (title image) that includes the "title" of the reach effect (reach effect). Specifically, at the beginning of the reach effect, an image including characters indicating the title (name) of the reach effect is displayed, and the characters indicating the title change from "white" color (standard mode) (see FIG. 8(d)) to "red" color (chance-up mode) (see FIG. 8(g)) as a reliability change effect (note that in FIG. 8, "white" is represented by no hatching and "red" is represented by hatching). In other words, if the target image 20 that changes due to the reliability change effect is defined as a pre-change image 20x before the change and a post-change image 20y after the change, the "white" image is the pre-change image 20x and the "red" image is the post-change image 20y. Note that multiple types of pre-change image 20x and post-change image 20y may be set. Furthermore, a certain type of image may be set as the pre-change image 20x or the post-change image 20y. For example, three types of characters may be set as characters representing the title: "white," "red," and "gold" (highest reliability). A change from "white" (pre-change image 20x) to "red" (post-change image 20y) may occur, or a change from "red" (pre-change image 20x) to "gold" (post-change image 20y) may occur.

[0046] When a reliability change effect occurs during a certain variation effect (target variation effect), a notice effect may occur before the reliability change effect occurs during the target variation effect. The notice effect is an effect in which a notice image 25 is displayed in the display area 911. The notice image 25 is assumed to indicate the occurrence of a reliability change effect. As described above, in the reliability change effect in this embodiment, the target image 20 is a "title image" whose color changes, so an image containing the words "title change" is displayed in the display area 911 as the notice image 25 (see FIG. 8(b)). In this embodiment, when a notice effect in which the notice image 25 is displayed occurs during a certain variation effect, a reliability change effect with the title image as the target image 20 will always occur before the variation effect ends. However, the change in the title image does not necessarily accompany the occurrence of a notice effect. In other words, a title image change may occur during a variation effect even if a notice effect does not occur during the variation effect.

[0047] In this embodiment, two or more types of reach effects are set as the reach effects that are the target of the reliability change effect. After the preview effect occurs, one of the two or more types of reach effects occurs, and the title image of that reach effect changes. Since the title will be different if the type of reach effect is different, the appearance of the target image 20 (the character portion representing the title) will be different depending on the type of reach effect that occurs.

[0048] The flow from the occurrence of a preview effect to the occurrence of a reliability change effect is as follows. The occurrence of a preview effect is made clear to the player by displaying a large preview image 25 in the display area 911 (see FIG. 8(b)). After that, the preview image 25 becomes smaller and is displayed near the outer edge of the display area 911 (see FIG. 8(c)). This small preview image 25 remains displayed until the reliability change effect begins. After the preview effect occurs, one reach effect, which is the target of the reliability change effect, occurs. A title image "white" indicating the title of the reach effect that occurred at the beginning of this reach effect, is displayed as the target image 20 (pre-change image 20x) (see FIG. 8(d)). After this, the reliability change effect occurs. The reliability change effect is divided into a pre-change stage and a post-change stage.

[0049] The pre-change stage includes a first half and a second half. In the first half (the beginning of the pre-change stage), the pre-change image 20x and the preview image 25 (displayed near the outer edge of the display area 911) are displayed at a distance from each other (see FIG. 8(d)). In the second half, which is executed thereafter, the preview image 25 gradually becomes larger and moves toward the pre-change image 20x (see FIG. 8(e)), and is displayed so that it overlaps in front of the pre-change image 20x. In this embodiment, the pre-change image 20x is entirely covered by the preview image 25 (see FIG. 8(f)). This situation is created by setting the image layer representing the preview image 25 in front of the image layer representing the pre-change image 20x (target image 20).

[0050] After the pre-change stage, the game moves to the post-change stage. In the post-change stage, the preview image 25 is erased. This causes the target image 20 to be exposed again, but the exposed target image 20 becomes the post-change image 20y. In other words, the title image "red" is displayed, which is the post-change image 20y, which indicates a higher reliability than the pre-change image 20x (see FIG. 8(g)). By passing through these pre-change and post-change stages, from the player's perspective, the pre-change image 20x, which was covered by the preview image 25, appears to have changed into the post-change image 20y as a result of the preview image 25 being erased.

[0051] In a configuration in which a notice effect and a reliability change effect occur as in this embodiment, it is necessary to clearly show to the player that the occurrence of the notice effect leads to the occurrence of a reliability change effect (clearly show what effect the notice effect brings about). As described above, by configuring the target image 20 (pre-change image 20x) to be temporarily covered by the notice image 25, and then changed to the post-change image 20y when it is revealed, it becomes an easily understandable presentation form that the notice image 25 has brought about a change in the target image 20 (the notice image 25 is "consumed" and as a result, a "reliability change" occurs).

[0052] Below, we will explain specific examples in which the reliability change effect and the notice effect 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.

[0053] 〇Specific example 2-1 The configuration is such that there are multiple types of target images 20 that can be changed by the preview image 25. In other words, when a preview effect occurs during a certain variation effect, the preview effect will change one of the multiple types of target images 20 that can be displayed during that variation effect. For example, when a preview effect occurs in which a certain preview image 25 is displayed, a first reliability change effect (see FIG. 9) in which the first target image 21 changes may occur, or a second reliability change effect (see FIG. 10) in which the second target image 22 changes may occur. When a preview effect occurs during a certain variation effect, it is determined that one of the multiple types of reliability change effects will occur.

[0054] An example of the preview image 25 may include the text "Text color changes to red" (see FIG. 9(a)). The first object image 21 may be the "title image" of the reach effect described in the above embodiment, and the second object image 22 may be the color of the text (dialogue image) representing the lines of the character displayed in the reach effect. When the preview effect (preview image 25) causes a first reliability change effect, the "title image" changes from "white" to "red" (see FIGS. 9(b) to (d)). When the preview effect (preview image 25) causes a second reliability change effect, the "dialogue image" changes from "white" to "red" (see FIGS. 10(b) to (d)). In the during-variation effect, the timing at which the second object image 22 is displayed is earlier than the timing at which the first object image 21 is displayed. Therefore, when the preview effect occurs but the first reliability change effect does not occur, the preview image 25 is not "consumed" (the preview image 25 remains displayed) (see FIG. 10(a)). Then, the remaining preview image 25 will cause a second reliability change effect (see FIGS. 10(b) to (d)). On the other hand, if a first reliability change effect occurs, the preview image 25 will be "consumed" (the preview image 25 will be erased) (see FIG. 9(e)). Therefore, thereafter, no change will occur in the dialogue image (second target image 22) using the preview image 25.

[0055] By doing so, when a preview effect occurs, the gameplay is such that the player pays attention to which of the multiple types of reliability change effect will occur. If the setting is such that the occurrence of one of the first reliability change effect and the second reliability change effect is more advantageous to the player (the setting has a higher reliability) than the occurrence of the other, the gameplay is such that the player expects the more advantageous reliability change effect to occur.

[0056] Furthermore, with the settings of this example, a configuration can be adopted in which a pseudo-confidence change effect (see FIG. 11) can occur. After a preview effect occurs, a preview image 25 is displayed covering the "title image" (white) (see FIG. 11(b)). However, even after the preview image 25 is erased, the "title image" does not change in the direction of increasing its confidence (it remains "white") (see FIG. 11(c)). This is a pseudo-confidence change effect. In other words, a "pseudo" effect can occur in which, while it appears as if a confidence change effect has occurred in conjunction with the preview effect (while it appears as if a first confidence change effect has occurred), no change in confidence occurs. At the point in time when the image to be displayed (the "title image" (white)) is covered by the preview image 25 (at the point in time of FIGS. 9(c) and 11(b)), the player cannot tell whether the effect is a confidence change effect (first confidence change effect) or a pseudo-confidence change effect. When such a pseudo-reliability change effect occurs, the preview image 25 is not "consumed" (it remains displayed without being erased) (see Figure 11(c)). Therefore, a reliability change effect for another image will occur thereafter. In other words, in accordance with the above example, a reliability change effect (second reliability change effect) will occur with the "dialogue image" as the target image 20 (see Figure 10).

[0057] If it is assumed that the occurrence of the first reliability change effect is more advantageous to the player than the occurrence of the second reliability change effect, then when the preview image 25 is displayed covering the "title image" (at the time of Figures 9(c) and 11(b)), the player will hope that the effect is not a "fake." Conversely, if it is assumed that the occurrence of the second reliability change effect is more advantageous to the player than the occurrence of the first reliability change effect, then the player will hope that the effect is a "fake."

[0058] Furthermore, in a setting where the target image 20 does not necessarily change even when the preview image 25 overlaps with the target image 20 (a pseudo-confidence change effect may occur), as in this example, the appearance of the preview image 25 when it overlaps with the target image 20 may suggest the likelihood of the target image 20 changing (the likelihood of a confidence change effect occurring rather than a pseudo-confidence change effect). For example, when a second preview image 252 (e.g., an image with a red background; see FIG. 12(b)) different in appearance from the first preview image 251 (e.g., an image with a white background; see FIG. 12(a)) is displayed as the preview image 25 when it overlaps with the target image 20, the likelihood of a confidence change effect occurring rather than a pseudo-confidence change effect is higher. This allows the player to pay attention to the appearance of the preview image 25 that overlaps with the target image 20.

[0059] 〇Specific example 2-2 In the above embodiment, in the reliability change presentation (pre-change stage), it was explained that the entire target image 20 (pre-change image 20x) is covered by the preview image 25, but it is also possible to configure the target image 20 (pre-change image 20x) so that only a portion of it is covered by the preview image 25 (see Figure 13(b)).

[0060] Furthermore, in this case, even if a portion of the target image 20 is covered by the preview image 25, the other portion of the target image 20 is exposed, and the exposed portion can indicate the change in the target image 20 (the change from the before-change image 20x to the after-change image 20y). In accordance with the above embodiment, while a portion of the title image remains covered by the preview image 25, the exposed portion indicates a change from "white" (see FIG. 13(b)) to "red" (see FIG. 13(c)), and after the change, the preview image 25 is erased (see FIG. 13(d)). In this way, by utilizing the fact that there is an exposed portion of the target image 20 that is not covered by the preview image 25, the change in the target image 20 can be grasped before the preview image 25 is erased.

[0061] Furthermore, in this example, the size of the area covered by the preview image 25 in the target image 20 (before-change image 20x) may suggest the state of the post-change image 20y (the likelihood of it changing to a highly reliable post-change image 20y). For example, as described in the above embodiment, in a configuration in which a title image "white" is displayed as the before-change image 20x and this may change to "red" or "gold" as the post-change image 20y, the probability that the post-change image 20y will be the more reliable title image "gold" is higher when a second preview image 252 (see FIG. 14(b)) is displayed, which covers a larger area of ​​the before-change image 20x (title image "white") than the first preview image 251, than when the first preview image 251 is displayed (see FIG. 14(a)). This allows the player to focus their attention on the size of the area covered by the preview image 25 in the target image 20.

[0062] 〇Specific example 2-3 In the above embodiment, it has been described that after the preview image 25 is superimposed on the target image 20 (before-change image 20x), the target image 20 changes to the after-change image 20y at approximately the same time as the preview image 25 is deleted. However, as shown in FIG. 15, after the preview image 25 (see FIG. 15(b)) superimposed on the target image 20 is deleted, the target image 20 may change from the before-change image 20x (see FIG. 15(c)) to the after-change image 20y (see FIG. 15(d)). If the above embodiment is adopted, the moment when the target image 20 changes from the before-change image 20x to the after-change image 20y cannot be visually recognized, which may make it difficult to tell whether the target image 20 has changed. However, if the present example is adopted, the moment when the target image 20 changes from the before-change image 20x to the after-change image 20y can be visually recognized, which has the advantage of making it easy to tell that the target image 20 has changed. However, the configuration of the above embodiment is advantageous in that the timing at which the preview image 25 is erased and the timing at which the changed image 20y appears coincide, making it easier for the player to get the impression that the target image 20 has become the changed image 20y due to the action of the preview image 25.

[0063] 〇Specific example 2-4 A setting may be made in which multiple types of preview images 25 are displayed during one variation. In addition to the "title change" described in the above embodiment, a setting may be made in which preview images 25 such as a "reserved change" (see FIG. 16) that notifies the occurrence of a so-called "reserved change" effect in which the state of the reserved symbol 10 changes, and a "pattern change" (not shown) that notifies the occurrence of a change in the reach symbol, are displayed. When a preview effect in which any preview image 25 is displayed occurs, the pre-change image 20x of the target image 20 is covered by the preview image 25 and then changes to the post-change image 20y. For example, when a "reserved change" occurs, the pre-change reserved symbol 10 (see FIG. 16(b)) is covered by the preview image 25 as the pre-change image 20x (see FIG. 16(c)), and the preview image 25 is erased, causing the post-change reserved symbol 10 to appear as the post-change image 20y (see FIG. 16(d)).

[0064] 4-2) Multiple Choice Performance In this embodiment, multiple types of specific effects can occur as effects that make up the during-variation effects. All of these multiple types of specific effects ultimately result in an advantageous outcome that is advantageous to the player, or an outcome in the event that this advantageous outcome is not reached, leading to an unfavorable outcome that is disadvantageous to the player. All of these multiple types of specific effects in this embodiment are reach effects, leading to an outcome that corresponds to the result of a win / loss lottery (the outcome indicates the result of the win / loss lottery). In other words, if the result of the win / loss lottery is a jackpot, the outcome is an advantageous outcome, and if it is a loss, the outcome is an unfavorable outcome. Note that advantageous outcomes include cases where a so-called reversal pattern occurs, in which it appears as if a failure outcome has been reached but is then reversed.

[0065] In this embodiment, four types of special effects can occur: first special effect to fourth special effect (see FIG. 17(a)). The basic reliability of a jackpot for each type of special effect is different. Specifically, the reliability is different when it is assumed that the later-described favorable events do not occur at all. In this embodiment, the first special effect, second special effect, third special effect, and fourth special effect are set to have the highest reliability in this order (the fourth special effect is the highest).

[0066] In this embodiment, each of the multiple specific effects requires the player to operate the operation means 70 immediately before reaching its conclusion (the operation effect occurs as a component of the specific effect). The specific effect reaches its conclusion when the operation means 70 is operated during the valid operation period. In other words, the operation of the operation means 70 in the specific effect can be considered to be the branching point immediately before the lottery result is determined. If the operation means 70 is not operated during the valid operation period, the conclusion is reached upon the expiration of the valid operation period. In this embodiment, the operation means 70 includes a first operation means 71 and a second operation means 72 (see FIG. 1 ), and operation of either the first operation means 71 or the second operation means 72 is required. The probability of reaching a favorable conclusion (i.e., the reliability of a jackpot) is higher when a second operation effect requiring operation of the second operation means 72 occurs than when a first operation effect requiring operation of the first operation means 71 occurs. The first operation effect can be considered the standard mode (default), and the second operation effect can be considered the chance-up mode.

[0067] The various special effects are images of different types (the specific types (contents of the images) of the various special effects can be anything, so explanation and illustration are omitted) displayed in the display area 911, and the player can distinguish between the different special effects by the differences in the images. However, the differences in the images do not include differences due to the presence or absence of so-called chance ups. In other words, the same type of special effect is considered to have been output when an effect image that is seen as the same from the player's perspective is output. Also, although not shown, an image indicating the title of each special effect is displayed at the beginning of each effect, so it is possible to distinguish the type of special effect by the difference in the title.

[0068] In the specific presentation, multiple types of opportunity events (chance-up events) may occur. In this embodiment, three types of opportunity events, namely, first opportunity event, second opportunity event, third opportunity event, may occur (see FIG. 17(b)). The number of opportunity events occurring in one specific presentation is not fixed. That is, the number of opportunity events occurring in one specific presentation is anywhere from 0 to 3, and the more such events occur, the higher the probability of a favorable outcome (jackpot reliability). The first opportunity event occurs when the characters (hereinafter sometimes referred to as character images 41) representing the lines of a character appearing in the specific presentation turn "red." That is, while the standard (default) state of the character image 41 is "white" (see FIG. 18(a-1)), the first opportunity event is set when the character image 41 turns "red" (see FIG. 18(a-2)). The second opportunity event occurs when a predetermined opportunity image 42 (cut-in image) is displayed during the specific presentation. In other words, the standard state (default) (see FIG. 18(b-1)) is that the opportunity image 42 is not displayed through the specific performance, and the second opportunity event is set as the opportunity image 42 being displayed at a predetermined timing (see FIG. 18(b-2)). The third opportunity event is one in which the operation performance (already described) executed in the specific performance is the second operation performance (see FIG. 18(c-2)) rather than the first operation performance (see FIG. 18(c-1)).

[0069] These first to third opportunity events can occur in any of the multiple types of specific presentations. However, the exact form of the presentation representing each opportunity event is not the same. For example, the content of the lines represented by the text image 41 varies depending on the specific presentation, so even if the color of the lines is the same, the displayed text will be different. In other words, the event in which the color of the text turns "red" (first opportunity event) can occur in any of the multiple types of specific presentations. Similarly, the form of the opportunity image 42 may be different (or the same) for each specific presentation. Even if the form of the opportunity image 42 differs for each specific presentation, the event in which the opportunity image 42 is displayed (second opportunity event) can occur in any of the multiple types of specific presentations.

[0070] The occurrence of any of the first to third opportunity events increases the probability of a favorable outcome (jackpot reliability). However, the various opportunity events have different values ​​to the player when they occur (the degree of increase in reliability varies). In this embodiment, the values ​​increase in the order of the first opportunity event, the second opportunity event, and the third opportunity event (the third opportunity event is the highest). In other words, assuming that an opportunity event occurs only once in a certain specific presentation, the occurrence of the second opportunity event is more advantageous (higher reliability) to the player than the first opportunity event, and the occurrence of the third opportunity event is more advantageous (higher reliability) to the player than the second opportunity event.

[0071] In addition, the length of time required to reach the conclusion (the point at which the lottery result is known) for each type of special effect is constant, regardless of whether or not a chance event occurs. In other words, the time required to reach the conclusion does not change depending on whether or not a chance event occurs. However, when comparing different types of special effects, the time required to reach the conclusion may differ. In other words, the time required for a certain type of special effect differs from that required for other types of special effects, but whether or not a chance event occurs in that type of special effect (how many chance events from the first chance event to the third chance event occur) does not affect the time required.

[0072] When a specific effect occurs during a certain variation effect (target variation effect), a composite selection effect may occur before the specific effect occurs during that target variation effect. When a composite selection effect occurs, one of several specific effects will definitely occur afterwards. Note that various specific effects may occur without going through a composite selection effect. In other words, the occurrence of a composite selection effect is not set as a condition for the occurrence of various specific effects. However, when a composite selection effect occurs, it is certain that at least one favorable event will occur in the specific effect that occurs afterwards, so in that respect it can be said that it is advantageous for the player to have a specific effect occur after going through a composite selection effect (a specific effect that occurs without going through a composite selection effect may not result in any favorable event at all).

[0073] The composite selection effect (see Figures 19(b) to (e)) includes a first selection effect and a second selection effect that are executed consecutively. Note that the first selection effect and the second selection effect do not allow the player to select their preferred option (candidate). Multiple options that can be selected are presented, and one of them is automatically selected. After the first selection effect ends (the result of the first selection effect is displayed), the second selection effect begins immediately. Unless otherwise specified, if the first selection effect and the second selection effect occur consecutively, the first selection effect may be executed after the second selection effect is executed.

[0074] The first selection effect (see FIGS. 19(b) and 19(c)) indicates which of a plurality of specific effects (first to fourth specific effects) will be executed. In other words, the first to fourth specific effects are presented as "candidates" (options) that may be executed in the future, and one of them is selected. In this embodiment, an image including characters representing the names of the first to fourth specific effects (reach names) is displayed as an image indicating the option (first option image 51) (the names of the first to fourth specific effects are illustrated as reach A to reach D, respectively). These four first option images 51 are displayed in a variable manner (see FIG. 19(b)), and the stopping of the variation indicates that one of them has been selected (see FIG. 19(c)). The specific effect selected here is executed after the multiple selection effect (second selection effect) ends (see FIG. 19(f)).

[0075] Following the first selection effect, a second selection effect (see FIGS. 19(d) and 19(e)) is executed. The second selection effect indicates the type of opportunity event that will occur in the specific effect selected in the first selection effect. Specifically, the first opportunity event to the third opportunity event are presented as "candidates" (options) for the opportunity event that may occur in the specific effect, and one of them is to be selected. In this embodiment, an image containing characters representing the names of the first opportunity event to the third opportunity event (the names of the chance up events) is displayed as an image indicating the option (second option image 52) (the names of the first opportunity event to the third opportunity event are illustrated as dialogue changes, cut-ins, and devices). These three second option images 52 are displayed in a variable manner (see FIG. 19(d)), and the selection of one of them is indicated by stopping the variation (see FIG. 19(e)).

[0076] The multiple selection effect ends with the end of the second selection effect. Then, the specific effect selected in the first selection effect (one of the first to fourth specific effects) begins (see FIG. 19(f)). In this specific effect, the opportunity event selected in the second selection effect occurs (see FIG. 19(e)). In this embodiment, an opportunity event not selected in the second selection effect may also occur in a subsequent specific effect. In other words, it is not certain that an opportunity event not selected in the second selection effect will not occur in a subsequent specific effect. If only the opportunity event selected in the second selection effect were set to occur, only one type of opportunity event would occur in the specific effect after the multiple selection effect (which could limit the effect patterns and reduce the entertainment value), so it is preferable not to eliminate the possibility of an opportunity event not being selected occurring.

[0077] In this way, in this embodiment, the type of specific effect that occurs in the composite selection effect is shown along with the type of opportunity event that occurs in the specific effect, making it easy to understand the progress (development) of the effect.

[0078] The following describes specific examples in which the multiple selection 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.

[0079] 〇Specific example 3-1 In the above embodiment, all of the opportunity events (first opportunity event through third opportunity event) displayed as candidates in the second selection effect can occur regardless of the type of specific effect (first specific effect through fourth specific effect). However, the types of opportunity events that can occur may differ depending on the type of specific effect. Note that "no opportunity event occurs" here also includes cases where a reference event (default mode) is not set. For example, in the above embodiment, the third opportunity event is described as a case where the operation effect executed in the specific effect is not the first operation effect (default mode) that prompts operation of the first operation means 71, but the second operation effect that prompts operation of the second operation means 72. However, even if the first operation effect does not occur and the second operation effect is always set (i.e., the reference (comparison target) "first operation effect" does not occur), this also falls under the category of "no opportunity event occurs" (since an opportunity event is an event that "increases the chance" when a "comparison target" exists). In other words, unless it is an event that is not a "branch" in the production (an event that may not occur), it is not an opportunity event.

[0080] For example, in the first to third specific effects, any of the first to third opportunity events can occur, but in the fourth specific effect, the first and second opportunity events can occur, but the third opportunity event cannot occur (see FIG. 20(a)). In this case, the flow of the effects when the first to third specific effects are selected in the first selection effect is the same as in the above embodiment. That is, in the second selection effect, all of the first to third opportunity events are displayed as "candidates" (see FIG. 20(b-1)). On the other hand, when the fourth specific effect is selected in the first selection effect, the first and second opportunity events are displayed as "candidates" in the second selection effect, but the third opportunity event, which cannot occur, is not displayed as a "candidate" (see FIG. 20(b-2)).

[0081] In this way, if the types of opportunity events that can occur differ depending on the type of specific effect, then the "candidates" for the opportunity events to be shown in the second selection effect should be displayed according to the type of specific effect selected in the first selection effect. In other words, if this example is used, the multiple selection effect should be configured so that the second selection effect is executed after the first selection effect is executed (after the type of specific effect to be executed is displayed).

[0082] On the other hand, if all of the opportunity events (first opportunity event to third opportunity event) shown as candidates in the second selection presentation can occur in any type of specific presentation (any of the first to fourth specific presentations), as in the above embodiment, there is an advantage that control such as in this example (controlling the types of candidate opportunity events (types of candidates presented in the second selection presentation) based on the specific presentation to be executed (selection of the first selection presentation)) is not necessary. Another advantage is that the multiple selection presentation can be configured so that the first selection presentation is executed (the specific presentation to be executed is selected) after the second selection presentation is executed (after the opportunity event is selected).

[0083] 〇Specific example 3-2 The combination of candidates shown in the first selection effect may be changed each time. Since specific effects that were not shown as candidates in the first selection effect will not be selected (will not occur), this is an effect format in which the player hopes that specific effects with higher reliability will be included in the candidates.

[0084] Similarly, the combination of candidates shown in the second selection presentation may be changed each time. Since an opportunity event that is not shown as a candidate in the second selection presentation will not be selected (will not occur), this is a presentation format in which the player hopes that an opportunity event with a higher reliability will be included in the candidates.

[0085] 〇Specific example 3-3 It is assumed that there may be cases in which two or more opportunity events can be selected in the second selection presentation (see FIG. 21). As in the above embodiment, if three options, the first opportunity event through the third opportunity event, are presented as candidates in the second selection presentation, two or all three of them may be selected, and the selected two or more opportunity events may occur in the subsequent specific presentation. The more opportunity events that occur in the specific presentation, the higher the probability of a favorable outcome (higher the reliability of a jackpot), so by using this example, the presentation will be one in which the player hopes that more opportunity events (second option image 52) will be selected in the second selection presentation.

[0086] Unlike the second selection effect, the first selection effect is an effect that determines the type of specific effect that will occur (only one type of specific effect will be executed thereafter), so it is not possible to configure it so that the result will be that two or more specific effects (first selection image 51) are selected.

[0087] In this example, the configuration may be such that opportunity events not selected in the second selection presentation do not occur in subsequent specific presentations. In the above-described embodiment, where one opportunity event is selected in the second selection presentation, it is undesirable to limit the presentation patterns unless the unselected opportunity events can occur in subsequent specific presentations. However, if the configuration is such that two or more opportunity events can be selected in the second selection presentation (the number of opportunity events selected is indefinite), as in this example, only one or more opportunity events selected in the second selection presentation may occur in subsequent specific presentations, and other opportunity events may not occur in subsequent specific presentations. In the example shown in FIG. 21 (where the result of FIG. 21(b) is reached), the first opportunity event (dialogue change) and the second opportunity event (cut-in) occur in the subsequent specific presentation, but the third opportunity event (device) does not occur.

[0088] 〇Specific example 3-4 In the second selection presentation, a result (hereinafter referred to as a non-selection result) in which none of the multiple types of opportunity events (second option image 52) presented as candidates is selected may occur. If a non-selection result occurs, there may be a case in which no opportunity event occurs at all in the subsequent specific presentation (none of the first opportunity event to the third opportunity event occurs).

[0089] If, as in the above embodiment, one type of opportunity event (second option image 52) is selected in the second selection presentation, it is certain that at least one type of opportunity event will occur in the specific presentation following the multiple selection presentation, and the occurrence of the multiple selection presentation is advantageous to the player in that respect, realizing a gameplay feature. On the other hand, in the case of this example, even if the multiple selection presentation occurs, there may be cases where no opportunity event occurs in the specific presentation, thereby broadening the range of presentations.

[0090] 〇Specific example 3-5 At the beginning of the multiple selection effect (referring to a situation where the results of neither the first selection effect nor the second selection effect are known), both candidates for the first selection effect (first choice image 51) and candidates for the second selection effect (second choice image 52) are shown (see FIG. 22(b)). That is, unlike the above embodiment, after the type of specific effect to be executed is determined (the result of the first selection effect is displayed), the types of opportunity events that may occur in that specific effect are not displayed, but rather candidates for the specific effect and candidates for opportunity events are displayed (see FIG. 22(b)) from a stage before the type of specific effect to be executed is determined (a stage before the first selection effect starts (see FIG. 22(c))).

[0091] As in the above embodiment, if the second selection effect is initiated after the result of the first selection effect is determined, and the result of the first selection effect is not very favorable to the player (for example, if a specific effect with low reliability is selected), the player may become depressed about the selection and lose interest in the result of the second selection effect. The same applies when the result of the second selection effect is determined first. That is, if the result of the second selection effect is not very favorable to the player (for example, if a favorable event with low reliability is selected), the player may become depressed about the selection and lose interest in the result of the first selection effect. To prevent this situation from occurring, both candidates for the specific effect and candidates for the advantageous event are shown at the beginning of the multiple selection effect.

[0092] In particular, as explained in the above specific example 3-2, if the settings are such that the candidates for specific effects and the candidates for opportunity events can change each time, it is of great interest to the player which candidates will be presented, and therefore it can be said to be effective to present the candidates for specific effects and the candidates for opportunity events at a stage before any selection has been made (a stage before the player may reach a situation where they become depressed).

[0093] 〇Specific example 3-6 The configuration is such that, as a favorable event that can be presented in the second selection presentation, an event (hereinafter referred to as a "confirmed event") that, if it occurs during a specific presentation, will determine that the specific presentation will result in a favorable outcome is set. As in the above embodiment, if the setting is "favorable outcome = jackpot," the confirmed event is displayed as a candidate in the second selection presentation, and if the confirmed event is selected, the result of the lottery is determined to be a jackpot at that point. In this way, the player pays attention to whether or not a confirmed event is included in the candidates (second selection image) displayed in the second selection presentation (see FIG. 23(b-2)), and if so, the presentation is one in which the player hopes that the confirmed event will be selected (the "Premium" second selection image shown in FIG. 23(b-2) corresponds to the confirmed event). Furthermore, if the second selection effect is configured to occur after the result of the first selection effect is known (the type of specific effect to be executed is decided), as in the above embodiment, even if a specific effect with a low reliability is selected in the first selection effect, a pattern can occur in which a confirmed event is selected in the second selection effect, resulting in a confirmed jackpot (a pattern in which an unfavorable situation in the first selection effect is overturned in the second selection effect), which makes the game more interesting.

[0094] When a fixed event is included as one of the opportunity events, it is possible to configure the fixed event to occur in some of the multiple specific effects but not in other specific effects. For example, a fixed event will not occur in the second specific effect (reach B) and the third specific effect (reach C), but may occur in the first specific effect (reach A) and the fourth specific effect (reach D). In this case, if the second or third specific effect is selected in the first selection effect (see FIG. 22(a)), a fixed event will not be selected in the second selection effect (a fixed event will not be displayed as a candidate) (see FIG. 23(b-1)). However, if the first or fourth specific effect is selected in the first selection effect, a fixed event may be selected in the second selection effect (see FIG. 23(b-2)). Therefore, a presentation format is realized in which selecting the first or fourth specific effect in the first selection effect is advantageous to the player in that the possibility of selecting a fixed event in the second selection effect remains.

[0095] 4-3) Variable stop pattern action In this embodiment, the following fluctuation stop actions can be executed as effects (actions) that constitute the fluctuation effect. Note that the fluctuation stop action can occur when a predetermined effect mode (specific mode) is set. In other words, the various configurations described below refer to those in a situation where the specific mode is set. For example, the form of the decorative pattern 80 described below refers to those in a situation where the specific mode is set. However, such conditions may not be set as conditions under which the fluctuation stop action can occur, and the fluctuation stop action may occur at any time.

[0096] Each decorative pattern 80 (see FIG. 24(a)) includes a main element portion 81 that indicates its type and a sub-element portion 82 associated with the main element portion 81. The main element portion 81 is a portion that includes characters (numbers in this embodiment). If the characters in the main element portion 81 are the same (their fonts and external shapes may be different), the type of pattern is the same. In this embodiment, the main element portion 81 includes any of the numbers "1" to "7." In other words, seven types of patterns are set as decorative patterns 80. The sub-element portion 82 is a portion that represents a different character associated with each of the numbers "1" to "7." Note that "characters" include not only those that represent animals such as humans, but also those that represent objects. Furthermore, they include not only real-life characters but also imaginary characters that appear in original works such as manga.

[0097] In this embodiment, the main element portion 81 "1" corresponds to "character A," "2" corresponds to "character B," and "7" corresponds to "character G" (see Figure 24(a)). In other words, decorative patterns 80 of the same type (decorative patterns 80 having the same main element portion 81) include the same type of character as the sub-element portion 82. Note that each character may change its appearance within a range that allows the player to recognize that they represent the same character. The left decorative pattern group 80gL, the right decorative pattern group 80gR, and the center decorative pattern group 80gC each include seven types of patterns whose main element portion 81 is "1" to "7."

[0098] In the following explanation, the decorative pattern 80 included in the left decorative pattern group 80gL (decorative pattern 80 selected from the left decorative pattern group 80gL) will be referred to as the left decorative pattern 80L, the decorative pattern 80 included in the right decorative pattern group 80gR (decorative pattern 80 selected from the right decorative pattern group 80gR) will be referred to as the right decorative pattern 80R, and the decorative pattern 80 included in the middle decorative pattern group 80gC (decorative pattern 80 selected from the middle decorative pattern group 80gC) will be referred to as the middle decorative pattern 80C (see Figure 24(b)). Details will be given later, but if the prefixes "first" to "third" are used in accordance with the order of fluctuation stops (including pseudo stops) when a fluctuation stop action occurs, the left decorative pattern 80L (left decorative pattern group 80gL) would be the "first decorative pattern (first decorative pattern group)", the right decorative pattern 80R (right decorative pattern group 80gR) would be the "second decorative pattern (second decorative pattern group)", and the middle decorative pattern 80C (middle decorative pattern group 80gC) would be the "third decorative pattern (third decorative pattern group)".

[0099] First, the fluctuation of the left decorative pattern group 80gL stops, and one left decorative pattern 80L is displayed to the left of the widthwise center of the display area 911 (see FIG. 25(b)). In the explanation of the fluctuation stop action, "stop" includes a pseudo-stop (a state in which the player sees the pattern as stopped but is not completely stopped, for example, a state in which the pattern is slightly swaying). After that, the fluctuation of the right decorative pattern group 80gR stops, and one right decorative pattern 80R is displayed to the right of the widthwise center of the display area 911 (see FIG. 25(c)). In addition, it does not matter whether the timing at which one left decorative pattern 80L is displayed and the timing at which one right decorative pattern 80R is displayed are before or after each other. Both may be displayed at the same time (the left decorative pattern group 80gL and the right decorative pattern group 80gR stop changing at the same time), or the timing at which the right decorative pattern 80R is displayed may be earlier than the timing at which the left decorative pattern 80L is displayed (the timing at which the right decorative pattern group 80gR stops changing may be earlier than the timing at which the left decorative pattern group 80gL stops changing).

[0100] After that, the fluctuation of the center decorative pattern group 80gC stops. At this time, the sub-element portion 82 (left sub-element portion 82L) of the left decorative pattern 80L and the sub-element portion 82 (right sub-element portion 82R) of the right decorative pattern 80R are displaced so as to approach each other. In other words, one center decorative pattern 80C displayed by stopping the fluctuation of the center decorative pattern group 80gC is displayed between the left decorative pattern 80L and the right decorative pattern 80R in the width direction, and the characters of the left sub-element portion 82L and the right sub-element portion 82R move toward the center decorative pattern 80C. Specifically, the characters of the left sub-element portion 82L and the right sub-element portion 82R perform a fluctuation stop action to stop one center decorative pattern 80C selected from the center decorative pattern group 80gC (see FIG. 25(d)). In this embodiment, the final combination of decorative patterns 80 displayed after the fluctuation stop action indicates a "miss." In other words, the action to stop the change only occurs when the result of the lottery is a loss. After that, if there is pending information before the change, the next change will occur.

[0101] In this embodiment, even when a fluctuation stop action occurs, the sub-element parts 82 (left sub-element part 82L, right sub-element part 82R) and the main element part 81 in the left decorative pattern 80L and the right decorative pattern 80R remain connected (not separated) (see Figure 25(d)). In other words, it is possible to maintain a state where it is easy to understand that the left decorative pattern 80L and the right decorative pattern 80R are one pattern composed of the main element part 81 and the sub-element part 82.

[0102] In this way, the fluctuation stopping action is interesting in that it takes advantage of the fact that the left decorative pattern 80L and the right decorative pattern 80R displayed on either side of the middle decorative pattern 80C contain sub-element parts 82 (characters), and these sub-element parts 82 stop the middle decorative pattern 80C (middle decorative pattern group 80gC).

[0103] Below, we will explain specific examples in which matters related to fluctuation stop actions 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.

[0104] 〇Specific example 4-1 The variation stop action in the above embodiment is when the middle decorative pattern 80C (third decorative pattern) is displayed between the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) in the width direction, but the positional relationship (arrangement direction) of the three decorative patterns 80 can be changed as appropriate as long as the decorative pattern 80 that is the target of the variation stop action is displayed between two decorative patterns 80 having sub-element parts 82 that perform the variation stop action. For example, the decorative pattern 80 (third decorative pattern) that is the target of the variation stop action may be displayed between the decorative pattern 80 (first decorative pattern) displayed on the upper side of the display area 911 and the decorative pattern 80 (second decorative pattern) displayed on the lower side (the three decorative patterns 80 are arranged vertically).

[0105] Specific example 4-2 When the left decorative pattern 80L and the right decorative pattern 80R are the same type, i.e., when a so-called reach is achieved, a variable stop action is not generated. When the left decorative pattern 80L and the right decorative pattern 80R are the same type, this means that the character that is the sub-element part 82 of the left decorative pattern 80L and the character that is the sub-element part 82 of the right decorative pattern 80R are the same. Since players may feel uneasy when two "characters of the same type" simultaneously perform an action (i.e., two characters of the same type simultaneously acting together to stop the center decorative pattern 80C creates an unnatural (unrealistic) presentation), a variable stop action is not generated when a reach is achieved. In other words, a variable stop action is generated only when the left decorative pattern 80L and the right decorative pattern 80R are different types, i.e., when the character that is the sub-element part 82 of the left decorative pattern 80L and the character that is the sub-element part 82 of the right decorative pattern 80R are different.

[0106] In addition, if you do as in this example, the fluctuation stop action will occur when the reach is not achieved, so the setting is that the fluctuation stop action will occur at a so-called ``complete miss'' fluctuation (a fluctuation in which a miss is announced without the reach being achieved).

[0107] Specific example 4-3 Unlike the specific example 4-2 above, a variation stop action can occur (see FIG. 26(b)) even when a reach is achieved (see FIG. 26(a)). However, the variation stop action when a reach is achieved is assumed to be different between the character represented by the left sub-element unit 82L and the character represented by the right element unit, which are characters of the same type. Note that "different actions" here does not include actions in which the actions of both characters are symmetrical. In other words, "different actions" are actions in which the actions of both characters are not identical (in a manner in which they overlap perfectly when moved parallel), but are also asymmetrical. As in the above embodiment, in a configuration in which characters of the same type are displayed on the left and right of the display area 911 when a reach is achieved, the actions of the character represented by the left sub-element unit 82L and the character represented by the right element unit are made non-identical and asymmetrical (see FIG. 26(b)). In other words, when the same characters located on the left and right move toward the center, it is conceivable to make the actions symmetrical, but the actions are intentionally made asymmetrical.

[0108] Displaying the same type of characters at the same time is itself strange, and if the actions of those same type of characters are also the same, this strangeness will be exacerbated. Therefore, in order to minimize this strangeness as much as possible, when a fluctuation stopping action is generated even when a reach is achieved, the actions of both characters are intentionally made different (the strangeness is reduced by not displaying two identical characters performing the same action at the same time).

[0109] In this example, it is preferable to provide, for all types of decorative patterns 80 (each of characters A to I), an action (left action) when displayed as a left decorative pattern 80L and an action (right action; different from the left action) when displayed as a right decorative pattern 80R. Regardless of whether a reach is achieved or not, if a certain decorative pattern 80 is displayed as a left decorative pattern 80L, a left action (see FIG. 26(c-1)) is executed, and if it is displayed as a right decorative pattern 80R, a right action (see FIG. 26(c-1)) is executed. In this way, the actions of the left and right characters are necessarily different regardless of whether a reach is achieved or not (even if a reach is achieved).

[0110] In this example, since a fluctuation stop action occurs even when a reach is achieved, a fluctuation stop action can be generated not only for a fluctuation that results in a "miss after a reach is achieved" but also for a fluctuation that results in a "jackpot." In other words, a configuration can be made in which a fluctuation stop action can be generated when the left decorative pattern 80L and the right decorative pattern 80R that constitute a reach come to a halt and the same type of central decorative pattern 80C stops.

[0111] 〇Specific example 4-4 The occurrence of a fluctuation stop action is configured to function as a so-called pre-reading effect. The pre-reading effect indicates that the jackpot reliability of a certain winning / losing lottery result (target winning / losing lottery result) has increased by using a fluctuation effect that notifies one or more future winning / losing lottery results that will be notified before the target winning / losing lottery result. The fluctuation stop action occurs when the future winning / losing lottery result (loss) is notified (see Figure 27(b-1)). In other words, the occurrence of a fluctuation stop action functions as an indication of the occurrence of a pre-reading effect. In the case of "no pre-reading," the fluctuation stop action does not occur (see Figure 27(b-2)). If the setting is such that the more so-called pre-reading times (the number of future winning / losing lottery results) there are, the higher the jackpot reliability of the target winning / losing lottery result, then the more times the fluctuation stop action occurs, the higher the jackpot reliability of the target winning / losing lottery result.

[0112] By doing this, the occurrence of a unique variable stopping action in which the sub-element parts 82 included in the left decorative pattern 80L and the right decorative pattern 80R stop the middle decorative pattern 80C indicates the occurrence of a pre-reading, making it possible to create an easy-to-understand pre-reading performance.

[0113] In this example, two or more different actions may be prepared for all types of decorative patterns 80 (each of the characters A to I), and the reliability of the target winning / losing lottery result may be indicated by the action. For example, a first action and a second action may be set for each of the characters A to I. If the combination of the left decorative pattern 80L and the right decorative pattern 80R is the same, the combination of characters that perform the fluctuation stopping action will be the same. However, the reliability of the target winning / losing lottery result is higher (higher reliability of prediction) when the character of the left sub-element portion 82L and the character of the right sub-element portion 82R perform the second action (see FIG. 27(c-2)) than when the character of the left sub-element portion 82L and the character of the right sub-element portion 82R perform the first action (see FIG. 27(c-1)). This results in a presentation in which attention is paid to the actions of the left and right characters when the fluctuation stopping action is performed.

[0114] 〇Specific example 4-5 The decorative pattern 80 (decorative pattern group 80g) to be stopped by the fluctuation stop action does not include the sub-element portion 82 (character). In accordance with the above embodiment, the middle decorative pattern 80C (decorative pattern included in the middle decorative pattern group 80gC) includes the main element portion 81 (numbers) but does not include the sub-element portion 82 (see FIG. 28). Since the fluctuation stop action is a performance in which the left sub-element portion 82L and the right sub-element portion 82R perform an action, the middle decorative pattern 80C to be stopped by the action does not need to have the sub-element portion 82.

[0115] By doing this, the difference between the "pattern to be stopped" (with sub-element part 82) and the "pattern that is stopped" (without sub-element part 82) becomes clear, and the variable stopping action becomes more easily understood.

[0116] 〇Specific example 4-6 The various decorative patterns 80 included in the left decorative pattern group 80gL and the various decorative patterns 80 included in the right decorative pattern group 80gR may be configured not to include the sub-element portion 82 during fluctuation, but may change to include the sub-element portion 82 when fluctuation stops. For example, after fluctuating with only the "number" (main element portion 81) (see FIG. 29(a)), when stopped, the "number" (main element portion 81) + "character" (sub-element portion 82) may be displayed (see FIG. 29(b)(c)). The fluctuation stop action occurs after the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) are displayed (the fluctuation of the left and right decorative pattern group 80gR stops), so the sub-element portion 82 may not be included in the state before that.

[0117] Furthermore, the middle decorative pattern 80C (middle decorative pattern group 80gC) may remain without including the secondary element portion 82 (remain as a number) even when the fluctuation stops (see Figure 29(d)), or, like the left decorative pattern 80L and the right decorative pattern 80R, may be configured (not shown) to be displayed as "number" (main element portion 81) + "character" (secondary element portion 82) when the fluctuation stops.

[0118] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0119] 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.

[0120] The effect described in the above embodiment that suggests the probability (reliability of the jackpot) that the result of the lottery will be a "jackpot" can also be used to suggest the probability of a so-called "small jackpot."

[0121] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0122] ·Means 1-1 A gaming machine that displays as reserved patterns the existence of win / loss lottery information used in a win / loss lottery for which the corresponding win / loss lottery result has not yet been notified, and the reserved patterns are set to have a normal pattern and a special pattern that has a higher probability of the corresponding win / loss lottery result being a win than the normal pattern, and the reserved patterns of the normal pattern are cyclically decorated with X number of decorative characters that are different from each other and have a set order, in the order in which the corresponding win / loss lottery results were notified first. According to the gaming machine, it becomes easy to grasp the current status of the pending lottery (stored winning / losing lottery information).

[0123] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that when s reserved patterns of the special mode are displayed between the previous reserved pattern of the normal mode and the subsequent reserved pattern in the consumption order, the previous reserved pattern is given the nth decorative character in the specified order, and the subsequent reserved pattern is given the n+1+sth decorative character in the specified order. This makes it easier to distinguish between reserved symbols of the normal mode and reserved symbols of the special mode.

[0124] ·Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that the reserved pattern of the normal mode and at least one of the reserved patterns of the special mode differ in the presence or absence of the decorative characters, but have common elements. As described above, decorative characters are added to reserved patterns in a specified order in the normal mode (they are added to understand the reserved status), but reserved patterns that do not have the decorative characters added can also function as reserved patterns in a special mode.

[0125] ·Means 2-1 A gaming machine comprising: a display means having a display area; a variation effect execution means for executing a variation effect from the start of the change of the decorative pattern displayed in the display area until the decorative pattern stops in a manner according to the result of a win / lose lottery; and a notice effect execution means for executing a notice effect by displaying a notice image to notify that a reliability change effect will occur during the variation effect, in which the reliability, which is the probability that the win / lose lottery result will be a win, will increase, and the reliability change effect includes a pre-change stage in which the notice image is displayed so as to cover at least a part of a pre-change image, which is the target image before the change, and a post-change stage in which the notice image is erased and a post-change image, which indicates a higher reliability than the pre-change image, is displayed. According to the gaming machine, as a result of the occurrence of the notice effect (due to the effect of the notice image), it is possible to provide a reliability change effect that makes it easy to understand that the state of the target image has changed.

[0126] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the pre-change stage includes a first half in which the pre-change image and the preview image are displayed at a distance from each other, and a second half in which the preview image is displaced in the direction of the pre-change image and is displayed so as to cover at least a portion of the pre-change image. By doing so, it is possible to more clearly show that the target image has changed due to the effect of the preview image.

[0127] ·Means 2-3 A gaming machine as described in means 2-1 or 2-2, characterized in that after the preview image is displayed so as to cover at least a part of a certain image, a pseudo-confidence change effect may occur in which the preview image remains without any change occurring in the direction of increasing the confidence of the certain image, and after the pseudo-confidence change effect occurs, a confidence change effect occurs in which an image other than the certain image is used as the target image. By doing this, even if a certain image is covered by a preview image, it is not necessarily the case that a reliability change effect will occur for that image. In that case, the preview image is not "consumed," and a reliability change effect can be generated with another image as the target image.

[0128] ·Means 3-1 A gaming machine capable of executing multiple types of specific presentations that lead to advantageous endings that are advantageous to the player or unfavorable endings that are the outcome when the advantageous ending is not reached, characterized in that, before the specific presentation starts, a composite selection presentation is generated that includes a first selection presentation that indicates which of the multiple types of specific presentations will be executed, and a second selection presentation that indicates the type of opportunity event that will occur in the specific presentation selected in the first selection presentation. According to the gaming machine, when a specific effect occurs, the progress (development) of the effect becomes easy to understand.

[0129] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that all of the opportunity events shown in the second selection presentation can occur in any of the multiple types of specific presentations shown in the first selection presentation. By doing this, it is not necessary to control the type of opportunity event shown in the second selection presentation depending on the content of the first selection presentation (this makes it easier to control the second selection presentation).

[0130] ·Means 3-3 A gaming machine according to means 3-1 or 3-2, characterized in that two or more favorable events may be selected in the second selection presentation. By doing so, the presentation is such that the player hopes that more favorable events will be selected in the second selection presentation.

[0131] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that when a definite event occurs in the specific presentation, which determines that the advantageous outcome will be reached, may be displayed as the favorable event in the second selection presentation. By doing this, when a definite event is shown in the second selection presentation, the presentation will be such that the player hopes that the definite event will be selected.

[0132] ·Means 3-5 A gaming machine described in any one of means 3-1 to 3-3, characterized in that at the beginning of the composite selection effect when neither the first selection effect nor the second selection effect has been completed, both candidates for the first selection effect and candidates for the second selection effect are displayed. If the result of one of the first and second selection effects is shown first, the player may be disappointed by the result and lose interest, so it is possible to show candidates for both selection effects first before the result of either selection effect is shown.

[0133] ·Means 4-1 a display means having a display area; and a notification means for variably displaying a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each of which includes a plurality of types of decorative patterns, in the display area, and notifying the result of a lottery based on a combination of the first decorative pattern, the second decorative pattern, and the third decorative pattern selected and displayed from each decorative pattern group; wherein at least the first decorative pattern and the second decorative pattern have a sub-element portion associated with the main element portion in addition to a main element portion indicating their type, and after the first decorative pattern is displayed on one side of the display area and the second decorative pattern on the other side, a first sub-element portion which is the sub-element portion of the first decorative pattern and a second sub-element portion which is the sub-element portion of the second decorative pattern are displaced so as to approach each other, thereby stopping the variation of the third decorative pattern group and bringing the third decorative pattern into a state where it is displayed between the first decorative pattern and the second decorative pattern. According to the gaming machine, it is possible to perform an interesting pattern stopping action by utilizing the sub-element parts of the first decorative pattern and the second decorative pattern.

[0134] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the sub-element parts represent characters, and the decorative patterns of the same type include characters of the same type as the sub-element parts. By doing this, it is possible to create a presentation that looks as if the character has stopped the third decorative pattern.

[0135] ·Means 4-3 The gaming machine described in means 4-2 is characterized in that, when the first decorative pattern and the second decorative pattern are different, the fluctuation stop action may occur, but when the first decorative pattern and the second decorative pattern are the same type and a reach is achieved, the fluctuation stop action does not occur. When a reach is achieved, the first sub-element part and the second sub-element part will be the same character. Since the effect in which the same characters move at the same time (moving together to stop the third decorative pattern) may be unnatural, it is possible to prevent the variable stop action from occurring when a reach is achieved.

[0136] ·Means 4-4 The gaming machine described in means 4-2 is characterized in that when the first decorative pattern and the second decorative pattern are of the same type and a reach is achieved, the variable stopping action is in a form in which the action of the character represented by the first sub-element part and the action of the character represented by the second sub-element part, which are characters of the same type, are different. If a fluctuation stopping action is to be generated even when a reach is achieved, it is advisable to vary the actions of the same character to reduce as much as possible the sense of incongruity caused by the same character acting at the same time.

[0137] ·Means 4-5 A gaming machine described in any one of means 4-1 to 4-4, characterized in that the third decorative pattern includes the main element portion but does not include the sub-element portion. By doing this, the distinction between the decorative pattern (first decorative pattern, second decorative pattern) that stops the fluctuation and the decorative pattern (third decorative pattern) that is stopped becomes clear. [Explanation of symbols]

[0138] 1. Gaming machines 10 Reserved Design 11. Changing pending pattern 12 Pre-change reserved pattern 10n Normal mode 10s special mode 101s Basic special mode 102s Special Notice 20 Target images 20x before image Image after 20y change 21 First target image 22 Second target image 25 Preview image 251 First preview image 252 Second preview image 30 decorative characters 41 Text images 42 Opportunity Image 51 First Choice Image 52 Second Choice Image 70 Operating means 71 First operating means 72 Second operating means 80 decorative designs 80L Left decorative pattern 80R Right decorative pattern 80C Medium decorative pattern 80g decorative pattern group 80gL Left decorative pattern group 80gC Medium decorative pattern group 80gR Right decorative pattern group 81 Main element part 82 Sub-element 82L Left subelement part 82R Right subelement part 91 Display device 911 Display area

Claims

[Claim 1] A gaming machine that is equipped with a display means having a display area in which decorative symbols that notify the result of a winning or losing lottery are displayed, and that is capable of executing multiple types of specific effects as part of the effects during the change from when the decorative symbols start to change until the decorative symbols stop in a manner that corresponds to the result of the winning or losing lottery, In each of the plurality of specific effects, one of a plurality of favorable events, the occurrence of which is advantageous to the player, may occur, In the advance period before the specific performance actually begins, After a plurality of types of first preview images are displayed in the display area, one type of the first preview image is displayed, and one type of the plurality of types of specific effects corresponding to the one type of first preview image is displayed as an effect to be started after the end of the advance period, After a plurality of types of second preview images are displayed in the display area, one type of the second preview image is displayed, and one type of the plurality of types of opportunity events corresponding to the one type of second preview image is displayed as an event that occurs during the execution of the specific performance that starts after the end of the advance period. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2019118358A

  • Pinball game machine

    JP2021029896A